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Cosmology Part 1: Dream Core

​Introduction¹:

​The dream world, in general, is a strange realm that straddles the Supernatural. The "Supernatural world" refers to a domain within the universe that is non-material; it does not adhere to standard laws of matter and physics. This is intrinsically linked to the realm of individual dreams occurring within a person's mind.

​Simultaneously, it extends outside the universe, beyond dimensions, and outside Max Tegmark's Level 4 Multiverse model, transcending both Modal Realism and Extended Modal Realism. Consequently, it belongs to the metaphysical world—a higher existential stratum used to explain the ontology of what lies beneath it. This is connected to the concept of the Dream Core, where power levels can reach, according to the Global Association for Paranormal Interception (GAPI):

​15-EDC-E [An entity above and beyond dimensional cardinality (outerversal) within a field of hyperstructure realism outside the absolute material world].

​This guide is divided into the following sections:

1. Dreams / Personal Dreams

​2. Dream Core & Hypercomplex Number Ontometry

​☆Wakefulness Cords☆

​☆Dream Core☆

3. Dreams With a Dreamer

☆Egregore ☆

3. Dreams Without a Dreamer

☆The Hecatyon☆

​1. Dreams / Personal Dreams

​First, we address human dreams. There is no need to explain the nature of human dreaming during sleep, as almost everyone experiences it. The human dream world is characterized by Ontometry derived from the set of Complex Numbers².

​(Ontometry is a measure of the quantity of reality in a given location. The average in the real world of Terravasta is 100.00 Ontometers).

​Ontometry belonging to the set of complex numbers is written in the form:

A+Bi

Where:

​A (The Real Part): Indicates the degree of sensory realism and the intuitiveness of laws within the dream. It is linked to the sense of familiarity recorded by the measuring device. The higher the familiarity, the higher the value. If it drops to zero, the person wakes up. If it exceeds 100 Ontometers, the person enters a state known scientifically as hyperrealistic, named after the sensation experienced by psychotics or hallucination patients, where the hallucination feels more real than reality itself.

​Bi (The Imaginary Part): Linked to the dream itself—specifically, its surrealism. A decrease makes the dream resemble life on Earth; an increase makes the dream surreal.

​High A and Bi: The dream, no matter how strange or surreal, feels logical and normal.

​Low A and Bi: The person is close to waking up.

​High Disparity: The person realizes they are dreaming .

​2. Dream Core & Hypercomplex Number Ontometry

​☆Wakefulness Cords☆

​Before discussing the Dream Core, we must address a crucial concept: "Wakefulness Cords." These are invisible tethers within a dream (though sometimes a person can make them visible). They maintain your ability to wake up. When you wake, these cords pull you and your consciousness's ontometry back to the zero point, resetting it to equal the reality ontometry of 100.00 Ontometers. If these cords snap, it results in physical death, a phenomenon known as Sudden Unexplained Nocturnal Death Syndrome (SUNDS).

​Wakefulness cords are not very elastic; they can withstand only 3 imaginary dimensions. They cannot extend far into the dream worlds, as venturing too deep or entering dangerous realms can cause physical death. The fate of the consciousness in such cases remains largely unknown.

​☆Dream Core☆

​Deep within the dream world lies a vast domain called the Dream Core. It is the realm of collective dreams, a place where all dreams connect, consisting of multiple layers.

​The first accessible part is known as the Dream Worlds. These are metaphysical worlds (beyond the material world) born from the remnants of forgotten dreams. Discovered within the collective dreams, they allow for encounters with real people. Their most prominent feature is their atmosphere; each world adopts a visual identity linked to a specific aesthetic based on tastes emerging from the Noosphere.

​In general, it acts as a forum for meeting people with shared interests. Exploration expeditions and witness testimonies have reported hundreds of Dream Worlds, though it is believed that many more unregistered worlds exist, utilized by secret organizations for clandestine meetings.

