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settings:dreaming [2023/10/17 02:26] quiddlestickssettings:dreaming [2023/10/17 19:36] – [The Slumbering Woad] quiddlesticks
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 The Slumbering Woad is the primary way that mortals can enter into the Dreaming. In order to do so they must find places connected to the Dreaming: places ripe with folk tales, ancient grottos, places that invoke the whimsy of childrens' stories told by the bedside. Mapping the Woad is an impossibility, for it is always changing and labyrinthine. There are rumors of portals directly into the Dreaming, but if these exist, they are fiercely guarded by powerful archfey or mortal mages, and are almost never used. The Slumbering Woad is the primary way that mortals can enter into the Dreaming. In order to do so they must find places connected to the Dreaming: places ripe with folk tales, ancient grottos, places that invoke the whimsy of childrens' stories told by the bedside. Mapping the Woad is an impossibility, for it is always changing and labyrinthine. There are rumors of portals directly into the Dreaming, but if these exist, they are fiercely guarded by powerful archfey or mortal mages, and are almost never used.
  
-The Woad itself is sentient, but not in the way many people read sentience. It rejects all mind affecting magics that many try to interact with it, and will react negatively to someone trying to force control of it in any way. The Woad functions much like that of construct, with two primary goals in mind+The Woad itself is sentient, but not in the way many people read sentience. It rejects all mind-affecting magics that many try to interact with it, and will react negatively to someone trying to force control of it in any way. The Woad's purpose is to act as barrier between the mortal world and the Dreaming.
  
-First, is to dissuade residents of other planes from entering. It would rather have the visitors turn back before entering The Dreaming, and freely lets them leave at this pointThe second motive of the Slumbering Woad is to forcefully prevent all denizens of The Dreaming from leavingincluding travelersIt reacts violently to anyone who enters it from the side of The Dreamingand will hold nothing back to prevent their escape+Simple travelers and those with benevolent intentions will rarely have problems navigating the Woad; it has the ability to sense intentions, and will let these sorts throughSometimes, it is even possible to accidentally slip beyond the veil and past the Woadending up in the Dreaming on accident 
 + 
 +Those seeking to cross over and cause harm to the other realm, though, will have to find some way around it - as it takes great care to turn around and reject these people.
  
 The Woad usually accomplishes this goal by splitting up parties traveling together, to weaken individual wills. Once this is done, it shows travelers visions and dreams of their greatest hopes or deepest fears, in the hope that they will turn back.  The Woad usually accomplishes this goal by splitting up parties traveling together, to weaken individual wills. Once this is done, it shows travelers visions and dreams of their greatest hopes or deepest fears, in the hope that they will turn back. 
  
-It is said that a particular item is required to pass through the Woad, referred to simply as the //Lantern of Dreaming.// Without light from this lantern, the Woad is completely dark - no mundane or magical sources of light work here, and non-sight-based methods of navigation such as echolocation or tremorsense get turned around. Hopeful travelers must guard their Lantern of Dreaming carefully to ensure it never goes out.+It is said that a particular item is required to pass through the Woad against its will, referred to simply as the //Lantern of Dreaming.// Without light from this lantern, the Woad is completely dark - no mundane or magical sources of light work here, and non-sight-based methods of navigation such as echolocation or tremorsense get turned around. Hopeful travelers must guard their Lantern of Dreaming carefully to ensure it never goes out.
  
 ===== Locations ===== ===== Locations =====
-As a reflection of all mortals' dreams and desires, the Dreaming is near infinite. The locations that follow are simply brief descriptions of places that have been traveled to and mapped to any extent by adventurers.+As a reflection of all mortals' dreams and desires, the Dreaming is near infinite. The locations that follow are simply brief descriptions of places that have been traveled to and mapped to by adventurers. As a GM, feel free to make up your own realms of the Dreaming!
  
 ==== Ti’wath ==== ==== Ti’wath ====
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 A location on the edge of Ti’wath and Parasoma. Near a river of flowing dreams, the fortress is a large castle made of an obsidian black stone, and towers high into the sky. Located within is only a single denizen of The Dreaming, an entity known as ‘The Lost One’. It appears to grant protection to those who show respect, keeping them from becoming lost in the memories contained within the castle's walls. A location on the edge of Ti’wath and Parasoma. Near a river of flowing dreams, the fortress is a large castle made of an obsidian black stone, and towers high into the sky. Located within is only a single denizen of The Dreaming, an entity known as ‘The Lost One’. It appears to grant protection to those who show respect, keeping them from becoming lost in the memories contained within the castle's walls.
  
