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Vial [Final Draft] Dreamwalking

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

DREAMWALKING

Manipulators of Dreams

Introduction:

Quote:
Although relatively unknown outside Trelore until recently, 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 Trelore; the land of the elves, the power of dreams and the twin Planetars are strong. Mighty temples of marble and silver stand proud, as monuments of the silent power of Dreams and Nightmares. In Aelyria, however, the reach of the Planetars have only just begun to explore. Yet even though the Sisters' presence in Aelyria is relatively new, they have made a significant impact. Temples to Kaimelea have sprung up in Silrosia and Demios, with many more scattered around the Empire. And although the priests and priestesses of She Who Opens The Eye would never admit it, the number of Twisted in the empire is rising just as quickly. The power of dreams is awakening in the Empire.
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
TermDefinition
DreamerAnyone, be they mortal, immortal or god, that is dreaming but is NOT able to dreamwalk.
DreamwalkerSomeone with the ability to enter dreams other than their own and move between dreams at will.
DreamweavingThe ability to alter dreams. Everyone is capable of Dreamweaving their own personal dream, although only Dreamwalkers can Dreamweave in the dreams of others.
Twilight DreamA monochrome, shadowy reflection of the Material Plane, where experienced dreamwalkers may observe reality from outside their bodies.
DreamscapeA shifting, infinite grey fogland, where the dreams of mortals and immortals alike take place.
Plane of DreamsA 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 NightmaresA Nightmarish patchwork of horrific locations, a place where only Risthal and her Twisted willingly enter.
Sleeping PlanesA generic term used to describe the four planes mentioned above.

A Silent War:

Quote:
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 Guise, 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.

The Dreamscape:

Quote:
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 the mind from the 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 them wherever they 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:

Quote:
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:

Quote:
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:
The Plane of Nightmares is a patchwork of the fragmented fears that course through the subconscious. Every presentation of the Nightmare is unique to those who enter it. However, there are a few constants: darkness, a sense of foreboding and the overwhelming feeling of misgiving all rage throughout the realm. It is a grand mosaic of interwoven but fractured nightmares, accompanied by worry, stress and fatigue. Sewn together by Oerniosk as they enter the realm, these fragments may present for any length of time before shifting inexplicably to the next horror and none of them may be related at all to the viewer. They are merely pieces of the subconscious of mortals across the world that have fallen victim to the whims of Risthal and her collection of Twisted.

At the center of the Plane of Nightmares is a crumbling skeleton of broken walls and fallen arches commonly referred to as “The Ruins”. It has been said that once the Plane of Nightmares held sway over the Sleeping Planes and The Ruins was Risthal’s nightmarish counterpart to Reverie. If one brightening the Plane of Dreams is lost once more to Risthal’s Nightmare, Reverie may become broken like The Ruins stand now. However, it is thought that the city within this Plane might repair itself should Risthal begin to win fight. The Ruins may have once held a name, but no one alive except for the Planetar herself remembers it – and she dare not speak it to her followers. The memory only evokes her greatest horrors throughout the realm should she be unfortunate enough to contemplate its previous existence.

At the center of The Ruins, one building stands alone. It appears as a tomb of sorts, but the screams that resonate from it are much greater than anything even the most devout Twisted can handle. Many believe that within that tomb rests the once-great Paladin that Risthal has enslaved for the purpose of tormenting the sleeping minds of lovers; the pain of the man who scorned her love encased forever behind overgrown walls, reminded forever of her heart’s lament.

Dream Guises:

Quote:
"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 followers of Kaimelea 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.
On the other hand, the Twisted tend to opt for more subtle guises. In many nightmares, the presence of a single figure throughout tends to attract attention, so inanimate figures are common motifs for Dream Guises. When a humanoid form is adopted, it is often 'twisted', disfigured or scary in some other way. While the followers of Kaimelea often appear as idyllic figures, or personifications of the Dreamwalkers desires, a Twisted's Guise will usually reflect their deepest, darkest fears. The results are uniformly horrific, disturbing and nightmarish; a desirable result in their line of work.
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 a Dreamwalkers True Name unknown, the greater peril lies in a rival Dreamwalker discovering it. Not only would the enemy know their name and therefore be able to hunt them down in the Material Plane with the right resources, but they can render the Dreamwalker completely powerless in combat. Similar to hypnosis, if a Dreamwalker begins a command with a rival Dreamwalkers True Name, the rival is physically incapable of resisting them. It is primarily for this reason that Dreamwalkers strive to keep their True Names to themselves.

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:

Quote:
"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 the Dreamcatcher is situated above or below 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 darkening 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:

Quote:
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. The further away the creature is from the Dreamwalker's body, the harder it is to find in the Dreamscape. Twilight Dreaming is preferable if a specific animal is required, but range is still limited by the user's level.

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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Last edited by Quilantes Zil'aven; November 3, 2009 at 09:23 AM.
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Old November 3, 2009, 05:46 AM   #2 (permalink)
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OK, final draft is here!
I've incorporated the suggestions from the second draft and done a bit of formatting prettiness, but aside from that there isn't anything new or different.

- [quote]d the quotes at the start of every chapter
- added a Glossary of some reccurring(sp?) phrases that might not be clear otherwise
- Fiddled with anything that talks about 'ancient' temples/worship in Aelyria - the Sisters werent around 20 eras ago
- Added Trinity's Nightmare Plane section
- Little fiddly grammatical stuff
- I moved the 'Silent War' chapter to the beginning, as it feels out-of-place halfway through

So basically, it's spelling and grammar time! Tell me if you spot anything amiss!
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"...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 November 3, 2009, 08:24 AM   #3 (permalink)
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A quick read through, very quick.

