September 2025

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September 2025

S M T W T F S
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April 8th, 2025

𝐩𝐫𝐞𝐦𝐢𝐬𝐞

worship.
When you fell asleep and first saw the wave, you thought it was just a reoccuring dream. A black tide, rising from nowhere— Soundless, slow and impossibly vast. It swallowed the sky and whispered your name endlessly. When it finally swallowed you whole, a velveteen voice laced in toxins offered you everything.

When you wake up, nothing is as she promised— And you are not where you belong.

Somnia is a panfandom horror roleplay set in the ruins of a world ravaged by a God-like being called Sleep. She shattered her own realm and now dreams outward, infecting others. Your character is pulled from their world by her dream that finds them, consumes them, and reshapes them.

They are now a Vessel: either a Token, shaped by magic, or an Offering, shaped by monstrous transformation. All are bound to each other by an invisible thread called the Murmur, an ever-present network of shared thoughts, feelings, and memories. This connection can grow deeper into shared psychic bonds called Tethers, even an even stronger bond called Convergence— but the cost of change is never small.

Game events are shaped by the music of Sleep Token, where each arc is inspired by an album and band lore. You'll be following the story of One, this world's first Vessel, who is tangled dangerously with Sleep, and will later seek to break free from her clutch and end her spreading infection.

[plurk.com profile] somniarpnetworklogsoocmemesnavigation
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𝐫𝐮𝐥𝐞𝐬

RULES
respect. follow.
AGE REQUIREMENT
You must be 18 years or older to join this game. Somnia deals with mature and distressing content, including psychological horror, trauma, body horror, and moral ambiguity. This is not a space for minors.

PLAYER CONDUCT
Infomodding: Characters can only know what they have access to in-universe. Player knowledge should never bleed into character behavior. Characters with perception-altering abilities such as telepathy, scrying, or emotional reading must obtain player permission before using these powers on other characters.

Godmodding: No character can control, reshape, or destroy the setting. Attempts to do so must be driven by plot and player collaboration, not assumed authority. Characters may gain influence in-game, but no amount of IC power excuses OOC disrespect or broken mechanics.

IC vs OOC: This game encourages deeply flawed characters. They may lie, lash out, betray, or manipulate, but the players must not. If you feel someone is using their character to act out OOC issues, speak to the mod team. Players are not their characters. Do not conflate the two.

Hostile Behavior: Tension belongs in the narrative, not between players. Harassment, passive-aggressive conduct, hate speech, dogpiling, and toxic gossip will not be tolerated. We do not use a strike system. If we feel a player cannot adjust their behavior or is a danger to the community, we may remove them without warning.

ACTIVITY & ENGAGEMENT
Activity Expectations: We run a regular Activity Check. Consistently failing AC or participating only in brief, scattered bursts may be considered squatting. We'll reach out to discuss concerns, and may ask you to meet specific goals to remain in-game.

AC Drops + Reapps: You may reapp a dropped character up to three times. After the third AC-related removal, that character cannot be brought back by you.

SENSITIVE CONTENT
No Rape: Non-consensual sexual experiences are not permitted to occur on-screen or off-screen. Characters may reference trauma in their backstory, but such topics must be handled carefully, and tagged properly.

Content Warnings (CW): Please try and tag your content. If a fellow player requests additional CWs, please honor them. If there is a CW that a mod has missed, please let us know immediately and we'll edit anything that is needed as soon as possible.

WRITING ETIQUETTE:
Communication is Key: Let others know if you're confused, uncomfortable, or concerned. Most issues can be solved quickly with a little clarity. We expect players to try respectful resolution before mod intervention— but we are always here if needed.

Respect Boundaries: Use cut-tags, tone indicators, or CWs as needed. Don't pressure other players into certain plots or comfort levels. Collaboration requires consent.
COMPLAINTS & MOD INTERVENTION
Complaints are reviewed case-by-case. We pay attention to context, patterns of behavior, and community impact. If you are filing a complaint, please include logs or evidence whenever possible. You can submit concerns on the Mod Contact page. We may also preemptively ban players with a known history of disruptive or harmful behavior.

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𝐟𝐚𝐪

FREQUENTLY ASKED QUESTIONS
🝊 WHAT IS SOMNIA?
Somnia is an invite only panfandom roleplay set in a surreal, post-apocalyptic world haunted by a god-like being called Sleep. Characters arrive through dreams and awaken transformed— physically, mentally, and spiritually— into vessels of her infection.

Here you'll find horror, intimacy, memory, and the slow erosion of identity, blending elements of psychological horror, dream logic and body horror into the game.

Somnia draws inspiration from the music and lore of Sleep Token, as well as their graphic novel Teeth of God, elements from The Last of Us, Annihilation, James Cameron's Avatar, Resident Evil, Stranger Things and more.
🝊 WHERE DOES SOMNIA TAKE PLACE?
Somnia takes place across two overlapping realities: a crumbling, post-apocalyptic physical world and the deeper, surreal dreamscape that is shared between characters.

When your character is first pulled into Somnia, they're drawn through the dreamscape: a boundless realm shaped by Sleep's will. When they wake up, they're in the real world of Somnia: a physically ruined version of Earth, twisted by her touch. This is a landscape torn apart by some great, forgotten disaster, all collapsed cities, overgrown highways, flooding skies, and the husks of what once was. In some places, it's almost normal. In others, it's been dream-touched, warped by broken logic, impossible geometry, or magical rot.

The two worlds bleed into each other. Sometimes dreams spill into waking life. Sometimes reality bends without warning. It's unstable, shifting, and always a little wrong. The world of Somnia is shaped by the Murmur, by magic, and by the people inside it. As characters bond, transform, and explore, new zones will open, revealing more of this broken place and the deeper, stranger things lurking beneath it.

. . . You know. Like New York.
🝊 WHAT SHOULD I EXPECT FROM THE GAME?
🪢Eldritch/psychological horror, survival/apocalyptic horror, fictional religious elements, body horror, occasional nsfw/sexual content and emotional challenges with low energy break months to recoup in between
🪢A vast dream world that slowly reveals itself and a post-apocalyptic waking world.
🪢Dream-logic environments and dissonance
🪢Optional bonds
🪢Themes of intimacy, belief, decay, and transformation
🪢A soundtrack-driven structure using Sleep Token's music
🝊 WHAT ARE VESSELS?
Upon arrival, each character is transformed into a Vessel. They are otherworlders who have been drawn into this one by Sleep and changed in the process. Every Vessel takes on one of two forms:
Tokens are altered into beings of psychic or metaphysical power, capable of strange magic and perception beyond reality.

Offerings are transformed into monster-like forms— part bestial, their bodies reflect the trauma and dreams they carried into the world.

🝊 WHAT IS THE MURMUR?
The Murmur is the lingering psychic connection between all vessels. It is how they speak in dreams, how they feel each other's pain, and how Sleep's influence spreads. It is not a network anyone chooses to join— it simply exists.

Players can explore The Murmur as deeply or lightly as they wish, but know that it will always be present.

🝊 WHAT ARE TETHERS AND CONVERGENCE?
Tethers are emotional and spiritual bonds between two characters— whether romantic, platonic, toxic, codependent, or something different. These bonds give mechanical and narrative benefits, but also come with vulnerability: emotions bleed across Tethers, and proximity strengthens them.

When a Tether grows deep enough, it may become a Convergence— a permanent and overwhelming connection that changes both Vessels in irreversible ways.

