by Doc 42 » Wed Jul 14, 2010 1:54 am
DreamWorld
Dreamworld is a place everybody knows, but only some can see. Of the few that can see dreamworld, even fewer can control it. Those who can, the dreamers, fight for it.
You see, in dreamworld, lies the greatest prize of all. Glory.
Everyone enters dreamworld in a state of awe and wonder, but inevitably, everyone who enters dreamworld develops an insatiable lust for dreams. Everyone in DreamWorld has a dream, or at least they do when they first arrive. Some have multiple dreams, stolen by force from their peers.
The weapon of dream world is imagination. Every dreamer can influence themselves and the world with it, but only the one with the most dreams, the most power, can apply it to all of creation and shape the very world to their will, this person is known only as The Materialist.
DreamWorld is a shattered land, recovering from the most brutal war it ever suffered. Two factions rose, from the ambient conflict of the dreamers, one, led by the current thinker, the other, an army of some of the strongest dreamers joined together to combat their common enemy, calling themselves the heroes. The Thinker, courrpted by his power had set up the most twisted land Dreamworld had ever known, such that, every new dreamer to arrive was instantly set upon and had their dream stolen, adding to the thinkers power.
With no dreams, the new dreamers became nightmares, beings of unspeakable strength stalking the land, trying to make themselves whole once more.
But one day, the Heroes managed to rescue a new dreamer, and what they did was truely spectacular. They all gave up their dreams, allowing the new dreamer to slaughter everyone of them. Their sacrifice, pushed the new dreamer above the current Thinker, arresting control away from his malignant grip. The power, however, was too much for the new dreamer, who did not understand anything, her frantic thoughts and fears, rending Dreamworld apart. The catastrophe annihilated Dreamworld, ending the dreams of almost everyone in it.
Now, Dreamworld is recovering. Small elements of the Heroes remain, as well as the thinkers supporters, the Republic. More dreamers arrive from the void to wander this spectacular world, with no one dreamer powerful enough to control it, Dreamworld has reverted into an eden of misty mountains and fertile meadows interspersed with hellish volcanoes and deep chasms.
One can enter Dreamworld as whatever they like, wherever they want, and begin exploring, but must stay that way until they leave once more, and can only leave through where they entered. Some, get lost in Dreamworld never to return to whence they came.
In Dreamworld, you can be whatever you want, with your initial dream, you can change your appearance, your abilities and even bring with you up to two companions if you wish it. Every time you enter Dreamworld. you can change these. You must have dream with you at all times, for, if you were to lose it, you will become a Nightmare. Nightmares are stuck in Dreamworld, they cannot leave until they acquire a new dream. What's more, a Nightmare loses most of its imagination. It can't bring companions with itself, they will fade away with it's dream. It cannot even communicate with other dreamers or other nightmares, but, they are also extremely dangerous. However, if you take someone elses dream along with your own, dreamworld will begin to open itself to you. The power of two dreams, allows a dreamer to create a place of residence, be it a base, a mountain cave, a dark forest, anything. They will also be able to introduce a third companion to aid in their travels. A third dream, will allow the dreamer to introduce his own nation, an army of his imagination, to further extend his influence across Dreamworld.
Finally, the dreamer with the most dreams at any time, the Thinker, has the power to change all of Dreamworld to whatever they want. There can only be one Thinker. If two dreamers are tied with the same number of dreams, neither has total power, and Dreamworld will remain as it is until one achieves a majority.
Dreamworld is quite small at the moment, however, as more dreamers arrive, it will grow, bigger and bigger and bigger...
^Summary/plot of a new e-war.
here are the rules I envisage:
1. You must act within your power (Ie: no armies if you only have one dream) (different benefits and levels will be listed later)
2. There is no rule against killing, pinning, or preventing someone's escape.
3. Unfairness is STRICTLY forbidden. No ********. Repeat offences will met with ganking.
4. Power playing is frowned upon. Invariably, this will come down to logic and argument, but please try to be fair. When your profile is made, it will be vetted to see if it is fair or not.
5. There is a limit of one character per player
6. NPC's are essentially figments of ones imagination, and are therefore pretty much un killable. They can influence the world, and can be torn to bloody shreds for being annoying, but can be stiched back together/healed with little fanfare.
7. You are never allowed control someone else's character or NPC. This includes saying that they are dead. When dealing with armies, this rule is more relaxed.
Proposed Character sheet to come
Initial map of Dreamworld to come as well.
Note on Nightmares: Nightmares have a much larger degree of freedom within the no power playing rule. Nightmares are much stronger than your average dreamer. Even if a dreamer has 6 dreams, they are still just as 'strong' as someone with only one. More Dreams gives you more control over Dreamworld, not more strength and so forth. Generally, a nightmare will have everything multiplied by 3. 3 times as fast, 3 times as strong, 3 times as smart. Nightmares are recognisable by being darker in appearance and surrounded by shadow, though some dreamers may already look like this.
For this reason, if nightmares appear in the E-war, its recommended that you buddy up with someone.
Note on Dreams: Your dream can be anything, however, it must glow. It can be any colour, in any shape, and can be located anywhere on or in your character. It could be their heart, their necklace or even their mustache.
Note on Companions: Companion NPC's could be anything from your monkey guide who explores for you or a walking target for practising your shooting skills.
Anyone interested? Any Questions?

"
**** off TT"-Doc 42
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