Dreamwalking
Contents
Overview
The realm of dreams provides another reality in which our players are able to tell their pc's stories. Dreamwalking is a skill unlike any other in terms of progression and abilities and so this guide should be read very carefully.
Please note the following:
- In order to access the Veil etc - one must have the Dreamwalking skill.
- Gaining the Dreamwalking skill requires your pc to be "initiated" - this has a different meaning than Magic Initiation and should be seen as such.
- Progression in Dreamwalking must be recorded in your CS. If it is in doubt, a mod may ask for a list of your dream threads.
- In order to gain Skill Knowledge from a dream - one must be Lucid.
- Emea is a vast place, largely contained only by the imagination of those who walk and shape it.
- Walking in the dreams of others can be a welcome means of communicating, or a massive invasion of privacy.
- Emean beings are varied and often complex in nature. Please ensure that you have fully read all the rules of Emea before you begin using this skill.
- Remember to keep up to date with the Emea Wiki
Lucid vs Nonlucid Dreaming
There are two states a person can be in while dreaming. The first state is Nonlucid Dreaming, and is what the majority of dreamers experience all the time. The other state is Lucid Dreaming, and is what Dreamwalkers are capable of achieving.
While in a nonlucid state, the dreamer's dreamscape shifts on its own, as does the dreamer's body and experiences. In a nonlucid dream, anything is possible, from becoming a hero of the world to dying, and the dreamer will still wake up in the morning with nothing wrong beyond perhaps a hazy memory of the dream itself.
From a player perspective, nonlucid dreams will not yield any Skill Knowledges, but do not require the player to play to their skill levels. A nonlucid dreamer can acquire standard skill points, or ghost skill points, but never acquire Magic Skill points. The nonskill knowledges can only be about what happened in the dream. Additionally, damage, injury, and the like does not carry over from nonlucid dreams into the real world.
The lucid state is the bread and butter of dreamwalking. Dreamwalkers can choose to become lucid and can make others lucid as well. Regular dreamers can occasionally become lucid on their own, but this is incredibly rare. Additionally, if a Nightmare Beast or other similar entity enters a dreamer's dreamscape, without any form of detection prevention, the dreamer will become lucid. Lucid dreams are, effectively, real, as the dreamer is essentially awake, within the dreamscape. What happens in a lucid dream will matter in the real world.
From a player perspective, lucid dreams will grant Skill Knowledges, but also require the player to play to their skill levels. The lucid dreamer can acquire standard skill points, ghost skill points, and magic skill points where appropriate. The lucid dreamer can acquire nonsckill knowledges about what happened in the dream as well. Damage, injury, and the like does carry over from the lucid dream into the real world. This all happens in the instant a person wakes up from the lucid dream. Often this damage can be muted versions, such as waking up with an already healed scar of a fatal injury. However, it is not unheard of that people wake up with fresh wounds, or wake up and instantly die from their wounds.
When submitting a review request, please include in the Notes Section of the review about whether this is a Lucid Dream or Nonlucid Dream. If it is lucid, there must be a good reason for it if the dreamer is not a Dreamwalker themselves.
Initiation
There are many ways to be initiated into dreamwalking. The most common method is to be made Lucid and Escorted by another dreamwalker, or similar entity. However, this can be done by a dreamer themselves, and is often unique to each person. All that is required is that they discover how to become Lucid, and discover how to leave their dreamscape. This can be self moderated and does not require moderator permission. Do be sure to request Dreamwalking be awarded in the review request.
Other methods of initiation include being marked by Unity, falling asleep within the Untold or other parts of Emea while the body is physically there, or through some types of wells or artifacts.
Players may start with Dreamwalking in their Character Sheet, but are limited to allocating 10 Points maximum. This does not require PSF approval.
There are many methods of initiation available to PCs
For Existing PCs
- Be made Lucid and Escorted by another dreamwalker, or similar entity.
- Note This can be done by a dreamer themselves, and is unique to each person.
- Thread requirements for this are that the pc discovers how to become Lucid, and discover how to leave their dreamscape.
- This can be self moderated and does not require moderator permission.
- Dreamwalking must be requested in the review request.
