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Sodder ([personal profile] sodder) wrote in [community profile] deeringtonpost2019-07-11 11:17 pm
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Dream Gifts




DREAM GIFTS









This page details unique dream items that characters can gain throughout various events in the game. As events change Deerington, certain abilities of the items might change as well. Abilities of items will never lose any previously stated effects: they will only ever grow stronger or grow additional abilities. This page will always be updated to reflect any change to any of the items.

Additional items may be added during the introduction of events. All major dream items that can be accessed by the entire game will be documented here.

This page was first made during the July 2019 event when Sodder infused the game with more of her power. Anyone who can trace power will be able to determine that the energy found within the Blessings Basket and towards the mountain is similar to the power surrounding these items.










DREAM GUIDE / SUMMONING WHISTLE


Summary


Originally introduced in the August 2018 event, the dream guides manifest from your character as an animal representation of that character's soul/whole being. The dream guides were greatly strengthened in power during the July 2019 event and allowed to have greater ability and presence in the game.

Characters can gain dream guides by going to the Great Sleep or potentially other events where they might be able to find a dream guide of their own.

In order to summon your dream guide to you, you must blow on the summoning whistle. Dream guides will not just appear out of the blue to help you: you must call them.


Extended Information


Dream guides originally manifest as a bright light following an odd tingling in a character's tattoo. They eventually take the glowing shape of an animal.



SUMMONING WHISTLE

A whistle made from an antler. This is gifted to Sleepers who choose to go to the Great Sleep. It may also be gifted in future events.

This whistle has the same image of your character's tattoo carved somewhere into the whistle- and even if it is overly complex in design, it seems like it has been replicated perfectly on the whistle.

The whistle is, of course, indestructible, but you can lose it. Thankfully you can replace it by waking back up in the Great Sleep or waiting around for an another event to get a new one.

When you blow onto this whistle, the sound it makes is whatever call your dream guide would have. So if it's a wolf, it'll howl, and if it's a koala, it will make that haunting bellowing noise, and if it's a pig, it'll ...oink really loudly? If the animal in question doesn't really make a noise, the whistle will make the noise of its environment- water, wind- whatever it may be. You might have to whistle a few times, but after a while, your tattoo will begin to tingle and you'll know you'll soon be joined by your dream guide.

You can summon your dream guide in any version of Deerington or in the Great Sleep. You must be able to blow on the whistle for at least 15-30 seconds in order for the call to properly and fully work, so you might want to do it where it's safe.

It used to be that you needed a dream catcher to summon a dream guide, but now you can only use the summoning whistle. Characters cannot make their own version of the summoning whistle: it must be gifted to them directly from Sodder through the Great Sleep or an event in game.





DREAM GUIDE

When a dream guide first manifests, it is as a billowing light form and if you choose to touch the dream guide in this stage, it will just feel like mist. Originally, dream guides only served as a beacon of light in a dark world, but after Sodder was able to give Sleepers more power, the dream guide themselves have transformed greatly in what they can be and what they can do.

After they remain in their light form for a few minutes, they become solid animals with a faint golden glimmer in their eyes and a faint golden glow around their whole bodies- that is the only way to identify them as a dream guide and not an ordinary animal at a glance. Wherever they walk, they leave pale blue misty tracks that vanish after a couple of seconds or if you walk through them. You can touch these dream guides and they will feel warm and real as any other animal out there, but of course, they're a little more than just a pretty, glowing animal. The light from their trails/foot steps and the faint light from their bodies can be seen in any dark even in magical darkness or event-inspired blackouts.



Meet your dream guide. They are a representation of a character's most vulnerable and honest characteristics. The parts of the character that the character doesn't show the most, yet the parts that arguably make up one of the strongest parts of your character.

Dream guides can speak telepathically with characters, but dream guides will be tempted to communicate almost solely with the character they are connected with. They might also communicate with close/trusted CR.

Their voices are genderless and soft, and they often speak in a way that reflects character's personal feelings- even if they are feelings that the character personally would rather not acknowledge or even outright deny. Your character can either name their dream guide, or the dream guide can present them with a name. The dream guide will accept either.

