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[Second Draft] Dreamwalking

[Discussion] Dream Walking
[Rough Draft] Dreamweaving
Dreamwalking [First Draft]
DREAMWALKING

Manipulators of Dreams

Introduction:

Dreamwalkers have been enshrouded by myth and legend for centuries, their subtle art feared by many and misunderstood by most. In its most simplest form, Dreamwalking is a persons ability to move outside their dreams or nightmares and Walk not only into the dreams of those around them, but into the Plane of Dreams and Nightmares themselves. Dreamwalkers are almost always created by fellow Dreamwalkers through elaborate induction ceremonies, although it is not unheard of for the Planetars Kaimelea and Risthal to directly interact with a Dreamer and personally invite them into their Realm. The Dreamwalker will then go on to serve their respective Planetar, Risthal’s Twisted and Kaimelea’s Reverends. A Twisted will often work alone, subverting dreams into nightmares to feed their Goddesses insatiable thirst for fear and suffering. A Reverend, on the other hand, will normally find others like themselves and create a Reverie, working together to achieve their goals.
In recent times, since the Priests and Priestesses of the True Gods ascended to power in Aelyrian religion, the Planetars of Dreams and Nightmares have suffered a severe drop in their following. Once, mighty temples celebrated Kaimelea and Risthal, with followers crafting elaborate tools to guide their steps in the Sleeping Planes and people would be at their door daily, praying for peaceful dreams and nightmares upon their enemies. But today, the temples are silent and crumbling, the tools all but forgotten, the people oblivious and uncaring. But slowly, the tireless efforts of scholars have begun to unearth what was once a mighty pantheon; the power of Dreams is slowly reawakening.
What follows is the combined efforts of dozens of academics, hundreds of interviews with the last remaining Kaimelean priests and priestesses, thousands of library scrolls and explorative expeditions, and even furtive conversations with a handful of ‘renounced’ Twisted servants of Risthal herself. They describe the four Sleeping Planes; the Twilight Dream, the Dreamscape, the Plane of Dreams and the Plane of Nightmares. While this information is by no means definitive, it provides a large amount of useful knowledge for those desiring to become or confront a Dreamwalker and their allies. May your dreams be as peaceful as your enemies nightmares are dire.
- Orenthas Ninal'fan; Professor of Planar Studies

The Dreamscape:

Have ye ever wondered if the world around ye exists when you’re not lookin’ at it? I mean, what’s te say that the outside world don’t just disappear when I enter a buildin’, or the people ye meet stop existin’ when they turn a street corner? In short, are ye really there, or have I just made ye up in ma head?
A dwarf Dreamwalker, after spending most of his life traversing the Dreamscape.

Dreaming:
Many are unaware of exactly what happens when one falls asleep. The act of passing from the conscious to the unconscious mental state releases your mind from your body and hence from the Material Plane. The mind can then drift across the border of the Material and into the Dreamscape, the most mundane of the Sleeping Planes. Within the Dreamscape, the mind enshrouds itself with images, events and scenarios that it has experienced. This may help the mind to understand and catalogue the days events, a means of escaping reality, or the sub-conscious’ reminder of a memory or feeling the conscious tries to suppress. Dreamwalkers are taught how to recognise when they are within a Dream or a Nightmare and learn how to leave their dream behind and transcend not only into the rest of the Dreamscape, but into the Realm of a Planetar. This act of separating oneself from their dreams and wandering through the Sleeping Planes is called Dreamwalking, and takes a lifetime to perfect.

Appearance:
When someone is within their personal Dream or Nightmare, they cannot see the Dreamscape around them. It is only once they have learnt how to Dreamwalk that they can appreciate the wonders of the Sleeping Planes.
The Dreamscape is an infinite cloud of grey fog, with dreams and nightmares floating within like stars in the sky. For some, the boundary between their personal dream and the Dreamscape may be as simple as over a hill, or behind a door. A Dreamer may move from one room in a house to another, with the first room dissolving into grey as the second forms from nothing, the Dreamscape dissolving and reforming around you wherever you go, always elusively hidden behind the next tree or around the next street corner. The true skill of a Dreamwalker is to separate themselves from their dream and turn at that next street corner, stepping out into the fog.

Navigating within the Dreamscape:
From here, Dreamwalkers can float, walk, swim or fly through the grey nothingness of potentiality into the dreams of nearby Aelyrians. If a Dreamwalker’s corporeal body is sleeping nearby another Dreamer, their dreams will similarly manifest nearby each other within the Dreamscape. Although while the fog may obscure a Dreamwalkers eyesight, each and every one can sense the dreams nearby, like a sound on the edge of hearing or the merest hint of a scent. While traversing the Dreamscape, a Dreamwalker will always feel the pull of their material bodies, drawing their owners back through the fog and into their own dreams again. In this way, a Dreamwalker will never become lost within the Dreamscape and always know where to return to find their dream and wake up. To move out of the grey fog of the Dreamscape and into the Plane of Dreams or Nightmares, a Dreamwalker must be within a dream, either their own or anothers. From there, instead of walking back into the Dreamscape, they must imagine that the Plane, not the Dreamscape, is around that next corner. If one imagines hard enough, they will then be able to Dreamwalk directly into the Plane of their choice.

