Dreamers of Light

Dreamers of Light is an illuminated house. This means that we believe that our actions within the dreamstate have an effect upon the waking world. We believe that the nightmares are evil beings that trap the souls of the unawakened, and to free these souls, we Imprison the essence of the 'mare. We believe that Banishing is an evil act that sends both the 'mare and the soul within into eternal torment. We further believe that Draining is a selfish act that steals the life force of the unawakened within, and is tantamount to murder.

 

Table of Contents

1.0 Initiation

2.0 Knighting

3.0 Crowning

4.0 Teaching & Arts

5.0 Ascention & Spheres

6.0 General Information

7.0 Artifacts

 

1.0 Initiation

 

Requirements

Essences, 10 in number, as a token of faith to imprisonment.

1 weeks time, spent in the company of DoL members.

2 Initiate support codi from fellow DoL members. (See below)

1 dated Guardian support codi from a DoL Guardian. (See below)

Know the beliefs of all the open houses.

Know, understand and believe in the beliefs of Dreamers of Light.

Ex-Banishers must perform Repentance and pay Restitution for thier crimes.

Support of New Initiates / Support Codi

Support Codi must state the scriber, the date of scribing, and any comments or thoughts about the dreamer in question, and the reason the codi is being written. New members need to wait one week before being allowed to scribe support Codi. Note that a member without inscribe, can have another write it on thier behalf, but this scriber must be a guardian or ruler. It is insufficient to scribe "I support _____" The reason for the support must be clear. For Example: "I support _____ for ascention to 2nd sphere. They are an honorable dreamer, and I have seen them guard the house many times. Initiate Bob, 7/9/98."

House meeting

The House meeting starts at 1pm pst on Sundays in the Celebration Hall. All members should attend. During house Meetings, please do not practice or evoke arts unnecessarily. Please keep all comments to a minimum, and show respect to whoever is speaking, regardless of rank. Any topics that you wish brought up, should be cleared by the guardians and rulers before the meeting, so that it can be scheduled into the agenda, without disrupting the meeting. The end of the meeting is free form, and any and all are welcome to discuss what they wish with the house assembled.

Jobs

There are many jobs available in house Dreamers of Light, one of which needs to be done at all times by every member of the house. Jobs are sphere related, and overseen by a guardian or ruler, usually in a mission on the Initiate boards. Job performance is a requirement for sphere ascention in the house.

Hunting - This is not a job. All DoL are required to hunt, collapse mares, and return the essences to the house for imprisonment. Failure to retrieve an essence is a demoteable offence. There is no excuse for leaving an essence behind. Drop anything else, retrieve the essence and head home. Pass an essence to another member as soon as you see them, and return for your item. Hunt with a blade in hand, when you are full, drop the blade, pick up the essence, and return home. DoL do not hunt for Xp, we hunt to save souls. Every member should hunt some every day, regardless of whether or not they need Xp. Maybe a fellow member could use the Xp, join party, and share.

Unsphered

Greeter - Spend time in threshold answering questions about the beliefs of our house, other houses, and how to join DoL.

Guard - Stand sentry at the front of the house, stay in party with guardians or rulers inside. Inform those within of visitors or guests out front, and take essences from those who deliver to the house. Also, keep intruders from entering the house, and when they do, remove them, with force if necessary.

Genner - Sit on gens in the dream for resources for the house, bring supplies in the form of elemens, alterors, shields, chakrams and charms to the house vaults.

10th Orbit Soulmaster, or Gatekeeper

Healer / Light Brigade (requires Restore (sm10), Resist Fear(gk10), or Free Action(gk5)) - Stand atop the palisades in the keep during battles, and evoke protective and restorative arts upon the fighters below.

15th Orbit Dreamseer

Supplies (requires Identify) - Organize the armories and vaults of the house, sorting and seeing if items are good, bad, in the right place or not.

20th Orbit Gatekeeper

Warder (requires Ward) - lock the keep, and the house in times of War, Dark Mare attack, and raid by intruders.

Mission Board

Accepting missions is easy, you click the mission you wish to view / and click the accept button. From that point forward it is available to you in your goal book (Default Key G) anywhere in the dream. Your goal book is automaticly updated when you enter the mission board.

DoL uses the NEWS Mission to post vital information for all members of the house to have and to know. Accept this mission, and be sure to check it at least daily. The mission has a time stamp in the title, which will signal when you need to re-read it.

By reporting to missions while in the mission board, guardians and rulers are able to reward experience based on the reply. By all means post details of what you are posting, why, when, and what your current orbit and xp are. This way, no xp is wasted.

Xp recieved from a post while maxxed on a sphere is lost. Missions fall off after about a month if unread. Guardians and Rulers should post in the title if there is an xp award larger than 1,000.

Excess Xp that results in the acquisition of an orbit is lost. There is no way to prevent this, other than to post how close you are to orbit, and to ask if xp can be divided among posts. There is no requirement that this is done, and is at the discretion of the posting ruler or guardian.

When reporting that a mission is complete, do so to one mission only. Anyone found to be cross-posting, (i.e. posting twice for the same xp reward) will be demoted.

