The Dreaming 

Sleepers in the Beast World sew a quilt of dreams. Jackals use it to blanket their sleeping deity, keeping them calm and comfortable. One square is a serene picture of a faraway beach and another is a child’s fear of darkness, explored in the safe confines of her sleeping mind. Whatever their subject, this world is imagined into existence every minute of every day. So it has been since the beginning of the world. 

Surreal Vignettes 

In a more literal sense, the Dreaming is a physical world created by sleeping creatures in the Beast World. Their dreams are projected by old magic into a collective of thought. These scattered scenes are connected by doorways and liminal spaces at their edges. Every dream is as unique as the person contributing it and they rarely have much cohesion. One dream’s kitchen doorway leads straight into a child’s memory of a trip to the dentist, and outside the window is a blurred memory of a mother’s voice, muffled by the womb. Some dreams are barely physical places at all, no more than a half-formed image with a voice calling out in the darkness. 

The Dreaming is different every time one visits, but dreams with common elements and moods are clustered together. These shared thoughts, such as dreams about family or love or money, link spaces in the Dreaming and create a topography in this otherwise formless mass of thought-space. There’s an obtuse logic to these links that a traveler can learn to avoid dangerous dreams. 

The Seelie Court 

The Seelie Court towers in the background of dreams, present in every one a willful creature has. This ancient city is surrounded by walls of ivy, and a glorious spire rises from its center. The Seelie sleep within the walls, resting in the place created by the inhabitants of their former home. The purpose of the Dreaming is to contain the Seelie Court; it’s a resting place for the gods of an old, solved world.

Every Beast World dream features the Seelie Court. It might sit in the distance outside the window of a childhood home or it might be the only defined object in an abstract swirl of emotional color. Beasts are so used to its presence that they rarely remember it was there after waking. To a lifelong Beast World denizen, it’s a fact of life as obvious as the blue sky.

The Seelie Court is an afterthought to most, but it’s an important place in jackal culture. The city is closed to outsiders, but clerics and warlocks of the jackals’ dreaming deities walk the streets in their lucid sleep. It is a place of congregation and meditation, where jackals can sit in the gardens of the benevolent sleeper, comforted by their gods’ presence. 

The Seelie dreams of the physical space within the walls of their Court. It’s often a reflection of the wild place from before the creation of the Beast World. 

Daisy Walkers 

Daisy Walkers use magic to enter lucid sleep and travel through the Dreaming. They’re named for the rare, eight-petaled chamomile daisy used to cast the necessary spell. Some use the Dreaming as a nexus for travel; a daisy walker can return next to a dreamer in the waking world. Shrewd spies can glean secrets from unsuspecting dreamers, interrogating their resting minds as characters in the scene around them. Physics is flexible so long as a traveler can convince the dreamer that what’s happening is plausible. However, while their logic is inconsistent, if a dreamer becomes too confused or suspicious, they snap awake and force the visitor out. 

Unless they obscure themselves, a dreamer knows when a daisy walker is present. Shared lucid dreams are a popular pastime of friends who can cast the spell and eight-petaled daisies are a romantic gift shared by lovers. More powerful magic allows a daisy walker to slip into dreams unnoticed, and the most potent forms of daisy walking allow for travel between dreams and back to the Beast World as a form of teleportation. 

Dangers of Dreams 

A daisy walker’s actions in the Dreaming are visible to the dreamer, and the dreamer’s meandering thoughts transform the world around them. A lucid dreamer with ill intent can warp reality to hamper a daisy walker or even cause them harm. In this way, a sleeping child in a stubborn mood is a dangerous and vengeful god. Other than wandering into a sadist’s sleeping psyche, no daisy walker should forget the risk of finding oneself in someone else’s nightmare, running with heavy feet from an invincible murderer. 

Daisy Walk 

2nd-level Illusion
Casting Time: 1 minuteRange: SelfComponents: V, S, M (a chamomile daisy with eight petals worth at least 10 gp, which the spell consumes)Duration: 8 hoursClasses: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
You fall asleep and enter the dream of another sleeping creature. You are lucid and aware of your presence in the Dreaming. If you are immune to magical sleep or do not sleep, or if the target is awake, the spell fails. The spell ends if you or the target wake up. 
The target is random unless you specify a creature while casting the spell. To find a specific creature’s dream, you must have at least two firsthand memories in the Memories table below. The memories must be no more than one month old. 
MemoriesTaste of the target’s favorite foodVoice of target’s immediate family member or loverSmell of standing in the target’s childhood homeSight of the target’s laughing faceTouch of an object the target wore or slept with as a babyStory about a dream the target had in the last month
The dreaming creature is aware they are the target of this spell and can choose to eject you from their dream, which ends the spell and awakens you. You can interact with the target within their dream, and both of you remember it perfectly when you wake up. If you take damage in the dream, your physical body takes the same amount of psychic damage when you wake up. 
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, one additional willing creature within 30 feet of you can also enter the target’s dream for each slot level above 2nd.
When you cast this spell using a spell slot of 4th level or higher, you can choose to obscure yourself and creatures with you from the target. The target makes a Wisdom saving throw. On a failed save, you and the creatures with you appear as plausible additions to their dream. This might alter your physical appearance within the dream, but you retain your game statistics. 
In addition, when you cast this spell using a spell slot 4th level or higher, you and creatures with you can move beyond the edge of the target’s dream to change whose dream you are in. The new target is a random creature having a similar dream. If you enter the new dream obscured, the new target makes the Wisdom saving throw to discern your presence. 
When you cast this spell using a spell slot of 6th level or higher, if you are holding an object outside of the dream, you can give the target the object within the dream. When you do, the object is instantly teleported from your hand and into the target’s possession. The object must be no more than 5 pounds. 
When you cast this spell using a spell slot of 7th level or higher, you can choose to end the spell as an action. When you do, you and creatures with you are instantly teleported into the nearest unoccupied space to the target.