HastulYou set one of the chambers in the Voyager to be trapped in a low-intensity time loop - essentially keeping everything fresh and un-ageing while still relative to the world outside. It comes with a rather nice little interface panel, to which you have master control permissions. You set an exception for Wizard Kings, ensuring they can never be trapped in the stasis loop. [-1 Essence]
You summon a thousand metal buckets. [-1 Essence] There is already a compass on the dashboard.
IvyYou summon a pair of battle suits around yourselves. They look ostensibly like the war-suits used by your side in the civil war, with a few exceptions - there are no magical elements (because your magic wouldn't work here without its recreation), so the creation of an internal atmosphere, light and power-assisted muscle movement are all accomplished through miniaturised technology (rather above what your own people were capable of, you note). The whole thing is battery powered, but they each come with small gears to 'wind' to power them - there is a gear assembly in the Voyager's engine room that can wind them each over the course of a minute at high speed. They each hold power for 48 hours before shutting down. [-1 Essence]
Naturally, there is an emergency escape function that will peel the suit off and leave it inert.
ZorlockYou once again summon fresh stone in place of your lost floors, pushing the rubble and rock out of the way. [-1 Essence] You snap your fingers and the forest, hills, rivers
and all the food disappear. [+5 Essence] In their place is once again grey sand, dotted with various objects (such as the Tower and Great Oak), although you notice that the cliffs have grown more distant. You are about to add a cargo bay to hold the death-bots, but the Voyager already has one you can use.
Mundane Physical Laws: The laws of Physics work as on Earth.
Gravity Exception: The grey plain of sand has a unidirectional 'down', exempt from normal gravity rules. There appears to be a cut-off point for this.
Runes of World-Crossing: Seven runes, when inscribed on a surface in the correct order, will transmute anything placed in the centre into a portal to the Dreamveldt from the world it originated from. If the same inscription is made in any other world and a Dreamveldt item is placed within, a portal will be opened as well. *
Caveat 1: The item placed in the centre will be permanently destroyed to maintain the portal.
Caveat 2: The portal is one way, either Dreamveldt > Other World or Other World > Dreamveldt.
Runes of Enchantment: A set vocabulary of runes. When written in the correct order (obeying syntax), they will imbue an object with power or aspects of being as directed by the 'sentence' on the object. A single word will 'broadly' imbue an object with the power dictated. The vocabulary is quite basic, but covers important physical concepts. *
Vocabulary: Word categories include; Condition; Element/Concept; Verb; Form.
King's Exclusion: Each Wizard King has a series of mental switches they can flip, which will make their bodies and carried possessions stop obeying one of the laws of physics. This only affects themselves and their carried items. The switches are instinctually labelled. *
Creation's Binding: All creations of a King are compelled to obey that King. *
Rule of Unmaking: Any aspect of creation may be unmade by its creator to regain used Essence, so long as it is unmade in its entirety. *
Blood Magic: Consumes vital essence (elan vital) from living creatures as fuel and medium. Quantity determines power. ****
Elan vital can be extracted willingly, or unwillingly through a lengthy ritual.
Elan vital can be stored in enchanted gems (enchanted through a simple ritual).
Spells manipulate transfer or exchange or life force.
Spells can animate blood using elan vital as a medium.
Can animate constructs (golems) using elan vital to warp inorganic matter to work as a biological analogue.
Golems require elan vital as fuel, cannot create their own.
Spells can manipulate the mind in broad ways, changing feelings and perceptions. Strong minds can resist.
Long term use of mind magic can have adverse physical effects.
The Sky - Standard, Earth-breathable atmosphere. Stretches infinitely up. *
The Sun - An orb of burning fire, far above the grey plain. When its light passes through the sky, the sky seems blue.
Deimos - A moon that rotates around the sun, blocking 24 hours of sunlight every 144 hours.
Phobos - A moon that rotates around the sun, blocking 24 hours of sunlight every 144 hours.
Chiron - A moon that rotates around the sun, blocking 24 hours of sunlight every 144 hours.
The Grey Plain - A plain of grey sand that stretches infinitely downward and horizontally in all directions.
The Void - An endless absence of anything, encircling this place's creation.
Davidson's Arch - A portal to Davidson's world. *
Shaiguju's Palace - A truly vast complex of marble and precious materials. *
The Great Oak - 4m high, and the ground around it is fertile black soil, sprouting a variety of green grasses and bushes. It towers over the surrounding forest, high upon the hill. *
Shaiguju's Throne - An extravagant throne in gold, silver and red velvet cushions, seated before the tree. *
Darssisth's Mound - A hillock of fused gold, silver and electrum jewellery and gems, very comfortable if you're a dragon. *
Zorlock's Tower - A 9 storey tower of red stone. Currently in ruins. *
Lightning Shield - A technological electrical fence around the Tower. Zorlock has the controls. *
Drassisth's Rock - A hovel sized stone, resting beside the Tower in a heap of rubble. *
Machine Shop - All the tools needed to keep the Kill-Simulators in good working order! *
Patched Wall - Part of the wall was repaired by simply generating new stone. *
Patched Upper Floors - Again, repairs made by simply generating new stone. *
Resident: Velociraptors, Kill-Simulators
The Voyager - Remodeled dirigible in yellow. M1 Abrams Tank armour and gun emplacement serving as the armoured undercarriage. *********
Runs on diesel.
Laser gatling gun mount
Driver force field
Kill-Simulator charger
Essence-binding pocket dimension - 0 Essence
Warp drive
Time machine(!)
Contains copious deck space for cargo, several passenger quarters. Lavishly decorated.
Repurposed tank engine for turbines.
Copious quantities of fuel in tank (6 months)
Stasis Chamber (slaved to Hastul) - full of buckets
Velociraptors - Sapient, omnivorous. [5 total] ***
Mental compulsion not to attack the Wizard Kings.
Humanlike vocal cords and flexible lips.
Kill-Simulators: - Murderous android death-bots. 7 foot tall, steel, approx. 3x human strength and speed. [5025 total] **
Non-sapient Automatons.
Standing lightning shield bypass.
Powered by electricity.
Can drive tanks.
Armed with glaives, pikes and longbows. *
Ivy Carmine (Prime) - Princess
Exo-Battle Suit (melee, armour, light, internal atmosphere - battery powered)
Walkie Talkie (1 of 7 )
Ivy Carmine - Princess
Exo-Battle Suit (melee, armour, light, internal atmosphere - battery powered) *
Zorlock - Evil Wizard
Demigodlike enhancements to strength, durability and agility. *
Essence Map (displays a map of the Dreamveldt with Essence deposits highlighted. *
Walkie Talkie (1 of 7 ) *
Hastul (or Hathul) - The Lord in Yellow
Walkie Talkie (1 of 7 )
Grey - A Cat
Walkie Talkie (1 of 7)
Shaiguju - Wizard King of the Celestial Plains
Demigodlike enhancements to strength, durability, stamina and speed. *
Walkie Talkie (1 of 7 )
Dave David Davidson - Technomancer
Disintegration gun.
Goggles - Enchantments: See Lifeforce. Read Dreamveldt. [On-Activate:Rune-Increase-Sight]
Walkie Talkie (1 of 7 )
Darssisth - Shapeshifting Master of Dragons(!)
Walkie Talkie (1 of 7 )
Essence: 7 Clumps