- Plane Weaver
In the aftermath of the ritual the cracks in the sky above Rastaban were sealed. The incursions plaguing the city have stopped - at least for now. Above the Imperial Palace a new rift appeared, however - a circular ragged wound in reality from which ichor seems to drip down in a dark and never-ending rain. Rumour spreads that the mutations this new Ichor inflicts seems less random than before and seem as though they were guided by an unseen hand towards a greater purpose. Stories speak of people walking into the rain and emerging reborn. Others merely speak of the horrific consequences of doing so. The Imperial Bureaucracy have vacated the area wholesale…but where to? The skies - now no longer migraine-inducing to look at - are regularly striated with vibrant fiery light which seems to rush across its surface - but why?
In time, other rumours begin to spread. Some talk of how those on the verge of death with unfinished business are offered a choice, a bargain, to return with the power to fulfil their failed ambition. As these returned walk the world, starlight upon their brow, they leave a warped reality in their wake - as though something from the monstrous beyond is smuggled in their shadow. Others talk of a strange landscape deep within the plane of Erosion made of butterflies and wax.
Many mysteries. One thing is for certain - the City breathes a sigh of relief as the Bell of Endings finally rings again and its citizens can emerge back into the world. Whether the world is - or ever will be - as they left it, remains to be seen.
Things to know about the state of the world.
Upon returning to Rastaban the lie that the teleport homer was accidentally destroyed is not questioned too closely given the apparent success of the mission. Nonnus Ingerinus the chairperson of the council of seven at least seems grateful and smooths over any remaining issues.
Whilst what happened is not common knowledge yet in a rather startling change of tack no effort seems to be being made to repress the information about the barrier and outsiders at this time.
You gain a sense for Dream. You will be able to tell when you are in Dream and whether entities are made of, or affiliated with, Dream. You will also be able to sense the presence of nearby Outsiders and their spawn whilst in Dream.
You may, at GM discretion, also be able to tell more Dream-based things. In particular, you will realise that the Forest exists in both Dream and the Mundane simultaneously with physical laws often breaking down entirely in the Deep Forest.
When in Dream your hits are equal to your physical hits or psyche hits whichever is higher.
Once per encounter, you may call MASS FEAR OUTSIDERS. Once per encounter, you may call VOID for the next 10s whilst defending or healing a completely helpless or incapacitated individual.
Once per adventure you may plunge the encounter into Dream. A mist begins to rise up from the floor and suffuses the area, which catches alight and burns with otherworldly flame. You sense the power of the Great Ritual, the combined wills of the dreaming, buoying you up and suffusing you with power.
Additionally, if you are fighting against Outsiders or their spawn:
In addition you may if you wish push this ability further retiring but bringing the full power of the ritual to bear on banishing something into the beyond.