The land of Dreams

Nocturne

Cities in the Sky,


Battlemaps set in this location

Thorolay

Thorolay is a floating mote that drifts serenely along the coast of Avu, pouring radiant, glowing inspiration directly into the Dreaming Sea. There, these brilliant ideas flow freely into the minds of sleepers who visit, inspiring fresh visions and, in turn, birthing new Mimsy.

Aphantasia

While the rest of Noctrune is vibrant, chromatic, and brimming with the exhilaration of imagination, the forest of Aphantasia stands in stark contrast as a black and grey void—a barren oblivion of creativity that leeches the very color from anything near it. This is where sleepers drift when they experience dreamless nights, or when their dreams hold little meaning or consequence. Aphantasia is not malicious like the darker realms of nightmare, yet neither is it joyful like Avu. It is a land of nothingness, a place without imagination: a forest of apple trees that never bear fruit.

Idio

Idio, the Crystal City of Nightmare, sits under the shadow of a crescent-shaped, snowy gray mountain. It serves as both the home of the Nightmare Mimsy and a sanctuary for darker, more malicious beings in Noctrune, offering them a place to live without fear of reprisal. The city is built from the most resilient ideological material in the sleeping world—dreams of anxiety. This crystalline substance is nearly impenetrable and only grows stronger under attack; it can only be dismantled through careful observation and gradual deconstruction.

In ages past, Dream and Nightmare Mimsy clashed for dominance over Noctrune. However, with the ascension of Boog, the god of dreams, a fragile unity was forged, allowing both Dream and Nightmare Mimsy to pass freely between realms. While peace has held for many decades, a guarded boundary still separates the two domains, ensuring that if old tensions reignite, both sides will be ready.

Famishad

Famishad is a floating mote looming over the nightmare landscape, a jagged formation of rocks sharp as fangs. Below this ominous shadow lives a cortège of vampires, cursed to dwell eternally cut off from any human prey upon which to feed. Starving for centuries, these vampires have degenerated from their former selves into frenzied, monstrous creatures with bat-like features. Now dangerously strong and almost mindless, they prey on anything that crosses their path, driven by an insatiable hunger for even the faintest semblance of the human essence that once sustained them.

Rrah'oam: The Sanguine Dragon

Rrah’oam, known as the Sanguine Dragon, is the elemental primordial of the sanguine ley line, a conduit of power that pulses with the life-force of all beings. As the guardian of the Portal of Blood, Rrah’oam exudes a deep, ancient mastery over sangromancy—the magic of essence and blood. This dragon's very presence causes the air to thrum with energy, drawing out the latent vitality in any living thing that approaches.

Rrah’oam’s scales are deep crimson, glistening like polished garnets, and his body seems to radiate with veins of flowing red energy. His powers allow him to manipulate the essence of creatures, drawing life from the surrounding environment or gifting vitality to allies at great personal cost. His sangromantic abilities are rumored to be so potent that they blur the lines between life and death. As an entity both feared and revered, Rrah’oam maintains the balance of the sanguine ley line, ensuring that the Portal of Blood remains sealed against those who would seek to abuse its dark, potent magic.

Avu the City of Dreams

The City of Dreams, known as Avu, stands as the most populated realm within Nocturne—a region where the visions of dreamers rarely disturb the city’s timeless design. Here resides Boog, the god of dreams, alongside his bride Liii, Queen of Avu. Together, they reign over mortal memory, creativity, and inspiration, their presence infusing the city with vibrant energy. Dreamers who visit Avu in their sleep often find themselves wandering its streets, absorbing its essence, and carrying fragments of its wonder back to the waking world.

Even during the dark period of the nightmare Mimsy’s hostile takeover a thousand years ago, the flow of memory, creativity, and inspiration within Avu was safeguarded. The Mimsy, though shadowed and sinister, understood that these elements were essential not only for sustaining the dreams of mortals but also for generating new Mimsy, the inhabitants of Nocturne. Thus, Avu’s core function persisted, a testament to the city’s enduring significance in the tapestry of dreamscapes and nightmares alike.

Torpor

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The Jolly Sphere

The Jollysphere is a whimsical pocket reality within the dreamscape, manifesting only during the annual solstice. This vibrant realm is home to Christoph the Giver, a benevolent spirit tasked with spreading gifts and joy across worlds. Spirits who have done good throughout the year find themselves drawn to the Jollysphere in their dreams, where they join Christoph in fending off the various troubles and mischief-makers intent on disrupting his essential work.

In this realm, cozy lodges, glittering snowscapes, and towering gift-laden trees create a festive landscape alive with merriment and purpose. The spirits engage in playful tasks—sorting enchanted presents, weaving protective spells, and even embarking on small quests to ensure all is ready for the giving season. They may face challenges from creatures born of greed, envy, or doubt, but together, with Christoph’s cheerful guidance, they overcome each obstacle.

When spirits awaken from their visit to the Jollysphere, those who have upheld kindness and goodwill find a special gift waiting for them—something uniquely tied to their deepest needs or wishes. These keepsakes are treasured tokens, thought to be Christoph’s way of reminding them that their good deeds are valued, leaving each with a feeling of warmth and inspiration to carry through the year ahead.

Noddling peaks

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Lucid

Lucid is a unique realm within Nocturne, home to those from the waking world who have chosen to abandon their former lives and live eternally within the dreamscape, among the Mimsy. This fluid region is less substantial than most of Nocturne, sustained by the constant presence of human imagination and the esoteric powers woven into its fabric. In Lucid, the chromatic chaos of dreams spills and flows freely, creating seamless pockets where dreams merge and blend, each more vivid and fantastical than the last.