- Being marked by Unity immediately gives the PC the Dreamwalking skill
- Falling asleep within the Untold or other parts of Emea while the body is physically there.
- Through some types of wells or artifacts.
- As an outcome in a modded thread.
On Start Up
- Players may start with Dreamwalking in their Character Sheet, but are limited to allocating 10 Points maximum. This does not require PSF approval, but their initiation must be written into the PC history section of the CS
Progression
Progressing Dreamwalking, however, does not work the same way as other abilities or skills. One cannot elect to spend skill points into it, like other skills or even magics. Instead, Dreamwalking is progressed by threading in Emea, be it simple Dream threads or something more intricate and complex. All threads that are completed within Emea (when they are submitted for review) automatically progresses Dreamwalking along the 100 point track. From 0-50 Dreamwalking, each Dream thread grants 2 Experience Points in Dreamwalking. From 51-100 Dreamwalking, each Dream Thread grants 1 Experience Point in Dreamwalking.. In practice, this means that full mastery of Dreamwalking requires 75 completed dream threads. Because of this, new abilities and facets of previous abilities are unlocked every 10 points, rather than applying normal skill level tiers to it.
Once a character has been initiated into Dreamwalking, they do not start from 0. They gain points retroactively for all previously completed dream threads, to reflect their inherent familiarity with the dream realm, meaning the "awakening" and subsequent revelation can be more or less profound and jarring depending on how late or early a character finally completes their initiation into Dreamwalking.
Note on Skill Knowledges
Dreamwalking does not require skill knowledges to progress like other skills. Any and all dreamwalking knowledges can be considered Non-Skill Knowledges. This can include how Dreamwalking is used, various dreamscapes and locations, etc.
Capstones
Dreamwalking can be Capstoned after a PC has achieved 100/100 Dreamwalking. This will work on a progressive system of dream points beyond the base 100, functioning on the standard 1:1 Dream to Dreamwalking EXP ratio. This extends indefinitely, becoming increasingly more difficult as shown below.
105 DW Points = First Capstone 115 DW Points = Second Capstone 130 DW Points = Third Capstone 150 DW Points = Fourth Capstone 175 DW Points = Fifth Capstone 205 DW Points = Sixth Capstone ETC
This continues onward at a rate of Previous Capstone Amount + (Previous Capstone Increase + 5).
Abilities
Lucid Dreaming: (1-9 DW points)
Upon being initiated into Dreamwalking, a Dreamwalker first gains the very basic understanding of the reality of dreams and becomes more likely to gain self-awareness in their dreams, increasing probability that they can retain information in the waking world. Not all dreams will be lucid even for a Dreamwalker, but their initiation into the ability gives them the liberty of choosing to explore their dreams in more depth, which is a prerequisite of all other implied ventures by the Dreamwalker.
An extension of this ability is that a lucid Dreamwalker can make others lucid as well, with simply a touch. This isn't guaranteed to work every time, but the likelihood increases with the level of dreamwalking.
Walking: (10-19 DW points)
The namesake ability of a Dreamwalker is to Walk. It's to exit their own Dreamscape and step into the Veil. Their body in Idalos remains there, but their mind ventures further into Emea in order to access the parts of the Veil within range of their body. Walking allows the Dreamwalker to access the Veil itself, gaining awareness of Dreamscapes in their vicinity and gaining familiarity with the mechanics of the Veil.
With this ability granting access to the Veil, the Dreamwalker finds themselves able to access the entrances to other people's Dreamscapes. These entrances are not always so obvious as to finding a doorway in the Veil, and opening them is different for each person. Only dreamwalkers may find them, as well as open them. For all others, these entrances simply do not exist. The dreamwalker typically does not require permission of the dreamscape's owner to enter their dreamscape, unless there are specific protections put into place.
Walking does not allow for the Dreamer to seek out specific dreams,or dreamers, but gives them the ability to begin to explore.
Governing: (20-29 DW points)
Most Dreamwalkers desire the ability to control their environment. It isn't until they learn to Govern that they truly become able to, but the scope of their control is still limited. A Dreamwalker at this stage is able to Govern their own Dreamscapes, enabling the Dreamwalker to influence the environment and content of the currently ongoing dream by forcing their will on it, shifting the reality of the dream at their whim. They become able to create new items, objects, areas, buildings and even creatures to insert into the Dreamscape, limited only by their imagination and prior experience. They can control everything within their dreamscape, with the exception of other people who enter.
