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Old April 3, 2010, 11:52 AM   #1 (permalink)
Quilantes Zil'aven
Join Date: Jul 2009
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[Seventh Draft] Dreamwalking - Gift of Kaimelea

Note to the PublisherAll centred text aside from the title and tagline represent seperate pages and it would be preferable if they were separated accordingly

[Discussion] Dream Walking
[Rough Draft] Dreamweaving
Dreamwalking [First Draft]
[Second Draft] Dreamwalking
notquiteFinal Draft] Dreamwalking
[Fourth Draft] Dreamwalking [Trades]
[Fifth Draft] Dreamwalking [Trades]
[Sixth Draft] Dreamwalking [Trades]


The Art of Dream Manipulation


The subtle art of dream manipulation is a largely unknown and underestimated ability. A gift bestowed by Kaimelea upon her followers, Dreamwalking grants the user the ability to visit the dreams of mortals, manipulating Dreamer's experiences while they sleep. At its most basic level, the Dreamwalker is capable of 'walking' into the minds of those around them, usually for the purposes of espionage, mental therapy, and long-distance communication. At higher levels, the user begins to learn how to shape and change the dreams of their hosts, limited almost solely by their imagination. Other skills are rumoured to exist at higher levels, such as visiting the mystical Planes of Dreams and Nightmares; the homes of the Planetars themselves, as well as tricking the host's sleeping minds into doing anything from sleepwalking to stopping their heart from beating.

As sinister as the idea of manipulating the minds of others seems, Dreamwalking - along with the similar arcanic skill of Mysticism - is often misunderstood and is, in fact, largely used for positive purposes. Such purposes include post-traumatic mental therapy, memory repression and retrieval, self-learning and communication across the continent and beyond.

Regardless of the purpose to which Dreamwalking is applied, there can be little question among the elucidated that the skill can be incredibly potent in the right hands.

The Dreamscape and the Plane of Dreams

The Dreamscape:
Contrary to popular belief, people who dream do not visit the Plane of Dreams - with the same being true for bad dreams and the Plane of Nightmares. The vast majority of dreams and nightmares experienced by mortals take place in a no-mans land called the Dreamscape, with neither Kaimelea nor Risthal having total control over it.

The Dreamscape is comprised solely of matter called Dream Essence, which resonates sympathetically with the thoughts of nearby living creatures and people, moulding itself into the shapes and senses desired. A Dreamwalker's ability to Dreamweave stems solely from extensive experience with manipulating Dream Essence into whatever they can imagine. When inert, Dream Essence is invisible, allowing a Dreamwalker to seemingly create things out of thin air. Therefore, to an outside observer, the Dreamscape would appear to be an infinitely large universe of black nothingness, with the occasional galaxy of activity centred around a living mind.

As a side note, Vis and Ara do not exist, as there is nothing truly 'real'. This means that magic as most people understand it cannot function. Instead, a mage can 'imagine' creating a fireball, causing the surrounding Dream Essence to morph into one, ready for use. Unfortunately, skills that do not produce many physical effects such as those used in Bardism, Ikonomancy and the majority of Mysticism are unable to be replicated.

A Dreamwalker's ability to jump from dream to dream stems from their ability to block their minds from the effects of Dream Essence. Once freed from their dream, they are able to move through the nothingness to the adjoining dreams of those around them and inhabit the dream or nightmare of the soul within. See the section on Dream Threads for further details.

Those without the ability to Dreamwalk still visit the Dreamscape whenever they fall asleep, as Dream Essence mimics the Dreamer's subconscious, often recreating memories of the Brightening's events, summoning the very definition of peace or happiness as a dream or generating nightmares from the depths of their worst fears.

The Plane of Dreams:

The Plane of Dreams is a world of light, colour and life. For some, it is an infinite forest, others see it as an island floating amongst the clouds, whereas more again perceive a horizon-less grassland or a bustling city. How the Plane of Dreams appears is perceived differently by every one of its Denizens, yet there is one structure that is common to all of the Planes representations: nestled within its heart is Kaimelea’s fabled city of Reverie. The city itself moulds and shifts constantly with the whims of its inhabitants, but certain landmarks stand resolute against the mesmerizing flux of colours and shapes.
  • The Dormus River:
    A glittering, crystal clear river, the Dormus curves around the walls of Reverie like a lover, caressing the Pearlvein Wall with its sparkling waters. The light reflected from the surface of the river glitters with every colour of the rainbow. Shortly after it passes through the city, the Dormus river reaches a cliff of infinite length and depth, stretching down into black, starry abyss below. This, combined with the dazzling array of colours seen in the water, lends to the belief that the water of the Dormus River is liquefied Dream Essence, used to create all the creatures, objects and people present in the Dreamscape. Newcomers to Reverie are warned not to stare into the Dormus for too long, as many have looked into the sparkling waters and allowed its fast-flowing current to sweep their mind away.
  • The Pearlvein Wall:
    Encircling the city is a small, waist-high wall. Crafted when the city was first made, the Pearlvein Wall is made from stones taken from the Dormus River, held in place with a mortar made from a shimmering almost-pink metal called Pearlvein. The Pearlvein itself runs in veins through the riverbed rocks, and is mined for its incredible strength and durability when forged. The Wall is blessed by the Planetar within the city to disallow anyone not of her following from entering the city. For the last few hundred eras, the city of Reverie has been held by Kaimelea, She Who Opens the Eye. By some flaw in the Wall’s makeup, it will never bar a fellow Planetar or Deity from entering the city, which allows Risthal to meddle with the Loom of Afterthought held within.
  • The Palace:
    A marble tower stands in the centre of Reverie, its tip lost within the clouds. The ‘palace’ is barren, a vast hollow tower without floors, a marble staircase winding up the interior towards the single room at the top. In the centre of the tower, atop a marble pillar many hundreds of feet tall, stands the Loom of Afterthought. Created when the First Dream was dreamt, the Loom is rumoured to create the dreams and nightmares for the gods themselves and whoever controls the Loom can create and shape dreams and nightmares in the mind of people, creatures and any other living being in Telath, Aetheria and Aeternia.
    If one follows the marble staircase upwards as it encircles the Loom’s pillar, they will eventually reach the Throne Room. Here resides the Planetar of the city of Reverie, who at the present moment is Kaimelea, She Who Opens the Eye. On each side of her are Skavias the Mother Dragonfly and Rhyax, Weaver of Dreams. Lavat the Iridescent Serpent coils around her neck as Muse floats like a fog around her feet. Surrounded by her minions, Kaimelea governs the darkening-to-darkening operations of the Plane of Dreams.
The Identities and Names

Dream Guises:
To become a novice Dreamwalker, one must learn about Dream Essence, gain lucidity within a dream, and gain the ability to move about the Dreamscape. To mark the beginning of their journey into Dreamwalking, the novice's subconscious cloaks them in a Dream Guise, so as to provide anonymity and a degree of protection from the hypnotic charms and paralyzing fears of the Dreamscape.

The exact appearance of the Dreamwalkers Guise is dependent upon their subconscious, which is dominant in a world shaped by your thoughts and desires. Depending upon the role the Dreamwalker wishes to play within the Dreamscape, their Guise can be anything from wish-fulfillment, personification of a particular personal trait or a projection of their personal beliefs, desires or objects of love. As the majority of Kaimelea’s tasks are benevolent, forms that encourage feelings of safety, peace or happiness in those around them are common. It is worth noting that unless the Dreamwalker undergoes a drastic change of personality, the Dream Guise they discover at novice level will stay more or less the same for the rest of their lives.

For this reason, the Dream Guise will not change a great deal once it manifests; however, once the Dreamwalker is used to it and feels comfortable with a new body, attitude and even personality, they can begin to make small changes. These may include hair color, clothing, and skin tone. However, there will always be some resemblance to their original Guise.

Dream Name:
Like the Dream Guise, the Dream Name comes from the Dreamwalker's subconscious. When they first try to decide upon a name, one will spring to the surface of their mind and escape their lips almost unbidden. This is what they will be known as within the Dreamscape.

The Dream Name has a potency of its own, as it can be used to summon or be summoned by a Dreamer, regardless of whether they are able to Dreamwalk - See Soul Searching for details. When combined with the journeyman skill Walker Ward, the Dreamwalker may be forcibly kept at bay from a particular dream.

However, the true potency of names is derived from a Dreamwalker's True Name, the one they were born with and use whilst awake. Using a True Name, the target may be rendered powerless by an opponent, forcibly ejected from sleep and summoned against their will at the whims of their tormentor. For this reason, Dreamwalkers try to keep their True Name hidden whenever possible, and divulging it to an ally is a potent act of trust.

