Oneirus Morn

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Full Name:
Oneirus Morn
AKA:
Dream of the Morning
Position:
Guardian of Dreamers
Age:
Ageless
Species:
Type:
World:
Music:
Oneirus Morn, also known in the fae tongue as Dream of the Morning, has been bestowed with a number of possible titles: Guardian of Dreamers, Sentinel of the Dreaming Ways, Prince of the Autumn Court, Scion of Samhain. He rejects them all. Calling him by a title is a good way to annoy him.

The only birthright he's ever claimed has been the dream galleon that he sails, and over long years he's developed quite a talent for dream magic, using it to ward the dreams of mortals and protect them from nightmare creatures and other dream-predators. Occasionally, he serves as a Dreamlands privateer of sorts for the Autumn Court.

He's curious about Earth. With the right reason, he might find interesting things to get up to there, too.

Background

Born the scion of House Samhain of the Autumn Court of Faërie, Oneirus Morn, also known in the fae tongue as Dream of the Morning, grew up with no interest in the court or nobility at all. Instead, from his earliest days he craved adventure. As soon as he could, he began to explore the Dreamlands, and he found that he loved to sail the Sea of Dreams. Escaping away to sail the sea, eventually he was allowed to sign on to a dream ship, and he gained experience as a dream-sailor. Eventually, a bargain was struck with his lord father: he would be given a ship, and he would learn to master magics of dreaming, that way he would at least be equipped for success. Over many years, he has become a master sailor of the Dreamlands and walker of dreams, often visiting the dreams of Earthlings and even becoming a guardian of those dreams. In more recent years, he's even become curious about other realms, such as Earth, seeking new places to explore.

SKILLS

Academics - Competent Level

Morn is not a master scholar, but he has been around and experienced enough to be generally capable in the realm of scholarly knowledge. He's learned to use his Oneiromancy to understand just about any language, as well.

Athletics - Expert Level

The form Morn manifests is strong, agile, and resilient, able to engage in athletic pursuits to great effect.

Charisma - Expert Level

Morn is very good at people, especially when it comes to exerting his force of personality over them, especially via charm, though he can also be intimidating if he wishes to be. He is less inclined toward manipulation or deceit.

Combat - Expert Level

Morn is skilled at combat due to long years of adventuring in the dream realms. He's a fair hand with any traditional melee weapon, as well as unarmed, though he has no particular skill with firearms or the like. He's especially skilled when it comes to exotic weapons, such as whips or chain whips.

Lore - Competent Level

Morn is generally knowledgeable about many forms of lore, but he's an expert when it comes to his knowledge of the Dreamlands.

Magic - Expert Level

Morn is an expert Oneiromancer, meaning he's very skilled at casting dream magics. He can apply dream-magics in creative ways, such as creating makeshift "enchantments" on objects imprinted with dream spells or by traveling through the borders of the Dreamlands to create gates between physical locations.

Performance - Competent Level

While his skill is not professional-level, Morn is a good singer and dancer, even a passable musician. His style is much more "make a fun, boisterous noise with the crew" than "perform for a formal audience," however.

Sailing - Expert Level

While Morn could pass for an expert sailor under mundane conditions, he's most explicitly an expert when it comes to sailing and navigating the Sea of Dreams, especially aboard his dream ship, The Twilight Sail.

Survival - Competent Level

Morn's experiences are enough that he could survive most environments or aid others in doing so. He is at expert level, though, when it comes to knowledge of and survival in the Dreamlands.

ABILITIES

Gear: Enchanted Items - Enhanced Level

Morn employs a variety of personal effects, trinkets, and weapons. These are generally more conjurings than true artifacts, but they serve their purpose. None tends to be uniquely powerful, but they're all reasonably potent manifestations of his abilities, from minor enchanted objects to the weighted, bladed chain whip he usually manifests when he must engage in direct combat, often imbued with manifestations of conjured elements and the like for Enhanced effect.

Innate: Fae Form - Enhanced Level

Morn's physical form is one projected into the world, more a manifestation of his will than flesh and blood. As such, he is not vulnerable to things like disease, ailments, or toxins. He does not age, nor does he require food, drink, oxygen, or other needs of the flesh.

Magic itself sustains him. Physical damage can disrupt and even destroy his body, though he heals swiftly from such damage. Even if his body is completely destroyed, he is able to create a new one from his dream-self, though this can take time and energy, usually a period hours, at least, but could be longer if less magic is readily available.

Due to the nature of his body, he can modify his form to his whim in many ways, altering his appearance, moderately enhancing his physique, and otherwise exerting control over his body. He can dream himself into being a man, a butterfly, a tiger...nearly anything he can imagine, and he can imagine quite a bit.

Innate: Fae Mind - Supreme Level

Apart from his dream-magics, Morn has no great mental magics, but he does have an extremely potent mind and spirit, which are difficult to damage and far, far more difficult to cause permanent harm. His will is all but inviolate, and controlling or altering his mind would be a challenge for even the most powerful mentalist or sorcerer. Not only does have an extremely potent will and a vastly creative intellect, his mind is also keen and swift, granting him high levels of alertness and mental finesse.

