TEXT:  
  
         The Sword of Gaia 
   
  A Campaign Playing Aid for Dreamwalker: Roleplaying in the Land of 
  Dreams and Dreamwalker: Diceless Roleplaying in the Land of Dreams 
   
  Design 
  Written by 
  Design Contributors 
  Art Director 
  Art 
  Production 
   
   
  Peter C. Spahn and David Griffin 
  Peter C. Spahn 
  David Griffin, Brett M. Bernstein 
  David Griffin 
  John Carlos 
  Lucid Entertainment 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Dreamwalker is a trademark of Lucid Entertainment.   Active Exploits is a trademark of 
  Politically Incorrect Games.  Dreamwalker: Diceless Roleplaying in the Land of Dreams is 
  Copyright 2003 by Lucid Entertainment and Politically Incorrect Games and Brett M. 
  Bernstein.  
   
  The contents of this file are © Copyright protected and are not to be redistributed in 
  any format.  The purchaser of this file may print up to two copies of this file for 
  personal use only.   
  © Lucid Entertainment,  2003  All Rights Reserved 
  The mention of, or reference to any other products or companies in these pages is not a challenge to 
  the trademarks or copyrights concerned.
  
  Prelude 
   
  Broodking.  Among those who walk the 
  dream, no other word carries with it such 
  fear and loathing.  They are soulless 
  monsters that have plagued humanity 
  ever since the first primitive men huddled 
  together in fear of the darkness beyond 
  the firelight.   
  That very fear gave strength to the 
  darkness.  Fed it.  Nurtured it.  Allowed it 
  to grow and take shape.  And yet, it was 
  the darkness within our own souls that 
  gave life to these nightmares and made 
  them reality.   
  They are here now.  Feasting on our 
  misery.  Reveling in our pain.  Millions 
  have perished to quench their dark thirst.  
  Countless more have endured untold 
  suffering in order to slake their eternal 
  hunger. 
  They are the hunters.  We are the 
  prey.  Worse---we are cattle, fit only for 
  slaughter.  For thousands of years we have 
  been completely at their mercy. 
  No longer. 
   
  The Sword of Gaia 
   
  Forged in the fire of the sun, 
  Hammered to shape in the core of the  
     earth, 
  The burning blade, cleansing the       
     blight from our world, 
  We are, the Sword of Gaia. 
  ----Anna Biela, Mystic 
   
  The Sword of Gaia is a loosely organized 
  alliance of Mystic and Natural 
  Dreamwalkers who have dedicated their 
  lives to combating Broodkings (and their 
  spawn) in the real world.  They remain on 
  constant alert for Broodking activity and 
  are honor bound to investigate spiritual 
  disturbances, which they call blights, and 
  to exterminate Broodkings and their 
  spawn.   
   
  History of the Sword 
   
  The Livonian Brothers of the Sword, was a 
  13th century Christian military order that 
  was loosely affiliated with the Templar 
  Knights.  According to history, the Sword 
  Brothers were decisively defeated in the 
  year 1236 by an army of Lithuanians at the 
  Battle of Siauliai.  What history doesn’t 
  say is that there was no army of 
  Lithuanians---the Sword Brothers were 
  defeated by a Broodking who had crossed 
  over into the real world.   
  The Broodking manifested as a 
  handsome young knight with cruel, 
  mocking features and eyes that “burned 
  with the fire of the sun itself” (---Tristan 
  du Loch, 1240).  Its spiritual disturbance, 
  or blight, washed over the Sword Brothers 
  and instantly drove them mad.  The 
  Broodking watched and laughed as the 
  leader of the order, Headmaster Volquin, 
  loudly recited passages of scripture while 
  dousing himself with oil.  He then set 
  himself aflame.  The other knights reacted 
  in various ways.  Some drew weapons and 
  began fighting amongst themselves.  
  Others dropped to their knees and clawed 
  out their own eyes.  And still others 
  mutilated their bodies and ate their own 
  flesh.    
  Only one man was immune to the 
  Broodking’s madness.  His name was 
  
  Tristan du Loch, a Sword knight of 
  Scottish birth and a latent Dreamwalker.  
  The Broodking’s spiritual disturbance had 
  triggered Tristan’s hidden Dreamwalking 
  ability, protecting him from its effect.   
  Tristan watched in horror as his 
  comrades succumbed to bloodlust and 
  insanity.  He recognized the Broodking as 
  the source of the chaos and took it to be an 
  evil servant of Satan.  He also realized that 
  he alone had been granted the power to 
  destroy it.  Praying to God to give him 
  strength, he crept up behind the creature 
  and lopped off its head.  The Broodking’s 
  headless body exploded with a shockwave 
  and a burst of flame that scorched the 
  earth and flattened the surviving knights.   
  Tristan managed to harangue the 
  dazed knights into some semblance of 
  order and lead them away from the 
  region.  As they regrouped, he was 
  stunned to realize that he alone had seen 
  the Broodking for what it was.  The rest of 
  the men barely remembered what had 
  happened and were convinced they had 
  been ambushed and defeated by an army.   
  Tristan’s faith was shaken by the 
  personification of evil he had seen.  He 
  reasoned that if one such creature existed 
  on earth, there were likely others and so 
  he took his leave of the Brothers of the 
  Sword and went to the Vatican to inform 
  the Church.        
  This was the height of the Medieval 
  Inquisition and Tristan was not well 
  received.  After telling his story, he was 
  summarily arrested for heresy.  In the 
  dungeons beneath the Vatican he began to 
  find others who had witnessed similar 
  horrors.  Many stories of such creatures 
  had arisen during the Crusades, as 
  Broodkings and their ilk are known to 
  revel in slaughter and destruction.  But the 
  Crusades alone were not to blame.  
  Terrible creatures were also said to exist in 
  places like the northern seas of 
  Scandinavia, in the deserts of the Middle 
  East, deep in the jungles of Africa and 
  high in the mountains of the Far East.      
  There in the Vatican dungeons, amidst 
  the blood and sweat of Moors, Africans, 
  Mongols, and the brutally repressed 
  Cathars of France, Tristan came to 
  understand the bond that is shared by all 
  of humanity.  That despite differences in 
  race, religions and culture, they all had a 
  common enemy.  That the only war they 
  should be fighting was against the 
  Broodkings.   
  Tristan vowed to God that he would 
  hunt down Broodkings wherever they 
  dwelt if ever he got free of the dungeons.  
  One moonless night, his prayers were 
  answered.  He and a few other prisoners 
  overpowered the guards and fled into the 
  city.  The others were eventually hunted 
  down and recaptured but Tristan 
  managed to elude his pursuers and 
  escape.   
  He traveled across Europe, letting his 
  dreams guide him from place to place.  He 
  became attuned to the spiritual 
  disturbances emitted by Broodkings and 
  their spawn, enabling him to seek them 
  out in their lairs.  A werewolf 
  Broodspawn in the forests of Italy.  A 
  monstrous river troll in the waters of 
  Prussia.  A fearsome man-horse on the 
  Mongolian steppes.  He was almost killed 
  by a bat-like creature in the Carpathian 
  mountains and barely escaped with his 
  life but he made good on his vow, 
  tracking these monsters down and 
  destroying them whenever he could. 
  During his travels he was surprised to 
  meet others who shared his gift of 
  
  dreaming.  Mystics, holy men and many 
  more who had witnessed the horror of a 
  Broodking and survived.  They taught 
  him everything they knew about the 
  Taenia, the Empyrean and how to 
  manipulate mana.  And little by little, he 
  began to find other stout-hearted warriors 
  willing to join his cause.  Soon there were 
  so many they had to split up so as not to 
  draw unwanted attention upon 
  themselves.  And thus the Sword of Gaia, 
  defenders of men and earth, was officially 
  born. 
  In 1252, Tristan was slain in battle 
  with a tiger-like Broodking in the jungles 
  of India but to this day, the Sword of Gaia 
  continues to carry out its mission.   
   
  The Cabal 
   
  Little has changed in the organization of 
  the Sword since the days of Tristan du 
  Loch.  The Sword of Gaia has no central 
  leadership.  Instead, it is divided into cells 
  of one to five individuals, called cabals.  
  Each cabal is a highly diverse unit.  Some 
  are deeply rooted in mysticism, religion 
  and tradition while others are more 
  grounded in the modern day world.  
  Many incorporate arcane rituals and other 
  practices into their daily routines.         
  Each cabal is a close knit group.  Its 
  members are allowed to live whatever life 
  they choose however, they must be ready 
  to move at a moment’s notice.  Because of 
  this, the members of a cabal are often 
  married, related or otherwise involved 
  with one another.  
  Most cabals choose a leader who is 
  given the honorary title of “Master”.  The 
  leader is responsible for the safety and 
  mentoring of his cabal, interacting with 
  other cabal leaders and for developing 
  strategies to hunt down Broodkings. 
  The exact number of cabals operating 
  across the globe is unknown but is 
  believed to be no more than a thousand.  
  Members of different cabals seldom 
  interact in the real world.  In fact, usually 
  only the leader of a cabal knows how to 
  contact another cabal.   
  Vastly outnumbered by their enemies, 
  the Sword of Gaia must rely on secrecy 
  and anonymity to preserve its existence 
  
  and to further its cause.  Because of this, 
  the Sword of Gaia does its best to operate 
  outside of the public eye. 
   
