1405 lines
70 KiB
Plaintext
1405 lines
70 KiB
Plaintext
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(This version lacks a lot of formatting available in the original Macintosh
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MsWord 4/5 version)
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The Book of Ages
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by Nordag Elbereth of Mirmir
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aka the Wanderer
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sylvain_robert@uqtr.uquebec.ca
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1. The Primordial Chaos.......................1
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2. The Awakening..............................2
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2.1. The Seven Swords of Wayland................2
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2.2. The Guellup................................3
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2.3. Farniss-Gaia...............................4
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2.4. The Boerg..................................4
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2.5. Garlfilrick................................4
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2.6. The Forgotten Gods of Innissith............4
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2.7. The Known Gods.............................5
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2.8. The Races created by the Gods..............6
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2.9. The Tablets of Fate........................6
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3. The Cosmos.................................6
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3.1. Space......................................6
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3.2. The Celestial Stairways....................9
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3.3. Magical and Technological Worlds..........10
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3.4. The Known Worlds..........................10
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4. Sueno.....................................11
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5. Beyond the Gates of Dream: The dreamer....13
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5.1. Dreamer abilities.........................15
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5.2. Dreamer magical items.....................23
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5.3. The dreamer in the campaign...............24
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=============================================================================
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1. The Primordial Chaos
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In the Universe, there is a race of creatures whom have the power to mould and
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shape the Cosmos. Usually, only one of those creatures mold one Universe-
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Island (Galaxy) to its particular taste. However, in the present case, two of
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these creatures got associated together. The most powerful caried the name of
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Guellup, and the second the one of Farniss.
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To deal succesfully with their task, the Guellup created the Arcturienne, and
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owing to it, he created the pre-form of Farniss and the eight Fathers.
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Arendarat, Aurumdarath, Dorbiltisarat, Io, Faranngatsyth, Ptuizgansyth,
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Sivildarath and Tarandat were their names. Guellup told Farniss his wishes,
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and the latter told the Fathers that only one among them will be able to give
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the Cosmos its shape.
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The Fathers were divided in four factions: There was the One (Io) that was
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against the others indistinctively. There were those (Arendarat, Dorbiltisarat
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and Tarandat) that were together against the others. There were those
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(Aurumdarath and Sivildarath) whom battled the One anf the three others.
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Finally, there were the Neutrals (Faranngatsyth and Ptuizgansyth) which were
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against the three others.
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Cruel and Terrible was the confrontation of the Fathers from which Io emerged
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as the victor.
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The incommensurable energies freed during this non-temporal era were consumed
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by the Arcturienne. The latter created the Aasimons and the Archons from the
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positive energies, then the Baatezus and the Tanar'ris from the negative
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energies. From these immemorial times, these two last races fight against each
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other in the "Blood Wars". The neutral energy was reserved for the Guellup.
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The victory of Io was recognized by Farniss, and he gave Io the power to give
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the Cosmos his shape by merging his essence by the remaining powers of the
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other Fathers. Io disclosed this power in the form of the Runes of Power. Io
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became "The One Who Remains Hidden" and created the Cosmos.
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2. The Awakening
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When the Cosmos and the various planes of existences were created (as
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described in the Manual of the Planes), Guellup and Farnis knew their
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definitive shape.
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After the creation of the Cosmos, "The One Who Remains Hidden" took conscience
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of his new shape. The Arcturienne has modified him and, after the creation of
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the planar races and the Cosmos, has splitted him in three entities.
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Io, known also as Drogon or the One represent the good, as well as the ideal
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of the draconic race. He is the Creator, the Implacabe, the Fundamental Law,
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the sky, the wind, the light and darkness. He resides on the Ethereal plane.
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He concentrated his attention on a part of the Cosmos and created Innissit.
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Io-Drogon created then the Powers that were known as the Forgotten Gods.. He
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is treated as a Greater God.
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Shaitan (Satan, the Absolute Evil) coagulated the evil, spawned the Arch-
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Fiends and tried to dominate the lower outer planes. For this, he created the
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Gehreleths and the Yugoloths. A truce in the Blood Wars was instaured during
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which the Aasimons, Archons, Baatezus and Tanar'ris united together to fight
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Shaitan and his hordes. So great was Shaitan'a power that they were unable to
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defeat him. So were created the Seven Swords of Wayland to exile him to the
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lowest dungeon under the last plane of the Nine Hells.
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Lord Ao concentrated his efforts on the balance of the Cosmos and his essence
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spawned the Greater Powers whom further spawned the various pantheons and
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portfolios known throught the worlds.
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2.1. The Seven Swords of Wayland
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Thw Swords are made from an alloy of Mythryll and Star Metal. The magical
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bonuses of these swords are effective on all the planes of existence.
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Number within Ego Person- Bonus Paladin Anti-Paladin
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100' radius nality vs Baatezu, vs Aasimon,
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Tanar'ri Archon
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1 6 24 +1 +2 +2
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2 9 27 +2 +3 +3
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3 11 29 +3 +4 +4
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4 14 32 +3 +5 +5
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5 16 34 +4 +6 +6
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6 19 37 +4 +7 +7
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7 26 44 +5 +8 +8
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For all swords: * Shines with a cold blue light (as spell) when within 60' of
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a creature from another plane than the wielder
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* All are recognizable at sight for what they are by Aasimon,
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Archon, Baatezu and Tenar'ri
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* Wielder is immune by all enchantment/charm spells and
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receive a +3 on saving throws when subject of a spell from
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Aasimon, Archon, Baatezu and Tenar'ri.
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* Alignment = True Neutral, with one edge of the sword Lawful
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Good, while the other is Chaotic Evil, I=18. Know alignment
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within a 10' radius.
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2 swords: * Locate object within 120' radius.
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4 swords: * Telepathy, 60 yards <20> twice per day.
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6 swords: * Heal <20> Once per day.
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7 swords: * If the Seven Swords are brought together, the wielders may
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then call Shaitan. They can destroy him for eternity, or let
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him take shape and presence where they are. Great was the
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power of Shaitan, but the eons past have drained his power
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enough so that now he can be destroyed. In any case, Shaitan
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is freed from his non-dimentional jail from the deepest
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dungeon under the last plane of the Nine Hells. If he is
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liberated, he will rapidly regain his power, and only the
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alliance of the Greater Powers will succeed to return him to
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his goal.
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Actually, the Seven Swords of Wayland are located:
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Albyon Magical Focus of Mount Yvvinor in Abeir-Toril, west of the
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Herald Holdfast.
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Belech In possession of a drow surviver from a crashed spelljamming
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ship near the town of Everlund in Abeir-Toril.
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Elidon In the ruins of Ascore in Abeir-Toril.
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Klaus In Menzoberranzan, house Barrison del'armgo, weapon master in
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Abeir-Toril.
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Maurax On the dead body of a paladin from Avalon on the Astral
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plane.
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Solas In possession of Sardo Numspa, a Pit Fiend (Greater Baatezu)
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in Hells.
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Urias In Sueno (the plane of Dreams), in possession of Miranda.
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Some sages believe that Shaitan is actually rising in power. It is rumored
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that he is responsible for the creation of the demi-plane of Ravenloft. If it
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is so, then this is possible that all the evil present there will strenghten
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him.
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2.2. The Guellup
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Whence he knews his definitive shape, the Guellup used the power reserved for
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him in the Arcturienne and migrated to the plane of Concordant Opposition. He
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concentrated his power and became the energy pool located at the center of
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this plane. The Guellup transcend time. He can act and exist parallel to time.
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He is the Master of the Time Lords.
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According to the Guellup, the gods are all mortals because its their nature.
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However, the do not age. He also says that time is a construction of the mind
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that brings order into reality. It is a fundamental law for all mortals. Still
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according to the Guellup, there is no end of time, only renewals. The Guellup
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is not a god, and thus is unaffected by the time.
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He has none of their powers, but also none of their limits. He possess an
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infinity of avatars, and it is a doubt that anybody ever saw or will see the
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entity known as the real Guellup.
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It is also the Guellup that holds the Book of Lives, where are written the
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brith and death dates of all living beings past, present and future, even gods
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themselves.
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But all this was not enough, the Guellup wanted to incarnated himself. He thus
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choose a sector of the Cosmos, integrated himself into Io's project, and
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incarnated a part of his essence in Innissit.
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2.3. Farniss-Gaia
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Farnis represent the Force of Life of the Cosmos. Some sages say that he is
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Io's inspiration for the creation of the Cosmos. He is the Nature, in the vast
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sence of the term. He is also known as Gaia, the Mother. This being is
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venerated by druids and elves throughout the Cosmos.
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Gaia "The Earth Goddess, The Great Mother" : Avatar (Druid 24)
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Gaia's avatar takes the shape of a mature woman of perfect sereine beauty.
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Alternatively, she can manifest herself as an indestructible black monolith of
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1x4x9 proportions. She can invoque spells from the all, animal, charm,
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elemental, healing, plant and weather spheres. AL N, WAL Any, Symbol Fruit
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bowl, black stone, unicorn, Plane Elemental plane of Earth, AoC Fertility,
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health, prophecy, Abilities S20 D20 CO24 I23 W25 CH24 CM24 P25, MV 15 SZ 10'
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MR 60%, AC -7 HD 24 hp 360, AT 1 THAC0 -3 DAM 1d4 + 1 (sickle) + 8, SA/SD +3
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or better weapons to be hit., Her black sickle kills any it hits unless a
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saving throw vs death is made, in case the victim loose 50% of its initials
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hp., Any being that looks upon its avatar without being invited first must
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save vs petrification or be blind for 1d10 days.
