Quick Primer
Quentriandal is a dreaming-world, spawned by the fitful slumber of an unknowable creator-god. It is a world where story carries the same weight as gravity, if not more.
The
Masque is the mark of the dream, a mask that covers the face of animals and humans alike. Each one is born into the world with the masque fused to their face and each masque tells of the story and role of the person wearing it. Masques are not immutable; as a youth changes to an old man, so too does his story and masque.
The
Awakened are those who no longer wear those. Through unexpected circumstance, the Awakened have cast of their mask or seen it crumble. Theirs is a power most unique; the power to change the story and tell their own tales. Awakened can disrupt and change the world otherwise fettered by narrative conventions.
Nightmares plague the dreaming-world, twisted fears and corrupting all they touch into a bleak, dreadful shadow of itself. The world is a beautiful and vibrant place, but Nightmares change it all to existential dread. They are the dark side of the dream, spawned by the Dreamer and Awakened alike.
Themes and Tone
ADVENTURE
Quentriandal is a world of adventure and of exciting tales. Quick-witted courtiers clash in courts just as surely as warriors do on the fields of battle. Agile thieves bound across rooftops and crash through windows to escape determined pursuit while determined Awakened seek their destiny and fortune. Hunger, greed, mercy or a sense of adventure- any number of motivations drive the Awakened to explore and see what lies out in the world.
WONDER
From the soaring cloud-whales to spicy delicious Fire Melons that grow in sand, Quentriandal is a world of wonder. Monsters both great and terrible prowl majestic vistas and perch on mountains that spear the clouds. The deepest ravines lead to unknown darkness and there are still wilderness that have never seen the touch of humanity. Vibrant and beautiful, dark and terrible, bloody and victorious - Quentriandal is never dull or mundane.
MAGIC
While the Dreaming-World provides power to those who act out its stories, the Awakened make their own way. Magic in Quentriandal is based on effort and ability, grounded in action. The rousing speech of a orator that drafts an army to his side or the swing of an axe that breaks a boulder in twain are things made real by Magic. Calling divine smiting from the skies or summoning beasts from the ether are not. Only actions someone can take can be made part of awakened Magic.
Read about Arete - the magic of Excellence
Out of curiosity. Have you ever seen mirrormask. Love the article and the masque idea fits so well and draws intrigue. I haven't read about the masque yet but will very soon. This makes me excited about the world. Is their a reason the awoken have to use magic through actions or did o misunderstand?
I'm a big fan of hard magic systems. So I try to approach my magic in a way that has an internal consistency to them, so that a person can reasonably deduce why they can do A, B and C, but not D. I approach magic as systems, rather than individual spells. :) So "action" is just the engine that drives the magic system, one of the components. You can't wave your hands and fireballs fly out, but you *can* shot an arrow straight across the mile and hit someone in the eye. That's one form of magic.
Creator of Araea, Megacorpolis, and many others.
Ohhh ok, see that makes sense. I tend to prefer hard magic systems, one rig setting our group made actually requires you to to find and harvest fire before u can cast a fireball, so the characters would often keep weird little trinkets to help with that resource management like lighters. Hard magic systems have alot of potential ideas and really explain the inner workings of magic. Love itt