  Factions 
   
  The Sword of Gaia is made up of several 
  thousand diverse individuals from a 
  variety of different cultures and 
  backgrounds.  Many are priests, healers, 
  tribal shamans and holy men.  Others are 
  warriors, “in tune” with the spirit world.  
  And still others are simply enlightened 
  men and women who have aspired to 
  reach beyond the physical world.   
  Three separate factions dominate the 
  core of the Sword’s membership, each 
  with its own unique attitudes and 
  viewpoints.  Joining a faction is not 
  required for membership into the Sword 
  of Gaia and members of different factions 
  are frequently members of the same cabal-
  --despite philosophical differences, the 
  destruction of Broodkings remains the 
  central mission of each faction.   
   
  The Sword Mind of Gaia 
   
  The elders of the Mind speak of a time 
  when the real world and the spirit world 
  were one and the same.  They believe the 
  worlds split apart long ago, although 
  whether this occurred as a natural 
  phenomenon or was the work of a great 
  (or higher) power is the subject of spirited 
  debate.  The goal of the Sword Mind of 
  Gaia is to find a way to bring down the 
  barriers between the real world and the 
  spirit world in order to regain what was 
  lost.  Members of this faction tend to be 
  philosophers and deep thinkers.  Most 
  come from cultures and religions that 
  emphasize spiritual enlightenment rather 
  than spiritual ascension.  They are curious 
  about fluff and other anomalies (both real 
  and spirit) and often try to determine why 
  things are the way they are before they 
  act.   
   
  The Sword Hand of Gaia 
   
  The Sword Hand of Gaia forms the core of 
  the Sword’s membership.  Its roots lie 
  with Sir Tristan du Loch and its original 
  members were mainly Cathars.  The Hand 
  views the real world as a form of hell and 
  the spirit world as either a stepping stone 
  to heaven or as heaven itself.  It sees 
  Broodkings and their spawn as agents of a 
  solitary evil power (the Demiurge, Satan, 
  etc.) sent to hinder humanity’s rise to 
  heaven.  Members of this faction tend to 
  come from cultures where the line 
  between good and evil and/or heaven and 
  hell is sharply drawn.  Those of the Hand 
  number among the greatest of the Sword’s 
  warriors.  
   
  The Sword Heart of Gaia 
   
  The elders of the Heart believe that life 
  must be enjoyed to its fullest in both the 
  real world and the spirit world.  In their 
  eyes, anything that causes pain and 
  suffering is an affront to the divine; by 
  their very nature, Broodkings epitomize 
  this blasphemy.  Members of this faction 
  are often artists, inventors, composers, 
  performers and other creative individuals 
  who are highly valued for their unique 
  insights, despite a tendency towards self-
  indulgence and a reputation for both 
  laziness and drug addiction.    
    
  
  New Talents 
   
  The Sword of Gaia have developed 
  several unique Talents they have not 
  shared with other Dreamwalking groups.  
  The experience point cost for learning 
  these Talents is the same however, a 
  character must first have someone teach 
  him the Talent before it can be purchased.   
   
  Minor Talents 
   
  Dreamcatcher 
   
  The Dreamcatcher Talent can only be used 
  in the real world.  Using Dreamcatcher, 
  the Dreamwalker creates a spider web-like 
  net of pure mana that ensnares a 
  Broodking in the real world, rendering it 
  immobile and incapable of any action.  In 
  order to escape the web, the enraged 
  Broodking must return to the Empyrean.  
  Dreamwalkers who make a Creativity + 
  Artistic roll may follow the Broodking into 
  the Empyrean as if he were using the 
  Walk the Dream Talent.   
   
  Scent of the Dream  
   
  Dreamwalkers emit a very faint, but 
  distinct, spiritual disturbance of their own, 
  especially when they dream.  Scent of the 
  Dream enables a Dreamwalker to home in 
  on this disturbance and locate other 
  Dreamwalkers.  In the Empyrean, the 
  chance of locating a Dreamwalker is the 
  same as that of locating a specific 
  Dreamworld (core rulebook, pg. 77).  In 
  the real world, the character suffers a –50 
  penalty to the Base Chance.  Scent of the 
  Dream has also been known to react 
  subconsciously, alerting the character to 
  the presence of a nearby Dreamwalker 
  through a combination of dreams, brief 
  visions and/or odd series of coincidences 
  (GM’s discretion). 
   
  The Sight  
   
  The Sight enables a character to detect 
  creatures and anomalies native to the 
  Empyrean.  The Sight does not reveal the 
  exact nature of the creature or anomaly 
  viewed, but the character can certainly tell 
  that something about it is abnormal.  For 
  instance, in the Periphery, the character 
  may be able to see a slight disturbance in 
  the waters where a hidden whirlpool has 
  formed.  In the Dreamworld, he may be 
  able to realize that a Dreamwalker (or 
  perhaps a Broodking) is posing among the 
  Unreal using the Chameleon Skin Talent.  
  Other spiritual anomalies may also be 
  detected, both in the real and the spirit 
  worlds, at the GM’s discretion. 
   
  Divine Touch 
   
  Divine Touch creates a minor spiritual 
  disturbance in the real world that enables 
  a character to use mana at the rate of 10% 
  of his normal Mana Pool.  This Mana Pool 
  replenishes itself once per day, as long as 
  the character gets a good night’s rest.  
  Note that certain mana powers, such as 
  Possession, are unusable on non-Unreal, 
  and that long standing effects (such as 
  Gain Skill and Increase Attribute) and 
  altered items disappear during the 
  character’s next period of REM sleep.   
   
   
  
  Major Talents 
   
  Soulforge  
   
  Soulforge enables a character to invest his 
  own mana in the crafting of permanent 
  spiritual items.  These items manifest 
  along with the character whenever he 
  enters the Empyrean.  Additionally, a 
  character with the Genesis Talent is able to 
  create permanent living creatures in the 
  same fashion.  These creatures are initially 
  loyal to the character however as they 
  continue to develop and grow, the more 
  intelligent creatures eventually choose to 
  leave the character’s service.  Items or 
  creatures that are destroyed or killed 
  anywhere in the Empyrean, cease to exist.     
  Soulforging is not undertaken lightly.  
  In order to forge an item (or creature), the 
  Dreamwalker must Create the item using 
  Mana Points deducted directly from his 
  Mana Pool.  This mana point loss is 
  permanent.   
  A Soulforger may also invest Talents 
  into the item (at the normal Experience 
  Point Cost), giving anyone who possesses 
  the item access to those Talents.  For 
  instance, a Soulforged gold bracelet costs 2 
  MP to Create.  An additional 300 XP 
  invests it with the Talent of Raven’s Wings 
  so that whoever wears the bracelet gains 
  the ability to fly.  A forged creature may 
  use any Talents it has been invested with, 
  but cannot convey those Talents to its 
  “owner”. 
   
  Walk the Dream  
   
  Walk the Dream enables a person to 
  physically enter and exit the Empyrean.  
  This enables Dreamwalkers to cover vast 
  distances in the real world.  To use this 
  Talent, the character must be either asleep 
  or in an advanced state of meditation 
  and/or concentration.   
  The character may traverse the 
  Empyrean as if he were in his spiritual 
  form.  His physical body actually leaves 
  the real world and enters the world of 
  spirit.  However, exiting the Empyrean is 
  somewhat tricky---the character must 
  enter the Dreamworld of another person 
  and essentially “ride” that Dreamer’s 
  consciousness back into the real world 
  when the Dreamer exits REM sleep.  The 
  Dreamer does not automatically awaken 
  when this happens although this is always 
  a possibility.   
  Other problems may certainly arise, if 
  the Dreamwalker exits into a prison cell 
  for instance, or someone’s bedroom, 
  aboard an airplane, etc.  These situations 
  must be roleplayed accordingly.  Given 
  time, the Dreamwalker may be able to 
  discern the Dreamer’s physical 
  whereabouts via Joining or by 
  investigating fluff via sleuthing (GM’s 
  discretion).     
  The geography of the Empyrean 
  roughly correlates to that of the real 
  world.  The GM should use the rules for 
  locating a specific Dreamworld (core 
  rulebook, pg. 77) as a guide to determine 
  whether or not the character comes close 
  to his desired real world location.  
  Navigating the waters of the Periphery in 
  this manner is not only difficult, but 
  hazardous as well---if the character dies in 
  the Empyrean, he ceases to exist. 
   
   
   
   
   
  
   
  Totem      
   
  Totem enables a character to become in 
  tune with his own animal spirit or guide.  
  Once per dream, this guide may be called 
  upon to manifest and grant the character 
  the ability to use any Talent for a brief 
  period of time, usually until the 
  completion of a single task (GM’s 
  discretion).     
  While the totem animal can be helpful, 
  it is often rude, fickle and vain.  It expects 
  the Dreamwalker and his companions to 
  treat it and others of its kind (both in the 
  real and spirit worlds) with respect and 
  dignity.  If not, the totem refuses to 
  answer the Dreamwalker’s calls until he 
  atones in some way (GM’s decision, 
  depending on the degree of insult).  It 
  should be noted that the totem animal is 
  not an actual creature, but rather a 
  manifestation of the Dreamwalker’s own 
  subconscious mind.  It is unclear what this 
  says about the totem’s behavior, but many 
  theories abound.        
  The player does not get to choose his 
  character’s totem animal.  Instead, he 
  should consult the list below and 
  determine three animals whose traits best 
  fit the character’s behavior.  The Game 
  Master should then do the same.  Once six 
  animals have been chosen, the player rolls 
  a six-sided die to randomly determine 
  which totem animal answers his call.  The 
  list of animals can be expanded, if the 
  Game Master approves.     
   
