Old December 5, 2009, 12:00 PM   #1 (permalink)
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Dreamwalking

The Art of Dream Manipulation



Introduction:

The subtle art of dream manipulation is a largely unknown and underestimated ability. Popular to the point of almost being compulsory by followers of the Planetars Kaimelea and Risthal, Dreamwalking grants the user the ability to visit the dreams of mortals, manipulating Dreamers experiences while they sleep. While it would be accurate to state that the vast majority of Dreamwalkers are pledged to the Night Sisters, there are a few brave souls that risk the Plantars' disapproval and walk the Dreamscape without their blessing.
At its most basic level, the Dreamwalker is capable of 'walking' into the minds of those around them, usually for the purposes of espionage, mental therapy, fear-mongering and long-distance communication. At higher levels, the user begins to learn how to shape and change the dreams of their hosts, limited almost solely by their imagination. Other skills are rumoured to exist at higher levels, such as visiting the mystical Planes of Dreams and Nightmares; the homes of the Planetars themselves, as well as tricking the hosts sleeping minds to do anything from sleepwalk through to stopping their heart from beating.
As sinister as the idea of manipulating the minds of others seems, Dreamwalking - along with the similar arcanic skill of Mysticism - is largely misunderstood and can be used for a multitude of positive purposes. Such purposes include post-traumatic mental therapy, memory repression and retrieval, self-learning and communication across the continent and beyond.
Regardless of the purpose to which Dreamwalking is applied, there can be little question among the elucidated that the skill can be incredibly potent in the right hands.

The Identities and Names

Dream Guises:
Once a Dreamwalker first learns about Dream Essence, gains lucidity within a dream and gains the ability to move about the Dreamscape, they become a novice Dreamwalker. To mark the beginning of their journey into Dreamwalking, their subconscious cloaks them in a Dream Guise, so as to provide anonymity and a degree of protection from the hypnotic charms and paralyzing fears of the Dreamscape. For the followers of Kaimelea, as with the majority of non-aligned Dreamwalkers, their Dream Guise represents something they've aspired to become, admired or otherwise wished upon themselves. However; there are those who follow Risthal, and even the few non-aligned Dreamwalkers with a masochistic streak who craft their Dream Guises from their worst fears, their deepest loathings and their greatest sadness, using this persona to force their feelings upon those around them. In short, a Dreamwalkers Dream Guise will either be what they wish they were, or they would rather die than become.
Once manifested, the Dream Guise will not change a great deal. Once the Dreamwalker is used to it and feels comfortable with a new body, attitude and even personality, they can begin to make small changes. Such changes may include hair color, clothing, skin tone and minor physical changes. However, there will always be some resemblance to their original Guise.
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.

Dream Name:
Like the Dream Guise, the Dream Name comes from the Dreamwalkers subconscious. When they first try to decide upon a name, one will spring to the surface of their mind and escape their lips almost unbidden. This is what they will be known as within the Dreamscape.
The Dream Name has a potency of its own, as it can be used to summon or be summoned by a Dreamer, regardless of whether they are able to Dreamwalk - See Soul Searching for details. When combined with the journeyman skill Walker Ward,the Dreamwalker may be forcibly kept at bay from a particular dream.
However, the true potency of names is derived from a Dreamwalkers True Name, the one they were born with and use whilst awake. Using a True Name, the target may be rendered powerless by an opponent, forcibly ejected from sleep and summoned against their will at the whims of their tormentor. For this reason, Dreamwalkers try to keep their True Name hidden whenever possible, and divulging it to an ally is a potent act of trust.

The Tools and Symbols

The Dreamcatcher - Appearance:
Often dismissed by the uninitiated, the Dreamcatcher is the utility knife of Dreamwalking. Many Dreamwalkers tattoo a Dreamcatcher upon their skin to provide 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.
The Dreamcatcher - Uses:

  • On its own, a Dreamcatcher is used to ease the owner's passage from wakefulness to sleep. Conversely, the owner finds waking up much easier.
  • When blessed by a follower of Kaimelea, the Dreamcatcher will protect the owner from nightmares, acting as a Walker Ward against Risthal and her Twisted.*
  • When cursed by a follower of Risthal, the Dreamcatcher will prevent Kaimelea or her followers from reaching the owner, essentially painting a target over their head for Twisted and Azaru to torment them mercilessly.*
  • When combined with the Apprentice ability Shift, the Dreamcatcher creates a portal leading into the Plane of Dreams or Plane of Nightmares. This is only possible when done from within the Dreamscape.
  • When used with a Dreamwalkers True Name, that Dreamwalker can be Soul Summoned and trapped within the Dreamcatcher, provided both parties are asleep and dreaming at the time.
The Dream Eye:
An ancient and mystic symbol originating in Trelorian Reveries, the Dream Eye was drawn in place around the eyes of a Kaimelean follower. This has become a dangerous tool nowadays, as it will immediately mark the bearer as a follower of a heretical Planetar, earning them the mistrust of those who worship the Church of Faith and condemnation of its priests and priestesses. However, its abilities are tempting enough to warrant the risk on occasion. Essentially, the Dream Eye will act as a form of revealing device, allowing the bearer to see a ghostly image of a Dreamwalker's Dream Guise even when on the Material Plane. Useful for detecting fellow tradesmen, as well as allowing the followers of Kaimelea and Risthal to detect their opposite numbers on the rare occasion the two of them come into contact in the Material Plane.

Incense:
Available in various potencies, incense is one of the most powerful tools a Dreamwalker has in regards to putting someone to sleep. Available from apothecaries or harvested by hand, the Dreamcatcher often combines this with a knowledge of Herbology to rapidly draw even the most enraged or hyperactive target into the Dreamscape.

Pendulum:
While some prefer to use a metronome, the simple pendulum is a tool that can be created on the fly with a mere piece of string with a weight tied to the end. Experienced Dreamwalkers use the pendulum to hypnotise a target. This tool is often combined with a relaxed tone of voice to coaxe the target into unconsciousness. Obviously, the more active or energetic the target is, the harder it will be to make them fall asleep.

Musical Instrument:
This can range from a flute or lyre, through to singing or even the power of the spoken word. The ultimate purpose of this tool is to make the target relaxed, making them more susceptible to the effects of pendulums and sleep-inducing incense.