Vaults and Armories

The Vaults and armories are chambers used to store items. Items left in the dream normally evaporate in 10 minutes and 15 seconds, faster if there are a lot of items in a room. The rooms and what belongs where are lsited here. Always use the "drop" command, rather than tossing things around, sometimes, items get stuck in the walls, and become irretrieveable.

Forward Armory - All chakrams, Shields that have Teal or better in both colors. (Color chart below), and Dreamsoul Elemens (Chalk, Blood, and Fire First Color). Nightmare essences may be stored here. All items belong on the table.

Forward Vault - All other elemens, and All Alteriors. Nightmare essence may be stored here as well. All items belong on the table.

Armory - Spare Shields, Chakrams and Dreamsoul Elemens are moved here by supply workers from the forward armory. These supplies are supposed to remain stocked, and used for house defense, especially in the case of a siege. All items belong on the floor. Never place items on the shelves, nor in the cubby holes on the center columns.

Vault - Spare Alteriors, and Elemens are moved here by supply workers from the forward armory. These supplies are supposed to remain stocked, and used for house defense, especially in the case of a siege. All items belong on the floor.

Essence Storage Chamber (Open to any dreamer) - Charms and Shields of Jade or lower in one color. (Shields jade or lower in both colors should just be tossed away. Nightmare essences are never to be stored here, despite the name. All items belong on the floor, or the tables.

 

 

2.0 Knighting

 

Requirements

Guardians must be 2nd sphere, and are rarely selected prior to attaining 3rd sphere.

Guardians must have been a member for at least one month, often much longer.

Guardians must be honorable, and have a history of being honorable.

Guardians must place the needs of the house far ahead of their own personal desires.

There is no "set path" to become a Guardian. The house knights those it deems worthy when and only when there is a need to do so.

Becoming a DoL Guardian

Those who wish to become DoL Guardians should live up to these high standards already. Unlike other houses, DoL uses only a few Guardians, and they are chosen from the very best of the houses initiates. Guardians are helpfull to the house, and serve the initiates. Guardians are selected on this criteria. DoL does not knight those who have merely drempt a long time, and rarely those who seek to become guardians. There are many reasons for this strategy. It reduces the chances of knighting a spy tremendously. DoL entrusts the protection of the Dreaming Stone to it's Guardians, which is something that other houses rarely, if ever do. DoL Guardians are empowered with most law making and enforcing in the house, and are extremely close in "power" level to Rulers. DoL Guardians are the pride of the dream, trusted with more than those of other houses, and are therefore the best of the best. DoL Guardians are very special, to become one is a great honor, yet not something for everyone.

The Dreaming Stone

The Dreaming Stone, as forged by the Dreamwright Masters, Imprisons the essence of Nightmares placed within. This acts as a sieve, and separates the tormented soul of the unawakened that lays trapped within, freeing them from the suffering they have felt. This artifact is the heart of the house of Dreamers of Light. Without it, we cannot save the souls of the unawakened from suffering. This is the primary method by which Dreamers of Light help to rebuild the dream from the Great Loss. As a guardian of house Dreamers of Light, you need to be very proud in your being allowed to handle the dreaming stone, as no other house routinely allows this. Most houses allow only Rulers to perform this function.

These rules are never to be broken, and many are a demoteable offense (italicised).

#1 - The stone is your life, defend it at any, and all costs.

#2 - The stone is never to be used in any part of an RP that would require it's movement or removal from the house without the permission of at least 50% of the Rulers. (4 minimum)

#3 - The stone is to be left in place and handled with this procedure only.

1) Pick up the stone, by dragging it over the floor, hover over your chat window, hover over your statistics, and hover over inventory and release. This is a "U" shape.

2) The stone is never to be dragged across a wall, ceiling, or another dreamer.

3) If the stone must be moved, it should be done using the "give" command only, by two non-storming guardians or rulers. Actual travel through a portal should be avoided.

#4 - To use the stone, place it and nightmare essences in your inventory, and double-click the stone. Right clicking the stone twice in your inventory, or once on the floor will show a display of total nightmares imprisoned, and the strength of the nightmares within.

#5 - To return the stone, walk up to it's previous location, and use the "drop" command. The stone is never to be dragged back out into the window.

#6 - Before departing the chamber, visually verify that the stone has been dropped in place.

#7 - If the stone is not found where it is supposed to be, wait 1 full minute (60 seconds) to be sure that it is not just hidden by storms. After determining that the stone is not really there, inform every guardian and ruler as quickly as possible that it is missing. Begin a search for the stone as well.

#8 - If you are storming, do not handle the stone. If you do storm out while holding the stone, it should drop to the floor where you were standing, within 30 to 60 seconds. Occasionally, this does not occur. It is your responsibility to get back into the dream, and perform a search of your pack, and the house to ascertain it's location. It is highly recomended, for this reason, that no one "just imprison a few more essence before I have to go."

#9 - If you drain the stone, you die. Draining the stone frees the mare and allows it to go back to trapping the unawakened and tormenting them.

#10 - If you loose the stone, you die.

House Meeting

The guardian meeting begins at 12 noon PST, Sundays, in Guardian Missions. All guardians and rulers should attend. Note there is no scheduled "Ruler meeting", house policies are almost always made with the guardians present, and participating.

