Friday, September 12, 2025

Cultivated Dreamers (GLOG Sacred One Adaptation, Arise Ye Wretched)

It may no longer be Glåugust, but it's never too late to jump on a bandwagon. This is "adapt a setting-specific class to your setting," and in the spirit of the inimitable Deus ex Parabola, who jumped on his bandwagon years before Glåugust ever even began, I am adapting Loch's Sacred One for the Hex.

Cultivated Dreamer

The holdouts of a prolific Sybilline cult originating in the reign of the Solipsyd emperors.

By the mid-late Empire, an elaborate map of the correlations between experiences in the waking world and the consequent geographies in Dream had been drawn; the imperial oneirotects used this knowledge extensively to craft, or perhaps raise, the Cultivated Dreamers: certain citizens, plucked from the far reaches of Empire and conditioned by means of rigid intellectual discipline, post-hypnotic suggestion, and powerful pharmakon to express certain concepts or facets of the human condition so purely and completely that their dreams could serve as vessels of the sublime, carefully managed spaces into which a noble dreamer could project to brush the realm of pure ideals. 

By the late-late Empire, the better part of the nobility spent nearly all their time in induced torpor, residing in these unreal "Marble Gardens" which promised pleasures and pains which superseded that which the material world could honor. The Cultivated Dreamers themselves, those twisted-up bonsai people, were kept in pampered captivity and guarded more jealously than jewels. 

Though Old Sybilline is long since fallen, her techné broken and her delicate dreaming nobles ground down into the mud of reality, some small fringe sects still keep the tradition alive, grooming Cultivated Dreamers and their perfect diamondlike minds into the present day.

Source: 00AGAIN00

 

+1 Will and +1 Save per Template

A: Anointed, Sacrosanct, Bonsai Person
B: Marble Garden, Soporific Voice
C: Lucidity, +2 Attainments
D: Right of Passage, +1 Attainment

A: Anointed

You are the most or least prominent member in any group, at your choice; if you wish, you are immune to being ignored or interrupted. Your coming is presaged by a perfume-cloud, and its sillage billows in your wake—no incense or resin, not sandalwood nor benzoin nor copal nor patchouli, frankincense or myrrh or dragon’s blood, can fully capture the intricacies of your individual scent. When you grow angry, your eyes grow hypnotic and your voice takes on an echoing aspect.

Dolls, Azatas and Yugoloths always treat you as a friend. Servitors and adjutants of the Old Sybilline Empire will prioritize your orders over others’.

A: Sacrosanct

When a thinking creature attempts to attack you or knowingly bring harm to you, they must Save or be unable to do so.

While in a dream, you are treated as a Lucid of equivalent level.

A: Bonsai Person

The creation of managed dreamscapes exacts a terrible price. You must choose (or have chosen for you) a subject of your obsession that permeates all future expressions of your powers. When confronted with your obsession, you must Save or be unable to pull your attention from it; you can repeat this Save every round in a situation of active danger, every turn in a situation of general ambient pressure, and every hour in a situation of relative calm. 

 

B: Marble Garden

You flower into your true purpose, your mind blooming into a fragrant kept reality for the edification and play of others. When dreaming, drunk, high, or otherwise in altered perception, you may erect the tentposts of your Marble Garden, a space that reflects the inner contours of your self. The shape and nature of it is dependent on your obsession. There, you can hold private conversations, leave messages, repose, &c.

Other Cultivated Dreamers can find their way into your Marble Garden with knowledge of you and its nature. You can also bring others into your Marble Garden as visitors, by sleeping next to them, drinking the same wine, getting high off the same chemic, etc…

You can set up to [Templates] axioms that anyone and anything currently within your Marble Garden are bound by. These cannot interface directly with the Aleph-Taw Principle (read: you can’t have a rule that anyone who sets foot in your Garden dies instantly), but life and death can be made easier or more difficult to reach within your Garden. You can also gain new axioms by taking on a related taboo—the greatest of the Dreamers are enmeshed in such a comprehensive web of taboos that they can to little but lie in bed and dream.

B: Soporific Voice

You can attempt to dull the attention and emotions of those you are speaking to.

You may attempt to calm all listeners by taking a slot of Fatigue - if they can understand you, they must Save. Anything with less HD than you fails this Save automatically. When a creature fails a Save, their emotions dull to grey outlines, anger drains out, joy becomes hollow and the will for violence fades. This lasts until they can take a little rest to shake it off.

If you are able to keep reciting to them, taking +1 Fatigue, they will eventually fall into a deep slumber. At this point, you may choose if their sleep is dreamless, or if they will find themselves “awakening” within the confines of your Marble Garden.

This is believed to be a precursor to, or remnant of, the legendary lost war-spell, Sleep.

 

C: Lucidity

You become Lucid in the waking world, with a Crown of 20m, two points of Focus, and two Attainments of your choice. You gain an additional Attainment at D.

 

D: Right of Passage

While traveling through the Dreamlands, all you meet will treat you as an honored personage. You will never be attacked by any pseudo-sapient dwellers of Dream, and can choose to be immune to the axioms of other Cultivated Dreamers.

Your Marble Garden becomes capable of containing a true mirror of The Divine.

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