Treks involve a journey-experience that is related to a physical manifestation of an item or place. The place or item’s Anima is so strong that it radiates an aura of all the experiences tied to it. Perhaps they are echoes of what once truly was, or an idealized form of a journey that folk would make related to the physically connected item or place. A Trek has no specific goal that must be achieved, only that the experience must be endured. Often times, the content of the experience is either positive (dreamwild) or negative (nightmaria) based on perspective; For example, a dream of the hunt is the character chasing down their prey, while a nightmare is the character being the prey (or having the roles reversed during the hunt). A positive trek is meant to drive and inspire a seeker, a negative trek is meant to dissuade and stop a seeker.
The Check: Navigation is the only successful end result – experiencing the entire journey. In order to do that, the characters make a check or series of checks based on ability and skill. Most usually do not require specific powers, but may have such options if appropriate.
The Results: The experience feels very real and visceral in a dream-trek, though those experiencing it cannot die as a result of a individual failed trek. Dream Treks do not take more than a single moment of real-time to experience, though hours or months may pass in the journey.
This is about a hunt to forage or scavenge for sustenance and refreshments.
OUTCOME > Condition/Checks: Catching the prey > [4 Measures of success] Stealth, Survival, Perception
Negative: The hunt is terrifying. The journey is all about escaping the hunters – terror and panic are present non-stop.
> Outcome: Survive and escape.
Positive:
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Negative:
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Positive:
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Negative:
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Positive:
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Negative:
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This is a series of vignettes about traveling to or from the source. It is meeting strangers, dealing with road hazards, finding safe places en route, etc.
Positive:
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Negative:
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Positive:
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Negative:
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Positive:
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Negative:
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