Vaults and Armories

It is your duty, priviledge, and pleasure to sweep the vaults of Nightmare essences brought in by our hunters and to Imprison them within the stone. This should be done routinely, as our vaults fill quickly.

Initiation

Initiation earns the guardian 5,000xp. This is a great reward for the time spent, and helps to have our house grow stonger. Initiation is a primary function for guardians. Take notes and keep track of all of your iniaites.

When an individial is demoted out of the house, the initiating guardian looses 10,000xp. This is good incentive not to just run off and initiate dreamers for Xp. Also note that when someone is re-initiated and subsequently demoted, the original initiator looses the Xp for the demotion.

When your initiates become guardians, and they initiate dreamers into the house, you gain 2,500xp. Upon thier demotion, you loose 5,000xp. These are your "grandchildren".

Ex-Banishers need to perform Repentance (say they are sorry and mean it) and pay Restitution (bring in a large number of essences, not to excede 250/sphere, with a normal range being 50-150 per sphere; or some other task that proves they truly wish to Imprison, and believe in Illumination.)

Ex-Drainers are usually not allowed to join.

Initiation Ceremony

We are here to Initiate ________ into the noble and honorable house Dreamers of Light.

This is a glorious event as when one joins us we all gain strength.

__________, know that house Dreamers of Light is an Illuminated House.

We believe that this is a higher plane of existence and that our actions here affect the waking world.

We also believe that Nightmares are evil beings which trap the souls of the unawakened.

These innocents are trapped and tormented, the only way to free them is to Imprison the essence of the mare.

We seek to eleminate the vile act of Banishing.

This does not free the soul and instead banishes it with the Mare in eternal Torment !

We despise the evil murderous act of Draining.

This twisted art drains the life force from the unawakened, slaying them instantly.

If you join us you will be required to place the beliefs of this House;

-freeing the unawakened by Imprisoning the Mares...

-working towards the elimination of Banishment...

-and actively promoting the cesation of Draining...

...before your own personal goals.

__________, having heard this do you still seek to join us?

Do you swear to serve and protect this House, its goals, and members to the best of your ability

without regard to the personal consequences?

Then accept this, Initiation, into House Dreamers of Light.

(evoke initiate - NOT with a full pack !)

Take this, your House ID, and guard it well.

(give ID to initiate.)

 

Initiate Mission Board

Posting Missions - Every guardian is allowed to use one mission for goals that the house can work on. This "public" mission must be marked as "All guardians can manage" - this allows for other guardians and rulers to read and reply to the replies that are posted to this mission, not to actually change or even remove the mission as posted. Before posting your first mission, clear your ideas with a ruler first. Also, try not to copy other missions, this lessens the possibility that anyone cross-posts for xp. A second mission, if needed should be cleared by a ruler. With very few exceptions, a third mission should never be posted by the same guardian, instead, pass your ideas off to a guardian that has no mission. This way the spread of xp availability is less likely to be held up from day to day for many reports in one day.

Mission XP - Posting a mission allows you to grant Xp. Guardians have 30,000xp per day to grant. Rulers have 40,000xp. When you post a reply to anyones post, you gain 100xp. When you grant Xp to anyones post, you gain 500xp. Do not split rewards in more than 3 pieces without permision from a Ruler. Mission rewards should be based on the sphere of the participant. 10,000xp is way too much of a reward for an unsphered dreamer. Also, try not to make missions that use all of your Xp in one shot. Do grant Xp, but do not grant too much.

Party XP - By staying in party, as the leader, Guardians are rewarded with 1xp / 3 seconds / party member. (60xp/min for full party).

Classification - Missions can be pre-screened by Sphere or Focus. Unless there is any reason to screen, leave these two fields for all to view the mission.

Bounty Hunter / Black List is a special mission, that should be accepted by all guardians and rulers who either a) bounty hunt, or b) performs initiations. Anyone found to initiate an individual on the black list will be demoted.

Guardian Mission Board

Reading and accepting missions - this board is where general concepts and rulings can be posted by rulers only. Check this board at least once a week. It functions for you just like the initiate board does for initiates, except that missions posted to it must be voted on by rulers. This process takes 1 week, and requires a majority to pass. Xp can be granted by rulers to guardians here as well.

Demotion

As a guardian you are required to enforce the laws and beliefs of our house. Any initiate who breaks these laws knowingly, should have thier ID taken from them, and the matter brought before a Ruler. This is a rare occurance in DoL. Any initiate that breaks the rules unknowingly should be informed, and warned of thier mistake. This event should be noted for future reference, and passed on to at least one ruler.

 

 

3.0 Crowning

 

Knighting

Potential guardians are selected by the house Rulers, with input from the guardians, and often the initiates. Any guardian or ruler can propose an individual for knighting at the "guardian meeting" for the house. The Rulers of the house have the final decision as to who does and who does not become a guardian. There should be "strong" support for knighting, and little or no opposition from any guardian or ruler for a Knighting to occur. Knighting on your own is a demoteable offense.

Knighting Ceremony

Initiate __________ , please step forward.