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2.4. The Boerg
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He was begeted by Farniss-Gaia. He represents the incarnation of Farniss-Gaia
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in Innissit and one of his avatars. Those who have traveled by the Boerg's
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forest worship him instead of Farniss-Gaia.
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2.5. Garlfilrick
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He is the offspring of Farniss-Gaia and Drogon. He is one of the avatars of
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Farniss-Gaia. He is the only being capable of a mass ESP. More so, when he
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transform into a creature, a part of his essence is transfered and he becomes
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this creature (who is ignorant of the remaining hidden power of Farniss-Gaia.
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2.6. The Forgotten Gods of Innissith
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Thus there was the One, and the Fathers. After, Drogon begeted the Sevens, and
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the Twelves. All dragons were witnesses to the creation of the world by Drogon
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and were those who named things.
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The Threes
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Andar Life, fertility, nature, earth.
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Otis Language, claorvoyance, strategy, knowledge.
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Ouruk Courage, changing, war, water.
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The Sevens
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Isnuk Speech, the Orator of the Gods, the Messenger of the Gods, the
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Red, the God of Eloquence.
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Lunus Time, growth, hazard (luck).
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Nohalla Running water, river, rain.
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Ollaya Harbor's protection, medicine.
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Ourguin The Navigator, the Fisherman.
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Sukkil Love, Death.
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Tibur The God not-God, the Traveler, music, mathematics, magic, fire,
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treachery, the free creatures.
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The Twelves
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Callurg The Armorer of the gods, craftmen, dwarves.
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Drolnez The Executioner, the Inquisitor, pain.
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Fiournial Fear, sickness, epidemic.
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Hadavog Agriculture, wine, feasts.
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Kalar-Haran Underearth, miners, stone workers, dwarves, gnomes.
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Nanlin Peace, Justice.
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Pnagdig Strife, rage, intrigue, rumors.
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Sishtil Deceit, thieves.
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Talbog Honor, valor in combat, force.
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Ulus Richness, abundance, avarice.
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Vyldalla The Mother, fidelity. The mortal woman that was loved by Isnuk.
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Yshlia Beauty, dance, seduction.
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After the first dragon war, Drogon accused Otis of outrage against the Order
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of Things. To punish him, he put him in jail. His warder, Drollne, remove his
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tongue. Then Isnuk raise to the defence of Otis, and his oration was so good
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that Drogon drop a tear that became the Larmacien. He then gave his pardon to
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Otis and freed him. Isnuk then traveled the world, gave magic to the gods
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childs (elves, humans), and falled in love with the mortal Vyldalla. From
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their union was born the half-gor Tibur, the God not-God. Isnuk returned with
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the other gods, but Tibur and Vyldalla are condemned to eternally roam the
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worlds of men, and never to meet again.
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2.7. The Known Gods
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Lord Ao created the first generation of Greater Powers, which in turn created
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the various pantheons and portfolios known across the worlds. These First
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Borns were:
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Annam Giants
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Boccob Greyhawk
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Brahman Indian
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Corellon Larethian Elves
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Cronus Greek
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Daghdha Celtic
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Gaea Greek
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Garl Glittergold Gnomes
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Gilean-Astinus Krynn
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Great Mother Beholders
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Gruumsh Orcs
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Hera Greek
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Ilsensine Illithids
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Io Dragons
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Izanagi and Izanami Japanese
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Jazirian Couatl
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Maglubiyet Goblins
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Moradin Dwarves
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Odin Norse
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Ometeotl Aztec
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Paladine-Fizban Krynn
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Ra Egyptian
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Rhea Greek
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Shang-ti Chinese
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Shekinester Nagas
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Stillsong & Water Lion
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Takhisis Krynn
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The Elder Elemental God
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The Great Spirit American Indian
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Titania Faeries
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Uranus Greek
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Yondalla Halflings
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Zeus Greek
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Ao then created the Powers of the World of Abeir-Toril, where the Forgotten
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Realms are located.
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Farniss-Gaia spawned The Master of ther Hunt.
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2.8. The Races created by the Gods
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The various gods created first their respective pantheons, and the influenced
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the development of the various evolutive types on various worlds of the
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Universe-Islands. Some races awakened and were guides by the gods (dwarves,
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elfes, gnomes, humans). In some cases, many different pantheons evolved on the
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same world.
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There are also worlds that have spawned races without the intervention of the
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gods. These races evolve without the gods. Some even believe that these races
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possess the potential to evolve beyond what the gods actually are.
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2.9. The Tablets of Fate
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There is a register hold by "The One Who Remains Hidden" that contains all
|
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that is written. You are actually reading some abstracts from it. These
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Tablets conatins the portfolio and obligations of all gods and all Fathers.
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These Tablets also hold all magical and technological inventions past, present
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and future.
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These Tablets are essentials for the Balance of the Cosmic Order.
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3. The Cosmos
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3.1. Space
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"The One Who Remains Hidden" created the Universe-Island from a central point
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symmetry. In fact, the stellar charts of Sol, where you can found Terra, are
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the same than those of Solaria, where Avalon-Gaea is located. To the exception
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of the other Universe-Islands, the local Universe-Island is totally
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symmetrical from the Central Point. The galactic sector where Sol and the
|
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United Federation of Planets (UFP) are located possess a very high level of
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technological development. On the other hand, the Solaria's sector possess a
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high magical potential. "The One Who Remains Hidden" remains so beyond the
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great black hole at the center of the Universe-Island.
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In the Universe-Island, many kinds of space coexist on the cosmic material
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plane. There are also many ways to travel from one point to the other
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according to the trasnport type used. It is important not to mistake these
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spaces with the various planes of existence, this is entirely diffrent.
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Normal space is what we experience every day. It possess the following
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characteristics:
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|
Space Normal
|
|||
|
Propulsion Normal
|
|||
|
Maximum Limit Speed (theoric) c (light speed)
|
|||
|
Maximum Limit Speed (technologic) 10E-3 c
|
|||
|
Limit of a solar system Oort Cloud
|
|||
|
Outside of a solar system Deepspace
|
|||
|
Passage to the outside No discontinuity
|
|||
|
Maximum Limit Speed Deepspace c
|
|||
|
|
|||
|
Hyperspace is used by highly advanced technological civilizations. It possess
|
|||
|
the following characteristics:
|
|||
|
|
|||
|
Space Hyperspace
|
|||
|
Propulsion WardDrive
|
|||
|
Maximum Limit Speed (theoric) Ultrawarp 10, i.e. 10E5 c
|
|||
|
Maximum Limit Speed (technologic) Ultrawarp 10 (Galaxy Class Starship USS
|
|||
|
Enterprise, United Federation of Planets)
|
|||
|
Limit of a solar system Oort Cloud
|
|||
|
Outside of a solar system Deepspace
|
|||
|
Passage to the outside No discontinuity
|
|||
|
Maximum Limit Speed Hyperspace Ultrawarp 10
|
|||
|
|
|||
|
Stars follow the O-B-A-F-G-K-M classification. Class is indicated according
|
|||
|
to: I: supergiant, II-III: giant, IV: sub-giant, V: main sequence, VI: sub-
|
|||
|
dwarf. PLease refer to the Burnham's Celestial Handbook.
|
|||
|
|
|||
|
It should be also noted that planets are technologically classified according
|
|||
|
to the Planetary Classification System (United Federation of Planets)
|
|||
|
|
|||
|
Symbol Surface Atmosphere Description Example
|
|||
|
|
|||
|
A tenuous, may reducing; CH4, radiates heat, Jupiter
|
|||
|
not be present etc. "failed" star
|
|||
|
|
|||
|
B tenuous, may reducing non-radiant Neptune
|
|||
|
not be present
|
|||
|
|
|||
|
C iron/silicate reducing, dense high surface Venus
|
|||
|
(Fe/SiO2) temperature
|
|||
|
|
|||
|
D Ni-Fe/SiO2 (A-G) none, asteroids Ceres
|
|||
|
(H-N) tenuous
|
|||
|
|
|||
|
E SiO2, some reducing/ large molten Janus VI
|
|||
|
metals oxidizing core
|
|||
|
|
|||
|
F SiO2, some oxidizing very young (less delta Vega
|
|||
|
metals than 10E9 years)
|
|||
|
|
|||
|
G SiO2 oxidizing, thin desert planet Rigel XII
|
|||
|
|
|||
|
H SiO2 variable geologically Gothos
|
|||
|
active
|
|||
|
|
|||
|
I metallic/SiO2 fluid, very small, young Escalbia
|
|||
|
dense
|
|||
|
|
|||
|
J SiO2 very tenuous, moons Luna
|
|||
|
noble gases
|
|||
|
|
|||
|
K SiO2 tenuous, some adaptable with Mars
|
|||
|
H2O pressure domes
|
|||
|
|
|||
|
L SiO2/H2O oxidizing geologically Psi 2000
|
|||
|
inactive
|
|||
|
|
|||
|
M SiO2/H2O oxidizing geologically Terra
|
|||
|
active
|
|||
|
|
|||
|
N H2O entirely oxidizing pelagic planet Argo
|
|||
|
|
|||
|
Subspace is used by highly advanced magical civilizations using helms supplied
|
|||
|
by the Arcanes. It possess the following characteristics:
|
|||
|
|
|||
|
Space Subspace
|
|||
|
Propulsion Spelljamming
|
|||
|
Maximum Limit Speed (theoric) 10E-2 c
|
|||
|
Maximum Limit Speed (technologic) 6,2 x 10E-3 c
|
|||
|
Limit of a solar system Crystal Sphere corresponding to the
|
|||
|
position in normal space of the Oort Cloud
|
|||
|
Outside of a solar system Phlogiston
|
|||
|
Passage to the outside Portal or Phase Door
|
|||
|
|
|||
|
Maximum Limit Speed Phlogiston Indefinited. 10d10 days to reach another
|
|||
|
Crystal Sphere. The Phlogiston do not possess any stable space-time reference.