The Twilight Dream:

I woke up thirsty and rolled over to get out of bed to see a ghost just standing beside my bed, watching me! She was wearing a blue dress and had long black hair. I screamed and she seemed surprised that I could see her. She tried talking to me, but I couldn’t hear anything. I threw my book at her and it just passed right through her, then she ran away! I tell you, it nearly scared me to death!
Sally McDougal, a mystic sensing a Dreamwalker in the Twilight Dream.

Appearance:
Halfway between the Material and the three 'true' Sleeping Planes, the Twilight Dream is a shadowy projection of the Material Plane. Those who have never even heard of Dreamwalking can have stepped into the Twilight Dream by accident; they refer to it as an Out Of Body Experience. When a dreamwalker falls asleep, they enter their own personal dream – and from there can enter the Dreamscape, Dream or Nightmare Planes at their leisure. However, if they are guided by a mentor, or are sufficiently experienced at Dreamwalking, they can hold themselves upon the cusp of unconsciousness and Dreamwalk out of their bodies and into the Twilight Dream. This demi-plane is identical to the Material, as it is really a Waking Dream of the dreamwalker. A dreamwalker can observe the comings and goings of the Material Realm’s denizens from the Twilight Dream without fear of being percieved by anyone other than one versed in dreamwalking.

Navigating the Twilight Dream:
Novice Dreamwalkers do not have sufficient experience with Dreamwalking to access the Twilight Dream.
Once a dreamwalker enters the Twilight Dream, they act much similar to a ghost; they can move with complete freedom around their immediate environment, but remain tethered to their bodies. With practice, a Dreamwalker can mvoe further and further away from their sleeping form without being pulled back, but this takes a lot of practice and patience.
If a Dreamwalker’s mental ‘projection’ finds someone sleeping nearby, they can enter that persons dreams directly without having to navigate through the Dreamscape. This can be of use if a Dreamwalker suspects that enemy Dreamwalkers are within the Dreamscape nearby, or a quicker and more efficient way of entering anothers mind. The peril of this is that while the Dreamwalker is in the Twilight Dream, they do not have the ability to Dreamweave. If they happen upon a fellow dreamwalker within the Twilight Dream, they must rely on whatever real-world experience they have with combat or arcana, which is undesirable if the Dreamwalker is otherwise unschooled in combat. Also, should a Dreamwalker be 'killed' in the Twilight Dream, their true, material form will be revealed before the victim awakens. As anonymity is one of a Dreamwalkers most potent defences, this can be very perilous.
Dreamwalkers can be percieved by a few select groups of people when moving through the Twilight Dream.
- Fellow dreamwalkers can see them regardless of whether they are awake or asleep. The Dreamwalker within the Twilight Dream will appear incorporal; transparent and ghost-like.
- Well-trained mystics are also capable of percieving Dreamwalkers within the Dreamscape. While a dreamwalker would only be the faintest of shimmers to a novice, a master would percieve them as clearly as a true Dreamwalker.
- Rarely, people who are either well-trained at meditation or gifted in sensing the arcanic and supernatural can percieve Dreamwalkers this way.
Sightings of Dreamwalkers as they traverse the Twilight Dream have been the spawn of many a ‘ghost sighting’.

Skills and skill usage:
Unlike the Dreamscape and the Planes of Dreams and Nightmares, a Dreamwalker will find that the associated skills that come with mastery of Dreamwalking are ineffectual within the Twilight Dream. They cannot affect reality, cannot mould or change their surroundings like they can within a ‘true’ dream. This is because they are not truly asleep, and therefore do not have the ability to Dreamweave; a skill that is only available in the Dreamscape. However, there are a few select abilities that differ from their cababilities within the Material Plane.
- Apprentice Level:
Incorporeality. A Dreamwalkers mental projection can move through solid objects as if they were not there. This is useful when a Dreamwalker wishes to gain access to a persons sleeping form within a locked house.
Levitation. Fairly self-explanatory, the Dreamwalker can ignore gravity within the Twilight Dream when it is convenient
- Journeyman Level:
Selective teleportation. Dreamcatchers can act as teleportation nexuses when traversing the Twilight Dream. This is useful should a Dreamwalker desire access to a person or location regardless of its distance to their body. See the section 'Uses for a Dreamcatcher' for further detail.
Invitation. The Dreamwalker can pull a sleeping person’s mind into the Twilight Dream, regardless of whether they are capable of Dreamwalking or not.
- Master Level:
Enervate. The Dreamwalker can sap the energy of a denizen of the Material Plane, so long as they are touching their victim. This forces the denizen to eventually fall asleep, making them vulnerable to the Dreamwalkers more potent inner-dream powers.
Project. The Dreamwalker can project their ghostly image into the Material Plane, allowing all to see them
- Grandmaster Level:
Immerse. The Dreamwalker can now draw their sleeping form into the Twilight Dream, leaving no trace of them remaining within the Material Plane. This effect is permanant, and represents a Dreamwalkers ultimate sacrifice for their Planetar. This is because the Dreamwalker is now bound to the Sleeping Planes for all eternity, with the Twilight Dream becoming the closest thing to the Material Plane they will ever experience again.