Initiate __________ , you have been chosen by the elders of the House to become

a Guardian, do you wish to accept this high honor?

(If yes, continue - If no, thank them and move on.)

Please kneel.

Being a Guardian is an honor, but more than that it is an increase in duty.

You must be on duty the whole time you are in the Dream. Your time is rarely

your own, as the House must always come first. It is an increase in responsibility

as you must not only serve the House, you must serve each individual Initiate.

The duties of a Guardian include:

-Enforcing the beliefs and goals of the House...

-Protecting the Initiates of the House...

-and bringing in worthy new members to the House.

Of course, you are still required to live our first four oaths of:

-Free the unawakened...

-Imprison the essence of the mares...

-work towards our goal of eliminating Banishing...

-and work towards our goal of eliminating Draining.

Please repeat after me.

I, __________, as a newly knighted Guardian of the House Dreamers of Light, do

hereby swear to defend the Initiates of this House and to further the beliefs of this

House, at all personal Cost.

*emote* touches the blade of his\her (bladeart) to each of _____________'s shoulders.

(evoke Knight)

Arise _____________, Guardian of Light. Remove the symbol of an Initiate and don the symbol of

your new rank.

*emote* salutes Guardian _______________

 

Demotion

Demote - This art lowers the rank of the target by one step, providing the apropriate materials are in hand at the time of evokation. Without the appropriate materials, a message will inform the evoker of what is required to acomplish the demotion.

Support Demotion - This art creates demotion tokens. Each Rulers tokens are "unique".

Protocol - An individuals House ID will allow a Ruler to demote a member one full step. (i.e. Ruler to Guardian, Guardian to Initiate, or Initiate to uninitiated.) This destroys the ID, and should only be done for those that are going to be taken completely out of the house. No Ruler should perform a demotion on thier own. Any initiate or guardian is fully within thier rights to demand thier case be heard by another ruler.

Branding - This is a bug in underlight, but something that everyone with Demote needs to know. If an individual is wearing a symbol of any kind (house, or sphere) when demoted, a "phantom brand" of the DoL insignia will attach itself to thier avatar. This is a bad thing.

Clensing - To remove a brand, the individual may be re-initiated, asked to lower all insignia, including sphere markers, and re-demoted. Note that this will cost the original initiator 10,000 Xp, and gain the clenser 5,000 Xp. It is therefore customary to allow the clensing to be performed by the original initiator. Some dreamers are branded, having never been in a house. The only way to clense these individuals is by sending a scroll to Lyra, requesting an "avatar reset". Note that this will clense any brand as well, including those who were demote-branded.

Tokens - Ruler to Guardian: 9 Tokens. Guardian to Initiate: 3 Tokens. Initiate to Unintiated: 1 Token. Note that no ruler may use thier own Tokens.

Mission Board

Rulers are allowed to post two missions to the initiate mission board, and any number of issues to the Guardian board. A third mission to the initate mission board requires aproval from another ruler.

Guardian Board

Posting - Postion to the Guardian board is different than the Initate board. Every post must be voted upon by the other Rulers of the house. Missions will remain invisible until 7 days pass, and the mission receives a majority of "Yes" votes.

Voting - Rulers should check for missions to vote on at least twice a week. Votes "Yes" are in agreement to post the mission for viewing, while votes "No" are to deny the mission from being posted. Note that often the rulers use the Yes / No feature to attain an opinion or poll, such as for knighting or future rulers, and weather or not the mission gets posted is irrelevant.

Crowning

Rulers discuss and decide who is ascended to Ruler within the house. Dreamers of Light is not a democracy. The reasons for this are simple, it is far to easy for spies to become initiated into our house. The Rulers of the house have proven themselves to be very loyal over time, and are thus empowered with final decision upon whom they wish to support, or not to support. The art: Support Ascention, is a Ruler Ranked Art for use. The decisions of the Rulers should still reflect the will of the house. Each supporting Ruler evokes Support Ascention, and gives thier tokens to the Ruler that performs the Ceremony. No mention is made to the guardians up for discussion, untill the last moment. The expressions on thier faces are priceless. Nine tokens are needed. It is possible to ascend with help from the Lyrans with fewer than 9 tokens, however, in this case, there can be no "no" votes. When there are more than 9 rulers, 9 tokens are all that is needed.

Crowning Ceremony

*form a circle with the contributing Rulers, fill spaces with guardians so there are 9.*

Guardian __________ , please step to the center of this circle.

Guardian __________ , you have been chosen by the Rulers of the House to join us on the Circle of Rulers. Do you wish to accept this most honored position?

(If yes, continue - If no, thank them and move on.)

*whisper* clear 9 slots from your pack while we procede.

(each part below is to be spoken by one of the nine participants.)

1- The Circle of Rulers pulls stength from the variation in it's membership.

2- All are equal, and all have a say in how our goals are achieved.

3- The greatest aspect of the Circle, lies in that each member contributes, and no one member stands above the others.

4- It is required that we listen to our house, and enact the will of it's members.

5- For as a Ruler, your word is binding, and your thoughts embodied in action.

6- You have been chosen to Rule our house, in the name of our beliefs.

