AESCULAPIONS:
"Dream Temples", Dreaming-Nodes, "Freeholds"
LEAVING
THE DREAMING:
DREAM-REALMS (MAYA & ONEIRAN MAYA:
THE
DREAMING
"The Dreaming is a chimerical reality that the half-fae consider their
home. Those enchanted by the half-faes' Chimerae Sorcery can see
the wonders that surround them -- a path of gold across a busy intersection,
a dragon's grotto inside an abandoned warehouse -- most mortals, even mages,
remain blind to such wonders. The nearest layer, simply called The
Dreaming, resembles the Penumbrae of the Three Worlds, but exists apart
from them (in fact it seems to be something of a "border" or blending-area
between the Primal and Astral Worlds, thus the appelation Border World).
The energies of this realm shapes imagination into magics and creatures
that few human eyes can see. These creations, called cantrips,
have power only over those who can perceive them. Thus, many familiar
with such magicks may well appear insane to those around them -- yes, even
to the "enlightened" few, though Mind magicks may give an idea of what
the "madman" is seeing. Banality, or lack of imagination, muffles
these forces until it threatens the fringes of the Dreaming itself.
This phenomenon explain why so many people in the modern world catapult
directly into the deeper -- and more disturbing -- Maya
Realms without the restful buffer of the Dreaming to cushion
their flight." (BoW, pg.79)
"The Dreaming is a universe unto its own. It is said that any and
all things may be found there, if one knows how to look. Given this
infinite tableau, many of the Changelings fear to return to this place
that was once most natural to them." "The Dreaming is that which
most conforms to the mundane world. it often (though not always)
mimics earth in such major aspects as geography. Human-made constructs,
such as buildings and cars, may also have Dreaming counterparts, but more
likely not; as a rule, human artifacts that are imbued with a great deal
of imagination are more real in the Dreaming -- so a cathedral would leave
more of an impression that a Denny's restaurant. In the Dreaming
a creative work, such as a book or painting, may even be alive. Most
Dreamtemples, or "freeholds", are situated in the Dreaming. It is
also here that the nature of a kingdom's ruler has the most effect on the
land. The Silver Path (the primary Dreampath) begins to fail at the
far edges of this realm." (N:tSH, pg.88)
Many of the half-fae, the Kithain, have so immersed themselves in Chimerae
Sorcery that they are "stuck" in the fantastical Dreaming, their perceptions
rooted in the imaginations of the world. The only way for most half-fae
to enter the Near Dreaming (or Maya), however, is through dreampaths,
which are usually found at Aesculapions, or Dreamtemples. Though
the deluded Kithain (changelings) call some Dreampaths "trods", they are
not such in the true sense, as the actual Trods are routes in Faerie (the
other Border World); the Kithain also call the Dreamtemples "freeholds",
thinking of them as faerie founts. The delusion, in these poor beings'
case, is that they mistake imagination and subconscious images for faerie
magics.
INHABITANTS:
The Oneira: the Dream-Lords
Dreamers: mortals, mages, other supernaturals
Dreamlings: natives of the Dreaming -- spirits?
THE
MAYA (NEAR DREAMING)
MAGICS IN
THE DREAMING:
Spheres -- only Mind is really effective, there are
no Patterns or anything... Prime works too (makes the dream more lasting,
more powerful, can even turn it into a Maya), maybe Time? (really easy)
or Spirit? (to move between dreams, or into the Maya)
Gifts -- some Stargazer gifts apply directly to the
Dreaming, and all auspices take on certain abilities and roles within the
Dreaming, for some reason
Glamours -- Changelings (half-fae) have certain Arts
that allow them to work with the Dreaming. Like many faeries, these
half-breeds often naturally have the ability to Percieve the Dreaming (Chimera
Sorcery 1), but few pursue the Art past that, not even realizing it is
an Art. Many of these changelings focus on Dream-Craft instead (N:tSH,
pg.75)
Sorcerous Paths --
DREAMING ROTES
Lucid Dreaming (Mind
1)
Empower Dream (Mind
1, Prime 2)
Keep the Dream Alive
(Mind 2, Prime 2) -- a mage visiting another person's dream can hold that
dream together even after the dreamer awakens, keeping it from dissolving
as long as quintessence is funneled into it. This can eventually
lead to the dream becoming a Maya Realm. Some dream-mages collect
and preserve certain kinds of dreams with Time magick.
