World Spheres
A standard sized orb that uses mysterious magic to contain an entire existence within; generated by the subconscious will of a Dreamer. Harvested by join efforts between Sculptors and Diviners, these creations host the expanded worlds of a Dreamer's dream that has been determined to be inhabitable.
The end product of their joint efforts is known as a Dreamscape. Campaigns typically take place within these spheres, or across multiple spheres if plot necessary.
Sphere Mending
As naturally volatile things, worlds within spheres can spiral out of control over time. Diviners and Sculptors are tasked with maintaining these spheres over time to keep them stable. High ranking Diviners are known to be capable of resetting a sphere and everything about its history to its creation state. High ranking Sculptors, on the other hand, are capable of completely shifting parts of the dreamscape to suit the needs of sustaining the world--even if it means sacrificing a part of the world to keep the whole from absorption.
Sphere Melding
In the rarest of cases it's possible for the contents of two World Spheres to merge. When world collide, often by accident, their containers crack and their more compatible traits fuse to become a new world. If re-contained in time, this chaotic fusion can become a new world. Diviners and Sculptors may be required to enter and quell the more volatile parts as well as wipe the memories of the world's inhabitants after this event, if necessary.
Sphere Absorption
The way of all things is to return to Void. As such, when World Spheres have reached a point of no return they gradually grow darker until their very cores resemble the void outside of The Scape. At this point they are typically removed from a Sphere Net and carefully returned to the void by DeckhandsRemove these ads. Join the Worldbuilders Guild
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