Monday, August 10, 2026

An Incomplete Dream Cartography

A supplemental post for Louis' lovely Dreamlands; some offhand mentions, such as entering a nightmare or crossing a threshold, refer back to rules originally referenced in there.

Ever since I was a child I've been blessed with very vivid dreams. Not lucid, exactly, but very clear and elaborate, and (at least for a while, back when I more regularly recorded them in one place and before I chose the vice of dream-suppressing THC) very rarely fearful. I've hunted through the many places I've typed them up (and a few that I haven't, but simply remember) and collected them all in one place, here, to use as various transitional places while travelling through the Dreamlands.

A couple notes: this project is definitionally incomplete, and spans a range of time from dreams I've had as a child to ones I've had only a couple days ago as of writing. Outside of the aformentioned occasional insertion of mechanical referentia, I've tried to stick faithfully to the original contents of the dreams, presented with little embellishment. Unfortunately this means that many of my earlier dream journal entries are too sparsely detailed to now used for this, but such is the nature of this kind of project. I'll probably intermittently update this as I gain more materials for it, but to start I present you with a nice round 50. 

Diane Arbus

1. The halls of a school, walls painted blue and lined with rusty lockers. Everything is slimy and waterlogged and barnacles grow everywhere. Statues of the Madonna watch serenely from niches in the walls. There is a bright red light at the end of the hall.

2. A highway along the coast at night. Tall dark pines rise up on one side, and a sheer cliff drops down to the ocean on the other. Somewhere along the road is a diner with a huge neon heron sign. Inside the menus are covered with nonsensical dirty jokes.

3. Your bedroom, but something is off; there are a few too many windows, which all look out into darkness, and things aren't where they're supposed to be. You are half-naked, and the threshold is somewhere down the hall beyond where your roommate is walking around; you need to get dressed, and also to avoid looking at their face which is horrible and wrong and which you somehow feel you've seen many times before.

4. Humongous halls upholstered in warm, desaturated reds and purples. Like a movie theater complex for giants. Balconies and arcades look out into wide empty chambers. People in cartoonish technicolor armor bluster around. You could spend years here, although the feeling is comfortable and slow.

5. A swan-shaped house. The halls form a loop, and everything is cramped and angular and bangs on your head and elbows and shins - protruding cabinets, narrow door jambs.

6. A covered alley late at night. Your head swims, you are very tired and very intoxicated. What isn't in shadow is linoleum tile and lit by harsh fluorescent light. People are sitting here and talking quietly, stealing looks at you. Some of them have their heads and hands cast in oversized replicas made of dribbling wax or clay. If you linger it will become a nightmare.

7. A deep dark forest, tall trunks and a canopy blocking out sunlight. The forest floor is covered in a tangle of roots and stones. People and wolves hunt each other during the gloom. The boundaries between gender are slippery here.

8. Rolling fields and trees, bright blue sky, and a huge pit in the earth. Bridges crisscross within the pit. If you decide to descend down the pit, on one of the bridges, you see something small and fleshy shuffling. It has no distinct body, it's covered with cords of tissues and struggles to breathe. You are in a nightmare.

9. A bare concrete house with uncomfortable furniture. Someone in a cheap scary clown costume tries to jump out around from corners to startle you, but the effect is more unwelcome and obnoxious than frightening.

10. A small dining room with a table covered in disorganized papers. Sitting in the other chair is a corpse which whimpers and chokes. It grows louder and louder. If you do not silence it somehow, enter a nightmare.

11. A dim, low hallway which feels as if it's underwater. The walls are painted with luminous blue handprints, and strung up with lights of the same color. The air is filled with lovely, ethereal music.

12. A lush forest filled with low-hanging trees with green and red leaves. The path is made of tiered steps of polished green agate, gradually leading downhill. The margins are cluttered with kitschy marble statues.

13. You are in a nightmare. Your limbs are heavy, and there is something pale with a drawn face and long claws in the darkness below your floor and behind your wall. Pray.

14. A path upwards through the forest. The trees thin and break onto a field of dry, swaying grass. 

15. An office building if it had the proportions of a cave; narrow squeezes, tight crawls and tall shafts. Plain ecru walls are painted with cave art. Windows and skylights look out onto an endless coniferous forest. Things like bright red gelatin dogs with spiny heads hunt intruders here.

16. Many people on one side of a door with you, and crying coming from the other side. You are now in a nightmare. There is crying coming from the other side of the door but you know you absolutely should not open it. Outside, through the windows you can see disembodied heads on the ground laughing, singing and jeering. 