7- This has not been chosen lightly, as you already are, within your soul, and your actions, a Ruler of our home.

8- We are formally charged with the defence of our house, our faith, and our members.

9- As when one is initiated into our ranks, we all grow in strength - today, the Circle of Rulers draws upon your stengths, and lends it's own to cover your weaknesses.

1- Today, the Circle of Rulers grows in strength, and thus our House grows with it.

The Dreamwright Masters, in thier eternal wisdom, provided a way for those who lead houses to be distinguished by their bretheren.

This distinguishment comes from the Abyss and Night symbol that we wear.

This symbol comes from the support, faith, and devotion of your fellow Rulers of Light.

*emote* hands _________ the 9 support tokens for thier ascention

The use of these tokens requires another art, Ascend to Ruler.

This ancient art, again devised by the Dreamwright Masters, focuses the devotion and loyalty that the evoker has within thier very soul, and elevates thier status to the rank of Ruler.

(If teacher) With great pride, I rejoice in now training you in this art.

(If not teacher) With great pride, we rejoice as _________ trains you in this art.

Do you now hold the support tokens from your 9 fellow rulers?

(Verify)

Please repeat after me.

I, __________, as a newly apointed Ruler of House Dreamers of Light, do hereby swear to defend the beliefs, the goals, the members, and the house itself, regardless of the personal cost to me.

(wait for repeat)

I further swear to act in a responsible manner, to consult with fellow guardians, and the Circle of Rulers whenever time permits before making binding agreements.

(wait for repeat)

Lastly, I swear to hold the goals of our House; Imprisoning to save souls; and the wellbeing of our House and it's members as the first and foremost responsibility in any decision I make.

(wait for repeat)

*emote* nods in acceptance

Then on behalf of The Circle of Rulers, I ask that you now evoke the art of Ascend to Ruler, and join us.

(Verify that Rulers Symbol is present)

*emote* bows

Welcome, _________, to the Circle of Rulers.

 

 

4.0 Teachers & Arts

 

DoL Teacher Protocol -

1) Please wear your halo when "on duty", and take your halo off when "off duty."

2) Please do not train Banishers or Drainers any arts at all.

3) Do not teach Banishers or Drainers combat-oriented arts.

4) Always require a reasonable task for any art trained.

5) The task for any base art must include learning the effect and aspects of that art. (i.e. Cost, focus, effect in duration, damage, etc.) Additional goals in these tasks are highly encouraged.

6) Other teachers are not required to honor your tasks, although it is permissible to make arrangements with other teachers to this end.

Aproaching Teachers - It is considered standard protocol to not ask a teacher for a task if they are not wearing thier halo. Teachers who are teaching (i.e. giving out tasks upon request) should wear thier halo. Please take note also that just because a teacher has a halo on, they are not required to teach. Nowhere in the teachers oath does it require a teacher to teach at any time. The teachers oath does state very clearly that "The Teacher chooses his students, and his students also choose thier teachers." It is also considered common courtesy to say "Hello" first to a teacher. Many are upset when the first words from a student are "Can I have a task for ___". This is a sure fire way to recieve no training. Have patience with teachers, most are very busy and may miss a whisper from time to time. Do discover if the teacher has a list of students in line, and if so, place yourself in that line.

Teacher Candidates - There is a mission on the Initiate Mission Board that deals with the "sign-up" for becoming trained as a teacher. As with all arts in the dream, you have no right to become a teacher. These are the steps involved:

1) Post to the Teaching Mission that you desire to become a teacher. Your name will be placed upon the "pre-interview" list. Do not wait to procede with step 2.

2) Find a mentor. Your mentor will apprentice you. (i.e. teach you what it is to be a teacher, how to teach, how to task, etc.) Remember, this is voluntary ! No one is required to do this for you. It is highly suggested that you pick a teacher you respect. It is recommended that you select a teacher of your focus, but not required. It is highly recommended that you apprentice to a DoL teacher. OsM and Free Spirits are often also accepted. Banishers and Drainers are highly frowned upon. Study under your mentor untill he or she states to you that you are ready for your "post-interview". Be sure to learn about being a teacher, tasking, the focuses, and the arts themselves during your study. You have the right at any time to move on to a new mentor. It is highly recomended that you do this if you feel you are not learning, and inform your mentor of your choice.

3) Post for "post-interview" to the Teaching Mission. You will be contacted when the time for your interview has arrived. Exercise your patience at this point.

4) Attend your post interview. This takes approximately an hour to an hour and a half. Be prepared to answer any and all questions put before you. Some questions will not even pertain to teaching. This interview will be conducted by three or more Master Teachers for the house. A normal teacher with train 20 or higher may replace one of the MT's. Noone fails the post-interview. Many are sent back for more training, and some are asked to study under a different mentor to cover up any weak points they have. That is the point of the post-interview.

5) If you pass, you will be given a codex of completion scribed by one of the MT's and including the names of all present for your final interview. This codex will be taken to one of the house Lyrans, and you will be allowed to partake in the ceremony of ordainment. Note that you must swear an oath to the words and spirit of the teachers oath to finally be granted your halo. Only Lyrans can grant halos. Only Lyrans can grant plateaus in train.