|
|||
|
|
|||
|
While using a Spelljammer Helm, a vessel move in an atmosphere at a speed of
|
|||
|
500 yards per round for each ship rating point, i.e. 25<32>pi/s/SR, i.e. MV
|
|||
|
50xSR. This mean about 17 mph, or 409 miles per day per SR point ! The time
|
|||
|
required to get out of the gravity well and reach full propulsion speed within
|
|||
|
subspace is determined by the size of the planetary body according to:
|
|||
|
|
|||
|
Size Diameter of celestial body Required time to escape gravity well
|
|||
|
A < 10 miles 10 minutes
|
|||
|
B 10 @ 10E2 miles 15 minutes
|
|||
|
C 10E2 @ 10E3 miles 20 minutes
|
|||
|
D 10E3 @ 4x10E3 miles 30 minutes
|
|||
|
E 4x10E3 @ 10E4 miles 40 minutes
|
|||
|
F 10E4 @ 4x10E4miles 1 hour
|
|||
|
G 4x10E4 @ 10E5 miles 2 hours
|
|||
|
H 10E5 @ 10E6 miles 4 hours
|
|||
|
I 10E6 @ 10E7 miles 8 hours
|
|||
|
J > 10E7 miles 16 hours
|
|||
|
|
|||
|
Also, each spelljamming traveler is referred to the flow charts where each
|
|||
|
world is indicated along with the major component "element" and its general
|
|||
|
shape.
|
|||
|
|
|||
|
Symbol Shape of celestial body
|
|||
|
* Amorphus, or flexible shape
|
|||
|
# Belt of small orbiting bodies (asteroids)
|
|||
|
$ Globe or aggregate of localized objects
|
|||
|
O Spherical World
|
|||
|
[] Cubic World
|
|||
|
<20> Flat World
|
|||
|
@ Elliptic World
|
|||
|
% Regular Rolyhedral World
|
|||
|
? None of the above, but irregular
|
|||
|
|
|||
|
Transspace is used by the civilizations with a very high technological level
|
|||
|
that use the powers of the Epice. This substance cannot be reproduced in any
|
|||
|
way, and is only found on Arrakis (Canopus III). Transspace have the following
|
|||
|
properties:
|
|||
|
|
|||
|
Espace Transpace
|
|||
|
Propulsion JumpDrive
|
|||
|
Maximum Limit Speed (theoric) Undefined
|
|||
|
Maximum Limit Speed (technologic) Undefined
|
|||
|
Limit of a solar system Portal through the Astral plane to travel
|
|||
|
Conduit
|
|||
|
Outside of a solar system Astral Conduit
|
|||
|
Passage to the outside Portal (Gate)
|
|||
|
Maximum Limit Speed Astral Conduit Undefined, 1d10 days to travel through
|
|||
|
Conduit to the other portal. The Astral
|
|||
|
Conduit does not possess any temporal
|
|||
|
reference.
|
|||
|
|
|||
|
The time required to open a portal is the same than the one required to escape
|
|||
|
from a gravity well while using a spalljamming helm, but for different and
|
|||
|
poorly understood reasons.
|
|||
|
|
|||
|
When in normal space, one can see what's in there. Technological sensors are
|
|||
|
required to monitor hyperspace without problems. These sensors detect vessels
|
|||
|
travelling in subspace, but only in what technologist call Quantum Filaments
|
|||
|
and Cosmic Strings. They cannot interpret correctly what's in there because of
|
|||
|
the Arcane's helm technology. While in hyperspace, one can see what's in
|
|||
|
there, alonh to what's in normal space. One detect also Quantum Filaments and
|
|||
|
Cosmic Strings. In subspace, one can see what's in sub-space and normal space,
|
|||
|
but only while inside a crystal sphere. On the outside, the Phlogiston rapidly
|
|||
|
block vision. In transspace, it is impossible to see anithing outside the
|
|||
|
Astral Conduit.
|
|||
|
|
|||
|
|
|||
|
3.2. The Celestial Stairways
|
|||
|
|
|||
|
These are contact points between the Prime Material Plane and the planar nexus
|
|||
|
located somewhere on the ethereal plane. It is visible only by creatures with
|
|||
|
22+HD or 22nd or more level, or by beings of demi-god or more status. While on
|
|||
|
the stairway, one is protected from all hazards from atmospheric or planar
|
|||
|
origine (winds, temperature, radiations) from the other planes (The reader is
|
|||
|
referred to FRE3 "Waterdeep" p.39 for more details).
|
|||
|
|
|||
|
|
|||
|
3.3. Magical and Technological Worlds
|
|||
|
|
|||
|
There are worlds with different levels of consciousness, magic, technology, as
|
|||
|
well as different location within the space-time continuum, briefly, all
|
|||
|
worlds are not at the same evolutionary stage.
|
|||
|
|
|||
|
Each material plane possess its own characteristics. The main characteristics
|
|||
|
are called Physical, Magical anf Temporal Factors. For the planar traveller,
|
|||
|
all these factors are set to zero on his own plane. The informations are
|
|||
|
extracted from the "Manual of the Planes", and the reader is referred to this
|
|||
|
work for more details.
|
|||
|
|
|||
|
|
|||
|
3.4. The Known Worlds
|
|||
|
|
|||
|
Following is an abstract from the Arcane's flow space records. Here the reader
|
|||
|
is referred to a more complete description of worlds in "The Worlds of
|
|||
|
Federation", by the UFP.
|
|||
|
|
|||
|
System Star (name/type) Planets [Arcane classification]
|
|||
|
|
|||
|
Centaure alpha Centauri A 0-Star [G O fire]
|
|||
|
G2 V IV- Ecaz [E O earth]
|
|||
|
|
|||
|
Dunnspace Sirius 0-Star [G O fire]
|
|||
|
alpha Canis Majoris I- Dah [E O earth]
|
|||
|
A1 V
|
|||
|
|
|||
|
Eridanus epsilon Eridani 0-Star [G O fire]
|
|||
|
K2 V IV- Richese [E O earth]
|
|||
|
|
|||
|
Greyspace Capella 0- Oerth [E O earth]
|
|||
|
alpha Aurigae I- Kule [B O earth]
|
|||
|
G8 III II- Raenei [D O earth]
|
|||
|
III- Liga (Star) [G O fire]
|
|||
|
IV- The Grinder
|
|||
|
(asteroides) [B # earth]
|
|||
|
V- Edill [G O air]
|
|||
|
VI- Gnibile [G O air]
|
|||
|
VII- Conatha [C @ water]
|
|||
|
VIII- Ginsel [C ? earth]
|
|||
|
IX- Borka [A $ earth]
|
|||
|
X- Greela [E $ earth]
|
|||
|
XI- The Spectre [B <20> earth]
|
|||
|
|
|||
|
Guelspace Deneb 0-Star [G O fire]
|
|||
|
alpha Cigny I- Innissith
|
|||
|
A2 Ia and Haspan [E O earth]
|
|||
|
|
|||
|
Krynnspace Vega 0- Sun (Star) [H O fire]
|
|||
|
alpha Lyrae I- Sirion [D O fire inert]
|
|||
|
A0 V II- Reorx [1 moon] [D O earth]
|
|||
|
III- Krynn [3 moons] [D O earth]
|
|||
|
IV- Chislev [Liveworld] [E O earth]
|
|||
|
V- Zivilyn [12 moons] [F O air]
|
|||
|
|
|||
|
Paon alpha Pavonis 0-Star [G O fire]
|
|||
|
B3 IV III- Calladan [E O earth]
|
|||
|
|
|||
|
Realmspace tau Ceti 0- Sun (Star) [H O fire]
|
|||
|
G8 V I- Anadia [B O earth]
|
|||
|
II- Coliar [G O Gas]
|
|||
|
III- Toril
|
|||
|
[Moon & cluster] [E O earth]
|
|||
|
IV- Karpri [D O water]
|
|||
|
V- Chandos [F O water]
|
|||
|
VI- Glyth [E O earth]
|
|||
|
VII- Garden [A $ earth]
|
|||
|
VIII- H'Catha [C <20> water]
|
|||
|
|
|||
|
Serpent beta Ophiuchi 0-Star [G O fire]
|
|||
|
K2 III I- Giedi Prime [E O earth]
|
|||
|
|
|||
|
Solaria Sol 0- Hephaestus (Star) [H O fire]
|
|||
|
G2 V I- Hermes [D O earth]
|
|||
|
II- Aphrodite [E O earth]
|
|||
|
III- Avalon-Gaea and
|
|||
|
Selene-Rhea [E O earth]
|
|||
|
IV- Ares [2 moons] [E O earth]
|
|||
|
V- Trojans [A # earth]
|
|||
|
VI- Zeus [18 moons] [G O air]
|
|||
|
VII- Cronos [13 moons] [G O air]
|
|||
|
VIII- Uranus [5 moons] [F O air]
|
|||
|
IX- Poseidon [2 moons] [F O air]
|
|||
|
X- Hades [1 moon] [D ? earth]
|
|||
|
XI- The Furies [A # air]
|
|||
|
|
|||
|
Solspace Sol 0- Sol (Star) [H O fire]
|
|||
|
G2 V I- Mercury [D O earth]
|
|||
|
II- Venus [E O earth]
|
|||
|
III- Terra and Luna [E O earth]
|
|||
|
IV- Mars [2 moons] [E O earth]
|
|||
|
V- Asteroid belt [A # earth]
|
|||
|
VI- Jupiter [18 moons] [G O air]
|
|||
|
VII- Saturn [13 moons] [G O air]
|
|||
|
VIII- Uranus [5 moons] [F O air]
|
|||
|
IX- Neptune [2 moons] [F O air]
|
|||
|
X- Pluto [1 moon] [D ? earth]
|
|||
|
XI- Oort Cloud [A # air]
|
|||
|
|
|||
|
Vaisseau Canopus 0-Star [G O fire]
|
|||
|
alpha Carinae III- Arrakis [E O earth]
|
|||
|
F0 ba
|
|||
|
|
|||
|
|
|||
|
4. Sueno
|
|||
|
|
|||
|
Miranda and Frondon were looking to a secure refuge, known only by them. They
|
|||
|
were running away from the vengence of the Arch-Fiend Tarentar, and if
|
|||
|
possible also they were looking to insure their long term survival. The
|
|||
|
research last seven years, and the project 13 more. They created a variation
|
|||
|
of the Noledel pocket universe. It became known as the World of the Dreaming
|
|||
|
Lady, or Sueno.