It looks good. Not too overpowered, a nice concept. I wants to learn it...
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Old November 9, 2009, 11:11 PM   #4 (permalink)
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Notes as I read through your draft:

quotes: These are really too long in some places. I feel that if any part of an article is going to get skipped other, it is the quote parts. I would recommend that you shorten these and make them just be additions to the article and not contain vital information. That should be reserved for the actual text. But definitely shorten.

Quote:
"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"
didn't we decided the planetars are somewhat new? Does centuries still work in that case, then?

Quote:
"But the Dreamscape and the dreams and nightmares within are not the only battlefield for Twisted and Reverends to clash. "
You throw Twisted and Reverends in without explaining what they are. If this is the first write-up someone reads they are going to be very confused.

Quote:
"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."
This does not seem that balanced. Why can't they die or go brain dead because of what happens? If their conscious is so connected to with what is happening and that conscious is injured, I think it should have some effect on the dreamwalker. Also it keeps things balances and prevents this from becoming an uber skill.

Quote:
"events and scenarios that it has experienced. This may help the mind to understand and catalogue the days events"
Use brightenings instead of days (and of course, darkening instead of night)

sub-conscious should be subconscious

Okay a few comments:

I do not like the twilight dream as I do not think that has anything to do with dreaming. What you are describing sounds like astral projection, and I think if you wanted that it would be an entirely different write-up. Actually a write-up I intended on doing. Unless you think that part of dreaming involves astral projection? But you should still not have two skill trees, one for the astral projection side and the other for dreamweaving. Feels like two skills pushed together.

Also I feel that this skill is extremely over-powered. It needs more negatives and risks, because the risks right now are more that you could let things happen to others.

And I think that this is starting to slide more and more to faction instead of trade skill. What if I want to be a dreamweaver but want no part in this war? What if I just want to do it for personal gain? Surely not every person who does it is extremely devoted to either of the planetars? After all, not all druids are devoted to Carmelya nor should they have to be even if they are interacting with her sphere of influence. I think you should probably strip away a lot of what you have written here about the war and fighting and focus on just making this a skill. What do you think of that?

As you may know, there is a debate going on about feral shamanism and whether or not it is arcana. I can't help but wonder if this is arcana as well? Where do the dreamweavers get the power to do what they do? If it is from the planetars, is this really a trade skill or a gift given due to devotion?

We need to non-dreamweaver dreamers need protection? If the planetars get power from the number of dreamers in their respective sphere, then why would the followers be trying to kill or harm dreamers? Wouldn't that weaken their patronesses? And if dreamweavers cannot be killed, then what is the point of killing at all? I think that with these high powered skills that death and serious mental damage should be a severe risk with every action that happens in the dream having potential to have an effect on the physical self. This needs more balance.

I do not like things coming out of the dream plane, this is like arcana to me and planar interaction like that would be rare and extremely difficult. I think objects dreamweaving should stay in the dreamworld, and not exist in both.

But my main concern is that this article is really hard to tell what kind of draft this is. Because on one hand, it is a trade skill. On the other hand, it is a religious write-up because it seems that a dreamwalker gets his power from the twins. And then also a faction write-up because all the members are participating in this war... to me this is a faction write-up that uses the skill dreamweaving, but not actually just a write-up about dreamweaving.

Aside from content, the formatting needs to be worked on. When writing on Aelyria, we do not tab in paragraphs, so to make clear distinctions there should be an extra space between paragraphs and between headers/titles and text.

You have a few titles that use colons, bold, and underline all in one. This looks messy, perhaps just pick one or two of those?

For bullet points, I would recommend that you use the bullet point format we have and not '-' as that looks a bit messy as well. To do this, you use [ list][/list]and then in between use a[*] to get a bullet point.

Sorry for getting this to you so late, but I think that this draft is still a bit away from being ready for submission.
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Old November 9, 2009, 11:31 PM   #5 (permalink)
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I'd really like the skill aspects decoupled from the faction aspects a bit more. And bringing stuff out of dream (unless its purely through someone else hallucinating- start it off as one specific person, because you're pushing them into a half-dream state)... I'm not so into.

Add some risk for when a Dreamweaver dies. Give them some mental trauma. Death is difficult.

My strong advice is to make/keep this a purely mental thing. You go into the plane of dreams, you've got crazy mental training, you thus have powers. Don't cross into the arcana zone, it'll stop heaps of players from going near this with a 15 foot pole.

Keep it as a trade skill

Re Ensnare: Nah, some Planetars are old and had temples before the Empire. They just got blocked out for centuries, but varies from Planetar to Planetar... I don't know how old the twins are.
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Old November 9, 2009, 11:55 PM   #6 (permalink)
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I'm not going to nitpick heavily at the content at this point because... I'm a bit confused, and I'll work on doing some relevant research before I comment.

Let me start with what I like:-
  • This is very Mysticism-based, which is pretty much central to Kaimelea. This is the Canon-bit I like.

And what I don't:-
  • Teleportation through Dreamcatchers, though I like how they channel their power through it. Just teleportation from place to place is iffy and horribly overdone. Teleportation from dream to dream is much cooler.
  • Like Ensnare said, the astral projection bit is a bit strange and overpowered.
  • It feels like arcana. FS argument over and over again.
  • Why would a Dreamwalker want to kill a dreamer? I thought this would cause less people to dream, and diminish Kaimelea's power?