Pressure Points:
While not exactly a 'tool' per say, a Dreamwalker's knowledge of pressure points on an attackers body can be a crude yet effective way of sending them into the Dreamscape. Blunt force trauma to the head is also highly effective, but prone to side-effects upon their awakening.

The Dreamscape and the Planes

The Dreamscape:
Contrary to popular belief, people who dream do not visit the Plane of Dreams - with the same being true for bad dreams and the Plane of Nightmares. The vast majority of dreams and nightmares experienced by mortals take place in a no-mans land called the Dreamscape.
A Plane in its own right, the Dreamscape is the 'battlefield' where the forces of Kaimelea and Risthal wage their wars, with the rare non-aligned Dreamwalker skirting around on the edges.
The Dreamscape is comprised solely of matter called Dream Essence, which resonates sympathetically with the thoughts of nearby living creatures and people, moulding itself into the shapes and senses desired. A Dreamwalkers ability to Dreamweave stems solely from extensive experience with manipulating Dream Essence into whatever they can imagine. When inert, Dream Essence is invisible, allowing a Dreamwalker to seemingly create things out of thin air. Therefore, to an outside observer, the Dreamscape would appear to be an infinitely large universe of black nothingness, with the occasional galaxy of activity centred around a living mind.
As a side note, Vis and Ara do not exist, as there is nothing truly 'real'. This means that magic as most people understand it cannot function. Instead, a mage can 'imagine' creating a fireball, causing the surrounding Dream Essence to morph into, ready for use. Unfortunately, non-physical skills such as Bardism, Ikonomancy and Mysticism are useless.
A Dreamwalkers ability to jump from dream to dream stems from their ability to block their minds from the effects of Dream Essence and move through the nothingness to adjoining 'galaxies', invading the dream or nightmare of the soul within.
Those without the ability to Dreamwalk still visit the Dreamscape whenever they fall asleep, as Dream Essence echoes the Dreamer's subconscious, often recreating memories of the days events, summoning the very definition of peace or happiness as a dream or generating nightmares from the depths of their worst fears. With sufficient training, a Dreamwalker can strengthen the mental link between a Dreamer's mind and their sleeping body, allowing them to mend or create physical injury back on the Material Plane.

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.

The Powers and Limitations

Powers:


Aside from the learned skills covered in the Skill Tree, there are a number of skills inherant to all Dreamwalkers, regardless of knowledge or competency.
  • Emotion Reading
    Perhaps the single most important ability a Dreamwalker can possess. As a Dreamer's mind is off-guard in a world where what you imagine is literally on display, it is a natural gift of the Dreamwalker to sense what makes someone feel a certain emotion. By making eye-contact with the target, the Dreamwalker can know that cats cause fear, cockroaches cause disgust, a tropical beach cause tranquility and so on. The thoughts and opinions of the Dreamer remain hidden, as these are conscious. The subconscious is what is unprotected, and therefore vulnerable.

  • Soul Searching and Summoning
    If a sleeping Dreamwalker wishes to visit the dream or nightmare of a specific person, they can speak that persons name and be instantly drawn to their location in the Dreamscape. This is described as feeling an invisible thread drawing them towards the target, and the act of following the threads pull 'snaps' them to the vicinity of the target. Dreamwalkers can Soul Search other Dreamwalkers, althought the targetted Dreamwalker will be aware of the Soul Search and have time to 'break' this connection if they do not wish for company. The connection between two Dreamwalkers is also a two-way connection, allowing a Dreamwalker to 'Summon' a partner if they desire aid. It is worth noting that there must be intent behind a Soul Search for it to succeed; merely speaking someones name will not involuntarily draw the speaker to their side.
  • Homing Instict and Mental Links
    While a Dreamwalker must be in their own personal dream to leave the Dreamscape, they are constantly aware of its presence while Dreamwalking and instictively know where to find it within the infinite space of the Dreamscape.
  • Conditional Invulnerability
    The very nature of a Dreamwalker allows them to learn abilities that rely on mind-tricks, illusion and deceit. These powers are potent upon the unwary, but are almost always ineffectual against those who are capable of wielding such a power themselves. The abilites of hypnosis, sleepwalking and emotion reading have no effect upon a Dreamwalker, as they are capable of regulating control over their minds and bodies while asleep, preventing others from taking advantage of them.
Limitations:

While there are a few powers inherant to Dreamwalkers, there are converse limitations and weaknesses that knowledgable opponents can exploit.
  • Phantom Injuries and Death
    Injuries made to a Dreamwalker in their personal dream will have no effect their physical body, and their death will merely eject them from slumber unharmed. However; once a Dreamwalker has left the protection of their personal dream, that same mental link that prevents them from getting lost in the infinite space of the Dreamscape will also transfer any injuries sustained to their Dream Guise upon their Material body. The injuries will be mental in origin and can range from limb paralysis in the event of having it hacked off in a dream, migrains from severe head injuries, all the way through to a dream-death convincing the brain that it should tell bodily organs to shut down. Experienced Dreamwalkers gain the ability to turn this limitation on its head; strengthening such links in a target, allowing them to experience such dangerous effects even in their personal dream.

  • Attention of the Planetars
    Especially true for a non-aligned Dreamwalker, it is impossible to Dreamwalk within the Dreamscape without eventually drawing the attention of the Planetars. For a follower, the attention of their chosen Planetar is constant, but allowing her sister to discover them can be potentially fatal. Ironically, the non-aligned Dreamwalker is safest from the wrath of a Planetar, as the discoverer will first attempt to convince them to join her following. Granted, if you refuse she may well stop your heart then and there, but it won't be the unannounced, instant death that may await a priest or priestess that accidentally stumbles upon their opposing Planetar. The chance of a Dreamwalker escaping with their lives from an encounter with a Planetar they do not worship is inversely proportional to their skill in Dreamwalking.
  • Mental Signature
    A power and a limitation, Dreamwalkers are always able to sense when another Dreamwalker is in a dream or nightmare they are in. No matter what disguise or illusion the Dreamwalker is in, others will find the feeling of 'presence' getting stronger the closer they get to you. Accurate to within a dozen yards.
Skill Tree