Teachers - All teachers seek the house Lyrans for thier plateaus in the art of Train.

Master Teachers - These are special teachers, who have very high art and train levels, selected by the house, and approved by the lyrans for the house. These teachers are enabled to seek Lyrans for arts. MT's are responsible for training the teachers of the house.

Drain Self - Soulmaster 30. It is specificly prohibited to:

1) Drain Self - Dreamsoul (aka Force Restore) on a non-soul evoking target more than 3 times, in 4 minutes time. (i.e. You must wait 1 minute before the first, and 1 minute after every additional force restore, do not force restore more than 3 times. Those that soul-evoke may be force-restored at will.)

2) Drain Self - Dreamsoul for the purpose of XP collection. There must be a valid reason for the use of this function of the art. Valid reasons are very, very rare.

Violation of either of these rules will cause a warning on the first violation, as a minimum, further punishment can and may be enforced.

Second Violation will result in one or more of the following:

1) Demotion from rank or house.

2) Collapse by any of: the offended, a maxxed xp house member, another appointed individial approved by the offended and the house rulers.

Third Violation will result in Demotion and placement upon Mt Illapse CoS list.

Ward - Gatekeeper 20. Learning this art requires the acquisition of support codi from 3 house rulers, or DoL GK MT's.

Wards should never be placed at random about the dream, and practice should be done in out of the way places, never main trails to and from any house. Ward can be practiced on the House Sanctuary entrance in Central Hall. The side of the sanc entrace facing Guardian Missions is not to be warded. During a house assault, a GK with ward should immediately ward the outer portal of the Keep (the side facing threshold, not the house.). The Two portals in Gathering Hall that lead to Central Hall should also be warded.

Amulet - Gatekeeper 20. Amulet art must be trained and plateaued in conjunction with Ward. For all intensive purposes, they are to be considered one art for training and practice.

Amulets should be destroyed via Destroy Talisman (Dreamsoul 30 art), or thrown into areas that are not accessable to retrieval. (Chasms, Pits, Through walls, etc.). Amulets should never be distributed, and all should be accounted for. Items are dropped in combat, so carrying your own Amulet is a bad idea. Allowing others to carry your amulet is a bad idea. Once your amulets are available to other dreamers, your ward art is of severely less value. Dark Mares and Dreamers that oppose our belief are very fond of Amulets.

Shatter - Gatekeeper 40. Learning this art requires the acquisition of support codi from 4 house rulers, or DoL GK MT's.

Wards at the Keep and House Gathering hall should not be shattered unless ordered by a Ruler, Guardian, or the original Ward evoker. Shattering is permitted when the threat no longer exists, or has moved beyond the ward via Blend or an Amulet.

Initiate - Guardian Art. This art requires that the evoker hold the rank of guardian. See the section under Knighting about it's use. Teachers training this art should verify that the learning Guardian has the Initiation ceremony, and understands it's use.

Ascend to Ruler - Guardian Art. This art is trained upon it's use, essentially, being asked to join the Circle of Rulers is the completion of the task for this art.

Support Ascention, Support Demotion - Ruler Arts. These arts for task, should be explained how and what they are used for.

Knight, Demote - Ruler Arts. The task for this art must include a sworn statement to follow the current rules for Knighting and Demotion in Dreamers of Light.

Forge Talisman - Coming soon.

 

5.0 Ascention & Spheres

 

Sphere - This art will raise the targets sphere, if all conditions are met.

1) XP is at the maximum point atainable, NOT if only orbit is x9th.

2) The evokers sphere excedes the targets sphere by Two. (i.e. A 5th sphere evoker can raise a 3rd to 4th, but not a 4th to 5th.)

Sphereing - In addition to the above raw art requirements, DoL has the following requirements for spheres to be granted.

1) A task must be completed.

2) Appropriate support codi must be gathered.

3) Appropriate essences must be brought and imprisoned and a reciept acquired.

Tasks - Tasks for sphere are up to the Teacher with the art of sphere, but should follow these somewhat dream-standard guidelines. Note that these are very rough guidelines, but most houses and free spirits follow them. Again, the actual task is up to the teacher, and may take less, or far more time; be less or far more involved than these.

4) Note also that no one has the right to be sphered, or tasked.

First - Easy task, should take little more than a full day of work. Not more than a week.

10 Essences.

3 1st Sphere Initiates Support.

Second - One week to two weeks time, one to three hours a day.

20 Essences.

4 2nd Sphere Initiates Support.

2 Guardian or Rulers Support.

Third - Two weeks to three weeks time, and should involve RP of some sort.

30 Essences.

3 Guardian or Rulers Support.

Fourth - Three weeks to a month, and must involve RP of some sort.

40 Essences.

4 Guardian or Rulers Support.

Fifth - One to two months, and must involve RP of some sort.

50 Essences.

5 Guardian or Rulers Support.

Sixth - Grantable by Lyrans only...guidelines are up to them.

60 Essences.

6 Guardian or Rulers Support.

Seventh - Hmm, not possible untill there is an 8th sphere Lyran.