   
   
  Animal 
  Trait 
   
  Ant   
  patience, hard work 
  Bear              power, introspection,     
                          wisdom 
  Cat  
              independence, cleverness,  
                          curiosity 
  Dog   
  loyalty, honesty, friendship  
  Eagle   
  the sun, clear vision, health,   
                          truth  
  Fish   
  water, life 
  Gorilla  
  family, strength, territorial,  
                          nurturing 
  Horse   
  steadfastness, loyalty, travel 
  Iguana  
  patience, stealth  
  Jaguar  
  nighttime, fearlessness,  
                          hunting 
  Kangaroo  
  family, survival 
  Lizard  
  rebirth, stealth, perception 
  Mouse  
  order, wariness, stealth  
  Narwhal  
  individuality, protection,  
                          innocence 
  Otter   
  playfulness  
  Peacock  
  beauty, self confidence 
  Quail   
  sacrifice, stealth, family 
  Rat  
   
  fertility, stealth, intelligence 
  Snake  
  growth, knowledge and  
                          learning 
  Tortoise  
  practicality, self- 
                          preservation, reliability  
  Unicorn  
  virginity, innocence,  
                          goodness 
  Vulture  
  scavenging, patience,  
                          confidence 
  Wolf              free spirited, loyalty, family,  
                          courage 
  Yak              strength, warmth,  
                          helpfulness 
  Zebra   
  individuality, confidence 
  
  The Empyrean 
   
  The Sword of Gaia spends quite a bit of 
  time in the Empyrean, mapping the 
  Periphery, exploring dream islands and 
  otherwise learning the ways of the spirit 
  world and its denizens in order to better 
  help them fight their enemies, the 
  Broodkings.  Unlike Project Dreamwalker 
  and the Clinic however, they rarely 
  combat individual Dreamworld Taeniid 
  infestations---the Sword of Gaia devotes 
  most of its time to eliminating Broodkings 
  and their spawn.   
   
  Sanctuary  
   
  Sanctuary is a dream island that the 
  Sword of Gaia has crafted into its own 
  realm.  It is a safe haven where members 
  of different cabals can meet to trade 
  knowledge and discuss happenings in the 
  real world.  Those who have “crossed 
  over” as well as certain spirit folk (see 
  Appendix II: Spirit Folk) sometimes go 
  there to discuss happenings in the 
  Empyrean.     
  Sanctuary is ruled by a being known 
  only as the Old One.  He is believed to 
  have been a man or woman who “crossed 
  over” long ago and has been the ruler here 
  for far longer than anyone can remember.  
  It is his whim that shapes and reshapes 
  the land.  It is believed he can reach deep 
  into the subconscious minds of those who 
  enter his realm because Sanctuary is often 
  populated with people, places and things 
  that are familiar to those who visit.  The 
  Old One never manifests in the same form 
  more than a handful of times.  He seldom 
  interacts openly with others although he 
  does sometimes disguise himself as one of 
  the Unreal in order to observe visitors to 
  Sanctuary.   
  Sanctuary is in a constant state of 
  controlled flux (see Appendix I: Dream 
  Islands and Flux).  It can appear as any 
  type of place, spanning any type of genre 
  (space age, modern, fantasy, medieval, 
  horror, etc.) and be populated with any 
  type of people or creature.  The Sword of 
  Gaia often uses the island as a testing and 
  training ground to hone their skills and 
  powers.   
   
  Manaed 
   
  Deep in the heart of the Empyrean lies the 
  fabled realm of Manaed, the Lost City of 
  Dreams.  Manaed is a dream island like 
  none other.  It is a place of mystery and 
  enchantment.  A shining kingdom steeped 
  in myth and legend, given life and 
  substance from the hopes and dreams of 
  those who have lived and died in what we 
  know as the real world.    
  Manaed is a hidden place.  A secret 
  place.  Few alive have ever crossed its 
  borders.  Fewer still have found their way 
  back upon leaving.  There are elders 
  among the Sword of Gaia who know the 
  way to Manaed, but this information is 
  closely guarded.   These elders are divided 
  in their opinions of Manaed and their 
  beliefs are echoed by the various factions.   
  The Hand elders hold the opinion that 
  Manaed’s very existence corrupts the 
  spirit world and tampers with the natural 
  order of things.  Heart elders tend to 
  romanticize the fabled beauty and glory of 
  Manaed while elders of the Mind suggest 
  Manaed may hold the key to the 
  reunification of the real world and the 
  spirit world.  This is because Manaed’s 
  
  very existence challenges the normal 
  concepts of real world vs. spirit world---
  Manaed and those who dwell within its 
  borders are as real as those inhabiting the 
  “real world”.    
  Happenings in Manaed and pieces of 
  its history are occasionally passed on from 
  the Saldotti (see Appendix I: Spirit Folk), 
  or handed down by Sword elders inside 
  Sanctuary.  Thus it can be learned that 
  Manaed, despite its beauty, is also a place 
  of strife and conflict where Broodkings 
  and their spawn terrorize the land under 
  the banner of the Black King---a being 
  believed to be a Broodking of enormous 
  power.  Newly formed cabals are 
  discouraged from attempting to locate 
  Manaed.   
   
  
  Broodkings 
   
  The Sword of Gaia are the sworn enemies 
  of Broodkings and their spawn.  These 
  creatures are a blight upon the earth that 
  must be eliminated.  However, this has 
  become somewhat more difficult in the 
  modern age.   
  Broodkings feed off negative emotions 
  so they are almost always found around 
  groups of people.  Contrary to popular 
  belief, not all Broodkings are ravenous, 
  slavering beasts just waiting to be put 
  down by a few shotgun blasts or Mana 
  Bolts.  Many appear human and some of 
  the more intelligent Broodkings and their 
  spawn have inserted themselves 
  into human society.  They become 
  teachers, lawyers, doctors, etc., 
  abusing their positions of power in 
  order to foment negative thoughts 
  and emotions in those in their 
  charge.  These Broodkings avoid 
  open conflict with Dreamwalkers 
  when possible but do not hesitate to 
  use whatever mortal resources they 
  might have if they feel threatened 
  (police, security guards, etc.).  
  Characters must tread lightly in the 
  civilized world or else they might 
  end up as fugitives from the law.   
  Broodkings who become aware 
  of the Sword of Gaia are especially 
  dangerous to unsuspecting cabals---
  years ago, one Broodking rose to 
  high rank in the Soviet army and 
  used his military authority to hunt 
  down several cabals before he could 
  be dealt with.  This is the main 
  reason that the Sword’s secrecy and 
  anonymity must be maintained at 
  all costs. 
  Over the years, the Sword of Gaia has 
  come to realize that Broodkings tend to 
  associate themselves with at least one of 
  what we call the seven deadly sins: Pride, 
  Envy, Gluttony, Lust, Anger, Greed and 
  Sloth.  The Broodking either gravitates to 
  situations where the “sin” is abundant or 
  it tries to foment these thoughts and 
  emotions in those who enter their 
  territory.  Dreamwalkers are immune to 
  this effect but it is generally a good idea 
  for a cabal to understand the nature of its 
  enemy before any battle takes place.        
   
  
  Running a Sword of 
  Gaia Campaign 
   
  The Game Master may decide to run a 
  campaign where the characters are 
  members of the Sword of Gaia instead of 
  working for Project Dreamwalker (or the 
  Clinic).  This type of game is well suited 
  for players who like to conduct more real 
  world adventures as well as for players 
  who wish to explore the vastness of the 
  Empyrean.  
  The loose setup of the Sword means 
  that characters are largely on their own 
  and are free to pursue whatever holds 
  their interest.  However, being a member 
  of the Sword is a dangerous and 
  sometimes demanding life that tends to 
  end badly more often than not.  In the 
  Dreamworld, characters can afford to 
  make a mistake, awaken and live to tell 
  about it.  Against a Broodking, the first 
  mistake is usually the last.   
   
  Characters 
   
  The rules for creating a character are the 
  same as those in the core rulebook.  
  However, it is not easy to become a 
  member of the Sword of Gaia.   
  Traditionally, latent Dreamwalkers 
  are discovered by Sword of Gaia 
  “spotters” using the Scent of the Dream 
  Talent.  The cabal then enters the person’s 
  dreams to learn more about him---his life, 
  his values, his hopes and dreams and his 
  fears.  Over the course of time (usually a 
  few weeks, months and in some cases 
  even years) the cabal uses mana to craft 
  the person’s dreams into scenarios 
  designed to determine how well he reacts 
  to certain situations.  As a final test, the 
  cabal crafts the dream into a realistic 
  Broodking scenario.  This scenario often 
  contains gut-wrenching personal 
  information and is designed to test the 
  individual’s courage, integrity and desire.   
  The cabal only reveals itself to those 
  who pass this final test.  They introduce 
  themselves first in the Dreamworld and 
  then gradually help the person recognize 
  his own Dreamwalking ability by taking 
  him deeper into the Empyrean.  Once the 
  leader of the cabal feels the person is 
  ready, he gives him several precise sets of 
  real world instructions.  If the person 
  follows those instructions, the cabal makes 
  contact in the real world, explains their 
  mission and then asks him to join the 
  Sword of Gaia.   
  If the character is already a 
  Dreamwalker, the Sword discretely keeps 
  an eye on his activities, usually in the 
  spirit world but sometimes in the real 
  world as well.  They only make contact if 
  they believe the character might be 
  amenable to their cause.  Characters who 
  have faced Broodkings or their spawn and 
  lived to tell about it are almost always 
  contacted by the Sword.  For ease of play, 
  the GM can assume that the characters 
  have already been inducted into the 
  Sword of Gaia and have formed their own 
  cabal.   
  The Sword of Gaia accepts only 
  Mystics and Naturals into its ranks. 
   