Novice:
  • Dreamwalk
    The Dreamwalker is now able to move away from their personal dream and explore the Dreamscape. They will not have access to the dreams of the more powerful races of Telath, such as Lamia, Dragons and Ancient Aelyrians, but the vast majority of the Dreamscape is theirs for the exploring.
  • Dreamweave (self)
    The Dreamwalker learns about Dream Essence, and can begin practicing the process of manipulating it within their dreams to whatever their imagination can conjure up.
  • Dream Guise
    The subconscious wishes, fears, desires and hatreds can manifest within the Dreamscape, imprinting themselves upon the Dreamer. Unless the Dreamwalker is masochistic or a follower of Risthal, is is usually the positive aspects of their subconscious that manifest. This manifestation changes the Dreamwalkers appearance, voice and even personality, turning them into the one thing their subconscious desires them to be.
Apprentice:
  • Dreamweave (other)
    The Dreamwalker's understanding of Dream Essence is sufficiently advanced for them to begin shaping the dreams and nightmares of others. Objects formed out of Dream essence look, feel, taste, smell and sound exactly as the Dreamwalker imagines them to - with practice - although any living creature created from Dream Essence will appear catatonic. This is because Dream Essences power is solely physical, and creating and manipulating minds is impossible. This is why a fear-mongering Twisted cannot simply imagine their foe dying, or screaming in terror. Anything created from Dream Essence will be 'locked' into the form the Dreamwalker desires, unless it is forced into a new form or if the Dreamwalker that shaped the essence leaves the dream. In that instance, the Dream Essence will revert to its inert, invisible state.
  • Shift
    The Dreamwalker can now create a portal within a Dreamcatcher to transcend the Dreamscape and enter Kaimelea's Plane of Dreams and Risthal's Plane of Nightmares. Here, Dream Essence remains inert under the will of the Planetar, forcing Dreamwalkers to resort to real-world skills in order to survive. Similarly, Ara does not exist, meaning that mages who try to access the Plane of Dreams or Nightmares must be especially prepared.
  • Hypnotise
    By using the power of a combination of voice, music and pendulums, a Dreamwalker can hypnotise awakened targets into falling asleep. For those attempting to resist the hypnosis, or those with excessive energy, the effect is greatly weakened.**
  • Convince
    The Dreamwalker can begin to strengthen the bond between the targets mind and body through sheer force of will, allowing injuries sustained in a dream to cause phantom injuries once the target awakens. The strength of the Convince varies depending upon the Dreamwalkers level. This is also a list of the effects a Dreamwalker will feel at their respective power levels.
    - Apprentice: wounds and bruises will result in light to moderate phantom aches in the affected areas. Death may cause headaches.
    - Journeyman: temporary paralysis resulting from inoperable limbs may persist several candlemarks after awakening. Death will cause migraines and temporary paralysis.
    - Master: temporary paralysis extends to brightenings. All injuries sutained will feel as if they were real, even though their body will seem unharmed. Death will send the target into a coma that may last up to a cycle.
    - Grandmaster: lost/crushed limbs will be permanently paralyzed. Death will stop the targets organs to simultaneously shut down, and even if they are revived through arcanic intervention, their minds will have been obliterated.
    Convince is also required for Dream Healing; injuries sustained in dreams may be healed, but only if they are Convinced will it remove the possibility of phantom pains when they awaken.
Journeyman:
  • Warp Time
    The Dreamwalker can speed up or slow down time within a dream in comparison to reality, making a minute within the Material Plane stretch out into years or compress down to the blink of an eye.
  • Greater Hypnotise
    Targets that attempt to resist the Dreamwalkers hypnosis now have a good chance of succumbing, as do those with excess energy. Typical duration of resistance can be anything from five seconds, through to ten for the exceptionally strong-willed. If after that time they are still watching the pendulum or have not disrupted the sounds of voice or music, they will be forced into slumber.**
  • Summon Planar Denizen
    The Dreamwalker can now call on the sentient spirits that reside in the Planes of Dreams and Nightmares to possess bodies created by the Dreamweaver. As they are sentient life, they will need to be convinced to aid the Dreamwalker. If it is for the purpose of furthering the illusion of a busy city, for example, the Denizens often will have no problem doing so. If there is a real threat to the denizen, persuasion is in order. At any time the denizen may leave their body and return to their home Plane. It is recommended that Dream Denizens are to be called on for peaceful creatures, with Nightmare Denizens reserved for creatures that are intended to be violent, scary and generally unpleasant.
  • Walker Ward
    The Dreamcatcher can now be made to repel certain Dreamwalkers, such as followers of a specific Sister, an individual that the drawer knows the name of, or even Dreamwalkers in general besides the caster. Those Dreamwalkers that try to enter a dream or nightmare that is 'protected' in this way will feel nausea and headaches that will become progressively worse the longer they tresspass.
Master:
  • Greater Dreamwalk
    The Dreamwalker now has completely unrestricted access to the Dreamscape. They can visit the dreams of Lamia, Dragons, Ancient Aelyrians and other powerful races. They can also move between the Dreamscape and the Planes of Dreams and Nightmares without resorting to using a Dreamcatcher-portal, their desire alone being enough to transport them there.
  • Sleepwalk
    Similar to Convince, the Master strengthens the link between the target's body and mind to the point where the sleeping body will mimic movements made by their dream self. Injury and strenuous activity may awaken the target.
  • Consume
    The Dreamwalker can sever the link between the target's mind and body, causing the Dreamer to become trapped within the Dreamscape. This is the method that Twisted use to convert sleeping souls into Azaru, but can be used as a mercy killing by Kaimelean followers to allow a dying soul to remain permanently within the Dreamscape, where they may be brought into the Plane of Dreams by Kaimelea if not snatched by Risthal and her Twisted first. It is impossible to Consume a Dreamwalker without their consent.
  • Reweave
    Considerably harder than Consume, if only for logistical reasons, Reweave can reconnect a sleeping mind to its body should it have been severed. As Consume effectively removes the mind from the body, the comatose form must be protected until the mind can be found and brought back to the dream in which it was severed. If that is done, then the link between mind and body will be rewoven, and the target will awaken with no negative side-effects - aside from bad memories.
  • Lock
    The Dreamwalker can prevent the target from awakening for up to a cycle. Dreamwalkers are largely resistant to this, taking between two to eight brightenings to escape, depending on their skill. Grandmasters are unaffected.
Grandmaster:

The Grandmaster Dreamwalker is almost without limits. However, there are a few fundamental rules of Dreamwalking which even they must obey.