The Planes:

They’re just two sides of the same coin, the two Planes. Kaimelea’s realm of fluffy bunnies and birdsong on one side and Risthal’s land of monsters and fear on the other. All that separates them is the Fog, nothing more.
Andromalius Auranas, Scholar

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; more again perceive a horizonless 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 mesmerising 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 reflected light 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 the grey fog of the Dreamscape 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 the dream-stuff 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 waters to sweep their mind away in its current.
- 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 marbles 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 Plane of Nightmares:
[Insert Trinity's brief description of the Nightmare Plane]
But, nestled within this Planes heart is a crumbling, skeletal and overgrown collection of broken walls and fallen arches, known only as the Ruins. It is said that in the past, when the Plane of Nightmares held sway over the Sleeping Planes, the Ruins was a nightmarish counterpart to the City of Reverie. If the Plane of Dreams does one day become overruled by Risthal and her Plane of Nightmares, Reverie too may become like the Ruins are today; destroyed, lost and forgotten. Once, the Ruins may have had a name. But if it did, no one alive remembers it.
It is here that Risthal wields her omnipresent fury against the dreams of mortal and immortal alike, surrounded by the great city that was lost when her sister took control of the Sleeping Planes so many eras ago.

A Silent War:

People think that dreams are this pleasant little bonus you get when you fall asleep, with nightmares a bit of bad luck when you get one. But no one realises that your head can be the battlefield for a war that has raged throughout the centuries without pause! The war for dominance over the Sleeping Planes is one of the longest wars involving mortals in Telath’s history
Sykodi, explaining the history of Dreamweaving to a prospective Walker.

The Balance of Power:
Each Planetar draws its power from the amount of dreams or nightmares present within the Dreamscape at any one time. Because of this, the overarching goals of both Kaimelea and Risthal are to manipulate the Dreamers within the Dreamscape so that they feed their respective power-bases. To this end, they send out their followers into the Dreamscape and encourage them to forge dreams and nightmares of their own. Since many Dreamers awaken if they realise that they are within a dream or a nightmare, the Planetars followers take great care to make sure they are not uncovered.
To this end, Kaimelea and Risthal bestow upon their followers a Dream Form, a disguise that usually represents the followers mind or soul, so that they may operate within a dream without being discovered by the Dreamer. This disguise is also useful for preventing their identities from being discovered by a follower of their opposing Planetar.
But the Dreamscape and the dreams and nightmares within are not the only battlefield for Twisted and Reverends to clash. A Dreamwalker may, if suitably experienced and courageous, enter the Plane of their opposing Planetar, to assault their opposing Dreamwalkers directly.

Powers and Limitations:
Covered more extensively in the Skill Tree section, essentially a Dreamwalkers powers are more or less contained within the mind. At higher levels, a Dreamwalker can draw their creations into the Material Plane, but they require the belief of those around them to transcend beyond an illusion. For instance, a sword conjured from the Sleeping Planes may seem tangible to the wielder, as he believes it exists. But if he tries to strike a victim with it, the sword will only remain solid if the victim believes that it is a real sword. One might say that these creations are powered by belief, which is a useful metaphor to use even if it is not entirely accurate.
However, such skills are limited to the higher levels of Dreamwalking. For the lower levels, Dreamwalkers exercise their power solely within the Sleeping Planes.
A Dreamwalker can be killed within a dream without permanent or serious harm. Usually, death within a dream ejects the Dreamwalker from sleep, forcing them to go back to sleep and find their way back to the dream they were killed in to continue their business. The problem with this, especially within a fight, is that the laws of time are heavily skewed within the Sleeping Planes. A skilled Dreamweaver can make a few seconds in the Material Plane stretch out into decades. So if the Dreamwalker dies defending a dreaming citizen from the Material Plane, a rival Dreamwalker can make a dozen eras go by before their opponent finds their way back.

Dream Guises:

"I know how some of the other 'walkers say that their Guise is just a skin, a disguise for themselves. But with me and Peripeteia it's different...she is still me, and I'm still her, but we're almost two seperate beings. It's hard to explain...like she's the little voice in my head telling me to dance naked in the rain, that little child inside a grown woman waiting to get out. When I become her in the Dreamscape...I feel like I've become who I always wanted to be."
Gadhellen Nil'fathan, Dreamwalker.

The Form:
A Dreamwalker's Guise is as unique as the individual, as its form stems from the bearers imagination. The form may resemble the Dreamwalkers 'true form' in certain aspects, like maybe the eye colour or race, but just as often there is no physical resemblance between the two. At higher levels, a Dreamwalker may obtain more than one Guise in their repetoire, but at lower levels, most prefer to stick to a sentient race to manifest themselves as. This is largely because the opposable thumb is a sorely taken-for-granted appendage, and is not often given the credit it is due until one has to do without it.
Regarding abilities, the Dreamwalker is still limited to what they know and what they can create using their imagination. They cannot 'imagine' themselves to be better at swordfighting, or 'imagine' a beautiful piece of art, as those skills come from the mind, which is immutable. Arcana is a slightly diffferent story, however. A dreamwalker can create a fireball and lob it at someone without having any history of arcanic ability, or even needing to go through the process of clara and arcalysis. In actual fact, the Dreamscape, Plane of Dreams and the Plane of Nightmares are devoid of Ara, making conventional spellcasting impossible. Arcana is possible in the Twilight Dream, although any effects created by a spell cast in the Twilight Dream will have no effect upon the Material and vice versa. An interesting application of this phenomenon is to use the Twilight Dream to pierce magical illusions, as their effect is limited solely to the Material Plane.