  
  Adventures  
   
  The mission of the Sword of Gaia is to 
  destroy Broodkings inhabiting the real 
  world.  However, when designing an 
  adventure, Game Masters should be fully 
  aware of the awesome of power of a 
  Taeniid Broodking and try to limit newly 
  formed cabals to encounters with their 
  weaker spawn. 
  Most adventures begin with one or 
  more of the characters being 
  subconsciously drawn to the site of a 
  spiritual disturbance.  In some cases, the 
  characters may stumble upon a situation 
  that appears mundane and then later learn 
  that a Broodking is somehow involved. 
  The mind-numbing effects of a 
  Broodking’s spiritual disturbance seems to 
  have one of two effects on those who 
  experience it---some people remember 
  fragments of particularly horrid events  
  while others attempt to assign completely 
  rational explanations to the things they 
  witnessed.  For this reason, newspaper 
  articles (especially tabloids) often provide 
  a good hook to locating a Broodking 
  manifestation.     
  Members of the Sword almost never 
  go on standard dream/denouement 
  adventures.  However, they are sometimes 
  drawn to those who have encountered a 
  Broodking (GM’s discretion) and this type 
  of adventure could be used to provide 
  subconscious clues to the Broodking’s 
  location.  Game Masters are also 
  encouraged to introduce relationships, 
  intrigue, moral and emotional dilemmas 
  and other real world complications into 
  adventures to prevent the campaign from 
  devolving into a series of simple search-
  and-destroy missions.  As always, 
  adventures should be tailored to the 
  interests and capabilities of the players.   
   
   
   
  Sample Cabal 
   
  Sword of Gaia cabals are scattered across 
  the globe.  Each cabal is a collection of 
  diverse individuals that have joined 
  together to fight Broodkings and their 
  spawn in the real world.  Their methods of 
  fighting vary, depending upon the 
  makeup of the cabal, its personalities and 
  its resources.  Listed below is a sample 
  cabal based in New York City.    
   
   
  
  George Chamberlain, 48  
  Businessman 
  Natural 
   
  George is a handsome but unassuming 
  man with a ready smile and an easygoing 
  disposition.  He prefers to dress casually 
  and is unaccustomed to lavish displays, 
  despite his wealth.  He and his daughter 
  live in a large house in the Hamptons.   
  George is the owner and president of 
  Chamberlain Textiles, a medium-sized 
  business with several stores located 
  throughout the New York area.  George 
  inherited the company from his 
  grandfather, who was not only his mentor 
  but also a member of the Sword of Gaia.   
  As a young man, George learned of 
  his grandfather’s “secret life” as a member 
  of a cabal and eventually convinced him 
  to teach him how to Dreamwalk.  George’s 
  grandfather was killed almost twenty 
  years ago by a Broodking that had crossed 
  over into the real world.  George has since 
  dedicated his life to upholding his 
  grandfather’s cause.   
  For many years after joining the 
  Sword, George attempted to live a normal 
  life.  He decided to marry, despite his late 
  grandfather’s warnings to the contrary.  
  His wife gave birth to a daughter, Carolyn 
  and the three of them were happy for a 
  time.  George’s family life was shattered 
  ten years ago when his wife was killed 
  and his daughter abducted by a 
  Broodspawn that was attempting to gain 
  leverage against George’s cabal.   
  After Carolyn’s rescue, George taught 
  her how to Dreamwalk and later brought 
  her into the Sword for her own safety.  He 
  loves his daughter and wants only the best 
  for her.  At times he is riddled with guilt 
  at bringing her into this life but at the 
  same time he is openly proud of her 
  strength of character, her ability and her 
  achievements. 
  George’s only other living relative is 
  his father, James Chamberlain, a man with 
  a reputation for being a womanizer and a 
  wastrel.  Their relationship is shaky at 
  best.  James is bitter that his son inherited 
  ownership of the company, having 
  himself made plans to sell it upon his 
  father’s death.  James never developed the 
  ability to Dreamwalk and has no 
  knowledge of the Sword of Gaia.       
   
  Carolyn Chamberlain, 25  
  Student 
  Natural 
   
  Carolyn Chamberlain is an attractive 
  young woman who wears glasses and 
  prefers to dress conservatively.  She does 
  her best to maintain a positive outlook 
  despite having suffered many hardships 
  in her young life, not the least of which 
  was the death of her mother at the hands 
  of a Broodspawn.  
  Caroyln graduated from college with 
  a masters degree in psychology.  She is 
  unemployed, and those who do not know 
  her assume she is spoiled and lazy.  
  Carolyn is anything but.  She devotes 
  much of her time to research and study, 
  trying to gain insight into the terrible 
  creatures her cabal must encounter.  She 
  has built an extensive library of texts 
  dealing with the occult and the 
  supernatural, especially where they 
  pertain to dreams.   
  Carolyn is single and does not date 
  because of what happened to her mother.  
  She is afraid to put anyone else in danger 
  by getting involved with them.  She is 
  
  lonely, although even she has not fully 
  realized this.   
  Carolyn misses her mother and dearly 
  loves her father.  She understands the 
  situation between her father and 
  grandfather but wishes the two could 
  come to friendly terms.     
   
  Mr. Chips, ? 
  Street Shaman 
  Mystic  
   
  Mr. Chips is the leader of the cabal.  He is 
  an intelligent and thoughtful, dark-
  skinned man of indeterminable age and 
  race.  He lives on the street, sleeping in 
  abandoned buildings, sewers, homeless 
  shelters, landfills and anywhere else he 
  happens to be when he gets tired.  He 
  dresses in whatever castoff coats and 
  clothes he can scrounge.  He chooses to 
  live simply and has refused George and 
  Elise’s offers of aid many times.   
  Mr. Chips lives in a realm of 
  mysticism, half-in and half-out of the 
  spirit world.  He talks to the spirits, 
  practices many arcane and meditative 
  rituals in the real world and adorns 
  himself with what appears to be junk 
  picked up off the street.  Those who do not 
  know him think he is crazy and he does 
  nothing to discourage that belief.   
  Mr. Chips much prefers the company 
  of rats (his totem animal) to people.  He 
  seldom speaks and when he does, it is 
  usually in cryptic phrases that often prove 
  to be more profound or prophetic than 
  they initially appear.  When he senses a 
  spiritual disturbance, he summons the 
  others, either in the Dreamworld, or by 
  sending a rat unerringly to their location 
  in the real world.      
  Mr. Chips was a friend to George’s 
  grandfather and a former member of his 
  (since disbanded) cabal. 
   
  Elsie Halloran, 35 
  Businesswoman 
  Natural 
   
  Elsie is an attractive, single woman.  She is 
  personable and outgoing, the owner of a 
  private art gallery downtown.  She was 
  born to a wealthy family and has many 
  prominent friends and contacts in and 
  around New York.  Elsie lives in a large 
  apartment in Greenwich Village.   
  The gallery was how she initially met 
  the cabal.  A local artist who specialized in 
  nudes attracted the presence of a 
  Broodspawn to a showing.  The creature’s 
  spiritual disturbance provoked acts of lust 
  and decadence in all those who attended.  
  This triggered Elsie’s latent 
  Dreamwalking ability, making her 
  immune to its effects.  Disgusted by what 
  she was seeing, she tried to leave the 
  gallery but was accosted by one of her 
  patrons.  Seconds later, the cabal arrived, 
  dispatched the spawn and then made a 
  hasty retreat.   
  Never one to let questions go 
  unanswered, Elsie tracked George down 
  through her network of connections and 
  explained what had happened to her at 
  the gallery.  After a series of Dreamworld 
  tests she was invited to join the cabal.  
  Elsie has come to respect Mr. Chips and is 
  on good terms with the rest of the cabal.  
  She is secretly attracted to George but for 
  the first time in her life has found herself 
  hesitant to make the first move.   
   
  
  Ben Poole, 28 
  Businessman 
  Natural  
   
  Ben is a handsome, physically fit young 
  man.  He began his career as a limo driver 
  and now owns his own limousine service 
  with four cars.  Ben lives in a modest 
  apartment in Manhattan.   
  Ben has always been creative.  He has 
  secretly written several romance novels 
  that he is too embarrassed to try to 
  publish.  Ben taught himself how to 
  Dreamwalk after reading several “new 
  age” books on the theory and practice.  He 
  is still surprised that it actually worked.   
  Ben found himself working for George 
  Chamberlain while filling in for one of his 
  employees.  One day while napping in the 
  car, waiting for George to summon him, 
  he happened to stray into Carolyn 
  Chamberlain’s Dreamworld.  Although 
  she recognized him instantly, she made no 
  indication that she had.  When she awoke, 
  she told her father what had happened. 
  After some discussion with the rest of 
  the cabal, they began to enter Ben’s 
  dreams, probe and test him until they felt 
  satisfied he would make a good addition 
  to the team.  Ben was initially hesitant to 
  join.  After his first encounter with a 
  Broodspawn however, he realized there 
  was more to life than making money and 
  paying bills.        
  Ben has a huge crush on Carolyn but 
  does not think he is smart or wealthy 
  enough to ask her out.   
   
