(Warning: all the text by Matthew is here, but I'll soon improve the presentation for this page). *** The Dream, sourcebook for Kult RPG, by Matthew *** --- Into the Dream --- Note: Parts of the dream sourcebook are taken WORD FOR WORD from the rulebooks; my intention in doing this is that people shouldn't have to search through multiple sources in order to have a complete picture. - Matthew The realm of dreams is a universe of its own. In dreams, we can be and do other things than in real life. The laws of physics don't apply there, time and space lose their meaning. But dreams can also meet our world and affect it. The realm of dreams is not a separate world, independent of reality. We create our own dreams, they rise from our unconscious selves. Forgotten people and events appear there, sometimes without being recognized. But all times and places in dreams have a direct relation to ourselves. In dreams, we meet things from our previous existences. Dreams can affect our world. We can create beings in dreams which step out into reality. We can grow in strength and power there, and then enter real life wearing our dreamed selves. We can change things in dreams, and thereby alter reality. -- The World of Dreams -- It is not normally possible to control what happens in your dreams. The Gamemaster decides this. The dreamed world can be more or less like your usual environment, and it is always influenced by your thoughts and your personality. A dreamer with low mental balance makes a darker, more dangerous dream world than someone with a high balance. Several people can have the same dream. Nobody knows exactly how this happens. Perhaps it has something to do with telepathic contact. They create the dream together, so that it is affected by all their personalities. The story of the campaign must determine what happens in the dream. Sometimes a dream may be far from reality, with flowing colors, weird perspectives, and a warped sense of time. Other times, it may be realistic and close to the waking world of the characters. If they are going to spend a long time in the dream, perhaps a whole game session, it is best to make it realistic because that makes it easier for the players to visualize and act in. - Time in Dreams - Dreams are beyond time. Skillful dreamers can control time in their dreams so that it runs faster or slower than normal. But most of the time, the Gamemaster decides what time is like in the dreams. Usually, it is parallel to time in the physical world so that an hour of real time is an hour in the dream. There may, however, be vast differences sometimes. An hour in the dream may be equal to a year of real time, or vice versa. It all depends on what the Gamemaster has in mind. - Dreams and Reality - A skillful dreamer can influence the waking world by opening portals or by hurting someone in a dream so that the physical body of that person is also injured. But there are other ways to let dreams work on reality. Characters may find clues in a dream, which can be used to solve a problem in real life. Perhaps the clues are deeply buried memories from earlier lives, or things they will find out in the future. Dreams aren't concerned with time or space. Precognitive dreams are such where the dreamer experiences something that will happen in the future. For a moment, he is able to see through the lie that time really is. It is not possible, not even for masters of dreaming, to intentionally summon true prcognitive dreams. Such experiences come of their own accord (when the Gamemaster needs them). The dreamer doesn't know if the precognition is a true prophecy until the event really happens. Messages can arrive in dreams from skilled dreamers and from creatures outside the normal world. Dreams are a way of seeing through the illusions and meeting characters from the other side. Characters can affect reality in their dreams, e.g. destroy a dangerous object which is the also destroyed in reality, or set someone free whose dream self is imprisoned, so that he can return to his physical body and wake up. Nothing stops dreamers from trying to affect reality, even if their score in the Art of Dreaming is low. The difference to skilled dreamers is that the amateur doesn't know whether his efforts have any effect or whether he is out on a wild goose chase. Sometimes, dreams and reality flow into each other so that we cannot tell them apart. This happens when a dreamer, consciously or not, has opened a wide portal between dream and "reality." The effect is similar to what happens when the illusions fade away in our world. Anything can happen. Everything flows. Strange creatures appear. But when the illusions crumble, we see into another world which (at least we think) is really there. When a dream merges with reality, it is because there is a person who is changing the world around us. The changes depend totally on the dreamer. If he or she is awakened, the disturbances go away. --- Dream Princes --- The eight dream princes and princesses are the most powerful of all dreamers. They have existed entirely in dreams for ages, and have built themselves empires of dream worlds. Their dreaming scores are 100 or more, and they are also masters of dream magic with almost as high scores. Many of the Wanderers have become servants of the dream princes, more or less voluntarily. The realms of the dream princes lie close to Vortex, where it is easy to create new dreams from the chaotic torrent of images. The eight principalities extend from the chaotic center toward those parts of the dream worlds closest to our reality, and they have an inner logic and meaning. Each of them consists of hundreds of dreams that flow into each other. The proximity to Vortex has affected the dream princes. All of them have become more or less insane from living in the chaotic border areas. Perhaps, a long time ago, their realms were fantastic and beautiful. Now, they consist more and more of twisted nightmares and insane hallucinations. The dream princes are involved in a long and bitter struggle for power over Vortex. Anyone who controls the source of dreams has power over all the dream worlds. No one has managed to control Vortex, but all fear that someone else will make himself master of dreams. thus, they always struggle and attempt to cut off each others' channels to Vortex. Madness has made them paranoid and unable to trust each other. If they can, they always try to damage each others' dream worlds. All the dream princes have connections in our world. Some of the stle between them is fought with human chessmen in the waking world. The dream princes can enter our world when they please, but it is uncommon that they do so. More often, they send their servants who may be wanderers or ordinary dreamers. There are permanent portals between the waking world and the realms of the dream princes in some places. - Hammad al-Sufi - The oldest dream prince, Hammad al-Sufi, has created worlds of stone, worlds of glass; nightmares follow his commands. No one knows how old Hammad al-Sufi is. He was the first dream prince. He himself claims to have entered the world of dreams in the same year that Noah was saved from the flood in his Ark. His dream realm is the largest of all. It stretches from absolute dissolution near vortex to a point where it almost merges with the waking world. In some places, notably a few blocks in Baghdad and Basra, al-Sufi has managed to merge his world completely with ours. Other dream princes fear that he may extend his influence over a larger part of the waking reality. Hammad al-Sufi himself dwells in an old rock city near Vortex. Ichthyrians hunt the narrow alleys that perpetually change and twist. The bodies of dead dreamers lie all over the ground and hang from the walls. Through narrow window slits, one can glimpse the veiled servants of al-Sufi, powerful wanderers who are as crazy as he is. In a rock chamber near a dried-up well sit al-Sufi and his followers, mumbling insane rhymes and incantations. Hammad al-Sufi has a score of 350 in the Art of Dreaming and 140 in the Lore of Dreams. he knows all dream spells to 50 and has several spells of his own. Shadrach, Meshach, and Abednego - The Triple Assassin of Hammad al-Sufi These three veiled killers are joined at the right hand; they walk in an endless rotation, face forwards. In their joined hands a wicked dagger gleams, completing two snaky curves. The Triple Assassin exists for a single purpose: to kill any potential Loci, before any worlds are destroyed. Hammad al-Sufi enters their razor-quiet domain only once in a generation. Understanding his presence, Shadrach, Meshach, and Abednego rip apart their joined hands, and commence to hunt the potential Locus. All three are silent, and all three have mastered the deadliest, most secret martial arts. There are cults in India and the Middle East, factions among the Hashishins, who worship the Triple Assassin as a god. The most fanatical among these may be granted a vision or a calling, demanding their aid in the capture of the Locus. There are three of them, identical veiled mysteries with one hand useless and torn open, in identical killing silences. They choose to capture the Locus, and execute her in a ritual manner, walking around her--when their hands join, they heal together, and the deadly dagger sweeps down from their joined hands. - Deride Aristides - Her dreams come to us from the 24th century, a claustrophobic future pressing back to the past of our dreams. Deride Aristides Aristides will be born in the 24th century, three hundred years into our future. But her dream worlds extend far back in time from when she will be born. Her worlds are influenced by her own native time. They are overpopulated, dirty city environments, rundown space stations and ship interiors which merge with each other. They are weird fantasies of cyberspace where people in the form of computer programs move in the darkness between systems. The dream worlds of Aristides