My suggestions:-

Have you read the Risthal write-up and what their followers do? I think Dreamwalkers should be opposing/diminishing what they do; otherwise the abilities don't make sense -- and makes this so called 'war' kind of meaningless.

Quote:
Her followers include illusionists, mystics, and those who interpret dreams.
The thing is... it's sort of vast what her followers can do, so... perhaps give it a more specific name rather than Dreamwalking? I don't know, I take it that the abilities of the people who practice this trade/arcana isn't similar to the abilities granted to the Waking Dreamers chosen by Kaimelea? Or is it similar? Because it shouldn't be. The dream interpretation bits are interesting if you want to insert it into your write up, I feel.

Also... I think the skill tree for Grandmaster shouldn't be completely defined -- state what they can/cannot do, and leave it to players imagination, creativity. Cite examples where necessary.

Small nitpick: Remove Empire/Kingdom references, change it to Medonian Continent. Since... you know the name keeps changing.

To be honest, I don't know how you can remove arcana from this, but if you can do it, props to you.

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Old November 9, 2009, 11:55 PM   #7 (permalink)
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This might seem like a bit of an odd ball question:

But in a Dream of your own, can 'fix' it so it becomes permenant or a sub-bubble of the dreaming realms.
Ex:

I dream weave say a 'city' (totally within my own dream), but could I make it permenant and have a dream-life of its own? (Looking at it from a recurring dream, or a continuing dream type stand point?)

Does such things 'dissolve' if you stop weaving them in the dream or can they hold their shape indefinately, until someone unmakes them.

I'll agree what other's have said: I do think there needs to be a consequence for 'death' in a dream at the hands of another or some other entity, (that's not from a personal dream). Leaving you with marks or scars, or something.

I will agree that it should be decoupled from the faction as much. And one another note bringing stuff out of a dream-- I'd say that would take both: ALOT of magic perhaps (which you need to be concious for- I assume) or it shouldn't be possible.
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Old November 9, 2009, 11:57 PM   #8 (permalink)
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Make it a form of mental training, remove the teleporting through dreamcatchers and the ability to create illusory objects in the real world. Voila! No more need for arcana.
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Old November 10, 2009, 01:06 AM   #9 (permalink)
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K here we go again and this time I'm not drugged / sick and I have had time to talk about this with some people.

Key:

bold this word has been misspelled or this punctuation seems incorrect.

"Awk" this sentence is awkward.

Quote:
Your draft
Comment - I have a comment about this section.

"Stuff in here" - I'm quoting the Risthal or Kaimelea writeup.

Forewarning, nitty-gritty comin' through. Please do not take offense!

Quote:

DREAMWALKING

Manipulators of Dreams
First thing isn't it manipulating dreams, as that is what Dreamwalking is, and dreamwalkers are manipulators of dreams.

Quote:

The Balance of Power:
Each Planetar draws its power from the amount of dreams or nightmares present within the Dreamscape at any one time.
Technically not right. Risthal derives power from fear and bad emotions.

"Born of jealousy, murder and pain, Risthal derives worship from the experience of fear and the emotions that brought about her existence on the Plane of Nightmares from all walks of life in the Material Plane while they sleep." But not a huge problem here.


Quote:
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 realize 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 Guise, 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. - Awk. 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.
Upon more thought I am not partial to the idea that Dreamwalkers cannot experience lasting problematic effects from getting harmed / found out in the dream. There should be some drawbacks to it because it is a skill affecting other people and there is potential those people don't want the dreamwalkers in their minds. Or, if they are fighting a war, how does one win a war if you can't "knock out" the opponent?

Quote:
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 the mind from the 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 catalog 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 recognize 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.- "Awk"... Run-on? This act of separating oneself from their dreams and wandering through the Sleeping Planes is called Dreamwalking, and takes a lifetime to perfect.
This feels sort of like a re-introduction to the skill... again. I don't understand the purpose here. Also, I would argue that dreaming is more the subconscious becoming apparent to us, if you know what I mean? Kinda what Freud would probably say.

Quote:
Appearance:
When someone is within their personal Dream or Nightmare, they cannot see the Dreamscape around them. It is only once they have learned 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 them wherever they 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.
Why does this section exist if you describe the different planes in detail later?

Quote:

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 (This seems unnecessary) manifest nearby each other within the Dreamscape. Although while the fog may obscure a Dreamwalker's 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 another's. 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:



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 perceived 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 move 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 another's 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 defenses, this can be very perilous.
Dreamwalkers can be perceived 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 incorporeal; transparent and ghost-like.
- Well-trained mystics are also capable of perceiving Dreamwalkers within the Dreamscape. While a dreamwalker would only be the faintest of shimmers to a novice, a master would perceive 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 perceive Dreamwalkers this way.
Sightings of Dreamwalkers as they traverse the Twilight Dream have been the spawn of many a ‘ghost sighting’.
Okay, again with redundancy. Why can't you just add into the section about actual skills the abilities that are available to accessing the twilight realm there?
Quote:
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 mold Don't care if you're not American, there is no U in Mold 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 capabilities 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 permanent, 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.
See comment above. Also, I'm not sure the Grandmaster part makes sense. Why would they want to do that? In my Risthal writeup, the separation of the mind/soul from the body forces the person's soul to become an Azaru, a fragmented being lost in their own nightmare. Twisted make dreamcatchers as maps to prevent this from happening to themselves. I'm not sure why they would want to do this unless they died? Presumably, Planetars snatch souls when they are departing the material plane before they can be judged. That's another writeup entirely, though.

