Dream-Quest: Anchoring Items
Added 2025-10-02 04:00:07 +0000 UTC
As Dream-Quest continues to take shape in my mind, I keep circling back to the question of permanence within the Dreamlands. What, exactly, endures from one visit to the Dreamlands to the next and what inevitably fades away?
When I first tried to draw a clear line between the Earthborn and the native Dreamlanders, one of the distinctions I landed on was the fleeting nature of Earthborn possessions. Their equipment, wealth, and trinkets cannot last; all of it eventually dissolves unless deliberately anchored by spell or rite. I still find that notion very compelling, though I’m far from certain about all of its implications.
That uncertainty is precisely why I’m sharing this early draft. What follows is a very rough set of rules — really more of a scaffolding than finished structure — but I believe it’s a solid starting point. With time, refinement, and feedback, I think it could form the basis of something both useful and evocative, which is why, as always, I welcome comments and suggestions both here and on the Advanced Grognardia Discord server.
Dreamers who enter the Dreamlands may bring some possessions with them, while other Earthborn characters must acquire items while there. Regardless of their class, when they later awaken, such items vanish. To make an item persist in the Dreamlands between journeys, it must be anchored.
Anchoring Procedure
Select Item
Any personal possession may be anchored (e.g., weapons, armor, tools, scrolls).
Living beings or powerful magical artifacts generally may not be anchored, though the referee may make exceptions in certain circumstances.
Anchoring Attempt
The character makes a saving throw vs. Spells.
Success: The item becomes anchored. It can now remain in the Dreamlands between journeys until lost, destroyed, or dispelled.
Failure: The attempt fails. The item vanishes from the Dreamlands immediately.
Anchoring Cost
Each attempt requires a sacrifice from the Earthborn:
Even if unsuccessful, it costs the character experience points equal to 100 × the character’s level.
These points are permanently lost.
Capacity
A character may have a number of anchored items equal to half his level (rounded up) + Charisma modifier (minimum of 1).
If a character attempts to anchor more items than his capacity, he must first release an anchored item of his choice.
Degrees of Permanence
Despite having been successfully anchored, an item's permanence is not assured.
The first time an item is successfully anchored, it remains for 1d6 Dreamlands expeditions.
The second time, it remains indefinitely until destroyed or stolen.
If the character then chooses to anchor it a third time, the item becomes a True Dreamlands Object, no longer tied to the dreamer. Such items may acquire unusual or magical properties (see True Dreamlands Objects, pXX).
Comments
Everything about this looks refreshing, inspired and wonderful. Alas I am travel-bound for another eleven days. I hope to revisit the entirety. Well done, Sir.
Rick
2025-10-02 20:37:31 +0000 UTC