Come to the Dreamlands! It’s like Inception, but less convoluted!
Some arcanists travel over countless planes of power and thought throughout the multiverse. Infinite realms within these dimensions hold infinite possibilities. Some planes are manifestations of ideas come to life. The Plane of Dreams is, quite literally, one such plane. A realm where all matters of the mind run wild dwells, the traveler moves through this surreal realm in a semi-conscious state of being. Those who stay too long notice their magic is directly effected, as dream stuff changed the fabric of their being. Their ability to sleep is enhanced, visions in their dreams are more vivid and a piece of that planar power is sometimes inherited by the next of kin… or even themselves. Thus is the origin of the Dreams bloodline.
Dream Sorcerers sculpt their powers from the subconscious mind, creating incredible mystical shapes and forms. Some craft whole realities from the surreal images of the resting mind. Others are content with exploring the Dreamlands in their entirety. Some embark on dream quests, fighting creatures of dream stuff and more corporeal things like the Mi-Go. To some, the potential to rival the dark dream denizens of Dal’Quar in power is all too tempting. Some decide to forgo an absolutely mystical route in favor of the sciences, examining the nature of the mind itself and the effects of the sub-conscious. Those who maximize such powers to their benefit, no matter the motivation, are a force to be trifled with. Of course, Powers of the Dreaming are not to be taken likely. Those who abuse them could very well lose all grip on the difference between dream and reality.
Author’s Notes: I didn’t like how the original draft came out, it felt very un-sorcerer like… so I’m gonna fix that to the best of my ability. In short, some the abilities felt a bit dry; cut right out of some of my other work. Not to mention, I looked over the negative feedback the Favored Soul received from Unearthed Arcana, especially in regards to expanded spell lists. In the end, I felt like it needed some modification.
Beyond the mechanical, I wanted to expand on my Night Terror bloodline thematically too! I made it more general after reading up on all sorts of inspirations: H.P. Lovecraft’s dreamlands, dreams and their connection to the faerie folk, the Changeling setting from World of Darkness, various cultural looks at dreaming and divination and many more things! No matter, here’s my update of the “Night Terror Bloodline” from Halloween 2015.
“Wrap your troubles in dreams, dream your troubles away!”
More horrors of Dol Quar, the Realm of Dreams, await those who connect to it beyond the wall of sleep! Some Quori rival and perhaps exceed the Dreaming Dark in terms of sheer power and deadly force of will. The evil of these creatures is not to be tested, unless you’re willing to lose your body or mind… or both. If you thought the first batch were threatening, you have seen nothing yet. Here’s the second part of my Quori conversion.
Made by Doctor Necrotic, for Doctor Necrotic Media. Quori and Eberron are copyrights of Wizards of the Coast.
Xoriat, it’s kind of like that.
If you thought their creations were scary, you ain’t seen nothin’ yet! The terrifying masters of Xoriat are a seemingly all powerful alien force. For ages, they’ve been behind much of the tension and turmoil in Eberron. Some suspect that they control the realm best known in the multiverse as the “Far Realm.” In fact, some scholars think it to be the very same plane as Xoriat. No matter the truth, this fleshcrafting menace has goals still mostly unknown to everyone else. For all we know, the denizens that visit the material plane could just be foot soldiers… The worst could be yet to come! Perhaps even more disgusting mutants and experiments await those unfortunate enough to get too close to their clutches. And that’s not the most disturbing things about the Daelkyr. The most disturbing part is they look like us! Or should I say, WE look like THEM!
Is this a Daelkyr lord or one of their warriors that slipped through reality? You decide! Either way, get ready to lose A LOT OF SANITY!
EDIT 2019: This was very much an experiment. As such, it might be a bit unbalanced. I might return to this idea for an Eberron release for DM’s Guild. Stay tuned.
One of the experiments of the Daelkyr was to use their symbionts in an effort to create half-Daelkyr hybrids. These beings would live their every day life until dark visions of Xoriat and an alien mindset slowly took over their victim. Never at home anywhere and haunted by dark visions from beyond the void, the Half-Blood is a tragic being.
For the most part, half-bloods look like their parental race. Some have naturally developed symbionts attached to their body in some way. However, it isn’t hard for them to be hidden in some manner. However, some Daelkyr Half-Bloods are more warped by their dark heritage. These poor beings are more likely to go mad by their sick cosmic masters.
Fun in the Sun with Daelkyr Fleshcrafts, now in designer colors!
Among the grotesque “fleshcrafts” of the Daelkyr, the Symbionts are indeed a malevolent breed. These warped monstrosities were likely creatures captured from Eberron, much like the far spawn. Destroyed by the Daelkyr’s alien minds, these creatures obey their commands and try to force the Daelkyr agenda upon anyone falling victim to their parasitic evil. These hosts inevitably become puppets for the plane of Xoriat, as the power their fleshcrafts offer is often too tempting.
The Last War brought many devastating effects upon the domain once known as Cyre. Among the atrocities that dwell in this wasteland is spells that have taken a life of their own. These so-called “Living Spells” have the ability to channel raw arcane power into their attacks, functioning just like the spells that spawned them. Some are troublesome, like a Living Friends spell (since Living Spells rarely speak). Others are truly horrifying, such as a Living Horrid Wilting spell. As it shouldn’t come as a surprise, these “creatures” are quite resistant to the very magicks that spawned them.
Beyond the Eberron Campaign Setting, there is plenty of opportunity to utilize this arcane foe. For those planning on using the Spellplague setting for the Forgotten Realms, these can easily be accidental creations of said epidemic. If you’re someone like me who ignores the spellplague timeline, there are other alternatives. Take the mageocracies of Halruaa and Thay. By all means, these creatures can be failed experiments left to roam the wilderness outside of their civilization. Now, this would be something more akin to Red Wizard tampering, other societies are certainly capable of such abominations too. For a setting like Planescape, these are likely spells miscast in planes like the Positive Energy plane or even Limbo! Perhaps a wild surge quite literally brought the spell to life!
EDIT: These are due for a remake. I’ll probably get around to it soon.
“Come at me, Primer Berk!”
The World of Eberron faces no extraterrestrial menace so great as the Daelkyr! These alien beings may look uncanny and familiar, but they’re anything but. Fortunately, they’re sparsely seen. Those who have had contact with their home realm of Xoriat have ended up permanently mad, horribly mutilated, or warped by vile experiments. Among those experiments were the victims of the Daelkyr War; goblinoids and other such creatures that valiantly fought against these eldritch horrors. Those who failed were captured and mutated into unique horrors of their own. Countless hobgoblins, goblins, bugbears and more were destroyed beyond recognition. Their old identities were lost to history as their new horrid forms began to surface from dark depths and wicked wastes. Few understand the meanings behind these atrocities.