The Name:
As unique as the individual, the name bestowed upon the Dreamwalker when they are adopting a certain Guise is different to their 'True Name', the one used in the Material Plane.
The Guise Name and the True Name are two seperate pieces of knowledge, each with their specific applications. If a Dreamer knows of a Dreamwalker's Guise Name, they can call out for the Dreamwalker for aid or to express a desire for communication. If the Dreamwalker is in the Dreamscape when he or she is summoned, they will be able to hear this summon whatever they are doing or wherever they are. The summons also temporarily forges a link between the Dreamwalker and the dream of the person summoning them, allowing them instant access to that dream regardless of the physical distance separating the participants sleeping bodies.
However, the summons is only voluntary if the Dreamwalker's Guise Name is used. If a Dreamer somehow learns of a Dreamwalker's True Name, or knows the Dreamwalker in real life, they can force the Dreamwalker to materialise in their dream whether by accident or deliberately. Once summoned, the Dreamwalker can leave the dream whenever they wish, although there is nothing stopping the summoner to simply call for them again if they so wish.
Although the inconvenience of being a slave to a Dreamer is one reason to keep your True Name unknown, the greater peril lies in a rival Dreamwalker discovering it. Not only would the enemy know your name and therefore be able to hunt you down in the Material Plane with the right resources, but they can render you completely powerless in combat. Similar to hypnosis, if a Dreamwalker begins a command with your True Name, you are physically incapable of resisting them. It is primarily for this reason that Dreamwalkers strive to keep their True Names to themselves.
It is rumoured that even the Planetars Kaimelea and Risthal have their own 'True Names', and should anyone ever find out what they are, they would hold complete control over the Sleeping Planes.

Mutability:
When a Dreamwalker is first initiated into the art of Dreamwalking, they are able to craft a Dream Guise for themselves. At the Novice level, this Dream Guise is immutable once first crafted. Once a Dreamwalker is promoted to Apprentice, they will find that they can make superficial changes to their guise, such as eye colour, skin tone, clothing, accessories and so forth. Race, gender and age remain static regardless of how powerful the Dreamwalker becomes.
At Journeyman level, the Dreamwalker is granted the ability to craft a second Dream Guise, and make superficial changes to both as he or she wishes. Shifting between the two Guises is impossible once a Dreamwalker is within a dream, requiring him or her to re-enter the Dreamscape's fog to cast off one guise and assume another. It is worth noting at this point that whilst one is within the fog that separates dreams and nightmares from one another, you have no form whatsoever, just the metaphorical pair of eyeballs.
At Master level, a third Guise becomes possible, and when a Dreamwalker reaches Grandmaster status they can assume a limitless number of Guises to do their work.

Behaviour & the Subconscious:
Gadhellen Nil'fathan is not the only case of Dreamwalkers admitting to certain behavioural 'quirks' exhibited when they adopt a Guise. As dicovered during the research for this publication, many Dreamwalkers reported that they almost become different people altogether when they enter the Dreamscape. The reasoning for this is believed to involve the Dreamwalkers subconscious. Within the Dreamscape, a Dreamwalker is allowed to escape their everyday life and become whatever they want to be. Often, the Dreamwalker crafts their Guise to reflect things they desire about themselves on the Material Plane but do not posess. Commonalities may be beauty, power or simply the freedom to act without inhibition.
When such a change occurs to a person's body, it is not outlandish to assume that this may have an effect on a person's mind.
Often, Guises represent supressed aspects of a Dreamwalkers mind, aspects that they cannot or do not feel comfortable sharing with others in the Material Plane. Such aspects can be anything from Gadhellen's supressed 'little girl trying to get out' all the way through to a boiling pot of rage and hatred hidden beneath a spurned wife's calm demeanour.
While it would be untrue to say that every Guise represents an aspect of the Dreamwalker that they would rather not share with the outside world, there is certainly aspects of a Dreamwalkers guise that reflects who they really are underneath the skin.

Uses for a Dreamcatcher:

"1: Hang above thee place wherest thou intendeth to lie dormante
2: Pray to thee Planetar whose power thou wishest to invite into thy dreams
3: Go to sleepe"
Instructions for a hanging Dreamcatcher.

Basic Design:
A Dreamcatcher is perhaps the most potent tool at the disposal of a Dreamwalker; the only tangible link one has to the shadowy world they inhabit. Many Dreamwalkers tattoo a Dreamcatcher upon their skin to provide permanant 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 vary greatly, although all share certain similarities.
- 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 Sleeping Planes as well as emphasising the close proximity between the Sleeping 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 more partial to Kaimelean influences, with 'pierced' or impeded centres used more often by followers of Risthal.

Dream Filter:
While most of the Dreamcatcher's abilities are only available to Dreamwalkers, the ability to protect oneself from unwanted dreams or nightmares is available even to the uninitiated. As the quote above implies, one merely has to ensure that the Dreamcatcher is situated so that
a) the 'Eye' of the drawn design is pointing towards, or
b) the physical Dreamcatcher is hanging above
the sleeping figure, and invoke whichever Planetar you wish to watch over said figure. The figure can be yourself, or someone you wish to protect. It does not matter who activates the Dreamcatcher, only that it is done. The warding effect will last one Darkening, with a new prayer required every night to reactivate it.