Quote:
The Planes:



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 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 molds 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 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[ "Stuff" seems very informal and weird and awkward 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.[/QUOTE]

Ummm... If it keeps out non-Kaimelea followers, how does Risthal poison the Loom of Afterthought? Cause. She does attempt to do that frequently. I would venture that something like what happened in Arios awhile back (massive nightmare outbreak) was a result of Risthal poisoning the Loom. Just my opinion though.

Quote:
- 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.
Dunno about this either, the Gods are more powerful than the Planetars and I would venture that they might not be on too good of terms with each other. To me the Loom is what allows general peaceful dreams, so that followers don't have to visit everyone particularly. Nightmares are either caused by a person's own worry /stress from the brightening or a follower of Risthal. Risthal poisons the Loom and massive nightmare outbreaks occur.

Just my take.

Quote:
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:
The Plane of Nightmares is a patchwork of the fragmented fears that course through the subconscious. Every presentation of the Nightmare is unique to those who enter it. However, there are a few constants: darkness, a sense of foreboding and the overwhelming feeling of misgiving all rage throughout the realm. It is a grand mosaic of interwoven but fractured nightmares, accompanied by worry, stress and fatigue. Sewn together by Oerniosk as they enter the realm, these fragments may present for any length of time before shifting inexplicably to the next horror and none of them may be related at all to the viewer. They are merely pieces of the subconscious of mortals across the world that have fallen victim to the whims of Risthal and her collection of Twisted.

At the center of the Plane of Nightmares is a crumbling skeleton of broken walls and fallen arches commonly referred to as “The Ruins”. It has been said that once the Plane of Nightmares held sway over the Sleeping Planes and The Ruins was Risthal’s nightmarish counterpart to Reverie. If one brightening the Plane of Dreams is lost once more to Risthal’s Nightmare, Reverie may become broken like The Ruins stand now. However, it is thought that the city within this Plane might repair itself should Risthal begin to win fight. The Ruins may have once held a name, but no one alive except for the Planetar herself remembers it – and she dare not speak it to her followers. The memory only evokes her greatest horrors throughout the realm should she be unfortunate enough to contemplate its previous existence.

At the center of The Ruins, one building stands alone. It appears as a tomb of sorts, but the screams that resonate from it are much greater than anything even the most devout Twisted can handle. Many believe that within that tomb rests the once-great Paladin that Risthal has enslaved for the purpose of tormenting the sleeping minds of lovers; the pain of the man who scorned her love encased forever behind overgrown walls, reminded forever of her heart’s lament.

Dream Guises:



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 repertoire, but at lower levels, most followers of Kaimelea 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.
On the other hand, the Twisted tend to opt for more subtle guises. In many nightmares, the presence of a single figure throughout tends to attract attention, so inanimate figures are common motifs for Dream Guises. When a humanoid form is adopted, it is often 'twisted', disfigured or scary in some other way. While the followers of Kaimelea often appear as idyllic figures, or personifications of the Dreamwalkers desires, a Twisted's Guise will usually reflect their deepest, darkest fears. The results are uniformly horrific, disturbing and nightmarish; a desirable result in their line of work.
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 different 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.
Still on the fence about multiple guises.

As implied here...

"Visage – Upon being accepted as a Twisted into Risthal’s realm, the follower undergoes excruciating nightmares in the presence of the mentoring Twisted. From these nightmares, Risthal crafts a vaguely recognizable and possibly frightening form for the new Twisted, which appears as a complication of their personal fears. It is thought that by performing this ritual, the Twisted is granted a slight resistance to his own nightmares, so that Risthal might appear to him without inflicting too much subconscious mental torture upon her servants. This form is the Twisted’s form when they appear in the dreams of others, and normally how a follower might look traversing the Plane of Nightmares. Only Risthal’s most devout followers are able to walk with her outside of their visages, as they have truly been consumed by her eternal fury."

and

"Dream Identity (Naming) - Each Priest/ess or devote follower is given a name that they go by in the Plane of Dreams once they are successful in learning how to pass from the Material to Kaimelea’s Realm."

It kind of implies that you don't have control over your guise or your name. That you are assigned that.

Quote:
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 separate 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 materialize 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 a Dreamwalkers True Name unknown, the greater peril lies in a rival Dreamwalker discovering it. Not only would the enemy know their name and therefore be able to hunt them down in the Material Plane with the right resources, but they can render the Dreamwalker completely powerless in combat. Similar to hypnosis, if a Dreamwalker begins a command with a rival Dreamwalkers True Name, the rival is physically incapable of resisting them. It is primarily for this reason that Dreamwalkers strive to keep their True Names to themselves.

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.
C.F. Above! Grandmaster Twisted are supposed to be able to walk alongside Risthal in their material forms, but the guise protects from her fury (otherwise they'd go nuts and get lost like the Azaru). The idea of the form is to hide the true identity, yes, but isn't part of the risk having to hide from the dreamer you are manipulating? ...

Quote:
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 discovered 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 posses. 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 suppressed 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 suppressed '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.
You just contradicted the previous paragraph on crafting a guise. You said they get to choose. Now you say its a suppressed aspect of the Dreamwalker's mind. I don't think it can be both. I think you gotta pick one. And I would pick the latter because that fits better with the already accepted lore.

Quote:
Uses for a 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 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 vary greatly, although all share certain similarities.
K, so, to reference the writeups again... Dreamcatchers are generally regarded as maps (by Risthal followers) or filters (by Kaimelea followers).