🝊 CAN MY CHARACTER TETHER WITH CREATURES OR THE LANDSCAPE?
Yes! Optional mechanics allow your character to form temporary or permanent Tethers with local flora, fauna, or strange environmental features. These come with insight, power, or companionship— but overuse may lead to signs of Succumbence.
🝊 WHAT IS SUCCUMBENCE?
Succumbence is the process of giving in to Sleep's infection. As a Vessel draws deeper into The Murmur through overuse of their power, too many Ambiental Tethers, or too much emotional erosion, they may begin to physically and mentally change.

Succumbence is slow, gradual, and often ugly or beautiful. It may be a chosen path or a tragic one, but it is not immediate and never irreversible— until the final stage, when a Vessel becomes a Host: fully consumed by Sleep's will.
🝊 HOW LONG DOES THE GAME RUN?
Somnia is structured in phases tied to Sleep Token's discography. The Prelude Phase uses early EPs, singles, and covers to introduce Sleep, NPCs, the infection, and the world's crumbling boundaries. Then each full-length album spans about more or less one year of gameplay:
🪢Sundowning: The slow collapse of Sleep's illusion. NPCs begin to interact more with player characters through game events, player characters may begin to rebel.
🪢This Place Will Become Your Tomb: Sleep's retaliation and the word's descent into psychological and physical ruin. The Murmur deepens, and bonds are tested.
🪢Take Me Back to Eden: Sleep's reckoning and NPC's counterattack. The world threatens to reshape; vessels face their final forms, dreams, or deaths.
🪢Even in Arcadia: An Epilogue . . . Or the beginning of another chapter. Do you think The Cycle Must End or The House Must Endure?


The total planned runtime at the moment is approximately 3.5 to 4 years, with narrative break months between arcs. This can span a little more or less depending on player run plots, suggestions and character choices. This estimate may be subject to change (or not!). We'll see what the future holds :)

🝊 HOW DO I JOIN?
Start with the Invite page and ask for a Mod invite or get an invite from an existing player that has been in the game for at least a month. Then keep an eye out for our Test Drive Meme to get a feel for the game, Reserves and then Apps!


🝊 IS THERE A NETWORK?
In a way! Every Vessel arrives with a mask, blindfold, or veil— a symbolic object bound to their transformation. When worn, it grants access to a shared psychic space we're going to be very original about and call it The Network.

Through it, Vessels can communicate over distance— like whispering across a void or leaving behind a memory for someone to find.

Mechanically, the Network allows characters to send:
🪢Telepathic messaging, brief and intimate like thoughts or texts
🪢Illusory voice communication, where a vessel hears another's voice in their mind
🪢Projected apparitions, resembling the speaker’s form in a dreamlike facsimile, like a waking hallucination or VR

Masks and blindfolds are not merely tools; they are sacred conduits. The more emotionally charged the message, the more vivid— or distorted— the transmission.
🝊 HOW DOES DEATH WORK IN SOMNIA?
Death in Somnia isn''t permanent— but it's serious.

There are ways to come back, either through necromancy (by other player characters with the right abilities) or with help from certain NPCs. That said, dying should never feel like a "reset button" or something casual. It's a major event with real consequences just as the real world, and it's meant to mean something every time it happens.

You can't bring yourself back. Another character, either a Token who knows necromancy or an NPC, has to make the choice to do so. That means death always involves some form of outside intent and consent. Characters who return from death will always come back changed. This can look a lot of different ways:
🪢 They might keep visible injuries (e.g., always-bleeding wounds, stitched scars, signs of rot).
🪢 They could lose an important memory and feel incomplete (a person, a place, a moment they treasured).
🪢 They might show more permanent signs of Succumbence (extra limbs, plant growth, strange eyes, tendrils, fungal growths,etc).
🪢 They might feel emotionally dulled or disconnected.
🪢 They might hear the Murmur louder than before, and have trouble tuning it out.

These changes are meant to reflect the fact that your character has died and returned. You can decide what this looks like, but it should always be noticeable. It should be clear to others that your character has been through something intense and should avoid similar fates.
🝊 WHAT TYPES OF CHARACTERS ARE APPABLE?
We currently allow OCs and Canon Characters. We do not allow CRAUs.
🝊 GIVEN SOME SONG VIBES FROM SLEEP TOKEN, IS SOMNIA SEX/SMUT FRIENDLY OR MORE HORROR-GEARED?
Considering the nature of Sexy Token when it strikes, yes, you can assume that the occasional nsfw prompt or perk can be found in events to reflect that vibe (especially when certain acts could power up Tethers, count as rituals or worship), but these are completely optional. What the game really focuses on is horror! Also a note that characters under the age of 18 should be kept away from these prompts.
🝊 IS THIS A MONSTER TRANSFORMATION GAME?
It could be if that is what your heart desires. If you dig the setting but don't want your character turning into a fullblown monster, then a good vessel option for you would be a Token, where they take on a mage archetype rather than a creature.
🝊 DO I NEED TO BE A FAN OF SLEEP TOKEN TO PLAY?
Absolutely not. But I hope you'll enjoy the music and the little nerd space we've made out of it. Worship.
🝊 ARE THERE ANY AGE CAPS FOR CHARACTERS?
16+. Any younger than that will be considered on a case by case basis, since we are aware that child characters in horror settings exist (Attack on Titan, Stranger Things, etc). We'll be asking for a reason as to why they'd fit into the setting if they are younger than 16 and will make our decision if they will be a good fit for the game or not.

QUESTION INDEX


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𝐫𝐞𝐬𝐞𝐫𝐯𝐞𝐬

RESERVES
closed.
An invite is required before you can reserve or apply.

Reserving a character is optional, but highly recommended— Somnia runs on a first-come, first-serve basis. If someone else reserves the character you're eyeing, they have priority when apps open.

Once you've got your invite sorted and ready to go, just fill out the form below and drop it in a comment on this post. Reserves last until the end of the current app cycle. If you don't apply by the deadline, the reserve will expire.



CURRENT RESERVES

GDCG Kim Soleum 🪢 Mimi 🪢 PM 🪢 invite
The Husky and his White Cat Shizun Mo Ran 🪢 Nin 🪢 [plurk.com profile] kamex 🪢 invite
Arcane Vander 🪢 Vette 🪢 [plurk.com profile] apomorphine | PM 🪢 invite
Doki Doki Literature club Monika 🪢 Mel 🪢 [plurk.com profile] maiiau 🪢 invite
x/1999 kamui shirou 🪢 hakue 🪢 pm or [plurk.com profile] endearments 🪢 invite
STAR TREK Julian Bashir 🪢 Throck 🪢 PM 🪢 invite
Arcane Silco 🪢 Manda 🪢 PM 🪢 invite
Arcane caitlyn kiramman 🪢 rae 🪢 pm or raelet@discord 🪢 invite
IDW Transformers Rotorstorm 🪢 Jeff 🪢 [plurk.com profile] trepan 🪢 invite
Akatsuki no Yona Soo Won 🪢 Nicholaj 🪢 [plurk.com profile] Nicholaj or PM 🪢 current player
Arcane Vi 🪢 Drizz 🪢 [plurk.com profile] lightdrizzel 🪢 invite
Silent Hill 2 Maria 🪢 Chey 🪢 contact [plurk.com profile] lachoy 🪢 invite
JUJUTSU KAISEN Choso 🪢 J 🪢 [plurk.com profile] apicultist 🪢 invite
Silent Hill: Downpour Murphy Pendleton 🪢 Ruri 🪢 marvelouscheers (pm/discord) 🪢 current player
GDCG lee seonghae 🪢 zi 🪢 pm or valentione (discord) 🪢 invite
Final Fantasy XV Noctis Lucis Caelum 🪢 Snow 🪢 PM 🪢 invite
Seraph of the End Guren Ichinose 🪢 Lily 🪢 PM 🪢 invite
The Extra's Academy Survival Guide Lortel Kehelland 🪢 Em 🪢 [plurk.com profile] heartfuls / skywardlii on discord! 🪢 mod invite!
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𝐚𝐩𝐩𝐥𝐢𝐜𝐚𝐭𝐢𝐨𝐧𝐬

APPLICATIONS
closed.
Invites are required to apply. You don't need to reserve, but you can't apply for a character that's already been reserved by someone else. Neither invites nor reserves guarantee acceptance.