-Records of The Dreaming show that the entity has been around since antiquity, but its purpose has been more shrouded than the castle. For people who enter the fortress, they might find the entry hall and guest chambers rather empty, but as time passes, they slowly start to become more aware and attuned to the atmosphere. Voices can be heard, conversations and laughter. Spirits or hallucinations can be seen moving about the place, going about daily lives, echoes of times that have passed. They seem to be full of emotion; happy, joyous, angry, sad, jealous... but they never interact with those who pass through. +Records of The Dreaming show that the Lost One has been around since antiquity, but its purpose has been more shrouded than the castle. For people who enter the fortress, they might find the entry hall and guest chambers rather empty, but as time passes, they slowly start to become more aware and attuned to the atmosphere. Voices can be heard, conversations and laughter. Spirits or hallucinations can be seen moving about the place, going about daily lives, echoes of times that have passed. They seem to be full of emotion; happy, joyous, angry, sad, jealous... but they never interact with those who pass through. 
  
 ==== Haralwa ==== ==== Haralwa ====
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 === The Pillars === === The Pillars ===
-Massive towerlike structures, each one guarded by hosts of celestial beings. Legend has it that within the pillars lie the dreams of the gods. There is one pillar for each of the Fourteen, and within each pillar is a labyrinth of traps and guardians that hold the treasures that the gods have unknowingly created. The guardians fight viciously to protect the Pillars, and few - if any - have ever made it inside.+Massive towerlike structures, each one guarded by hosts of celestial beings. Legend has it that within the pillars lie the dreams of the gods. There is one pillar for each of the [[:gods|Fourteen,]] and within each pillar is a labyrinth of traps and guardians, which hold treasures that the gods have unknowingly created. The guardians fight viciously to protect the Pillars, and few - if any - have ever made it inside.
  
 === Sapphire's Dial === === Sapphire's Dial ===
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 === Castle Rotwood === === Castle Rotwood ===
-An ancient castle built from the nightmares of being trapped and caged. The castle is alive and is a malicious being, and its grounds are infested with traps and monsters that delight in games of cat and mouse. Legends say that the castle’s heart is a shard of the First Dream, and the legend inspires many foolish Dreamt to seek out the center of the castle.+An ancient castle built from nightmares of being trapped and caged. The castle is alive and is a malicious being, and its grounds are infested with traps and monsters that delight in games of cat and mouse. Legends say that the castle’s heart is a shard of the First Dream, and the legend inspires many foolish Dreamt to seek out the center of the castle.
  
 ==== Concordia ==== ==== Concordia ====
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 ===== The Courts ===== ===== The Courts =====
 There are many Courts of the Dreaming - factions with certain aligned goals, who may or may not live together in self-styled "nations". Each Court has an archfey leader, and there may be too many minor Courts to accurately represent here. Listed, however, are the Courts with the greatest power and influence. These most powerful Courts regularly meet up in Concordia. The four seasonal Courts all keep dominion over some part of Dearmad Agrad. There are many Courts of the Dreaming - factions with certain aligned goals, who may or may not live together in self-styled "nations". Each Court has an archfey leader, and there may be too many minor Courts to accurately represent here. Listed, however, are the Courts with the greatest power and influence. These most powerful Courts regularly meet up in Concordia. The four seasonal Courts all keep dominion over some part of Dearmad Agrad.
-  * **Spring Court:** Known for their festivities, and some of the most extravagant amongst Dreamt. Those of the Spring Court love to play tricks on and fool the steadfast and solemn. They are associated with the element of earth, and make their home in a place known as the //Shadowmarr Woods,// a perfectly triangular forest in the midst of a large windswept plain. They have become quite isolationist recently. **NOTE: Please contact Noah Kauffman (@bluekid, Discord) if you would like to run anything related to the Spring Court.** 
-  * **Summer Court:** The most passionate, and most well-armed of the major Courts. Sometimes known to let their passions get the better of them. Those of the Summer Court are known to fight like they are dancing, letting the clash of blades and arrows sing for them. They are associated with the element of fire, holding dominion over the //Kalazaria Archipelago//, an island chain surrounding the dormant volcano Mt. Bainwe. 
-  * **Autumn Court:** Seemingly rather aloof and uncaring when it comes to matters of mortals and other courts. However, the rulers of Autumn are extremely shrewd and cunning, always knowing how to play both sides when it comes to political matters and come out on top. They are associated with the element of air, and live in a wondrous realm known as //Aeklanata.// 
-  * **Winter Court:** To outside observers, Dreamt of Winter are silent and somber, often seemingly lost in thought. In reality, the Winter Court is always searching for new information, even going as far as to freeze visiting mortals in an attempt to find the source of the First Dream. They are associated with the element of water, and make their home in a massive glacier named //Rimewind//. 
-  * **Dawn Court:** These Dreamt present themselves as muses or wise advisors to mortals, always seeking to scry and find clues to the First Dream. They see themselves as an illuminating light, bringing truth and wisdom to the world. They make homes in underground caverns lit with glowing crystals, and their capital is a grand city known as //Pelbriad//. 
-  * **Dusk Court:** Many other Dreamt see the Dusk Court as villains and evildoers, as they care little for mortals and tend to inflict terror and nightmare on them in an attempt to understand them better. They are hidden within the Spring Court's Shadowmarr Forest, where a camouflaged entrance to //Prismeer,// their Gray City, lies. 
-  * **Equinox Court:** Not so much a court, as a loose group of individuals who take pleasure in pitting the other Courts against each other. They quietly sabotage or prop up efforts made by the other Courts, subtly pushing their agendas and goals. The Equinox Court rarely interacts with mortals. Their home, the //Oranas Labyrinth,// is a wondrous place of eternal twilight, only accessible through liminal spaces called "ways" in the Dreaming proper. 
  