The Five Houses of Dreamwalking

While the ability to Dreamweave objects out of Dream Essence and Dreamwalk through the minds of others are skills shared by all Dreamwalkers, there are certain abilities unique to members of the five classes, or roles within a Reverie. Once a Dreamwalker has proven themselves as a devoted follower of Kaimelea, she bestows upon their form a symbol that declares them a member of one of the five Houses of Dreamwalking. Such followers are known as the Enlightened, and gain new abilities unique to their respective House. In an optimal Reverie, there will be a member from every House that work together to strengthen their abilities and help them combat the insidious powers of Risthal and her Twisted.

Cendren: House of the Seer
The Cendrens have their powers firmly rooted in vison, knowledge and understanding. They can see through the illusions of the Dreamscape and identify Dreamers, Dreamwalkers, Twisted and Azaru from the many lifeforms that inhabit the Dreamscape. They can sense if a fellow Dreamwalker or Twisted is nearby, both within the Dreamscape and when awake, and can even see a ghostly outline of their Dream Form on the Material Plane, surrounding them like an aura. They have a limited ability to read the subconscious thoughts of mortals, which they use to interpret a person’s dreams and use this information to enlighten the individuals.

Devoted Cendrens are further blessed by Kaimelea and become the Cendrenas, lords and ladies of the House. Cendrenas are rumoured to be able to use the collective memory of Aelyria to not only learn what happened across the continent that previous brightening, but even cast their minds back many hundreds of eras into the past. It is even said that there exists a Cendrenas ceremony that allows them to see back to the dawn of time itself.

Beriadren: House of the Protector
The Beriadrens are a proud House of stoic protectors, charged with defending Dreamwalkers and Dreamers alike from Twisted influence. Highly resistant to the powers of Consumation that Twisted use to create the Azaru, Beriadrens also exude an aura that dampens the Twisted’s ability to Dreamweave effectively. The Dream Form of a Beriadren is often extremely resilient to physical damage, and they employ superhuman strength to defend their charges within the Dreamscape.

Once a Beriadren has proven themselves to Kaimelea, she raises them to the ranks of the Beriadrenas, lords and ladies of the House. The Beriadrenas have lost all ability to Dreamweave, but their aura completely nullifies the powers of the Twisted. The mere presence of a member of the Beriadrenas within a dream is often enough to force a Twisted out of sleep completely.

Echadren: House of the Weaver
Masters of the art of Dreamweaving, the Echadren’s limitless imagination craft elaborate dreams and beings wherever they walk. They remain the only House known to create sentient life within a dream, with their brothers and sisters limited to the minds of animals at best. If a Twisted and a Dreamwalker are both attempting to Dreamweave a single object, an Echadren will be able to break the usual deadlock in their favour. Echadren are capable of summoning and controlling a vast array of people, animals and scenery at once.

The Echadrenas, masters of the House, have been charged by Kaimelea to be in charge of Dreamweaving her own Plane of Dreams, and it is they alone who are responsible for its mesmerising fluctuations of colour and life. The Echadrenas are often invited to live within the city of Reverie, their Material bodies granted the power to leave the Material Plane and reside permanently in the Plane of Dreams through a ceremony whose secrets are jealously guarded by the Echadrenas themselves.

Nestadren: House of the Healer
The comforting words and soothing hands of House Nestadren are pillars that support the stability and peace of the Dreamscape. While most Dreamwalkers learn basic healing as part of their Dreamweaving ability, the effects are usually temporary and leave the Dreamwalker with crippling, invisible injuries when they awaken. It is the ministrations of the Nestadren that sooth these pains, and without them the Dreamscape would become a much more dangerous place for Kaimelean followers. Saying this, the Nestadren would be insulted if one assumed that physical healing was all they were capable of. In a world governed by the thoughts and dreams of others, the Nestadren pride themselves on their ability to heal and sooth the mind. Many who come seeking Kaimelea’s aid across Aelyria are sent to the Nestadren, whose ability to comfort, sooth and heal the mind are unparalleled by any other House. Some practitioners surpass even mystics in their restorative abilities.

The lords and ladies of the Nestadrenas are so proficient at this art that they are rumoured to be able to restore the sanity of those who have gone insane or are suffering from great mental anguish or turmoil, as well as being the only mortals known to be able to take the two halves of an Azaru and reverse the process of Consummation.