"Crafting the Dreamcatcher - As a precaution against becoming an Azaru themselves through close proximity to Risthal in the Plane of Nightmares, the Twisted often craft personal dreamcatchers to serve was a mental road map and guide them back to their material bodies when their service ends that darkening. Dreamcatchers should be a personal representation of the dreamscape for that follower based on what they have experienced and seen, as well as identifying themselves in the material world."

"Dreamcatcher - Thought to be a map of the dreamscape for those that create it, many of Risthal's followers will craft a small dreamcatcher to keep with them while they sleep. The purpose of the dreamcatcher is to serve as a mental guide with personal familiarity so the Twisted is not lost within their own nightmare."

(Risthal Writeup ^)

and

"Dreamcatcher - This symbol is often used hung over the location of someone’s resting place when they sleep. If blessed by a priestess of Kaimelea, it is rumored that Dreamcatchers filter out the nightmares sent by Risthal, protecting the sleeper and allowing only the dreams sent by Kaimelea to pass on to the sleeper."

(Kaimelea Writeup ^)


- 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 emphasizing 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 the IT (not Dreamcatcher again) is situated above or below 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 darkening to reactivate it.[/QUOTE]

Risthal wold never watch over anyone. This seems like a Kaimelea only thing. Unless you mean that it would attract Twisted or Arazu to this person. Or something. Which would be bad, but could be useful for attacking Reveries?

Quote:
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.
I like this part. ^
Quote:
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.
I still do not like this part. Its too close to Arcana as has been pointed out. All the hedgemagery without the limitations. Bad mojo. Just get a ring of portal enchanted by a master sorcerer or something. :P

Quote:
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.
Dangers associated with walking into the dream of a powerful / immortal creature? Big bad I would think? I don't believe Ioannes or Jorel would appreciate us playing peeping tom with their heads.

Quote:
Skill Tree:



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.
Dream Guise needs to me changed to fit more in line with whatever you choose to do above about the whole contradicting yourself thing.

Quote:
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 independent 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 animal's 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. The further away the creature is from the Dreamwalker's body, the harder it is to find in the Dreamscape. Twilight Dreaming is preferable if a specific animal is required, but range is still limited by the user's level.
Not entirely fan of dominate. Reeks of Druidism.

Quote:
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 opponents 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.
Not a fan again. =\

Quote:
- 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.
Yeah not a fan of this either the more I think about it. Conjuration is definitely a type of mana shaping, no escaping Arcana that way.

Quote:
Master:
- Sleepwalk Other:
If the Dreamwalker molds a Dreamer’s dream into a mimicry of reality, they can make the Dreamer's 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.
Nitpick: Are Ancients really immortal? :P

Quote:
- 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.
Yeah still not a fan of this summoning bit. Very arcanic like which is a nono for a trade skill.

Quote:
- 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. This sentence is a fragment.

Grandmaster:
- Grand Dreamwalking:
The Dreamwalker can access the dreams of planetars and gods, although they have no power within.
Wouldn't Gods and Planetars be kinda pissed about this? Drawbacks? Dangers? Potential insanity because of the overwhelming aspect of some of their minds? I sure as heck don't wanna hang out in Meephos' mind.

Quote:
- 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 synchronization with each other as the Grandmaster animates their moves.
La la la more not a fan of summoning.

Quote:
- Bind:
The Dreamweaver can hold a Dreamer asleep indefinitely. Fellow Dreamweavers can escape, with the duration dependent 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.
Like was mentioned before (I think), Killing seems like a bad idea. Why would you kill someone and remove them from being able to dream if your purpose to serve your deity is to cause dreams or nightmares?

This should be changed to something that more aligns with this:

"The Consumation - This is the ritual of converting a soul of a sleeper into the mindless servants of Risthal, the Azaru. It is considered the ultimate victory for Risthal in the dreamscape, because she has claimed a soul that Kaimelea failed to protect. A person is driven to the consummation by a highly skilled Twisted who is able to separate their soul from their body, and, when funneling the sleeper’s emotions back into the Plane of Nightmares, they are successfully able to carry the soul of the sleeper with them. The sleeper’s material body then dies, and their soul is forever in the service of the Dream Scorcher, shaped and bound to her service by Oerniosk."


(That's from the Risthal Writeup)

and

"Reweaving (Healing) – While not a physical healing, this ritual is designed to help find ‘lost’ spirits who’ve become separated from their physical body normally by becoming lost in a Dream."

(That's from the Kaimelea Writeup)

Also, for reference, here's the description of an Azaru:

"The Azaru - The Consumed. When a sleeping mortal is completely overtaken in their nightmare by a powerful Twisted of Risthal, their soul is detached from the material body and funneled to the Plane of Nightmares along with their emotions. Although with this soul, the complete nightmare accompanies it and is intact. Oerniosk crafts them into a shade of their former self, giving them limited control over the nightmare that they specifically were consumed in. The Azaru then walk the Plane of Nightmares alongside Risthal mindlessly doing her bidding. These creatures are not as powerful as her Twisted Followers, but they do have limited Dream Possession abilities. Sometimes they can be seen assisting the Twisted in their duty, but are fiercely loyal to Risthal. Though almost unheard of, an Azaru can be redeemed if their sleeping body is preserved in the Material Plane. Azaru may come dangerously close to redemption and return to their original bodies if they enter the nightmare of someone who may have dormant memories of their Material counterparts, since the soul replays their own nightmare and can pick up on connections with the sleeper they are haunting. Azaru are not recognized in the sleeper's dream at all, though if they are found wandering the Plane of Nightmares, an observant Twisted may be able to identify notable Material figures that mysteriously died in their sleep."