The Details


→ Dream guides can manifest as any animal in current earth existence. Unfortunately that means no mythological or extinct animals. Dream guides that are underwater creatures can still manifest. They will "swim" in the air around your character. Your dream guide must fit the usual parameters of size for the game. Meaning if your character has a blue whale dream guide, you'll just have to shrink it down to fit the setting.

→ Dream guides have slightly enhanced versions of the abilities of the animal that they represent. Meaning if your dream guide is a poisonous snake, then it has that poison but it can work on dream monsters too. Or if your dream guide is a horse, it can carry you and five other people and run at twice the speed of a regular horse.

→ Since characters develop and change, so can your dream guide. You do not need mod approval to change your dream guide's shape. Maybe your character originally gets a dog dream guide but then the next time they summon it, it's a starfish. Dream guides do not change form while around their characters: you must resummon them to get that different form. It will be a surprise to the character as the dream guides do not control or make these changes consciously.

Changing form only coincides with your character changing and only if you want it to! The dream guide will most likely stay the same form for a very long time and change in form is uncommon but it is possible.

→ Dream guides technically do not die. They can be injured and if they are injured enough, they will vanish into a cloud of golden dust and rush back into your character through their tattoo. You must wait 24 hours before summoning them again, and by then, they will be completely healed and new. You can technically heal them with magic or magical items found in game/your canon if you are able.

→ Dream guides can be around a character indefinitely in the Great Sleep unless they are poofed out of existence through some "fatal" injury.

→ In Deerington, a dream guide will turn to golden dust after being around a character for 48 hours max. However, unlike with an injured dream guide, you can summon them again in 5 hours.

You can request at the Summoning Stones for your dream guide to be permanent. It will require a ritual from your character to accomplish.

→ Touching a dream guide is now possible: they are softer than a regular animal would be, and touching your own feels extremely natural and right. Touching another person's dream guide feels intimate to the point where you might feel deeply uncomfortable or downright offended at someone touching your dream guide without permission or if it is coming from a total stranger. Hell, you might even be inclined to hit someone for it.

Touching someone else's dream guide that you're close with might feel nice though, it might feel like you're bonding with them in a new, different way.

→ Dream guides are extremely protective of the character they are connected to. If the character is attacked, the dream guide will automatically jump in to fight. Dream guides can fight in various ways, whether using their intelligence or brute strength, speed or flight, they will do what they can to help your character in a fight.

Since they have a telepathic and empathetic link with your character, they are also capable of knowing exactly when to move or how to move without your character necessarily telling them to. They also seem to have some degree of foresight or good instinct, because they can also help prevent characters from falling to death or stepping on a landmine or other such potentially dangerous things. That isn't a constant sure thing, but dream guides are experts at navigating the dreamscape of Deerington and the Great Sleep.



DREAM CATCHER




Enjoy your dream catcher. These were originally introduced in the June 2018 event. Since the July 2019 event, Sodder has given dream catchers more power.

Characters can get dream catchers by visiting the Great Sleep or through a game event. Once a character has a dream catcher, they will have that same dream catcher for as long as they are in game.

Dream catchers are completely indestructible and light as a feather. You can lose them, but they will always reappear either in the antlers of the deer or your Blessings Basket. Your character's dream catcher will always look the same and remain the same. Every dream catcher is unique but every base is made out of antler. Some dream catchers might have metal accents or feathers, and the string patterns on all of them are different. Some have colored string, while others have white silk or even spiderweb. The interpretation is up to you!

The dream catcher can be used in every version of Deerington and the Great Sleep.

The Power of a Dream Catcher


Dream Catchers in Deerington: Anyone who obtains the dream catcher and thinks to put it above their bed will discover that any dreams they have will be exceptionally lucid. The dreams will appear to be edged in a strange, faltering light, and the dream catchers may cause sleepwalking. It will also feel a bit like you can hear voices of people you know from home through a thick fog going on in a constant stream throughout the backdrop of all your dreams- though no specific words can be understood.

Dream Catchers in the Great Sleep: No matter the woven pattern of the dream catcher your character owns, a distinct pattern of light will appear in the dream catcher. It looks a bit like a maze at first, but after a while, you realize it serves as a bit of a map. Some of the lines on the dream catcher are bright, while others are dark. The pattern of lines will change every time your character wakes up in the Great Sleep to explore it anew.