Manadhren: House of the Zealot
If Kaimelea is the Dreamwalker’s god, the Manadhren are her silent assassins, warriors of unwavering loyalty who walk the boundary between light and darkness every darkening to safeguard those whom they serve. All Manadhren are unparalleled fighters, due to their enhanced reflexes, stamina and strength that rivals their brothers and sisters from Beriadren. The Menadhren are also the only Dreamwalkers with the capacity to inflict physical damage upon their targets, forcing the Twisted to feel any injuries sustained in their sleep as though they were real. These abilities make them formidable opponents to any Twisted they come across.

The powers of the Menadhrenas are rarely employed, as Kaimelea hardly ever requires the visitation of death upon her targets. The lords and ladies of the Menadhrenas hold the power to stop an opponent’s heart from beating, should they manage to kill them within a dream. Truly Angels of Death, if you are killed in a dream by a member of the Menadhrenas, you will not awaken.

The Tools and Symbols

The Dreamcatcher - Appearance:
Often dismissed by the uninitiated, the dreamcatcher is the utility knife of Dreamwalking. Many Dreamwalkers tattoo a dreamcatcher upon their skin to provide permanent access to its power, while others prefer the more conventional hanging design. These are essentially the two different ways one can create a dreamcatcher: a stand-alone object and a design drawn onto a surface. Both are equally potent, with personal preference and convenience being the only separation between the two.

Regarding design, dreamcatchers can have varying patterns and weaves in their main 'body', but they will all share similar fundamental traits:
  • Circular boundary
    All dreamcatchers consist of a circular perimeter, within which lies the main design. This represents the cycle of Brightening and Darkening, and the infinite nature of the conflict between dreams and nightmares.
  • Two-dimensional
    A non-issue with the drawn design style, hanging dreamcatchers consist of a two-dimensional design woven within a flat, circular frame. This represents the intangible, non-Material nature of the Dreamscape as well as emphasizing the close proximity between the Dreaming and Material Planes.
  • Symmetry
    A dreamcatcher must have at least one line of symmetry bisecting it. This ensures order in the dreamcatcher's power, otherwise its effects will become chaotic and unpredictable.
  • The 'Eye'
    More metaphorical than literal, this merely refers to the centre of the design. This is the nexus where the power of the Dreamcatcher is channeled. dreamcatchers with an 'open' or unadorned centre are used by the Dreamwalkers, whereas those with 'pierced' or impeded centres are used by the Twisted.

The Dreamcatcher - Uses:
  • On its own, a dreamcatcher is used to ease the owner's passage from wakefulness to sleep. Conversely, the owner finds waking up much easier.
  • When blessed by a follower of Kaimelea, the dreamcatcher will protect the owner from nightmares, acting as a Walker Ward against Risthal and her Twisted.
  • The dreamcatcher is used as the portal through which Dream Denizens enter a dream whenever the Dreamwalker employs the advanced ability to summon Dream Denizens.
  • When used with a Dreamwalker's True Name, that Dreamwalker can be Soul Summoned and trapped within the dreamcatcher, provided both parties are asleep and dreaming at the time.
The Eye of Cendren:
An ancient and mystic symbol originating in Trelorian Reveries, the Dream Eye was drawn in place around the eyes of the Seers of Cendren in kohl, charcoal, paint or various other form of body-art medium. In recent eras, makeup is a useful alternative to the more traditional mediums.

Essentially, the Eye – an elaborately drawn eye of Kaimelea - will act as a form of revealing device, allowing the Cendren to see a ghostly image of a Dreamwalker's Dream Guise even when on the Material Plane. Useful for detecting fellow tradesmen, as well as allowing them to detect their opposite numbers on the rare occasion the two of them come into contact in the Material Plane.

The benefits of such a device is a double-edged sword; as fellow Dreamwalkers are revealed to the user, they potentially reveal themselves to the Twisted. And in a society where anonymity is a Dreamwalker's greatest defence, this can be a potentially dangerous tool to the wielder.

The Shield of Beriadren
A rune that resembles a shield with the eye of Kaimelea in the centre. When drawn onto an object or person in a dream, it becomes impervious to Dreamweaving so long as its creator maintains physical contact with the rune. Only able to be used by the Beriadren.

The Sword of Manadhren
A rune that resembles a sword with the Kaimelean eye for a hilt. This rune empowers a weapon with the ability to induce phantom pains where the weapon strikes upon the target's awakening. For example, if such a weapon stabbed someone through the heart, they would awaken the next morning with uncomfortable chest pains. The weapon will only work for those of the Manadhren.

