The Crystal Bond Rule
Out of Game Rule Summary
Once a group of players (X) begin a dungeon or quest, they are locked into that instance as a party for its duration. This prevents jumping between dungeon groups or disrupting the continuity and balance of encounters.
However, the rule allows for temporary substitutions using a system of intervals of three:
- A party of 3 can sub in 1 player if someone is unavailable.
- A party of 6 can sub in up to 2 players.
- A party of 9 can sub in up to 3, and so on.
In-World Explanation: The Guild Crystals
The
Dungeoneering Guild provides each assigned clearance party with a set of Crystals of Concord, arcane stones that bind a party’s essence to a dungeon once it is entered. However, due to the unpredictable nature of dungeon expeditions, the crystals allow for limited substitution through a ritual known as Echo-Soul Binding. These rituals are overseen by guild mages and can temporarily rebind a party member’s essence with a substitute’s for the crawl—creating a "phantom tether" that maintains dungeon integrity.
These substitutions are limited to the number of bonds the crystals can safely absorb, hence the interval of three. Too many substitutions risks destabilizing the arcane balance of the dungeon space.
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