are those that most resemble Metropolis and our large cities. This has made it possible for her to open portals from her realm into Metropolis. There are also portals to her world in Tokyo, Los Angeles, and in several space installations in our future. Aristides lives in a control room in the desolate remains of a space station near Vortex. Her servants, insane half-mechanical creatures, wander the corridors and shoot anything that moves. Her score in the Art of Dreaming is 200, and in the Lore of Dreams she has 80, with all spells to 40. - Aaron Greenberg - Insanely orderly dreamworlds, filled with endless repetition and alien bureaucracy. Aaron Greenberg Greenberg's dream worlds are the least chaotic of the dream princes' realms. He desires to bring order and meaning to the dream worlds, to make them more like our waking reality. In order to accomplish this, he moves physical people into his world. Thousands have been captured and willy-nilly transported to Greenberg's worlds. His dream realms are meticulously well-ordered places, full of nightmarish bureaucracy, pointless rules, and armies of guards and policemen who watch over the dreamers. Corridors and offices with clerks and administrators fill whole worlds. Other worlds are copies of middle-class, suburban residential areas with thousands of split-levels stretching endlessly toward the horizon. Some world are endless prisons with millions of identical cells. Greenberg likes to repeat patterns indefinitely. He has even reproduced people and populated dream worlds with thousands of copies of the same person. Greenberg's score in the Art of Dreaming is 180, and his score in the Lore of Dreams is 90, with all spells to 40. For one of the 20th century dream princes (the 'order and repetition' one), it sounds like Franz Kafka, George Orwell and G.K. Chesterton ("The Man Who Was Thursday") might be interesting. - Friedrich Koepfel - An occultist builds his shrine to the occult in the lands of sleep; walk into a Tarot card.... Friedrich Koepfel Koepfel began creating his dream worlds in the seventeenth century, when he was court alchemist to the Duke of Thuringen. He is probably the most skillful dream magician in the world. His dream worlds are formed in magical and alchemical traditions. They contain temples and subterranean halls for occult initiations, magical objects and huge libraries full of old manuscripts that Koepfel has brought into the dream world from our reality. Everything is woven with spells and magic. There are curses everywhere, ready to strike the careless. The dead come to life. The living are trapped in the borderland between life and death. Portals are opened to Metropolis, Inferno, and to other dream worlds. A dreamer without knowledge of magic can get in serious trouble in Koepfel's dream worlds. Koepfel himself resides in a citadel which imitates those of the Archons, close to Vortex. Here, he creates morbid spells and attempts to exert his power over other dream worlds and into our world. Koepfel has a score of 200 in the Art of Dreaming and 200 in the Lore of Dreams, with all spells to 70. He also has a score of 75 in all other magic lores, with all spells to 30. - Nikolai Makarov - Church-bells and crying statues abound in the dreams of this 16th century monk; sometimes Binah incorporates this easy tool in her plans. Nikolai Makarov Makarov was a monk in the Russian Orthodox Church in the 16th century. He was a dreamer already in childhood, and entered the realm of dream permanently at age 40. But Makarov has never abandoned his Christian faith. He regards himself as a champion of God, and seeks to tame Vortex in order to cleanse men's souls of sin. Makarov's dream worlds are colored by the symbolism of his church. They contain burning hells, majestic cathedrals, and vast monasteries. Some dreams are full of dim church interiors with beautiful icons, incense and whole labyrinths of altars, candlesticks and chapels. Those who enter his worlds are constantly reminded of the victory of Christ and the need to worship him by purging oneself of all earthly desires. Makarov himself usually dwells in a monastery near Vortex. Time there passes with infinite slowness, corridors twist and change. There are permanent portals to Makarov's worlds in the Kremlin, in the Holy Trinity Church in Istanbul, and in a basement that belonged to a now demolished convent in Prague. Nikolai Makarov has a score of 110 in the Art of Dreaming, and 50 in the Lore of Dreams, with all spells to 30. The legend of Boris and Gleb is almost endlessly re-enacted for spectators who weep to see the child-hero butchered. Connection with Binah Icons Raskolniki wine flows freely - Samara Nyeme - Her dreams are all African nightmares of cursed villages and cities with insane inhabitants, famine, disasters, and interminablecivil wars, dark gods who despoil everything in their path. Samara Nyeme If time is to be trusted, Nyeme is an ancient dream princess. Her worlds are thousands of years old. She has wandered between our world and the realm of dreams for millennia. She was born somewhere in Africa, and her dreams are all African nightmares of cursed villages and cities with insane inhabitants, famine, disasters, and interminable civil wars, dark gods who despoil everything in their path. Her worlds open in many places in Africa. Nyeme has no permanent abode; she always wanders between the worlds. Her score in dreaming is 250 and her skill score for the Lore of Dreams is 150 with all spells to 50. The enigmatic and powerful Madame Koto, witchy, plump as a mighty fruit, who runs the local bar, a place always undergoing fabulous mutations, where every day is a celebration, an affirmation of her legend. Prepared to sacrifice all to her burning ambition and subsequently becomes a little too involved with the local political thugs and the evil side of the spirit world. Has followers. If a character dies in this dreamworld, she just shows up in a different village Death?s house. Eight hours from the crossroads. No one on the road. Death tends a yam garden. A small rolling drum on the verandah, whose strings follow Death?s orders. Centuries-old skeletons. Burning bones as wood, using skulls as basins, plates, and tumblers. Offers guests a bed made with human bones, then enters late at night with a club to thrash out the guest?s head. The complete gentleman dazzles men and women who follow him, but all his body parts are rented from others. Bottom to top he disassembles himself as he walks through the endless forest, returning each piece to its rightful owner and paying a rental fee. Ultimately he is reduced to a skull, humming with a terrible voice. His house is an underground hole, where thousands of other skulls live, using large frogs as stools. They roll along the ground. They have a pit filled with magic cowries, which are the source of their power. They tie a rope with a magic cowry around the neck of prisoners; the cowry makes noise if they try to escape. The prisoner cannot speak or eat until the cowry is removed. There are two magical plants, one whose leaves, if eaten, restore the speech, the other whose leaves loosen the rope making the awful noise. A character?s thumb swells, then bursts; out comes a boy talking like a ten-year-old. Within the hour, he grows to more than three feet. He asks his mother if she knows his name, then his father; he identifies himself as "ZURRJIR," which he says means "son who would change himself into another thing very soon." ZURRJIR knows everything the characters know; he eats obscene quantities, leaving everyone else to starve. He?s physically powerful, able to beat dozens of people to death at once. He still considers the PCs his mother and father. He survives damage, just getting more burned and beat-up-looking. In the bush: wormlike white creatures with a smooth skin, a quarter of a mile long, with one mouth at the end. Travel in packs of around a hundred. Their flesh is clammy and cold. They try to rub up against people for warmth, while endlessly saying "coldcoldcoldcdolcdold." If the characters light a fire, the creatures will circle it and leave the PCs alone. A sign on the road says "Unreturnable-Heaven?s Town." Hundreds of crazed, violent people swarm the PCs, beating them. They are brought before the king, who orders that their heads be shaved. Using pieces of broken bottles, the townspeople shave the PCs? heads, then beat them some more. Holes are dug, and the characters are buried to their necks. They are flogged about the head some more, then an eagle flies overhead. The townspeople run away at this omen. Shortly after, it begins to rain, loosening the dirt around the characters. Song, Dance, and Drum are the personifications of music and dancing. The most contagious singing, the catchiest rhythm, a dance you just wanna be a part of. They wander around, attracting people to join them in celebration. Wraith-Island. Actually a benevolent place. A friendly town where everyone is starving. Weeds grow preternaturally fast here, to full size in a matter of minutes, so nothing they plant can grow. If the PCs investigate, they?ll find a tiny man without a name. The king had to give everyone a name, but this two-inch-tall man couldn?t attract the king?s attention, and so he was never named. He?s been making the weeds grow; if the king would only give him a name, he?ll stop making the weeds grow. A market filled with strange creatures. One creature, which looks like a shriveled purple jack-o?