Labyrinth of Dreams

There is a place where dreams dwell and nightmares roam. Deep underground, where the sun can’t reach, the only light is the muted glow that emanates from the paths themselves. The land is a dizzying array of twisting corridors with towering walls, constantly shifting. A person could travel forever through the Labyrinth and he or she might never cross the exact same path twice. The young ones always ask, just how big is this land? No one quite knows for sure and to climb the walls is a fool’s errand. The closest means of measurement is attempting to travel from the Center to the Far Reaches. This is, of course, more easily said than done. The corridors can be perilous, and nightmares (or riches) may await around any given corner. With all of this danger, surely there has to be a safe place for the people of this world. Yes, it exists, and it is wondrous.

 

There is a place both connected to, but not entirely of, this world. Separated from the Labyrinth proper by a metaphysical barrier known as the Veil, is the Dream. Imagine a world of infinite potential filled with people who are constantly trying to tap into it. Distance and time are mercurial here. It is here that the people of the Labyrinth, well, most of them anyway, transcend their lives underground and revel in sheer possibility in its most basic form. In this four times divided land the landscape is equal parts, strange, mutable, and amazing. The structures that fill its endless terrain range from small stone cottages to elegant manors made of light and stardust. It is in this place that the alien mixes with the mundane. The only limits here are in the imaginations of the populace.

 

To live in the Labyrinth is to surrender yourself to possibility. All, save a few, are inherently connected to the Dream and gain a unique perspective on what defines reality and how trifling limited thinking can be. Those that are cut off, the Earthbound, gain a different sort of perspective. They understand that things are not all light and rainbows. For every dream there is a nightmare lurking in the shadows. They are two sides of the same coin. Stagnation is death. One must keep fighting and moving less they surrender to darkness and despair.

 

The Labyrinth of Dreams is a shared world with the Forest of Doors, however, those that arrive in the Fracture should do so by far more dire means. Generally, Earthbound–and sometimes an occasional Dreamer–who wander too far by themselves in the Far Reaches may find themselves underneath an entirely different set of stars. Dreamers may also awake suddenly from a nightmare, only to find themselves not in the protection of the Earthbound.

Magic School: Hymns of Mother Night

The packet color for the Hymns of Mother Night is lavender.

 

Sublime Spells


The magic of the Dream is powerful, but in the waking world the school is limited. Spells from this school may only be cast once per day. Canonically, while in the Dream space the Hymns have no such limitation–being the primary means by which Dreamers construct their strange reality–note that intrusions of the Dream into the physical world are quite rare. The title of an individual spell is simply a particular line from its verbal, as are activation verbals for readied effects.

 

“Flubbing” a spell verbal does not count towards a spell’s once per day restriction, though the charge/activation is lost as normal.

 

Practical Rituals


Hymns of Mother Night rituals generate charges as all other rituals do, but unlike other rituals all but one have minor magical effects that, power-wise, roughly correspond to a single activation of a readied effect. The Earthbound, in particular, practice the rituals most often, as it is their only connection to the Dream, and the rituals themselves help to protect the Dreamers while in their reverie. Note that unless stated otherwise, bonuses afforded by completing rituals will not stack with themselves.

 

As an additional requirement to cast any Hymn or perform any other ritual, the practitioner must perform the “Dedication” ritual once per day. Note that this serves as an introduction to the spell verbals, which are four-line poetic verses that exalt the mysterious, central figure of the Labyrinth of Dreams.

 

Any effects which automatically activate rituals will allow you to gain charges from Hymn rituals as normal, but they do not grant any other ritual bonuses. Hymns of Mother Night rituals are invalid choices for Annotations rituals.

Makeup Requirements

None.

Costuming

Earthbound fashion sense consists of sensible clothing cobbled together from sturdy but comfortable fabrics and leather. Clothing is close-fitting without being restrictive. Tunics or long-sleeved shirts are paired with durable trousers or leggings reinforced with leather panels. Layers are common, allowing for adaptation to fluctuating temperatures within the labyrinth. Waistcoats, vests, or fitted jackets might be added for utility, often equipped with multiple hidden pockets for carrying small tools or essentials. Fastenings are simple: toggles, ties, and buttons carved from bone or wood. Belts made of braided leather or tough fabric cinch garments at the waist, often serving dual purposes as tool holsters or utility straps. Hoods are a common feature, providing protection from falling debris or concealment in the shadows. Colors are subdued and earthy, with shades of charcoal, slate, moss green, ochre, and muted browns dominating. Occasional accents of rust, muted indigo, or faded maroon might appear, either as remnants of dyed fabrics or as a small nod to individuality.

 

Dreamers very much value form over function. Rich, vibrant colors are always in style, as are metals and gems. Common are silky fabrics that ripple like liquid moonlight, velvets that seem to shimmer with a hidden inner glow, and gauzy layers that shift in opacity with the wearer’s mood.

 

More bold Dreamers will use unorthodox textures to create gowns woven from living elements like leaves that shimmer with dew, spiderwebs that glint like silver, or mists that curl and drift around the body. Intricate embellishments reflect their individuality: beadwork, embroidery, or appliqués in designs that seem to tell stories—constellations, floral motifs, or fantastical creatures. Lavish adornments are essential—crown-like headdresses adorned with gems, earrings that resemble dangling stars, and necklaces that seem to pulse with light. Footwear is never practical when riding astride a flying rainbow unicorn.

Names

Names given are common storybook fantasy first names. Earthbound tend to use the long and complete version while Dreamers will use their shorter childhood version.

 

Earthbound Examples:
Noah, Liam, Mason, Jacob, William, Ethan, James, Alexander, Brianna, Madison, Abigail, Olivia, Isabelle, Hannah, Samantha, Sophia, Elizabeth, Alexis

 

Dreamer Examples:
Olie, Jake, Willie, Jamie, Alex, Sam, Johnny, Bri, Maddy, Abby, Izi, Sam, Liz, Ali

Advantages

Adventurers from the Labyrinth of Dreams receive a 5 point discount on Survival and Performance.

 

Earthbound from the Labyrinth are prohibited from purchasing the Attuned trait, while Dreamers are required to purchase it.

 

Additionally, there is a 5 CP Discount on the Hymns of Mother Night magic school. They may also purchase the first level of the Grand Armsman Advanced Style for 15 points instead of 20.

Arriving in the Fracture

Earthbound and sometimes an occasional Dreamer who wander too far by themselves in the Far Reaches may find themselves underneath an entirely different set of stars. Dreamers may also awake suddenly from a nightmare, only to find themselves not in the protection of the Earthbound.