These shared, flawless dreams allow the inhabitants of Lucid to live out the wildest reaches of their imaginations: worlds without limits, feats defying reality, and lives full of possibilities unknown to those who remain bound to waking life. Here, residents and Mimsy alike can inhabit forms and realities that shift with their thoughts, making it a paradise for the creatively free. But with so much shifting wonder, it’s easy to lose track of oneself—forgetting, perhaps, that nothing here is truly real, nor will it ever be.

Lethar

Lethar is the tranquil outskirts of dreaming, a serene realm that exists at the delicate boundary between the waking world and the depths of Nocturne. It serves as a refuge for restless souls, where weary travelers may find themselves during brief moments of sleep, whether in the midst of a nap or during fitful nights. Here, dreams are light and fleeting, born from the mundane and inconsequential thoughts of everyday life.

The Mimsy of Lethar embody this simplicity, reflecting the calmness and gentleness of their surroundings. These humble beings lead contented lives, tending to the needs of those who wander into their domain. They offer guidance and comfort to wayfarers, helping them navigate the transition from wakefulness to the rich, vibrant experiences that lie deeper within Nocturne.

In Lethar, time flows differently, allowing travelers to rest and recharge before delving further into the more chaotic realms of dreams. The landscape is dotted with tranquil glades and gentle streams, creating an atmosphere of peace. Dreamers often leave Lethar with a sense of renewed purpose, their minds cleared and spirits lifted by the Mimsy’s simple kindness.

The Oaks of Nod

The Oaks of Nod form a formidable barrier south of Coma, serving as the crucial boundary between the whimsical realms of Nocturne and the sinister grasp of the trap realm known as Coma. Towering above the landscape, these ancient oaks are gnarled and twisted, their branches stretching out like skeletal fingers, casting long shadows over the ground below. The air around the Oaks is thick with an otherworldly ambiance, a strange mixture of enchantment and dread.

Under the watchful eyes of Nod, the master of Coma, these trees have been infused with dark magic. From their sprawling branches dangle dangerous dream catchers—intricate, shimmering webs designed to ensnare any Mimsy who attempts to traverse the boundary between the dreaming and the eternal sleep of Coma. These dream catchers are not merely decorative; they are potent traps, woven from the very essence of nightmares and dreams gone awry. When a Mimsy strays too close, the dream catchers activate, pulling their prey into a swirling vortex of despair.

Coma

Coma is a foreboding and surreal realm known as the Lands of Nod, ruled by the sinister Mimsy known simply as Nod. This dark territory serves as a prison for those who have fallen into a deep and unending sleep, effectively trapped in a state of perpetual slumber. Here, the very essence of the land reflects the gloom and despair of its inhabitants, shrouded in twilight and heavy mist.

Nod, the Mimsy who governs this domain, harbors a deep-seated animosity towards the waking world. His malevolent ambition is to ensnare as many souls as possible, slowly attempting to weave them into his tapestry of eternal sleep. The landscape of Coma is littered with dreams that have turned sour, a haunting expanse where the boundaries between nightmares and reality blur, drawing the unwary into its depths.

Anyone who unwittingly stumbles into Coma finds themselves under the absolute control of Nod. This twisted power allows him to manipulate their dreams, rendering them powerless to escape the relentless grip of sleep. Many have ventured into this valley seeking solace from their troubles, only to find themselves ensnared in a nightmare from which they cannot awaken.

The terrain of Coma is characterized by eerie valleys, twisted trees, and ethereal fog that swirls like shadows. The air is thick with a heavy, drowsy lethargy that drags at the mind and body, making it increasingly difficult for visitors to resist the allure of sleep. Those who manage to escape speak of strange visions and haunting whispers echoing in their minds, remnants of Nod's influence.

Cosh: Slumbering Titan

Long ago, the sky giants were the most powerful mages in Crudilex. Their Khanate ruled the skies unchallenged until ambition led them to expand their realm beyond their control. They marched their armies from Alegre into Nocturne, igniting a Great War against the Dream.

This conflict culminated in the sky giants channeling their immense powers to elevate Khan Cosh from a Giant into a Titan, wielding a mile-long blade of loftice. In response, the Dream bestowed unparalleled control of the realm of Coma upon the Mimsy warrior, Nod. With this newfound power, Nod trapped Cosh in an eternal slumber—transforming him into a mountain imprisoned forever in the snowdrifts of Coma. This ended the war but left Nod with a dreadful mastery over the fabric of reality within his domain.

Somnolence

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Languor

The land of the Oni is a realm where each peak is home to an individual Oni. None who enter may leave without first immersing themselves in the experience of that Oni and sharing its story. The landscape shifts in response to the Oni's moods; it can be serene one moment and tumultuous the next. To progress through Languor and ascend to the next peak, one must solve the Oni's dilemma or learn the lesson it embodies.

Wing of Aarosh

The Serria mountain range forms a barrier between northern Okigai and southern Nocturne, where the Oni peaks of Languor bleed into the mountains. This breathtaking landscape serves as the source of many of Okugai's oldest myths, one of which is the tale of Aarosh.

Aarosh, the Griffin Queen, is said to possess eight magnificent wings and a mind so sharp that she can predict the movements of a chess game with an opponent after hearing their first words.

Boog the Mad God

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