Sleep Race
A slowly escalating war among competitive practitioners of magic that characterized several centuries of Falderan history. Practitioners would acquire vast power and knowledge by employing the Wand of Somnolence to cast Call of Morpheus, acquiring XP and powerful spells, and then using an Expurgefactor to reverse the magical coma. This was called "grinding levels" and "bagging epic loot" in the lingo of professional sleepers.
The Sleep Race encouraged a sort of "cowboy-like" cultural mysticism and a hometown team loyalty around these powerful regional practitioners, which would result in personality cults, religions, and political empires.
The Sleep Race encouraged major cultural investments in home security, traps, dungeon construction, tower construction, minion management, magic research, prophecy, insurance, and legal industries. In this sense, it was considered very good for commerce.
As boasting and threats intensified, practitioners turned to subterfuge. Paid assassins, thieves, turncoats, and politicians increasingly targeted such practitioners as they slept, intensifying the climate of distrust and fear.
The Sleep Race contributed to the death of many practitioners, civilians, and minions - as well as continuous property damage.
The Sleep Race ended with the Great Dormition and subsequent signing of the Treaty of Perfidy.
Comments