The Darkworld

The Sixth is either the parent of Wonder or its child. Born of the passions of the Fifth, the Sixth is formed of belief. This is not the same as faith, as one does not need to worship a thing to believe in it. Secrets and spells and hopes and dreams dwell in this place, some gossamer as tendrils of smoke and others having more substance than anything found in the mortal realm. Time is more elastic, bending now to both will and belief. One may spend a lifetime here and wake an hour later an old man in a child's bed. It is impossible to explain just how the Fifth and Sixth interact in a general manner. There is no formula, no exact science one could employ. There are approachable concepts, specific to one world or another, but there is no hard and fast rule one could rely on. The Sixth only exists where the people of the Fifth dwell, yet is larger and at least as ancient, and more complex than any of the mortal realm should wish to know.

 

Earth's Dreamland

Each night, when a person sleeps, they pass from their bodies and travel to this realm. The crowded shores of Dream are filled with the flotsam of life — the images, the sounds. It is here the mind edits. The majority of dreamers are too concerned with the scraps, it seems, staying at the water's edge and stirring what's left there. Beyond lies a land of beauty and horror. Gifted Dreamers, however, go deeper, into the cities, and explore the limitless spectacle of the twisted imaginings of Man. Not everything on display is safe to be seen and not all those who die in their sleep go peacefully into that good night. Lucid Dreamers are a breed apart. While Dreamers may interact with the Sixth while they visit, Lucids can change things. The greatest Lucids have challenged gods in the Sixth. All children are natural Lucids, but they are young and untrained. Indeed, children actually exist partially in the Sixth at all times until they "grow up" and "know better."

 

Nova

To what one would take to be North is Nova. It glows in the soft light of a warm summer's late, lazy afternoon. Lush fields and verdant woods intermingle with cozy villages and quiet, lakeside getaways. A heady scent fills the air as blossoms are stirred by the gentle breeze. The lord of sleep, the god Hypnos walks as light through the ether, smiling upon the flocks. Hypnos is the elder brother, the keeper of the gate and master of the realm, locally speaking.

 

Threshold

Morpheus, lord of dream, is South. The sickly illumination of Luna's wan light chills the bleak landscape of steel and stone. Where Hypnos is everywhere, Morpheus is everything. The endless city of Threshold is the younger fallen across the land and forever growing. Twisted skyscrapers claw at the turbulent sky roiling so close above. The streets are packed with dreamers and dreamed, the latter avoiding the former who mostly do not notice.

 

Beneath are vast caverns and twisting tunnels that connect them and other, secret places. While technically the province of Hypnos, neither brother is the true power there. Bogres, hunters of children, rule by council of five. The bogres war with each other, vying for power amongst themselves, pitching their minions into endless battle. None in Threshold and Nova dare oppose them.

 

People

Phobias
Devourers of pathos
 
Tinglers
Very ungood; Clops is their leader
 
Bogeymen
Primal evil; there are five of them
 
Oracles
Telepathically linked seducers
 
Midknights
Servants of Fate
 
Nocturnos
Self-serving macrophage
 
Wisdom
Neutral knowledge monger with benevolent tendencies
 
Astrals
Dreaming Earthling spirits
 
'Slingers
Peace-keepers, oppose Tinglers and, to a degree, Midknights
 
Hypnos
God; Lord of Sleep
 
Morpheus
God; Lord of Dreams
 
Shadows
Servitor Race of semi-solid wraiths
 
Imps
"Things that go bump in the night"; breathstealers
 
Dreamwalkers
Use Glints; coexist in Fifth and Sixth; warriors
 
Hypnomancers
Use Dreamshaping; coexist in Fifth and Sixth; battlemages
 
Pookas
Use Dreamshaping; coexist in Fifth and Sixth; jesters
 
Figments
Use Divinities; serve Hypnos; exist almost completely in Darkworld; clerics
 

Artifacts

Dragon's Tongue
Sword, grants partial invulnerability and an additional strike, only one exists
 
Aura of Light
Amulet, affords protection from Dark Man, only one exists
 
Shred of Night
Cloth from Dark Man's cloak, summons Dark Man, destroyed after use, nine are known to exist
 
Crystal Ring
Ring, wearer gains +2 to all rolls, only one exists
 
Monolithic Galaxy
Monolith, traps Shadows, contains unknown number of them, only one exists
 
Daybreak
Gun, indestructible, infinite ammunition, can damage Midknights, only one exists
 
Moon Stone
Bracelet, grants lycanthropy while worn, only one is known to exist
 
Rune of Uncleanliness
Lapel pin, Hell-forged, can create true imps, only one is known to exist
 
Glyph of Doom
Bronze tablet, any who touch it are considered Doomed, only one is known to exist
 
Palicorn
Spiral horn, can dispel evil, can heal mortal wounds, wielder gains +2 to all rolls
 
Glyph of Life
Can restore life to a dead character, such persons return to life fully healed and retain all memories up to, and perhaps including, the moment of their death, bronze tablet, destroyed after use, one is known to exist
 
Black Myrror
Mirror, gateway to ..?, only one exists
 

Factions

Acolytes

A gang of Dreamwalkers, Hypnomancers, and others who often work for Nocturnos and oppose nearly all others. They are criminals who use their Glints for power above mortals, Darkworlders, and those In-Between.

 

Bogeymen

Do their thing (terrorize; hunt children).

 
Enemies:

All but each other (save Dark Man) and Morpheus

 
Truce:

Each other (save Dark Man) and Morpheus

 
Members:
  • Dark Man
  • Mumpoker
  • Morkuldan
  • Ik
  • Baelzebell
 

Personalities

Clops

Seeks power, especially in the Waking World.

 
Enemies:

All but Nocturnos.

 
Truce:

Nocturnos

 

Dark Man

Does his thing (hunting children). Some think him a god (not yet). Ponders Awakening the entire world.

 
Enemies:

All but Shadow Lord

 
Truce:

Shadow Lord

Type
Ecumenopolis

Articles under The Darkworld


Comments

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Aug 16, 2022 15:37 by Rachael Dixon

Who runs the Pookas, Dreamwalkers, Hypnomancers and Figments?

Sep 16, 2022 21:55 by Matthew R. Hales

This is all in a bit of flux, so I apologize for being fuzzy.   Dreamwalkers really should be the definition for what the other three (and 'Slingers) are, as a basis for a character. That in mind, the Dreamwalkers as a whole -- except for Figments who specifically serve Hypnos -- are self serving. Imps (possible name change pending) are kind of the same thing as Figments but they serve Morpheus. These are all mortals who have had awareness inflicted upon them so what they do is survive and try to, generally, do the "right thing". The Darkworld is a dangerous place made more so by the possibility of any interaction while existing across dimensions awakening more people. "So stay in Threshold all the time" you might say but doing so would, over time, make a Dreamwalker more dream until they lost access to the mundane world and vice versa.

Just trying to do a little better every day; occasionally succeeding.

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