-lantern, is immortal; it will try to buy your death from you. He can pay up to eighty pounds for it. Should a character sell, he or she will gain an extra hero point. The tree is stark white, with a pair of human hands extruding from it. The hands beckon the characters to come in. If the characters climb into the tree, they?ll realize that they?re in a big house, in a big beautiful town. A woman named Faithful-Mother will come and take care of the PCs. Abiku, or spirit-children, are ghosts in Nyeme's dream who are always being reborn. They consider life much too painful, and make a pact to die as soon as they can if they get born. Cats can talk. - Nicolette Pasteur - From a sickbed, Pasteur dreamed this universe of feverish despair, from a child's eyes. Nicolette Pasteur Pasteur was born in Paris at the end of the 18th century. She was bedridden from birth and suffered from a painful nerve disease that gave her horrible hallucinations and nightmares. Pasteur's dream worlds are paranoid places where the ground, the houses, objects, and creatures are all out to get you. Nothing is steady or reliable. The ground vanishes under your feet, trees tear you to pieces, walls grow arms that grab you. All of Pasteur's dream worlds, even those nearest to our reality, are fragmentary and chaotic. There are no permanent gates into her worlds, but portals can open anywhere at any time. Pasteur herself is close to Vortex, at the center of her own paranoid creations. She lies abed in an 18th century room, identical to the one she occupied during her earhtly life. She never leaves this room. - Caren Birchlime - Nightmarish, drug-sodden visions from the youngest of the dream princes. Caren Birchlime Caren Birchlime is the youngest of the dream princes. She was born in Manchester in the 1950s. In the 70s she worked as a chemistry engineer in London, specializing in hallucinogenic drugs and tranquilizers. She was very interested in how drugs affect our dreams. That was how she learned the Art of Dreaming. With the aid of drugs, she progressed much faster than anyone before her. In only a couple of years, she had built hundreds of dream worlds. But the drugs had unforeseen side effects. Birchlime lacked other dreamers' natural caution near Vortex. She created dream worlds closer to chaos than anyone had done before. And she lost her sanity quicker than any of the other dream princes. Birchlime's dream worlds haven't slowly been deformed; they were dark nightmares from the very beginning. Into them she lures her victims, to kill them slowly or drive them insane. Her dreamworlds are distorted images of the hospital where she performed her drug experiments. They contain sick rooms, operating theaters, morgues, autopsy rooms, padded cells and tunnels in an endless labyrinth. Here and there, these are intersected by other worlds created from Birchlime's memories: run-down residential blocks and schools from her childhood, echoing college halls, slum environments which had provided the people she experimented on. In a soiled room with tiled walls, near Vortex, chained to a bed and constantly drugged, lies Birchlime herself. From there, she creates and reshapes her dream worlds. Birchlime has an ability to find people with weak minds and lure them into her dreams, where they are slowly bereft of their minds, or killed. She lets her servants, impersonal Wanderers in white frocks armed with surgical instruments, hunt and kill her victims. In rare cases, she may leave her bed and go after a victim herself. She prefers driving people mad to killing them. When they have lost their senses, she can bind them in her world and make them her servants. She possesses drugs which can be given to the dreamed self to prevent it from waking up. The dreamer is bound to the dream world, and within 2d10 days his sleeping body will die unless it receives medical care. Birchlime's dream worlds are open to all hospitals and institutions. There are permanent portals from those hospitals in Manchester and London where she used to work before she disappeared into dreams for good. Caren Birchlime is a short woman about thirty years old, with short red hair and glasses. She wears a white hospital frock and has marks from hypodermic needles at her elbows. Her pupils are always enlarged and her eyes bloodshot. When she hunts through dream worlds, she assumes the shape of a large, gaunt dog with no fur. Both forms have the same abilities. Kiff "Kiff" is a new drug Caren Birchlime has introduced in the streets of Miami, via a dreamer named Renee Deladier, a Haitian immigrant. Unlike most mind-altering drugs you smoke from a pipe (marijuana, hash, dmt) kiff is highly addictive. It brings darkness--not a fearsome darkness, but warm, wombing, wet, a comfort in darkness, world without end. After a while, however, all the positive, supportive feelings begin to disappear from the experience, and it becomes only more and more deeply oppressive. The use of Kiff actually attracts the wandering nightmare known as "The Living Darkness," and gives it ingress into the user's waking mind. After only a few months' using kiff, an addict has gone hopelessly insane, dying in a dry need or consumed by relentless, molesting shadow, Deladier herself seems immune to kiff's harsher effects. This is due to the fact that the nightmare has invaded every pathway of her mind, and its strange sentience controls her every movement. She has become a nightmare walking, and possesses monstrous, nightmarish powers, even in the real world. Just by touching someone, she can physically pull her or him into the world of dreams, where the Living Darkness is ready to shroud them in a suffocating scream; and she can also bring the Darkness here, sending it pouring from her mouth, eyes, nose, and the twin spaces between her legs. She can produce a cloud of the Darkness large enough to cover a house, and in the morning the house will be gone. Deladier seems sane, most of the time--she'd have to, to run even a small drug cartel successfully--but incomprehensible thought processes shine behind her eyes, and an insane hunger to drown the world in darkness drives her. - Henchmen - Dreamers have nearly absolute power within their own dreams; this has led many ambitious dreamers to their doom. Overconfident, they make rash decisions that often have dire consequences. Many of the more mature dreamers, and all of the Dream Princes, have learned the value of an advisor who speaks her mind. Most often, these advisors were once human; they have little or no power of their own, and their lifeforce is tied to that of their dream master, thus ensuring their loyalty. --- Dream Landscapes --- -- Cartographies -- Vortex is the origin of all dream, the source that Jung called our "collective subconscious." From this place, we fetch the images of our dreams. No one knows what the Vortex really is; some believe that it existed before humanity, others say that it has been created by suppressed emotions that are imprisoned in this narrow reality. Vortex is a chaotic mix of images and feelings. It is a maelstrom where all our dreams, nightmares, and thoughts flow together and dissolve in nothing. To journey near Vortex is a sure way to lose one's sanity. No consciousness can handle the disorganized torrent of emotions and impressions which is mixed there. Only the mentally very strong can go near Vortex. But Vortex is also a source of power. The mightiest dreams are created there. Those who are able to approach it can create great worlds of dreams. Ichthyrians and psyphagi dwell there and enter even those chaotic places where no man or woman can go. When your dream becomes twisted and nonsensical, you are approaching Vortex. What was originally an image of your waking world, or of memories from your past, is distorted so that colors, angles, and perspectives look like nothing from conscious reality. The creatures that dwell close to Vortex. What was originally an image of your waking world, or of memories from your past, is distorted so that colors, angles, and perspectives look like nothing from conscious reality. The creatures that dwell close to Vortex are rarely three-dimensional, more commonly two or five. In dreams we can see multi-dimensional things, even though we are unable to visualize what they looked like when we wake up. Near Vortex, different dreams merge. No dream lasts for more than a moment. New scenes constantly appear. Creatures change shape, disappear or appear. Time goes haywire. If you get so close to Vortex as a human can get without going mad, you are surrounded by a cacophony of impressions which all seem to relate to something you cannot quite remember. You desperately want to put them together into something that makes sense, but all cohesion is dissolved as quickly as it is formed. If you get too close, you lose yourself. Your identity comes apart, you die or become insane. -- Dreamsnuff -- Three dreamers began it, in the late sixties. They began to abduct the dreamselves of models, dancers, and actresses, bringing them to a pair of dreamworlds where they would be raped, tortured, mutilated, and killed, for the sadistic pleasure of their masters. The women would live on without their dreamselves, but the spark that made them human would be gone. Instead of aspiring to the role of Antigone, a young actress would find herself shooting heroin in dark corners or selling her body cheap to all takers, as part of an effort to soothe her wound, her constant sense of there being something missing. Allen Turgow runs an acting agency in Hollywood; Pierre Moirane a school for modern dance in Salzburg; and William Templer a modeling agency in London. When they meet a woman they consider appropriate--beautiful enough, vulnerable enough, helpless enough--they leave a mark on her dreamself that will allow them to track her down in the dreamworld. The girls usually put up no fight. Turgow, Moirane, and Templer have been creating a virtual-reality system that would allow clients to pay a large sum for the opportunity to torture and kill the dreams of these beautiful dreamers. It's not operational yet, but a number of corporations want in on the action. There are three dream-worlds in this snuff operation, Camp SS5, the Inquisition, and the Volcanic Island of the Cannibals. In addition, there are the viewing chambers, from which the three dream masters observe the carnage. Camp SS5 is a vast, Nazi-style realm where young