  • The actions and thoughts of others can’t be controlled.
  • Sentience cannot be created. Any created life will become catatonic when not actively controlled by the Dreamwalker or posessed by a Planar Denizen.
  • If two Dreamwalkers are vying for control of an object within a dream, the higher level Dreamwalker will eventually gain dominance of said object. The exception to this is within someones personal dream, where they can overpower anything but a Planetar – 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.



* If a cursed Dreamcatcher is blessed, or vice versa, it will either smudge and fade or turn to ash.

** Hypnosis does not have the same effects of manipulation it does in real life. For such effects, see the Mystic spell Suggestion.
__________________
The weary feel my blessing and the Dark shall fear my might
For in a world of shadows,
I am theChild of Light.

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

Last edited by Quilantes Zil'aven; December 5, 2009 at 12:22 PM.
Quilantes Zil'aven is offline  
Old December 5, 2009, 12:15 PM   #2 (permalink)
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OK, the new and hopefully improved Dreamwalking writeup is finally here!
Some heavy changes, of which you can probably see for yourself:
- The Twilight Dream, Summoning, Dreamcatcher-teleportation, arcanic sleep-inducing abilities, animal control, multiple guises and accessing the dreams of Gods = GONE!
- Added some more tools that are more trade'y and less arcanic, such as incense, pendulums and relaxing music.
- Added a section on the inherant powers and drawbacks common to all Dreamwalkers
- Restricted all their power to within the Dreamscape, thus hopefully removing any potential ties to arcana.
- Mucked around a little with the Dreamscape, added in the Dream Essence concept I discussed with GD Trinity on chat.
- Tied in the ability to Hypnotise people to sleep.
- Threw in a reference to the Consumation and Reweaving.
- Had a stab at the [list] bbcode, it's being blarg, feel free to edit my post to fix the formatting if you can.
- A lot of new stuff put in place to fill up the gaps left by my 'No Arcana' pruning spree, it should be balanced, but let me know if not.
- It's 2am.
- That's all I can think of at the moment.
- Going to sleep.
- Tell me what you think
__________________
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 December 6, 2009, 01:11 AM   #3 (permalink)
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Oh, and I think I should add the ability to wake up whenever they wish should be an innate ability common to all Dreamwalkers, but I'm scared that if I try and edit the page, the formatting will screw up again >.<
__________________
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 December 7, 2009, 09:58 PM   #4 (permalink)
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Notes while reading:

Firstly, thank you for reading the new titling requirements

First thing for formatting, when you start a new paragraph be sure to throw an extra space between paragraphs as we do not utilize the tab function on aelyria. This is just to simplify reading. Now you mentioned difficulties with formatting, I would be more than happy to jump in and format it for you if you give me an idea on how it looks!

Now on to the article:

edits in bold or re-written beneath quote:

Quote:
Once a Dreamwalker first learns about Dream Essence, gains lucidity within a dream and gains the ability to move about the Dreamscape, they become a novice Dreamwalker.
Sort of awkward to read, here is my suggestion: To become a novice Dreamwalker, one must learn about Dream Essence, gain lucidity within a dream, and gan the ability to move about the Dreamscape.

Quote:
In short, a Dreamwalker's Dream Guise will...
Do not forget your apostrophes!

Okay, did we not discuss trimming out the religion? It is now sitting side by side non-religion, giving it a mixed feeling between faction and trade. This needs to be purely trade, cut out the deities more. Dreamwalking is a trade that may be used by a faction you can create later.

And what is up with inherent abilities common to all dreamwalkers? Why do they get freebies? Were they born this way? Is it that a select few people of telath are born with these abilities and only they can become dreamwalkers? I really do not like these! It makes the trade unbalanced, if you want any of those they need to be learned. I do not like freebies that are given simply because they are inherent.

And for the injuries, thanks for adding it! Only thing I would say that anytime they are lucid dreaming and have the power to prevent injury in their dream, they can be hurt! So if someone visits them, they can be hurt in their own dream!

I dunno if planar travel should be level 2, I think that should be at least master level! Level 2 is your average joe of dreamwalking, and planar travel should not be average for anyone.

For convince, just list it in each respective level and add the changes to it

Hypnosis? I think that this is a tradeskill about dreamwalking, therefore things like astral projection and hypnosis should be left out as they are not dreamwalking, they are just cool add-ons. And if a dreamwalker wants to learn them, then make a different trade write-up for them! Do not jam every cool thing you want in here, keep it pure and keep it around dreamwalking. Not factions, not religion, keep arcana out, and keep other trades out! And then you can tie it all together later in a faction write-up if you want.

All in all, keep things in the dreams, do not bring these abilities out to the material plane! I think this is still overbalanced and needs more negatives, or take out the inherent stuff... all I can think of right now!

Remember: this is the trades write-up for dreamwalking, I cannot stress that enough.
Ensnare is offline  
Old December 7, 2009, 11:22 PM   #5 (permalink)
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Whoosh! I can also probably assist with formatting, if you can tell me what isn't working for you. I've learned a lot of BBCode tricks over the last bazillion years to make things work.

The initial thing that sticks out to me is your [*Left] tags, which generally shouldn't be necessary, I don't think. Unclosed left tags may be throwing formatting for a loop, for instance? Not sure. Anyway.

Do not be dismayed by the length of my commentary here - i have a tendency to "quote" the article then read it that way, close a quote tag, comment, open another one. That way I don't miss anything.

I have also pointed out spelling and grammatical errors when I notice them. That's why it looks so long! Its not all bad! I promise!

Quote:

[LEFT]The subtle art of dream manipulation is a largely unknown and underestimated ability. Popular to the point of almost being compulsory by followers of the Planetars Kaimelea and Risthal, Dreamwalking grants the user the ability to visit the dreams of mortals, manipulating Dreamers experiences while they sleep. While it would be accurate to state that the vast majority of Dreamwalkers are pledged to the Night Sisters, there are a few brave souls that risk the Plantars' disapproval and walk the Dreamscape without their blessing.
Nitpick here. Night doesn't exist in Aelyria. Perhaps it is "Darkening's Sisters"??


Other than that, I like your introduction. It details out that it is a skill that goes both ways, but like most mind-manipulative things and deities, is untrusted.


Quote:
Once a Dreamwalker first learns about Dream Essence, gains lucidity within a dream and gains the ability to move about the Dreamscape, they become a novice Dreamwalker.
C.f. Ensnare's suggestion; this sentence reads awkward!