  Peter Vandevic, 45  
  Sanitation Worker 
  Natural 
   
  Peter is a large, even-tempered man who 
  works on a trash barge scooping the East 
  River.  He lives in a small apartment in the 
  Bronx.   
        Peter is a second generation German 
  immigrant who comes from a long line of 
  wandering gypsies.  His grandmother 
  taught him how to Dreamwalk when he 
  was very young but an early encounter 
  with the Taenia made him hesitant to 
  leave his own Dreamworld. 
  Peter is an alcoholic.  He is a hard 
  worker though, and his 
  supervisor/brother-in-law has thus far 
  been sympathetic to his condition by 
  overlooking his frequent, unscheduled 
  absences.  Some of these absences are 
  indeed due to drunkenness but many 
  others are due to his business with the 
  Sword.   
  Peter would not be alive today if not 
  for Mr. Chips.  One day he drank too 
  much during his lunch break and passed 
  out at a landfill.  A dog-like Broodspawn 
  picked up his scent and would have killed 
  him if not for Mr. Chips’s timely 
  intervention.   
  Peter is on good terms with the other 
  members of the cabal but he is too proud 
  to accept handouts from any of them.  
  Since joining the Sword, he has sought 
  help for his alcoholism in the form of 
  counseling and group therapy.  His 
  biggest fear is that one day his friends 
  might suffer because he was too drunk to 
  act.     
   
  
  Serve it Your Way 
   
  Serve it Your Way is a sample Dreamwalker 
  adventure, dual statted for both 
  Dreamwalker: Roleplaying in the Land of 
  Dreams and for Dreamwalker: Diceless 
  Roleplaying in the Land of Dreams (boxed 
  text).   
  This adventure can be set in any small 
  to large sized city or town.  The locations 
  are relatively self-explanatory, so no maps 
  were included with this adventure. 
   
  Beginning the 
  Adventure 
   
  While in town, at least one of the 
  characters witnesses several teenagers 
  tormenting a mentally disabled boy 
  dressed in a Big Burger uniform.  The boy 
  is sitting on the curb crying as the 
  teenagers smack him in the back of the 
  head, mimic his cries and otherwise make 
  fun of him.   
   
  Joel Benjamin 
   
  The mentally disabled boy’s name is Joel 
  Benjamin.  Physically, Joel is twenty-nine 
  years old but mentally he is much 
  younger.  Joel lives in a local co-op 
  apartment building with several other 
  mentally and physically disabled young 
  adults as part of a charity program 
  designed to help instill a sense of 
  responsibility and community in the 
  participants. 
  Joel is employed at the local Big 
  Burger where he mops floors, takes out 
  the trash and sometimes gets to handle the 
  deep fryer.  He is very proud of his job 
  and is liked by his manager and 
  coworkers.  Joel was walking to work 
  today when he was accosted by the 
  teenagers. 
   
  Joel Benjamin 
   
  Primary Attributes: STR 50, STA 50, DEX 
  40, ACU 20, APP 50, REA 40, PCP 40 
  Secondary Attributes: HTH 25, DEF 25, 
  RFX 30, CHA 35, PER 40, WIS 40 
  Traits: CRV 70, CRG 60, SAN 70 
  Skills: Intuition 4, Occupational 
  (custodian) 2, Swimming 1 
  Possessions: Big Burger uniform, lucky 
  buffalo head nickel, I.D. card. 
   
  Abilities 
  Fitness: 0, Awareness: 0, Creativity: +2, 
  Reasoning: -1 
  Skills 
  Athletics (novice) 
  Luck: 1, Discipline: 1, Extra 
  Experience: 0 
  Possessions: Big Burger uniform, lucky 
  buffalo head nickel, I.D. card 
   
   
  Good/Bad Samaritan 
   
  If the characters do nothing to intervene, 
  the teenagers eventually tire of their fun 
  and wander off.  However, Joel begins 
  making appearances in the dreams of one 
  or more characters, manifesting as 
  elements of fluff.  This is a message from 
  the subconscious mind that should alert 
  the characters that their dealings with Joel 
  are far from over.  Once this begins 
  happening, the characters should be able 
  
  to home in on his presence with little 
  difficulty.     
  If the characters do choose to 
  intervene on Joel’s behalf, the oldest 
  teenager, a boy named Lenny Kidder, 
  pulls a knife and warns the characters to 
  mind their own business.  Lenny is only 
  sixteen years old, a minor, so the 
  characters have to be very careful when 
  dealing with him to avoid running afoul 
  of the law.   
  Lenny is satisfied just to get the 
  characters to back down but he defends 
  himself if attacked.  If Lenny is 
  incapacitated, the other teenagers run off.  
  If the characters do not attack, Lenny 
  ridicules them before he and his gang 
  head off down the street in search of more 
  “fun”.     
   
  Lenny Kidder  
   
  Primary Attributes: STR 50, STA 50, DEX 
  60, ACU 50, APP 60, REA 50, PCP 60 
  Secondary Attributes: HTH 25, DEF 30, 
  RFX 55, CHA 55, PER 55, WIS 55 
  Traits: CRV 20, CRG 60, SAN 50 
  Skills: Handgun 1, Intimidation 1, 
  Leadership 1, Melee 2, Punching 1, Stealth 
  1, Survival (street) 2 
  Possessions: clothing, switchblade knife, 
  $7.24 
   
  Abilities 
  Fitness: +1, Awareness: +1, Creativity: 0, 
  Reasoning: 0 
  Skills 
  Brawling (novice), Streetwise (novice), 
  Leadership (novice), Melee (expert) 
  Gimmicks  
  Connections (gang) 
  Luck: 1, Discipline: 1, Extra 
  Experience: 1 
  Possessions: clothing, switchblade 
  knife, $7.24 
   
  If the characters help Joel, he is 
  heartwarmingly grateful and insists on 
  buying them breakfast (or lunch or dinner, 
  depending on the time of day).  If the 
  characters accompany him to the Big 
  Burger around the block, he asks them to 
  wait outside while he gets the food.  If 
  asked why they should wait, he tells them 
  the “bad man” might be inside, but is 
  unable to elaborate further. 
   
  Big Burger 
   
  Big Burger is a prominent chain of fast 
  food restaurants located throughout the 
  U.S.  In recent years, the trend in most fast 
  food restaurants has shifted towards 
  providing healthier meals such as salads, 
  soups and sandwiches as an alternative to 
  greasy, fried foods.  Big Burger 
  management decided to buck the trend 
  and go in the opposite direction, doubling 
  the size of the burger while reducing the 
  price.  The strategy has paid off 
  handsomely and Big Burger has posted 
  record profits in the last few quarters.   
   
  The Broodspawn 
   
  The influx of hungry customers has 
  attracted a Broodspawn to the local Big 
  Burger.  This creature, an intelligent 
  Broodspawn who calls himself Gordone.  
  Gordone, is drawn to the “sin” of 
  Gluttony.  He feeds off the feelings of 
  guilt, inferiority, self-doubt and 
  worthlessness that is caused by 
  
  overeating.  His spiritual disturbance 
  creates an addictive “eating zone” where 
  people go to gorge themselves on fast 
  food.  Gordone’s pleasure is all the more 
  heightened because people go to Big 
  Burger already knowing the food is 
  unhealthy for them.  
  Joel does not enjoy going to work as 
  much as he used to.  His mental condition 
  makes him immune to Gordone’s spiritual 
  disturbance, but the monster’s presence 
  has caused Joel’s coworkers to become 
  agitated and rude.  Gordone is aware of 
  Joel’s immunity and is amused by the fear 
  his presence generates in the boy.   
  Gordone can be encountered either 
  inside Big Burger or inside his lair (see 
  below).  Gordone can choose whether or 
  not to be visible to non-Dreamwalkers---
  Dreamwalkers can always see and 
  recognize him for what he is.  Inside Big 
  Burger, he manifests as a fat man with 
  food stains on his shirt.   
  Gordone is sarcastic, smug and 
  completely sure of himself.  He considers 
  all humans to be his cattle and believes he 
  has little to fear from anyone, even the 
  characters.  He is even willing to converse 
  with them if they are so inclined, but he 
  refuses to leave Big Burger except to 
  return to his lair.   
  If combat seems inevitable, Gordone 
  attempts to lead the characters to his lair.  
  He prefers not to fight inside Big Burger 
  so as not to disrupt his steady meal, but he 
  is prepared to defend himself if attacked.  
  If forced into combat, Gordone assumes 
  the form of a large, ugly man wearing a 
  blood stained leather apron and wielding 
  a two-handed sledgehammer.   
  If combat erupts inside Big Burger, the 
  customers and employees flee in terror.  
  The characters must act fast, as it is only a 
  matter of time before police and 
  newscasters arrive on the scene.  The 
  Broodspawn’s spiritual disturbance 
  ensures that eye witness accounts of the 
  events will be distorted but the characters 
  would be well advised to make a hasty 
  retreat to avoid having to answer 
  uncomfortable questions.   
   
