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The Mind Unveiled
Dreamscape
Andreas Rönnqvist
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The Mind Unveiled:
Dreamscape
Author: Andreas Rönnqvist
Editor: Jeremy Smith
Proofreaders: Derek M. Koch, Patrick Seymour
Design / Layout: Jeremy Smith
Interior Illustrations: Levi Hinton, V. Shane
Cover Illustration: John Milner
Special Thanks: Playtesting team
This edition of The Mind Unveiled: Dreamscape is produced under version 1.0a, 5.0, and/or draft versions of the Open Game
License and the System Reference Document by permission of Wizards of the Coast. Subsequent versions of this product will
incorporate later versions of the license and document.
Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section
1(e) of the Open Game License, version 1.0a: Any and all Dreamscarred Press logos and identifying marks and trade dress, such
as all Dreamscarred Press product and product line names including but not limited to The Mind Unveiled, Untapped Potential:
New Horizons in Psionics, any specific characters, monsters, creatures and places; proper names and names of places, artifacts,
characters, countries, specific creatures, geographic locations, gods, historic events, organizations, and abilities; any and all stories,
storylines, histories, plots, thematic elements, and dialogue; and all artwork, symbols, designs, depictions, illustrations, maps, and
cartography, likenesses, poses, logos, or graphic designs, except such elements that already appear in final or draft versions of the
d20 System Reference Document or as Open Game Content below and are already open by virtue of appearing there. The above
Product Identity is not Open Game Content.
Open Game Content: The entirety of this work with the exception of the above-mentioned Product Identity is designated as Open
Game Content.
Some portions of this book which are Open Game Content originate from the System Reference Document and are ©1999,
2000, and 2001 Wizards of the Coast, Inc. The remainder of the Open Game Content portions of this book are hereby added to
Open Game Content and if so used, should bear the COPYRIGHT NOTICE “ The Mind Unveiled: Dreamscape” ©2007 Andreas
Rönnqvist, Jeremy Smith. This material is protected under the copyright laws of the United States of America. Any reproduction,
re-transmission, or unauthorized use of the artwork or non-Open Game Content herein is prohibited without express written
permission from this book’s authors, except for purposes of review or use of Open Game Content consistent with the Open Game
License. The original purchaser may print or photocopy copies for his or her own personal use only.
This document is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.
Some images contained within copyright John Milner or V. Shane and are used with permission.
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Dreamscape
T HE D REAMSCAPE
T HE B IRTH OF THE D REAMSCAPE
All intelligent creatures have the potential to
awaken latent psychic powers; but for a time, this
power went unnoticed and untouched, laying hidden
deep within the subconscious of all creatures.
After centuries, these subconscious minds pooled
together and became a repository for the enormous
latent psychic energies, including dreams and
nightmares.
When the Dreamscape formed many thousand of
years ago, it sprang into being from the combined
subconscious thoughts of mortal creatures. As the
pooled subconscious minds had once been, the
Dreamscape became the home of the dreams and
nightmares of all creatures. When they slept,
their subconsciousness took over and formed
a bridge between the mortal world and the
Dreamscape, creating a personal dreamcircle
where they creature reigned supreme. There
they could experience anything their minds
could conceive, for the Dreamscape was as
mutable as their own thoughts.
As the mortals began to expand and
learned to control their dreams, they filled
them with people, creatures, and even
supernatural beings; but as the dreamers left
their personal dreamcircles, the creatures
formed from their desires would slowly
dissolve and disappear. Some creatures, who
were called back into existence by recurring
dreams, became sentient and realized that
their existence depended on the dreamers,
so they sought a way to escape these
dreamcircles and the fickle nature of dreams.
These creatures were known as qael.
could siphon away the dreamer’s mental energy
as the dreamer’s imaginations tried to enforce
their subconscious will upon the dreamcircle. This
psychic energy allowed the qael to retain their
form and mind between dreams, and even invade
dreamcircles where they hadn’t been formed.
These first invasions by the Tash qael caused
intense fear in the dreamers, giving off waves of
mental energy. The Tash qael exulted in the power
they received and soon began to change, absorbing
the fears and terrors of the dreamers they haunted.
