Dream Factory
From Wikistar
Revision as of 19:52, 28 January 2008
In one of Yu-Shan's most remote areas lies an unassuming
warehouse. Sidereals are seen coming and going at all hours, but
the place practically hums from sundown to sunup.
This is the Dream Factory. The Favored of all Five Maidens work
here, but it seems as if the Chosen of Serenity, the Chosen of
Endings, and the Chosen of Secrets work here the most.
If one unfamiliar with such things walks into the factor, the
first thing they might percieve is chaos. Everyone is
constantly moving, and large, brightly-colored relics of the First
Age move in a way that looks disjointed to the naked eye. It is a
caphocony of sound and color. Most Sidereal who know of the
Factory's existence want at least a tour, if not a
reassignment.
To work for the Resplendent Loom of Dream Weaving, falling under
the Bureau of Humanity, one must have Essence 2, a strong ability
to be creative in any form--a creative way of killing enemies, for
example, counts--and the ability to resist the temptation to
tamper in one's own dreams. Of course, there are Safeguards, but
it helps if the applicant has a high Temperance. A bit of self-
tampering is allowed, to the extemt of lessening nightmares and
the like.
It also must be said that tampering in the dreams of friends,
enemies, and relatives is forbidden. A very heavy Audit will be
placed on the Sidereal caught tampering in the dreams of those he
knows.
Dreams begin as empty crystal shells. They are then filled with
liquid Dream Essence, the substence that allows the body (and
spirit) to recognize the dream for what it is. Then, the other
elements of the dream are added in, a bit at a time, at a station
built for dreamweaving. (They call it weaving, because when
they're done, the dream elements combine into a fabric-like
substance that lines the crystal sphere.)
If a dream is to be a pleasant one, it goes to the Dream Station
currently being unused. All Sidereals start with Dreamweaving.
Nightmare-weaves are a lot trickier, and consequently go to more
experienced staff.
Due to creativity burnout, turnover is rather high--the average
Sid only spends about a century or so weaving dreams.