|
|||
|
|
|||
|
Since many years, Miranda studied the memory and dreams. She had created
|
|||
|
special spells like Miranda's Oniric Travel and Miranda's Oniric Mansion.
|
|||
|
These two spells allowed her not only to ravel but also to intervened
|
|||
|
physically in other's dreams. We only know that these two spelld formed the
|
|||
|
basis of their project. Fo all we know, the major problem was related to the
|
|||
|
fact that the stay within the dream was to be limitless. The solution was for
|
|||
|
Miranda to physically live within her own dream. As long as she will be
|
|||
|
dreaming, she will be safe, but prisonner.
|
|||
|
|
|||
|
That was the first phase. Miranda became the Reveuse (Dreamer). She is treated
|
|||
|
as a greater god in Sueno. The second phase involved the creation of semi-
|
|||
|
Avatars of Miranda, allowing her to intervene outside Sueno but without
|
|||
|
disrupting the Dream. These mirandas have the ability to travel planes as
|
|||
|
normal avatars.
|
|||
|
|
|||
|
Sueno is located very near the Concordant Opposition. It is generally
|
|||
|
considered as Neutral Good.
|
|||
|
|
|||
|
For the creatures of Sueno, the Children of the Dream, the peoples of Renin:
|
|||
|
|
|||
|
Miranda is considered a greater god
|
|||
|
Frondon and Cuthbert are intermediate gods
|
|||
|
Rurrik (the Guardian) and Manrik (the Judge) are lesser gods.
|
|||
|
|
|||
|
There are also servants of the wishes of the Reveuse.
|
|||
|
|
|||
|
The Seven Damargents (messengers) are demi-gods
|
|||
|
The Thirteen Darmils (lady chamberlain)
|
|||
|
The Three Turnks (Rurrik's servants )
|
|||
|
The Thirty Units (Rurrik's guards)
|
|||
|
The Four Lisus (Manrrik's servants)
|
|||
|
|
|||
|
Miranda Desilets (the Reveuse): She created Sueno with her husband Frondon and
|
|||
|
her son Cuthbert. She gave birth to almost all creatures of Sueno and lost of
|
|||
|
the Children of the Dream. She is responsible for the creation of the
|
|||
|
Dreamers.
|
|||
|
|
|||
|
Illusionnist 27. At will atonement, improved phantasmal force, mislead, quest,
|
|||
|
mirror image, regenerate, Miranda's Oniric Travel , telepathy with mirandas of
|
|||
|
level 10+, and with the Damargents, Darmils, Frondon, Cutbert, Rurrik and
|
|||
|
Manrrik. 6 times per day: dispel magic, blindness, shadow monster, programmed
|
|||
|
illusion. Once per day: restoration, resurection, alter reality.
|
|||
|
|
|||
|
Frondon (the Father): He created Manrrik, the Lisus, some creatures of Sueno
|
|||
|
and some Children of the Dream.
|
|||
|
|
|||
|
Wizard 20. At will alter self, improved phantasmal force, improved
|
|||
|
invisibility, non detection, telepathy with Miranda, Cutbert, Manrrik and the
|
|||
|
Lisus. 3 times per day: quest, true seeing, polymorph other. Once per day:
|
|||
|
death spell, wish.
|
|||
|
|
|||
|
Cutbert (the Son): He created Rurrik and the Turnks. He installed the
|
|||
|
political organisation of the Children of the Dream. On the prime material
|
|||
|
plane he is responsible for the birth of the People of Renin.
|
|||
|
|
|||
|
Conjurer 20. At will: alter self, phantasmal force, improved invisibility, non
|
|||
|
detection, telepathy with Miranda, Cutbert, Rurrik and the Turnks. 3 times per
|
|||
|
day: quest, true seeing, polymorph other. Once per day: death spell, wish.
|
|||
|
|
|||
|
Rurrik (the Guardian): responsible for the security of the Castle of the
|
|||
|
Reveuse. He commands the 3 Turnks and the 30 Units.
|
|||
|
|
|||
|
Monk 15, Fighter 20. At will true seeing, telepathy with Miranda, Cutbert, the
|
|||
|
Turnks and Units, chromatic orb (as wizard 12). 3 times per day: anti-magic
|
|||
|
shell, quest, heel. Once per day: symbol, death spell.
|
|||
|
|
|||
|
Manrrik (the Judge): He represents the Reveuse's justice to the Children and
|
|||
|
creatures of the Dream.
|
|||
|
|
|||
|
Diviner 15. Insensible to charisma and physical beuaty. Immune to charm,
|
|||
|
suggestion and the like spells. At will: true seeing, telepathy with Miranda,
|
|||
|
Frondon and the Lisus. 3 times per day: tongue, legend lore, speek with deed,
|
|||
|
quest, chromatic orb (as wizard 18). Once per day: holy/unholy word.
|
|||
|
|
|||
|
The Darmils: The chamberlain ladies of the Castle of Miranda. They satisfy all
|
|||
|
wishes of guests. By doing so, they test them.
|
|||
|
|
|||
|
Assasin 15. At will: empathy, alter self, heros feast, telepathy between
|
|||
|
themselves, with Miranda and Rurrik. 3 times per day: antipathy/sympathy,
|
|||
|
detect lie, magic missile (as wizard 15). Once per day: alter reality.
|
|||
|
|
|||
|
The Damargents: The winged messengers of Miranda (MV 40, MC A). With the
|
|||
|
exception of the mirandas of level 10+, they are the only one who can get out
|
|||
|
of the World of Dreams.
|
|||
|
|
|||
|
Fighter 15, Illusionist 14. At will: dimension door, tongue, passwall,
|
|||
|
telepathy between themselves and Miranda. 3 times per day: plane shif, word of
|
|||
|
recall. Once per day: chromatic orb, magic missile, lightning bolt (as wizard
|
|||
|
18).
|
|||
|
|
|||
|
The Turnks: The lieutenants of Rurrik. Each command 10 Units
|
|||
|
|
|||
|
Fighter 20, Assassin 10. At will: burning hands, shoking grasp (as wizard 8),
|
|||
|
telepathy with Rurrik, between themselves and the Units. 3 times per day:
|
|||
|
detect illusion, dimension door. Once per day: delayed blast fireball.
|
|||
|
|
|||
|
The Lisus: The guards of Manrrik and his executioners.
|
|||
|
|
|||
|
Ranger 15, Wizard 12. At will: true seeing, detect lie, telepathy between
|
|||
|
themselves and Manrrik. 3 times per day: Mordenkainen's sword. Once per day:
|
|||
|
trap the soul.
|
|||
|
|
|||
|
The thirty Units: The Castle guards
|
|||
|
|
|||
|
Fighter 10. At will: dimension door, detect invisibility, telepathy between
|
|||
|
themselves and the Turnks. Regenerate 1 hp/round, infravision 100',
|
|||
|
ultravision 100'.
|
|||
|
|
|||
|
The Children of the Dream:
|
|||
|
|
|||
|
Known as the Lintimiens, they are the more numerous creatures of the Dream.
|
|||
|
They look like humans, with two exceptions. They can only live in Sueno, and
|
|||
|
in the dreams of the free will creatures. Thus they are the only beings feee
|
|||
|
to travel from dream to dream. It is a behavior like the one observed in the
|
|||
|
Vistanis fourd in Ravenloft.
|
|||
|
|
|||
|
Also, the color of their skin is variable. It depends on the social status of
|
|||
|
the individual as:
|
|||
|
|
|||
|
Black political leader Blue men and women of knowledge
|
|||
|
Brown small merchants Gold military leaders
|
|||
|
Green farmers and foresters Grey scribes and administrators
|
|||
|
Indigo servants Ochre artisans and technicians
|
|||
|
Pink musicians Platinum high clergy
|
|||
|
Red soldiers Violet artists
|
|||
|
White rich merchants
|
|||
|
|
|||
|
At birth the Lintimien has the skin th color of its lineage (his mother's
|
|||
|
color at birth). This change when the young learn a profession.
|
|||
|
|
|||
|
A la naissance le lintimien a la couleur de sa lignee, qui est rarement la
|
|||
|
couleur actuelle de la peau de ces parents. C'est en fait la couleur de la
|
|||
|
peau de sa mere a sa naissance.
|
|||
|
|
|||
|
5. Beyond the Gates of Dream: The dreamer
|
|||
|
|
|||
|
The dreamer semiclass is a group made up of human, elven, and half-elven
|
|||
|
beings who have the ability to manipulate their subconscious minds. With
|
|||
|
practice and experience, they can exercise considerable control over their own
|
|||
|
minds and bodies and, to a lesser extent, over the minds and bodies of others.
