Last Daydream
World Dossier · WD-TEST

Bibryask

The Walled City of Bronze and Swarms

The space extends 28 km across every direction and holds a single network of tunnels with no surface at all.

Breathable air fills the volume from edge to edge, yet no ground exists except for floating platforms that drift in the air.

The land of Bibryask
01

The Gate

The world's gate opens on Dimensional Station sector 4.

The standing area equals Earth's whole surface with more than a hundred million gates nearby.

Its doors fit a person, cargo, or a ship depending on the need.

Violence inside the station sends any offender back to Bibryask and bars them from returning.

The wall built around the gate stands broken open.

The schedule shifts like a moth's wing; we wait for the hum.

from Tide Tables, by Gryevlya
02

Premise

The gate to the Dimensional Station moves on a schedule nobody has fully charted.

A treaty was broken last year and both sides are rearming.

Swarms strip whole regions in a day and leave nothing to eat.

Bronze is the metal of power; smiths charge higher fees for work done with it.

Tin is worth more than gold.

The oldest settlement is a few generations old and founders' grandchildren still live.

03

How It Works

Ambient power floods the air and leaks into weather patterns.

Animals and unwary people absorb this dangerous energy directly.

Living beings provide all necessary work here.

No engine or circuit runs within the finite space.

Waste from swarms accumulates in floating pockets after they strip a region; survivors move to new drifts before hunger takes them.

The gate schedule shifts without warning.

04

Places

Zlobrusl is a walled district where bronze smiths charge higher fees for work done with the metal.

Svokril holds the single city containing 1,016,958 people who live in one city and nobody lives outside it.

Dvograr is a chamber near the broken wall where the gate opens on Dimensional Station sector 4.

05

Statutes

Bronzers
Must pay double fees for work done with metal.
Swarms hunters
Fail to return a body within three days.
06

Costs

Passage
Ten credits a head and a thousand a hull.
07

What Breaks

Ravyagra forces march on Svokril while Zlesve watch from the walls.

08

Documents

The wall records keep the history of the broken pact.

from Annals of the Drift, by Bizlumol, keeper of the wall records

The guilds track every credit spent on bronze and medicine.

from Factors' Account Books, by Mevok, clerk to the bronze guild
09

Peoples

  1. One of the Zlesve
    01

    Zlesve

    Compact and dense, short dun fur
    Alignment
    They stand lawful neutral while guarding tunnels for bronze trade.
    Economy
    Smiths charge high prices for bronze work, while traders sell local herb medicines.
    Governance
    Elders decide based on which tunnel leads to fresher air.
    People
    They prize silence above song, yet hunger outweighs a loud voice when night falls deep within the dark.
    Looks
    Short dun fur covers compact bodies with gold slit-pupil eyes and a coarse hair mane.
  2. One of the Ravyagra
    02

    Ravyagra

    Svokril, clam-shelled
    Alignment
    They are lawful neutral, stripping swarms then selling bones.
    Economy
    They harvest shells and sell pearl fragments as currency in markets beyond the gate.
    Governance
    The large pearl shell orders small ones to dive.
    People
    They move slowly but strike fast, keeping their mantle clean and their pearl shell polished each day.
    Looks
    A molluscan form holds a pearl shell while a mantle wraps edges.
  3. One of the Zumivost
    03

    Zumivost

    Zlobrusl, moth-like
    Alignment
    They stand neutral with ambient power while avoiding storms.
    Economy
    They sell harvested chitin as material for armor and traders buy their wings for fuel.
    Governance
    Swarms choose a leader to find windy drifts.
    People
    They hum constantly while flying, yet sleep only when air grows thick with ambient power around them.
    Looks
    Pale grey chitin plates their backs; feathered antennae twitch in the current.
  4. One of the Zlyamask
    04

    Zlyamask

    Zlobrusl, wasp-like
    Alignment
    They are selfish hunters who keep all the meat.
    Economy
    They trade horn fragments for food since swarms leave nothing else behind in their wake.
    Governance
    The strongest horn decides who eats first.
    People
    They carry weapons on their backs, and they speak only when a trade offer lands well enough to satisfy both sides.
    Looks
    Pale grey chitin forms a hard shell; six limbs grip drifting debris.
  5. One of the Humans
    05

    Humans

    Bipedal mammals, the baseline
    Alignment
    Chaotic folk adapt rules yet seek least resistance.
    Economy
    They brew medicines for export while growing fibre that sells stronger than steel wire.
    Governance
    The priesthood rules for a hidden god.
    People
    They fear swarms more than the hum, yet trade secrets with every stranger they meet inside the city walls where bronze shines bright.
    Looks
    Ordinary human bodies in every skin tone and build fit within the city limits.
Last Daydream · World Codex WD-TEST · Canon v0.1