Also, there are several possessive mistakes in this paragraph. Remember, Dreamwalkers means "multiple people who manipulate dreams" whereas Dreamwalker's (noun) means "this (noun) belongs to the singular (generic) Dreamwalker".

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However; there are those who follow Risthal, and even the few non-aligned Dreamwalkers with a masochistic streak who craft their Dream Guises from their worst fears, their deepest loathings and their greatest sadness, using this persona to force their feelings upon those around them. In short, a Dreamwalkers Dream Guise will either be what they wish they were, or they would rather die than become.
Small comment on grammar (I'm not the best grammar nazi, but I know this one cause Chary beats it into my brain hehe). "However;" <- semicolon connects two complete ideas, like "I was walking up the street; a dog bit my leg."

Quote:
Once manifested, the Dream Guise will not change a great deal. Once the Dreamwalker is used to it and feels comfortable with a new body, attitude and even personality, they can begin to make small changes. Such changes may include hair color, clothing, skin tone and minor physical changes. However, there will always be some resemblance to their original Guise.
Okay here, maybe say something like "...attitude and even personality, they can make small physical changes. These may include hair color, clothing, and skin tone." because it sounds kinda redundant!

Quote:

[LEFT]Dream Name:
Like the Dream Guise, the Dream Name comes from the Dreamwalkers subconscious. When they first try to decide upon a name, one will spring to the surface of their mind and escape their lips almost unbidden. This is what they will be known as within the Dreamscape.
The Dream Name has a potency of its own, as it can be used to summon or be summoned by a Dreamer, regardless of whether they are able to Dreamwalk - See Soul Searching for details. When combined with the journeyman skill Walker Ward,the Dreamwalker may be forcibly kept at bay from a particular dream.
However, the true potency of names is derived from a Dreamwalkers True Name, the one they were born with and use whilst awake. Using a True Name, the target may be rendered powerless by an opponent, forcibly ejected from sleep and summoned against their will at the whims of their tormentor. For this reason, Dreamwalkers try to keep their True Name hidden whenever possible, and divulging it to an ally is a potent act of trust.
Okay same with apostrophes in this paragraph!
Quote:
The Tools and Symbols

The Dreamcatcher - Appearance:
Often dismissed by the uninitiated, the Dreamcatcher is the utility knife of Dreamwalking. Many Dreamwalkers tattoo a Dreamcatcher upon their skin to provide permanent access to its power, while others prefer the more conventional hanging design. These are essentially the two different ways one can create a Dreamcatcher; a stand-alone object and a design drawn onto a surface. Both are equally potent, with personal preference and convenience being the only separation between the two.
Regarding design, Dreamcatchers vary greatly, although all share certain similarities.
Okay here, permanent was misspelled. I have spelled it correctly. The semicolon I bolded I believe should be a colon. ( : <- this )

I am a little confused by the last sentence. You say that design varies greatly, but yet all share similarities. So do the designs vary, or are they all similar with small changes? At first when I read it, I thought "so dreamcatchers are a no two are alike thing" and then I saw "share certain similarities", and I thought, "so they have only small differences to make them unique." and then I didn't know which was right.

Edit: so the following list is the list of similarities? If that is true, perhaps the period at the end should instead be a : . I am not sure though, that would be a grammar guru question.

Quote:
  • 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.
  • Emphasizing is misspelled. I have spelled it correctly where it is bolded!
    Quote:
  • 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.
  • Since Ensnare makes comments about it being too close to religion still, perhaps change this last part about the Eye to open eyes are more partial to dreams, while pierced eyes are more partial to nightmares, and add a sentence that these symbols are used by followers of the planetars too, so that may be where its from but do not tie them down so specifically?

Quote:
The Dreamcatcher - Uses:

  • On its own, a Dreamcatcher is used to ease the owner's passage from wakefulness to sleep. Conversely, the owner finds waking up much easier.
  • When blessed by a follower of Kaimelea, the Dreamcatcher will protect the owner from nightmares, acting as a Walker Ward against Risthal and her Twisted.*
  • When cursed by a follower of Risthal, the Dreamcatcher will prevent Kaimelea or her followers from reaching the owner, essentially painting a target over their head for Twisted and Azaru to torment them mercilessly.*
  • When combined with the Apprentice ability Shift, the Dreamcatcher creates a portal leading into the Plane of Dreams or Plane of Nightmares. This is only possible when done from within the Dreamscape.
  • When used with a Dreamwalkers True Name, that Dreamwalker can be Soul Summoned and trapped within the Dreamcatcher, provided both parties are asleep and dreaming at the time.
apostrophe in the last section here!

Quote:
The Dream Eye:
[LEFT]An ancient and mystic symbol originating in Trelorian Reveries,
I don't think reveries should be capitalized here.

Quote:
the Dream Eye was drawn in place around the eyes of a Kaimelean follower. This has become a dangerous tool nowadays,
nowadays = these brightenings in my personal opinion. Just a preference, though.

Quote:
as it will immediately mark the bearer as a follower of a heretical Planetar, earning them the mistrust of those who worship the Church of Faith and condemnation of its priests and priestesses. However, its abilities are tempting enough to warrant the risk on occasion. Essentially, the Dream Eye will act as a form of revealing device, allowing the bearer to see a ghostly image of a Dreamwalker's Dream Guise even when on the Material Plane. Useful for detecting fellow tradesmen, as well as allowing the followers of Kaimelea and Risthal to detect their opposite numbers on the rare occasion the two of them come into contact in the Material Plane.
Okay about this one. Remember a dream eye is sorta associated with Kaimelea right? If you slash through your eye is that also a dream eye? Like say I'm painting my eye and i paint a dream eye and then i close my eye and slash it across to "pierce the eye", is that still functional? It shouldn't matter technically, just asking because I doubt a Risthal follower would draw a Kaimelean symbol on themselves simply out of principle.

What does one use to draw the eye on themselves to make this work? Is it simple paint or makeup or something special?