17. A shopping mall with nondescript storefronts ringing huge cylindrical shafts, in turn interlinked by various paths, catwalks, and bridges. There are no windows or indications of an exit anywhere.

18. Suddenly falling, falling, falling. Below are bright yellow autumn leaves, above a soothing purple sky. You reach the threshold when you hit the ground.

19.  An endless grid of narrow, perfectly straight concrete corridors. A zoo, somehow. People and animals cross perpendicular to you in the distance. The occasional door opens up onto bare, empty concrete rooms with the floors covered in straw.

20. Dunes of smouldering grey ash, a dense cover of bleak black clouds above. Across a body of water a city skyline burns. Jets roar through the sky and do battle with a colossal beast among the wastes.

21.  A flat, gently-curving concrete path with a steep, scrubby cliffside to the left and a railway to the right. Whitewashed, new and well-maintained. Beyond the rail and far below, a city stretches out and rolls to the bay. Blighting the otherwise pictureesque cityscape is a monumental, impossible huge bridge and tower of twisted black metal, construction still long unfinished.

22. A mazelike manor, hot and humid, with most of the walls constructed of semi-opaque glass. Potted plants sit on the floor, on tables, hang from the ceiling, and spill out everywhere. Dwelling among them are dozens of huge but perfectly docile snakes and lizards.

23. A large, sumptuously furnished room with red wallpapers and red hangings, and large framed paintings of greyscale biomechanical-psychosexual scenes. A party is going on here, or at least a salon. Figures all in black sip cocktails and look for muted, enriching conversation.

24. Narrow cobbled streets winding between tall and tightly-packed buildings, storefront-galleries with no signage save for the windows displaying their art and goods.

25. A long wooden house on a grassy knoll by the sea. Mist blows in and blankets everything. Before a copse of trees nearby, a depression in the ground ringed by graves. The graves are all for a moppet; dig them up and you'll find them none the worse for wear for their premature burial. 

26. A desert split into strips by long parallel walls housing bars and factories for herky-jerky plastic automata. Every so often a meteor crashes down into the dunes and births nonsense chimera which the automata hunt.

27. A stone maze, walls slick and veined with glowing blue-green slime. Huge spiders with mammalian mouths and coated in said slime hunt wanderers within.

28. You are in a room. In another room there is a dog. The dog is able to perfectly perceive all your thoughts and influence them. The dog wants you to strip naked and run out dead dissociated into the night, because the dog wants you to be very very badly hurt.

29. A wide concrete plain shrouded in a fog so thick you can only see a couple feet in front of you. Somehow this is all inside an immense building. Wrought-iron lampposts with elaborate gothic motifs sprout up and cut through the gloom. Interspersed throughout the plain are some or another cooking stations; figures rush to and fro, delivering ingredients and food, always knowing exactly where to go next.

30. A filthy, miserable village square. The sky is slate grey, the ground is churned mud, the sagging houses are filled with black mold and heaps of rotting waterlogged wood.

31. A nondescript factory space rapidly filling with sand falling from the ceiling. Human-sized pillbugs hollow like jumpsuits run round and pursue intruders in the chaos.

32. Dreary rainy city streets. In the middle of the road is a massive skull wrapped in yellow silk; let it look at you, and lesions and sores begin to break out on your arms.

33. Heaps of gothic buildings caked in a thick layer of dust; at the apex of the pile sitting on a throne is an androgyne thickly swathed in red and silver cloth, who wishes now to leave dreaming but has no body to return to.

34. Concentric bands of lightly-forested grasslands and coastline, rising up in all directions towards the sky. Dilapidated farmlands still inhabited by cows and chickens, but no longer by people. The sky rumbles with the engines of bombers. Underground, in cellars and bunkers, furtive dwarves that creep out to steal words from your head.

35. A dome of concrete in a wasteland blasted by dust storms. Inside, a clown hangs a demon by its feet from the ceiling; she carves off long strips of its flesh with a knife to hang besides it and cure.

36. A large, well-appointed bathroom with walls made of clear glass. The floor below consists of parallel cloth strips with a vertiginous fall below.

37. A cave, but proportioned such that one can stand and walk comfortably within it. An ascending ramp that switches back on itself over and over. The lair of a child-thieving trogloraptor.

38. Huge factory on a dreary beachfront. Conveyor belts transport and process absurd amounts of used needles; other rooms hold rows of inorganic rods from which human organs grow like fruit. It's possible to catch a disease in here, even in dreams, one which is incapable of killing but instead leaves the sufferer catatonic.