Easing Sleep:
Simply put, a Novice under the influence of an activated Dreamcatcher will find it much easier to fall asleep than usual.

Twilight Teleporting:
Once a Dreamwalker attains the rank of Apprentice, they are granted access to the Twilight Dream. From there, they will find that Dreamcatchers will be glowing. By 'touching' a glowing Dreamcatcher in the Material Plane, they will be able to send their mental projection - their Guise - to any other Dreamcatcher they are aware of. If they send their guise beyond the range they are able to sustain from their physical form, they will 'snap back' to their bodies as soon as they break contact with the Dreamcatcher they jumped to. The potency of Dreamcatchers within Kaimelean temples allow Dreamwalkers to move throughout the entire temple without 'snapping back'. This ability is useful for Dreamwalkers from around Aelyria to communicate and co-ordinate.

Manifestation Portal:
A Journeyman Dreamwalker who tries to summon something from the Sleeping Planes requires a Dreamcatcher to act as a portal through which the summoned object (or later creature) can manifest. The Dreamcatcher acts as a point of focus for the summoning.

Mental Link:
If a Master Dreamwalker wishes to make a Dreamer sleepwalk, the Dreamer must be under the influence of an activated Dreamcatcher for the initial mental link between the Dreamwalker, the Dreamer's body and the Dreamer to be forged.

Celestial Gateway:
A Grandmaster Dreamwalker wishing to visit the dreams of a Planetar, Archon or Deity must first construct an elaborate Dreamcatcher that in some way references the Planetar, Archon or Deity being sought after. This Dreamcatcher must first be activated by a prayer to both the Planetar, Archon or Deity being sought after AND either Kaimelea or Risthal.

Skill Tree:

The Laws of Dreamwalking:
- The actions and thoughts of others can’t be controlled.
- Sentience cannot be created. Any created life will become catatonic when not actively overseen by the Dreamwalker.
- Dreamers – Dreamwalkers or regular people – can be killed within a dream, but this will have no effect upon them within the Material Plane.
- If two Dreamwalkers are vying for control of an object within a dream, the higher level Dreamwalker will eventually gain dominance of said object.
- Within their personal dream, a Dreamer can overpower anything but a Planetar, regardless of their ability in Dreamwalking – providing they realise that they are within a dream.
- A Dreamwalker can resist being pulled out of the Sleeping Planes if their physical body is disturbed, although feelings of nausea will be felt should the disturbance continue. If resisted for too long, the Dreamwalker may ‘pass out’ from the pain and be ejected from sleep.
From the scriptures of Avaset Silkwind, High Priestess of the City of Reverie.

Novice:
The steps taken to become a Dreamwalker are fairly straight-forward. Firstly, the Dreamer must learn how to dream lucidly; to understand when they are within a dream and that they are able to shape and change their dreams as they see fit. Secondly, a fellow dreamwalker is usually required to show the Dreamer how to leave their own dream and enter the Dreamscape. The act of entering the Dreamscape is the final test of a dreamer, once they are able to leave their dream and move through the dreams of those around them, they are officially a Dreamwalker.
- Dreamwalking:
The dreamwalker can now leave their personal dream and move through the Dreamscape at liberty. With practice, the novice can also move into the Plane of Dreams or Nightmares, depending upon which Planetar they have aligned themselves with.
- Dreamweaving (self):
The Dreamweaver can shape and change their personal dream limited only by their imagination. Both their surroundings and their own form are mutable when within their own dream.
- Dream Guise:
Usually chosen when the Dreamwalker begins to enter the dreams of those around him, a Dream Guise is their appearance within the Sleeeping Planes. Once chosen, the Dream Guise is immutable until the Dreamwalker reaches higher levels of expertise.

Apprentice:
- Dreamweaving (other):
The Dreamwalker is no longer a bystander in other peoples dreams, and can now actively create and change things in the dreams of others. Dreamweaving is still not available for use within the Planes of Dreams or Nightmares
- Twilight Dreaming:
Access to the Twilight Dream is now possible independant of a Journeyman’s Invitation. The range of the Dreamwalker is limited to the city or area (forum) they are asleep within.
- Dominate:
The Dreamwalker can control a sleeping animals basic functions from within their dreams. Strenuous activity such as sprinting, fighting and receiving injury will awaken the creature and release them from the Dreamwalkers control.

Journeyman:
- Shifting:
From within the Plane of their aligned planetar, the Journeyman Dreamwalker can move into the Plane of their opposing planetar. This is useful for tracking, identifying and ejecting fleeing oppenents from the Sleeping Planes. Here it may be easier to defeat an opponent, as most cannot Dreamweave within the Planes of Dreams or Nightmares.
- Twilight Dreaming:
The Dreamwalkers range within the Twilight Dream is extended to the Province.
- Soothing:
Within the Material Plane, a Dreamweaver can ease the passage of themselves and others into sleep. They fall asleep while maintaining physical contact with their victim, sending both of them into sleep.
- Greater Dominate:
The Dreamwalker can now fully control a sleeping animal without fear of it waking up.
- Time Bending:
The Dreamweaver can speed up or slow down time within a dream in comparison to reality, making a minute within the Material Plane stretch out into years or compress down to the blink of an eye within a dream.
- Summon:
The Dreamweaver can draw their creations out from the Dreamscape and into the Material Plane. Here, the objects will disappear if not actively concentrated upon. They can be seen and/or heard by everything, but cannot be tasted or felt unless the recipient believes that they are real. At this stage, the Dreamweaver can only summon a single inanimate object at a time.