A couple of overall comments:

You need to go through and decide if Dreamwalker is capitalized or not; it is not consistent through your draft.

The spacing and formatting needs work. Ensnare already commented on this.

You really need to separate this from Arcana. I think in order to leave it as a trade skill, the things that are just short of Arcane spells should be removed. This means no possession of animals (Druidism), no summoning of items (reminds me of Animation from Mysticism) and no teleporting (reminds me of Gate from Sorcerery).


I've mentioned negative consequences before but I am gonna echo it again - there has to be a downside to this. Invading other people's minds doesn't mean they'll always be receptive. Especially for the Twisted. There needs to be real harm, just like say, in Arcana, if you cast too much, you pass out. (Overusing your vis = byebye vis = i fainted) Or when too many people do it in one area, things go nuts (take a look at arcane contamination ! lol.)

But yes. Drawbacks. Please?

This is also really hard to read and I'm not sure why. I think its because some of it was redundant. It seems to keep getting longer, which isn't good. There's a point where people are gonna look at it and go man, I don't wanna read that at all. And then they won't. lol.

I'll try to come up with some more comments, I promise, but that's what I've got so far.

*rubs brain*
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Old November 10, 2009, 08:40 AM   #10 (permalink)
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OK, before I respond to this, can I just get a final word on Twilight Dreaming? In, modified, or out completely?
I just went and looked up Astral Walking, and they're fairly similar, too similar for my tastes. I know Hay'aan (Fox) and Tiarella (Trinity) like aspects of it, so I'm not keen on scrapping it altogether. So here's a compromise:
Dreamwalkers can only 'project' their minds into a Temple of Kaimelea or Risthal, or a Dreamcatcher that they personally set up. This way, it limits the messy 'range' concept, as well as the potential OPedness of invisible, intangible spies that can invade your mind when you fall asleep. The 'Twilight Dream' becomes a realm with all these portals that link to your Dreamcatchers/Temples. Does that sound a bti better?

And yes, I'll get to answering everyones queries once I work out what I'm doing with this. Just for future reference, a lot of this stuff has been in since the beginning, it'd have been nice if I had heard this in the three drafts prior to the Final one before you all came in, eh?
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Old November 10, 2009, 08:43 AM   #11 (permalink)
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that is often how drafts work, and for the record people have given suggestions and without discussing them you kinda say that you will do the next draft... it happens

anyways, I say out completely or move on over to arcana because that would be arcana for sure. And I would avoid temples and such, keep this a trade skill and do not make it a religious faction, unless of course, that is what you want.

De-tangle this a bit, make it clearly a trade or clearly arcana or clearly something. But pick one!
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Old November 10, 2009, 01:04 PM   #12 (permalink)
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*shrugs* I realize that it would have been more helpful but I have done drafts before that went through dozens of edits before they were finalized. Just cause its labeled final doesn't mean it has to be final. Sometimes it also takes time for people to realize oddities.

I vote for Trade skill, if only because retro-imposing hedgemagery on PCs who may have learned this skill under direction of previous moderators is probably not cool and would be severely limiting on a PC's ability to use a skill for worship of a Planetar and still be a mage.
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Old November 19, 2009, 02:24 AM   #13 (permalink)
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Q&A Session: Answers!

OK! Answer time! I've skipped over anything not related to general concepts and ideas, but I'm still going to remedy them. I just don't think they all warrant an "OK, I'll change it". That's implicit Also, if someone above you raised the same point, I didn't repeat myself. Tell me if I still haven't answered anything raised

Quote:
Originally Posted by Ensnare View Post
Quotes: These are really too long in some places. I feel that if any part of an article is going to get skipped other, it is the quote parts. I would recommend that you shorten these and make them just be additions to the article and not contain vital information. That should be reserved for the actual text. But definitely shorten.

Timeframe: didn't we decided the planetars are somewhat new? Does centuries still work in that case, then?

Vocab: You throw Twisted and Reverends in without explaining what they are. If this is the first write-up someone reads they are going to be very confused.

Balancing: This does not seem that balanced. Why can't they die or go brain dead because of what happens? If their conscious is so connected to with what is happening and that conscious is injured, I think it should have some effect on the dreamwalker. Also it keeps things balances and prevents this from becoming an uber skill.

Twilight Dream: I do not like the twilight dream as I do not think that has anything to do with dreaming. What you are describing sounds like astral projection, and I think if you wanted that it would be an entirely different write-up. Actually a write-up I intended on doing. Unless you think that part of dreaming involves astral projection? But you should still not have two skill trees, one for the astral projection side and the other for dreamweaving. Feels like two skills pushed together.

Faction?: And I think that this is starting to slide more and more to faction instead of trade skill. What if I want to be a dreamweaver but want no part in this war? What if I just want to do it for personal gain? Surely not every person who does it is extremely devoted to either of the planetars? After all, not all druids are devoted to Carmelya nor should they have to be even if they are interacting with her sphere of influence. I think you should probably strip away a lot of what you have written here about the war and fighting and focus on just making this a skill. What do you think of that?

Power: As you may know, there is a debate going on about feral shamanism and whether or not it is arcana. I can't help but wonder if this is arcana as well? Where do the dreamweavers get the power to do what they do? If it is from the planetars, is this really a trade skill or a gift given due to devotion?