Quote:

Incense:
Available in various potencies, incense is one of the most powerful tools a Dreamwalker has in regards to putting someone to sleep. Available from apothecaries or harvested by hand, the Dreamcatcher often combines this with a knowledge of Herbology to rapidly draw even the most enraged or hyperactive target into the Dreamscape.
Is incense a plant then? If not, what plant do you make incense from? (I personally don't know, don't laugh )

Quote:

Pendulum:
While some prefer to use a metronome, the simple pendulum is a tool that can be created on the fly with a mere piece of string with a weight tied to the end. Experienced Dreamwalkers use the pendulum to hypnotize a target. This tool is often combined with a relaxed tone of voice to coax the target into unconsciousness. Obviously, the more active or energetic the target is, the harder it will be to make them fall asleep.
Hypnotize was misspelled. I have corrected it.
Coax was also misspelled. I have corrected it.

Are you sure others prefer a metronome? All I can think of is the annoying thing that keeps time when I used to play the piano or saxophone. CLICK CLICK CLICK CLICK that's not exactly soothing to me. lol.

Quote:

The Dreamscape and the Planes

The Dreamscape:
Contrary to popular belief, people who dream do not visit the Plane of Dreams - with the same being true for bad dreams and the Plane of Nightmares. The vast majority of dreams and nightmares experienced by mortals take place in a no-mans land called the Dreamscape.
A Plane in its own right, the Dreamscape is the 'battlefield' where the forces of Kaimelea and Risthal wage their wars, with the rare non-aligned Dreamwalker skirting around on the edges.
The Dreamscape is comprised solely of matter called Dream Essence, which resonates sympathetically with the thoughts of nearby living creatures and people, moulding itself into the shapes and senses desired. A Dreamwalkers ability to Dreamweave stems solely from extensive experience with manipulating Dream Essence into whatever they can imagine. When inert, Dream Essence is invisible, allowing a Dreamwalker to seemingly create things out of thin air. Therefore, to an outside observer, the Dreamscape would appear to be an infinitely large universe of black nothingness, with the occasional galaxy of activity centred around a living mind.
As a side note, Vis and Ara do not exist, as there is nothing truly 'real'. This means that magic as most people understand it cannot function. Instead, a mage can 'imagine' creating a fireball, causing the surrounding Dream Essence to morph into, ready for use. Unfortunately, non-physical skills such as Bardism, Ikonomancy and Mysticism are useless.


Sidebar here: Why did you only list Bardism, Ikonomancy and Mysticism? All spheres of magic use Ara and Vis and are thus useless. Do you mean all magical abilities are useless, or do you mean that non tangible skills, such as meditation skills, etc, are not able to be used?

Quote:
A Dreamwalkers
APOSTROPHE! lol.

Quote:
ability to jump from dream to dream stems from their ability to block their minds from the effects of Dream Essence and move through the nothingness to adjoining 'galaxies', invading the dream or nightmare of the soul within.
Those without the ability to Dreamwalk still visit the Dreamscape whenever they fall asleep, as Dream Essence echoes the Dreamer's subconscious, often recreating memories of the days
No.
Brightening.

Quote:
events, summoning the very definition of peace or happiness as a dream or generating nightmares from the depths of their worst fears. With sufficient training, a Dreamwalker can strengthen the mental link between a Dreamer's mind and their sleeping body, allowing them to mend or create physical injury back on the Material Plane.
Quote:

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


I think this is "horizon-less".

Quote:
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.
Mesmerizing !
Quote:
- 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.
This last sentence uses the word waters twice and that sounds silly. Perhaps use a synonym or a different phrase. "Newcomers to Reveries are warned not to stare into the Dormus for too long, as many have looked into its sparkling waters and allowed its fast current to sweep their mind away." or something?
Quote:
- The Pearlvein Wall:
Encircling the city is a small, waist-high wall. Crafted when the City
City should be lowercase.

Quote:
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.
Anywhere you say city, but it is not apart of a name, like "New York City", it should be lowercase.

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.
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.
Sidebar: Why didn't you use [*LIST] tags for these things? (Remove the * obviously).
Quote:
Aside from the learned skills covered in the Skill Tree, there are a number of skills inherent to all Dreamwalkers, regardless of knowledge or competency.
  • Inherent was misspelled. I have corrected it where it is bolded. I do not think skill tree should be capitalized.

    Quote:
  • Soul Searching and Summoning
    If a sleeping Dreamwalker wishes to visit the dream or nightmare of a specific person, they can speak that persons name and be instantly drawn to their location in the Dreamscape. This is described as feeling an invisible thread drawing them towards the target, and the act of following the threads pull 'snaps' them to the vicinity of the target. Dreamwalkers can Soul Search other Dreamwalkers, although the targeted Dreamwalker will be aware of the Soul Search and have time to 'break' this connection if they do not wish for company. The connection between two Dreamwalkers is also a two-way connection, allowing a Dreamwalker to 'Summon' a partner if they desire aid. It is worth noting that there must be intent behind a Soul Search for it to succeed; merely speaking someones name will not involuntarily draw the speaker to their side.
  • These two bolded words had extra t's and were thus misspelled.
    Quote:
  • Homing Instict and Mental Links
    While a Dreamwalker must be in their own personal dream to leave the Dreamscape, they are constantly aware of its presence while Dreamwalking and instinctively know where to find it within the infinite space of the Dreamscape.
  • the bolded word instinctively was misspelled.

    Also... Do you mean they know they location of their own dream? So a dreamwalker must return to their dream to wake up ? Is that what you are implying?

    Quote:
  • Conditional Invulnerability
    The very nature of a Dreamwalker allows them to learn abilities that rely on mind-tricks, illusion and deceit. These powers are potent upon the unwary, but are almost always ineffectual against those who are capable of wielding such a power themselves. The abilities of hypnosis, sleepwalking and emotion reading have no effect upon a Dreamwalker, as they are capable of regulating control over their minds and bodies while asleep, preventing others from taking advantage of them.
  • abilities was misspelled.

    May be worth mentioning here that folks trained in mysticism and meditation are probably harder to manipulate the subconscious of too, I would think, yes? Also harder to read due to heightened control or awareness of the mental faculties.

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Limitations:

While there are a few powers inherent to Dreamwalkers, there are converse limitations and weaknesses that knowledgeable opponents can exploit.
These two bolded words were misspelled and I made them correct!