​Method of Access:

Access relies on specific actions, such as sensory feeding on the aesthetics of the target Dream World, sleeping in clothes that embody that aesthetic, and mentally merging with it through repetition and roleplay. Transitioning to the world occurs during a Lucid Dream (when the person knows they are dreaming) by visualizing portals or mirrors transporting them to the target Kingdom. Possessing a core item—linked physically or intrinsically to the realm—is required to remain there. Discarding this item results in a return to the personal dream. However, the appearance of the Kingdom behind the object acting as a portal remains probabilistic, varying from person to person, though professionals can achieve it easily.

​In a lucid dream, this portal acts like a ladder, raising the person's ontometry to higher imaginary dimensions within the set of

Hypercomplex Numbers³,

specifically Quaternions with the formula:

A+Bi+Cj+Dk

Here, the imaginary numbers represented by the values Cj and Dk are the address of that Kingdom, while A and Bi remain the existential metrics of the person.

​Internal Appearance:

The appearance depends on the type of Kingdom you wish to visit, such as:

​Dark Academia⁴

​Medieval Fantasy⁵

​Halloween⁶

​...and others.

​Aesthetics, temperaments, ideas, and artistic tastes are shared to create a forum [List link in comments]⁷

​Exiting:

One exits by discarding the visual identity connecting the person to the Kingdom, breaking its atmosphere. This causes the Cj and Dk values to nullify, returning the person to their private dream.

​Warning:

Some Kingdoms are classified as secret and censored, barring visitor entry and remaining exclusive to secret organizations. Others are considered dangerous, either due to Fragile Reality (like the Surrealist Kingdom, which has high Cj and Dk values, placing it near the "Far Lands" close to comas—the fifth stage of sleep) or due to Collapsed Reality (like the Kingdom of Xpiritualism). Xpiritualism has a high probability of entry during melatonin dreams and fever dreams; its reality values (ontometry) are high like the Surrealist Kingdom, but with elevated Bi values, making it closest to a coma state. Staying there for more than ten seconds is dangerous.

​There are also traps—realms where the aesthetic is not linked to an item the person carries, or is linked to something unremovable, making exit impossible. Examples include Horror Core and Gorecore. The mind connects to these either intentionally, unintentionally, or—in the case of Gorecore—if the person suffers a severe injury within another Kingdom.

Traps are a risk when entering Collective Dreams; they are unlikely in private dreams.

​Note:

A person can change their appearance to suit the dream, provided no other dreamer in that world has the same form. Experts recommend this to avoid risks and maintain anonymity, which is crucial if someone intends to target you in reality.

​On the other hand, Kingdoms are described as highly enjoyable, compelling people to stay for days or even months. Because they are self-contained, the dreamer does not feel the hunger, thirst, or signals of their sleeping physical body, as hunger can be sated with food and drink within the dream. Some Kingdoms may cause a person to forget their waking life, so it is preferable not to spend too much time there to avoid disconnection from the world and sudden death caused by prolonged duration. Instead, it is better to wait for luck to reveal the Kingdom to you again.

​There is a class of addicts called Dreamwalkers. They live solely in Dream Worlds, unable to tolerate reality. They wake only to feed, then return to sleep to continue their adventures from the "checkpoint" where they decided to wake up.

​3. Dreams With a Dreamer

​Dream matter is a strange element that does not adhere to specific rules or boundaries, unlike the matter of the real world which obeys physics even when unobserved. Many Kingdoms are infinite in size and contain places humans have not reached or conceptually collapsed into a specific form. These areas remain foggy and formless, making them a fertile environment for dream matter to take any shape. This formation stabilizes the rest of the matter. From this, a name emerged for the entities residing here: Dreams Without a Dreamer. The conscious ones among them are called Hecatyons.

​In summary, the Dream Core is accessed via Worlds where one can meet others with shared interests. These extend over infinite spaces built by "weighting" or prioritizing what should be seen in that location. The general idea exists (e.g., a Fantasy World), and the people inside hold a specific conception of imagination (e.g., Middle Ages, dragons, fairies, magic, etc.). The number of these people may be in the millions or billions simultaneously. The Kingdom takes these conceptions, merges them, and builds itself according to a concept resembling the Principle of Least Action.

​The Principle of Least Action is literally what builds even true reality, describing why nature chooses a specific form of motion. It explains teleology physically: light, particles, and even spacetime follow the path that minimizes action. Otherwise, nothing would exist. This topic will be expanded upon in other parts of the world guide.

