The Dreamlands: Beauty and Horror
The endless problem of setting your creation into the setting in a sensical, interesting and respectful manner… the eternal problem when dealing with a homebrew universe.
The Nature of the Dreamlands:
The Dreamlands in a finite, Divine Morphic plane accessible by a few unique methods in addition to the standard spells involved in normal planar travel. The plane has the unique trait of of causing healing to be especially effective. All Heal checks made in the Dreamlands benefit from a +2 bonus.
1. The Dreamlands, as is suggested, can be reached in dreams. The realm of “light slumber” is where dreamers normally gather during their night time wanderings, and from this realm the Dreamlands can be found under perfectly normal circumstances, but normally only “gifted” dreamers are allowed entry through this method.
2. The Dreamlands physically connects to the other planes in a few places, generally found deep in the forest or in graveyards. It is perfectly possible to stumble into the Dreamlands while out hunting for squirrels… just don’t get eaten by the zoogs.
3. The aforementioned “gifted” dreamers are often transported to the Dreamlands upon death. It is also possible that anyone who dies in their sleep can end up here.
4. It’s perfectly possible (and, indeed, probable) that your character was born and raised in the Dreamlands.
Possible roles for Adventurer Classes:
How do these adventurer types fit into society in the Dreamlands?
Barbarians can fit in anywhere that combat prowess is important. This could be any place from a mercenary to a band of highway robbers.
Bards make it a habit to fit in anywhere. If you can imagine a bard doing it… they probably have done it 1000 times.
Clerics will generally be devoted to the Elder Gods. These clerics may wander the countryside providing healing services for profit, handling the official duties at funerals or activating at midwives. Others will cloister themselves in temples and centers of worship and go about the more official duties of the clergy like holding festivals. Still others will have other duties. This depends on several factors, such as deity and location.
Druids play the classic role of protectors of the wood. They may worship a deity or they may worship the forest itself as an idea.
Fighters are as universal as bards.
Monks often dedicate themselves to an ideal or a deity. They can be found cloistered inside their monastery or wandering the road.
Paladins are generally seen as more active and aggressive members of a clergy than clerics. They actively seek to promote the ideals of their beliefs as do clerics, but they are generally more willing to stand up and fight for their beliefs. But every Paladin is different. Paladins may be of any Lawful Alignment.
Rangers serve much as druids. Similar to base setting.
Rogues are universal.
Sorcerers may be anything from loony witches living alone in the woods brewing potions and ensnaring careless travelers to use them for components to respected members of the community who serve as diviners for a local lord or lady.
Wizards run the gamut much like sorcerers, and many are employed as alchemists and astrologers. There are several organized school for the arcane arts, and these tend to focus on wizards over sorcerers. They function much like the schools of Socrates and Plato, where nobles might send their son across the land to train in the arcane arts under a famous tutor. In some cases a Noble family may hire a private tutor, such as when Aristotle was employed to teach Alexander the Great after leaving the School of Plato.