Thus were the first night terrors born. It was not
long after that the Tash qael began carving their
own kingdoms from the Dreamscape.
T HE F IRST OF THE QAEL
The first qael to truly escape and become
free were the Tash qael, creatures whose
beginning is shrouded in mystery. What is
known is that they realized that by struggling
against the wishes of the dreamers, they
The Tash Qael view themselves as rulers of the Dreamscape
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The Mind Unveiled
At first, the Tash qael were aggressive to all
creatures, seeing the dreams of mortals as hunting
grounds and other Tash as competitors. Soon,
however, alliances were born, as Tash discovered
that by joining together, they were more likely to
succeed in combat. The Tash qael gathered under
different banners, each sect claiming a different area
for hunting grounds. For some time, the Tash qael
were the undisputed masters of the Dreamscape,
slowly turning it into a haunting realm where their
terrors touched the minds of all creatures.
Over time, some of the Tash qael rose above their
brethren, learning how to absorb not only the fears
and terrors of their victims, but also their innermost
desires and lusts. These few Tash continued their
original transformation, melding the unspeakably
horrendous with the unimaginably beautiful and,
for the first time, realized that their power allowed
them to make mortals’ wildest dreams come true.
Using this newfound understanding and their
almost angelic forms, the Tash qael appeared before
the dreamers, offering them power over their own
dreams. What these dreamers did not know when
accepting these seemingly benign gifts was that they
were twisted by the qaelic essence coursing through
them and when they slept and dreamed, the Tash
qael who first began the transformation were able
to assume complete control of their form. The Tash
were also able to draw on the soul essence of these
servants, allowing them to increase their power and
strength in the Dreamscape. Throughout the ages,
this relationship between a qaelic ‘benefactor’ and
a group of servants has led to the rise of numerous
cults led by the tainted dreamers called qaelans.
But the dominion of the mighty Tash qael caused
unforeseen effects, as terrorized dreamers lost
their grip on reality and became stranded in the
Dreamscape. These lost dreamers began fighting
back, using their insanity as a weapon against the
Tash qael. These dreamers took their battles to the
dreamcircles that the Tash qael had used as feeding
grounds, unknowingly fighting for those mortals
who still languished in endless nightmares.
Thus were the Shar qael born, lost dreamers
touched by a divine insanity. The Shar qael battled
the Tash in unpredictable ways, sometimes allying
together to strike down a certain alliance of Tash
qael, sometimes charging in alone. But as time
went by, the Tash qael realized they were losing
P SIONICS AS D REAM M AGIC
For those who wish to implement the idea
of psionics as dream magic or dream control
(oneiromancy), we suggest the following
changes be implemented. The psion is renamed
to the waking dreamer - one who is both within
his dream and within the waking world at
the same time, forcing them to overlap. The
wilder becomes the nightmare ridden - one who
unleashes his inner fears and connection to the
qael in a surge of powerful emotions, and the
psychic warrior becomes the dream knight, a
true warrior of the beyond, transforming himself
as if in a mutable dream.
All powers simply become manifestations
of the personal dream of that individual, and
manifesting is the channeling of power from
the Dreamscape and the manifester’s personal
dreamcircle into the material plane.
the war due to the unpredictability of the Shar,
and if they were to survive, had to draw the Shar
into more controlled battles. The Tash used their
mastery of the Dreamscape to slowly diminish the
dreamcircles, using the ‘stuff’ of the dreamcircles
to build their own monasteries and fortresses at
the center of the Dreamscape. This pushed the
dreamcircles away from the center and as the war
raged on, the center became solidified. This region
of the Dreamscape became known as the qaelic
Realms, areas untouched by mortal dreams and
locked in an eternal war between the Tash and the
Shar qael.
As a strange balance settled into the Dreamscape,
those caught between the battles of nightmares and
lost dreamers still fought to escape their short lives
in a temporary dreamcircle. A few of these found
their escape not by breaking free like their Tash and
Shar brethren, but rather by following the dreamers
back into the material realm. Occasionally,
one of these Ma’at qael manages to escape the
Dreamscape, often into the dreams of a newborn
or unborn baby, either taking them over completely
or infusing themselves into the very soul and flesh
of the newborn. The fallen dreams walk in both
worlds, slipping in and out of the Dreamscape,
calling themselves the Dreamscarred. Some are
born fully qael, the newborn soul completely taken
over, while others retain their mind and souls but
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Dreamscape
keep a sliver of the nightmares deep inside of
them.
