I did something completely unnecessary and looked up ages and timelines for dreamland/isekai protagonists and liminal spaces. What you do with the following information will be for you to deal with now. (Because I feverishly looked all of this up between the span of last night and this morning, despite math not being my strong suit, there is a chance I took a few wrong notes here and there. If you catch any I missed, I’ll edit the op.)
In late 2020, presumably mid-December after everyone’s birthdays passed, Eustace and Jill (the Final Battle) would be 87, Fran Bow would be 76, Milo (the Phantom Tollbooth) would be 69-72, Jesse Aarons (the Bridge to Terabithia) would be 52-60, Sarah Willians would be 50-55 (depending on when between 1980 and 1986 The Labyrinth is set in), cinema Bastian B. Bux would be 52 (book Bastian would be 46), the surviving Stranger Things cast would all be 37 years older, Sunny (OMORI) would be 40-44, Calvin (Calvin and Hobbes) would be 41, Helena Campbell (Mirrormask) would be 30-34, Misfortune R.H. would’ve been 27, Coraline would be 22-30, Madotsuki could’ve been anywhere between 26 and 45 if she survived, assuming this was set in the year of the release date, Max (the Adventures of Sharkboy and Lavagirl) would be 25, and if the same assumption as for Yume Nikki applies, Ib would be 17 (quoting exact years in an abstract alternate dimension is not exactly reliable), making Garry presumably between 26 and 37.
Clara Silberhaus (the Nutcracker) was a senior by the time Alice fell into Wonderland.
Dorothy Gale was the same age as Digory and Polly (the Magician’s Nephew). They would have been in their twenties when Peter Pan and his shadow met Wendy, who would be in her mid-to-late twenties when Christopher Robin played in the Hundred-Acre Wood. Christopher would have been 24 when Fran Bow was taken to Ithersta. (And while it could be written off as an easter egg, a younger alternate Fran was friends with an alternate Alice. Being a younger alternate, they could have both been born later than in the timeline of the player’s Fran.)
Christopher Robin was 29 when Narnia was rebuilt from scratch, Wendy was in her mid-to-late 30′s, and Dorothy, Digory and Polly were ~69 (nice).
Milo (the Phantom Tollbooth) and Jesse Aarons are 9-20 years apart depending on when in the 70′s Jess and Leslie’s stories are supposed to take place.
The main events of Stranger Things mainly take place in Hawkins, Indiana, starting in 1983-- or 1979 if you count the first time a gate was opened even temporarily. Project Async’s known operations ran between the late 1980′s and late 1990′s, and is implicated by association with the Loma Prieta earthquake to be based in California. Their first prototype was run in May 1982, a year before the first sustained opening into the Upside-Down. The events of EverymanHYBRID concluded in 2010.
The City of Light and Land of Shadows, the Hundred-Acre Wood, the Lands Beyond, Neverland, Wonderland and the Looking Glass, the beldam (in the book wherein Coraline did not take place in Oregon) and much of Narnia’s invitations all made contact with our world (or at least one variation thereof) through England, especially London. Whether pagan practice was all that stood between Brits and an outbreak of dimensional rifts before the christianization of Europe remains unknown. If all these events happened in the same universe, well, maybe that just happened to be the arrival point of that escape route The Web was working on. I, of course, am entertained by the idea of Jon the Archivist becoming Jon the Hunger in this absolute crossover singularity I’ve just propositioned.
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Dramofir
Image © Paizo Publishing, accessed at Archives of Nethys here
[This conversion is more in the spirit of the mechanics than a straight 1:1 conversion. A lot of the spell-like abilities the dramofir has don’t exist in PF1e, and it uses more of the mechanics for critical successes and failures than a number of other 2e monsters. I also fleshed it out from a flavor standpoint, adding some of my thoughts as explanations for what in the Bestiary 3 is intentionally left mysterious.]
Dramofir
CR 14 N Aberration
This creature resembles a lean humanoid giant, except that its head is that of an animal. It wears a voluminous robe, swirling with colors and patterns, and carries oversized knitting needles.
Dramofirs are shepherds of dreams, coaxing them along particular paths and then harvesting them when conditions are right. They are native to the Dreamlands, the most permanent and “mundane” regions of the Dimension of Dreams, and also help to maintain the boundaries and landmarks of that plane. They are something like the immune system of that plane, and serve its interests above others. Although most dramofirs remain in the Dreamlands to support that reality, some do enter the waking world to interact with dreamers and to harvest dreams.
