Dreamtide

Dreamtide is no ordinary narcotic—it is a vaporized relic of memory, distilled from forgotten mist and the psychic detritus of a world that tried to forget itself. Created by the Wake Chemists of the Solstice Syndicate, Dreamtide is both feared and revered: a hallucinogenic inhalant that opens the mind to visions—some prophetic, some traumatic, all unforgettable. To inhale Dreamtide is to step sideways from reality and walk the corridors of buried memory, where meaning drips from the ceiling and truth howls through the walls. Illegal under Camp Hope law and denounced by the Church of Hope as a “soul-rot liquid,” it remains a coveted substance for seekers, visionaries, and fools who believe revelation is worth the risk of madness.

Dreamtide is a luminous vapor stored in a bone-glass vial etched with memory-sealing glyphs. When uncorked and inhaled, the mist swirls into the lungs and bypasses ordinary sensory pathways, stimulating subconscious memory and buried trauma. For some, it offers prophecy. For others, madness. Most describe the experience as vividly symbolic and deeply personal.

Effects

Roll a d6 to determine the nature of your vision. The DM describes a symbolic or surreal scene tied to your past, future, or the world’s hidden truths. You gain advantage on one d20 roll of your choice within the next 24 hours related to that vision’s domain (described below).

d6Prophetic Echo
1You see your own death in exquisite detail. Gain advantage on a death saving throw or saving throw against necrotic effects.
2A serpent devours a star, and a voice tells you when to lie. Gain advantage on one Deception or Insight check.
3You see the face of a loved one who does not exist. Gain advantage on one Charisma (Persuasion) check or saving throw vs charm.
4A tower burns backward into stone. Gain advantage on one Arcana or Investigation check.
5You become one with a swarm of birds. Gain advantage on one Stealth or Perception check.
6You watch yourself from outside your body. Gain advantage on one saving throw.

After the effect ends, roll a Sanity saving throw DC 15. Failure results in your mind becoming strained by your visions. You gain an indefinite madness effect. Passing results in clarity of mind, no effect beyond the vision.

Addiction

Using Wake-Serum more than once per 7-day period requires a DC 14 Constitution saving throw or the user becomes psychically dependent. While dependent, the user cannot benefit from Inspiration or the effects of Heroism or similar morale-boosting spells without first taking a dose.

Mechanics & Inner Workings

The inner workings of Dreamtide remain an enigma, even to the Wake Chemists who brew it. Part neurochemical stimulant, part metaphysical conduit, the vapor seems to respond not only to biology but to memory, intent, and something older—something stitched into the Dark itself. Many believe Dreamtide doesn’t induce visions, but rather opens a path to truths that already exist, waiting just beyond the veil of conscious thought.

Dreamtide doesn’t show you the future—it shows you the truth your soul buried to survive. You don’t breathe it in to dream. You breathe it in to remember.
— Torchbearer Aluun Ves, Dreamscribe of the Fourth Labyrinth

Item type
Drug / Narcotic / Medicine
Rarity

Rare

Weight
0.1#
Dimensions
3" tall,1" diameter
Base Price
800–1,500$

Crafting Requirements

Wake Chemist (Fumerant rank or higher), access to Thresher Mist, pigment ash, electrum dust, and a neural titration set
Use: Inhaled over 1 action

Guided Vision

Wake Chemists are long familiar with the visions produced by Dreamtide and can guide others through their visions, giving them advantage when rolling their sanity checks.

Master Visions

Wake Chemists of rank 2 or higher are familiar enough with the visions that they roll advantage on their sanity saving throws whenever they use the Dreamtide and they have 2 vision results.


Comments

Please Login in order to comment!