The Powers That Be (
powersthatbe) wrote in
synodiporia_ooc2015-07-14 08:55 pm
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Questing Country: The Next Jaunt.
Nobody knows quite how Questing Country works. Any species who are capable of lucid dreams can enter it. Six Known Worlds are connected to it - planets which may or may not remember one another in the waking world, but whose Chosen have formed alliances through Questing Country for thousands of years. The landscape changes, but the place is real - anyone who dreams of Questing Country vanishes from their bed, and wakes up with the wounds, marks, or treasures they earned there. But a few things are clear: it taps into the most powerful beliefs in the minds of sentient beings. When those beliefs are too dangerous, Questing Country births strange talking beasts who lend abilities to the young, the only people hopeful and naive enough to believe one person really can change the world - and so, they’re the only people who ever have the chance to change it.
But there’s more to Questing Country than the Champions it anoints and their dangerous lives and uncertain fates. These troublesome beliefs - they take shape, too. The Fire Mushrooms range out from the place called Nuclear Winter. Hordes of Men in Black come from Conspiracy Country. If they’re not stopped here, they gain power in the dreams of the Known Worlds… and those are only a few of the more obvious ones.
Sometimes, though, the untapped powers of Questing Country find other shapes, as well. There are unstable nodes of energy called Valences that appear only a few times a generation… and when they do, Champions and Oracles and Adversaries all fling themselves into Questing Country with wild abandon. Because every Champion has some belief they’re fighting for, some hope they want to come true… and deep in their hearts, every Champion believes that one day, if they’re strong enough and pure enough, it will. The Valence is that belief, taken shape, the hope of hopes, the power to make dreams come true in an instant… but because Champions believe they have to prove themselves worthy, well, they’re right about that, too. To gain the Valence, they first have to succeed in a series of tests, tests that will send them against their friends and allies from across the worlds...
Bonds & Bonded
For purposes of game balance and CR generation, Bonds will usually be from 4 to 6 people in size, although you may ask to form a larger or smaller Bond. Single-canon Bonds are permissible but discouraged. A Bond may be a long-standing team, or it may be a group of people who are thrown together during the events of the plot forming new connections.
If you want to be a part of a Bond, but do not have a group in mind, comment here and we will randomize Bonded companions for you. If you have a small Bond and would be open to random individuals joining it, let us know, and we’ll set that up for you as well.
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Re: Bonds & Bonded
Re: Bonds & Bonded