  Gordone (Broodspawn) 
   
  Attribute Rating: 75/40, Animal Size: 
  Medium (6’3”), Weight: 300 lbs., Dmg: 
  3d6 +5 (sledgehammer, strength and skill), 
  Health: 40, Skills Rank 3: Fortitude, 
  Intimidation, Melee, Occupational 
  (butcher), Reaction,  Stealth, Willpower, 
  Mana Points: 15 
   
  Abilities 
  Fitness: +2, Awareness: +2, Creativity: +3, 
  Reasoning: +2 
  Aspects 
  Mana Points (Open Aspect) 10 
  Skills 
  Brawling (novice), Streetwise (novice), 
  Survival (novice), Athletics (proficient), 
  Melee (proficient) 
  Gimmicks  
  Tolerance to pain, Inexhaustible energy 
  Luck: 3, Discipline: 2, Extra 
  Experience: 2 
   
  Gordone’s Lair 
   
  The entrance to Gordone’s lair is in the 
  manager’s office.  It appears to be a 
  normal door except that it opens onto the 
  lawn of a rural farmhouse.  It is nighttime, 
  the air smells of green grass and the 
  
  muffled lowing of cattle can be heard in 
  the distance.  
  The farmhouse is empty.  The 
  slaughterhouse located behind the 
  farmhouse is not.  Inside the building, the 
  air is thick with the smell of blood, sweat 
  and excrement.  Flies buzz in swarms 
  amidst rows of freshly slaughtered beef 
  carcasses hanging from steel meat hooks.  
  Several Unreal cows lay dead on the floor, 
  their heads bashed in by a large, blunt 
  object.     
  Any character who enters the 
  slaughterhouse must make a Stamina + 
  Fortitude roll at –15 to the Base Chance to 
  avoid throwing up.    
   
  Characters who do not possess a Fortitude 
  of +2 or greater automatically become sick 
  and throw up.  
   
  If Gordone is inside the slaughterhouse, 
  he hides amongst the hanging slabs of 
  beef and attacks whenever a character 
  passes close by, preferably when the 
  characters are distracted by being sick.  
  Gordone fights until he is destroyed.     
   
  Concluding the 
  Adventure 
   
  Once Gordone is destroyed, both the farm 
  and the doorway leading to it disappear.  
  Non-Dreamwalkers who are inside Big 
  Burger at the time become befuddled and 
  dazed, as if waking up from a dream.  
  Any characters caught inside the lair are 
  deposited back in the manager’s office and 
  might have some explaining to do if they 
  do not leave immediately.  Although the 
  adventure is over, several other 
  adventures could spin off from this one, if 
  the GM desires.   
  Big Burger continues its practice of 
  offering more for less and this may serve 
  to attract other Broodspawn.   
  Joel continues to work at Big Burger 
  and begins to enjoy his job once again.  He 
  now considers the characters to be his best 
  friends.  Not only does he attempt to get 
  to know them better but it is likely that he 
  attaches himself to the character he 
  admires most.  Joel has the uncanny 
  ability to track the characters down 
  wherever they are and his unexpected 
  appearances may be used as plot hooks to 
  later adventures or as a way to get the 
  characters out of a bad situation (if they 
  are trapped somewhere, for instance).   
  No matter what the outcome with the 
  teenagers at the beginning of the 
  adventure, they could also return later to 
  cause problems for the characters.  This 
  might manifest as something minor like 
  vandalism or theft of property.  Or, if the 
  teens belonged to a larger gang, the 
  characters could find themselves hounded 
  by violent youths, subject to harassment, 
  robberies or even assault.  If the characters 
  hurt Lenny badly, he may actually be 
  goaded into attempting to murder one of 
  the characters.     
  Whatever happens after, the 
  characters should feel good about 
  upholding the honor of the Sword and 
  ridding the earth of another abomination. 
   
  The End 
   
  
  Appendix I:  Dream 
  Islands and Flux  
   
  Dream islands are pseudophysical 
  manifestations formed by the thoughts 
  and dreams of thousands, sometimes 
  millions, of people that were inspired by 
  the same concept or ideal.  
  Islands vary greatly in size, shape and 
  content. Some are based around a certain 
  time period, some are centered around a 
  particular person, organization or 
  movement, while others have deep 
  religious significance.  In recent years, 
  several well-known books and movies 
  have given birth to brand new islands.  
   
  Designing an Island 
   
  Islands follow the same rules for design as 
  do Dreamworlds although they do not 
  have denouements.  The inhabitants of an 
  island are usually considered to be Unreal.  
  Of all the Taenia, only Broodkings have 
  been known to manifest on an island.  
  Islands are most useful for Game Masters 
  who wish to run long campaigns using the 
  same setting.  
  An island constantly floats through the 
  Periphery.  Therefore, Dreamwalkers 
  wishing to return to an island may do so 
  only at the Game Master’s discretion.  
  Islands are shifting and malleable and 
  concepts like time and distance can never 
  be trusted.  Some islands undergo normal 
  changes with the passage of time but 
  many islands do not.  Instead, they 
  continually repeat major events as they 
  originally happened and only change if a 
  Dreamwalker intervenes.  In these cases, 
  the island splits off into two parts---one 
  part reverts to its original form, while the 
  other becomes a “new” island.  
  This new island is entirely dependent 
  on the Dreamwalker (or Dreamwalkers) 
  who caused it to form and dissolves if the 
  character leaves the island for a variable 
  length of time.  Therefore, only characters 
  who have “crossed over” may 
  permanently alter the fabric of an island. 
   
  Flux 
   
  New islands enter into a perpetual state of 
  the phenomenon known as flux.   
  Flux is the result of either conscious or 
  subconscious manipulation of mana.  Flux 
  is both everything and nothing.  Flux is 
  change.  It is the earth of thought and the 
  waters of the Periphery, molded into clay 
  by will and desire.  Flux is the stuff of 
  dreams.       
  Flux surrounds all of creation, forming 
  the border between the ordered realms of 
  the real world, the malleable spirit world 
  of the Empyrean and the disorder of 
  complete chaos.   
  The ability to create flux is innate in 
  every individual.  Dreamers send the 
  Empyrean into flux each night, when they 
  dream.  Dreamwalkers create a miniature 
  state of flux whenever they manipulate 
  mana.  The spiritual disturbance created 
  by a Broodking is often a region in flux.  
  Dream islands especially are in an ever-
  changing state of flux.     
  Flux taps into our subconscious minds, 
  allowing us to experience new events, 
  relive old memories and sometimes help 
  solve problems that plague our waking 
  lives.  A person may be thinking of a lost 
  pet and then come across a puppy, or a 
  mural depicting the pet.  A person 
  
  agonizing over whether or not to take a 
  new job may walk into a region of flux 
  that resembles his current workplace, 
  clearly highlighting all of its good and bad 
  points.     
  In many ways flux is similar to dreams, 
  and specifically to fluff.  In fact, nearly all 
  of the rules and special effects for dreams 
  and fluff apply to flux.  And yet in some 
  places, flux is far more than just a dream.   
   
  Regions in Flux 
   
  On a dream island, any 
  region can slip into flux, 
  generating a new set of 
  circumstances for 
  characters to deal with.  
  Put simply, flux creates 
  adventures.  For 
  example, the character
  can be exploring a 
  “science fiction-themed”
  dream island and be 
  approached by an 
  interstellar trader who
  daughter was abduc
  by space pirates.   Or the 
  characters could be 
  exploring an “ocean-
  themed” island,  r
  research submarine f
  the clutches of a gia
  octopus and then be 
  asked by the crew to 
  provide security while 
  they explore a set of 
  underwater ruins.  These 
  adventures are generated 
  by the character’s 
  presence and may not 
  have even been part of 
  the original island’s makeup. 
  The change from order to flux can be a 
  subtle one but it is sometimes dramatic.  A 
  person can be on a dream island, walking 
  down a hallway and suddenly find 
  himself in a gloomy dungeon.  A person 
  might find the door to a pantry open onto 
  a vast shoreline.  Dreamwalkers 
  immediately realize when they have 
  crossed into or out of a region in flux.  
    
  s 
   
  se 
  ted 
  escue a 
  rom 
  nt 
  
  Dream Islands and Mana 
  Powers 
   
  Characters who explore a dream island for 
  a prolonged period of time find they do 
  not regain used mana points by “sleeping” 
  on the island.  Instead, they must search 
  regions in flux for mana pockets if they 
  wish to replenish their supply.   
  Certain mana powers operate 
  differently on dream islands than they do 
  in standard Dreamworlds.   Even though 
  the inhabitants of an island are usually 
  Unreal, Possession in particular is often 
  either limited to certain creatures or is 
  completely unusable (GM’s discretion).  In 
  addition, long standing effects (such as 
  Gain Skill and Increase Attribute) and 
  altered items disappear when the 
  characters cross into or out of a region in 
  flux.   
   
  Flux and Mana Pockets 
   
  In addition to problem solving and 
  opportunities for adventure, flux often 
  provides opportunities to harvest precious 
  mana pockets.  These mana pockets may 
  be worth anywhere from 1d6 to 5d6 Mana 
  Points (GM’s decision).     
  Mana pockets may take the form of 
  deeds, much like a denouement---the 
  character does something significant and 
  is rewarded with mana.  For example, 
  while exploring a Broodking’s spiritual 
  disturbance, a character enters a town 
  plagued by disappearances.  The 
  characters learn the disappearances are 
  caused by a band of harpies and kill them.  
  Along the way, they discover a lost child 
  and return it to its parents.  These should 
  be treated as denouements and 
  subdenouements respectively.  Only 
  Dreamwalkers may retrieve mana in this 
  fashion.   
  A mana pocket may also take the form 
  of an item.  For example, the characters 
  are exploring a dream island and come 
  across a treasure chest.  In it, they find a 
  coin printed with a picture of a character’s 
  mother on one side.  This coin is actually a 
  mana pocket that can be harvested 
  (dissolved) for its mana point value.  
  Anyone may retrieve mana in this fashion, 
  even the Unreal, but only Dreamwalkers 
  can absorb the mana they contain. 
  Mana pockets in the form of items are 
  usually stable and may be taken anywhere 
  in the Empyrean.  If the character wakes, 
  the next time he sleeps, the item manifests 
  with him in the Dreamworld.  For this 
  reason, certain items, such as readily 
  recognizable clothing, swords, helms or 
  armor, sometimes take on mythical 
  proportions throughout the Empyrean.  
   