women are tortured and abused. Women arrive in crates, as the cargo of a black train, hundreds of women at a time. They are promptly stripped, shaved, and showered, and then given a demonstration of authority with electric prods. They are sent to one of three destinations: the Lab, where doctors perform experimental surgery, uterus transplants with animals, and test the limits of the pain threshold with flames, blades, and electricity; the Torturers, under the guidance of black-leather lesbian dom Madame Eva, who subject them to electroshock, whippings, beatings, wire suspension, verbal dominance, and forcing them to have sex with animals; or to the Barracks, where they are mass-raped by vicious soldiers, beaten savagely, and sent to die in gas chambers or vats of boiling oil. Every now and then, some women escape from the Torturers, taking Madame Eva hostage; the escapees are unaware that this is just part of the dream script, that Madame Eva is there only so she can get her comeuppance, only so the superiority of men over women can be reinforced as the men of SS5 quickly recapture the escapees and rape them before returning them to their tortures. In the realm known as "the Inquisition," women are tried as witches. They are asked to confess, placed on stretching racks, subjected to the thumbscrews, burned with hot pokers, burnings at the stake, tested to see if they can sit in boiling water, and their breasts are crushed in breast presses. If they aren't burned at the stake, they're given over to the care of sadistic lesbian nuns who keep them in a dungeon, brand them, cut off their nipples, until the nuns crucify them and brutally sacrifice them to the devil. Throughout all this, the wome's torturers lecture the women about purity and virtue, accusing the women of sin. The women argue, but they argue against a pointless, circular logic. gut-munching, bloody traps, limbs sawn off, rodentsat the vagina, meals of shit, mutilations, hooks thru breasts, skinning, flaying, breasts ripped off and eaten dartboard, poker chips, table. -- Alcheringa, or the Dreamtime -- Thuwathu and Minyindagarr The Rainbow Serpent and the Suffering Man Thuwathu and Minyindagarr together are one of the Living Gods, a giant two-headed sea turtle. They?ve been sleeping in Gaia at the bottom of the sea for millions of years; Australia is their dream. Each struggles for dominance against the other, Thuwathu trying to bring Metropolis to their dream, Minyindagarr trying to bring Gaia. There are places--physical locations--where the conflicting dreams of this double power clash with such intensity that the reality can be physically dangerous. These are known among the Aborigines as "Sacred Story Places," and only someone who has been assimilated into the landscape can enter without causing meteorological disturbances. Minyindagarr created sacred bonds with the early Aboriginals of Australia--the Ancestral Beings of the Kaiadilt, Yangkaal, and the Lardil. He bound them to the land of the Dreamtime, so they would always keep it at the threshold of Gaia, and so they would always be reborn as the protectorate of the natural world. Thuwathu, seeking allies, reached out of their own dreamworld and found them: Europe?s lictors, who agreed to send their countries? lepers, madmen, and criminals to Australia. People who come to Australia often fall ill, as neither head recognizes them and so they send out a kind of psychic antibody to repel them. Thuwathu will accept anyone who stays in the cities long enough, but to be accepted in the outback one needs to re-enact the sacred rituals that bound the Ancestral Beings to Minyindagarr. No other dreamworlds can be accessed through Australia; someone who tries will find themselves floating above a surreal simulacrum of the continent, where the sky is an infinite, breathable ocean, and they are staring in the immense shut eyes of Thuwathu or Minyindagarr. --- Dream stories --- Teeth of Your Dreams Malkuth wants to destroy Nahemoth, the Defiled World, the Death Angel who personifies despair, dissolution, stasis, apathy. She has set a plan in motion: she will force his citadel to incarnate inside the illusion, and then destroy it, thus killing him. His incarnate will be a building. Its architecture must be perfect, its inhabitants must follow certain specifications. The building needs to be a manifestation of despair in our world, a tenement where all the tenants gradually succumb to a totally dispirited state. Once every tenant has given up hope, the building will work as an incarnation of her enemy, and she will destroy it and him in the process. She's already been working on this for decades; there is a tenement in Detroit that corresponds, somehow, to Nahemoth's true proportions. To walk through the shadow of this building is to wonder what the purpose of your life could be.... inside, rats roam freely over the tenants, who just don't care. They just don't care that they are hungry, or have open wounds; they can't be bothered to walk across the room to defacate, so they just sprawl in heaps of their own excrement, while bacteria infect their sores. It's almost perfect. Only one thing is preventing it from being Nahemoth's incarnation: Don Fornshell, one of the tenants, has gone into a stupefied waking-dream, where he roams innocently through a beautiful, silly, Oz-like fantasy world.... This fantasy world actually exists; if it didn't, she'd just wait for him to succumb; but as it is this man is an inhabitant of two worlds. This dream-world is over fifty years old. It was created by a child who was a gifted dreamer and an inmate at Theriesenstadt, the childrens' concentration camp. Its creator is still alive, writing childrens' books, and living in solitude. Malkuth needs to destroy this dream-realm to complete her assassination of Nahemoth. So the Archon sends dream creatures to destroy this dreamland, to turn it into a bleak, despairing place as well. Entering the dream, they are shaped by the psyche of the original dreamer into his original nightmare: Nazis. Giant, fire-breathing Nazis. They run rampant over a land of fuzzy bunnies and talking rainbows. The PCs--who have never met outside of dreams--all used to daydream about this fantasy realm, when they were children. They all thought it was the product of their own imaginations. Now, years later, a PC wakes up in the middle of the night, realizing she is in the bed she used to sleep in, when she was a child. She notices: she really is a child, the child she used to be. Okay, this must be a dream. She has this intuition--no, this knowledge, really--that there's a secret passage in her closet. She opens the closet door, pushes out the back wall, descends a stone staircase that spirals down to a stream, where a rowboat is waiting for her, piloted by a very dapper walrus in a tuxedo, who sings operatic arias. The boat takes her to the fantasy land she inhabited as a child. All her old fantasy playmates are there, as well as all the PCs (as children), but they're worried. Something from another world is coming to destroy the land. All the children who used to dream of this place have been called here to save the world from the monster. What monster? The six, heavily armed, giant nightmare Nazis who breathe fire. But they are just children. When they wake, they don't put much credence in the rambling visions of their night; but the minions of the archon have begun to hunt them in their waking lives. They are followed; their phones tapped; approached by strangers. Everywhere there is a sense that they are being watched. The next night they go back into the dream world; they watch, in a magic pool, as Prince Hero, astride his white stallion, confronts the Nazis. Prince Hero is the noblest warrior of the realm. The Nazis shoot him and he dies. Over the next few days, the characters struggle desparately to understand what is happening to them. They see their childhood dreams devastated. They are hunted, at their jobs and at home, by some hireling thugs and a Skinwalker. If they're smart, they'll exchange information in the dream, and they'll be able to find each other in the "real" world. If they aren't smart, you can prod them. They can go on a quest, trying to figure out a way to defeat the Nazis in the dream world, but they are children up against some powerful obstacles. Every night they can try to complete some aspect of their dreamquest, and then the next day they go about their daily lives. Except... the servants of Malkuth are hunting them now, trying to find them and kill them. They might be approached by a hooker who has been possessed by Na'amah, a creature of Nahemoth who is identified with prostitution. Na'amah is almost powerless, and she will be destroyed with Nahemoth too, if his citadel is destroyed. Na'amah will possess a hooker, and give the characters obscure leads if they pay her. She eats the money, and a croaking voice comes out of her vagina, saying things like: "On that tree, the abortions kill from their fog of black fire," and "If he hadn't eaten pomegranate seeds in Detroit, then only children would dream the dreams of children." If the PCs track down the creator of the fantasy world--he has a Wizard of Oz role in the dream realm--they can find him in the real world, living in immense isolation, caught between painful memory and beautiful fantasy. If they don't do it quickly, Malkuth's servants will have killed him. If he's killed, the PCs might find his obituary in the paper, and read how this man, a concentration-camp survivor, had written children's books with some familiar characters. Either way, his house is full of portals to his dreams--a secret passage behind the bookcase, a door in the basement, etc. Through these passageways, the PCs can come into the dream world with their adult stats; they can bring guns, binoculars, and other equipment that should give them a fighting chance against the nightmare Nazis. The Nazis are emanations of six aborted