Crossing: (30-39 DW points)
While Walking enables the Dreamwalker to exit their Dreamscape into the Veil and, from there, interact with the Dreamscapes of others, it isn't until they unlock Crossing that they gain access to the Untold. When one Crosses into the Untold, they bring their physical body with them, which is a requirement before the Dreamwalker can step past the Veil and into the Untold. As such, the Dreamwalker doesn't have to already be asleep in order to Cross, as they are fully conscious and aware when stepping past the threshold of reality and physically enter the Veil and, further, the Untold. A Dreamwalker that Crosses into another dreamer's Dreamscape may choose to exit back into Idalos at the dreamer's physical location, effectively teleporting them. Once they are able to Cross, taking their physical body with them into Emea, all abilities such as magics, blessings, etc are available. This only brings the Dreamwalker, nothing else from Idalos. The actual act of Crossing varies from dreamwalker to dreamwalker, ranging from walking through a door to falling through the barrier.
With this ability, the Dreamwalker may now also seek out specific dreams and dreamers.
With Crossing comes the ability to also establish Brands. These are a manifestation of intention and memorization for the Dreamwalker, an ethereal mark of their own design that is placed on an individual or location in Emea or Idalos, effectively lighting them up like beacons that shine through the Veil and the Untold, allowing the Dreamwalker to safely navigate and find their way back to these locations or individuals no matter the physical distance. Once a Brand has been created, it is extremely difficult to remove, often requiring a massive effort on the part of the Dreamwalker. There is no set method of removal, as they are as unique as dreamwalkers themselves, but it comes at significant cost.
Branding an individual mechanically allows the Dreamwalker to seek out their Dreamscape amongst all others, and Branding a location in Emea allows them to find their way back to it without getting lost. Branding a physical location in Idalos allows the Dreamwalker to physically travel to it by Crossing through the Untold from anywhere in the world. They may not travel back once they Cross, unless their original location is also Branded. All Brands have to be awarded and acknowledged by in-game Knowledges in order to be valid and used. While the appearance of distant Brands is unique to each dreamwalker, a common one is the appearance of a particularly bright star, the grows as you get closer.
Escorting: (40-49 DW points)
While risky, it is possible for the Dreamwalker to take anything, or anyone, from Idalos with them into Emea, either through physical contact in Idalos or by entering an individual's Dreamscape and carrying their body into the dream by Crossing through to reach the body itself, a Dreamwalker can Escort the mortal into the Veil and beyond, into the Untold. The Escorted mortal may resist this effort physically or with high enough levels of Discipline and/or Meditation if they are unwilling. Escorting does not allow for Emean things to be removed through this method.
Anchoring: (50-59 DW points)
Anchoring is the ability to further bridge the gap between dream and reality. A Dreamwalker is able to Anchor objects, people, creatures, etc, in the physical reality of Idalos by reverse-Escorting them back into reality. This carries with it a number of risks both for Idalos and whatever materials, objects or creatures that the Dreamwalker carries with them, as compatibility is not guaranteed. Mechanically, this enables the Dreamwalker to bring with them items and objects from Emea into Idalos, provided they are physically holding them as they Cross back into reality.
Cloaking: (60-69 DW points)
Cloaking is the ability to hide a Dreamwalker both in Emea and Idalos. They become able to force themselves into a level of existence somewhere outside of reality, Cloaking themselves from the perceptions of those around them. They become effectively undetectable by all means beyond physical, as their physical body is still present and will still interact with the physical reality as normal (such as bumping into or touching other people or objects, including leaving tracks in sand or snow or stirring vegetation when it's passed through). Furthermore, they may elect to Cloak themselves in Emea, making them undetectable to other entities or Dreamwalkers. While in effect, this protection is absolute. However, it does prevent the Dreamwalker from leaving the plane of existence they are in while activated. This means that they must deactivate Cloaking if they wish to journey from Idalos to various sections of Emea, to the Beneath, etc and vice versa.