Ariadne's Thread
(Mind 1, Spirit 1, Corr.2) -- a mage concentrates on a destination in the
Dreaming, and is led to it by the shortest path
Summon Dream-Steed
(Spirit 2) -- these beings work for mages in exchange for quintessence.
They are not always in the form of steeds, though they can usually carry
a rider, and they can be shaped into any desired form by a mage with Mind
2 or 3. If the mage is not wanting to leave the individual dream,
Mind 2 will work fine for this rote.
Replay Dream (Mind
2) -- This can cause a mage to dream the same dream over again, or to cause
a dreamer's mind to do the same with a dream that just ended. With
Time 2 added, or by using Mind 3 instead of 2, a mage can draw old dreams
from the dreamer's subconscious and bring them back to life.
Create Dream (Mind
3)
Bridge the Rift (Mind
2, Correspondence 1/2) -- as per VR immersion? entering others' dreams
Disrupt Dream (Mind
4) -- ends any dream, dissolves even subconscious connections between dreamer
and dream
Claim Dominion (Mind
4) -- the mage takes control of a dream... this is how the Oneira try to
gain supremacy over the Dreaming, subtly infiltrating and then striking
and claiming the dream
Hide in Dreams (Spirit
3, Mind 3) -- physically entering a dream or the Dreaming, through "the
Ivory Gates"
Link Dreams (Corr.?,
Mind 3) -- links dreams together via portals or smooth transitions... the
mage must find a place where the two dreams fit together (like 2 doors
on oopposite sides of a lake)... this can mean that 2 dreamers are now
sharing the same dream, which occasionally leads to vulgarity and Paradox
Dream Barrier (Mind
4, Spirit 2) -- hides a dream from others in the Dreaming, also raises
the "Gauntlet" around that dream
THE CHIMARAE & THE ONEIRA
CHIMARAE
DREAMLINGS
NIGHTMARES
THE ONEIRA
MORPHEUS, LORD of DREAMS, MASTER of the MAYA
CHIMERA, LADY of MIRRORS, GUARDIAN of DREAMS, SHE-of-MANY-FACES
SPHINX, RULER of RIDDLES ENIGMAS & MYSTERIES
THE SANDMAN, GUIDE THROUGH DREAMS, GATEKEEPER
THE ARALIM, LADIES of INSIGHT & SYMBOLS
THE DREAM-RAVENS, KEEPERS-of-SECRETS, DISGUISERS
SYVIN LAI, LORD of the DREAMS of MADNESS
NUAL-ANAI, LADY of DAYDREAMS & FANTASIES
, LORD of ASPIRATIONS, PRINCE of FOOLS
, LORD of LEGENDS, DUKE of MYTH
ORIGANE, LADY of FEVERED IMAGININGS
MOLK-KEM, LORD of NIGHTMARES, BULL-PRINCE
LI QUN,
, LADY of PHANTASMS & ILLUSIONS
, LADY of the DEATH-VISIONS
, LORD of ANIMAL DREAMS
, LORD OF OMENS & PORTENTS
HECATE
AESCULAPIUS
NEARBY REALMS:
Faerie, the Astral, the Umbra
HORIZON
DEEP DREAMING
DREAM LORE (from N:tSH,
pg.74)
This is the study of the Dreaming and the creatures that reside within
it. It is a study mastered by none, since the Dreaming is vast and
ever-changing. Some, however, dare its dangers in order to map it
(insofar as that is possible) and learn its secrets.
1 -- Student: you know to stay on the Silver Path
2 -- College: You feel at home in the Near Dreaming
3 -- Masters: You are beginning to understand the laws that
govern the Dreaming
4 -- Doctorate: The Dreaming holds few secrets from you
5 -- Scholar: You know the way to Morpheus's great hall (Changelings:
You think you know where "Arcadia" is...)
TALENT:
LUCID DREAMING
(Sabbat Player's Guide pg.101, HotA pg.??)
1 -- Novice: You can recall your dreams almost every night, in their
entirety
2 -- Practiced: You have the ability to alter the aspects of your
dreams that you don't like
3 -- Competent: You are able to alter large parts of your dreams
4 -- Expert: You are capable of dreaming whatever you wish
5 -- Master: You are the master of your dreams, able to gain insight
into your life when you let your dreams take their own course, though often
the understanding you glean will be vague.
Possessed by: people with good imaginations, New Agers, Mystics
Specialties: personal matters, redreaming, alterations, interpretations