Magic: Oneiromancy - Supreme Level

Morn is a master of dream magic, sometimes known as Oneiromancy, and has been practicing it for many, many years. At the most basic level, this allows him to read, enter, and even manipulate the dreams of others. He can alter nearly anything about dreams, can link the dreams of others, and can generally command the "reality" of a dream fairly completely. A powerful dreamer or skilled mind can, of course, fight against this influence if they have the power or skill to do so, but he's exceedingly potent in his dream magic.

This magic also allows Morn to transport others into the Dreamlands, that collective space between spaces that's shaped by dreams and raw magic, and he can even give dream-forms, those things and creatures born only of dreams, physical reality. Small, simple objects may last indefinitely, while the the lasting effect becomes more limited based on how large an object or creature is, the more impact it has, the more out of step with the reality around it. Many such things are limited to a day before they disperse, while the most powerful may only last an hour, or even a few minutes, depending on the magic available and the surrounding reality. It is far easier to subtly influence someone through their dreams than to expend the magic to cause lasting changes that will endure being pulled into the physical world, and even then, he dislikes using his powers for manipulation or deception. He's far more likely to defend someone's dreams and, if he influences them, attempt to help someone explore their potential or experience personal growth.

Finally, this magic allows Morn to manipulate dream reality, allowing him to cast magics quite freely in the Dreamlands. Within that realm, he can perform nearly any act of magic, transforming dream-shapes, casting dream-spells of nearly any sort, or otherwise creating effects that are, by default, only limited to affecting dreams and the Dreamlands. Using the above aspect of this power, he may be able to cause those effects to bleed over into the waking world to some extent, but the smaller and more subtle the change, the more lasting it can be. The larger and more bombastic, the more it will soon pass like any dream that fades upon waking.

Innate: Presence - Enhanced Level

As part of Morn's fae nature, he has a potent, even enthralling presence. This makes the effects of his charisma even stronger than they would otherwise be, increasing his social influence over and impressions upon others. This is not overt manipulation or control, but it does make his presence strong enough that those without special discipline or defenses find it very difficult to resist the force of his personality.

Magic: Spellcasting - Basic Level

While Morn's main focus is in Oneiromancy, he is also capable of casting other spells. For the most part, this means minor cantrips and spells of convenience, such that it has been easier to learn to perform them directly rather than trying to create complicated workarounds for his dream magic. These are generally simple spells of utility and convenience, often called "cantrips." They can be highly useful, but they tend to be low-level, simple effects, allowing basic communication, exertion of minor force, simple illusions, and so forth.

ADVANTAGES

Resources

While Morn has historically spent relatively little time on Earth, he nonetheless has access to the resources afforded to him by his house. While he is unlikely to go to the house and request more, as that would mean being entangled with them further, he does have a certain measure of material wealth, which he has had invested and managed by those wiser in the ways of the human world. As a result of this, he has access to sufficient funds to live a wealthy, comfortable life. He's no billionaire, but he also really has no need to be.

Status

As a scion of the Autumn Court, Morn has an influential status in fae society. Admittedly, he cares little for any birthright or titles, so long as he has his ship and his freedom, but he's happy enough to be part of his unusual, enchanted family. Apart from the accidents of birth, he enjoys a certain status as a sometimes famous, sometimes infamous figure in the Dreamlands. To some he's a pirate, to others a hero, but what's certain is that he's made quite the name for himself as a fighter of dream-predators and a warder of mortal dreams.

The Twilight Sail

The Twilight Sail is said by some to be the finest dreamship of the Autumn Court. Whether that's true or just a boast, she is undoubtedly a fine ship, a dream galleon of rare quality that can traverse realms, sail seas, and of course traverse the Dreamlands. Often found upon the Sea of Dreams, the ship is occasionally called into service for the court, but more often she sails freely under the direction of her captain, Oneirus Morn.

WEAKNESSES

Enemies

Long years of serving as a guardian of dreams has made Morn a few enemies. Nightmare creatures in particular hate him, and he has put a stop to many other dream-predators in his time. Because of this, many of those from his past, or their associates, would happily do him any harm that they could.

Free Spirit

Morn lives well away from the Autumn Court because he cannot abide its confines. He dislikes standing on ceremony and playing the vassal. He's much happier freely sailing and exploring. He's curious about the Earth and would love to find an excuse to explore it further, but he would need cause to go there for his own reasons, rather than going as part of someone else's plan or agenda.

Wrought Iron

The forging of iron is not only a skill, it's an ancient ritual. It can represent grounding, a link to the physical world, a cementing of stability and the creation of tools and weapons. Because of this, hand-wrought iron can disrupt the living projection of dreams that makes up Morn's corporeal body. It causes him greater harm, even penetrating past his physical toughness to a considerable degree, and the wounds it leaves are more difficult for him to heal while he remains in the physical realm. It must be hand-wrought iron to be effective, though. Forged or molded iron does not have the same effect, nor does an alloy, such as steel. Further, this effect only applies in the physical world. In the Dreamlands, his form is not a magical projection, and so it is not vulnerable to disruption.

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