A dramofir can read the dreams of a creature just by looking at them, and take those dreams with them that attract their attention. They also serve as wandering mystics, interpreting dreams, purging people of magical or mundane nightmares, and killing animate dreams in order to weave them into their cloaks. Animate dreams hate dramofirs, which in turn regard animate dreams with an odd sort of pity. Most of the time, a dramofir will move on peacefully once it has collected a dream, but they occasionally exterminate either individuals or entire communities if it suits them. To outsiders, it often seems inscrutable which dreamers a dramofir will protect and which dreamers they kill.
A dramofir’s cloak, woven with half-remembered scenes from a thousand dreams, is both a defensive and offensive device. As defense, it provides deflection from blows. As offense, it can mesmerize the minds of creatures that see it with longing for their own dreams. Once enemies are so distracted, the dramofir then shuts them down completely with mind influencing magic, or jabs them with its knitting needles, which are as sharp as spears and can strike with lethal force. In the waking world, a dramofir will usually flee if it thinks it cannot win a conflict, but in the Dreamlands, a dramofir will gladly fight to the death to protect the integrity of a site or powerful dreamer.
Dramofir CR 14
XP 38,400
N Large aberration (extraplanar)
Init +10; Senses darkvision 120 ft., Perception +25, see in darkness
Defense
AC 29, touch 23, flat-footed 22 (-1 size, +6 Dex, +1 dodge, +7 deflection, +6 natural)
hp 199 (21d8+105)
Fort +13, Ref +13, Will +20
DR 10/magic and slashing; Immune sleep
Defensive Abilities dream coat, fortification (50%)
Offense
Speed 40 ft., fly 40 ft. (perfect)
Melee +1 returning shortspear +19/+14/+89 (1d8+3)
Ranged 2 +1 returning shortspear +22 (1d8+3)
Space 10 ft.; Reach 10 ft.
Psychic Magic CL 14th, concentration +21 (+25 casting defensively)
30 PE—cloak of dreams (6 PE, DC 23), dream council (5 PE), dream scan (3 PE, DC 20), fear (4 PE, DC 21), modify memory (4 PE, DC 21), phantasmal killer (4 PE, DC 21), psychic surgery (6 PE), tower of iron will II (7 PE)
Special Attacks bittersweet dreams, deadly needles, pluck dreams
Spell-like Abilities CL 14th, concentration +21 (+25 casting defensively)
Constant—tongues
At will—dimension door
3/day—quickened deeper darkness
Statistics
Str 17, Dex 22, Con 19, Int 13, Wis 26, Cha 24
Base Atk +15; CMB +19; CMD 52
Feats Alertness, Combat Casting, Combat Reflexes, Dodge, Flyby Attack, Great Fortitude, Improved Initiative, Psychic Virtuoso, Quicken SLA (deeper darkness), Toughness, Weapon Focus (shortspear)
Skills Acrobatics +19 (+23 jumping), Appraise +11, Bluff +17, Diplomacy +17, Fly +25, Knowledge (arcana) +14, Knowledge (planes) +11, Perception +25, Sense Motive +22, Stealth +20
Languages telepathy 100 ft., tongues
Ecology
Environment any land and underground (Dimension of Dreams)
Organization solitary or council (2-5)
Treasure standard
Special Abilities
Bittersweet Dreams (Su) As a standard action, a dramofir can animate the images on its cloak, mesmerizing onlookers with memories of their dreams. All creatures that can see the dramofir within 30 feet must succeed a DC 27 Will save or be staggered and suffer a -2 penalty to attack rolls, weapon damage rolls, saving throws, skill and ability checks, as per a crushing despair spell, for 1 minute. A creature that succeeds this save is instead staggered for 1 round and is immune to the bittersweet dreams of that dramofir for the next 24 hours. A creature may avoid having to make a save as if this were a gaze attack. This is a mind-influencing, visual, emotion effect, and the save DC is Charisma based.
Deadly Needles (Su) A dramofir treats any knitting needles it carries as +1 returning shortspears. Once per round as an immediate action, a dramofir can deal 14d6 points of force damage to any creature it strikes with its shortspear attack.
Dream Coat (Su) As long as it is wearing a cloak, a dramofir gains its Charisma modifier as a deflection modifier to its AC and CMD.
Pluck Dreams (Su) As a full round action, a dramofir can touch a creature and take its dreams. A creature suffering from a nightmare spell, or similar spell or effect, has this effect dispelled if the dramofir succeeds on an opposed caster level check (use the monster’s HD if it is a supernatural ability). If the creature is not suffering from nightmares, the dramofir takes its dreams anyway. If the creature fails a DC 27 Will save, its rest is disturbed, and the creature suffers from delirium until it gets 8 hours of uninterrupted sleep. This is a mind-influencing effect, and the save DC is Charisma based.
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