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Vigilance99

Dream Realm

Jan 6th, 2019
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  1. The Dream Plane/Realm/Scape/etc is the realm of existence 'higher' then the Astral Plane and is typically reached through sleep. It has no static appearance, shifting to reflect the dreams taking place within it. The Dream Realm, when entered by a Dreamwalker tends to take the form of two 'Layers'.
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  3. The first Layer is a centralized hub, the Dreaming not within any given dream. This usually takes the form of a kind of neutral territory leading into various dreams, which take the form of gateways fanning out from geographic distance to the Dreamwalker. This neutral territory can take any form, from a starry void with crystalline 'planets' that are entered to a long hallway filled with doorways. If multiple Dreamers of the same 'party' are within this neutral territory at once, it tends to take a form based on their aggregated expectations [unless only one of the Dreamers is a Dreamwalker, see below].
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  5. The second Layer is the countless billions of dreams that exist within the Dream Realm. Once within a Dream, the Dream operates under two primary factors. Lucid or Nonlucid, and Peaceful or Hostile, which can be combined to form four possible types of dream.
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  7. Nonlucid Peaceful: In a Nonlucid Peaceful dream, the dreamer is unaware they are dreaming and there is either no dreamwalkers, the dreamwalker's presence is undetected by the dreamer, or the dreamer accepts the dreamwalker. In this dream the Dreamer cannot manipulate the dream consciously, and any dreamwalkers can manipulate the dream with virtually endless power to do so as long as they do not threaten or harm the dreamer.
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  9. Nonlucid Hostile: In a Nonlucid Hostile dream, the dreamer is unaware they are dreaming, but is aware of a hostile or unwanted dreamwalker in their midst. In this dream the Dreamer cannot manipulate the dream consciously, and any dreamwalkers can manipulate the dream only with their usual skillsets.
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  11. Lucid Peaceful: In a Lucid Peaceful dream, the dreamer is fully aware they are dreaming and can therefore change its contents with virtually limitless power to do so. In this dream there is either no dreamwalkers, the dreamwalker's presence is undetected by the dreamer, or the dreamer accepts the dreamwalker. The dreamwalker[s] share this ability and can alter the dream to whatever fashion they like, though the Dreamer's alterations 'outrank' those of any guests.
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  13. Lucid Hostile: In a Lucid Hostile dream, the dreamer is fully aware they are dreaming, and there is an unwanted or hostile dreamwalker in the dream. The dreamer gains HW: 5/5 if their original HW was less, as well as up to 5 SP if their original was less, and can manipulate the dream as though using the Lucid Dream skill. The dreamwalker can only manipulate the dream using their normal skillset.
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  15. Notes:
  16. -All dreams containing multiple, opposing dreamwalkers are automatically Hostile.
  17. -A dreamwalker can drag a willing dreamer from their dream into the hub, and from there move on to other dreams.
  18. -A person taken into a Hostile dream can transform themselves into a PC as described in the Lucid Hostile dream description, supposing they were not one already.
  19. -At any time a dreamwalker or dreamer can awaken. If the Dream is peaceful this is automatic, otherwise it is rolled.
  20. -If you die in a dream, you only die in reality if you were directly killed by a hostile dreamwalker. Otherwise 'death' merely causes you to awaken in a Hostile dream, and respawn in a Peaceful one.
  21. -All injuries sustained in a dream are healed upon awakening, though if one recieved any Wound damage from a hostile dreamwalker they sometimes bear some superficial injury on their bodies [slashes through a nightgown, shallow bloody claw marks going down one's back, etc]. If one is killed by a hostile dreamwalker, at the dreamwalker's discretion, the body may be mutiilated, injured or destroyed upon the dreamer's death].
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  23. Metaphysics:
  24. -The World of Dreams is located 'above' the Astral Plane.
  25. -When a person sleeps their Psyche is projected into the Dreamscape, though it remains connected to their body by the 'threads' that tie body and spirit together.