​Now, let us discuss the entities of the Worlds:

​☆The Egregore☆

​Within the framework of the Principle of Least Action, the Egregore is the median form of the dreamers' imagination for that place. Once its form stabilizes, it remains so forever. Since Kingdoms are infinite in size, most remain empty and unvisited. Whenever someone discovers a new place, it forms as far as the eye can see, ensuring the person sees no void.

​This construction principle led dreamers to form democratic guilds in various Kingdoms called Guilds of Imaginers. They agree to create entities called Egregores.

​Proposals are submitted, and creation is voted upon. An Egregore is an entity created by people's thoughts and their belief in its existence, gaining influence similar to a collective Tulpa. In the Dream World, due to its nature based on imaginary ontometric scales, the Egregore becomes a clear reality even to those who did not believe in it.

​The Egregore relies on Thosene energy that carries semantic meaning produced by consciousness with every thought. It is an abbreviation for:

​Tho: Thought

​Sen: Sentiment

​E: Energy

​Because Thosenes have overlapping uses in lore, and because belief contains additional concepts such as Positive Energy (The entity exists, has X, is great...) and Negative Energy (The entity does not exist, lacks X, is not great...), it is termed Agrenore Energy.

​Agrenore is directed collective belief energy characterized by specific properties. It accumulates and condenses to create a being from metaphysical matter called an Agrenore (in reality). In dreams, where dream matter is the creator, the entity is made of dream matter.

​Agrenore energy levels vary from person to person. Some individuals are sufficient to create an Egregore alone, though it is usually weak (a helper or spy...).

Guilds of Imaginers are gatherings of people with high Agrenore levels to ensure the entity is stronger, has more presence and stability, and cannot be destroyed by a mere thought. An Egregore can be anything—a Demon King, a Goblin, a Final Boss—and its power varies according to the saturation of the dream matter with Agrenore energy.

​An Egregore's existence can be guaranteed to be erased, no matter its immense power, by projecting Negative Agrenore Energy upon it equal to the Positive Agrenore Energy that created it. This is done by submitting a petition to the Guild of Imaginers if a decision is made to erase it.

​The creation of an Egregore is subject to legal procedures to prevent it from going out of control or becoming saturated with the Agrenore of other dreamers, which would make it difficult to eliminate, as has happened on several occasions.

​3. Dreams Without a Dreamer

​Realms are infinite spaces—so vast that the imagination of a billion, a hundred billion, or even trillions of people is insufficient to fill them. Every possible material probability within the context of the Kingdom's construction will be tested, yet unbuilt voids will remain. In that void, random tremors of dream matter may form random entities: a house, a table, etc.

An infinite space with unclear time will achieve every probability, no matter how close to zero.

​Amidst this chaos, consciousness may emerge. Hecatyons are entities made of dream matter. Their ontometry contains no real numbers; they have no creator or weighting factor other than blind randomness. These creatures adopt the temperament or aesthetics of the Kingdoms in which they were born; some are peaceful, others hostile.

​Hecatyons possess a unique property: the absence of a real dimension connecting them to the material world. This grants them the ability of Existential Transcendence within their own imagination.

​For example, as a material being, you can imagine, and you control your imagination—you are omnipotent over your mind—but you cannot enter it because your physical body prevents you.

☆The Hecatyon☆

Hecatyons, however, are made of the same material as imagination. They can enter their imagination with their full body, ascending to a higher imaginary dimension—a dimension humans cannot enter without snapping the Wakefulness Cord (which is already stressed by the three additional dimensions of the Collective Dreams).

​Hecatyons are also interconnected by collective imaginary dimensions, just like the human collective dream world. This ascension becomes increasingly difficult with the Hypercomplex Number sets in their ontometric figures.

​Imaginary sets are frames that transcend a specific set of dimensions. Literally, this means the entity becomes fully transcendent over them. To the Hecatyon, lower beings become mere fictional characters whose reality it can manipulate at will, though subject to conditions imposed by the Constitution of the Spheres, which the most powerful Hecatyons, including the Goddess of Night, enforce.

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