The Staff of Nestadren
A rune that resembles the Kaimelean Eye adorning the head of a staff. Drawn onto an injured party, usually with some sort of liquid or makeup, the rune accelerates the Nestadren’s own healing abilities.

The Amulet of Echadren
A rune that resembles the Kaimelean eye within a pentagram. This rune is usually carved onto some sort of charm or talisman worn by the Echadren, and clarifies the mind, allowing them to visualize their goals more effectively and is what empowers them to harness their full potential.

The Dream Threads

An anchor between the mind and body, a portal used by others to draw you together, a vulnerability that can be exploited by others; these are all accurate descriptions of the phenomenon known as Dream Threads. Through meditation, a Dreamwalker can transcend their focus of concentration from the specific dream they currently inhabit to view the entirety of the Dreamscape from an outside perspective. From there, the Dreamwalker perceives the universe as a cluster of threads, each denoting a sleeping being. The thread belonging to the Dreamwalker appears attached to them in some way, usually tied around a finger. When a Dreamwalker moves into another dream, that person’s Dream Thread also attaches to the Dreamwalker. It is through the manipulation of Dream Threads that a large majority of the Dreamwalker’s interpersonal skills are worked.

The shades of Dream Threads indicate the subconscious response a Dreamer has to their dream. Essentially, the threads that lead to nightmares are black or dark grey, and light grey or white threads are pleasant dreams.

The thickness of the Thread denotes the strength of the connection between the bearer’s mind and body. The telella - initiates of Dreamwalking yet to be accepted into a House - as well as those untrained in Dreamwalking have a fragile thread, with its thickness increasing to that of a rope or cable with each level of proficiency gained in Dreamwalking. Mystics and those skilled in meditation have Dream Threads marginally thicker than the layman, indicating their affinity with the mind.

When not meditating, a Dreamwalker cannot sense the multitudes of Dream Threads that float in the Dreamscape, but with concentration, they can sense their own thread, as well as that of the Dreamer they are currently sharing a dream with.

Soul Summoning:
Whilst dreaming, a Dreamwalker is able to mentally scan the Dreamscape through meditation, sensing the billions of Dream Threads that connect dreaming souls to their bodies in the Material Plane. Once a thread has been chosen by the Dreamwalker, they mentally 'tug' on it and are pulled into the dream they were sensing. This process of meditation, searching and entering dreams is what takes up a large proportion of the darkening for Dreamwalkers, and is how they find the nightmares to ‘save’ their inhabitants from.

If a precise search of the Dreamscape is required, the Dreamwalker attempts a Soul Summoning. Speaking the name of the Dreamer will cause their subconscious to react, making their Dream Thread glow and shine in the eyes of the Dreamwalker. Due to the sheer volume of Dream Threads present in the Dreamscape at any one time, it may take a novice Telella upwards of half a candlemark to locate the glowing Dream Thread, whereas the Ontaro – lords and ladies of the five Houses – usually only require a handful of minutes. Once the thread is discovered, the same mental 'tug' is all that is required for a Dreamwalker to 'pull' themselves into the dream. If, within a dream, a Dreamwalker is summoned in such a way, they will see their own thread glowing and shining. Through force of will, the Dreamwalker can suppress the glow, preventing others from locating them.

Skill Tree

There are three ‘ranks’ of ability amongst Dreamwalkers. Listed here are the Trelorean names for them, as Dreamwalking is only new to Aelyria in the last dozen eras, whereas Kaimelea has been worshipped amongst the elves for many thousands of patterns.
Those in the transitory stage where they have not yet been welcomed into a House are known as the telella, or ‘children’. Once the telella have passed a rite of initiation, they are then welcomed into one of the five Houses and are known as the Veronda, or ‘faithful’. Finally, the Ontaro, literally ‘parents’, rule over each of their respective Houses and answer directly to Kaimelea herself.
As an aside, Dreamwalkers in Trelore are known as the Kaimelaras, after their Queen.