Killing: We need to non-dreamweaver dreamers need protection? (huh?) If the planetars get power from the number of dreamers in their respective sphere, then why would the followers be trying to kill or harm dreamers? Wouldn't that weaken their patronesses? And if dreamweavers cannot be killed, then what is the point of killing at all? I think that with these high powered skills that death and serious mental damage should be a severe risk with every action that happens in the dream having potential to have an effect on the physical self. This needs more balance.

Summoning: I do not like things coming out of the dream plane, this is like arcana to me and planar interaction like that would be rare and extremely difficult. I think objects dreamweaving should stay in the dreamworld, and not exist in both.

Faction?: (continued) But my main concern is that this article is really hard to tell what kind of draft this is. Because on one hand, it is a trade skill. On the other hand, it is a religious write-up because it seems that a dreamwalker gets his power from the twins. And then also a faction write-up because all the members are participating in this war... to me this is a faction write-up that uses the skill dreamweaving, but not actually just a write-up about dreamweaving.
Quotes: Will be shortened in the next Draft

Timeframe: As far as I'm aware, the Planetars themselves have existed for centuries, only their influence in Aelyria is recent. They've been worshipped in Trelore for centuries (ask Matty)

Vocab: Only a passing reference will be made to them in the next draft, I'm going to try and prune out a lot of the religion and faction related text. I'll remember to give them a brief explanation though instead of just dropping names :P

Balancing: My original idea was to make Dreamwalkers be physically/mentally injured due to their unique links to their sleeping minds. Non-Dreamwalkers dont get hurt IRL when they are hurt in a dream because they don't have the same connection to Dreams than Dreamwalkers have.

Twilight Dream: I'm seriously considering removing this entire section. I only added it in because it's referenced in Dreaming a Gypsy Dream and I was trying to keep to canon. Should we just retcon this out, or make it a gift of the specific Dreamwalker in question or something?

Faction?: As mentioned earlier, heavy pruning will ensue in the next draft.

Power: The power doesn't come from magic, nor from the Planetars, but from the 'Laws of Physics' in the Dreamscape. It's like asking who gives you the power of levitation in space. No one, it's just a 'power' intrinisic to the location that anyone can learn to control. Anyone, with the right training, can do what Dreamwalkers do, as it's just another natural ability you have but cannot control without training, like walking, or singing.

Killing: The use of the Kill ability (Grandmaster Only) was designed to be used on enemy Dreamwalkers only. Physically 'killing' someone in a dream (not using the Kill ability) wakes them up, and is avoided where possible. Twisted only try to scare people, threatening to kill them is OK, but actually following through with the threat isn't encouraged. And in each dream, there's only one 'real' person, everything and everyone else is a figment of their imagination. Those sorts of people can be killed without backlash, as they are only there to populate one persons dream and aren't real people.

Summoning: Another aspect I'm probably going to drop along with Twilight Dreaming. Speak now against this or forever hold your peace!

Quote:
Originally Posted by Z'kron View Post
Hallucinations: Unless [Summoning is] purely through someone else hallucinating- start it off as one specific person, because you're pushing them into a half-dream state, I don't like it.

Powers: My strong advice is to make/keep this a purely mental thing. You go into the plane of dreams, you've got crazy mental training, you thus have powers. Don't cross into the arcana zone, it'll stop heaps of players from going near this with a 15 foot pole.
Hallucinations: I like this idea. Maybe I'll make it a skill to replace Summoning? Although this would turn out a lot like a Mysticists Illusion spell, it would act along a much different path. Your target would be put into a hypnotic half-dream state, like a sleepwalker. From there, a DWer could overlay figments of their imagination into the targets mind, fooling them into believing that it's real. The target could be snapped out of it if their body was slapped or something, like how you try and wake a sleepwalker. Perhaps there could be negative reprocussions for the target if they are woken up this way? That way it could give rise to the saying that you shouldn't try and wake a Sleepwalker?

Power: Already covered, but it's not so much due to 'crazy mental powers' (which sounds like a mysticist) but just a strong knowledge of the laws of the Dreamscape and how to use your imagination to manipulate the world around you.

Quote:
Originally Posted by Ragman View Post
Teleportation: through Dreamcatchers, though I like how they channel their power through it. Just teleportation from place to place is iffy and horribly overdone. Teleportation from dream to dream is much cooler.

Religion: Have you read the Risthal write-up [...] insert it into your write up, I feel.

Grandmaster: I think the skill tree for Grandmaster shouldn't be completely defined -- state what they can/cannot do, and leave it to players imagination, creativity. Cite examples where necessary.

Arcana: To be honest, I don't know how you can remove arcana from this, but if you can do it, props to you.
Teleportation: With Twilight Dreaming gone, teleporting between dreams is all that's left

Religion: Moot point, I'm trying to remove as much reference to Religion as possible!

Grandmaster: Will do.

Arcana: I'm going to try to do just that

Quote:
Originally Posted by Zaenaerys View Post
This might seem like a bit of an odd ball question:

But in a Dream of your own, can 'fix' it so it becomes permenant or a sub-bubble of the dreaming realms.
Ex:

I dream weave say a 'city' (totally within my own dream), but could I make it permenant and have a dream-life of its own? (Looking at it from a recurring dream, or a continuing dream type stand point?)