A few important notes:
🪢One app per person per cycle.
🪢Once you've been invited, you can submit one application per round.
🪢No challenge apps.
🪢First-come, first-serve rules apply— if someone has a reserve in before you, they get priority.
🪢If you were swept due to inactivity, you'll need to wait one full app cycle before trying again. This may change depending on patterns of behavior. If we suspect squatting, we may ask for proof of intent to play.
🪢Revisions may be requested for things like missing info, unclear answers or wordcount issues. If multiple issues come up, the app may be passed on for this cycle.

For any lingering questions, check the FAQ or feel free to reach out to a mod.

All comments on this post are screened. Please post your completed application as a comment below using the textbox format at the bottom of this post.

PLAYER INFO
Name:
Preferred Contact: (Discord, PM, Plurk, etc.)
Age: (Must be 18+)
Invite Link: (Direct link to your invite)

CHARACTER INFO
Character Name:
Canon:
Age:
If Under 16, why is this character a good thematic fit for Somnia?:
Canon Point: (When in their story they’re being pulled from)
Wiki Link(s): (for personality/history)

SOMNIA-SPECIFIC QUESTIONS
1. Dreams are how Sleep chooses you. What might draw your character into Somnia— a wound, a wish, a weakness? Would they follow the dream, or run from it?

2. Somnia is a slow unraveling—of worlds, and of selves. How does your character respond to fear, transformation, and losing control? Do they fight, adapt, collapse?

3. Connection is the only constant. What kind of bonds does your character form— fast and burning, slow and wary, deep and desperate? How might that shape their time in this world?

4. What are two major forces in your character’s personality that are often in conflict? (Ex: logic vs emotion, power vs guilt, obedience vs rage, etc.)

VESSEL SELECTION
Which Vessel Type are you choosing: Token or Offering?
Why does this Vessel type feel appropriate for your character (you may also include your specific choice bere, if you're going with a chosen one)?
List one OR three subclass options within your chosen Vessel type that you think would suit them: If you've chosen three, the mod will make the final call by randomization.

Samples include samples of how you play your character, preferably from our TDM.



RECEIVED APPS
Kim Soleum | gdcg
Rotorstorm | IDW Transformers
Guren ichinose | seraph of the end
Mo Ran | The Husky and his White Cat Shizun
Silco | Arcane
Shirou, Kamui | x/1999
Shelly Lang | OC
Monika | Doki Doki Literature Club
Maria | Silent Hill 2
Murphy Pendleton | Silent Hill Downpour
Ardyn Izunia | FFXV
Noctis Lucis Caelum | Final Fantasy XV
Caitlyn Kiramman | Arcane
Lee Seonghae | gdcg
Vander/Warwick | Arcane
Julian Bashir | Star Trek: DS9
Dante Falzone | Piofiore
Kaiisteron | Witch King
Choso | JJK
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𝐢𝐧𝐯𝐢𝐭𝐞𝐬

INVITES
ask. receive.
Somnia is invite-only, which means you'll need a current player or mod to vouch for you before you can reserve or apply. This helps us keep the game safe, friendly, and full of folks who vibe with the tone and community we're building. One invite may be given per player per round.

A few things to know:
🪢 You only need an invite for your first app. Once you're in, you can apply for more characters freely.
🪢Invites aren't automatic approvals— we may follow up with the inviter or invitee if we have any questions.
Don't know anyone in the game yet?
No problem! If you’re interested, shoot a PM to the mod journal with your name, rp history/tdm top level and a way to contact you. We can't promise a spot, but we’re always open to talking.

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𝐡𝐨𝐬𝐭𝐬 & 𝐬𝐮𝐜𝐜𝐮𝐦𝐛𝐞𝐧𝐜𝐞

hosts & succumbence
succumb.
HOSTS
A Host is a vessel who has fallen completely to Sleep. Whether through infection, surrender, or the slow erosion of will, these individuals are no longer themselves. Their thoughts, bodies, and even identities have been reshaped to suit the designs of something so powerful they could not contain it. Some may appear lucid at first, some completely feral. They may even speak in familiar tones, use familiar names, or simply snarl. Either way, the soul within has either been extinguished or overwritten. What remains is a twisted shell bursting with Sleep's fungal fingerprints.


ANIMAL HOSTS
Animals that fall to the Murmur can also become Hosts. These creatures, whether wild or once a family pet, twists under Sleep's influence. Types of animals that could be found in the setting has been explained here. They may develop fungal blooms, extra limbs, distorted cries, or tendrils in places you'd least expect.

However, because animals possess simpler cognition, they do not always act like human Hosts. Some remain instinctive, confused, even docile when they shouldn't be. Others become violent— not out of malice, but reflex.

Sleep's influence in hosts could be described as parasitic. Certain animals can be infected, but they are not ideal vessels. The parasite (in this case, Sleep) cannot complete its full life cycle within them. These creatures are incomplete Hosts— functional, but flawed.


SUCCUMBENCE
Succumbence is the process by which a vessel becomes a Host. It may be slow— weeks or months of dreams, whispers, and subtle body horrors— or sudden, triggered by trauma, overuse of the Murmur, lack of tethers or voluntary surrender. Some vessels shatter instantly while others fray over time, becoming a shell of what they used to be.

Vessels on the edge of becoming Hosts may exhibit:

🦠Changes in skin texture, tone, or transparency.
🦠Speaking in tongues, reverse speech, or others' voices.
🦠Forgetting names, faces, or emotions.
🦠Increased inability to distinguish dream from waking.
🦠Sudden knowledge of things they shouldn't know.
🦠Vines or fungi blooming from scars— You are free to be as body horror as you'd like.


Despite a generalized list of symptoms, Vessels may experience Succumbence differently depending on their Vessel type. Below are some inspirational ideas to be played with, should you wish to give your character a unique succumbence arc:

All Vessel types may begin to experience their corruption in stages: low, mid and high, before Offerings become Succumbra, a full monstrous shell of what they once were, and Tokens become Succumbentia, collapsing into their own magic where its output overtakes their identity, stability, and physical form. You are free to mix and match symptoms, or even create your own in similar lights.
🦠 Example of Low Stage Succumbence: Noticeable shift in behavior or mood, energy becomes unstable, changes in sleep patterns,subtle physical tells (pupil changes, sweating, trembling, slowed movement, etc.), faint vine-like bruising on skin, surroundings feel slightly oppressive or charged, hunger appears as an easily dismissed sensation, growing awareness of or fixation on Sleep, develops repetitive habits that resemble rituals,finds comfort in darkness, quiet, or locations associated with Sleep.
🦠 Example of Mid Stage Succumbence: Daily needs are neglected or deprioritized, social behavior becomes skewed (clinging, isolating, demanding, or obsessive), interactions begin to feel transactional, symbolic, or ritualized; emotional regulation deteriorates, fungal blooms spread into hair, feathers, fur, or scales; early physical mutations or damage appear (nails loosening, skin splitting, texture changes), hunger intensifies and is no longer satisfied by normal eating, speech or thoughts about Sleep become deliberate or reverent, performs intentional rituals, often improvised or poorly understood; resists criticism or interruption of ritual behavior.
🦠 Example of High Stage Succumbence: Body and mind destabilize, severe physical symptoms may appear (fevers, fainting, vomiting, untreated injuries), behavior becomes unsettling or difficult to engage with, fungal discoloration thickens, forming a partial second skin and ugly blooms; clear mutations are visible (extra eyes, tongues, limbs, structural distortion), blood appears darker and thicker when spilled, social disconnect deepens (alienation, superiority, emptiness, fixation), hunger becomes constant and intrusive, worship shifts from belief to compulsion, interprets pain, mutation, or loss as communication or approval from Sleep, loses interest in non-ritual or non-Sleep related concerns.
🦠Example of Succumbra (Offerings): total loss of personal identity, fully non-human, heavily warped form; black tar-like substance leaks from the mouth; white glow from eyes, mouth, and wounds; bursting fungal growths and/or tentacles from skin and orifices; strong camouflage or blending in darkness; driven by instinct rather than conscious choice; insatiable hunger focused on flesh; presence actively corrupts the surrounding environment.
🦠Example of Succumbentia (Tokens): Magical output reaches critical mass and detonates (supernova event); physical form destabilizes rather than fully degrading; emerges in a new, corrupted form, often humanoid but distorted or symbolic; Identity fragments instead of vanishing outright; Creates a personal magical space called a Sanctum at the moment of collapse; Sanctum reflects the Token's magic, trauma, beliefs, or worship; Reality inside the Sanctum follows unstable logic, may be dreamlike; The Succumbentia is bound to and sustained by its Sanctum, generally they do not roam.
Some believe they can turn back, and few ever do. But! Strong Tethers between vessels can slow or even completely hold off Succumbence. The right bond, grounded in trust, memory, and shared will, forms a stabilizing force against Sleep's erosion. Some say a Convergence can even cleanse Succumbence entirely— for a while.


Succumbence is optional and player-driven. Your character will not succumb if you don't want them to, but the threat of Succumbence is always present, and signs of it may appear as a result of choices, stress, overuse of Ambient Tethers, or exposure to corrupted environments. Tethers and Convergences can act as lifelines. Forming these bonds with other vessels isn't just for emotional grounding— it might be the only thing keeping you from dissolving into the Murmur.

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𝐥𝐨𝐜𝐚𝐭𝐢𝐨𝐧𝐬

THE DREAMSCAPE
The Dreamscape is the realm to which Sleep draws Her Vessels— It is not one place but many, layered over and within each other. Time here bends and distance lies to your eyes. Gravity may fail, and your identity may slip through your fingers like water— You may find yourself with a younger or older appearance here, or perhaps something completely new, just like any dream, or nightmare. In Dreamscapes, characters also have access to their canon abilities, items, and so on, so long as you have the focus and lucidity to dream it.

Recently, it was discovered that the vessel One is the dreamwalker responsible for pulling others into his dreams and sharing them, thus serving as a conduit for Sleep to act.
The Waking World
After Sleep's awakening, cities across this Earth collapsed into ruin— including this one, a place that was once known as New York City. Highways are split open like old scars that never healed. Neon signs are dull and dead over empty streets, their buzzing hum the lullaby of an ended civilization. Bridges are torn down and impossible to cross. Nature has begun to reclaim what was stolen, but it too is sickened— overgrown with monstrous roots and fungal blooms.

What survivors remain are now monsters called Hosts, roaming the city at night and slumbering underground by day: twisted things that might once have been human.

The Subway
The subway and its tunnels have been claimed by Sleep and her Hosts, who gather there in numbers too dense to count. The walls sweat with hostility while the air is thick with fungal spores that smother one's lungs and thought alike. The deeper you go, the harder it is to survive. Your threats are also more than physical— Succumbence too, runs rampant down here, and seeps into your psyche like a starving parasite.

It is whispered by the numeral Three that something vital waits deeper within, sealed behind the Host's vigilance. Many have tried to push past the thresholds, to brave the spores and the resistance, but none have returned unscarred. Most are driven back coughing and half blind, others flee with minds frayed and instincts screaming.

The subway endures as a forbidden cluster underneath city streets: dangerous, suffocating, yet beckoning with a hopeful promise that there is something there Vessels need to find.
NAME4
PB NAME
Info Four Here
NAME5
PB NAME
Info Five Here
© TESSISAMESS

𝐨𝐟𝐟𝐞𝐫𝐢𝐧𝐠𝐬

Offerings
their magic is carved into their own sinew and remade instinct.
Offerings are Vessels whose bodies forsake human form in favor of survival, strength, and sacred transformation. They trek the edge of clarity more often than not, struggling to remain whole while their physical forms twist beneath Her influence. This page outlines the monstrous archetypes available to players who do not choose Token as a Vessel Type.

DRAKE
COMMON TRAITS (A DRAKE will not have all of these traits, but may express any combination or traits not mentioned that still fit the monster type. Customize as desired.)

• Wings: grand and leathery, torn, or vestigial— can be replaced by fins, frills or elongated membranes.
• Scales and other reptilian features (forked tongue, coldblooded, etc).
• Slitted eyes that may glow faintly in darkness.
• A tail; can be barbed, furred, pointed, spiked, etc.
• Horns, claws, talons and sharpened teeth.
• Excellent. sharp vision.
• Strong prey drive.
• Ability to shift from hybrid to full drake form.
• Breath weapon tied to their chosen element (fire, frost, acid, venom, etc)
• Primal instincts; protectiveness, territoriality, hoarding of a particular type of object or person, vengeance
• Can influence other's through maintained eye contact.

WEAKNESSES
• Incredibly proud creatures that may be easily flattered or insulted.
• Can enter stone-sleep: a hibernative state where they become indistinguishable from rock.
• All are vulnerable to their opposing elements (fire drake are weak to water, ice drake are weak to fire, venomous drake are weak to cleansing forces)

INSPIRATIONS: Dragons, wyverns, basilisks, cockatrices, naga, serpents, gargoyles, lizards, etc
MERROW
COMMON TRAITS (A MERROW will not have all of these, but may express any combination or traits not mentioned that still fit the monster type. Customize as desired.)

• Skin ranging from smooth and seal-like to barnacled, scaled, or gelatinous.
• Hair of kelp, jellyfish tendrils, or fluid bioluminescent strands.
• Black, lidless, or many-layered eyes; may shimmer like oil or deepwater pearls.
• Limbs elongated, finned, or replaced by tentacles or suckered appendages.
• Gills at neck, torso, or hidden beneath flaps of skin.
• A second mouth, luring tongue, or ink used to blind or distract.
• Bioluminescent glow along bones, spines, or veins.
• Siren Song; can sing in frequencies that cause hallucination, memory loss, or overwhelming emotion.
• Leaves behind trails of salt, slime, or barnacles.
• Can become water itself.
• Prolonged dryness or exposure to land may cause physical distress or partial desiccation.

WEAKNESSES
• Vulnerable to prolonged dehydration or isolation from moisture.
• May be drawn to large bodies of water compulsively.
• Psychic influences tied to their voice may falter in silence or voids.
• Prone to emotional overload or obsession due to strong empathic feedback loops.