|
|||
|
At higher levels of skill, they are also able to project their minds to
|
|||
|
communicate with others as well as to manifest themselves elsewhere in
|
|||
|
intangible form, and they can even glimpse the possible future.
|
|||
|
|
|||
|
Dreamer skills are similar to psionics (though psionic and dreamer powers
|
|||
|
never occur in the same person), and their presence is determined in a similar
|
|||
|
manner. For any human, elven, or half-elven character possessing an unmodified
|
|||
|
score of 15 or higher in intelligence, wisdom, or charisma, the base chance of
|
|||
|
possessing dreamer powers is 2% for elves and 1% for humans and half-elves.
|
|||
|
This base chance is modified as follows: For every point in any of the three
|
|||
|
abilities above 16, a percentage point is gained; for every point below 12,
|
|||
|
half a point is lost; the total chance is then rounded up and may never be
|
|||
|
below 1%.
|
|||
|
|
|||
|
The dreamer is a semiclass because its members may use these powers
|
|||
|
independently of another class or with another class; either way, the dreamer
|
|||
|
does not act like a conventional class or subclass. With combinations of
|
|||
|
classes, it does not act like normal dual or multiclassed characters. Even
|
|||
|
among elves and half-elves, a dreamer may have only one other class.
|
|||
|
|
|||
|
NPCs with dreamer as their sole class have d8 hp and fight only as zero-level
|
|||
|
fighters. Experience is acquired and accumulated just as with other classes,
|
|||
|
but dreamers do not improve in hit points or attacks; when their accumulated
|
|||
|
experience has reached the required amount, they are allowed to develop the
|
|||
|
skills of that level. The saving throws of dreamers without another class are
|
|||
|
made as clerics of equal level. They may use any armor and weapons, have
|
|||
|
weapons of proficiency as per 1st-level fighter. Dreamers without another
|
|||
|
class begin with two non weapon proficiency slots and gain another every two
|
|||
|
levels.
|
|||
|
|
|||
|
Dual-classed dreamers primarily operate according to their non dreamer class,
|
|||
|
having the hit points, attacks, armor and weapons limitations, saving throws,
|
|||
|
and special abilities thereof. They also have the abilities of lst-level
|
|||
|
dreamers and realize that they can develop more dreamer skills. Training is
|
|||
|
essentially the same for dreamers with or without another class.
|
|||
|
|
|||
|
For advancement as dreamers, a certain number of weeks of training is required
|
|||
|
according to the skills to be learned (refer to the Dreamer Advancement and
|
|||
|
Abilities Table and the ability descriptions that follow). This time must be
|
|||
|
spent in developing the talents by resting, meditating, lucid dreaming (see
|
|||
|
ability explanations), and experimenting. No adventuring is allowed.
|
|||
|
|
|||
|
There are no set level titles for dreamers, but persons of this sort often
|
|||
|
adopt an addendum to their name to reflect their special nature. Common titles
|
|||
|
taken are Augur, Clairvoyant, Dreamer, Medium, Mystic, Prophet, Seer,
|
|||
|
Soothsayer, Tephramancer, and Visionary.
|
|||
|
|
|||
|
Most sages surmise that the dreamer ability was originally granted by one or
|
|||
|
more deities, and it is not unknown for characters to be granted one or more
|
|||
|
dreamer skills by a deity. The power is usually permanent, but is not
|
|||
|
automatically passed on to subsequent generations. Such bestowal may be a
|
|||
|
reward, a punishment, or (rarely) a whim. It is common for there to be a
|
|||
|
stipulation on the power(s): perhaps it only works at certain times (such as
|
|||
|
the new moon), with certain preparations (such as after the killing of an
|
|||
|
albino rat), or anything the DM can think of to make it fun (such as a
|
|||
|
character cursed to feign death whenever alone in the company of a member of
|
|||
|
the opposite sex; or, in order to utilize the power, the character must eat a
|
|||
|
certain quantity of a certain food, such as four oranges). An example from
|
|||
|
Greek mythology of one cursed with prophetic ability was Cassandra, who could
|
|||
|
see the future; the catch was that no one would believe her. This ability
|
|||
|
bestowal may open new horizons for DM fun (bounded by careful discretion) and
|
|||
|
NPC role-playing.
|
|||
|
|
|||
|
Dreamer Advancement and Abilities Table
|
|||
|
|
|||
|
Cumulative XP
|
|||
|
Level sole class Abilities gained (weeks of training)
|
|||
|
1 0 Dream travel (4) , lucid dreaming (0) and normal sleep (0)
|
|||
|
2 500 Deep sleep (1), light sleep (1)
|
|||
|
3 1,500 Awareness sleep (2), detect mind (1), dream observation (1)
|
|||
|
and empathic sleep (2)
|
|||
|
4 4,000 Detect lie (2), feign death (2), and penetrate disguise (3)
|
|||
|
5 9,000 Read alignment (2) and sleeper communication (3)
|
|||
|
6 19,000 Lesser prophecy (3) and regenerative sleep (5)
|
|||
|
7 44,000 Sleep control (l) and sleep suggestion (3)
|
|||
|
8 94,000 Illusion (4), suggestion (3), and telepathy (3)
|
|||
|
9 194,000 Mass suggestion (4) and projection (5)
|
|||
|
10 294,000 Prophecy (special)
|
|||
|
|
|||
|
5.1. Dreamer abilities
|
|||
|
|
|||
|
Level 1
|
|||
|
|
|||
|
Dream Travel (Psionic like Power, Level 1, four weeks training, perequisite:
|
|||
|
Lucid Dreaming)
|
|||
|
|
|||
|
Power Score: Wis -4; Range: 50 miles per level; Area of Effect: personal (*)
|
|||
|
|
|||
|
Dream travel is a powerful but unreliable means of getting from here to there.
|
|||
|
The traveler journeys in his dreams, and awakes wherever his nocturnal
|
|||
|
wandering carried him. The dreamer can even take other characters with him,
|
|||
|
although it's more difficult than traveling alone. (See "Passengers" below.)
|
|||
|
|
|||
|
To use dream travel, the dreamer must be asleep. Once asleep, he begins
|
|||
|
fashioning a dream that involves traveling from his present location to his
|
|||
|
intended destination. At the beginning of the journey, the DM secretly makes a
|
|||
|
power check for the character. If the check succeeds, the psionicist will
|
|||
|
reach his destination. If the check fails, the character will fall short 10%
|
|||
|
for each point that the die roll exceeded the power score.
|
|||
|
|
|||
|
If the DM wants, this power check is all that's required to handle dream
|
|||
|
travel during a game. However, it's far more satisfying to actually role-play
|
|||
|
the dream. The player creates the setting and describes his intentions, with
|
|||
|
the DM interrupting to change things arbitrarily and throw obstacles in the
|
|||
|
character's path. If the player overcomes the obstacles and solves problems
|
|||
|
inventively, the DM is justified in giving a bonus to the character's power
|
|||
|
check. If the dream is dull and lifeless, the DM can also penalize the power
|
|||
|
check.
|
|||
|
|
|||
|
The DM should remember that this is a dream; terrain on the journey may not
|
|||
|
resemble actual terrain, the character may be completely different, and the
|
|||
|
world may be completely strange. The length of the dream journey should be
|
|||
|
approximately the same as the real distance, however, and the final
|
|||
|
destination should be at least similar to the real destination. Such dream
|
|||
|
adventures should minimize combat and maximize problems, puzzles, and surreal
|
|||
|
atmosphere. If combat does occur, it has real physical effect on the
|
|||
|
character, and he may even die. All dream journeys take approximately eight
|
|||
|
hours to complete, successful or not.
|
|||
|
|
|||
|
Passengers. After reaching level 5 and mastering sleeper communication, the
|
|||
|
dreamer can bring other characters along with him in the dream. His power
|
|||
|
score is reduced by one for each passenger he carries. Passengers must also be
|
|||
|
sleeping. A single power check launches everyone on the dream journey. If the
|
|||
|
check fails, they still attempt the dream journey but fall short of their
|
|||
|
target. If passenger are being drawn into combat, they suffer hald real DAM,
|
|||
|
but they inflict half normal DAM and receivd half xp.
|
|||
|
|
|||
|
Intelligent animals can also be drawn into the dream, but normal animals
|
|||
|
(horses, dogs, falcons, whatever) are very difficult to bring along. The
|
|||
|
dreamer must make a separate power check to draw in each animal and his power
|
|||
|
score is halved, rounded down, when making this check.
|
|||
|
|
|||
|
When the dream travelers reach their destination, they awaken. In the place
|
|||
|
where they lay sleeping, their bodies and any equipment carried or worn fades
|
|||
|
away. At the same time, they fade into being at their new location, still in
|
|||
|
sleeping posture, but fully awake.
|
|||
|
|
|||
|
The world of dreams (Sueno) is very close to both the Astral and Ethereal
|
|||
|
planes. Creatures located on either Astral or Ethereal plane can see those in
|
|||
|
Dreamal plane, and the dreamal creature can also see both of them, although he
|
|||
|
cannot know on what plane they are, but they are incapable of any physical
|
|||
|
(touch, sound) interactions. However, since they see each other, gaze attacks
|
|||
|
are at full potential. The dreamer may first explore his own dream world, and
|
|||
|
after he may be brought into Sueno by the Damargents (see Appendix).
|
|||
|
|
|||
|
20<EFBFBD>The dream is nightmarish. The psionicist must save vs. paralyzation or
|
|||
|
appear dead until violently struck.
|
|||
|
|
|||
|
Lucid dreaming (Level 1, no training required)
|
|||
|
|
|||
|
This is simply a state in normal sleep wherein the dreams are controlled by
|
|||
|
the dreamer. Lucid dreaming is not unique to dreamers, but through it the
|
|||
|
dreamers realize and develop their powers.