Master:
- Sleepwalk Other:
If the Dreamwalker molds a Dreamer’s dream into a mimicry of reality, they can make the Dreamers body echo what their mind is doing within a dream. For example, the Dreamwalker could convince the Dreamer to walk down a street and attack what they think is a monster, when in the Material Plane, they are attacking a darkening watchman. The sleepwalking Dreamer can still be awoken through physical pain. Lucid dreamers are immune.
- Twilight Dreaming:
The Dreamwalkers range extends to not only their province, but any surrounding provinces.
- Greater Dreamwalking:
The Dreamwalker can access the dreams of immortal creatures such as Dragons, Lamia and Ancient Aelyrians. Note: immortal creatures often dream lucidly.
- Greater Summon:
The Dreamwalker can now summon multiple objects or a single living creature from the Sleeping Planes into reality. The limitations of this skill’s journeyman counterpart still apply.
- Lock:
The Dreamweaver can prevent themselves or a fellow Dreamer from awakening for up to a cycle. While asleep, the Dreamer suffers little from food or water deprivation, nor will their bodily functions continue. To an outsider, it will appear as though the sleeping figure has gone into a coma. Dreamweavers are resistant to this and generally wake up within a brightening or two.
- Convince:
The Dreamweaver can convince a Dreamer who is lucid that their dream is real, depriving them of lucidity. Difficult to achieve with immortals and impossible with Dreamweavers.

Grandmaster:
- Grand Dreamwalking:
The Dreamwalker can access the dreams of planetars and gods, although they have no power within.
- Twilight Dreaming:
The Dreamwalker can move anywhere in Telath while Dreamwalking in the Twilight Dream.
- Grand Summon:
The boundaries between the Sleeping Planes and the Material blur for the Grandmaster Dreamwalker. They can draw anything from the Sleeping Planes into reality and hold them there. So long as others believe these creations exist, they are indistinguishable from the real thing. However, multiple living creations will seem unnatural and often act in synchronisation with each other as the Grandmaster animates their moves.
- Bind:
The Dreamweaver can hold a Dreamer asleep indefinitely. Fellow Dreamweavers can escape, with the duration dependant upon their skill level. Novices take seasons, Apprentices months, Journeymen cycles and Masters brightenings.
- Kill:
A Grandmaster Dreamweaver can bond their victims minds so tightly to their bodies that they convince their hearts to give out should the Dreamer die within a dream. Lucid dreamers are invulnerable, as are Dreamweavers, immortals and deities of all descriptions.
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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!
-igrainne
(Silly girl, she's just jealous that he's getting more action than her)

Last edited by Quilantes Zil'aven; October 26, 2009 at 06:48 AM.
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Old October 22, 2009, 09:27 AM   #2 (permalink)
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Before I read this (which I will this weekend) you need to remove all color tags even if you are using the ones to make it the standard color. Please do not use color tags, the text will default to that color. And you have added a second color, I do not think this is just my computer being crazy this time >.<

And please, at the top, could you include a link to the first draft? All drafts should include links to previous drafts!

Can't wait to read this
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Old October 22, 2009, 09:27 AM   #3 (permalink)
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OK, Ensnare got in before I could even get a placeholder post up here :P

First off, I put up the links for 'Snare at the top of the page.

OK, a summary of the updates:
- I've added two new 'chapters'; Dream Guises and Uses for a Dreamcatcher. The Dream Guise section goes into the number of Guises people can have and explores an idea I had about Guises being more of an alter-ego than a mask; as in, people act differently when they 'become' their Guise. Also, it goes into the importance of names and how a Dreamwalkers names can be used for/against them.
The Uses for a Dreamcatcher is basically an addendum to the Skill Tree, making this icon of Dreamwalking more relevant to the skill and less of a gimmick. It also gives it a cool pagan ritualistic feel.
- Changed the part in Twilight Dreaming that refers to having no access to a Dream Guise as per Trinity's suggestion. I've adjusted it so that if your guise is 'killed', your true form is briefly revealed before you awaken.
- Added a section on the Dormus River, as I thought talking about Reverie - a riverside village - without referring to the river is kinda wierd. The name is negotiable, Dormus just sprung to mind and sounds suitably neutral, which is important when you consider that Reverie is supposed to have once belonged to Risthal in the past.
- Small but important; you cannot bodily immerse yourself into the Sleeping Planes more than once. This means no bodily teleporting, only sending your mental projection around the place.
- Related to that; I added a reference to people being able to reach 'immortality' by moving their body into the Plane of Dreams/Nightmares. Once they are within the Plane of a Planetar, they stop ageing but can still be killed. Obviously this would require some high-end approval, as I assume immortality isn't handed out lightly.
- I still need Trin's description of the Nightmare Plane, although if she can't I'll have another crack at describing it.
- Minor formatting stuff in the Skill Tree section, going to wait until the Final Draft to really get formatting nailed (Ensnare :P)

Apart from that, not much else to point out. I do have a question though: why do we have nightmares if there's no such word as 'night'?
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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!
-igrainne
(Silly girl, she's just jealous that he's getting more action than her)

Last edited by Quilantes Zil'aven; October 22, 2009 at 10:30 AM.
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Old October 22, 2009, 11:08 PM   #4 (permalink)
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Quote:
Originally Posted by Quilantes Zil'aven View Post
Apart from that, not much else to point out. I do have a question though: why do we have nightmares if there's no such word as 'night'?
Because the word is in fact derived from the Silrosian term "Nokte Mare" meaning 'Dark Spirit'. From the word Nokte we also get the word nocturnal

*Fantasy Folk Etymology is easy
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Old October 23, 2009, 01:23 AM   #5 (permalink)
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Okay, going to be a pain in the rear but well, that's just part of the Worldforge process. ^_~ Just going through some of the more obvious ones at the start than the entirety of the text.

