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Book of Ages - Livre des Âges
Sueño
Miranda and Frondon were looking to a secure refuge, known only by them. They were running away from the vengence of the Arch-Fiend Tarentar, and if possible also they were looking to insure their long term survival. The research last seven years, and the project 13 more. They created a variation of the Nolédel pocket universe. It became known as the World of the Dreaming Lady, or Sueño.
Since many years, Miranda studied the memory and dreams. She had created special spells like Miranda's Oniric Travel and Miranda's Oniric Mansion. These two spells allowed her not only to ravel but also to intervened physically in other's dreams. We only know that these two spelld formed the basis of their project. Fo all we know, the major problem was related to the fact that the stay within the dream was to be limitless. The solution was for Miranda to physically live within her own dream. As long as she will be dreaming, she will be safe, but prisonner.
That was the first phase. Miranda became the Rêveuse (Dreamer). She is treated as a greater god in Sueño. The second phase involved the creation of semi-Avatars of Miranda, allowing her to intervene outside Sueño but without disrupting the Dream. These mirandas have the ability to travel planes as normal avatars.
Sueño is located very near the Concordant Opposition. It is generally considered as Neutral Good.
For the creatures of Sueño, the Children of the Dream, the peoples of Rénin:
- Miranda is considered a greater god
- Frondon and Cuthbert are intermediate gods
- Rurrik (the Guardian) and Manrik (the Judge) are lesser gods.
There are also servants of the wishes of the Rêveuse.
- The Seven Damargents (messengers) are demi-gods
- The Thirteen Darmils (lady chamberlain)
- The Three Turnks (Rurrik's servants )
- The Thirty Units (Rurrik's guards)
- The Four Lisus (Manrrik's servants)
- Miranda Désilets (La Rêveuse)
- She created Sueño with her husband Frondon and her son Cuthbert. She gave birth to almost all creatures of Sueño and lost of the Children of the Dream. She is responsible for the creation of the Dreamers. Illusionnist 27. At will atonement, improved phantasmal force, mislead, quest, mirror image, regenerate, Miranda's Oniric Travel, telepathy with mirandas of level 10+, and with the Damargents, Darmils, Frondon, Cutbert, Rurrik and Manrrik. 6 times per day: dispel magic, blindness, shadow monster, programmed illusion. Once per day: restoration, resurection, alter reality.
- Frondon (the Father)
- He created Manrrik, the Lisus, some creatures of Sueño and some Children of the Dream. Wizard 20. At will alter self, improved phantasmal force, improved invisibility, non detection, telepathy with Miranda, Cutbert, Manrrik and the Lisus. 3 times per day: quest, true seeing, polymorph other. Once per day: death spell, wish.
- Cutbert (the Son)
- He created Rurrik and the Turnks. He installed the political organisation of the Children of the Dream. On the prime material plane he is responsible for the birth of the People of Rénin. Conjurer 20. At will: alter self, phantasmal force, improved invisibility, non detection, telepathy with Miranda, Cutbert, Rurrik and the Turnks. 3 times per day: quest, true seeing, polymorph other. Once per day: death spell, wish.
- Rurrik (the Guardian)
- Responsible for the security of the Castle of the Rêveuse. He commands the 3 Turnks and the 30 Units. Monk 15, Fighter 20. At will true seeing, telepathy with Miranda, Cutbert, the Turnks and Units, chromatic orb (as wizard 12). 3 times per day: anti-magic shell, quest, heel. Once per day: symbol, death spell.
- Manrrik (the Judge)
- He represents the Rêveuse's justice to the Children and creatures of the Dream. Diviner 15. Insensible to charisma and physical beuaty. Immune to charm, suggestion and the like spells. At will: true seeing, telepathy with Miranda, Frondon and the Lisus. 3 times per day: tongue, legend lore, speek with deed, quest, chromatic orb (as wizard 18). Once per day: holy/unholy word.
- The Darmils
- The chamberlain ladies of the Castle of Miranda. They satisfy all wishes of guests. By doing so, they test them. Assasin 15. At will: empathy, alter self, heros feast, telepathy between themselves, with Miranda and Rurrik. 3 times per day: antipathy/sympathy, detect lie, magic missile (as wizard 15). Once per day: alter reality.
- The Damargents
- The winged messengers of Miranda (MV 40, MC A). With the exception of the mirandas of level 10+, they are the only one who can get out of the World of Dreams. Fighter 15, Illusionist 14. At will: dimension door, tongue, passwall, telepathy between themselves and Miranda. 3 times per day: plane shif, word of recall. Once per day: chromatic orb, magic missile, lightning bolt (as wizard 18).
- The Turnks
- The lieutenants of Rurrik. Each command 10 Units. Fighter 20, Assassin 10. At will: burning hands, shoking grasp (as wizard 8), telepathy with Rurrik, between themselves and the Units. 3 times per day: détect illusion, dimension door. Once per day: delayed blast fireball.
- The Lisus
- The guards of Manrrik and his executioners. Ranger 15, Wizard 12. At will: true seeing, detect lie, telepathy between themselves and Manrrik. 3 times per day: Mordenkainen's sword. Once per day: trap the soul.
- The Thirty Units
- The Castle guards. Fighter 10. At will: dimension door, detect invisibility, telepathy between themselves and the Turnks. Regenerate 1 hp/round, infravision 100', ultravision 100'.
The Children of the Dream:
Known as the Lintimiens, they are the more numerous creatures of the Dream. They look like humans, with two exceptions. They can only live in Sueño, and in the dreams of the free will creatures. Thus they are the only beings feee to travel from dream to dream. It is a behavior like the one observed in the Vistanis fourd in Ravenloft.
Also, the color of their skin is variable. It depends on the social status of the individual as:
Black (political leader), Blue (men and women of knowledge), Brown (small merchants), Gold (military leaders), Green (farmers and foresters), Grey (scribes and administrators), Indigo (servants), Ochre (artisans and technicians), Pink (musicians), Platinum (high clergy), Red (soldiers), Violet (artists), White (rich merchants)
At birth the Lintimien has the skin color of its lineage (his mother's color at birth) which is rarely the skin color of its parents. This change when the young learn a profession.
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