Quote:
  • Phantom Injuries and Death
    Injuries made to a Dreamwalker in their personal dream will have no effect their physical body, and their death will merely eject them from slumber unharmed. However; once a Dreamwalker has left the protection of their personal dream, that same mental link that prevents them from getting lost in the infinite space of the Dreamscape will also transfer any injuries sustained to their Dream Guise upon their Material body. The injuries will be mental in origin and can range from limb paralysis in the event of having it hacked off in a dream, migraines from severe head injuries, all the way through to a dream-death convincing the brain that it should tell bodily organs to shut down. Experienced Dreamwalkers gain the ability to turn this limitation on its head; strengthening such links in a target, allowing them to experience such dangerous effects even in their personal dream.
  • Migraines misspelled, do the paralysis / injuries wear off eventually or are they permanent?

    Quote:
  • Attention of the Planetars
    [LEFT]Especially true for a non-aligned Dreamwalker, it is impossible to Dreamwalk within the Dreamscape without eventually drawing the attention of the Planetars.
  • Well... maybe? I think if they start doing too much manipulating, like, you make this nightmare really super freaking scary, Risthal will be interested, or you start healin people, Kaimelea will be interested. Since earlier you said it was possible to dreamwalk without being aligned, it doesn't make sense for that to change unless a person is attracting attention for being grandiose, you know?

    Quote:
    For a follower, the attention of their chosen Planetar is constant, but allowing her sister to discover them can be potentially fatal. Ironically, the non-aligned Dreamwalker is safest from the wrath of a Planetar, as the discoverer will first attempt to convince them to join her following. Granted, if you refuse she may well stop your heart then and there,
    Stop your heart? What about eject you and send their followers to hunt you? Or cause you injury? Seeking torment (in the case of Risthal) sounds more likely, and seeking punishment (Kaimelea followers jumping in to manipulate the dream alongside you, beating you to targets, or attempting to give you nightmares in punishment, or ejecting you continually) seems likely in relation to Kaimelea.

Quote:
Skill Tree

[*]Hypnotize
By using the power of a combination of voice, music and pendulums, a Dreamwalker can hypnotize awakened targets into falling asleep. For those attempting to resist the hypnosis, or those with excessive energy, the effect is greatly weakened.**
Hypnotize has been misspelled in both instances. Also, I believe that Ensnare may be on to something when he says this might be a separate trade skill!

Quote:
[*]Convince
The Dreamwalker can begin to strengthen the bond between the targets mind and body through sheer force of will, allowing injuries sustained in a dream to cause phantom injuries once the target awakens. The strength of the Convince varies depending upon the Dreamwalkers level. This is also a list of the effects a Dreamwalker will feel at their respective power levels.
- Apprentice: wounds and bruises will result in light to moderate phantom aches in the affected areas. Death may cause headaches.
- Journeyman: temporary paralysis resulting from inoperable limbs may persist several candlemarks after awakening. Death will cause migraines and temporary paralysis.
- Master: temporary paralysis extends to brightenings. All injuries sustained


Sustained was misspelled.

Quote:
will feel as if they were real, even though their body will seem unharmed. Death will send the target into a coma that may last up to a cycle.
- Grandmaster: lost/crushed limbs will be permanently paralyzed. Death will stop the targets organs to simultaneously shut down, and even if they are revived through arcanic intervention, their minds will have been obliterated.
Convince is also required for Dream Healing; injuries sustained in dreams may be healed, but only if they are Convinced will it remove the possibility of phantom pains when they awaken.
Quote:
[/LIST]Journeyman:
  • Warp Time
    The Dreamwalker can speed up or slow down time within a dream in comparison to reality, making a minute within the Material Plane stretch out into years or compress down to the blink of an eye.
  • Nitpick: Years = Eras

    Quote:
  • Greater Hypnotize
    [LEFT]Targets that attempt to resist the Dreamwalkers
  • Apostrophe in this last word here.

    Quote:
  • Summon Planar Denizen
    The Dreamwalker can now call on the sentient spirits that reside in the Planes of Dreams and Nightmares to possess bodies created by the Dreamweaver. As they are sentient life, they will need to be convinced to aid the Dreamwalker. If it is for the purpose of furthering the illusion of a busy city, for example, the Denizens often will have no problem doing so. If there is a real threat to the denizen, persuasion is in order. At any time the denizen may leave their body and return to their home Plane. It is recommended that Dream Denizens are to be called on for peaceful creatures, with Nightmare Denizens reserved for creatures that are intended to be violent, scary and generally unpleasant.
  • I actually kinda like this idea.

    Quote:
  • Walker Ward
    The Dreamcatcher can now be made to repel certain Dreamwalkers, such as followers of a specific Sister, an individual that the drawer knows the name of, or even Dreamwalkers in general besides the caster. Those Dreamwalkers that try to enter a dream or nightmare that is 'protected' in this way will feel nausea and headaches that will become progressively worse the longer they trespass.
  • Trespass was misspelled.
    Sister should not be capitalized.

    I like this skill.

    Quote:
Quote:
Master:[LIST][*]Greater Dreamwalk
The Dreamwalker now has completely unrestricted access to the Dreamscape. They can visit the dreams of Lamia, Dragons, Ancient Aelyrians and other powerful races. They can also move between the Dreamscape and the Planes of Dreams and Nightmares without resorting to using a Dreamcatcher-portal, their desire alone being enough to transport them there.
In the last sentence, the comma should probably be a semicolon. ( ; <- that) but maybe check with a grammar guru.

Quote:
[*]Sleepwalk
Similar to Convince, the Master strengthens the link between the target's body and mind to the point where the sleeping body will mimic movements made by their dream self. Injury and strenuous activity may awaken the target.
[*]Consume
The Dreamwalker can sever the link between the target's mind and body, causing the Dreamer to become trapped within the Dreamscape. This is the method that Twisted use to convert sleeping souls into Azaru, but can be used as a mercy killing by Kaimelean followers to allow a dying soul to remain permanently within the Dreamscape, where they may be brought into the Plane of Dreams by Kaimelea if not snatched by Risthal and her Twisted first. It is impossible to Consume a Dreamwalker without their consent.
[*]Reweave
Considerably harder than Consume, if only for logistical reasons, Reweave can reconnect a sleeping mind to its body should it have been severed. As Consume effectively removes the mind from the body, the comatose form must be protected until the mind can be found and brought back to the dream in which it was severed. If that is done, then the link between mind and body will be rewoven, and the target will awaken with no negative side-effects - aside from bad memories.
Excellent! This was exactly what I was looking for in my Risthal article with the Azaru. Nicely done.