foetuses, kept alive by scientists at one of Malkuth's dream-research labs, Thornber Laboratories in Detroit. Thornber Laboratories and the tenement are both owned by Watkiss Industries. If one of the Nazis is killed, we see it shrivel to fetal proportions, and an image hangs in the air for a moment: a fetus hung like fruit on a tree. If their efforts fail, the dream world will be destroyed, forever. They will come out of the dream standing in front of some strange building. Then the building will explode into flame, killing all the occupants--as well as Nahemoth, who doesn't even defend himself. Maybe the PCs are able to see through the Illusion long enough to see that it's a body burning, what looks like a young man in 19th century german garb, a _Sorrows of Young Werther_ type, burning, he looks like he's in pain but he doesn't even struggle. Nahemoth is dead long before the firetrucks arrive. Dozens of people are dead. It is declared to be arson, but the case is never solved. If they get there before the place is torched, they come in to a building that's halfway into Inferno already.... If the players kill the nightmare Nazis or destroy the lab, or if they just go in and rescue the tenants of the building, the dream world survives, the building survives, the Death Angel of Despair survives, even if he doesn't care to. Somehow the PCs should learn what they've done--saved the life of Despair, and earned the enmity of one of the most powerful beings in the cosmos. NPCs Non-Dream NPCs * The Skin Walker An assassin in Malkuth's service. The Skin Walker cuts people open, carves them out, then climbs into their skin. It's almost impossible to distinguish him from someone he's imitating, but glass always frosts over before he enters a room. His stats are only slightly above the norm, most of the time, although a fatal wound doesn't kill him, it only destroys the skin he's wearing. He slips out of the skin and stands exposed, shivering muscle and exposed bone. He can't survive too long without a skin, so he usually flees when his has been destroyed. The Skin Walker likes to have the advantage of surprise on his side. He likes to attack dressed in the skin of a loved one, or failing that, a cop or a child. He keeps his "masterpiece" in his lair, along with about fifteen spare skins. His "masterpiece" is a boa constrictor with twenty pairs of human arms and a shark's head, that he'll climb inside if cornered. It has a lot of handguns, and ambulates like a centipede. The only way characters would stand a chance is with Miss Cummins' help (see below), or with explosives and fire. The Skin Walker is informed of the characters' whereabouts by telephone; at the other end of the phone, someone has placed a kind of psychic "trace" on the characters, so for gaming purposes, the Skin Walker can always find the characters whenever the gaming feels slow. * Bryan Watkiss A wealthy, elderly, legless businessman who does whatever Malkuth's lictors tell him to. His assistant, Miss Cummins, is actually an azghoul. When he was a young man, he was involved in the occult; he and some of his friends tried to summon a demon, but they had the wrong name. The demon (azghoul, actually) showed up and began slaughtering them all. Watkiss panicked and began trying all the other names he could find, while climbing a ladder to escape. She reached up and tore his legs off, just as he finally found the right name: Krentzschapiutl. She's been his servant for four decades now, and made him rich, but he's terrified of what's really out there. When there's any hint of powers he considers "otherworldly," he instantly capitulates. Watkiss can be convinced to tell his story to PCs who seem curious. He might even give them some leads. If he does, the Skin Walker will kill him. * Miss Cummins (Krentzschapiutl) An azghoul in Watkiss' service. Does whatever he tells her to. If the Skin Walker kills Watkiss, Miss Cummins will join the characters in an effort to avenge Watkiss' death. Once the Skin Walker is dead, she'll return to Metropolis. (I include this, just because I can't see any other way the PCs would be able to stand a fighting chance against the Skin Walker in his "Masterpiece" skin.) * Death Magi Well, there have to be Death Magi performing the spell that would drag Nahemoth's Citadel from Inferno into the Illusion, but I haven't detailed them at all yet. Feel free to invent some Death Magi when you need them. * The Abortion Tree, wombed in a fog of black fire Six aborted fetuses attached to a machine, each inside a kind of jar that's pumped with amniotic fluids and strange drugs. They've grown to about the size of 18-month old babies. They are kept in Thornber Labs, in Detroit; four scientists work on the project, but it's rare for more than two to be with them at a given time. If PCs attack the lab, the abortions will sense the hostile intentions and force them into a dream, a waking dream of living in a lightless, burning endlessness. EGO rolls galore, to remember there way through the room, to take a step, to swing blindly at the jars or the delicate machinery that keeps them alive. * Pawel Antschel Holocaust survivor, Romanian jew, children's book author. His house in Ohio is a crossroads between the Illusion and Labrionalla, the dream world. A quiet, kindly, distant man. * Na'amah Inferno creature. Almost powerless. Na'amah wants to help the PCs, in order to save herself, but she needs to be paid. She speaks through prostitutes, but only when paid to do so, and even then what she says is often cryptic or paradoxical. * Don Fornshell An unemployed 20-something whose life has fallen apart. He lives in a hellish slum in Detroit, where he daydreams incessantly about Labrionalla. Labrionalla, the Dream World Pawel Antschel dreamed up the original country; since then, children have come in at all times, and added characters of their own imagining, and pop-culture appropriations from their time. So Labrionalla has a starting-point, where Antschel as a boy dreamed, and then it radiates in layers of time. A PC in her forties wouldn't remember a dream NPC who only showed up in the 1980s. Most of the characters in the dream are cute. But then again, most will die gruesome deaths. * Donnie Don Fornshell's dreamself, is a child in Labrionalla, just like the PCs. He works with them, behaves like them, but he no longer can understand what they mean if they mention a world besides Labrionalla. The PCs might notice that Donnie is always there before they arrive and after they leave. One of the female characters may have had a crush on him when they were little and dreamed together. Good roleplaying can convince Donnie to become more aware of himself, and his predicament; a PC who chooses to ask probing questions about Donnie outside the dream might provoke him to realize what's going on for him, which in turn could help the PCs puzzle everything else out. 1940s dream characters * Prince Hero Handsome and heroic, on a white stallion, spends his time killing dragons, fighting ogres, beheading black knights, etc. He's the first one to have any contact with the Nazis. He rides up to them, overconfident, and challenges them. They shoot him, and one breathes fire over his dying body. * Miss Emmaline Thistlewhite Beautiful but misfortunate, Prince Hero's one true love. She spends her time as a scullery maid, cleaning spitoons, etc. She dresses in rags, and whenever she and Prince Hero are about to declare their love for one another, someone calls him away to battle an evil duke. * Luciano Bottlestrop Aristocratic, opera-singing, stuffed-shirt walrus. * The LollyPopUp Girls A field of lollypops; when you lick one, it turns into a 40's pinup model. 1950s dream characters * The SoapBubble Cowboy The fastest draw in the Spaghetti West. He's made of soapbubbles. He'll arrive in town for the shootout, get the draw on them, and empty both his six shooters before his opponents are ready. The result? Twelve soapbubbles float through the air. The Nazis , who were stunned by the speed of the attack, begin to laugh. They shoot and shoot, until only a soapy puddle is left. * Elvis Bottlestrop Bouffant hair-do, pink bodysuit (with ten-inch garden hose), Elvis-imitating walrus. 1960s dream characters * Comrade Sergei Ivanovich Nikolai Pyotr Lubbledeebumpkovich Cartoonish Soviet superspy. The PCs remember him as an enemy, whose plans they always had to thwart, but now he fights the Nazis too. He'll pester them, with all his James Bond gadgets, and his cartoon-spy ability to hide behind a piece of string--and he actually does carry a gun. He may even be able to kill one of the giant fire-breathing Nazis. * Tie-Dye Sky A guitar-strumming hippie longhair with beard. His beard has grown into the grass, and the sky above him really is tie-dye in color. He warbles atrocious folksongs about peace, even as he's being shot to death. When he dies, the sky behind him goes out. 1970s dream characters * Ranga A boxing kangaroo, Koo's rival. Personality based on George Foreman. * Koo A boxing kangaroo, Ranga's rival. Personality based on Muhammad Ali. * Jock Bottlestrop In a white suit open to show gold chains and a hairy chest, the disco walrus. 