Transeescence (Complex)

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Transeescence (\tran-sē-sen(t)s\), as in-game, is defined as the following:

  • transeescence, n. The ability for a dream to affect reality (or the process of a dream affecting reality), regardless of whether objects within reality enter the dream, or whether objects within the dream enter reality.
  • to transee, v. To enter a dream-state in which the altering of reality is possible.
  • transewn, adj. An object that was created through the transeeing process.
  • transeer, n. A person who transees, or creates transewn objects.

The world is built from the Latin prefix "trans" ('across', or 'beyond') and suffix "escence" ('beginning to be', or 'characterized by'), referring to people or objects that become somewhat separate from our own reality.

These augmented dreams are obviously open to interpretation. They could be designed as playgrounds, something along the lines of a hyper-realistic and customizable Minecraft. They can be seen as a psychological device, to see who does or does not go mad with power. I personally see my main point as a story-telling device; to see how far each character can be pushed before they break.
—(Not published), User:NintendoToad

Key Characteristics

Transewn dreams are similar to "standard" dreams in that:

  • Your body isn't taken to a dream world per se; your presence in the dream is marked with an avatar (definition 2) rather than your physical body.
  • They allow some sort of connection to the unconscious mind.
  • They do not necessarily obey the laws of physics.
  • Experienced dreamers can exhibit some sort of control over their dreams (lucid dreaming)
  • Memories of the dream may or may not be kept.

Transewn dreams are different in that:

  • Dreams act as (but are not) Virtual Reality worlds; it is possible to enter, merge, and/or destroy dream worlds.
  • Dreams can be resumed and separated from eachother via a process called wracking.
  • Damage that occurs to your avatar is also imposed on your physical body (including death).
  • They are generally more stressful than restful for the dreamer.


Just as lucid dreaming comes more easily with practice, transeeing also comes more easily with practice. One key here is that this practice (and additional abilities that become possible with it) is concretely laid out by Professor Lawrence. Similar divisions have been published by Reumont's Institute for Troubled Thinkers, but they are not provided, as no character mentions them. This list is essentially a progression of abilities (someone at Level 4 can also channel).

Level 0

The average person is on this level. A person on Level 0 isn't actually a transeer; this is just Lawrence's way of saying so.

Level 1

A person on this level generally dreams as normal. However, occasionally such a person will enter a transewn dream, randomly created by the transeer's conscience. The reason for this is not clear. The conscience, to avoid strain, will normally create dreams that resemble events from real life. These transewn dreams will not be remembered.

Level 2

For the most part, Level 2 is the same as Level 1. There are two main differences. One, the transeer will remember all transewn dreams. Two, immediately after the first remembered transewn dream, 80% of the population (generally the stronger-minded portion) will be unable to deal with a secondary layer of reality. This percentage will enter a very brief coma in which the conscience separates itself from the conscience, and hastily creates a temporary dream referred to as the Mirror of Relics so that the conscience can take the form of a Dream Guide. This process is in no way detrimental (except in the case of a malicious Dream Guide), as the conscience simply creates a new conscience (see links).

Level 3

Channeling and wracking are both possible for the transeer. The transeer loses the ability to dream normally.

Level 4

If a person is born at this level, they skip the process of creating a Dream Guide. Lucid dreaming while transeeing is possible, although this ability is limited to the transeer's working knowledge of the universe, and creates some mental strain.

Level 5

The transeer can enter the dreams of others, regardless of whether they are transewn or not, although this creates mental strain. Regardless of whether the dream is transewn, damage that occurs to you in the dream will be sustained by your physical body, but you cannot exhibit any form of control over the entered dream.

Level 6

The transeer gains the ability to exhibit lucid dream-like control over dreams they enter, although this creates mental strain. This makes the dream a transewn one.

Level 7

Reverse-channeling is possible. The mental strain described in Levels 4, 5, and 6 are reduced.

Level 8

The transeer gains the ability to lucid dream outside of his/her working knowledge of the universe, but this creates an intense mental strain. Actually using this ability is to archospire.

Level 9

The transeer gains the ability to operate in both the real world and a transewn one, although this creates an intense mental strain. However, the strain of lucid dreaming outside of a working knowledge of the universe is reduced.

Level 10

The "lines" between reality and dreams are heavily blurred. What this means varies from transeer to transeer. Common examples include seeing and being affected by hallucinations.

Beyond Level 10

Canonically, Levels beyond 10 are completely undocumented. However, this generally means that the "lines" between reality and dreams are fully controlled, meaning that it is possible to be, for lack of a better phrasing, "in more than two places at the same time".



Wracking is the process of organizing a dream you've just had with the intent of re-visiting it, not unlike a save state in a software emulator. Dreams that are not wracked cannot be re-entered. Repeatedly wracking and re-visiting a dream is discouraged, as it is likely for a transeer to become attached to a particular dream.

Channeling and Reverse-Channeling

Channeling is the process of bringing something or someone "with you" into a transewn dream. This seems to happen naturally with clothing even at Level 1, but this is not the case, this is simply the conscience dressing the transeer for the sake of immersion, which explains why items in your pockets are not channeled at Level 1. The channeled item is completely removed from reality, although can be brought back with the process of reverse-channeling (it is therefore important to wrack the dream the item is in).

Reverse-channeling is the process of bringing someone or someone "with you" into reality.


Archospire, as a word, is built from the Greek root archos (meaning ruler) and the Latin root spir (meaning breathe). Thus, to archospire would be to give a ruling breathe. It is specifically used to describe working outside of one's working knowledge of the universe. The example from Level 4 has been modified to show archospiring.