|
|||
|
|
|||
|
Normal deep (Level 1, no training required)
|
|||
|
|
|||
|
This is like any normal person's sleep. Dreaming is normal for the most part
|
|||
|
and of no particular significance. Hit points are regained at the rate of 1 hp
|
|||
|
per 8 hours of normal sleep. Dreamers are able to sustain normal sleep for up
|
|||
|
to 15 hours plus a number of hours equal to the level of the dreamer. They may
|
|||
|
either be awakened like anyone else, or may decide exactly when they want to
|
|||
|
wake up before they go to sleep.
|
|||
|
|
|||
|
Level 2
|
|||
|
|
|||
|
Deep sleep (Level 2, one week of training)
|
|||
|
|
|||
|
A dreamer in this state will only awaken from a strong, radical stimulus <20>
|
|||
|
such as having a bucket of cold water poured on his head. Otherwise, sleep
|
|||
|
continues until a designated time (as with normal sleep). A dreamer in deep
|
|||
|
sleep remains hit points at the rate of 1 hp per 4 hours, and he may sustain
|
|||
|
this state for up to 20 hours at one time.
|
|||
|
|
|||
|
Light sleep (Level 2, one week of training)
|
|||
|
|
|||
|
A dreamer is likely to use this ability most often during adventuring. The
|
|||
|
dreamer will doze until awakened by a noticeable environmental change (sunrise
|
|||
|
or sunset, getting rained on, a change in temperature, etc.) or by an
|
|||
|
irregular noise or silence, and is much more sensitive than normal sleeping
|
|||
|
beings. For example, a thief who fails to move silently is still unlikely to
|
|||
|
wake up most creatures, but a dreamer in light sleep will awaken immediately.
|
|||
|
The character may designate when to wake up, as with normal sleep. Hit points
|
|||
|
are regained at the rate of 1 hp per 10 hours of light sleep. It can be
|
|||
|
sustained for up to 10 hours plus the level of the dreamer.
|
|||
|
|
|||
|
Level 3
|
|||
|
|
|||
|
Awareness sleep (Level 3, two weeks of training)
|
|||
|
|
|||
|
This state is a special combination of light, normal, and deep sleep. The
|
|||
|
dreamer is awakened as per deep sleep, regains hit points as with normal sleep
|
|||
|
(1 hp per 8 hours), but remains sensitive to the environment; the subconscious
|
|||
|
carefully collects and records all sensory information except sight. Thus,
|
|||
|
once the dreamer awakens after a designated time, he clearly remembers the
|
|||
|
sounds, odors, temperatures, and any movement of himself as if he had been
|
|||
|
awake with his eyes closed. It takes an hour to enter awareness sleep and
|
|||
|
another hour to emerge from it; sensory data from these transitional times
|
|||
|
cannot be clearly recalled. If forcefully awakened before the designated time,
|
|||
|
the sensory information is lost (unless the dreamer also has sleep control
|
|||
|
(level 7), as noted below). Awareness sleep can be sustained for up to 24
|
|||
|
hours (including the two hours required for entrance and emergence).
|
|||
|
|
|||
|
Detect mind (Level 3, one week of training), does not need to be asleep
|
|||
|
|
|||
|
This power detects minds (defined here as a consciousness having semi or
|
|||
|
better intelligence, I>1 i.e. animal) within a range of 30' per level of the
|
|||
|
dreamer. The dreamer may concentrate specifically on a single object,
|
|||
|
creature, or area<65>for example, detect mind would reveal the presence of a mind
|
|||
|
in an object used as a magic jar, or that a being was comatose or under the
|
|||
|
effects of a feign death spell. Note that the body of a creature using an
|
|||
|
astral spell or astral projection, or that of a projected dreamer, does not
|
|||
|
have a mind within it. The power may be used once every four hours for as long
|
|||
|
as it is concentrated on.
|
|||
|
|
|||
|
Dream observation (Level 3, one week of training)
|
|||
|
|
|||
|
This power allows the dreamer to take a look at someone else dreams. He must
|
|||
|
be asleep, and his head must touch the head of the other individual. He cannot
|
|||
|
intervene in any manner, but he experience exactly what the other individual
|
|||
|
sees and feels.
|
|||
|
|
|||
|
Empathic sleep (Level 3, two weeks of training)
|
|||
|
|
|||
|
This state is similar to awareness sleep, but it is receptive to the minds of
|
|||
|
others and is attuned to the emotional environment as opposed to the physical
|
|||
|
one. Specific thoughts cannot be detected, but general feelings (antipathy,
|
|||
|
respect, happiness, frustration, etc.) and a general identification of
|
|||
|
individuals (by personality, not appearance) is possible. Empathic sleep may
|
|||
|
be sustained for up to 10 hours (including two hours total for entrance and
|
|||
|
emergence; the time is pre designated). After eight hours in this state, the
|
|||
|
dreamer also heals 1 hp. A dreamer in empathic sleep can be awakened and lose
|
|||
|
(that is, never consciously know) information as per awareness sleep.
|
|||
|
|
|||
|
Level 4
|
|||
|
|
|||
|
Detect lie (Level 4, two weeks of training), not asleep
|
|||
|
|
|||
|
In range and effect, this power is similar to the fourth-level clerical spell
|
|||
|
of the same name, though it is not reversible. The dreamer attunes himself to
|
|||
|
the subconscious of the subject to detect if a statement is a falsehood
|
|||
|
compared to what the subject actually knows or thinks he knows (i.e., only
|
|||
|
intentional untruths can be noted). It may be used once every six hours.
|
|||
|
|
|||
|
Feign death (Level 4, two weeks of training), not asleep
|
|||
|
|
|||
|
This is the same as the third-level magic-user spell of the same name, except
|
|||
|
that it can only be used by the dreamer himself. It may be used once a day.
|
|||
|
|
|||
|
Penetrate disguise (Level 4, three weeks of training), does not need to be
|
|||
|
asleep
|
|||
|
|
|||
|
With this power, the dreamer is able to detect the presence of material or
|
|||
|
magical disguise. This is done by finding out what the subject knows he
|
|||
|
actually is. A discrepancy between this and what the dreamer sees indicates
|
|||
|
something amiss. For example, an assassin may be disguised as a noblewoman or
|
|||
|
may have been polymorphed into a frog, but the assassin's subconscious knows
|
|||
|
what she actually is. The subject is allowed a saving throw vs. spells to
|
|||
|
block the dreamer from viewing his mind. Note that a character afflicted by
|
|||
|
certain forms of insanity (schizoid, megalomaniacal , delusional,
|
|||
|
schizophrenic. hallucinatory, or hebephrenic) can give the dreamer confusing
|
|||
|
signals. A hebephrenic person, for example, would subconsciously perceive
|
|||
|
himself as being a child, though the person may be 40 years old. Unless the
|
|||
|
dreamer knows the nature of the character's malady, the condition might be
|
|||
|
mistaken for a disguise. Penetrate disguise may be used once every eight
|
|||
|
hours.
|
|||
|
|
|||
|
Level 5
|
|||
|
|
|||
|
Read alignment (Level 5, two weeks of training), does not need to be asleep
|
|||
|
|
|||
|
The subject of this power is allowed a saving throw; if the save fails, the
|
|||
|
dreamer is able to access the subject's subconscious to reveal the subject's
|
|||
|
code of values and morals<6C>that is, alignment. Read alignment only works on
|
|||
|
creatures of semi- or greater intelligence (those driven by more than mere
|
|||
|
instinct) and may be used once in every 12-hour period. Note that this power
|
|||
|
may reveal much more than a simple alignment; potential (though not actual)
|
|||
|
treachery or faithfulness can also be determined, as could other factors at
|
|||
|
the DM's option.
|
|||
|
|
|||
|
Sleeper communication (Level 5, three weeks training)
|
|||
|
|
|||
|
From deep sleep, the dreamer may utilize this ability to communicate with the
|
|||
|
consciousness of another sleeping creature. If the contacted being is having
|
|||
|
normal or lucid dreams, the dreamer appears in the dream and can communicate
|
|||
|
in it. If the contacted being is not dreaming (arbitrarily an 80% chance if
|
|||
|
not known), then the contact has a 10% chance of awakening him, terminating
|
|||
|
sleep. In the communication, which is made through dreams, the sender and
|
|||
|
receiver may appear in any form they wish while communicating. Both will
|
|||
|
clearly remember the communication when they awaken. Sleeper communication has
|
|||
|
a range of 10 miles per level of the dreamer and may be sustained for a time
|
|||
|
proportional to the level of the dreamer and inversely proportional to the
|
|||
|
distance; in other words, the duration in minutes equals the level of the
|
|||
|
dreamer times 100, divided by the number of miles between the contacting
|
|||
|
minds. For example, a 7th-level dreamer communicating with a being 50 miles
|
|||
|
away could do so for 14 minutes. A dreamer may only attempt communication once
|
|||
|
every eight hours, but has no such limit on receiving communication.
|
|||
|
|
|||
|
minutes = \F(100 x Dreamer Level, miles)
|
|||
|
|
|||
|
More than one dreamer can contact a mind at the same time. A favorite tactic
|
|||
|
of high-level dreamers is to communicate inside the mind of a third party,
|
|||
|
either to allow longer communication time or to permit communication despite
|
|||
|
considerable distance. The third party usually wakes up thinking that he has
|
|||
|
had an illogical dream or that he was being contacted by gods or spirits.