Recently, a new creature has begun roaming
the Dreamscape in the form of the dreamcircle
avatars, dreamers who have suffered such intense
physical or mental trauma that they withdraw to
their dreamcircles permanently. These creatures
have shut off their contact with the Material world,
living entirely in their dreamcircles. Over time,
their comatose bodies atrophy and die, leaving
them to reign supreme in their own fantasy where
they feel safe. However, some of these dreamcircle
avatars become more and more monstrous as they
are unable to fully escape whatever trauma forced
them there. They try to expand the borders of
their fantasyland, stranding other dreamers inside
their own dreamcircle instead of their personal
one, and creating small dramas directed by their
slowly declining mental state. To the Tash qael,
these dreamcircle avatars are often prime victims,
holding onto intense psychic energy to rule their
realm. Their terror becomes even greater as a Tash
qael enters their once private dreamcircle to wreak
havoc the dreamcircle avatar is unable to stop. As
the terror mounts and the dreamcircle begins to
collapse, the Tash move in for the kill, devouring
the dreamcircle avatar and consuming its essence.
dreamcircles of the mortal dreamers that are formed
from rapidly solidifying dreamstuff. Sea literally
becomes land as someone falls asleep and travels
to the Dreamscape. Here their personal dramas and
dreams play out in an endless dance until the Tash
come hunting - some swoop down from the sky as
dreaded dragons, others come on insanely shaped
ships to raid as if they were emotional pirates. Here
and there you find permanent islands, the homes of
the dreamcircle avatars and often you can find other
islands forming around these permanent areas.
Why this happens is unknown. Perhaps the
stability offered by the dreamcircle avatar makes
it easier for the dreamstuff to solidify. Or perhaps
it is the wish of the avatars to find either slaves
or company that draws these dreamers closer to
them.
At the very ends of the Dreamscape, the roiling
chaos of the Sea of Dreams becomes so volatile that
its froth turns into a white mist. Travellers claim
that when skirting this mist, you can travel from one
side of the Dreamscape to the other; others claim
that the plane itself is a globe, and that this white
mist is the opposite of the black fog of the Darkest
Dream, a ‘positive pole’ to its negative. A few
powerful Tash have a different theory, one which
they keep closely guarded amongst themselves
- that the mist empties into a tunnel which goes
through the globe of their plane, emptying all of
the potential and psychic energy directly into the
maw of the Darkest Dream. This is how the most
powerful of the qael feed, devouring not individual
memories or emotions, but every emotion and
memory ever formed within the Dreamscape itself.
If these qael hold the truth to the Dreamscape and
the white mists, then the entire plane is essentially
nothing but an enormous buffet for some sleeping
godmind.
G EOGRAPHY OF THE D REAMSCAPE
In the center of the plane there is the Darkest
Dream, a void which travellers describe as a thick
black fog that roils back and forth over the lands.
The qaelic Realms encircle this central nave of
power and are ruled by the Tash qael. These realms,
being continental in size, show off a bewildering
array of terrain and geographical features. Lush
jungles sit next to arctic tundras or scorching
deserts; rivers flow backwards, and it might rain
blood one day and diamonds the next. Each area
has the terrain and features which most pleases its
current Tash lord and, when their moods change, so
does the land. On these lands, you can find lesser
qael hunting, resting, and fighting in what seems to
be an endless training to hone their abilities.
Outside the qaelic Realms is the Sea of Dreams,
the roiling chaos of potential which is the dreamstuff.
Generally, this is no different than a normal sea,
except that from the sea itself will spontaneously
spring islands and small continents - the
T HE O LDEST OF D REAMS
But there is something beyond the qaelic Realms,
an ancient dreamcircle which has never been
broken; a dark well in the absolute center of the
Dreamscape. None have penetrated this darkness,
but at times, things slip out of it. Sometimes, they
are shards of this darkness, at other times they are
sentient beings weaving a path from this Inmost
Circle into the qaelic Realms. Some speculate
this Inmost Circle is the first dream, or perhaps
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