Dream realm (sixth dimension)
Planar Description:
On the outskirts of what makes up this chaotic realm are an innumerable amount of islands with everything from limitless forests to yawning rivers to spiraling mountaintops littering the terrain. Several of the islands are inhabited by Chsm - groups of draconic creatures. These dragons have, over time, built maze-like passages through the mountains, and even temples as wide and tall as a mountain's breadth. Each island is unique to its inhabitants, and not all islands are really inhabited in any form. Pixies and nymphs find comfort in the vast marshlands and thick forests that never seem to end, while sea-snakes dot the horizon from the island beaches.
The seas, which span more ground than any physical ocean, hold a myriad of other creatures beneath. Huge civilizations of Myrn can be found in moderate depths, while farther below are even more caverns created by the sea-dwelling Chsm. The more shallow depths are home to all sorts of sea-creatures. Occasionally, a large storm will thrash the waves about, and two of the largest storms seem to hover between the islands at least three-fourths of the time.
On the mainland, large areas of terrain chaotically shift. Vast plains will suddenly burp up a mountain, which will melt into desert dunes that will soon be teeming with flowers. Some areas are less chaotic than others, though only the golden brick paths (yellow brick road, anyone?) hold perfect form and could take any creature from point A to all other points - provided they have a decent guide or map. Otherwise, the friendly paths may turn into winding mazes from which these creatures may never escape.
Frolicking in the ever-changing fields is a bad idea. Many fae have ventured into a field never to return - and those that do are almost invariably transformed. A pixie could turn into a spoon, an elf into a flower, a nymph into a bunny, and an innumerable amount of other unwanted transformations. The golden paths seem to be the only safe place, at least on the outskirts of the ever-changing mainland.
Farther within the mainland it's much less chaotic, with actual towns, and even some larger cities. The further one travels into the mainland, the less frequent the chaotic fields become. Somewhere in the thickest part of the landscape are giant forests, with trees whose roots can be larger than a human. Without a map or some sort of guide who knows the way through (and won't trick you at every turn), it is impossible to navigate the menagerie of pathways criss-crossing these forests.
Rule of Chaos:
- This realm is one of pure chaos, in some places completely overtaken by the ideal. For this reason:
- No creature bound by natural laws (i.e., beings from any odd-numbered realm - first, third, fifth, seventh, ninth) can safely exist here for any long period of time.
- Any law-bound creature will be driven temporarily, and then completely insane, and will eventually be ripped apart from their very essence as the laws that hold their form break down.
Indigenous Creatures:
-- last amended 03.07.08.
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