DaveYou chalk a circle on the wall of one of the rooms aboard the Voyager and encircle it with runes, then cut a tiny scrap of leather from your coat. The circle changes into an apparent hole to your workshop as soon as you pop the scrap of leather into it. You unscrew a steel bolt from the ship's wall (one of a hundred) and pass into your workshop. Amongst the various scattered pieces of equipment and workbenches there, you see the archway corresponding to the portal to the main island of grey sand as well. Weird. You set up a second portal using the dirigible bolt, that opens into the same room you left.
You head over to your bedroom, where you keep your hats, and find yourself sleeping on your bed. Weirder. You look drained, and withered - you haven't actually eaten or drank anything in the last three days. You should probably wake up and do that. You take the opportunity to turn seven armoured chapeaus into anti-madness hats while you're here.
HastulYou give a command to one of the kill-bots, who punches instructions into a dashboard filled with buttons, levers and wheels. After a few moments, it signals confirmation. The home plane's location has been recorded.
[Sanity: 6, Malevolence: 10] The Voyager shudders from ballast to balloon as the warp drive engages. The dark void around you inverts into a brilliant white, then everything implodes into a tiny point, yourself included. A timeless eternity later, everything inflates back to its usual proportions, and you are somewhere else.
You are floating in a pink sky, near some clouds of pink, soft-looking material that are almost certainly not water vapour. They could be wool, you aren't sure. You take a glance over the edge of the airship's railings and see a green and pleasant land beneath you. Fields and fields of some sort of gelatinous green substance roll across the landscape, pierced here and there by mountains of what appear to be chocolate, covered in thick white icing near the tops. Herds of gelatine beasts cross the landscape, rubbery creatures with tusks of what appear to be rock sugar, sharpened to deadly points. Tributaries of fizzy orange liquid flow down from the mountains and gather into a large river that runs over the horizon to some unseen sea. The only sign of any civilisation is what appears to be a domed building build upon neatly arranged columns over a white foundation. It looks like it should be marble, but you're pretty sure this is marshmallow.
There is a certain amount of beeping from the warp drive (and one merrily snoozing cat), which upon investigation has gone dark. The screen next to the drive cheerfully informs you that the drive is
Enriching Dilithium. Estimated Completion Time: 9,846 minutes.
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
Two way portal to Davidson's Mansion.
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. The map places this E of Grey Island.
Maddening: Long term unprotected exposure to the Realm will cause sanity damage.
Incomprehensible Physics: You have no idea how this place works.
A wonderful land where everything seems to be made of edible treats. The map places this N of Grey Island.