On Operating in the Dream Realm

While in the dream realm, there are some things one should know. Mostly these are guidelines on what will or won't work in the dream realm.

First, one must know how you are entering the realm. There are multiple ways to do so, and what happens to you will vary.

Entering the dream realm proper.
The first is entering the dream realm proper, which requires going through a gate. Everyone entereing will need to be either a dreamwalker, holding onto a dreamwalker's cord, or have drunk a True Dream potion.

While in the dream realm in this state, the only spell effects that will work are Sleep, Silence, Icon of Will, and Final Death. Sleep will act like a Death spell; Silence will act like a Root spell. Icon and Final Death will act as normal.

Areth weapons will not work except to block weapons of dream realm creatures (typically these are nightmares). The weapons of nightmares will do damage, but maiming limbs, slaying opponents, etc, will not work for either dreamers or nightmares.

Poison, traps, etc, have no effect.

Entering a dream room.
A dream room exists in the dream realm. To enter usually requires going through a gate. Dream rooms are unusual in that they are the manifestation of a dreamwalker's will in the dream realm, and as such, operate under rules that the dreamwalker dictates.

Usually this means that one needs to be on a dreamcord (or simply hold hands) in order to enter or exit, but once inside, can move about freely.

Spell and skill effects usually follow the same rules as being in the dream realm proper.

Dream/Areth mergings.
Mergings are simply that: a space has both Areth and the dream realm co-existing in the same space. In a merging, one takes effects as if you were in your native realm. Thus, a nightmare casting Sleep spells on you will send you to sleep; the reverse will kill the nightmare. Of course, sometimes nightmares cast Death spells, which would not normally affect you in the dream realm, whereas they are lethal in a merging.

Fortunately, in a merging, since one is acting as if they are still on Areth, one can re-cast a Spell Shield.

Closing remarks.
It should be stressed that regardless of how one enters the dream realm, one should be advised that danger is always omnipresent. Entering the dream realm should only be done with caution.

  By my hand this 50th day of Ash, 1605.

 

 

 

Hans Zim
Sondershausen Expedition
Alhadim