1980s dream characters * Mad Mary Mullamoo Chained to her desk. Mad Mary is actually from our world, the illusion; her name is Michelle Calcagni. She worked for a publishing company, and fell asleep while reading one of Antschel's manuscripts. When she woke in Labrionalla, she was chained to her desk, in the middle of a field, while rabbits playing at a nearby pool table talked dirty to her (or at least a child's idea of dirty). She has always insisted this isn't real, just a dumb children's book, which is why the characters here think she's mad. She can tell the PCs Antschel's name. * The Singing Ninja Spoons A barbershop quartet, very well-trained in ninjutsu, only--they're about three inches tall. * MC Macky Genghis Bottlestrop The rap walrus, carries a 9 and an uzi. The Nazis will probably have ravaged all of Labrionalla before they get here, so they're likely to be overconfident: the first few musically-inclined walruses they encountered didn't put up much of a fight. * Platoon of giant, fire-breathing, nightmare Nazis All they want to do is kill and destroy, though they might stop to gang-rape the LollyPopUp Girls and Mad Mary Mullamoo. As they are a congregate of Antschel's fears, their guns never run out of bullets, and they never get hungry. They are not immune to the effects of their own fire: the first time one breathes fire, he chars his own lips off, and the next time, his gums, so his teeth fall out.... Locations Locations in Labrionalla * The Sea of Lost Socks * The Tie-Dye Sky * Antschel's House * The Spaghetti West Locations in the Illusion * Watkiss Industries, Manhattan, Upper East Side offices * Skin Walker's lair in Detroit (if he travels to another city, he brings his accoutrements with him--spare skins and the "Masterpiece" could show up in an apartment in any town) * Antschel's house, in rural Ohio * Tenement in Detroit, where Don lives, that's becoming Nahemoth's citadel * Thornber Labs, in downtown Detroit, where the abortion tree is kept -- The Art of Hunger -- A psyphagus kidnaps the dreamself of one of the PCs, preferably a female character with high comeliness; if there are no female characters, she will go after the male with highest comeliness. The psyphagus had been human once, a woman with an eating disorder who starved herself out of the waking world. When she has control of the pc's body, she will starve again, except for the drinks men buy her in clubs. The pc, meanwhile, remains imprisoned in the world of dreams. Her prison is in the shape of an enormous mouth--the floor is salivating--except there are steel bars where the teeth would be. Behind the bars, an awestruck crowd watches her with perverse admiration while a carnival barker shouts out facts about "the hunger artist," a la Kafka, who has gone seventy, eighty days without eating. The pc's dreamself begins to wither. Meanwhile, the psyphagus is doing more and more self-destructive things with her host-body. The other pcs are bound to notice she's acting strangely, but they won't understand the reasons. She goes to a club one night and agrees to join five men for a gang-bang. While there, she learns something she isn't supposed to know, and they kidnap her. Eventually, the pc will try to escape the nightmare's mouth, where she's held captive. If she goes to the back of the tongue, forces her way down the throat, the dreamprison will vomit her out--it is, after all, bulimic. Now she can take control of her body again. Yes, take control of her body, held captive by Le Coq Rouge, because the dream that was possessing her learned something that the pc doesn't know. Take control of her body, already weak and withered from a few days' debauchery and starvation. If the other pcs aren't hot on her trail by this point, then you should allow her to make contact with them; they can rescue her or help her escape, but it shouldn't be possible for her to escape without assistance. But even once she has escaped, hitmen are sent after her and the pcs. The pcs need to realize that some powerful people think they know something that they don't. They need to return to the dreamworlds and confront the psyphagus--what did she see? She'll only tell them if they agree to find another body for her, a skinny one--any player with a sense of irony will enjoy this later on, in famine-stricken Nigeria. The men who gangbanged the psyphagus were hitmen. They'd been given a contract to go to Nigeria and kill a man named Maoro Nakemi, a charismatic African leader and an inspiration for the Pan-African movement. When Nakemi disappeared in 1954, he wasn't a young man, so it seems strange that someone would go to all these troubles to kill him. It isn't strange. Nakemi was the envoy of the archon Chesed. When Nakemi vanished, so did the archon; and now Gamichicoth, as Jonathan Hayward, wants to make sure Chesed doesn't return. Maoro Nakemi was a man of action and also a man with a dream, a dream of a unified Africa. But the dream also had its despair, its nightmare, in which Africa was torn with civil war, devastated by disease and hunger. He slipped into this despair, and found its mirror in the dream worlds of Samara Nyeme. He's been there for almost fifty years now. The psyphagus can give the pcs a vivid image of all the hitmen who were dispatched to kill Nakemi, which will prove to be a great advantage. She can tell them the name of the village where the hitmen went. She can also tell them that she's seen Nakemi before, somewhere in dreams. If the pcs go to Nigeria, they will learn how inhospitable the country is to foreigners--pickpockets, corrupt police and officials, armed bandits on the roads who ambush travelers. Luckily, the hitmen--who had a few days' headstart--have encountered these same travails. The village they're heading to is different. It's a crossing-point between the waking world and the world of dreams, Samara Nyeme's dreams. Starvation is widespread here (anybody wanna find that psyphagus a new body, a skinny one on the edge of death? She'll see her lean, emaciated arms, and thank you for it before she dies). Hauries abound, and violence, but the townspeople are benevolent, even kindly; after all, they're victims. Many of them worship termites, actually worshipping Pazuzu. Many children die young, because they are spirits that have made a pact to return to the spirit world as soon as they can. One of these children befriends the PCs, and then dies a few days later. The next day, his spirit approaches the PCs and show them "the road under the road," which leads more fully into the dream world. At a nightmare market, the PCs find Nakemi, and the assassins find everyone. A shootout ensues, with the pcs and the hitmen trying to kill each other, the hitmen trying to kill Nakemi while the pcs try to protect him, and strange African dreamthings scramble for safety or to stop everyone. Nakemi is convinced that Samara Nyeme's dream is reality, is what has happened to Africa. If the PCs convince him otherwise, they can bring him out of the dream, and he will recommence his lifelong crusade to unify Africa. Shortly after, Chesed will return to Metropolis. --- Dreams and nightmares --- -- Dream Madonna -- by Jean-Loup Sabatier A teenage girl pc becomes pregnant, even though she?s still a virgin. Eight weeks ago, when the child was conceived, she had a dream. The dream took place in a beautiful country; there was a beautiful man there, who made love with her passionately. The dream lasted a long, long time, and even when the dream turned into a sadistic nightmare, she couldn?t make herself wake from it. Since that time, she has visited this dream realm frequently. Her parents punish her, thinking she?s been careless and promiscuous. They force her to have an abortion-but in the dream, her baby continues to grow. In the waking world, she is no longer pregnant, but in her dreams, the baby grows and grows, until she gives birth to a little boy. As soon as she falls asleep, she is with her son, in a strange place. From time to time the baby?s father comes to visit. Now the dream baby is a strange little boy with strange powers. -- The Red King's Dream -- (ideas adapted from Mike Nystul's "Whispering Vault" and C.J. Carella's "GURPS Voodoo: The Shadow War") Anacalypses are the beings who dream our reality, but not by their own choice: they also labor to break free of the Demiurge's prison. Once, these strange and enormously powerful creatures were content, living somewhere beyond Metropolis, and dreaming of nothing. They dreamed Nothing: an unending, changeless void, and this existence--and its dream--made them happy. But the Demiurge had need of their strong dreams; once Nataraja's dance had shaped our world from the substance of Malkuth's living body, it was the dreams of the Anacalypses that would hold it in place, that would allow the Illusion to bend and stretch as we pushed against it. So these bizarre gods sleep on, and their sleep is everything. It is said that Anacalypses are the offspring of She Who Waits Below, scions of a spontaneous generation, and that there are 343 of them, whose archaic slumbering surrounds us with narrative. In the Dreamworlds, the Anacalypses appear as titanic eyes that have been sewn shut, whose hundreds of tentacles have been nailed or pinned of bolted or chained to monolithic crags that float like icebergs through the Interstices. Those who wander into an Anacalypse's dreams wander into the "real" world, as if they'd passed through a gate; they are fully capable of applying their skills from Art of Dreaming, although it might be a bad idea--if an Anacalypse's dream were to become lucid, it might wake up. We call it "Awakening," when a human being escapes from the mundane dreams that the Demiurge has inflicted on humans and Anacalypses both; but there is no way to predict what will happen when an Anacalypse wakes and realizes how the blissful nihilism of its sleep has been derailed, simply in order to imprison humanity forever. Some Anacalypses, still unable to dream of Emptiness as they would choose, go mad and enter the Illusion, wreaking destruction; the lictors are quick to see these renegades exterminated. The cleverer ones, however, enter the Illusion subtly, slowly amassing power, money, and followers, because they know they will never be free to dream until the Illusion has been destroyed. When the Illusion has begun to fray in an area, that's usually a sure sign that an Anacalypse is growing wakeful--if it hasn't simply awoken already. The only other thing that has been known to bring an Anacalypse to consciousness is a rare and powerful spell in the Lore of Dreams; it's said that only the Demiurge and the dream prince Hammad al' Sufi know this spell. This might be why many creatures of power seek alliance