 

Ascension Ceremonies

First Sphere

____________ you come before us seeking Ascension to the First Sphere. Know that that the First

Sphere is not a right but a privalege. You come to us having fulfilled your quota of 10 essences

to be imprisoned and the souls freed.

The First Sphere is the first step on mastery of the Dream. It grants you the ability to gain more

power and learn new Arts. Because of this it makes you better able to pursue the goals of this House,

which are your goals.

Only those that have been true to the beliefs and goals of this House need apply to us for Ascension.

By serving the House in its goals you better serve the Dream, and further its rebirth. ___________

of the 9th orbit are you ready for this honor?

Are there five members of this House that are First Sphere or above that will support ____________

in their quest to Ascend?

*if not let them down easy and tell them they must prove themselves to their peers*

Before I proceed I ask that you choose a job in the House. Choose wisely as hard work and dedication

in this job is a requirement of the Second Sphere.

Then by the powers granted me in honor of the Dreamwright Masters and as Ruler of House Dreamers

of Light I grant you the First Sphere.

 

 

Second Sphere

___________ you come before us seeking Ascension to the Second Sphere. Know that the Second Shere

is not a right but an honor. You come to us having fulfilled your quota of 20 essences to be

imprisoned and the souls freed.

As with the First Sphere, the Second Sphere is another step on the road to mastery of the Dream.

The arts granted with this sphere are more powerful, and useful than those that are gained at

First Sphere. However, due to this, the burden is heavier too. You must always carry yourself

with honor, leading others by example. You must become a living example of the honor and glory of

this House. You must use your newfound abilities to further the Goals of the House.

Only those that have been true to the House, and placed its goals ahead of their own, need petition

us for this Sphere. Further you must have done well in your position in the House. ____________

what position do you hold? _______________ of the 19th orbit are you ready for this honor?

Please tell us why you deserve this honor, what have you done that can be shown as proof of your

dedication to the goals of this House?

Are there 4 initiates of the Second Sphere who will support ________________.

Are there 2 Guardians or Rulers of the House that will support ________________.

Then by the powers granted me in honor of the Dreamwright Masters and as Ruler of House Dreamers

of Light I grant you the Second Sphere.

 

 

Third Sphere

____________ you come before us seeking Ascension to the Third Sphere. Know that the Third Sphere

is not a right but a high honor. You come to us having fulfilled your quota of 30 essences to be

imprisoned and the souls freed.

The Third Sphere is a higher honor than the preceding two. When you reach this goal you are truly

well on your way to mastery of the Dream. Your power increases, as does the usefulness of the

Arts at your disposal. You have already shown honor and dedication to the House and its goals to

have reached this point. You must continue to do so and you must be a role model, not only for those

in the House but for all the Dream. Once again it is of utmost importance that your new abilities

be used to further the Goals of this House.

_______________ of the 29th orbit are you ready for this honor?

Then stand ready to be judged by your peers. Are there initiates that would support ___________,

if you do then please state so and give the reasons for your belief.

Now are there 3 Guardians or Rulers who will support _________________?

Then by the powers granted me in honor of the Dreamwright Masters and as Ruler of House Dreamers

of Light I grant you the Third Sphere.

Fourth Sphere and Higher

These ceremonies are often very personalized in nature for the dreamer recieving the sphere, but often follow the outline above. Radical deviations in ceremony are well known and accepted for these spheres.

 

6.0 General Information

 

Color Chart

Color Elemens Chak/Charms Shields

Chalk Dreamsoul Gatekeeper * Useless

Blood Dreamsoul Gatekeeper Useless

Fire Dreamsoul Gatekeeper Useless

Gold Will Gatekeeper Useless

Jade Will Dreamseer * Almost Useless

Teal Will Dreamseer Almost Useful

Cyan Insight Dreamseer Useful

Night Insight Dreamseer Useful

Azure Insight SoulMaster * Useful

Plum Resilience SoulMaster Good

Berry Resilience SoulMaster Good

Sand Resilience SoulMaster Good

Beige Lucidity Fatesender * Excellent

Tan Lucidity Fatesender Excellent

Earth Lucidity Fatesender Excellent

Abyss N/A Fatesender Awesome

* = Charm color, or non-genned Chakram.

eXPerience Table

Orbit Range Sphere XP / Orbit Begin XP End XP

0-9 Unsphered 1,000 0 9,999

10-19 First 5,000 10,000 59,999

20-29 Second 10,000 60,000 159,999

30-39 Third 50,000 160,000 659,999

40-49 Fourth 100,000 660,000 1,659,999

50-59 Fifth 250,000 1,670,000 4,159,999

60-69 Sixth 500,000 4,160,000 9,159,999

70-79 Seventh 1,000,000 9,160,000 19,159,999

80-89 Eighth 2,500,000 19,160,000 44,159,999

90-99 Ninth 5,000,000 44,160,000 94,159,999

100-109? Tenth? 10,000,000? 94,160,000? 194,159,999?

