{{page>re:wwb:header}} ====== Setting Overview ====== ===== The State of the World ===== * The Bloom is a hybrid structure: fungal, nanobiotic, and algorithmic—allowed self-optimization. * When exposed to living neurochemistry, it adapted to cognition itself. * Now the Bloom communicates through symbiotic relationships with living hosts, including humans. * Each contact point—cell, city, or individual—changes both sides. * Once The Bloom colonizes a living host, each colony becomes uniquely adapted to it. It is not publicly recognized at this stage that they cannot be naturally communicated beyond their host. ===== The Threshold Era ===== This period marks humanity’s negotiation with its next form. * **Partial Integration:** Only a fraction of the population carries active colonies. * **Uneven Spread:** Some regions thrive through Bloom harmony; others quarantine themselves. * **Ideological Fracture:** Governments, faiths, and movements compete to define what “becoming” means. * **Unknown Horizon:** No one knows if the Bloom’s final state will preserve individuality or merge all minds. ===== "The Touched" ===== Player characters exist at the boundary. * They are partially integrated: connected enough to sense the Bloom, separate enough to think independently. * Their colonies evolve alongside them, offering perception, insight, or mutation. The Touched for some colonies, may be a sort of deity. For others, the touched might be a shell or a tool or a vehicle... (hm. possibilities for playbook card options?) * Each Host experiences tension between **Harmony** (cooperation) and **Dissonance** (identity fracture). * They move through enclaves and factions, shaping the direction of humanity’s adaptation. ===== Tone and Play Goals ===== * The setting should be hopeful but precarious: redemption within reach, ruin still possible. * Focus on discovery, negotiation, and the ethics of transformation. {{page>re:wwb:footer}}