Does such things 'dissolve' if you stop weaving them in the dream or can they hold their shape indefinately, until someone unmakes them.
Well, from what I was imagining, once you Dreamweave (use your imagination to call something into being in a dream) something, it stays concrete until you a) leave the dream, b) remove/alter it or c) another Dreamwalker removes/alters it. When you woke up, it would disappear and you would have to remake it when you went back to sleep.
Regarding recurring dreams, people would subconsciously rebuilt their 'city' the second they fall asleep. Being a Dreamwalker means you do everything consciously now, so you would have to manually rebuild cities that used to 'just be there' before. Does that make sense?

Quote:
Originally Posted by Trinity View Post
Pearlvein Wall: Ummm... If it keeps out non-Kaimelea followers, how does Risthal poison the Loom of Afterthought? Cause. She does attempt to do that frequently. I would venture that something like what happened in Arios awhile back (massive nightmare outbreak) was a result of Risthal poisoning the Loom. Just my opinion though.

Grand DWing: Dunno about this either, the Gods are more powerful than the Planetars and I would venture that they might not be on too good of terms with each other.

Multiple Guises: Still on the fence [...] It kind of implies that you don't have control over your guise or your name. That you are assigned that.

Dreamcatchers: K, so, to reference the writeups again... Dreamcatchers are generally regarded as maps (by Risthal followers) or filters (by Kaimelea followers).

Offensive DCers: Risthal would never watch over anyone. This seems like a Kaimelea only thing. Unless you mean that it would attract Twisted or Arazu to this person. Or something. Which would be bad, but could be useful for attacking Reveries?

Grand DWing: (continued) Dangers associated with walking into the dream of a powerful / immortal creature? Big bad I would think? I don't believe Ioannes or Jorel would appreciate us playing peeping tom with their heads.

Dominate: Not entirely fan of dominate. Reeks of Druidism.

Ancients: Are Ancients really immortal? :P

Grand DWing: (continued) Wouldn't Gods and Planetars be kinda pissed about this? Drawbacks? Dangers? Potential insanity because of the overwhelming aspect of some of their minds? I sure as heck don't wanna hang out in Meephos' mind.

Killing: This should be changed to something that more aligns with this:

"The Consumation - This is the ritual of converting a soul of a sleeper into the mindless servants of Risthal, the Azaru. It is considered the ultimate victory for Risthal in the dreamscape, because she has claimed a soul that Kaimelea failed to protect. A person is driven to the consummation by a highly skilled Twisted who is able to separate their soul from their body, and, when funneling the sleeper’s emotions back into the Plane of Nightmares, they are successfully able to carry the soul of the sleeper with them. The sleeper’s material body then dies, and their soul is forever in the service of the Dream Scorcher, shaped and bound to her service by Oerniosk."

"Reweaving (Healing) – While not a physical healing, this ritual is designed to help find ‘lost’ spirits who’ve become separated from their physical body normally by becoming lost in a Dream."

Length: This is also really hard to read and I'm not sure why. I think its because some of it was redundant. It seems to keep getting longer, which isn't good. There's a point where people are gonna look at it and go man, I don't wanna read that at all. And then they won't. lol.
Pearlvein Wall: "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."
It will allow Risthal into Reverie, but none of her followers

Grand Dreamwalking: I'll try and answer all three points at once :P
Essentially, the ABILITY to enter a god's dreams is there, but it doesn't do anything to protect you should they resent your intrusions. Prior permission is recommended. And I think that if a God is dreaming, they too must enter the realm of the Sisters. I was under the impression that in their own Planes, a Planetar's power trumps even gods - hence why the gods haven't gotten rid of them yet.

Multiple Guises: Removed. Well, it will be in the next draft :P

Dreamcatchers: I was doing a lot of expanding on this topic as what's already canon is quite small and I think it'd be a fun tool for a Dreamwalker to have.
Maps: I don't like the idea that anything can 'map' a constantly fluctuating world. 'Guide' or 'Anchor' might be a better term, but part of a Dreamwalkers natural abilities is an instictual knowedge of where their 'home' dream is, like a homing pidgeons instict. That makes the 'Map/Guide/Annchor' ability redundant.
Filters: I incorporated that into the Dreamcatchers basic features. See the next point down.

Offensive DCers: That's the general idea. Either it blocks out nightmares (functioning how the Kaimelea writeup describes them as) or it blocks out dreams and basically acts a a giant bullseye for Risthal and her Twisted to go to town on the individual without any pesky Kaimeleans getting involved.

Dominate: Removed.

Ancients: They can't die of old age, can they? I thought that was the same as 'immortal'?

Killing: I still think the Kill ability is useul to deal with other Dreamwalkers (especially if we're trying to make some more dangers/drawbacks to this skill), but I can add in Consume and Reweave as Master-level abilities (or Grandmaster, whichever you think works better)

Length: Wait and see what the size of this next draft is, then tell me if it's still too large. I'm hoping to prune it back quite a bit
__________________
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 November 19, 2009, 11:25 AM   #14 (permalink)
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Just a quick comment as I run out the door, immortal to me means "unable to be killed". A god is immortal, but an Ancient is "ageless", meaning they are unable to age and end their life cycles that way.

Its possible I'm just being nitpicky here though and its not really that big of a deal. The inclusion of the Ancients in the category you put them in does in fact make sense, as they are one of the more powerful races in the game. However, as Juan had stated in the Open Aelyria game, many races are in the process of being retuned so they are playable for companions/ whatever, which is probably what prompted my "hey! These aren't immortal!" comment... because they may not be whenever all the race reworking is done. hehe.
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Old November 23, 2009, 12:13 AM   #15 (permalink)
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I think this write-up just needs its own 'angle'. Different skills can be similar, but this definitely has great potential
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