-{{a_rocha-crimsontribe.jpg}} +=== Spring Court === 
-== An odd sight somewhere between the Dreaming's Realms. By Andreas Rocha; used with permission. ==+Known for their festivities, and some of the most extravagant amongst Dreamt. Those of the Spring Court love to play tricks on and fool the steadfast and solemn. They are associated with the element of earth, and make their home in a place known as the //Shadowmarr Woods,// a perfectly triangular forest in the midst of a large windswept plain - there is no proper Spring capital, but the town of //Sindili// is where the Spring throne sits. They have become quite isolationist recently.  
 + 
 +**NOTE: Please contact Noah Kauffman (@bluekid, Discord) if you would like to run anything related to the Spring Court.** 
 + 
 +=== Summer Court === 
 +The most passionate, and most well-armed of the major Courts. Sometimes known to let their passions get the better of them. Those of the Summer Court are known to fight like they are dancing, letting the clash of blades and arrows sing for them. They are associated with the element of fire, holding dominion over the //Kalazaria Archipelago//, an island chain surrounding the dormant volcano Mt. Bainwe. Their capital is an enclave near the volcano's caldera named //Dardabos.// 
 + 
 +=== Autumn Court === 
 +Seemingly rather aloof and uncaring when it comes to matters of mortals and other courts. However, the rulers of Autumn are extremely shrewd and cunning, always knowing how to play both sides when it comes to political matters and come out on top. They are associated with the element of air, and live in a wondrous realm known as //Aeklanata.// On a high plateau in this place is their capital of //Araz-Doran.// 
 + 
 +=== Winter Court === 
 +To outside observers, Dreamt of Winter are silent and somber, often seemingly lost in thought. In reality, the Winter Court is always searching for new information, even going as far as to freeze visiting mortals in an attempt to find the source of the First Dream. They are associated with the element of water, and make their home in a massive glacier named //Rimewind//. In the center of this glacier is the //Inisheller Keep,// a seat of power and a massively hostile place to those unwelcome. 
 + 
 +=== Dawn Court === 
 +These Dreamt present themselves as muses or wise advisors to mortals, always seeking to scry and find clues to the First Dream. They see themselves as an illuminating light, bringing truth and wisdom to the world. They make homes in underground caverns lit with glowing crystals, and their capital is a grand city known as //Pelbriad//. They are associated with the psionic disciplines of clairsentience and metacreativity. 
 + 
 +=== Dusk Court === 
 +Many other Dreamt see the Dusk Court as villains and evildoers, as they care little for mortals and tend to inflict terror and nightmare on them in an attempt to understand them better. They are hidden within the Spring Court's Shadowmarr Forest, where a camouflaged entrance to //Prismeer,// their Gray City, lies. They are associated with the disciplines of psychokinesis and psychometabolism. 
 + 
 +=== Equinox Court === 
 +Not so much a court, as a loose group of individuals who take pleasure in pitting the other Courts against each other. They quietly sabotage or prop up efforts made by the other Courts, subtly pushing their agendas and goals. The Equinox Court rarely interacts with mortals. Their home, the //Oranas Labyrinth,// is a wondrous place of eternal twilight, only accessible through liminal spaces called "ways" in the Dreaming proper. They are associated with psychoportation and telepathy. 
 + 
 +{{:a_rocha-crimsontribe.jpg}} 
 +== An small settlement somewhere between the Dreaming's Realms. By Andreas Rocha; used with permission. ==
  
 ===== History =====  ===== History =====