Dream-Quest: Character Origins
Added 2025-08-26 04:00:06 +0000 UTC
Every soul who treads the Dreamlands must come from somewhere. Before any other choice is made, each player decides whether his character is Earthborn or Dreamborn. These origins shape not only what gifts and burdens the character carries but also what roles are open to him (see Character Classes, pXX). Some paths are reserved for the children of Earth, others for those native to the Land of Dreams.
Earthborn
An Earthborn is a traveler from the Waking World, whose body rests in sleep while his spirit wanders. Some Earthborn arrive by accident, others through trance, sorcery, or hidden gates. An Earthborn moves strangely in the Dreamlands — half substance, half shadow — yet he brings with him the curiosity and resilience of mortals who have known another sun.
Benefits
Resilient Dream-Body: When an Earthborn is reduced to 0 hp, he does not perish but awakens in the Waking World (see Death & Return). Only those who enter bodily into the Dreamlands risk true and final death.
Drawbacks
Ephemeral Equipment: Equipment and wealth dissolve into mist upon waking, unless deliberately anchored by spell or rite (see Anchoring, pXX).
Fate of the Dice: The ability scores of an Earthborn must be rolled as Destiny dictates: 3d6 in order. Unlike the Dreamborn, no gentler hand guides his creation.
Fragile Presence: The healing powers of the Dreamlands, whether priestly blessing, dream-philtres, or potions, restore only half their usual strength to an Earthborn.
Dreamborn
A Dreamborn is native of the Dreamlands, a child of its wonders and its terrors, his life bound by the same laws of time and death that govern the Dreamlands themselves. Though some whisper of Earthborn who, through great trial, have shed their waking flesh and been remade as Dreamborn (see Death & Return), such instances are rare — assuming they are possible at all.
Benefits
Dream Nature: The curatives of the Dreamlands, whether draught, salve, or priestly invocation, restore a Dreamborn fully.
Dream Gift: At the start of play, a Dreamborn gains a random gift of the realm (see Dream Gift Table, below).
Innate Resonance: The presence of a Dreamborn “rings true” to the Dreamlands. He gains +1 on reaction rolls with most denizens, unless already hostile.
Shaped by Dream: A Dreamborn’s ability scores may be determined by any of the methods presented on pXX, subject to the referee’s judgment.
Drawbacks
Bound to Dream: A Dreamborn can never set foot in the Waking World.
Limited Lore: The ways of Earth are strange to a Dreamborn. He suffers −2 on checks involving Earthly knowledge, machines, or Earthborn customs.
Mortal in Dream: When a Dreamborn dies, death is usually final. His soul seldom finds another dawn (see Death & Return, pXX).
Dreamborn Gift Table (d20)
Blade-Born – +1 to hit with one weapon type.
Cat-Friend – Cats are always friendly and may serve as messengers or guides.
Charm of the Familiar Road – Never become lost while traveling through known Dreamlands regions.
Cloudstep – Once per day, for 1 minute, move across difficult or hazardous terrain as if it were solid ground.
Dream-Sworn – +2 bonus to saving throws versus illusions and enchantments.
Dream-Touched Tongue – Begin knowing one strange language (see Languages, pXX).
Dreamer’s Resilience – Re-roll 1 and 2 when rolling for hit points at any level.
Eerie Beauty – +1 Charisma (maximum 18).
Echoing Steps – Your footsteps make no sound, even on metal or stone.
Eidolon’s Echo – Once per day, leave behind a spectral afterimage when you move; enemies targeting you must roll twice and take the worse result for one attack.
Ghoulish Tolerance – +2 bonus to saving throws versus poison and disease.
Glimmer Veil – Once per day, you may hide yourself or one object of modest size in plain sight, blending into your surroundings for up to 1 hour or until you move.
Luminous Memory – Once per day, may recall a piece of obscure lore, map detail, or prior encounter perfectly.
Mirror of Echoes – Once per day, replicate a single small sensory effect you recently witnessed (a sound, a flicker of light, or minor illusion) and project it within 30 feet, potentially distracting, misleading, or entertaining those who see it.
Moonlit Birthright – Choose one 1st-level spell (any class); may cast it once per week as an innate ability.
Moon’s Favor – Once per night, re-roll one failed saving throw versus spells.
Night-Sighted – See in starlight or moonlight as if it were torchlight.
Otherworldly Glimpse – Once per day, glimpse the immediate future; referee gives cryptic hint or warning.
Silent Step – +1 to surprise checks when unarmored or lightly armored.
Thread of Reverie – Once per day, trace a faint dream-thread to an object, person, or place within 1 mile, revealing its direction or approximate location for 1 minute.