39. An art noveau skyscraper, plant life spilling out of the walls, cats everywhere. In the middle of the lobby a huge spiny torus hovers; nearing it causes regression back down the evolutionary corridors of life.

40. A vast cistern-grid of white stone streaked and stained green by algae, dizzyingly vertical. The exits at the structure's various borders are large water intake pipes, sealed by metal grates.

41. A wedding and a funeral, held at once in a rolling grassy field. There's a ceiling but no walls, painted to look like the sky; light streams down through trellises of white roses. Music soars, everything is bright and strange and beautiful. If you're in a nightmare, it ends.

42. Twisted forest grove where nuns and monks tend to beehives and wailing agglomerations of nude flesh with baby bird heads larger than themselves. In the center, a hellmouth; ultradense minerals is degraded by the heat and pressure, turns soft and fluffy, and unleashes screaming poison fire.

43. Bunker built into a mountain's summit, rooms with one-way mirrors designed to observe isolated subjects. Notes dispassionately discuss biological experimentation on parents and children. Abandoned, dilapidated; none of the original subjects or experimenters are here anymore, just a giant dog with blue fur peacefully sleeping in a pool of milk.

44. Small square room, most of it taken up by a pool of deep, cold water with a ledge ringing it. The walls are painted with murals of whales swimming in arctic seas. Dive underwater, and stay there until your lungs are almost bursting, and one can almost imagine that they hear the voices of the dead conversing with them.

45. An empty, endless black void with a chrome obelisk floating within, a blinking red light at its center. It can speak, and try to coerce you by bringing up all your traumas and worst memories, but cannot do anything else besides. Cross the threshold when you turn from the obelisk and leave it to the darkness.

46. Carnival haunted house ride shoddily constructed of grey dryrotted wood. Men in wasp masks with finely-made pistols dart behind wooden boards daubed with faded paint and take potshots at intruders.

47. A bouncy castle the size of an actual castle, a grand and harmless gauntlet with giant nubbed rollers and other such playful obstacles.

48. Concert hall, the lower lever flooded knee-deep with water. Chains affixed to the wall from which the stage rises up slither underneath, trying to coil around legs and drag down people to drown, possessed by pained and vengeful ghosts.

49. A mall filled with dense fog. No ceiling, just endless grey mist above. Plague doctors with actuated metal legs and crossbows spring about, and giant centipedes made of ground meat crawl. A strange herald of nightmare; this place doesn't count as one, but the next area you enter becomes one unless it specifically counters nightmare.

50. You have to go to Phlox's house even though you don't want to. Enter a nightmare. 

 

BONUS: Various misc dream entities slushpile:

Woman with kind face, multiple wings, lower body of a feathered serpent, white as snow and aglow with soft light. Appear when the sun is rising and setting at once

Sexy vampires with razor sharp tongues and katanas

"creature with wide triangular shoulders, long arms and a lower body that both taper into thin points. Eyeless, elongated face/head with a huge toothy mouth, a bit like the giant worm from beatlejuice. Swims around from behind mirrors. Takes things like laundry and big wads of wet toilet paper and throws them at peoples' heads to harrass them. Ultimately wants to trap more people inside mirrors like itself. Human intelligence, smug, resentful, and petty personality."

A timeman - with blue skin, representative of one of the 20 hours of night. He has two names; the blue one you can't say without reprisal, but the white one you can

"horrible blubbery white creature with red throatsac" 

Monday, August 3, 2026

Death's Cousin (A Dungeon for GLAUGUST)

Surprise, I'm writing stuff for Glorantha now. Bitch. However, this dungeon should be easy enough to adapt for any setting which might have your earth mother goddess types. This is for Glaugust, specifically Prime's prompt for a deicide dungeon.

Typhon, Tarquinia Tombs

This nameless vault was built early in the First Age to safeguard a rare and terrible killing tool of the powers of Earth. Over the long deluge of centuries, the temple above crumbled, the priestesses left, and the sacred grounds were forgotten. This dungeon can be put anywhere Ernalda is or once was worshipped, which is to say a significant chunk of central Genertela where everything of relevance is happening anyways. Likewise, the reasons you might come here are varied. Perhaps you've been hired by the Lunar Empire to capture a prized Orlanthi barbarian artifact, and use it against them before they can use it against you. Perhaps a minor Esrolian noblewoman has learned of it in dusty archives, and wants it for herself without going through the wealthy, power-hungry ruling Grandmothers. Perhaps you just have a treasure map and few scruples. It should be made known that this dungeon is a death trap; it should also be made known that it is not a negadungeon, and the prize within is genuine and true. [future purplecthulhu note: as I write this out it's obvious to me that you should probably run this as some kind of funnel].

Map by the exemplary Paratime
 

General Dungeon Info: squares are 5ft. The whole dungeon is suffused with the pungent, sulfurous smell of the gas from 2. Doors are heavy stone and unlocked, except for the double doors to 29, 30, and 31, which are fragrant wood covered in sheets of hammered copper. The rows of dots represent barred copper gates. Secret doors are opened with cleverly-hidden buttons placed near the floor or ceiling. Stairs always descend deeper.

Areas 6-24 demarcate the maze, walls covered with frescos of deep wilderness, wild animals, and reveling dancers and corpses. Random encounters are only checked for while inside the maze. All random encounters are hostile to anyone who's not either an Earth priestess of some stripe or directly escorted by one.

Random encounters (not including stats because I'm lazy, square up)

1. 1d2 painted saber-toothed tigers, leaping out of the walls [painted enemies circumvent the cramped space by becoming 2D at will, and traveling through the art. They are immune to mundane harms while like this, but must emerge from the walls partially or fully in order to attack] 
2. 1d6+1 painted venomous snakes, leaping out of the walls
3. 2d6! painted maenads, leaping out of the walls
4. The statue (only encountered once someone either sees or passes the statue at 9. More information there).

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1. The entrance, a spiral staircase that bores 500ft down into the earth. Above, on the surface, the stair and temple ruins are now secluded in an elf grove. Watched vigilantly by 10 elven warriors camouflaged up in the trees, armed with bows and spears. They have little love for the fleshly human goddesses but are bound by ancient pacts and debts to guard this place. If defilers prove a tough fight, they'll beat a false retreat and then return to hunt the humans in the maze below. They are immune to the gas spewing from 2, and ignored by the painted guardians and statue, but do not know where traps are located. They refuse to pass 25a lest the holy place turn against them too.

2. Torches and lanterns flare bright in here. Sulfurous volcanic gas spews out from a copper grate in the center of the floor and causes hallucinations in any who breathe it in and fail a save. Those affected perceive the statues and frescos within as vivid, fearsome, and alive. If for whatever reason the grate is pulled out of the floor, the flow of gas increases and the atmosphere becomes unbreathable and explosive.

3. Three statues. From left to right: Maran Gor, the Strength of the Earth (armored, holding an axe and a maul); Esrola, the Bounty of the Earth (naked, pregnant, holding a cornucopia and a sheaf of grain); Ernalda, the Wisdom of the Earth (robed, crowned, holding a serpent and a spindle). Each has a skull in place of their face.

4.  Plain stone room with wooden benches and empty footlockers pushed against the walls.

5. Outer purificatory baths. Frescos on the wall of women bathing in rivers. A large, empty pool on the south side of the room 5 feet deep.

6a. 20ft deep spike pit, swinging open in response to at least 25lbs of weight. A hidden mechanism resets the trapdoor after 30 seconds.
b. as 6a.

7. A ginormous crushing block slams down from the ceiling. Save vs death. Cracked flooring and more-than-usual wear on the frescos give the trap away to watchful eyes. A lowered block trap blocks its corridor completely and slowly, agonizingly resets after 10 minutes. There is a slight delay to the trap so that it triggers only after one person has already passed it; if this splits the party, a random painted encounter springs out to savage the smaller group.

8a. as 6a.
b. Statues of Axe Polisher (smiling) and Axe Grinder (frowning), the minor tutelary goddesses of the dungeon. At the end of the hall, hanging on a peg is a large brass key to the gate at 22. If someone not an Earth priestess touches the key, the statues scream and immediately trigger a random encounter roll.

9. A huge statue of Babeester Gor, berserker daughter of Ernalda. Fanged, naked save for a belt of human hands, wielding dual axes. Huge, impassable unless you're foolish enough to try to crawl between her legs. After defilers either first look at her, pass through the detour passage around her, or open the secret door in the northwest, she animates and begins to stalk them. She plays by Weeping Angel rules, at least until she gets close enough to bury one of her axes in your skull.  

10. A steep, greased chute that descends 40ft into a wall of spikes, hidden by a trapdoor that swings open in response to at least 25lbs of weight.

11. as 6a.

12. as 6a, but the trapdoor has jammed open; the blue robes of an ancient skeleton have caught in the gears, and the corpse still hangs suspended. Besides the robes the skeleton also wears 100 lunars worth of jewelry; a sage would recognize the style as God Learner.

13. as 7.

14. as 6a.

15. Behind a locked copper gate, stone flowers grow out of the wall. A thick, dark green liquid slowly oozes out of them and collects in overflowing wood and stone bowls beneath. The liquid is a powerful psychedelic; besides hallucinating, those who drink it also gain a bonus to parlaying with and binding spirits of Earth and Darkness.

16. as 7.

17. as 6a.

18. as 6a.

19. as 15, but the liquid is frothy and reddish-pink. If drank, it's a medicine which guarantees a safe and healthful pregnancy and birth (no effect if the drinker is unable to bear a child).

20. as 7. 

21. Statues to more minor goddesses: Echo-Maker, Beer-Brewer, Copper-Layer

22. A locked copper gate. The key is in 8b.

23. A 10ft length of swirling unnatural darkness. Within it, copper chains hang from the ceiling and attempt to throttle any who pass through who are not an Earth priestess.

24. as 15, but there's no locked gate, and the liquid is oily and greenish-white. If drank, it's a powerful purgative that instantly, violently rids the body of any disease. It's also a deadly poison against creatures of Chaos.

25. Frescos on the wall of a peaceful grove. Sections a and b are divided by a shimmering silver curtain (worth 1000 lunars) held in place by a golden plate with an etching of a loom affixed to the ceiling (worth 200 lunars). Those who try to pass directly through the curtain rather than through 27 are attacked each round by an invisible, dagger-wielding force until they retreat. If the curtain is taken down the effect expands to fill the whole room, and can no longer be mitigated. 

26. A tapestry of a dense forest devoid of animal life. Study reveals it to depict the hidden body of Aldrya, goddess of the forest and mother of elves. This shrine was the gift to the elves in exchange for their protection of the place. Worth 1000 lunars, but a curse is placed on the thief that takes it from the shrine that marks them as a hated enemy of elfkind.

27. Inner purificatory baths. The 5ft deep pool taking up the southern half of the room is filled with hot, steamy water. Near the door to 25b, a chest with 10 folded green linen robes and pairs of wooden sandals, miraculously unaffected by the humidity.

28. Heaps and heaps of fine cloth fill the room, 10,000 lunars worth; a true hoard, although it would be exceedingly heavy and difficult to transport out of here. Working at a loom is the ancient priestess and sage Marane. Not undead, that would be Chaotic, just someone who has forgotten to pass on, deep in the womb of the earth where death is only sleep. She is dreamy, kindly, and very happy to have someone to talk to again. Marane is exceedingly knowledgeable in weaving, medicine, midwifery, the many gods and demons of the deep earth and underworld, and how to properly perform human sacrifice. However, she is also completely ignorant of history, and her long isolation has left her gullible. She knows how one may enter the inner sanctum of 31 without being attacked; why, you just need to perform the heroquest Funeral of Ernalda :). She even has the costumes you would need right in here! She also possesses the keys to 15 and 19 and will happily explain the effects of the various fountains.

If a hair on Marane's head is harmed, the cloth twists and transforms into a gigantic monstrous serpent. The full wrath of the painted guardians is unleashed on the defilers as soon as they step back into the maze; automatic encounters every turn.

29. Frescos of the many, many goddesses and spirits of the Earth, all with skull faces.

30. Two huge, stout lamia statues in this chamber frighten away any bound spirits not aligned with Earth. The doors to the south have a simple etching: a Death rune inside an Earth rune.

31. Unlike the rest of the complex, this room is a natural cave, a hollow of sharp glassy stone. Axe Polisher and Axe Grinder wait inside incarnate, two huge, spindly Earth elementals with long, long bladed flint fingers. They are the last line of defense; anyone who enters the chamber without performing the Funeral of Ernalda beforehand, even an Earth priestess, are immediately rushed by them.

Beyond them, on a plain bloodstained altar, lies a knapped flint knife. This stone was taken from the same cave where the sword known as Death was hidden within and bears a modicum of that blade's terrible power. The knife ignores all warding magic, and kills spirits too. If you take it into a heroquest, it can kill a lot more.

There is a good reason why this knife is so jealously hidden, kept away from all but the most devoted daughters of the power of Earth. It is a tool to be used very delicately. All good Orlanthi know that the misuse of Death was what first let Chaos into the world.