Dreamweaving: (70-79 DW points)
Dreamweaving allows a dreamwalker to establish a permanent dreamscape setting. A dreamwalker's dreamscape will always remain in the state they've left it in, if they so desire. This allows the dreamwalker to make a permanent home of sorts. Adjusting this dreamscape still requires Governing to be used.
This allows the player to write up a Location and have it submitted into Dreamscapes to serve as their permanent dreamscape. This location must also be created IC through the use of Governing and must be reviewed before the location will be approved. Anyone accessing their dreamscape must reference the location's writeup. Any changes or upgrades to this location MUST be made IC and reviewed before the location writeup may be edited.
Lockdown: (80-89 DW points)
Lockdown allows a dreamwalker to pass the protections of Cloaking on to their dreamscape, as well as allow for a few other features. While Lockdown is activated, most beings or entities are unable to detect or access the dreamscape, nor anything within it. The most notable exceptions to this are Jesine and Kielik themselves. Additionally, everything within the dreamscape, including people, during Lockdown are unable to leave unless they have access to the Lockdown ability themselves. This does not deactivate the Lockdown, this merely allows them to find and use the exit. The dreamwalker that activated lockdown must deactivate it to enter or exit the dreamscape themselves. They may still fall asleep, but they do not dream.
Expansion: (90-99 DW points)
Expansion allows the dreamwalker to build doorways within their Dreamscape that grant direct passage to a Branded person, location, or object. This is a two way travel for the Dreamwalker themselves and any object or creature/being without a soul. Beings with souls can access the return journey only if they themselves have access to Expansion. These doorways may appear as any type of entryway and differentiate from dreamwalker to dreamwalker.
The construction of this doorway must be done IC, and requires the dreamwalker to build both sides of it. Once completed, the reviewer will grant the doorway to the dreamwalker to be utilized.
The Living Dream: (100 DW points)
The Living Dream allows a dreamwalker to bring their dreamscape setting, fully, into Idalos, to exist fully and truly. Effectively, this is as if the Escorted the entire dreamscape. This is all or nothing, never partial. This is a very tumultuous ability that requires the Dreamwalker to be on hand to often plan ahead readily, as Idalos may not be so receptive to the arrival of a new location. If a forest dreamscape setting is brought forth on the slopes of a snowy mountain, they will still be affected by the snow and cold.
Rather than just being laid atop the designated area, potentially causing mass destruction and calamity, the area begins to phase into the space from Emea, starting off as transparent and becoming more and more solid. The dreamscape cannot replace existing objects or structures in the space, so if the dreamscape is intersected by them, those parts of the dreamscape will not come into existence. Bringing forth the dreamscape can never outright damage Idalosian objects and matter. And once it phases into existence fully, it is subject to standard Idalos physics and phenomena. This process takes a full trial to complete, and is so draining on the dreamwalker, that they tend to be unable to dream for many trials following this.
Additionally, this relocation is permanent. Once in Idalos, the dreamwalker has no direct control over the area as they do while it is in their dreamscape.
Once a setting has been relocated, the dreamwalker's dreamscape resets, and allows for a new one to be built.
Progression Track
0 Points
- The Dreamwalker unlocks Lucid Dreaming.
10 Points
- The Dreamwalker unlocks Walking.
20 Points
- The Dreamwalker unlocks Governing.
30 Points
- The Dreamwalker unlocks Crossing.
- 5 Brands are accessible.
40 Points
- The Dreamwalker unlocks Escorting.
- 10 Brands are accessible.
50 Points
- The Dreamwalker unlocks Anchoring.
- 15 Brands are accessible.
60 Points
- The Dreamwalker unlocks Cloaking.
- 20 Brands are accessible.
70 Points
- The Dreamwalker unlocks Dreamweaving.
- 25 Brands are accessible.
- The permanent dreamscape is able to be the size of a large house.
80 Points
- The Dreamwalker unlocks Lockdown.
- 30 Brands are accessible.
- The permanent dreamscape is able to be the size of a castle.
90 Points
- The Dreamwalker unlocks Expansion.
- 35 Brands are accessible.
- The permanent dreamscape is able to be the size of a castle and a village.
100 Points
- The Dreamwalker unlocks The Living Dream.
- 40 Brands are accessible.
- The permanent dreamscape is able to be the size of a small town.
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