How the Dream Catcher Gets You In & Out of the Great Sleep


Whenever characters have a dream catcher, all they need to do is hold it and state that they want to go to the Great Sleep. Careful though: the moment you say this, everything that happens after will happen fast so it's usually a good idea to make sure you're already laying down.

The dream catcher will glow golden, and a fine golden dust will burst out of it and straight into your eyes. It's completely painless, and almost as soon as it happens, you're fast asleep and waking up in the Great Sleep.

Anyone who is in the Great Sleep, their body back in Deerington will be glowing a soft gold, and a fine golden sand will be floating over their body. The dream catcher they used will be suspended above them, swinging around and around. Different strings will light up on the dream catcher to vaguely show where the character is moving in the Great Sleep.

To get from the Great Sleep and back to Deerington, you can die or you can pick up your dream catcher and ask, in any way, to be brought back to Deerington (whether it's a "bring me back home" or "get me the fuck out of here!").

This time it is you who glows gold, not the dream catcher, and your body will vanish into sand and be sucked back into the dream catcher (not that you will feel or see any of this- but someone watching you would!) and you will then wake up wherever you had fallen asleep. Pretty neat huh!




DREAM WEAPONS


This is the only weapon you can have in The Great Sleep -and it might be the only weapon you need. This weapon is a perfect antler-replica of whatever your favorite weapon of choosing may be whether it is a gun, bow and arrow, knife, sword, etc. If your regular weapon is too big to fit in the web of the antlers then it will hover above the deer. Ammunition for guns or bow/arrow sets will seem to be infinite in the Great Sleep. Dream weapons can also be functional replicas of magical items such as wands or staffs, able to cast the same spells/magic that could be cast back in Deerington.

These weapons cannot be taken out of the Great Sleep, but they will always be available to characters who venture into the Great Sleep. They are the exact right weight for each character using them and indestructible, but you can lose them. You would have to wake up and come back to the Great Sleep in order to find them once more in the antlers and start your journey all over again. What a pain. But at least it's consistent.

Dream weapons can only be used by the character they were made for or if said character gives another character permission to use their weapon.

If a character doesn't receive any sort of allowance to use someone else's dream weapon, the dream weapon will be a dud in their hands: the bullets won't fire, the blades won't cut, etc.

Permission can be as simple as willingly just handing someone your dream weapon- it doesn't have to be formal permission.

As of right now, this particular dream weapon can only be accessed and used in The Great Sleep. Characters cannot request for this specific in their rewards.

The weapon will always be the same when they go to the Great Sleep.




DRACHMA


Characters can gain drachma by going to the Great Sleep and waking up with one drachma on each of their eyes. There may be events where drachma can be earned through completing certain tasks.

This isn't regular Greek drachma. It is Sodder-craft drachma. Imprinted on the coin is a pressed image of a deer.

When you first get drachma they are dull and lusterless. They feel heavy and warm in your palm, and yet, somehow, hollow. You might want to keep hold of them! If you lose them, you lose them forever, but you can gain more through the Great Sleep or special events or reward points. You can save up drachma as well, having dozens. Pretty neat coin collection!

And the best part is you can bring drachma in and out of the Great Sleep.

Of course, there's always more than meets the eye when it comes to Deerington.

The drachma are, at a glance, completely without ability. Even people with abilities to sense power or magic will find that the original drachma has nothing to pick up on. It'd be easy for characters to absently think nothing of them.

Yet if you travel to the different pathways, you will find that the drachma you carry directly on your person will slowly begin to glow a brighter gold. On your first pathway, they will look like someone had just polished them, and you might be able to feel a hum of energy. On the second pathway, it'll glow brighter, and by the third, it will be as bright as a shining beam of light and absolutely throbbing with energy. It can't be determined if it's magical energy or not.

You must travel to three pathways in the Great Sleep to infuse power into one drachma. That means if you have two drachma, you would have to go to six pathways to power both of them fully. The same applies accordingly to more drachma.

Alternatively, you can summon activated drachma at the Summoning Stones..

Power may be infused to the drachma by future events as well.