  The End 
   
  
  Appendix II:  Spirit 
  Folk 
   
  The Taenia Spiritus are not the only beings 
  inhabiting the vastness of the Empyrean.  
  The boundless waters of the Periphery are 
  home to a variety of diverse and exotic 
  creatures, each with its own goals and 
  motivations.  Some are intelligent and 
  thoughtful while others are barely 
  sentient.  Some are friendly, some are not.  
  Some are able to use mana while others 
  have developed their own unique powers 
  and abilities in order to survive.  Many 
  spirit folk manifest as Unreal in the 
  Dreamworld while others appear similar 
  to features found in the Periphery.  
  Veteran Dreamwalkers are often surprised 
  to learn they have unknowingly 
  encountered such creatures in the past.       
  Over the centuries, the Sword of Gaia 
  has familiarized themselves with many of 
  the more commonly encountered spirit 
  folk.  A few of these are described below.  
  Note that the game information following 
  each description represents the average 
  for that type of creature.     
   
  Curieux 
   
  The curieux are an intelligent race of 
  creatures that seem to have taken an 
  interest in humanity’s dreams.  In their 
  natural form, they appear as shapeless, 
  iridescent masses which enable them to 
  roam the Periphery virtually undetected.  
  In the Dreamworld, they undergo 
  attunement as do Dreamwalkers (see core 
  rulebook, pg. 77), manifesting as a non-
  denouement related creature in the dream.  
  This makes them indistinguishable from 
  the Unreal.   
  The curieux have never made any real 
  attempt to communicate with others and it 
  is uncertain what their true motivations 
  are.  They seem content to enter a 
  Dreamworld and observe the natural 
  progression of the dream.  What they do 
  with the information they learn is 
  unknown.   
  The curieux have thus far never 
  directly acted against the Taenia.  
  However, for some reason, they do appear 
  to be interested in the welfare of an 
  infested Dreamer.  If a curieux realizes 
  that a group of Dreamwalkers are trying 
  to help the Dreamer achieve his 
  denouement, he may attempt to discretely 
  provide aid.   
  The help they provide is subtle and 
  almost always conforms to the reality of 
  the dream.  For example, a curieux who 
  manifests as an Unreal hotel clerk may 
  give the characters the key to the 
  Dreamer’s room without having to be 
  coerced.  A curieux manifesting as a police 
  officer may decide not to detain the 
  characters, even if ordered to by his larval 
  superiors.  Or a curieux manifesting as a 
  dog might attempt to warn the characters 
  of danger by barking at the drone hiding 
  behind a building. 
  The curieux never reveal their true 
  nature to anyone during the course of a 
  dream.  If a curieux is detected (such as 
  via the Sight) and confronted, he denies 
  that he is more than what he appears.  If 
  the characters persist, the curieux exits the 
  Dreamworld and returns to the Periphery.  
  The curieux always prefer to flee rather 
  
  than fight but will defend themselves if 
  attacked in the Periphery.        
  The curieux are a communal species 
  that have long memories.  They are able to 
  convey the spiritual signature of 
  Dreamwalkers they encounter to other 
  curieux they meet.  If the encounter was 
  good, the characters may often find 
  themselves aided by curieux disguised as 
  Unreal.  If the encounter was bad, the 
  characters may find the “Unreal” working 
  against them for no apparent reason. 
  If a curieux is killed in the 
  Dreamworld, his spiritual form 
  rematerializes in the Periphery.  If he is 
  killed in the Periphery, he ceases to exist.    
   
  Curieux 
   
  Primary Attributes: STR 60, STA 60, DEX 
  70, ACU 60, APP 60, REA 70, PCP 70 
  Secondary Attributes: HTH 30, DEF 35, 
  RFX 65, CHA 60, PER 65, WIS 70 
  Traits: CRV 70, CRG 60, SAN 60 
  Skill Ranks: Any 25 
  Mana Points: 25 
  Talents: 0-2 
   
  Abilities 
  Fitness: 0, Awareness: 0, Creativity:  +2, 
  Reasoning: +1 
  Aspects 
  Mana Points (Open Aspect) 15 
  Skills 
  Any 3 novice, 2 proficient, 1 expert 
  Gimmicks  
  Any 0-2 gimmicks 
  Luck: 3, Discipline: 2, Extra 
  Experience: 3 
   
  Apaulos 
   
  The apaulos are a solitary race of creatures 
  that feed off the emotions generated by 
  dreams.  Unlike the Taenia, the type of 
  emotion does not matter---the act of 
  dreaming itself is what provides them 
  sustenance.       
  In their natural form, the apaulos 
  appear as dark, formless blots hurrying 
  through the waters of the Periphery.  In 
  the Dreamworld, they undergo 
  attunement, manifesting as a non-
  denouement related creature in the dream.  
  This makes them indistinguishable from 
  the Unreal. 
  The apaulos fully immerse themselves 
  in the Dreamworld.  If an apaulos 
  perceives the characters are acting against 
  the interests of the dream, it does not 
  hesitate to attack, attempting to eject the 
  characters from the dream so that the 
  dream may continue.   
  The apaulos can make use of any 
  normal mana power as well as 
  Dreamworld weaponry however their 
  preferred method of attack is a 
  devastating power known as Immolate.  
  Immolate causes a person’s 
  pseudophysical form to spontaneously 
  combust, instantly ejecting him from the 
  Dreamworld.  Immolate has a range of ten 
  yards and can be used on one person per 
  Turn.  There is no known defense against 
  this power.  The Unreal are oblivious to 
  this event and continue to function as if 
  nothing untoward had happened.  
  Immolate has also been witnessed to work 
  on a band of Taeniid drones that were 
  disrupting the course of a dream.  Many 
  Mystics have tried over the years to 
  
  duplicate this power but have thus far 
  been unsuccessful. 
  The apaulos seldom inhabit the 
  subconscious of one person for long, 
  preferring to sample emotions from a 
  variety of different hosts.  They may 
  occasionally be encountered in the 
  Periphery.  The apaulos refuse to 
  communicate with anyone except, it is 
  assumed, other apaulos.  If detected and 
  confronted in the Dreamworld, the 
  apaulos denies being anything more than 
  the Unreal it resembles.  If the characters 
  persist, the apaulos Immolates the most 
  offensive character and warns the rest off.  
  If they still persist, it begins to Immolate 
  them all, one by one.     
  If an apaulos is killed in the 
  Dreamworld, his spiritual form 
  rematerializes in the Periphery.  If killed 
  in the Periphery, it ceases to exist.    
   
  Apaulos 
   
  Primary Attributes: STR 60, STA 60, DEX 
  70, ACU 60, APP 60, REA 70, PCP 70 
  Secondary Attributes: HTH 30, DEF 35, 
  RFX 65, CHA 60, PER 65, WIS 70 
  Traits: CRV 70, CRG 60, SAN 60 
  Skill Ranks: Any 25 
  Mana Points: 20 
  Talents: 0-1 
   
  Abilities 
  Fitness: 0, Awareness: +1, Creativity:  +1, 
  Reasoning: +1 
  Aspects 
  Mana Points (Open Aspect) 15 
  Skills 
  Any 3 novice, 2 proficient, 1 expert 
  Gimmicks  
  Immolate (see description), Any other 0-1 
  gimmicks 
  Luck: 3, Discipline: 2, Extra 
  Experience: 3 
   
  Hata   
   
  Hata are negative thoughts and emotions 
  that have taken on a life of their own.  
  Hata are only encountered in the 
  Periphery, manifesting as two to three 
  meter long, fish-like monsters with wide, 
  gaping mouths filled with razor sharp 
  teeth.  Their bodies are long and supple 
  and studded with a variety of spikes and 
  fins.  Hata are often referred to as astral 
  sharks because of the telltale sight of their 
  spikes jutting out of the water. 
  Hata are spawned by strong 
  concentrations of hatred, fear and loathing 
  usually directed towards a particular race, 
  religion or culture.  They roam the 
  Periphery in schools of 3-6 creatures, 
  tending to gather near the object of the 
  hate that created them (the Dreamworlds 
  of the certain race, culture, etc.).  They do 
  not hesitate to attack anyone they 
  encounter along the way. 
  Unfortunately, hata have become 
  more and more common in recent years, 
  making the waters of the Periphery an 
  even more dangerous place.   
   
