A Jumpchain Compliant Document Created by Yorokonde Most everyone dreams when their eyes close and the Sandman comes to pay a visit. Gentle dreams of drifting among the clouds. Exciting dreams spent flying over cities with the greatest of ease. Even sad dreams of loved ones long gone. And sometimes nightmares appear instead. Dark dreams where desires are twisted into horrible visions, monsters lurk in every shadow, and the impossible reaches out to force you awake panting and sweating. In this world, such things are all too real. Dreams and nightmares really do await some people when they drift off to sleep. An entire realm where the rules of the waking world aren’t quite as concrete and can be bent or downright broken. Where magic can happen and the strangest of occurrences are just another day for those who live there. The Real World is much like the one you know, if a bit behind the times. It is the beginning of the 20th century. The world is modernizing and learning to forget superstitions of the past. Because of this, there are fewer Dreamers than there used to be. Which is disappointing for those who inhabit the slumbering realms but they will continue existing regardless. The Wildlands makes up a majority of the dreaming realm. It is where most people who are idly dreaming end up. It is a place where strangeness holds sway. Those who wander through must learn to roll with it, though few travel through on a regular basis. It can be as dangerous as it is wondrous and there are easier ways to reach where you are going. Nightmares sometimes wander this land between realms to pounce upon those they happen upon. They have their own realms as well. Dark pockets of ruined landscapes, long dread cities, and dread mountains where lightning plagues the skies constantly. Few desire to travel there purposefully and fewer still could in any case. The Nightmares fear King Morpheus’s power, for it could destroy them, and have long since obscured the paths into their realms. King Morpheus rules over the Slumberlands, a number of widely separated kingdoms that all good dreams inhabit without fear of the Nightmare. Each unique kingdom is sheathed in the Crystal Cloud. Together with the Royal Scepter, a potent weapon against the darkness, Morpheus ensures each of these realms are safe and secure. Though no barrier is ever completely secure. Still, few worry about such an event. They are content to spend their days having fun and enjoying the sunshine. You will be spending a decade in this world, either as a Dreamer or as part of the Dream. You’ll find 1000 CP tucked under your pillow. Origin You may choose your gender for free. Real World Resident (Age: 1d8 + 8) (200 CP) You come from the waking world instead of anywhere beyond the foggy clouds of dreams. You, like Nemo himself, are a child who lives in New York at the beginning of the 20th century. Your daytime routine and family situation are left to your own decision, but you have the potential to dream as vividly as some children do. So where will you go in your dreams and what will you see? Slumberland Native (Age: Free Choice) You are a resident of the dreamscape, living in the world of sunshine and happiness known as Slumberland. It is the place where all good dreams come from. Fantastical kingdoms where some people are made of candy and ride jackrabbit-driven carriages. They are ruled over by the good king Morpheus and his court who keeps back the Nightmare and allows all to exist in peace. Your form is likely pleasant and friendly like a jester or a candy kid, or simply human, at your choice. If you wish, you can even find yourself in a different Slumberland than Nemo ends up in. Or travel between them if you dare to risk The Wildlands. Slumberland Trickster (Age: Free Choice) You are a resident of Slumberland as well, but hardly one of those goody-two-shoes who normally populate the realm. You prefer to have a different sort of fun. Preferably at the expense of others or involving breaking a few rules. You have a clownish, friendly, and inviting look. The kind of face people like to trust before you make them regret it. Just don’t push your tricks too far. You’re not wanted for anything yet but that can change if you make yourself too much of a pest. Nightmare Land Defector (Age: Free Choice) The Nightmare is the raw stuff of terrifying dreams that swirls in the spaces between Slumberlands. It tries to corrupt sweet dreams that wander into it and twist them into experiences that would leave children screaming. A Nightmare Land is, thusly, a dark reflection of Slumberland. It is a dark, dingy, smelly place to find yourself and is as hard to escape as it is to enter on purpose. It should come as no surprise that even some of its own residents don’t want to be there. You’re one of the less frightening residents of Nightmare Land. You still look rather spooky and strange, but with a goofy tone to it all. Less horror film and more Halloween decorations. What exactly you look like is up to you so long as it fits that theme. You start in Nightmare Land, but are likely going to want to find a way out quickly. The locals are quite fond of bullying those not scary enough to fit in. Nightmare Land Resident (Age: Free Choice) There are those who thoroughly enjoy being a part of the Nightmare. Goblins and spooks and creatures of all kinds scary enough to terrify any child who looks in their direction. They tend to be a mean and cruel lot who only follow the biggest and scariest creature around. What exactly you look like is up to you, but demons, goblins, and wicked merpeople are common residents of this part of the dreamscape. On the plus side, any dreams outside of the Crystal Clouds or anyone who wanders into Nightmare Land are free game for you to have fun with. Perks All Origins gain a 50% Discount on their Perks and their 100 CP Perk for Free. Real World Resident Vivid Dreamer (Free and Exclusive): Everyone brushes against Dreams and Nightmares while they sleep. Few delve deeply enough to remember them come morning. However, you can not only recall your dreams, but act freely inside of them. That doesn’t free you from following the rules of these realms. Physics may bend and both realms may follow their own special kind of logic at times, but they are not under your command. You can meet other Vivid Dreamers in Slumberland, The Nightmare, or even The Wildlands if you happen across them. They are all fairly vast and the chances of this happening by accident are small, but then again, the dreaming world is odd. Additionally, should anything unfortunate happen to you in your dreams, you will be snapped away and back home in your bed. Slumberland Calls (100 CP): When you have friends counting on you in the dreaming realm, you can’t waste time in the waking one. Sleep, whether it is a quick nap or a full night’s rest, comes easily to you and dreaming soon after that. You won’t quite fall asleep at the drop of a hat. But given a few moments peace you could drift right off. You can also stay asleep more easily, which is sure to put Flip out of sorts. He enjoys waking your sort up just for a laugh. A Prince in Training (200 CP): You’ve got to get some etiquette! After all, there’s a lot of royalty and titled people walking around Slumberland. You’ve got ensure you won’t embarrass yourself in public or the many royal balls common there. While you’re not quite royal yourself, the tutors of Slumberland have given you a crash course in just about everything. You have a smattering of knowledge on everything from fencing to horsemanship to, yes, etiquette. Joy In The Moment (400 CP): The good thing about knowing you’re dreaming is that you can just relax and enjoy the ride. At least it’s sure to be a interesting one. Wherever you wander you’ll be sure to meet colorful people and have wild new adventures. Of course, if you want a break from it all, you’ll still be able to relax and enjoy the moment you’re currently in. Even if you’re forgotten how along the way. Conquering The Nightmare (600 CP): When you know your dreaming, and that you will always wake up safe in bed, it becomes a much easier to be courageous. After a few adventure that courage tends to settle in and follow you back to the real world. You’ll find that making new friends in school is a lot less terrifying now that you’ve negotiated with ravenous flowers. Simply put, your bravery knows only the bounds you give it and your willpower ensures you can follow through with the desires of your heart. Slumberland Native Dreaming Charm (100 CP): You might not be a member of Morpheus’ family… or maybe you are. Either way, all Sumberlanders share a little of his charm or his daughter’s exceedingly good looks. You may choose to either be Friendly or Lovely. Slumberland Natives who are Friendly have a gentle, kind aura that helps those you meet come to trust you more quickly.
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