* Dreamwalkers could not be shrouded in myth and legend for centuries on the Medonian Continent. This is because Kaimelea was only able to even access this area approximately 16 Era's ago. One of the first Dreamer's was Elle, which was done by Michelle (NPC's might have been done too around this time, but well... I'm just prodding holes that need to be addressed. Both of these players are around more or less atm.)

Prior to this, the Planetar's weren't able to access the Medonian Continent which largely limits their influence to places like Trelore. Places that are outside the Storm Barrier. This barrier came down approximately 10-12? give or take, Era's for a little while that allowed a very small number of Quel'anthasan, Sylvan and Juive'lin Elves to land in Sheria before the barrier was restored. Faith and legends from outside the Imperium/Kingdom would have been limited by this event.

The first Temple to be restored as per Kaimelea's wishes was the one Elle did in part of her Dreamer thing in Syl'rosya near Cel'antayl Beach. (Yes, I know it's in the Restwood now /sigh.) The only other area I believe was Arios - everything else is extremely new and instigated by moderator whim and a failure to research.

Basically... myth and legend? It's like the last decade tops on the Medonian Continent. There might be some contradictions about, but odds are these were caused by moderators who decided to tinker with something and didn't do their research (a reoccuring pattern I know. It happens). Or flat out decided to ignore it because it was inconvenient to their intentions.

* Plane of Dreams/Nightmare too would have been inaccessible on the Medonian Continent during this time period as magic was filtered through the Aethergem. Aelyrian's/Cyraxian's aside, and presumably Dragons/Lamian's. Their ability with the new arcane system was more Retconned in. Prior to that neither Ikos or Song existed either. New arcana system is new, and only functional for the continent since Regent Nighthawk vs the Rakrya over possession of the Stone of Unbinding. I think the only PC still around who even had their arcana ability restored before this event was my own (Unless Karo or Alexander Nighthawk show up again).

Original magic = Elementalism, Sorcery, Mysticism. Druidism, Thaumaturgy and Necromancy also had additional limitations and were partially/completely faith reliant.

* 'Recent Times' of the Aelyrian Gods holding dominance without even a chance of being contested = approximately 3-4 thousand years ago. Their presence otherwise is over 12k.

Cheers, Ady/Matt

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Old October 23, 2009, 05:03 AM   #6 (permalink)
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Thanks Ady Glad I'm hearing this now and not in the final draft
So you're essentially saying that any reference to 'ancient' Kaimelean ruins is wrong...hmm. Could I alter the geographical setting of the myths to somewhere like Trelore? So up until 12 years ago, the sole supporters of the Planetars were elves?
This could make interesting storylines where Dreamwalkers send their Twilight Dream guise to a temple in Trelore and meet the 'original' worshippers.

Glad to hear that this is the only major point you could think to raise
__________________
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!
-igrainne
(Silly girl, she's just jealous that he's getting more action than her)
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Old October 23, 2009, 11:43 PM   #7 (permalink)
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Just a note, I'll take a read over this when my head isn't swimming, and I do promise I will write you a nightmare plane description - haven't forgotten ! Just combatting a bad case of a cold / the flu.
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Old October 25, 2009, 11:27 AM   #8 (permalink)
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Hi there - can I just clear up something Ady has said there - there was indeed an old Temple to Kaim in the pre-Veil Sil. However, when the Veil fell, lots of Silrosia's architecture changed - lots of things were different then than they are now. The Temple of Dreams in the current Sil is a different building to the one that Ady is talking of - it's not the same one that just got moved randomly by the evil GM

As for the one that Elle did originally, well, no one has gone looking for it IC, but it isn't there any more.

Hopefully that's clear enough - so effectively in Sil there are two sacred sights to Kaim - one where the first temple was, and one where the current temple is.

If you're planning on using anything wth that first temple - gimme a yell - cos I have a major plot line associated with it.... eventually (currently on a leave of absence, but yes - it is a big important place in Sil's development)

<that was kinda me with my Fox head on for those who don't know I'm Fox, btw>

I haven't read it in detail - but I'm liking where you're going with this. I have a plea (which is my pet one, I'm sorry!) but there are some apostrophes in the wrong place. They never denote plurals, but always denote possession.

So -
"the Planetar's all went to a party" is wrong it should be "the Planetars all went to a party"
"the Planetars spehere of influence" is wrong - it should be "the Planetar's sphere of influence"

Sorry! I'm a member of the Apostrophe Appreciation Society, what can I say?

