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.
- Class: FINITE, POCKET
- Gate Sector: Dimensional Station sector 4
- Population: About 1,016,958 people in one city
- Ruling Body: A priesthood for a hidden god
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
-
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.
-
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.
-
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.
-
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.
-
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