Bonded are a supernaturally connected group of Champions & Oracles, which may rarely include an Adversary or a Pillar. Bonded fight and work together and are stronger for it, but any gain they make is also divided between them, and a Bond that is large or unwieldy is unlikely to get much of anywhere in Questing Country. A small Bond can face down bigger challenges, but the power of a Valence can only go to ONE of them, possibly at random, so a Bond is commonly only made of people who love and trust one another with near-absolute devotion. Bonded can share physical health, mental resilience, magical power, & supernatural insight. Their familiars & spirit animals may combine into a larger creature called a volksgeist, often used as a mount or battle companion. (After the jaunt, players who kept both their spirit companions and True Bond with each other can still have their companions form volksgeists.)
For purposes of game balance and CR generation, Bonds will usually be from 4 to 6 people in size, although you may ask to form a larger or smaller Bond. Single-canon Bonds are permissible but discouraged. A Bond may be a long-standing team, or it may be a group of people who are thrown together during the events of the plot forming new connections.
If you want to be a part of a Bond, but do not have a group in mind, comment here and we will randomize Bonded companions for you. If you have a small Bond and would be open to random individuals joining it, let us know, and we’ll set that up for you as well.
Dreamers of the Adversary generation sometimes use Sanctions, magically binding oaths whose consequences are enforced automatically. A Sanction must be either entered into voluntarily by any two or more individuals, who afterwards share a weaker version of a True Bond; be unanimously agreed to by all but one member of a bond group; or be ritually imposed upon an Adversary without a bond group by a bond group of four or more individuals. An individual with a True Bond cannot have a Sanction forced on them from outside their bond group.
BONDS & BONDED GROUPS
For purposes of game balance and CR generation, Bonds will usually be from 4 to 6 people in size, although you may ask to form a larger or smaller Bond. Single-canon Bonds are permissible but discouraged. A Bond may be a long-standing team, or it may be a group of people who are thrown together during the events of the plot forming new connections.
If you want to be a part of a Bond, but do not have a group in mind, comment here and we will randomize Bonded companions for you. If you have a small Bond and would be open to random individuals joining it, let us know, and we’ll set that up for you as well.
Dreamers of the Adversary generation sometimes use Sanctions, magically binding oaths whose consequences are enforced automatically. A Sanction must be either entered into voluntarily by any two or more individuals, who afterwards share a weaker version of a True Bond; be unanimously agreed to by all but one member of a bond group; or be ritually imposed upon an Adversary without a bond group by a bond group of four or more individuals. An individual with a True Bond cannot have a Sanction forced on them from outside their bond group.