I'll read it in detail later - but those are my main points at the moment. Good on ya for working so hard on this!
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Old October 25, 2009, 06:17 PM   #9 (permalink)
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The only comment I'd make, to be honest, is that whilst reading I got a little confused between the Dreamscape and the Twilight Dreaming - I think that could have a littlle more clarity - perhaps a "Definitions" section at the beginning, such as:

Word / Phrase Meaning
Twilight Dreaming A "mirror" of the material world which one first enters upon falling asleep.
Plane of Dreams The specific area of the Dreamscape under the influence of the planetar, Kaimelea
Plane of Nightmares The specific area of the Dreamscape under the influence of the planetar, Risthal
Dreamscape The word used to encompass all of the above

Or something like that?

Also - when you are talking about skills useable in the Twilight Dreaming, I got intially confused by the use of the levels twice. Perhaps lay it out as something clearer like:

Apprentice:
* thing 1
* thing 2
Journeyman:
* thing 1
* thing 2

But those are just little things. I'm loving this!
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Old October 26, 2009, 06:41 AM   #10 (permalink)
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Thanks Hay'aan Could you show me how to format those tables you use for the definitions?

And I'll need to either do that or clarify the descriptions a bit better. These would be more accurate definitions

Twilight Dream: A monochrome shadowy reflection of the Material Plane, where experienced dreamwalkers may observe reality from outside their bodies.
Dreamscape: A shifting, infinite grey fogland, where the dreams of mortals and immortals alike take place.
Plane of Dreams: A dream-like world overseen by Kaimelea, from which herself and her followers enter the Dreamscape to interact with Dreamers. The location of Reverie.
Plane of Nightmares: A Nightmarish patchwork of horrific locations, a place where only Risthal and her Twisted willingly enter.
Sleeping Planes: A generic term used to describe the four planes mentioned above.

I'm worried I haven't made it clear enough that regular Dreamers never enter the Plane of Dreams or the Plane of Nightmares, which are to be considered as more concentrated forms of the dreams and nightmares that take place within the Dreamscape. Only Dreamwalkers can access anything other than the Dreamscape (although Masters can pull regular Dreamers into the Twilight Dream, but that's the exception)

Think of it like a sandwich:

PLANE OF DREAMS
DreamscapeFogGreyness
GreynessDreamscapeFog
FogGreynessDreamscape
PLANE OF NIGHTMARES

If a Dreamwalker stops themselves from falling asleep, hovering on the edge of unconsciousness, they can step out of their bodies into the Twilight Plane. Called Twilight because it isn't awake or asleep, but somewhere in between. From there, you can wake yourself up, or let yourself fall asleep, jumping into the dream of the closest person nearby your Twilight Dreamwalking ghost-body.
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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!
-igrainne
(Silly girl, she's just jealous that he's getting more action than her)

Last edited by Quilantes Zil'aven; October 26, 2009 at 06:45 AM.
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Old October 26, 2009, 07:00 AM   #11 (permalink)
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The table are formatted in the following manner:

[ table=header ] Title 1 | Title 2 | etc
next line 01 | next line 02 | next line 03 etc [ /table ]

Without the spaces after and before the [ and ] would be

Title 1 Title 2 etc
next line 01 next line 02 next line 03 etc

And ok - on the twilight dreaming thing etc - yes, I think you need to clarify that.

Hmm... I'm not sure that dreamers never enter the Plane of Dreams. (I'm going to use that as an example). For example, I think that someone who is a Dreamwalker may well be entering it without realising? Which is a pedantic point, but just an idea.

And.... hmmm... I think the Twilight Dreaming should be something that everyone enters, but only Dreamwalkers can control? Just a thought - otherwise it becomes more akin to an astral plane? Or am I getting confused?
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Old October 26, 2009, 07:02 AM   #12 (permalink)
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Testing1Testing2
Line1Line2

EDIT: Woo!
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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!
-igrainne
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Old October 26, 2009, 07:04 AM   #13 (permalink)
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lol- I edited my post above whilst you were posting. <hugs>
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Old October 26, 2009, 08:24 AM   #14 (permalink)
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Sorry Hay'aan, I'm going to have to add a few more bits of terminology, I didn't clarify properly

Dreamer: Anyone, be they mortal, immortal or god, that is dreaming but is NOT able to dreamwalk
Dreamwalking: The ability to enter dreams other than your own and move between dreams at will
Dreamweaving: The ability to alter dreams you are in. Everyone is capable of Dreamweaving their own personal dream, although only Dreamwalkers can Dreamweave in the dreams of others.

So, 'Dreamers' cannot enter the Plane of Dreams or Nightmares (or the Twilight Dream), but 'Dreamwalkers' can.
And I think that the Twilight Dream should definitely be out of bounds to non-Dreamwalkers unless they have a Journeyman helping them - like what Hay'aan had with her mentor in To Sing Myself A Gypsy Lullaby. Normally, Hay'aan would have to be at least a level 2 Dreamwalker to access the Twilight Dream, but as Sykodi is a Journeyman Dreamwalker (if not higher), she can Invite
Quote:
Invitation. The Dreamwalker can pull a sleeping person’s mind into the Twilight Dream, regardless of whether they are capable of Dreamwalking or not.
Hay'aan into the Twilight Dream alongside her. Make sense?
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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!
-igrainne
(Silly girl, she's just jealous that he's getting more action than her)
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Old October 26, 2009, 08:30 AM   #15 (permalink)
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Perfect sense - thank you - yes, I think that the issue is with terminology rather than concept! Works for me.
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