Introduction



The Light Is Dying.

The year is 1951. The Dream is in ruins, dying. The Phoenix's gift has left the world irrevocably changed. All Coteries lie in ruins. The Winged huddle together in their own makeshift families fighting for dominance over scarce resources, their Patrons dormant, missing, or dead. Anarchic Red-Bloods from the Barrier Crimson aid or attack, motivated only by chaotic reactions over Winged selfishness and cruelty. The Piscine conjure​ abyssal monsters to aid violent darkness-shrouded raids, and Empire of Dust traders bring expensive, vital resources in exchange for Stories.

What is left of the Dream is a cluster of disparate landscapes, a shoal of islands connected only by roads and bridges made of testing trials and concepts that need to be wrestled with. Each of these realms is dominated by a concept, a piece of the Moonchild left for their children to understand. Each is a step to understanding why the Dream is the way it is, a broken nightmare spiralling into a colourful abyss.
Many Winged & Dreamers in each Realm are completely unobservant of the realms beyond, living in their own... Dream world.

The Winged snatch at the power they once had. Many rule their Realms with power and authority passed down before the Parliament closed. Some live in symbiosis with the Dreamers that feed them; others continue to dominate and control, succouring off their complacent livestock with a claw of iron.

The Parliament still stands, but changed. A twisted tower of leather and metal, corridors jutting off in many directions, voices and grinding sighs heard so far away, echoing subtly and endlessly. With the landscape outside dying and uninhabitable, many Winged and others seek help inside the monstrous Parliament, confined to its winding corridors as it travels the roads of the Dream. Only the Winged still call it the Parliament - others simply call it the Shard; a remainder of a forgotten past. Strangely, any can access the Shard from any Realm, but the Shard only has access to certain Realms; it obeys it's own rules.

Many strange devices and mechanisms are found within the Shard, with those scrabbling Winged fighting each other for control of these unknowable devices.
One such device is The Lacuna, a monstrous rattling lock-covered door. Through The Entrance come Sleepers, Dreamers who can never leave. No-one knows exactly why, but it is suspected every Sleeper is trapped by their own guilt, fears, or traumatic events they are escaping from. All that is known is that a Sleeper’s presence brings with them resources. The most common are Emotions, which grant knowledge and access to the Shard's many locked rooms. Memories are bigger and far more juicy, providing personal power to it’s wielder. However, the most potent are Hopes - each is personally connected to a Sleeper, granting them their true potential if they retrieve it…

But the Sleepers are trapped. Something has called them to the Shard, and the only way out is The Grand Lacuna. To escape The Lacuna, the Sleeper will need to pay the toll - an amount of Keys, and expensive Hopes and Memories. If a Sleeper escapes, they never come back - but their presence is often felt by the other Sleepers, helping them on their way to escape. Unfortunately, the toll is never cheap… and every escape raises the price.

Amongst the Sleepers and Winged are Sources, godlike fonts of power who exchange respect for power while following their own sets of bizarre rules.
Of note is the Shard's caretaker, Entropy, who removes light from the world because It Has To Be Done. He aids the Shard, and the Sleepers there, but He Must rob the Dream of its beauty, one Realm at a time...

And hiding amongst all are Figments, creatures born of imagination determined to steal a Sleeper's place in the world with subterfuge and brute force.

So the Sleepers wish to leave, aided by the services of the Red-Blooded. The selfish Winged want control. Figments and Myths wish to replace the Sleepers in Reality, and the Sources want to gain power and change the world. The Dreamers are free, blind, and trapped in cycles.

You, are a Sleeper.
The Shard calls to you...

--

Oneiropelago is a Social LRP set in a post apocalyptic Dream World. It's themes are based on the history of the Twentieth Century, it's Zeitgeist, Spirituality & Popular Culture. It's a spiritual sequel to Ornithocracy, a Social LRP that ran from 2011 to 2015. The focal point of the game is story telling using the stranger parts of real world history, combined with some of the story elements from Ornithocracy.

--

Rules
Character Creation

Sleepers
The Realms of The Dream

--

For Questions, contact David
Facebook Group

No comments:

Post a Comment