  Hata 
   
  Attribute Rating: 80/40, Animal Size: 
  Large, Weight: 700 lbs., Dmg: 4d6 (15), 
  Health: 6d6 (20), Skills Rank 3: Bite, 
  Dodge, Observation, Reaction, Stealth, 
  Swimming, Survival 
   
  
  Abilities 
  Fitness: +2, Awareness: +1, Creativity: 0, 
  Reasoning: 0 
  Skills 
  Athletics (expert), Brawling (expert) 
  Gimmicks 
  Natural weapons (teeth) 
  Luck: 1, Discipline: 1, Extra 
  Experience: 2 
   
  Chiang-Shih 
   
  The chiang-shih are a solitary race of 
  creatures that feed on raw mana.  In the 
  Periphery, a chiang-shih appears as a 
  squat, humanoid shape, with bat-like 
  wings and a long proboscis jutting from 
  its face.  Its coloring is an ugly, mottled 
  purple, like that of a bruise, which makes 
  it difficult to spot when flying through the 
  roiling, purple sky of the Periphery.  In the 
  Dreamworld, a chiang-shih undergoes 
  attunement, manifesting as one of the 
  Unreal although it must assume its true 
  form in order to attack. 
  Chiang-shih may be encountered 
  anywhere in the Empyrean.  They are 
  expert hunters and trackers and can 
  follow their prey unerringly throughout 
  the Empyrean.  Chiang-shih can feed on 
  mana pockets if necessary, but their 
  preferred prey are Dreamwalkers.   
  No matter where a chiang-shih is 
  encountered, it first tries to isolate a 
  Dreamwalker before attacking with its 
  proboscis.  A successful hit injects a 
  spiritual poison that paralyzes the 
  character, rendering him incapable of any 
  action.  The chiang-shih then begins 
  siphoning off mana at the rate of 1 MP per 
  Turn.  This mana point loss is permanent, 
  affecting the character’s mana point total.  
  The character can attempt to break the 
  connection by waking up but suffers all 
  the normal penalties for being ejected 
  from a Dreamworld.  Once the character 
  has been drained of all mana, the chiang-
  shih withdraws its proboscis which 
  diffuses the poison and enables the 
  character to move freely once again.  
  Depending on the circumstances the 
  chiang-shih then either attempts to kill the 
  character or flees into the Empyrean.   
   
  Chiang-Shih 
   
  Primary Attributes: STR 60, STA 60, DEX 
  70, ACU 60, APP 60, REA 70, PCP 70 
  Secondary Attributes: HTH 30, DEF 35, 
  RFX 65, CHA 60, PER 65, WIS 70 
  Traits: CRV 70, CRG 60, SAN 60 
  Skill Ranks: Any 25 
  Mana Points: 0 
  Talents: 0 
   
  Abilities 
  Fitness: +2, Awareness: +1, Creativity: 0, 
  Reasoning: +1 
  Skills 
  Any 3 novice, 2 proficient, 1 expert 
  Gimmicks  
  Mana point drain (see description), 
  Natural weapon (proboscis), Any other 0-
  1 gimmicks 
  Luck: 3, Discipline: 2, Extra 
  Experience: 3 
   
  Mana Leech 
   
  These disgusting, slug-like creatures are 
  scattered throughout the Periphery, in or 
  around waters that have been polluted by 
  
  Taeniid infestations.  They are small, black 
  in color and virtually undetectable in the 
  Periphery to those without the Sight.   
  When a Dreamwalker passes through 
  an infested area, 1d6 Mana Leeches attach 
  themselves to his spiritual form.  When 
  the Dreamwalker takes pseudophysical 
  form (upon entering a Dreamworld or a 
  dream island) each leech automatically 
  drains 1 MP from the character and begins 
  to drain an additional 1 MP mana point 
  every hour it remains attached.  The 
  creatures become visible once the 
  Dreamwalker takes pseudophysical form 
  but the character may not immediately 
  realized he is infested (if they happen to 
  materialize beneath the character’s clothes, 
  for instance).  In this case, the mana point 
  loss is not noticed until the character 
  attempts to manipulate mana.  Once 
  discovered, mana leeches are easily 
  removed.  Mana point loss is temporary.  
  The total returns to normal during the 
  next period of REM sleep, making mana 
  leeches more of a nuisance rather than a 
  true threat.   
   
  Mana Leech 
   
  Attribute Rating: 5/1, Animal Size: Tiny 
  (1’), Weight: 1 lb., Dmg: 0 (mana point 
  drain), Health: 1, Skills Rank 5: Bite 
   
  Abilities 
  Fitness: -1, Awareness: -1, Creativity: -1, 
  Reasoning: -1 
  Skills 
  Brawling (novice) 
  Gimmicks  
  Mana point drain (see description) 
  Luck: 0, Discipline: 0, Extra 
  Experience: 0 
   
  Phrouros 
   
  The phrouros are a race of creatures that 
  feed off a variety of emotions, sampling 
  each one as it would a delectable dessert.  
  They do this by embedding themselves in 
  a Dreamer’s subconscious mind and then 
  influencing his daily behavior in a variety 
  of subtle ways, often causing the host to 
  undergo radical mood swings, bouts of 
  uncontrolled emotions, violent tendencies, 
  perform selfless acts of charity and to 
  display other uncharacteristic behaviors.  
  In some cases, the phrouros becomes so 
  entrenched in the Dreamer’s psyche that it 
  is actually able take control of the host 
  body for short periods of time.   
  Phrouros have been responsible for 
  some (but not all!) diagnoses of 
  schizophrenia, bipolar disorder, 
  depression and a variety of other mental 
  illnesses.  Certain prescription drugs seem 
  to inhibit their ability to influence the 
  Dreamer, either forcing the phrouros to 
  seek easier prey or sending it into 
  hibernation until the medication is 
  discontinued.   
  Some phrouros prefer to promote 
  good emotions over bad ones and vice 
  versa, but most enjoy a balance between 
  the two.  A phrouros’s actions often 
  encourage Taeniid infestations to flourish 
  but this does not seem to be its intent.   
  In the Periphery, a phrouros appears 
  as an iridescent eye measuring about one 
  meter in diameter.  They are virtually 
  undetectable when floating along the 
  astral waters.  If confronted, they prefer to 
  flee rather than fight.  In the Dreamworld, 
  the phrouros undergoes attunement, 
  manifesting as one of the Unreal.  It fights 
  
  only if confronted, but may abandon its 
  host if it is not too deeply entrenched.   
  Dreamwalkers are not immune to 
  phrouros invasions and sleuthing one’s 
  own dream is often the only way to detect 
  and eliminate the creature.    
   
  Phrouros 
   
  Primary Attributes: STR 60, STA 60, DEX 
  70, ACU 60, APP 60, REA 70, PCP 70 
  Secondary Attributes: HTH 30, DEF 35, 
  RFX 65, CHA 60, PER 65, WIS 70 
  Traits: CRV 70, CRG 60, SAN 60 
  Skill Ranks: Any 25 
  Mana Points: 15 
  Talents: 0-1 
   
  Abilities 
  Fitness: 0, Awareness: +2, Creativity: +1, 
  Reasoning: +1 
  Aspects 
  Mana Points (Open Aspect) 15 
  Skills 
  Any 3 novice, 2 proficient, 1 expert 
  Gimmicks  
  Any 0-1 gimmicks 
  Luck: 3, Discipline: 2, Extra 
  Experience: 3 
   
  Ambrosia  
   
  Ambrosia is a plant-like substance that 
  seems to be created by benevolent 
  thoughts and emotions drifting up into 
  the Periphery from the Dreamworlds 
  below.   
  Ambrosia manifests as patches of 
  leafy, glowing strands dotted with 
  iridescent flowers.  The plant is considered 
  a delicacy among denizens of the 
  Empyrean.  Eating the blooms triggers a 
  positive and pleasurable response from all 
  five senses.  However, eating too much 
  ambrosia at one time is said to have an 
  adverse effect---the Dreamwalker becomes 
  dissatisfied with (and sometimes even 
  sickened by) the taste of food in the real 
  world.   
  Each patch of ambrosia usually 
  contains from 2d6 blooms.  Each bloom 
  temporarily raises a Dreamwalker’s mana 
  point total by 1d6 points until he enters 
  his next period of REM sleep (or until one 
  day passes on a dream island).       
   
  Saldotti 
   
  The Saldotti are an enigmatic race of 
  diverse creatures who appear to be able to 
  traverse the Empyrean at will.  Each 
  Saldotti manifestation is unique, and 
  sometimes bizarre---in their natural forms, 
  they can appear as literally anything, from 
  an insect to a dragon to a sentient potato.  
   
   
        
  
   
  The Saldotti seem to have an affinity for 
  mankind as well as a general desire to 
  help infested Dreamers to some degree.  In 
  the Dreamworld, they often manifest as 
  Unreal and discretely attempt to help 
  Dreamwalkers in much the same way as 
  the curieux.  Whenever they can, they 
  attempt to lead Dreamwalkers to possible 
  subdenouements.   
  Unlike most other spirit folk, the 
  Saldotti have been known to communicate 
  with Dreamwalkers outside of the 
  Dreamworld.  A few Saldotti have even 
  visited Sanctuary to discuss happenings 
  in the Empyrean.  They are friendly 
  towards Dreamwalkers, but remain vague 
  about their origins, motivations and 
  capabilities.  Many Saldotti are said to 
  dwell in the fabled realm of Manaed, the 
  Lost City of Dreams.    
  If a Saldot is ever killed in the 
  Empyrean, he is ejected back into Manaed 
  with the same ill effects as that of a 
  Dreamwalker who is ejected from a 
  Dreamworld.  If a Saldot is ever killed in 
  Manaed, his death is permanent.   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Saldotti 
   
  Primary Attributes: STR 65, STA 65, DEX 
  75, ACU 60, APP 60, REA 70, PCP 75 
  Secondary Attributes: HTH 35, DEF 35, 
  RFX 70, CHA 65, PER 70, WIS 75 
  Traits: CRV 75, CRG 70, SAN 70 
  Skill Ranks: Any 40 
  Mana Points: 50 
  Talents: 0-2 
   
   
   
   
  The End 
   
  Abilities 
  Fitness: +1, Awareness: +2, Creativity: +2, 
  Reasoning: +1 
  Aspects 
  Mana Points (Open Aspect) 35 
  Skills 
  Any 6 proficient, 3 expert 
  Gimmicks  
  Any 1-3 gimmicks 
  Luck: 4, Discipline: 4, Extra 
  Experience: 5 
  
SOURCE: textdata/thevault/Dreamwalker/Dreamwalker The Sword of Gaia.pdf