Dreamscape Initiate
Ability Scores: Intelligence, Wisdom, Charisma
Feat: Dream-Touched. Your mind is uniquely attuned to the cosmic dreamscape. You gain proficiency in Wisdom (Insight) checks. Once per long rest, when you succeed on a saving throw against a spell or effect that would charm you, frighten you, or put you to sleep, you can choose to immediately gain temporary hit points equal to your proficiency bonus.
Skill Proficiencies: Arcana, Religion
Tool Proficiency: Calligrapher's supplies (for dream-script)
Equipment: Choose A or B: (A) Calligrapher's supplies, a small, polished moonstone (worth 10 DT, acts as a non-magical focus), a scroll of dream-visions (flavor only), fine robes, and 15 Drakemetal Tokens (DT or (B) 50 DT
You were inducted into the mystery cults or oracular circles of Nelamdra, the realm of the Dream Fae. There, you were trained to navigate the astral currents, interpret psychic phenomena, and glimpse the fluid nature of reality. You understand that the world is a dream, and you are one of its reluctant cartographers, often burdened by prophetic visions or unsettling echoes from the cosmic dreamscape. You may be hunted by Azhra cultists seeking to corrupt your visions, haunted by unsettling dream-quests, or entrusted with a prophecy you must fulfill, making your life a constant dance with the unpredictable currents of fate and the subconscious.
Career
Payment & Reimbursement
A Dreamscape Initiate lives on the edge of reason, navigating the dream-realms where fate, memory, and madness intertwine. Their work is not a trade—it is a perilous communion with the subconscious forces of the world. What they earn is never simple coin, but power, secrecy, and survival.
In Nelamdra, Initiates are honored as seers and spiritual anchors. Success in the dreamscape brings not gold, but status, access, and deeper understanding. Their rewards might include entry to the sacred Echoing Library, instruction in advanced dreamwalking, or a Dream-Shard—a potent magical relic born of visions. Wealth, here, is clarity.
Beyond Nelamdra, Initiates become shadowy mercenaries, sought by nobles, spies, and guildmasters. Their insights are rare and dangerous, and so are their payments. Coin is common for minor prophecies, but secrets, artifacts, protection, and political sanctuary are the true currencies exchanged. The deeper the vision, the higher the risk.
The rarest reward is the Lucid Truth: a flawless vision of a world-altering event. It is the seer’s greatest triumph—and their death sentence—for such knowledge is priceless, and no ruling power will allow it to remain free.
Perception
Purpose
A Dreamscape Initiate traffics in truth, memory, and fate—the most volatile forces in Novendragos. Unlike craftsmen or farmers, their profession exists beyond material production. They navigate the raw currents of reality, drawing forth visions no scroll could contain and secrets no mind should hold.
In Nelamdra, Initiates are oracles, archivists, and healers. They read the future, relive forgotten pasts, and guide others through dream-born wounds. Their insight shapes the spiritual and social life of the Dream Fae, where they are cherished as essential interpreters of the cosmic dreamscape.
Beyond their sanctuary, they become both asset and threat. To rulers and spies, they are invaluable tools of prophecy and espionage. A single vision can shift wars or collapse dynasties, making Initiates both prized and hunted. Factions like the Umbral Serpents or the Drakarchate seek to exploit or silence them, fearing the destabilizing power of unfiltered truth.
To the world, they are both map and match—charting paths through hidden truths while igniting conflicts no one else could see coming. Their presence alone can reshape the course of nations.
Social Status
A Dreamscape Initiate lives in paradox—sought by the powerful, yet shunned by society. Their abilities command immense value, but they themselves exist beyond the bounds of caste, drifting between prophecy and madness.
To rulers, spymasters, merchants, and secret cults, an Initiate is a strategic prize. Their visions can reveal betrayals, secure fortunes, or unearth ancient threats. Organizations will trade wealth, protection, or artifacts to claim their insight. The Azhra, in particular, covet them as vessels for darker revelations.
Yet despite their worth, Initiates inspire fear. In Kendron’s tightly controlled society, their unsanctioned power is a threat to order. Their visions bypass institutions, their minds seen as cracked by cosmic forces. Commoners whisper of the “Moon-touched,” and communities treat them as dangerous outcasts.
They are tools of prophecy and agents of disruption—embraced in secret, exiled in public. Every throne covets their service, but no hearth welcomes their presence.
Operations
Tools
A Dreamscape Initiate’s kit is less a collection of tools than a lifeline—each item a tether to sanity, clarity, and survival. Novices rely on simple aids: silver chimes to enter trance, obsidian scrying bowls for focus, journals for recording fragile visions, and basic wards of salt, iron, and incense to shield their minds. These kits allow them to function, but barely.
Veterans, by contrast, wield instruments of rare power. A Dream-Shard—a crystal of condensed dream—serves as both focus and anchor. Resonance crystals, attuned to moons or leylines, refine their sight to specific moments. Protective gear includes drakemetal circlets to block intrusion and Soul-Anchors that call lost minds home. For deeper interpretation, some carry a celestial orrery to align visions with lunar movements, or a Book of Echoes, which imprints memories for others to relive.
These tools define the Initiate’s reach. Without them, dreamwalking is guesswork and suicide. With them, it is revelation.
Dangers & Hazards
A Dreamscape Initiate faces dangers unlike any other profession in Novendragos. Their battleground is the mind, and the threats they endure—both internal and external—are as insidious as they are devastating.
Internally, the dreamscape is a volatile realm of memory, emotion, and psychic predators. Dreamwalking can trigger violent psychic backlash, madness, or comas. Visions can leak into their consciousness, leaving them haunted by others’ traumas. The influence of the Azhra, entities of chaotic will, can corrupt their minds or twist their prophecies. Worst of all, repeated exposure to the dreamscape can erode an Initiate’s sense of self until they become little more than a vessel for the echoes they once explored.
Externally, Initiates are hunted for the truths they uncover. The Drakarchate and other powers see unsanctioned seers as destabilizing threats, while nobles, guilds, and syndicates seek to enslave them for their secrets. To the superstitious, they are cursed figures blamed for the very futures they reveal. And should one glimpse a perfect “Lucid Truth,” they become the most hunted soul in Novendragos, pursued by every faction desperate to control—or silence—what they now know.
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