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