|
|||
|
|
|||
|
Level 6
|
|||
|
|
|||
|
Lesser prophecy (Level 6, three weeks of training)
|
|||
|
|
|||
|
From a state of light sleep, a dreamer may receive a lesser prophecy at most
|
|||
|
once in every 12-hour period. It may be utilized to derive the effects of one
|
|||
|
of the following spells: augury (second-level clerical spell), divination
|
|||
|
(fourth-level clerical spell), portent (first-level clerical spell), or
|
|||
|
predict weather (first-level druidic spell). Range, duration, and effect are
|
|||
|
as per the spell chosen, but no material components are required in any case.
|
|||
|
|
|||
|
Regenerative seep (Level 6, five weeks of training)
|
|||
|
|
|||
|
In this state, the dreamer's brain "closes down" and enters a suspended state.
|
|||
|
All mental activity is subconscious and entirely directed toward commands for
|
|||
|
cell regrowth, as directed during at least three hours of trance like
|
|||
|
meditation (somewhere between consciousness and lucid dreaming), without
|
|||
|
interruption, immediately before entering regenerative sleep. As such, there
|
|||
|
is little or no noticeable brain activity, although there is heightened cell
|
|||
|
activity for regrowth (2 hp regained per hour). Breathing is deep and steady,
|
|||
|
and heart rate is accelerated.
|
|||
|
|
|||
|
After up to eight hours of regenerative sleep, the character returns to
|
|||
|
consciousness and feels extremely hungry. He is then able<6C>and will need<65>to eat
|
|||
|
a full day's quota of food (three full meals), feeling as though it were one
|
|||
|
meal. The dreamer can reenter regenerative sleep again after three hours of
|
|||
|
meditation if he wishes to.
|
|||
|
|
|||
|
No more than five sequential periods of regenerative sleep may be safely per
|
|||
|
formed. At that point, the character must spend at least three days in normal
|
|||
|
activity and sleep to restore depleted stores of essential nutrients and thus
|
|||
|
allow the cells to readapt to normality. If regenerative sleep is continued
|
|||
|
without the three-day recovery time, healing gains are reduced by half.
|
|||
|
Furthermore, there is a 10% cumulative chance for each additional regenerative
|
|||
|
sleep period of the regrowth going out of control. After the dreamer's maximum
|
|||
|
number of hit points is reached, tissues will continue to grow, becoming
|
|||
|
tumors. At this point, 1 hp per day is lost as the tumors destroy the body's
|
|||
|
functioning. Only a cure disease, heal, limited wish, wish, or alter reality
|
|||
|
spell will reverse this condition; other curative spells will not heal lost
|
|||
|
hit points or stop the degenerative condition.
|
|||
|
|
|||
|
Level 7
|
|||
|
|
|||
|
Sleep control (Level 7, one week of training)
|
|||
|
|
|||
|
This is not a new skill as such, but an improved proficiency in previously
|
|||
|
acquired dreamer abilities. It allows the dreamer to do the following:
|
|||
|
|
|||
|
1. While asleep, the dreamer may change his basic sleeping mode (normal,
|
|||
|
light, deep), as decided beforehand. For example, the dreamer may choose to
|
|||
|
spend four hours in deep sleep and then change to light for six more.
|
|||
|
|
|||
|
2. In awareness and empathic sleep, the dreamer can retain a small amount of
|
|||
|
conscious control, so that he is aware of the information being gathered and
|
|||
|
stored; he may choose to cause himself to awaken from those modes on the basis
|
|||
|
of the data (such as detecting antipathy in empathic sleep. If he emerges from
|
|||
|
either sort, of his own will or not, a dreamer who has acquired sleep control
|
|||
|
will not forget the information gathered. When this semi consciousness is
|
|||
|
utilized, hit points are healed at the rate of 1 hp every 12 hours.
|
|||
|
|
|||
|
3. In regenerative sleep, the dreamer can pay some attention to the healing if
|
|||
|
he goes beyond the dangerous time, which reduces the cumulative chance of
|
|||
|
uncontrolled growth to 5% per regeneration period, but at the same time
|
|||
|
prevents limb regeneration (i.e., 1 hp per hour healing is the only effect).
|
|||
|
|
|||
|
Sleep suggestion (Level 7, three weeks of training)
|
|||
|
|
|||
|
This is similar to sleeper communication but is effective only at half the
|
|||
|
range (that is, five miles per level of the dreamer). The subject must be
|
|||
|
asleep. Except for the duration (one hour per level of the dreamer), it is the
|
|||
|
same as the third-level magic-user spell suggestion, and may be used once
|
|||
|
every 24 hours.
|
|||
|
|
|||
|
Level 8
|
|||
|
|
|||
|
Illusion (Level 8, four weeks of training), does not need to be asleep
|
|||
|
|
|||
|
This power is basically treated as a spectral forces spell. The dreamer
|
|||
|
directly places images and other sensory data in the subject's mind,
|
|||
|
overriding those actually perceived by the subject's senses. The dreamer may
|
|||
|
project the illusion into the minds of up to two beings for each of the
|
|||
|
caster's experience levels. Subjects must be within 60' of the dreamer. An
|
|||
|
illusion can be created once per day and lasts as long as the dreamer
|
|||
|
concentrates on it.
|
|||
|
|
|||
|
Suggestion (Level 8, three weeks of training), does not need to be asleep
|
|||
|
|
|||
|
This power is an improvement on sleep suggestion, but neither the dreamer nor
|
|||
|
the subject need be asleep. The suggestion does not need to be spoken; it is
|
|||
|
telepathically placed in the subject's subconscious. In range, duration, and
|
|||
|
general effect, it is otherwise the same as the third-level magic-user spell
|
|||
|
of the same name. Dreamers below 10th level may use suggestion once per day;
|
|||
|
10th-level dreamers may use it twice in a day.
|
|||
|
|
|||
|
Telepathy (Level 8, three weeks training), does not need to be asleep
|
|||
|
|
|||
|
This is an improved form of sleeper communication and is treated as that power
|
|||
|
except that neither the dreamer nor subject needs to be asleep. It otherwise
|
|||
|
has the same limits on range and usage.
|
|||
|
|
|||
|
Level 9
|
|||
|
|
|||
|
Mass suggestion (Level 9, four weeks of training), does not need to be asleep
|
|||
|
|
|||
|
Mass suggestion can affect more than one subject, as per the sixth-level
|
|||
|
illusionist spell of the same name. The dreamer may utilize it once per day
|
|||
|
(see suggestion).
|
|||
|
|
|||
|
Projection (Level 9, five weeks of training)
|
|||
|
|
|||
|
This ability allows the dreamer to create a visible but non corporeal
|
|||
|
projection of himself. The dreamer controls the projection as if it were his
|
|||
|
body, although it does not have physical limitations; like certain undead, it
|
|||
|
can walk through solid objects, over water, or whatever. Normal weapons will
|
|||
|
not harm the projection, but being struck by an enchanted weapon instantly
|
|||
|
forces the dreamer's mind back to his body and suffer physical damages. The
|
|||
|
projection gives the dreamer a full sensory range in the area it is sent to.
|
|||
|
|
|||
|
The dreamer's projection may exist on the Prime Material plane, or may
|
|||
|
directly enter the plane of Shadow, Astral plane, or Ethereal plane. Through
|
|||
|
the Ether, the Positive and Negative Material, Elemental, Para-elemental, and
|
|||
|
Quasi-elemental planes may be accessed. Movement to these planes is virtually
|
|||
|
instantaneous, since it is the mind that is traveling.
|
|||
|
|
|||
|
On the Astral plane, however, a mind adopts a physical form with a silver
|
|||
|
cord. Movement and so forth is as if the dreamer were utilizing the clerical
|
|||
|
astral spell (refer to the Manual of the Planes for details). An outer-plane
|
|||
|
destination may be reached, and upon entering another plane the mind returns
|
|||
|
to having a visible, non corporeal form.
|
|||
|
|
|||
|
To create a projection, the dreamer first enters deep sleep, then slips into a
|
|||
|
semicomatose state (cf. astral spell) as his mind leaves the body and is
|
|||
|
projected elsewhere. The projection may be maintained as long as the dreamer
|
|||
|
desires, until forced back to the body (by being struck as if AC 0 by a
|
|||
|
magical weapon, or by a dispel magic spell cast within range of the projection
|
|||
|
and successful vs. the dreamer's level), or until the comatose body is
|
|||
|
disturbed (as if to be awakened from deep sleep). This power may be used no
|
|||
|
more than once per week.
|
|||
|
|
|||
|
Level 10
|
|||
|
|
|||
|
Prophecy (Level 10, special training time)
|
|||
|
|
|||
|
This ability is properly known as tephramancy, which is the ability to predict
|
|||
|
the future through dreams. It is the most difficult dreamer skill and
|
|||
|
potentially the most powerful; certainly it is the best known. Lesser dreamer
|
|||
|
abilities, such as the three modes of sleeping, work within the dimension of
|
|||
|
the dreamer's mind; median skills, from detect mind to mass suggestion, open
|
|||
|
the dreamer to the minds of others; higher still is projection, which allows
|
|||
|
the dreamer's mind to actually manifest in physical dimensions, albeit non
|
|||
|
corporeal. Tephramancy is the greatest discipline: It opens the dreamer's
|
|||
|
subconscious to the dimension of time, effectively encompassing all of
|
|||
|
existence.
|
|||
|
|
|||
|
It becomes apparent that prophecy is difficult to set strict rules for and
|
|||
|
what follows are little more than guidelines. The greatest responsibility lies
|
|||
|
with the DM, who must be exceptionally cautious. Always carefully consider
|
|||
|
short-term and long-term influences on the characters and campaign.