The Telella:
  • Dreamwalk
    The Dreamwalker is now able to move away from their personal dream and explore the Dreamscape. They will not have access to the dreams of the more powerful races of Telath, such as Lamia, Dragons and Ancient Aelyrians, but the vast majority of the Dreamscape is theirs for the exploring. The mental discipline of Mystics also makes their dreams highly difficult for telella to invade.
  • Dreamweave
    The Dreamwalker's understanding of Dream Essence grows over time to become sufficiently advanced for them to begin shaping the dreams and nightmares of others. Objects formed out of Dream essence look, feel, taste, smell and sound exactly as the Dreamwalker imagines them to - with practice – although aside from the Echadren, most Dreamwalkers struggle to animate anything more advanced than wild animals. Anything created from Dream Essence will be 'locked' into the form the Dreamwalker desires, unless it is forced into a new form or if the Dreamwalker that shaped the essence leaves the dream. In that instance, the Dream Essence will revert to its inert, invisible state.
  • Dream Guise
    The subconscious wishes and desires can manifest within the Dreamscape, imprinting themselves upon the Dreamer. It is usually the positive aspects of their subconscious that manifest, however it is not unheard of that a Dream Form hints at darker sides to the bearer’s past. This manifestation changes the Dreamwalker's appearance, voice and even personality, turning them into the one thing their subconscious desires them to be.
  • Homing Instinct
    A Dreamwalker must be in their own personal dream to leave the Dreamscape and awaken. For Dreamwalkers, this would be a problem if not for the fact that they are constantly aware of their dream's presence while Dreamwalking and instinctively know where to find it within the infinite space of the Dreamscape. This is because their Dream Thread constantly exerts a gentle, passive pulling upon their minds that draws them back to their personal dream whenever they try to leave it. If there is a large distance between the Dreamwalker's body and that of their target, this passive tug becomes considerably weaker. So attempting to communicate with someone on the other side of Telath is a feat only attempted by the Ontaro, for fear of losing your way back home and becoming susceptible to Consummation.
The Veronda:
  • Warp Time
    The Dreamwalker can speed up or slow down time within a dream in comparison to reality, making a minute within the Material Plane stretch out into eras or compress down to the blink of an eye.
  • Walker Ward
    The Dreamcatcher can now be made to repel Twisted, an individual that the drawer knows the name of, or even Dreamwalkers in general besides the caster. Those individuals that try to enter a dream or nightmare that is 'protected' in this way will feel nausea and headaches that will become progressively worse the longer they trespass.
  • Summon Dream Denizen
    Often there comes a time where a Dreamwalker requires sentient life besides themselves within a dream, but does not have access to the powers of the Echadren. For most cases such as this, the Dreamwalker creates a portal using a Dreamcatcher between the dream and Kaimelea’s realm, through which the denizens of her realm may enter. The advantage of this, aside from not requiring an Echadren, is that an unlimited amount of denizens may enter the dream, many more than the stamina of most Echadren can handle. The disadvantage is that unlike sentience created by an Echadren, Denizens are not compelled to follow the Dreamwalker’s orders and must be convinced to do as bidding. This, coupled with the shapeshifting abilities of Dream Denizens, can prove to be quite a headache for Dreamwalkers if the Denizens prove uncooperative.
  • Dream Sense
    Once ascended, the veronda are able to sense Dreamwalkers and Twisted, distinguishing them from the 'unenlightened' Dreamers and non-entities around them within a Dream. Usually just a feeling, Ontaro are able to identify such entities upon visual contact.

  • Greater Dreamwalking
    The verondan's increased proficiency with locating and entering the dreams of others allows them the expertise to invade the dreams of more disciplined dreamers, such as Mystics and those with a high level of mental willpower.

The Ontaro:
  • Dreamwalk Mastery
    The Dreamwalker now has completely unrestricted access to the Dreamscape. They can visit the dreams of Lamia, Dragons, Ancient Aelyrians and other powerful races. Most Ontaro are also granted access to Kaimelea’s realm if they ask for it, such is her faith in their loyalty.
  • Sleepwalk
    The Ontaro are able to transcend their powers into reality, making the target’s body susceptible to harm. They do this by strengthening the link between the target's body and mind to the point where the sleeping body will mimic movements made by their dream self. Injury and strenuous activity may awaken the target.
The weary feel my blessing and the Dark shall fear my might
For in a world of shadows,
I am theChild of Light.

"...You Rank, Gray-Skinned Codpiece! You sniveling, tear-streaked, coattail-grasping, orc-face!
You lumpish, cabbit-brained, daydream bully! You straw-limbed, gutless, sparkle-finger-wavin' Straylor!
(Silly girl, she's just jealous that he's getting more action than her)

Last edited by Quilantes Zil'aven; April 11, 2010 at 03:29 AM. Reason: Updated to include Tiarella's edits
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