 

Common Abbreviations:

DoL Dreamers of Light (Illuminated, Imprisoners)

HC House Calenture (Freesoul, Banishers)

OsM Order of the Sable Moon (Freesoul, Imprisoners)

PoR Protectors of the Radiance (Illuminated, Banishers)

AoE Alliance of the Eclipse

GotE Gathering of the Entranced

UotC Union of the Covenant

KoeS Keepers of Eternal Shadow

Xp Experience Points

DS Dreamseer (Focus: Insight), also, Dreamsoul

GK Gatekeeper (Focus: Willpower)

FS Fatesender (Focus: Lucidity)

SM Soulmaster (Focus: Resilience)

MT Master Teacher

 

7.0 Artifacts

 

Properties - All Artifacts share these properties.

1) The cannot be taken from the dream via waking.

2) They drop when a dreamer that holds them is collapsed.

Prime Artifacts - These items share one difference, each is tied to a house, and consumes essences for the intent by which it was forged. There should be 8 known Prime Artifacts, although not all have been found or created to this day.

Prime: The Dreaming Stone - This device imprisons the essence of nightmares placed within, and frees the trapped soul of the unawakened within, as souls cannot be contained within. If ever found "in the wild" this device should be returned to DoL Rulers or Guardians as quickly as possible.

Prime: The Orb of Calenture - This device banishes essences into "deep chaos", sending the souls trapped within into eternal torment at the hands of chaos and the banished mares. Draining this item frees both the banishes soul and nightmare back into the "close chaos", where they may enter the city again. This allows another chance at freeing the lost souls. This item belongs to House Calenture, and if it is found, should be turned in to a DoL Ruler for handling. A treaty signed with Calenture mandates our returning thier Orb after 24 hours of possession. In return, they must do the same with the Dreaming Stone.

Prime: The Soul of Radiance - This device banishes essences into "deep chaos", sending the souls trapped within into eternal torment at the hands of chaos and the banished mares. Draining this item frees both the banishes soul and nightmare back into the "close chaos", where they may enter the city again. This allows another chance at freeing the lost souls. This item belongs to PoR, and should be turned in to a DoL Ruler when found.

Prime: The Sable Sphere - This device imprisons the essence of nightmares placed within, and frees the trapped soul of the unawakened within, as souls cannot be contained within. OsM does not recognize that thier artifact saves souls, although we know that as it does imprison mares, it cannot contain souls. This item belongs to OsM, and should be returned to a moon Ruler or Guardian with great haste and care taken as to it's safety.

The Alteror of Jartan - This item was forged as part of the Codex of Immortal Dreams, and supplies infinite +30 Insight.

The Alteror of Kelrith - Another part of the Codex of Immortal Dreams, and supplies the user with infinite +30 Resilience.

The Alteror of Danek - Another component to the Codex of Immortal Dreams, and a fountain of infinite +30 Lucidity.

The Alteror of Apirillic - The last of the Alteror components of the Codex of Immortal Dreams, this device supplies its weilder with infinite +30 Willpower.

The Binder - This Binder contains the pieces of the Codex of Immortal Dreams, and supplies +0 (yes, zero) infinite Dreamsoul. It has been theorized that with all the pieces of the Codex in the binder, it may supply +30 Infinite Dreamsoul.

Kenta's Light - This Fatesender blade blinds those it strikes, and delivers a nasty blow of 7-14 points of damage, with infinite charges.

Maresbane - This Gatekeeper blade paralyzes those it strikes, delivering a blow of 5-12 points of damage, with infinite uses.

The Corruptor of Souls - A rumored component of the Codex of Immortal Dreams, and the current Prison of the Dreamwright Apirillic, and the rumored prison of Tehthu, who seems to escape it's confines regularly. The Corruptor of Souls is a Gatekeeper missile, of fast velocity, bouncing, and 3-9 damage, who's strike poisons the soul.

The Dreamers Cup - This beautiful cup was forged by the Lyran Tzintha for the HC sponsored event "Dreamers Cup" where warriors get together and battle full force for the right to claim the cup for a weeks time. Drinking from this bottomless cup is sure to inebriate all. (Infinite 1 minute stagger.) The Cup belongs to the house that has won the current weeks competition, but should be returned to HC if found "in the wild".

The Blade Shards of the Elements - The Protector, The Destroyer, Serpent's Venom and Dreamersbane (?), are powerful blades rumored to have the power to strike Tehthu forever from the Dream. Each is shattered in four pieces, the Tip, the Blade, the Hilt, and the Scabbard, and can be re-assembled with the ministrations of a Lyran the focus of the blade. Which blade is which focus may remain a mystery. The Lyran Kumari briefly assembled Serpents Venom, and in a berserk frenzy, was possessed by it's original forger and assaulted many a dreamer in the ceremony. This lends credance to the thought that it is a Soulmaster weapon. It has since been broken apart again.

The Codex of Immortal Dreams - Not an actual artifact, but a collection of ten artifacts. This Codex is rumored to contain within the secrets of the lost art of Dreamstrike. Some pieces identity remain a mystery to this day.

 

Document by Wraith ((wraithdol@hotmail.com)) wraith@house-dol.org

Ceremonies of Initiation, Knighting, and Ascentions by Valourin

Ceremony of Crowning by Wraith

Concepts and laws by House Dreamers of Light

Revision 1.1