DaveYou flick the settings on your goggles and try to make sense of the local area. The readings are maddening; they end up a confused series of glitches. The only consistent thing that the goggles pick up is that there is definitely a low level permeation of essence through the area.
You try and pull some of the energy into a ball [Dreamer: 19+1], drawing strands of colour and concept into a fist sized ball of light. It's all quite mixed up, but with a little effort you find that you can strip away meaning from the ball until you end up with a tiny, brilliant ball of what seems to be self-contained heat, light and electricity. You could probably form newly drawn aspects of the colour into other shapes or forms as well.
However, what you have here isn't Essence, it's just the equivalent of a ball of lightning. Certainly could be useful, though.
You hustle on through the crystal archway and over the glass bridge, taking the ball of energy with you. It remains constant, although now that you're out of the Realm of Colours you do have to exert constant effort to keep it from dispersing. You hop aboard the ship as it prepares to take off.
HastulThe glass bridge stretches east along the map, terminating in a splotch of colours at the edge of the circle of void. The colours shimmer with blue, indicating bound essence, but you have other plans. You head north upon the Voyager, planning to travel for a month to see what might come.
Three days pass before you see a tiny grey island ahead of you. You check behind you and, equidistant, there is another tiny grey island behind. On the other hand, the Voyager's warp drive is humming as if preparing to jump. Do you go ahead with its proposed jump north, or carry on until you loop back to the grey lands?
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.
The Bridge - A bridge of brilliant glass extending out into the void and ending in crystal archway 200m out.
Leads to the Realm of Colours.
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) - 6 months' selection of foods
Tank w/ 6 months' drinking water
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]
Skill: Lucid Dreamer +1
Walkie Talkie (1 of 7 )
Darssisth - Shapeshifting Master of Dragons(!)
Walkie Talkie (1 of 7 )
Essence: 5 Clumps
A maddening morass of colours and concepts, barely making any sense.
Maddening: Long term unprotected exposure to the Realm will cause sanity damage.
Incomprehensible Physics: You have no idea how this place works.