|
|||
|
|
|||
|
For effective use of this, it is necessary to arbitrarily define some aspects
|
|||
|
of the AD&D game universe. The past is considered set and unchangeable. The
|
|||
|
future is a myriad of possibilities and likelihood. The present is where the
|
|||
|
action is. The possibilities of the future are converted to the concreteness
|
|||
|
of the past.
|
|||
|
|
|||
|
After amassing 294,000 experience points, the dreamer may begin training for
|
|||
|
prophecy. After two weeks of work, the dreamer will have a percentage chance
|
|||
|
of acquiring the ability equal to the sum of his intelligence and wisdom. If
|
|||
|
aided by a mentor who already has prophecy, 10% is added to the chance. If the
|
|||
|
roll fails, the dreamer may continue to train, and each week thereafter the
|
|||
|
chance increases 3% and the dice are rolled again. This reflects the
|
|||
|
difficulty of developing the talent, and that some dreamers are simply able to
|
|||
|
develop it faster.
|
|||
|
|
|||
|
In preparation for utilizing this power, each dreamer has a unique series of
|
|||
|
actions to perform. One may need to burn and inhale the smoke of a certain
|
|||
|
rare incense or herb. Another may need to surround herself with rose-scented
|
|||
|
candles while meditating. The DM is to devise the requirements for each
|
|||
|
dreamer achieving this skill. Generally, preparations take around half an
|
|||
|
hour. The dreamer then enters deep sleep (in a carefully prepared and
|
|||
|
comfortable area) for three hours.
|
|||
|
|
|||
|
Tephramancy makes the dreamer's subconscious virtually omniscient in viewing
|
|||
|
the past and present (notably excepting objects and persons magically hidden
|
|||
|
and the possibilities of the future. From all of this, the subconscious mind
|
|||
|
compiles the most likely future, and delivers it to the tephramancer in the
|
|||
|
form of a dream of the predicted series of events. This allows characters to
|
|||
|
influence their fates.
|
|||
|
|
|||
|
For example, Tharset the All-Seeing is concerned about his friend, the Arch-
|
|||
|
Mage Carsyll, who is going to travel through a nasty patch of wilderness. In
|
|||
|
his prophetic dream, he sees Carsyll ambushed by a small army of orcs. Carsyll
|
|||
|
slays them, but is so weakened that he falls prey to a demon lord with a
|
|||
|
grudge against him. From this, Tharset can warn Carsyll, who may not have
|
|||
|
realized the demon's grudge; Carsyll can travel with more careful preparations
|
|||
|
in anticipation of the ambush, put off departure for a day, or take a
|
|||
|
different route. Of course, any of those choices may contain a fate just as
|
|||
|
bad.
|
|||
|
|
|||
|
One nasty thing is bound to come up at some point: two dreamers prophesying
|
|||
|
about the same event. In the previous example, suppose the demon itself
|
|||
|
employed a dreamer. Theoretically, the second dreamer would have seen that
|
|||
|
Tharset would warn Carsyll, and the demon would then take the route that
|
|||
|
Carsyll would then be prophesied to take, but Tharset would see this and warn
|
|||
|
Carsyll, and so the vicious circle continues. In a case of two dreamers
|
|||
|
viewing the same person, area, or series of possible events within 12 hours of
|
|||
|
each other, the one with more experience would receive the prophecy and the
|
|||
|
other would not (which tells the less experienced tephramancer that someone
|
|||
|
else is interested in the same thing). In cases of more time difference, the
|
|||
|
later prophecy is received, and might in effect nullify the first prediction.
|
|||
|
The DM ought to consider the attendant rivalry among high-level dreamers.
|
|||
|
|
|||
|
Tephramancy may be employed only once per day. The DM should make the
|
|||
|
materials for it quite expensive, therefore, to prevent overuse. If the DM
|
|||
|
feels a dreamer is abusing his powers, it is possible to cause an occasional
|
|||
|
inaccurate prophecy, provide a foe with a periapt of protection from prophecy
|
|||
|
(see below), or (in extreme circumstances) revoke the power for a time. If
|
|||
|
there is protest, it isn't too difficult to find reasons, even if it is that
|
|||
|
"the gods are offended by the misuse of your talents" <20> possibly a divinity or
|
|||
|
servant could even tell the dreamer personally (by dream, of course) that his
|
|||
|
prophecy power is suspended.
|
|||
|
|
|||
|
5.2. Dreamer magical items
|
|||
|
|
|||
|
The following six enchanted devices imitate, protect against, or enhance
|
|||
|
dreamer abilities. The DM is encouraged to use different forms than those
|
|||
|
listed (such as a ring of communication) for variety.
|
|||
|
|
|||
|
Coronet of communication
|
|||
|
|
|||
|
This thin circlet of precious metal affords the wearer the dreamer abilities
|
|||
|
of sleeper communication, suggestion, and telepathy, each once per day. (Sale
|
|||
|
Value: 20,000)
|
|||
|
|
|||
|
Crystal of awareness
|
|||
|
|
|||
|
A rock-crystal shard of this nature enables the user to perform the following
|
|||
|
dreamer skills: awareness sleep, detect mind detect lie, empathic sleep,
|
|||
|
penetrate disguise, read alignment, and sleep control. These powers may each
|
|||
|
be used once per day, except awareness and empathic sleep, which may be used
|
|||
|
once per week. If the user is a dreamer, this ring also confers the ability to
|
|||
|
remember sensory information going into and out of awareness and empathic
|
|||
|
sleep. (Sale Value: 20,000)
|
|||
|
|
|||
|
Jewel of projection
|
|||
|
|
|||
|
By staring at this magnificent gem and entering a trance, the user is able to
|
|||
|
create a projection of himself. It is otherwise identical to the dreamer
|
|||
|
power, and may be used once per week. (Sale Value: 35,000)
|
|||
|
|
|||
|
Periapt of prophecy protection
|
|||
|
|
|||
|
This small device renders the bearer invisible to attempts of prophecy: any
|
|||
|
prophecies in which the bearer would be involved are constructed as if the
|
|||
|
bearer did not exist. The periapt also prevents sleeper communication, sleep
|
|||
|
suggestions, suggestion, and telepathy, and makes the individual immune to
|
|||
|
mass suggestion. (Sale Value: 10,000)
|
|||
|
|
|||
|
Potion of regeneration
|
|||
|
|
|||
|
A sip of this fluid gives the taster a tingling feeling. Imbibing the whole
|
|||
|
dose causes the drinker to enter regenerative sleep immediately, for eight
|
|||
|
hours. (Sale Value: 4,000)
|
|||
|
|
|||
|
Talisman of dreams
|
|||
|
|
|||
|
This item, which can take any of several forms (usually a small object or
|
|||
|
piece of jewelry adorned by curious runes) gives the bearer the power of
|
|||
|
prophecy. Any dreamer will recognize it for what it is, and will be able to
|
|||
|
use it fully. A non-dreamer can be taught how to use it by a 6th- or higher-
|
|||
|
level dreamer. This takes two months minus one day per point of intelligence
|
|||
|
and wisdom of the learner; otherwise, the tephramancy will occur at random,
|
|||
|
allowing a 5% chance anytime the bearer is asleep of prophetic dreams of
|
|||
|
anything important to happen soon. Controlled or randomly, this foresight can
|
|||
|
operate once per week. (Sale Value: 45,000)
|
|||
|
|
|||
|
5.3. The dreamer in the campaign
|
|||
|
|
|||
|
Obviously, a dreamer has skills that can be used in dungeon and wilderness
|
|||
|
adventures, but a more important and unique niche can be developed in the
|
|||
|
larger campaign setting. Two ideas follow, mostly applying to NPCs; these are
|
|||
|
generally usable when the dreamer reaches 10th level and either plans to
|
|||
|
retire from play or seeks new horizons.
|
|||
|
|
|||
|
The Royal Prophet
|
|||
|
|
|||
|
As the Magician is an important court functionary, even more prominent can be
|
|||
|
the Personal Soothsayer of the monarch or noble<6C>especially if the dreamer has
|
|||
|
spell-casting talents.
|
|||
|
|
|||
|
Several scenarios can come from this. It is not entirely disagreeable to hold
|
|||
|
such a position (it is possible to be as high as upper-upper class in service
|
|||
|
of a great monarch), and to do so could be the goal of a dreamer of humble
|
|||
|
origins.
|
|||
|
|
|||
|
Of course, not everyone likes court intrigue, but perhaps the one whose court
|
|||
|
it is wants the dreamer's services even if they have to be obtained by force.
|
|||
|
Fore-warned by his tephramancy, the dreamer could seek the protection of PCs
|
|||
|
(possibly paying in services), or be a player character trying to avoid
|
|||
|
"employment" or escape from forced servitude.
|
|||
|
|
|||
|
The Oracle
|
|||
|
|
|||
|
This position especially appeals to cleric/dreamers. A respected and famous
|
|||
|
prophet can establish himself somewhere (perhaps a temple, holy shrine,
|
|||
|
ancient ruin, or any out-of-the-way place; the more famous and respected the
|
|||
|
prophet, the more difficult to get there) and live comfortably off offerings
|
|||
|
left in return for the telling of fate. Just being so far away and legendary
|
|||
|
also increases one's reputation greatly. Though it can be boring for a PC to
|
|||
|
be an oracle, a wilderness adventure to see an oracle can be a challenge. The
|
|||
|
oracle may also demand a quest as payment or merely to prove worthiness for an
|
|||
|
audience. The prophecy itself can be a challenge. Dreamers who are themselves
|
|||
|
uncertain as to what their dreams mean tend to give answers that can be
|
|||
|
interpreted in a variety of ways. And, of course, the compensation for the
|
|||
|
prediction can lighten the characters of that load of treasure they
|
|||
|
accumulated on the way there.
|