INSPIRATIONS: Mermaids, sirens, kelpies, merrow, nøkken, krakens, octopi, aquatic mammals, jellyfish, deep sea fish, leviathans, selkies, sea serpents, drowned ghosts, anglerfish
DAEMON
COMMON TRAITS (A DAEMOM will not have all of these, but may express any combination or traits not mentioned that still fit the monster type. Customize as desired.)

• Horns; may be naturally broken, spiraled, ram-like, golden, etc.
• Sulfurous or smoky scent that clings to their presence.
• Clawed hands, split hooves, or taloned feet, often leave scorched or corrupted ground in their wake.
• Eyes like burning coal, molten gold, or voids.
• Skin marked with sigils, runes, or cracks that glow with internal fire.
• Long, prehensile tails or wings; leathery, skeletal, or ash-feathered.
• Voice that inspires dread, desire, or sin— may echo as whispers or sound like many voices at once.
• Can sear with touch or unleash hellfire bursts in moments of extreme emotion.
• Shadow stretches unnaturally or acts independently.
• May make pacts or draw power from binding or possessing others, willingly or not.
• Can "flicker" between corporeal and shadow-states, especially in low light or heat.

WEAKNESSES
• Vulnerable to sacred spaces, symbols of faith, or purification rituals.
• Strong emotional influence may backfire or overwhelm.
• Prone to outbursts of wrath or pride.

INSPIRATIONS: Demons, fallen angels, hellhounds, tieflings, incubi/succubi, cambions, devils, fire elementals, imps
VALKERIE
COMMON TRAITS (A VALKERIE will not have all of these, but may express any combination or traits not mentioned that still fit the monster type. Customize as desired.)

• Feathered limbs or wings— may be functional, vestigial, or entirely oversized.
• Beaked faces or partially avian skull structures.
• Legs that end in talons, clawed feet, or grasping hook-like toes.
• Hair replaced by feathers, pinions, or quills. May molt under stress.
• Eyes adapted for long-distance sight, often unblinking or too numerous.
• Piercing Cry: shrieks with sonic or psychic force. Can be used defensively or to disorient.
• Flight or gliding, sometimes powered by slight wind manipulation.
• Can hover or perch in impossible spaces— rooftops, powerlines, ruins, shoulders
• Tendency to gather shiny objects.
• Bodies often thin, hunched, or angled sharply.
• May speak in echoing mimicry.

WEAKNESSES
• Fragile bones or aversion to confined spaces; may suffer in underground or submerged environments.
• Vulnerable to silencing, clipping, or sensory disruption.
• Highly social or flock-minded; may become erratic in isolation.
• Prone to compulsive behaviors: collecting, echoing, following patterns

INSPIRATIONS: Harpies, sirens (avian-type), corvids, vultures, thunderbirds, owls, valkyries, phoenixes, birds in general
SATYR
COMMON TRAITS (A SATYR will not have all of these, but may express any combination or traits not mentioned that still fit the monster type. Customize as desired.)

• Horns or antlers; may be gnarled, branching, sleek, or asymmetrical.
• Hooved legs, digitigrade or full taur lower bodies.
• Long manes, tails, or furred spines that shed with the seasons.
• Faces ranging from fully animal to serenely humanoid.
• Eyes that reflect like prey animals.
• Movements that switch between graceful stillness and explosive speed.
• A connection to natural rhythms— moon cycles, plant growth, migration, music, etc.
• May release pheromones that may calm, disorient or seduce.
• Echoes of ritualistic behavior such as: circling, stamping, sudden stillness.
• Can vanish into foliage or move without sound through overgrowth

WEAKNESSES
• Easily startled or driven to panic in loud settings.
• Overly attuned to instinct. May become aggressive or distant when provoked.
• Some struggle to speak. Voice instead emerges as growls, snorts, or song.
• May enter rut or seasonal phases that intensify primal drives.

INSPIRATIONS
Fauns, satyrs, centaurs, minotaurs, unicorns, kirin
WRAITH
COMMON TRAITS (A WRAITH will not have all of these, but may express any combination or traits not mentioned that still fit the monster type. Customize as desired.)

• Exposed bones, organs, mummified skin, or corpse-pale flesh.
• Hollow or glowing eye sockets, or no eyes at all.
• Could be greedy, obsessive or even protective of its possessions.
• Movement that jerks like a puppet, or flows almost too swiftly, like a predator.
• Unnatural resilience. Limbs may break, body may crack open and yet they continue moving.
• Cold that kills flora, silences sound, or chills the air around them.
• Consumes blood, flesh OR energy; dreams, memories, or emotion instead of flesh.
• May be followed by scavenger animals because of their stench (crows, rats, flies)
• Sometimes exude grave soil, ash, or smoke.


WEAKNESSES • Easily bound by ritual magic, salt, or wards.
• Some require consumption (of flesh, blood, aura, energy) to remain coherent
• Prone to forgetting themselves.
• Holy, cleansing, or life-giving forces may weaken or unravel them
INSPIRATIONS Zombies, revenants, ghouls, vampires, liches, mummies, wendigos, draugr, jiangshi, corpsewalkers
SERAPH
COMMON TRAITS (A SERAPH will not have all of these, but may express any combination or traits not mentioned that still fit the monster type. Customize as desired.)

• Wings; feathered, flaming, or formed from light.
• Extra eyes on hands, backs, wings, or veiled entirely.
• Halos; broken, rusted, burning, or hovering unnaturally.
• Pale or luminous skin, or a body wrapped in feathers.
• Voice that echoes in chords or carries divine resonance.
• Markings or glyphs that appear across their skin when speaking with power.
• Floating instead of walking, or leave no trace upon the ground.
• Can cause emotional states, such as awe, guilt, peace, dread, with their presence.
• Tears that burn, blood that heals, hands that mark or bless.
• A heightened sense of justice, some say it's divine.
WEAKNESSES
• Disoriented by chaos, lies, or corrupted environments.
• Some are bound to "missions" they no longer understand.
• May lose cohesion if worshipped, obeyed, or revered.
• Cannot lie, or suffer when forced to act against sacred instincts.

INSPIRATIONS
Angels, nephilim, seraphim, ophanim, biblical celestial beings, divine messengers, watchers
LYCAN
COMMON TRAITS (A LYCAN will not have all of these, but may express any combination or traits not mentioned that still fit the monster type. Customize as desired.)

• Can shift between humanoid, hybrid, and beast forms.
• Fangs or claws that remain even in human shape.
• Golden, silver, or reflective eyes that glow in the dark.
• Unnatural regeneration, especially under moonlight.
• Heightened senses: smell, hearing, tracking, intuition.
• Animalistic behavior patterns: pacing, snarling, scent-marking.
• Changes triggered or influenced by lunar phases.
• May lose time, memory, or speech during full lunar transformations.
• Fur or their animal's features when in hybrid state.

WEAKNESSES
• More vulnerable during the new moon— weakened senses or control.
• May struggle with restraint; have violent or predatory impulses.
• Sensitive to silver, wolfsbane, or certain toxins.
• Deep bonds and pack instinct may trigger protective outbursts or possessiveness.
• Prone to identity erosion— forgetting where the human ends and the beast begins

INSPIRATIONS
Werewolves, lycanthropes, skinwalkers, berserkers, werecats, werebears, lunar-shifters, any carnivorous mammal predator
KIMERA
COMMON TRAITS (A KIMERA will not have all of these, but may express any combination or traits not mentioned that still fit the monster type. Customize as desired.)