Quote:

  • The actions and thoughts of others can’t be controlled.
  • Sentience cannot be created. Any created life will become catatonic when not actively controlled by the Dreamwalker or posessed by a Planar Denizen.
  • If two Dreamwalkers are vying for control of an object within a dream, the higher level Dreamwalker will eventually gain dominance of said object. The exception to this is within someones personal dream, where they can overpower anything but a Planetar – providing they realize 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.



The bolded realize was misspelled.
So even the less experienced dreamwalkers must follow these rules right?

There are also some weird tags in this that I see:

At the end, you open a size=1 quote then close it.

"The exception to this is within" there is an italic open and close tag in there for no reason."
Quote:


* If a cursed Dreamcatcher is blessed, or vice versa, it will either smudge and fade or turn to ash.
For some reason there are two open and close size=1 tags above the actual footnote here.

Quote:

** Hypnosis does not have the same effects of manipulation it does in real life. For such effects, see the Mystic spell Suggestion.
Not sure I understand what you mean here. You mean that hypnosis from a dreamwalker is not like practical hypnosis preformed in the real world? I don't think I buy that. Suggestion isn't the only form of hypnosis. That's magical hypnosis; I think pendulum "you are under my control do the chicken dance" hypnosis also -could- exist. As another skill.




-----------

All in all, I think you are definitely heading in the right direction now. This is looking a lot better. With help from Ensnare, (who I understand is talking to you extensively to help you figure out some of the remaining issues), I think this is going to be close to done soon.

Just one comment to remember (and please don't take offense to this!), you can't let any bias influence your writing for a writeup, except for IC stories / legends and maybe writeups on deities or something. Trade skills can't have biases if there are two different uses and sometimes I feel like you have a Kaimelean-based bias in here. You need to be objective so the skill is just as geared towards those of us who walk the darker side of life and those who just wanna screw with people's subconscious for fun or have overactive imaginations (My cousin and I did as kids - we totally thought we could dream together if we were close and holding hands when we slept, no joke.)

- Tiaz
__________________

Nactau Iallea'ryn, the Baroness of Box-Stack
- I'm friends with the monster that's under my bed; I get along with the voices inside of my head...
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Old December 10, 2009, 06:07 PM   #6 (permalink)
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Thanks for the feedback guys Anyone else want to make a contribution before I move onto the next draft?
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Old December 11, 2009, 07:28 PM   #7 (permalink)
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Quote:
Ensnare:
And what is up with inherent abilities common to all dreamwalkers? Why do they get freebies? Were they born this way? Is it that a select few people of telath are born with these abilities and only they can become dreamwalkers? I really do not like these! It makes the trade unbalanced, if you want any of those they need to be learned. I do not like freebies that are given simply because they are inherent.
What if some of those abilities were assigned to the 'Novice' skill level? I'm doing a dreamwalking experience thread for Hay'aan ( Hope is a Waking Dream (Hay'aan) ) and while she learned to dreamwalk and communicate with others in their dreams in her Basic Training thread, I'm teaching her about these "inherent skills" in our thread. It gives you more to explore during Basic Training, since learning your name/dream form takes only a second.
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Old December 11, 2009, 07:33 PM   #8 (permalink)
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Considering the comments you have, I would say you are free to work on the next draft, go for it!

Whisper, I was referring to things like emotion reading and inherent invulnerability, not the dream name. And I think they can be learned, but not all of them should be at level one as that would be a bit overpowered, imo
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Old December 11, 2009, 07:36 PM   #9 (permalink)
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EDIT: Sorry, wrong thread!
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Old December 11, 2009, 07:37 PM   #10 (permalink)
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Right, I think we both meant the same thing. Perhaps spread them out between Levels 1 and 2? For example, in Hay'aan's Lv1 experience thread, I'm taking her about Soul Searching and Summoning, since she specifically wants to visit the dreams of her children.
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Old December 11, 2009, 09:36 PM   #11 (permalink)
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Ah got it! As long as it is taught and not over-powered, I think it can be doable. But inherent, not a chance!
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Old December 12, 2009, 02:42 AM   #12 (permalink)
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Hey Whisper Ensnare and I have been talking about these 'inherant skills' and there are some adjustments that I'm making for the next draft that you should be aware of.
1) Emotion Reading will be quite weak, with only generalised 'like' vs 'dislike'. This will get more refined and the DWer willl be able to make more accurate and detailed analysis of others at higher levels.

2) The Soul Summoning technique is going to have a lengthy wait-time at the novice level. Without delving into too much complexity, it'll take about half a candlemark for the novice to 'find' their targets mental thread. Once they find it, they tug it to pull themselves to their targets side. The speed at which the DWer finds the 'thread' will rise the higher level you are. Grandmasters therefore would be able to find their targets 'thread' instantly.

3) Mental Signatures are only barely able to be detected at Apprentice level, impossible for a novice. At apprentice, you can tell by bodily contact. At journeyman, you can see it by looking at their eyes/sockets. At Master, it's by physically seeing them (or their illusion/invisible self if the DWer is in disguise/hidden) and at Grandmaster its detectable as soon as they enter the dream.

Also, Hypnosis is going, as that's been classed as a peripheral skill that you would learn separately, as is incense/knowledge of pressure points, although mods are to be encouraged to teach this during a Dreamwalking training thread alongside the actual dreamwalking skill. Just a reminder as well specific to Hay'aan: until she claims exp points for past Dreamwalking threads and becomes Apprentice or upwards, she cannot dreamweave in other peoples dreams - only view them and physically interact with them. In other words, she can cut a tree down with an axe, but not 'imagine' the tree being cut with her mind.
Keep an eye out for the next draft coming out either today or tomorrow, revisions will be made!
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The weary feel my blessing and the Dark shall fear my might
For in a world of shadows,
I am theChild of Light.

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

Last edited by Quilantes Zil'aven; December 12, 2009 at 07:17 AM.
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Old December 12, 2009, 07:16 AM   #13 (permalink)
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http://www.aelyria.com/forums/skills...ng-trades.html

DONE! Please read the changes before continuing with RPing them out. Of course, it's preferable for these techniques to be approved before you start taking them onto the Game boards, as it just leaves annoying little retcons behind
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The weary feel my blessing and the Dark shall fear my might
For in a world of shadows,
I am theChild of Light.

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