Reverie is a world about raw power. Limitations are removed, and organics develop in absurd ways. The power of an individual is a sight to behold. Rather than tapering off, accumulation of power only accelerates the accumulation of further power; each additional digit is more useful than the last. Reverie is a world of quadratic gains and fantastic conflicts.
Daydream is the setting in which Reverie rests, and is used in out-of-character tenses to refer to the setting, and particularly to its rules. Reverie's cosmology, and the setting beyond Reverie itself, is referred to as the Tapestry. The natural and supernatural are intertwined in the Tapestry.
This is the Player's Guide to Daydream.
The following is intended only for present and future Game Masters running the Daydream setting.
It is recommended that only one participant in any gaming group view the GM Guide to Daydream.
Reverie's Important Figures
Reverie's Political Landscape and Geography
Reverie's Racial Interactions
The Tapestry's Deities / Pristines and Arbiters
The Tapestry's Vancian and Psionic Magic
Daydream Class Rules (almost every class is impacted)
Pathfinder and all related assets are property of Paizo Publishing, LLC.
Unless otherwise specified, all work is protected under the Creative Commons Attribution Non-Commercial Share Alike Licence. (Note that the game mechanics are otherwise specified - they are covered by OGL.)
The Daydream rules are authored by J.R. White.