• Amalgamated body parts, such as mismatched limbs, wings, tails, or heads from up to three different species of animal.
• Extra organs or features (multiple eyes, mouths, spines, etc).
• Emits sounds in chords; overlapping growls, screams, or songs
• Can channel abilities from more than one base creature (e.g., venom from snake, flight from bird)
• Regenerative properties or unstable bodies that reshape under stress.
• Thick hides, spiny protrusions, or scaled segments.
• May exude a sense of wrongness or cause intimidation— they are a defiance of natural anatomy.
• Can shift dominance of one "aspect" over another depending on mood or injury (ex: In a kimera that is half bird, half lion, they could more birdlike when happy, more lionlike when angered, and so on).

WEAKNESSES
• Inconstant form— may break down or reject its own body.
• Vulnerable to attacks that force internal dissonance (psychic, sound-based, or identity-affecting)
• Often suffers from sensory overload or spatial disorientation.
• Prone to confusion if two instincts conflict.
• May be more targeted by Sleep's influence as an unstable vessel or perceived abomination.

INSPIRATIONS Chimeras, manticore, griffins, hippogriffs, sphinxes, hydras, mutated cryptids, slimes, fused beasts, mythic hybrids, composite monsters, experimental creatures
GOLEM
COMMON TRAITS(A GOLEM will not have all of these, but may express any combination or traits not mentioned that still fit the monster type. Customize as desired.)

• Bodies composed of stone, crystal, metal, or mineral composites.
• Skin textures that resemble marble, obsidian, granite, raw ore, etc.
• Cracks that glow faintly with inner heat, light, or stored energy.
• Movements that are slow, deliberate.
• May absorb elements from surrounding geology to alter or heal form
• Limbs may shift shape— forming blades, hammers, spires, etc.
• Can root themselves into terrain, becoming immovable.
• Emits particulate dust or mineral flakes when injured or agitated.
• Capable of vast strength or defensive shielding, but often lacks subtlety.

WEAKNESSES
• Highly conductive; vulnerable to lightning or energy-based attacks.
• Can be shattered or cracked by sustained pressure or sonic vibrations.
• Often slow to react or adapt in unfamiliar environments.
• Susceptible to erosion, corrosion, or intense cold disrupting form cohesion.
• Emotional resonance may be dulled.

INSPIRATIONS
Golems, goblins, elementals, stone giants
LESHY
COMMON TRAITS (A LESHY will not have all of these, but may express any combination or traits not mentioned that still fit the monster type. Customize as desired.)

• Bodies made of bark, vine, moss, petals, fungal tissue, etc.
• Skin may bloom, wilt or shift with seasons or emotion.
• Hair of leaves, roots, spores, flowering tendrils.
• Eyes like knots, seedpods, and blood like sap.
• Able to entangle or ensnare with vines or roots that are part of their body or not.
• Emits natural fragrances that may be soothing, toxic, or overwhelming.
• Can commune naturally with plantlife or sense changes in soil, water, or light.
• May photosynthesize or draw energy from earth matter.
• Healing properties via herbal secretion or regenerative regrowth.
• Can become dormant by rooting into the ground for rest or camouflage.

WEAKNESSES
• Vulnerable to fire, extreme heat, or certain chemicals.
• May desiccate or weaken in dry or sterile environments.
• Slow to move or react when rooted or overwintering.
• Emotional states may shift rapidly with seasonal cues.

INSPIRATIONS
Dryads, leshy, spriggans, mandrakes, kodama, mossfolk, myconids, floral spirits
SWARMLING
COMMON TRAITS (A SWARMLING will not have all of these, but may express any combination or traits not mentioned that still fit the monster type. Customize as desired.)

• Chitinous plating, segmented limbs, or iridescent carapace.
• Wings; may be delicate, buzzing, veined, or scaled; may hum or shimmer.
• Multiple limbs & eyes or compound vision.
• Antennae, feelers, or fine hairs that detect emotion or vibration.
• Graceful, alien movement.
• Venomous or paralytic bite, sting, or touch.
• Can weave silk, spin resin, or generate traps.
• May release pheromones that soothe or confuse.
• Has a hive-mind echo or connection to their Tethers.
• Body may shimmer, vanish, or change hues like camouflage.

WEAKNESSES
• Fragile limbs or wings easily damaged by blunt force.
• Sensitive to sound, light, or chemical pollutants.
• Instinctual swarming or nesting behaviors may override logic.
• May become confused or disoriented in artificial environments.
• Highly attuned to emotional states— despair or rage may destabilize form.

INSPIRATIONS
Fae, changelings, mothfolk, mantids, spiders, scorpions, butterflies, beetles, cicadas, centipedes
TRICKSTER
COMMON TRAITS(A TRICKSTER will not have all of these, but may express any combination or traits not mentioned that still fit the monster type. Customize as desired.)

• Shapeshifting or unstable form— fur, skin, or size may change at will or without warning.
• Eyes that gleam with mischief, glow in darkness, or change color when lying.
• Prehensile tails, whiskers, or ears that twitch in response to truths.
• Can mimic voices, faces, or even other monsters briefly.
• Feet leave no tracks or leave deceptive ones entirely.
• Speech may come in riddles, laughter, or layered voices.
• Innate ability to vanish, phase, or appear where least expected.
• Scentless or marked by a strange, dreamy perfume.
• Movements may be jerky, too-smooth, or at times puppetlike.
• Often collects masks, charms, shiny objects, or stolen trinkets.
WEAKNESSES
• May lose grip on identity when overusing mimicry or disguise.
• Vulnerable to truth-speaking magic, oaths, or mirrored surfaces.
• Strong emotions can short-circuit their glamours.
• Struggles with directness or sincerity— deception is an instinct for them.
• Some may be bound by ancient rules or trickster taboos (cannot lie thrice, cannot cross running water, etc.)
INSPIRATIONS
Kitsune, tanuki, púca (rabbits and other rodents), mujina, shapeshifters, boggarts, trickster spirits, taninim, fox spirits
© TESSISAMESS
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𝐭𝐞𝐭𝐡𝐞𝐫𝐬 & 𝐭𝐡𝐞 𝐦𝐮𝐫𝐦𝐮𝐫

Tethers & The Murmur
connect.
All vessels are connected by a low, persistent psychic resonance known as the Murmur: a background thrum that links every vessel, Host, and living fragment touched by Sleep. You don't hear it, see it, but you do feel it. It is a soft pull at the edge of thought, that even serves as a gamewide network that characters can communicate through using their masks.

Every Vessel arrives with a mask, blindfold, or veil— a symbolic object bound to their transformation. When worn, it grants greater access to this shared psychic space. All masks are very flexible in terms of display, and may easily change appearance to fit the vessel's personality, form, and so on.

Through the Network, Vessels can communicate over distance, like whispering across a void or leaving behind a memory for someone to find.

The Network allows characters to send:
🪢Telepathic messaging, brief and intimate that may feellike messaging. There are no spoken words,but "felt" ones.
🪢Illusory voice communication, where a vessel hears another's voice in their mind, much like a phone call.
🪢Projected apparitions, resembling the speaker's form in a dreamlike facsimile, like a waking hallucination or VR.
This communication feels deeply personal. It is not bound by distance, but proximity can intensify its clarity. The more emotionally charged the message, the more vivid (or distorted) the image. The Murmur is neutral by nature, but transformative by effect. On its own, The Murmur does not have intent. It doesn't speak, doesn't plot, but it remembers each and every one that was once a part of it. It stores emotion, sensation and memory, like a dreaming network without agency. Interaction with The Murmur always has a cost: It amplifies connection, but dulls individuality. It rewires them over time. Not maliciously, but irrevocably. Like falling asleep in a warm bath that's slowly flooding. There is one way to combat its pull, and that's by Tethering.

