Family of Silent Nights
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The Family claims to recognize this threat, and to move forever to fight it. They are an ancient order, known throughout history by a hundred names. Everywhere they travel, they are known in legends as guardians against nightmares and protectors of sleep, but this is only part of the story. The Family holds the terrifying power to trap dreams, only to release them later against their enemies. | The Family claims to recognize this threat, and to move forever to fight it. They are an ancient order, known throughout history by a hundred names. Everywhere they travel, they are known in legends as guardians against nightmares and protectors of sleep, but this is only part of the story. The Family holds the terrifying power to trap dreams, only to release them later against their enemies. | ||
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'''Dream-Prison''': Crafting a dream-prison uses the normal rules for [[Dreamweaving]], with the exception that the character does not craft a dream, but a hole into which a dream can fall. When crafting a dream-prison, a changeling specifies what sort of dream she wishes to trap: this could be as vague as “any nightmare,” or as specific as “any dream infested by an Incubus with a Wyrd rating of 3.” | '''Dream-Prison''': Crafting a dream-prison uses the normal rules for [[Dreamweaving]], with the exception that the character does not craft a dream, but a hole into which a dream can fall. When crafting a dream-prison, a changeling specifies what sort of dream she wishes to trap: this could be as vague as “any nightmare,” or as specific as “any dream infested by an Incubus with a Wyrd rating of 3.” | ||
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+ | ===Joining=== | ||
+ | Candidates come to the attention of the Family in a variety of ways. The most common is for someone to accomplish some useful feat of [[Oneiromancy|oneiromancy]], from facing off against a dangerous Incubus to swearing numerous public [[Pledge|pledges]] to defend the dreams of their motley-mates. Prospective members can also reach the Family’s ears by being dedicated to the concept of dreams, learning the higher ranks of the [[Dream Contracts|Contract of Dreams]], unearthing new clauses that help with their dream-walking, or simply spending much of their time researching arcane concepts to do with dreaming and the dangers therein. | ||
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+ | Once a candidate has been considered worth approaching, the Family’s test for such things is to unleash the most horrifying dream imaginable upon a charge, who must withstand it (or, even better, best it) without assistance. The Family member chosen to test their prospective new member swears a pledge to unleash a dream worthy of the Family, and the newcomer vows that she will not seek aid in trying to outlast it. The nightmare takes the form of a dream woven by the changeling recruit, which the mentor reweaves into a dream attack against the new recruit. Mentors will often hold back, but not significantly; they want to ensure that the student is capable of handling themselves in dream combat. This method of introduction leaves many would-be initiates with severe mental scars. If the student can weather the dream without being driven into retreat or madness, she is accepted into the order. | ||
{{Links|Entitlements|Parent2=Oneiromancy}}{{footer|ctl}}[[Category:Changeling: The Lost]][[Category:Entitlements]] | {{Links|Entitlements|Parent2=Oneiromancy}}{{footer|ctl}}[[Category:Changeling: The Lost]][[Category:Entitlements]] |
Revision as of 20:33, 16 April 2016
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