Player Information - Persistance of Vision

It has been 60 years since the events in the first Dreaming in the Real.

The Bright Pattern is restored and colonization is being attempted under the leadership of Lady Erin. The land is hard and untamed, and gathering willing colonists has been difficult; but even this quickly a small city has arisen and trade begun in the unusually "real" and pristine metals and stone that abound in the new realm.

The Oleai have settled in Helmwind, there is talk of changing the name but the Oleai don't like to rush matters of an aesthetic nature and assure Amber that they will come up with something in a century or so, once someone has decided it is important enough to make a Destiny about it. Until then Helmwind will do, it's already engraved on the flatware. Many of the Oleai live in Virtue, under the management of Galen, who governs the infrastructure and handles most of the foreign affairs but is seen as more of a necessary convienence than a ruler by most of the Oleai. Without a grand central destiny to unite them most have drifted off to manage much as they did in the waves, with small groups forming and disbanding at random as needs arise. Most come together when larger decisions must be made, this is necessary to support Sh'dalena's Destiny, but only as needed.

Other than that Amber is at peace and things progress well. The damage of the wars has been repaired and such things are thought of as history now. You enter a world prosperous and if not harmonious, at least willing to put up a good front for the neighbors.


All characters, new and returning, start out with 200 points. The partial point breakdown is provided on the site, please contact the GM if you have any questions or wish an ability not on the list. The point system is very similar to the old one used in Dreaming, but there are differences. Please read carefully and if you are a returning player rebuild your character using the new system. Tweaks to the character's abilities are fine, it has been 60 years, but if you make any major alterations please provide some sort of context as to why the character decided to make such a radical change.

There will be no quiz, most characters are already firmly established and the context provided by the quiz is unnecessary. However, I do ask that new characters spend time reading the site (see suggested order below) and once they have a firm grasp of the history of the campaign write a short history outlining why the character was not involved in the events described in the first campaign, what they were doing at the time and their thoughts on what happened from their own perspective. I would prefer not to make "retroactive history" to insert new characters into past events in a significant way, but if this is important to your context, contact the GM to explore what can be done.

If you are new to the Dreaming campaign and attempting to build up a context, I suggest you read the site in the following order: