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Nerdarchy > Uncategorized  > Dreams of Haven: Running Surreal Adventures in the Curtain’s Shadow

Dreams of Haven: Running Surreal Adventures in the Curtain’s Shadow

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When the Mind Becomes the Battleground

When Haven returned from the Curtain’s storms, it didn’t come back alone.
Explorers brought with them relics, yes—but also dreams. Strange, persistent dreams. At first they were only whispers: impossible memories, shifting architecture, a sense of déjà vu that wouldn’t fade. Then the dreams began to spread.

Now, the skies themselves sleep uneasy.

Every night, Aether engines hum like lullabies. Cities wake to find streets rearranged. People recall events that never happened. And somewhere, beyond the clouds, Haven dreams back.

This is the world in the aftermath of Haven’s return—a world where reality is porous, and the Curtain’s shadows don’t just haunt the surface anymore.


🌌 The Nature of the Dream-Bleed

In Aether Skies, dreams are not mere illusions; they are echoes of possible worlds. Haven’s fall, and its return, tore holes between what was and what might have been.

These tears manifest as Dream-Bleeds—zones where thought, memory, and nightmare collide. Within them:

  • Buildings rearrange themselves overnight.

  • Clocks tick backward, or skip hours entirely.

  • People swear they met you yesterday—though you never met them at all.

Dream-Bleeds can form anywhere touched by Haven’s influence: aboard ships carrying relics, in cities hoarding its technology, or even within the minds of those who ventured too close.

“You’ll know the dream’s touched you when your memories start apologizing.”
—Aethernati Field Report, Classified


🧠 The Player Experience: Living with Dream Logic

For players, dreams in Aether Skies aren’t just aesthetic—they’re identity tests. When nightmares bleed into waking life, who are you really?

Here’s how to guide your roleplay:

💤 1. Embrace Uncertainty

Dream-logic thrives on contradictions. Let your character doubt their senses. Did that hallway stretch or did you blink wrong? Did the captain just repeat the same sentence twice—or did you?

🔮 2. Build Recurring Imagery

Pick one or two symbols that haunt your dreams: a cracked mask, a drowned clock, a whisper that calls your name. Let them recur across sessions, gaining meaning as they appear in waking moments.

🪞 3. Let the Dream Empower You

Dreams aren’t just curses—they’re messages. A dream of flight might let you momentarily defy gravity. A nightmare about drowning could make you immune to fear.
But every time you draw on a dream’s power, roll a sanity or corruption check. Haven never gives freely.

🕯️ 4. Keep a Dream Journal (In-Character)

Write down what you see, even if it doesn’t make sense. Later, those symbols might align with real-world events—or reveal things you were never meant to know.


🧩 GM Tools: Making Surreal Play Work at the Table

Running surreal adventures is a balancing act. You want to unnerve players without confusing them into paralysis.

🎲 1. Anchor the Unreal in the Familiar

Start every scene grounded: the creak of the ship, the hum of the engine, the smell of oil. Then introduce one thing that’s wrong.
Maybe gravity’s lighter today. Maybe everyone’s shadow faces the same direction.
Let the normal slowly rot.

🌘 2. Dream-Bleed Mechanics

Use Dream-Bleeds as living dungeons.

  • Rooms shift when players aren’t looking.

  • Choices echo backward—actions today alter events yesterday.

  • NPCs remember alternate versions of the party.

Example: The players enter an abandoned district of Haven. They find their own footprints already there.

⏳ 3. Reality as a Resource

Track a “Lucidity” score for the group (like sanity). Each time they accept a surreal event without questioning it, reduce it by 1.
When it reaches 0, they belong to the dream.

🪞 4. Recurring Motifs

Pick two or three sensory motifs—bells, dripping water, whispers in a known voice—and repeat them throughout the arc. Repetition builds unease more effectively than randomness.

🧩 5. Consequences of Awakening

When players finally escape a Dream-Bleed, let something follow them out:

  • A wound that won’t heal.

  • An NPC who insists they’ve been friends for years.

  • A relic that reacts to their dreams.


🌀 Hooks for Dream-Bound Adventures

  • The Mirror in the Sky: An artifact from Haven creates duplicates of the crew who claim to be the “real” versions.

  • The Song that Wakes the Curtain: A melody spreads through the cities. Those who hum it dream of Haven—and vanish in their sleep.

  • The Sleepless Prophet: A scholar in Theopholis hasn’t slept in three weeks. He insists that if he dreams, the world will end.

  • Dreamers of the Deep: Surface-dwellers contact the party through shared dreams, begging for help against something rising from the Curtain below.


✨ Final Thought: When Dreams Remember You

The return of Haven wasn’t just a revelation—it was contagion. The skies may think themselves awake, but the truth is simpler: they are dreaming, too.

When you run surreal adventures in Aether Skies, don’t just aim for horror. Aim for haunting. The dream should linger even after players wake up—when they realize they’ve written something in their notes they don’t remember writing.

Dreams in Aether Skies aren’t places to visit.
They’re places that visit you.

Thanks for reading. Until Next Time, Stay Nerdy!!

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Ted Adams

The nerd is strong in this one. I received my bachelors degree in communication with a specialization in Radio/TV/Film. I have been a table top role player for over 30 years. I have played several iterations of D&D, Mutants and Masterminds 2nd and 3rd editions, Star wars RPG, Shadowrun and World of Darkness as well as mnay others since starting Nerdarchy. I am an avid fan of books and follow a few authors reading all they write. Favorite author is Jim Butcher I have been an on/off larper for around 15 years even doing a stretch of running my own for a while. I have played a number of Miniature games including Warhammer 40K, Warhammer Fantasy, Heroscape, Mage Knight, Dreamblade and D&D Miniatures. I have practiced with the art of the German long sword with an ARMA group for over 7 years studying the German long sword, sword and buckler, dagger, axe and polearm. By no strecth of the imagination am I an expert but good enough to last longer than the average person if the Zombie apocalypse ever happens. I am an avid fan of board games and dice games with my current favorite board game is Betrayal at House on the Hill.

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