with al' Sufi, including the Devourers, Messiah, Ialdabaoth, Muawijhe, Malkuth, Tiphareth, and Thuwathu and Minyindagarr. An Anacalypse whose power has grown in the Illusion is known as a Devourer. Devourers always appear huge and monstrous; they have no pleasant facade to present to the world. Some sprawl out for miles in corridors beneath the cities, a contiguous lake of black ichor rising in places to shape hideously-imitated human faces; some appear as moving masses of insect parts, whose clicking susurrus buzzes out words; while still others resemble tremendous human beings, whose disproportionate bodies cannot stand, and can barely move of their own volition--entire ecosystems of four-foot-long maggots can live in these insensate forms, while the Devourers care nothing for their burdensome flesh. The Devourers live under cities, where the Illusion is weakest; after all, this is where they woke, the place they dreamed for thousands of years, however unwillingly. Some occultists believe there is a Devourer beneath every major city. This may or may not be true, but there are definitely Devourers beneath Harlem and the Bronx, southeast Washington D.C., L.A.'s Watts, Bangkok, Amsterdam, and Kreuzberg in Berlin. The Devourers' purpose is to destroy the Illusion utterly, so they can return to dreaming their zero dream. In order to accomplish this, they influence the emotional state of the city they occupy, driving its inhabitants to ever more desperate and violent acts, which thereby lower their Mental Balance. While Anacalypses do not control minds, their very existence causes an intensification of emotion--so a discussion might turn into an argument, an argument into a fistfight, a fistfight into murder. Devourers tend to have many followers: human cults, creatures from the Underground, borderliners, seraphim, nosferatu, and even the occasional lictor have been known to serve the Devourers. It is not known whether these monolithic creatures act in collusion with each other. -- Subterranean Dreams -- They perform complicated rituals designed to bring them closer to She Who Waits Below. The cults are formed spontaneously by people who have received dreams or visions from She Who Wait Below. Their rituals vary widely, from esoteric groups who simply meditate, to aggressive groups with bloody sacrificial rites. The nature of the visions and dreams received will contribute to the form of the cultic groups. No one has ever returned from the Inner Labyrinth, so there is no person who can tell what this deity looks like. But she reveals herself in the dreams of all who dwell long in the Underworld. In dreams, she may have various forms-a shining eye, a formless cloud of chaos, or a swollen female body resting in darkness. These dreams are often about wandering through endless corridors, feeling tempted and drawn by something that is frightening but also wonderful. In rare cases, dreamers have been physically drawn into the Inner Labyrinth by dreams sent by Her. Those who meet her in dreams are drawn to her and feel an urge to go ddeper into the Labyrinth, to join with her and be dissolved in Achlys. All who have dreamt of She Who Waits Below for any considerable period of time will be gripped by a desire to cease to exist. -- Escapees -- Flitting in and out of our awareness, we almost sometimes see them: a silence we can almost hear. Escapees from dreams move alongside us, rarer than moonshade. Some find one individual and haunt her, until her sanity is torn by attending two worlds at once. Other dreams skitter through our homes, endlessly re-enacting whatever trauma birthed them. All have their own agenda, but some are more active than others. Dan Paddock used to dream of a meaty skeleton on a crucifix, wearing a smiley-face mask. A voice from behind the smile would pose impossible, obscene riddles--"How many you's can Hades juggle?" "What do you get when you mix your boyhood home with a leper's asshole?" Behind the mask, the voice only laughed. One night, working with a therapist, Paddock tried to confront the dream creature; he pulled away its mask, and found nothing behind it, nothing at all. But when Paddock awoke, he held in his hand a yellow, plastic mask smiling a frozen smile up his way. Ever since then, the crucified dream riddler has followed Paddock, taunting him with bizarre questions that seem almost meaningful. The dream is wearying of Paddock now, and will probably find fresh pastures soon, and another human. In Italy, a plague victim's nightmare broke loose. What a woman--tall, absurdly fit, with a shaved head, with an endemic terror of germs and human contact. If someone touches her, she'll react violently, and to clear eyes she'll appear as a pustulent living cadaver. Dr. Mo-Mo, a vulture-headed thought-surgeon with a broken neck, kidnaps people indiscriminately, performing thought surgery on them. He might suddenly alter their ideology, or give them the transplanted memories he stole from his last patient. Most often, he surgically extracts the memory of his operating table, and the scalpels he uses aren't physical--so his victims usually return home disoriented, having lost time, but can't even guess at what may have happened. -- Dream Creatures -- ICHTHYRIANS The ichthyrians are born in Vortex and only exist in the world of dreams. They have twenty spiderlike legs and long, jointed bodies covered with thick shells. The head has two red eyes and a large jaw full of sharp black teeth. Ichthyrians hunt dreamers. They create a link between dream and reality so that their victims are devoured in reality as well as in dreams. They can move unhindered into and out of people's dreams. The dream princes have tamed ichthyrians, and use them as watchdogs. AGL 2d10 (11) EGO 1 STR 1d10 (5) PER 2d10 (11) CON 2d10 (11) Terror throw: 0 Height: 100 cm Weight: 20 kg Senses: can track a dreamer through several dream worlds Movement: 5 m/combat round Actions: 2 Initiative bonus: none Damage capacity: 4 scratches = 1 light wound 3 light wounds = 1 serious wound 3 serious wounds = 1 fatal wound Endurance: 90 Natural armor: 2 Attack modes: Bite 15 (scr 1-7, lw 8-13, sw 14-22, fw 23+) Home: Vortex, the dream worlds Number encountered: 10+1d10 ILKUZAHN The Ilkuzahn are a group of beings that are a threat to the waking world from the dream world. They enter a dreaming mind and use it to manifest in the waking world, coming out only when the victim sleeps. Similar to the thing under the bed or the closet monster, the Ilkuzahn are nightmare beings brought into reality. Why they come to this world is unknown. They come to kill, terrify, and wreak havoc, as near as anyone can tell. Their passage into this world is marked by a floor-hugging mist that runs through the dream to their exit, similar in principle to the silver cord that connects the subtle body to the waking body. The mist has no effect or power other than the basic significance that the Ilkuzahn are there. Even if discovered, the Ilkuzahn will not harm or allow the harming of their host. The Ilkuzahn come in a variety of shapes and sizes. Their true form is hideous, but they can take on the guises of humans temporarily. KAIES The Kaies are unlike any beings mentioned so far. Unlike the Vacyge of the Likaer, the Kaies don't attempt to terrify or tempt the dreamer; their goal is much simpler. They eat memories and leave the dreamer a blank and dreamless husk. Within a dream, the Kaies bring up memories from the victim's mind. Then, one by one, they begin to disassemble, destroy, and consume the memory. A Kaie's dream becomes easy to recognize because of the stark reality of the memories. It is unknown whether or not they work together. The Kaies remain cerfully hidden within Constructs as the dream breaks apart. When moving from memory to memory or wandering the Interstices, the Kaies appear as insubstantial mists with indistinct yet disturbing features. Like the Vacyge, their true form inspires terror. THE LIKAER The Likaer enter a mind and tempt the victim. It begins simply, with dreams of long-term goals fulfilled, but goes far beyond that. Soon they begin to dream of insane passions and unnatural acts of self-gratification. Then the Likaer laugh as their carefully staged temptations begin to carry over into the real world. As with all the nightmares, little is known about the Likaer. They are believed to feed off of the raw emotions that result from their actions. Furthermore, they are the most difficult to drive out of a mind, for their dreams are considered pleasant by the dreaming mind. Dream constructs actively work to oppose dreamwalkers fighting a Likaer. Additionally, the Likaer are believed to be solitary, unlike the Vacyge. The Likaer appear as beautiful and desirable members of the gender the victim finds attractive. Normally they wear little or no clothing in this guise. Their true form is very different. They are tall, thin humanoids with grotesque grins and strange coloring. The Likaer are not as physically terrifying as the Vacyge, but they are inhumanly manipulative and their grins are unnerving to even the steeliest of nerves. PSYPHAGI Psyphagi (singular psyphagus) do not originate in the dream worlds. They are creatures that have been trapped there after losing their physical bodies. Now they are attempting to return to the waking wolrd by possessing the bodies of dreamers. They attack the sleeper in her dream, defeat and capture her dreamed self. Then they take over her body. As long as the dreamer is alive and imprisoned in the dream world, her body will live and be possessed by the psyphagus. In dreams, a psyphagus looks like a human with totally black and hairless skin. Its eyes are alos completely black, without pupils, and the hands have black claws. In the waking world it is unable to maintain a physical form of its own. It cannot exit the dream worlds through a portal--if it does, it loses all form. Psyphagi dwell in their own dream worlds, where they keep dreamers