Tethers are personal, powerful bonds with anything connected to the Murmur. They are not submission to it, but rather an intentional use of it, so when you Tether, you're drawing on the Murmur's connection, but grounding it in chosen intimacy. This focuses the use of the Murmur rather than being drowned in it. If the Murmur is the river, the current— Tethers are the wires, giving that raw power means to be tamed and used. There are types of Tethers your characters may have, starting with:

TETHERS: VESSEL TO VESSEL SYNCHRONY
Vessels may form deeper connections with one another with Tethers. A Vessel-Vessel Tether is the formation of a psychic and/or emotional link between two vessels. It may start subtly, as a shift in dreams, a shared sensation, or a deepening awareness of the other's presence, and then gradually grows— or can form immediately through intimate acts between vessels. It doesn't require spoken consent in-character, but it always requires agreement OOC. Your character may have multiple Tethers, or even a shared Tether of up to three individuals at a time (rare, but possible). Some may form instantly, others over time.

They can manifest emotionally, psychically or physically. Some examples include:
🪢Feeling the other's emotional state or pain.
🪢Dream-sharing or subconscious bleedover.
🪢Slight combat buffs.
🪢Reflexively reacting to each other's presence.
Tethers are mutual by default, but asymmetrical or toxic connections are allowed with clear OOC consent from both player parties. They can grow stronger, fade, break, or warp. It's also worth noting that Tethers between Token and Offering are stronger than Token-Token or Offering-Offering combinations. Remember that Tethers are the beginning of a bond— they are significant, but still forming. Think of them as open threads, not yet tied. A strong and consistent Tether that has been tied can evolve into Convergence: a deeply entangled bond that leaves lasting impact on both Vessels. More on Convergences can be found further below.

AMBIENT TETHERS: FLORA AND FAUNA SYNCHRONY
Vessels may also attempt to bond with local flora and fauna, called Ambient Tethers, with mixed results. A successful Tether can grant emotional and physical resonance, insight into the environment, or practical aid (like a steed or animal companion). However, repeated or intense use of non-vessel Tethers may lead to Succumbence, the gradual loss of self to the Murmur's (Sleep's) influence.

This mechanic is optional and highly customizable. Minor aesthetic changes are welcome even without full Succumbence (a vessel who chooses to frequently Tether with flora may have small plants or flowers growing on them, a greener tone to skin, etc).

CONVERGENCE
A Convergence occurs when a Tether becomes fully entangled— when both Vessels' Murmurs sync in a way that permanently alters their relationship and possibly themselves. It is not always positive, and it is not always planned. What sets a Convergence apart from a Tether is:
🪢Stability: The Tether becomes harder to sever or ignore. Even if the characters part ways, the resonance lingers. Vessels that have converged share an incredibly strong gravitational pull towards each other. They are constantly drawn back together if apart.
🪢Mutual Effect: Physical mutations, memory shares, power sharing, mental changes, empathy, echoed thoughts or emotional influence becomes stronger and more immediate, near or apart (A Token in Convergence with an Offering who has horns may begin to grow smaller horns; a pair may share the same eye color; An Offering in convergence with a necromancing Token may adopt a more goulish appearance, etc).

Just as a Tether, Convergences that are between Token and Offering are much more intense than Token-Token or Offering-Offering combinations. If a threeway Convergence is being attempted, at least one of each Vessel type will work as the bond's stabilizer.
SEVERING
Not all Tethers are meant to last. Some fray on their own; others must be cut. And sometimes, even a Convergence must be undone— though rarely without a cost.

Severing a Tether:
🪢Requires intent.
🪢Can happen organically (characters grow distant) or violently (betrayal, trauma, forced separation).
🪢May leave behind emotional or psychic residue— phantom sensations, dreams, or physical after effects.
🪢Can trigger a moment of vulnerability where the Murmur tries to replace the lost connection, which may make a vessel more susceptible to Succumbence.
Severing a Convergence:
🪢Rare and difficult. Convergences are not meant to be casual.
🪢Requires a traumatic split, external force, or deliberate ritual.
🪢Leaves scars, literal or metaphorical. One or both vessels might lose abilities gained through the bond, retain memories or habits not their own, or become more susceptible to Succumbence.

Sometimes, the Murmur refuses to let go and the Convergence decays rather than ends, becoming something twisted.
DECAY: WHEN CONVERGENCE TURNS
A decayed Convergence is what remains when a deep bond festers instead of healing or severing cleanly. The vessels stay connected, but the connection has soured, bent under pressure, neglect, betrayal, obsession, or despair. It hurts. It makes you unwelland unlike yourself.

Symptoms of Decay may include:
🪢Disruption in the Murmur: Static, distortion, invasive thoughts, dream intrusions— like feedback from a broken circuit.
🪢Unreliable Resonance: Emotions misfire; one vessel may feel things that aren't theirs, or nothing at all.
🪢Physical or Psychic Rot: Glitches in memory, phantom limbs, spreading mutations, or "wrong" flora/fauna traits creeping in uninvited.

Decay is not always mutual. One Vessel may pull away or change while the other clings, corrupting the Convergence further. Sometimes, both simply . . . Drift, likely into Succumbence.
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𝐧𝐩𝐜 𝐜𝐨𝐧𝐭𝐚𝐜𝐭

Available NPCs
SLEEP ONE TWO THREE FOUR ESPERA
SLEEP
A manipulative enigma with grand presence and power within The Murmur that rivals that of a god, and many already treat Her as such. She is everywhere and nowhere at once. Call to her, and she may answer you. She may even treat you, if you treat her, but be prepared to sacrifice. Painful offerings and loyalty are her favorite gifts of devotion (She's also a hopeless romantic).

The Numerals and Espera seem to despise Her, and One is inexplicably bound to Her. What Sleep has disclosed about Her intentions seem quite simple: Collect more Vessels to host Her power, expand past the Earth She's tied to, and deliver them all from loneliness and prolonged suffering to a divine eutopia only She can create.

For that, She needs One.
ONE
A somber, shy and elusive individual that better expresses himself through poetry and song. One's past is shrouded in mystery, tragedy and his own amnesia, but hinted to hold an incredible power that not even he is aware of. One has devoted his entirety to Sleep through blood sacrifice in an attempt to skew Her attention from the vessels to himself, but whether that was successful or not has yet to be known.

Vessels have been made recently aware that One has suffered Lunar Exaltation before the world was destroyed: An ascension, from mortal to more, and a beacon of power that remains the reason why Sleep seeks to claim him.
TWO
Not much is known about the Numeral Two, other than he is an expressive and unburdened Token, mute but not idle. He was very close to One before being thrown into a voided plane of existence by Sleep's hand, and scattered into fragments. Espera claims he is essential to returning One to his senses and putting an end to Sleep's reign.

With his fragments found, Two can now communicate through lights and electricity, but lacks a physical body. Something seems to be missing.
THREE
An impish Offering of the Trickster variant, the Numeral Three has a playful disposition and colorful means of expression. Rather chaotic but not malicious, he takes the form of three-eyed corvids, cacatuas, and foxes with frequency, while answering riddles fuels his permanance for brief bursts. His connection with the Waking World is stronger than Two's, but in no less need of mending.

Currently his appearances are unreliable; He may be seen in shared dreams or when he has enough power to solidify from the Void's realm.
FOUR
The first Numeral to vanish and the last to be found. Not much is known about Four, other than having a very strong connection with Three.

