Last Daydream
World Dossier · WD-TEST

Mizud

A WETLAND WORLD OF SINKING ROADS AND SLOW TIME

Mizud is an infinite universe filled with open vacuum that holds eight smaller pocket spaces opening on the next layer inside. A plague within recorded history killed most of the population and the survivors remade everything to survive the slow-killing air.

The land consists entirely of peat bog and standing water where timber roads float above the sinking earth. A ring overhead casts a shadow band that crawls across the land over the course of one Mizud year.

Size
INFINITENo edge has ever been reached.
Population
355,483Most live underground or in hiding.
Rule
DUALOne for the land and one for the people.
Economy
FARMINGHarvest years are counted like reigns.
Time
SLOWOne day passes here for every fifteen at the Dimensional Station.
The land of Mizud
01

Shape and Premise

The space is filled with open vacuum: dark, cold and airless between the bodies in it. It holds 8 smaller pocket spaces, each opening on the next.

from The Account Book of Sinking Roads, by Hithawr
Sky Sharing
It shares its sky with another world: the other side's weather and stars show through at dusk.
Sinking Land
The land is peat bog and standing water where roads float on timber.
02

How It Works

Farming feeds every resident while harvest years are counted like reigns for the dual rulers.

from The Song of the Silent Forest, by Jizaw

Springs and gears drive fine machines because ambient power is barren and ability sets carry their own fuel. Parts of the world contain air that kills slowly, forcing most people to live underground or in hiding.

Fuel
Ambient power is barren: Ability Sets draw nothing from the world and run only on what their users carry.
Machines
Springs and gears drive fine machines. Clockmakers are an honoured trade.
Air Danger
Parts of the world have air that kills slowly and the borders move.
Forest Pain
The forests are one living thing. Cutting a tree is felt across the whole of it.
03

Who Holds It

Two rulers share power, one for the land and one for the people and they must agree. One power holds the gate and decides who passes.

Rulers
The Land Ruler governs the soil and water while the People Ruler commands the hidden populations beneath the surface.
Treaties
Both rulers must agree on treaties with outside powers before any trade ships can approach the eastern gate.
Gate Control
One power holds the gate and decides who passes through the walled entrance at sector 4.
Crime
Poisoning the peat bogs is a capital crime punishable by immediate exile to the floating marsh towns.

Peoples of Mizud

Bamawzawl

Four-legged beast folk, badger-like with spotted fur and tusks.

Nahud

Gelatinous, bubble-bodied with a glowing nucleus and shifting shape.

Najar

Cephalopod, octopus-like with mottled red skin and large horizontal-pupil eyes.

Rishuz

Insectoid, cicada-like with pale grey chitin and translucent wings.

Skarrun

Striking bipedal striped-furred antlered folk with bushy tails.

04

Peoples

  1. One of the Bamawzawl
    01

    Bamawzawl

    Four-legged beast folk, badger-like
    Alignment
    They are lawful neutral, following ancient marsh treaties.
    Economy
    Bamawzawl sell spotted hides and tusk ivory for springs and gears at Fawmafu's floating markets.
    Governance
    Elders judge by spotted herd health and water levels.
    People
    Most live in family clans that migrate seasonally to avoid the shadow band and the sinking roads.
    Looks
    Spotted fur covers four-legged beast folk bodies marked by long tusks under heavy leather coats, with a coiled spring in hand.
  2. One of the Nahud
    02

    Nahud

    Gelatinous, bubble-bodied
    Alignment
    Chaotic neutral folk drift in water, ignoring paper laws.
    Economy
    They sell bioluminescent jelly harvested from their own cores to clockmakers in Bisuhun for light.
    Governance
    The glowing nucleus shifts ownership when a new bubble forms.
    People
    Many avoid direct eye contact because their shifting shape confuses optical sensors used by garrison drones, a fact noted in reports.
    Looks
    Their translucent green skin reveals a glowing nucleus deep inside while they wear no clothing at all.
  3. One of the Najar
    03

    Najar

    Cephalopod, octopus-like
    Alignment
    Lawful guardians shield marsh edges and guide farmers safely.
    Economy
    They farm kelp in deep bogs and trade dried fronds for credits at eastern gate kiosks.
    Governance
    The Najar with tallest crest leads the pod during harvest.
    People
    Most carry heavy satchels of kelp fronds and swim near the surface to watch for sinking timber roads.
    Looks
    Mottled red skin and large horizontal-pupil eyes set them apart: octopus-like with a mantle crest, dressed in waterproof oilskins and carrying kelp-cutting blades.
  4. One of the Rishuz
    04

    Rishuz

    Insectoid, cicada-like
    Alignment
    They are lawful evil, selling poisoned honey.
    Economy
    Rishuz harvest insectoid silk to fold nets catching fish near sinking marsh edges.
    Governance
    A high chirper judges law by wing volume.
    People
    Few live above ground because their pale grey chitin reflects harmful ultraviolet light from the other sky.
    Looks
    Most are insectoid with pale grey chitin and translucent wings in loose tunics, with a folded net slung at the side.
  5. One of the Skarrun
    05

    Skarrun

    Striking bipedal striped-furred antlered folk
    Alignment
    They stand neutral good, mediating disputes between dual rulers.
    Economy
    Skarrun sell antler carvings and striped furs to clockmakers who prize bright patterns for gear designs.
    Governance
    Skarrun elder with largest antlers leads clan.
    People
    Many wear cloaks woven from multicoloured fur to match their striped coats while carrying heavy tool belts.
    Looks
    Their bushy tails balance a bipedal stance while multicoloured striped fur covers a frame built for endurance; they wear thick wool cloaks against the still air.
05

The Way Out

Gate Location
The gate stands walled on the eastern rim near Fayhi, guarded by a garrison that questions every arrival.
Last Daydream · World Codex WD-TEST · Canon v0.1