in some form of prison--anything from a locked room to a dungeon to a chain fastened in a rock. When a psypahgus has managed to capture a dreamer, no ego throw is necessary to possess her. If the dreamed self is set free, it can expel the psyphagus and regain possession of its body. This is done with an ego throw. If the effect is higher than the psyphagus' effect, the owner gets her body back. Like all creatures who lack bodies, psyphagi have an insatiable hunger for physical experiences. They can wear a human body out in a few months. When the body dies, the psyphagus returns to the world of dreams. AGL 3d10 (16) EGO 2d10 (11) STR 3d10 (16) CHA 1d10 (5) CON 3d10 (16) PER 2d10 (1) COM 1d10 (5) EDU 1d10 (5) Terror throw: none Height: 180 cm Weight: 80 kg Senses: Can see the subtle bodies of humans from several dreamworlds away. Otherwise, as human. Movement: 8 m/combat round Actions: 3 Initiative bonus: +4 Damage bonus: +3 Damage capacity: 5 scratches = 1 light wound 4 light wounds = 1 serious wound 3 serious wounds = 1 fatal wound Endurance: 110 Natural armor: none Skills: Art of Dreaming 75, Automatic weapons 16, Handgun 16, Sneak 16, Impact weapons 16, Sword 16, Unarmed combat 16, hide 16, Language--3 human Attack modes: according to weapon, Claws 16 (scr 1-8, lw 9-15, sw 16-25, fw 26+) Home: the dream worlds THE VACYGE A force known as the Vacyge wars to drive humankind mad one by one. They enter a dream in groups and twist the victims' dreams into horrible perversions of reality to batter down their sanity. Very little is known about the Vacyge. No one knows why they want to drive people mad. No one knows where they came from or how long they have been here. But once they are in a mind, the terror they create knows no bounds. Normally, they appear as a normal Construct within a dream. When they do reveal their presence, they look like living shadows. More substantial than a shadow, a Vacyge stands taller than a person and a bit more slender, with wild "hair," no facial features, glowing red eyes, and long claws. Even in true form, the Vacyge can inspire fear. The Shroud When the Vacyge enter a dreaming mind, a Shroud descends to isolate the mind from the dreamworlds. Because dreams are hugely and impossibly varied, the Shroud creates its own reality using the victim's mind as a template. Evn in your mind the Vacyge are in their own element. The Shroud then utilizes the victim's natural fears and the Vacyge's terrifying creativity to drive her over the brink and into the pits of stark raving madness. A dreamer is helpless to the Shroud's effects. A very real nightmare, the Shroud is only recognizable to an experienced Dreamwalker. Comapred to most nightmares, which are random and fragmented, the Shroud holds a much more calculated flow. Additionally, they are much more horrifying to behold. Firmly embedded within the Shroud, the Vacyge can be difficult to find once they are hidden. They normally appear as something fitting to the nightmare but can be identified. Once they begin to scare a victim in earnest, the Vacyge enter the center of the conflict. Otherwise, their shadow remains relatively unconcealable. If a Dreamwalker looks carefully, a Vacyge shadow can belie their true form. -- Nightmares -- Most nightmares are the product of a dreamer's unconscious mind, her fears and obstacles in daily life taking on a visual form. There are other kinds of nightmares, though, that don't respond to analysis; free-floating parasites that whisper through the world of dreams until they find a victim. Some of these nightmares will only visit a sleeper once, quickly gorwing bored with her predictable responses, while other nightmares seek residence in someone's mind for as long as they live. No one knows with any certainty where these nightmares came from. Some of them probably escaped from a dream, others may have spontaneously generated from stray dream matter. Others may have been the deliberate creations of powerful dreamers, haphazard experiments to test the depth of imaginality; and still others may, at one time, have been human. These nightmares attach themselves to sleepers; viewed from the Interstices, they seem like barnacles stuck to the bottom of a sleeper's body. Someone who is consciously travelling the dreamworlds can also fall prey to them; upon touching the physical form of one of these nightmares, a character needs to make an EGO roll or lapse into a waking dream of the nightmare's monomaniac vision. Buried in Witches A dreamer imagines she is buried alive, in a swirl of countless struggling bodies, who all seem somehow strange. There is no respite in the shrieking, no communication to be had. This nightmare actually collects sleepers. It attaches itself to a dreamer, and consumes her dreamself over a period of years. Every night her dreamself shrinks a little more. Ultimately, the nightmare will take her dreamself with him, as another prop with which to torment its next victim. Living Darkness A darkness that breathes and screams psychotically, that lives with its own alien intelligence as it presses all around a sleeper. The Living Darkness prefers to taste the terror of people who are consciously dreaming, so it tries to conceal itself in the path of anyone travelling the Interstices. The Glass Skin There is glass where your skin was. You can't move, or the glass will shatter, and you'll die. Hammad al-Sufi sometimes punishes people by sending them this nightmare, which grows like fungus in a dry well near him. He sends one of his servants to collect the petrified-to-glass dreamselves of those who have been a particular nuisance to him, and then keeps the thousands of glass-encased, fully-aware dreamers on display in one of his worlds. Encountered by itself, this nightmare is actually pretty harmless; it holds you in place for a few hours, and then moves on. Throatful of Bugs A sleeper starts choking, then begins to vomit, only what comes out isn't food, it's insects, thousands of them. The nightmare doesn't like to happen to the same person twice; it's a juvenile little thing that gets a rush out of the look on someone's face when she pukes up a few thousand living insects. Chicken Rock Three beautiful women with the legs of chickens. Two of them murderously attack the third, tearing at her skin. If the character tries to intervene, all three of them will turn on him. If he doesn't intervene, the brutalized third will rise up and promise to hunt him for the rest of his days. She won't. This dream is a mysterious one; just about every gifted dreamer has had it at some point, and no one understands its motives. Gluttonous Cobweb A scrawny old woman who moves from dream to dream, eating whatever food she can find. While not technically a nightmre, the gluttonous cobweb is a strange creature that originates in dreams. Elemental This nightmare always unrolls in the character's home town. A little girl, cute as a button, runs around starting fires. Anyone who touches her will feel chilled to the bone and let her go. Anything she destroys in dreams will burn in the waking world as well. -- Dream Wanderers -- A particular kind of possession works so that a dreamer moves his life force into the dream. He transfers his living self to the dream. In the game, this means he loses one point of Ego from his waking self every time he enters the dream. That point is transferred to the dreamed self. Gradually, he becomes more absent and dreamy in real life, and stronger in the world of dreams. When the real person's Ego has dropped to zero, he becomes a mental vegetable within weeks. The dreamed self lives on and becomes one of the Dream Wanderers who wander into other people's dreams and are able to pass effortlessly between different people's dreams and our reality. Such a transfer can be made intentionally by someone who really wants to go into dreams forever. All who have a score of 30 or more in the Art of Dreaming can do it. But it is more common that the transfer is caused by a curse or something else that is not intentional on the part of the person himself. A dream wanderer has the ability to go between dream worlds, much like what a magician can achieve with the spell Dreamwalk. Dream wanderers have a sufficiently high score in the Art of Dreaming to move unhindered between dreams and reality. Most dream wanderers are humans, though it is possible for other creatures to enter our dreams as well. There are a few azghoul dream wanderers. The Purpose and plans of different dream wanderers vary strongly. A common trait is that they despise the waking reality and regard dreams as a superior and more true world. Dream wanderers normally look like ordinary people, but they can alter their appearance at will according to the rules of the dreamed self. They are able to assume non-human form. Below follows a description of a typical human dream wanderer. Armand Mahfouz Armand Mahfouz was born in Marseilles in the 1930s and founded a gangster organization there, dealing in robberies, protection, thefts and prostitution. In 1962 he was paralyzed as a result of injuries he got in a gang war. Permanently bedridden, Armand learned the art of dreaming. He became very skilled, and in 1969 he left our world and entered the world of dreams as a Wanderer. He never gave up his relation with the criminal world of Marseilles, however. Armand is using his powers to build and enhance organized crime. He performs daring coups by entering our world from the dream. He kidnaps rich people and keeps them prisoner in his own dream world. Armand controls a gangster group with some 200 members in Marseilles. He is expanding his operations to Barcelona. Armand is tall, dark of skin, has brown eyes and curly black hair. He usually appears in his own form, but can also assume the shape of a short white man, and more rarely as a large black panther, to frighten his enemies or his own goons. He is able to increase three of his abilities 40 points above the basic score.