Currently missing.
ESPERA
Revealed to be Nymphai, The Espera were birthed from One's exaltation and were meant to guide him on his journey from mortal to more before being barred by Sleep. She, (or they), is (are) a singular entity of three bodies, which are missing in a similar manner to the Numerals. She has a stronger presence within the Murmur but too weak to manifest physically, and is always watching to aid the Vessels in any way she can.
NAME5
PB NAME
Info Five Here
© TESSISAMESS

𝐡𝐢𝐚𝐭𝐮𝐬 & 𝐝𝐫𝐨𝐩𝐬

Hiatus & Drops
rest.
Thank you for giving us a shot. If something has happened in your waking world, if you need some time away or need to leave us for whatever reason, use the appropriate forms below! You may also use this post to canon update your characters; simply let us know here and make it visible somewhere on your character journal.

Hiatus:


Drop:
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𝐚𝐜𝐭𝐢𝐯𝐢𝐭𝐲 𝐜𝐡𝐞𝐜𝐤

Activity Check Master Post
stay.
Welcome to the Permanent Activity Check post! This is where you'll track your character's month to month, and where we’ll keep an eye on who's still kicking.

We operate on a 5-comment AC system— your activity should come from a single thread or post (across any format: logs, comms, inboxes, tdms, etc), and consist of at least five comments from you started in the current month, total. This means threads started in the last month and backtagged into the current month don't count. Activity is due by 11:59PM EST on the last day of the month. Characters who don't check in will be swept from the game unless they're on hiatus or have contacted the mods ahead of time.

Characters on hiatus should still comment to their AC top level linking their hiatus comment for that month. Leave a blank comment with your player handle in the subject line. Under your player comment, leave a second comment with your character's name and canon in the subject line. This will be your ongoing thread for that character. Each month, reply to your character's comment with the month name in the subject line, linking the thread in the comment. Please be mindful of the AC you post; tagging the same character all the time to scrape by will be noticed, and we'll get in contact with you if there are any concerns.
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𝐦𝐨𝐝 𝐜𝐨𝐧𝐭𝐚𝐜𝐭

Mod Contact
seek. ask. offer.
CREATOR & HEAD MOD: owlie
first time mod! for now i'm manning everything from plot/npcs to lists!

if you need to contact the mod with questions or concerns, avoid using my personal accounts and please comment to this post or PM this account! follow [plurk.com profile] somniarp for game news!

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𝐩𝐥𝐚𝐲𝐞𝐫 𝐩𝐥𝐨𝐭𝐬

Player Plots
conceive. create.
This post is your space to pitch player-run plots that may have wider-scale effects— plots that other characters can join, that shape the environment, lore, or dynamics of the world. If your idea involves other characters, creates setting-wide consequences, or introduces new concepts you'd like mod input or approval on— this is the place for it. Please include in your pitch your general idea, who is/could be involved in the plot and the timeframe it should likely take place during.

You're also welcome to use this post to workshop ideas with other players, interest check before kicking off, collaborate, etc!
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𝐬𝐲𝐧𝐨𝐩𝐬𝐢𝐬

THE STORY SO FAR:
discover.
JUNE - TDM 01: Prologue. In the game's first Test Drive Meme and event, characters were drawn into a tempting dreamscape by a force known as Sleep. They awoke transformed in a soon collapsing, unfamiliar world, exhibiting signs of mutation or magical resonance. Early bonds were formed, and the Murmur began to stir. This marked the beginning of vessel awakening and orientation within Somnia's setting.

JULY - EVENT 01: Calcutta. The first in-game event starts off with characters awakening in a destroyed version of Earth, specifically Manhattan. They aquaint themselves with their surroundings and survive on whatever they find. Blessed items have been left for them by Espera, a mysterious but kindhearted Vessel that seems to have them in her best interest. New Vessels readjust themselves to their masks and The Murmur, push through the tailend of autumn into winter, and begin noticing something strange happening with their reflections . . . And themselves.

AUGUST - EVENT 02: Nazareth. The Blood Moon rises over the frozen husk of Manhattan, and Sleep's influence grows ravenous. Reflections cease to behave. Mirrors open. The self becomes split—doppelgangers crawl free from glass, not to destroy but to seduce, to peel back every shield with love, loathing, and unbearable familiarity. Magic writhes, feral and addictive. Some change. Hosts emerge from the dark to force worship, dragging Vessels into violent communion beneath the red sky. But in the wake of madness, stillness comes. The Moon exhales. The sky cracks open with a searing aurora— And beneath its gaze, the broken are blessed.

SEPTEMBER - TDM/EVENT 03: Jericho. All Vessels dream together. New Vessels arrive. You wake with a mask, drawn into an endless sea where faith alone decides if you walk or drown. Those who falter sink into crystal, choking until belief burns bright enough to free them. A pearl palace waits beyond the waves, its feasts binding memory to memory, hunger to hunger, desire to betrayal. But devotion rots, and when the dream collapses, the Abomination rises— stitched from doubt and shame, feeding not on flesh but on every certainty you ever lost.

OCTOBER - EVENT 04: The Night Does Not Belong To God. For the first time since arrival, the sun rises over Manhattan. Espera warns that Sleep weakens by day but tightens her grip at dusk. Sundowning begins. As light steadies the city, Vessels are asked to prepare for a dangerous march into corrupted territory where a fragment of the Numeral Two lies hidden. Those who leave are drawn into a living stage at Times Square, where Charlotte the Performing Host reigns amid illusion, worship, and bloodied glamour. A fragment of Two is recovered through violence and hardship. Those who remain behind fight to restore clean water, wading through rot, ritual debris, and divine influence. As nights deepen, all Vessels are bound by a shared vision of One kneeling in devotion before Sleep within a cathedral of blood and hunger. Possession spreads, compulsions bloom, and the city itself begins preparing the Vessels for a coming Offering as October closes under a sky that no longer belongs to God.

NOVEMBER - EVENT 05: The Offering. The month opens in suffocating silence as the city is retuned by a low, invasive hum and the Blood Moon returns through One's self-sacrifice to Sleep. Sundowning worsens, Hosts and grotesque creatures flood the streets in numbers, while One's song draws every Vessel inexorably to St. Patrick's Cathedral. There, One's shattered mask and blood-soaked altar mark his total devotion, and Vessels are compelled to offer something deeply personal to receive Sleep's euphoric, corrupting peace. Desire, violence, intimacy, and worship blur beneath Her presence as refusal curdles into punishment. When the Blood Moon finally sets, survivors awaken changed and marked by gifts, rewarded with living harvests grown from concrete, as One's absence settles in and a three-eyed bird, revealed as the Numeral Three, watches from the ruins, leaving the city quieter, fed, and bound by the cost of their forced devotion.

DECEMBER - EVENT/TDM 06: Jaws. Vessels are dragged into a vast oceanic dream where there is no surface, no sky, only cold water threaded with glowing filaments that reveal distorted visions of love, loss and longing. Letting go allows ascent, while clinging draws the attention of Sleep, who manifests as a colossal shark that hunts their grief and trauma, offering peace through consumption. Those who resist or clash over what love truly means are stalked and tested beneath her jaws. Breaking through the dream carries the Vessels into a pristine echo of St. Patrick's Cathedral, where stained glass reshapes them into how others truly see them. Beyond lies a collapsing hollow only passable by Nightmares, living steeds of shadow that must choose their rider willingly. As the dream implodes, Sleep seizes One and tears through the unraveling city. Nightmares are lost, Vessels fall or flee together, and survivors are violently cast back into the waking world mid-fall by the help of Two and Three.
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