  26. -In the World of Dreams, Vimana is concentrated in such high ambient quantities that feats that are nearly impossible in the Material Plane may be attempted. In a Lucid Peaceful dream, these energies can be harnesses to casually rewrite and manipulate the pseudophysical dreamstuff of the plane.
  27. -The reason this power is limited in Hostile dreams, is because two Psyches are competing to draw from the same pool of energy for conflicting purposes. The result is most of the energy drawn is used opposing the other's use of the energy, and not on godlike feats of manipulation.
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  29. Lore:
  30. -On Tetra there exists a group of 'Dream Elementals' who exist entirely in the Dream World [their 'threads' are tied to Yggrasil itself], moving from dream to dream with abandon. All possess the Lucid Dream skill by default, and HW: 6/2. Once per dream they can take PC form as noted in 'Lucid Hostile Dreams'. These Elementals embody fully the 'flaws' of the Elemental Path, and also often have a poor grasp of consequences and a weak sense of identity.
  31. -There also exists a Tainted variety, known as Nightmares or Nightmare Elementals. NightMARES often take the form of Cenobites, tortured, often-pony shaped, elementals impaled on injured into their black leather.
  32. -Distances in the hub of the Dream World can be rapidly circumvented as the Dreamwalker moves at tremendous speeds. Even the dreams of other planets can be reached if one travels far enough, though such expeditions require several hours of sleep [though the dreamwalker may not experience it as such]. Most frequently extraterrestial dreams are encountered accidentally, by idly exploring dreamwalkers, most of whom fail to understand the significance of what they've found given the odd nature of most dreams in general.
  33. -If one travels UPWARDS from the hub far enough they can encounter the end of the Plane, which takes the form of a great wall or barrier covered in alien faces and writing of unknown origin. The wall is composed of a strange bronze magitechnical material which is competely indestructible and resists all attempts to damage, manipulate, or sample it. The wall is short, but cannot be breached or seen over as its top touchs the 'ceiling' of the dreamscape, taking the appearance of the night sky, and extends an infinite distance in both directions.
  34. -If a Commune Spell is performed here the gates of the wall will unseal and open, revealing a blinding white light, from which one can call any deceased person who has 'passed on' without the need for a body. Nothing prevents a character from passing into the white light once the gate is opened, but once inside one cannot return. As is typically the case, the dead refuse or are unable to speak of what is past the barrier.
  35. -The Dream Elementals and Nightmares refer to the barrier as 'the Source Wall', and the place beyond as 'the Golden Land'. Both believe it to be the true home of the Four. Some of the Nightmares believe the Four imprisoned Psyches on Tetra, and have glimpsed the Cycle as a form of prison to keep others from breaching the heavens.
  36. -The reality is likely far stranger, as this theory fails to explain the alien figures and writing found on the Source Wall.
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  38. Australia:
  39. -In Uluru* the whole land is dipped in the Dreaming. In the wilds of the outback the barriers between worlds grow thin and Tetrans sometimes find themselves stumbling into the Dreamtime. In this 'Near-Dreaming' reality behaves as though it were a Nonlucid Hostile Dream, and the Lucid Dream skill works. Dream Elementals and strange nonsentient dream creatures or objects pass through as the badlands are drenched in thick ambient Vimana, in the thickest places one can stumble into the Dream World itself. The Dreamtime sweeps through Uluru with abandon, sometimes causing entire villages to become lost as they fall through, only to leave empty sands when the 'Sandstorms' pass on.
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  41. Dream Elemental:
  42. -Glavo: Lucid Dream; recharge variable: Perform the effect of any Skill or Soul you are aware of. This skill can only be used in a dream, and its effects are limited to and cannot leave the dream [for instance a target revived with Resurrect will still be dead, and any items created with Hat Magic lost, upon exiting the dream]. The recharge of this skill becomes the recharge of the effect used.
  43. -Sildo: DR 3 [in dreams]
  44. -Ilo: Dreamwalk; spell: The caster leaves their body, entering the world of dreams. While projecting, your body is unconscious and immobile, and you are unaware of anything that happens to it.
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