Terénur Sūdul, Lands of Sūdul
Within the lands of Dream there exists races not found in the Waking World. It is unclear where most of these races came from but most are believed to have migrated from either the Ethereal or Nether realms.
Although Leðúrēa cannot be accessed by the dreams of Immortals, it may be accessed in other ways. There is evidence that the Eylfāe have established portals to Leðúrēa, though their reasons are unclear. The great Eylfāri composer Ōbèryl is believed to have used one of these to establish a residence in the Drifting Islands.
- The Periphery
- The Rim
- The Escarpment (e.g., Dirápzir, Unràl Vāzir)
- The Drifting Islands (e.g., Dūn Ngur)
Many physical laws do not translate wholly into Leðúrēa, though the experience parallels the Waking World in many ways. Though no two experiences within the Overworld are identical, similarities have been reported among those that have Ascended and returned.
There seem to be five main inhabitants within the Overworld. First, are the Yrūn with their various factions, (the Sūdulites are the most notable within the Dreamlands). The second group of note are the Sentries. The third and fourth factions (and most numerous) are the demon Dāggon (dagàri) and Jarjàða (jargað) who battle ceaselessly across the Leðúrēa landscape. Within Jædð, three groups are initiated in the ways of The Dream, the Sūdùlyr, the Illuminated, and the Order of the Night Lotus.
Ascending
A few of those that worship Sūdul have discovered a shared “altered state” known as The Dream, Collective Dream, or the Overworld. Entering this state is called Ascending, an experience at the core of the Sūduli faith. There are several ways to Ascend, but the most common means for the uninitiated is by subjection to the Dreaming Winds. Ascension for the uninitiated can leave travelers insane, catatonic, or dead (should they ever return).
One of the most important considerations for Ascension is care for one’s Waking body. Those entering Leðúrēa leave their physical body behind, unprotected. The body’s metabolism slows when the animus leaves, meaning that hunger, dehydration, suffocation, etc. take 4x the normal time to affect the body. This one consideration can determine life and death for the traveler.
Transubstantiation
A traveler that successfully Ascends appears in the Leðúrēa as an Anima (i.e., ghost-walker). In order to fully interact with Leðúrēa, the Anima must find an Orb of Transubstantiation so that a physical body can be assumed. In effect, the orbs translates a person’s Anima into a form that is useful within Leðúrēa (i.e., trading one body for another). Some travelers have reported being able to “choose” a form that appeals to them, though the general thought is that the form is determined by the orb based on what best suits the Anima. Orbs are located within each of the major cities of Leðúrēa (e.g., Dirápzir).
Nectar
- 1/2 unit Nectar = 1 Parsün = 1/4 oz.
- 1 unit Nectar = 1 Sün (soon) = 1/2 oz.
- 5 units Nectar = 1 Augol (aw-gul) = 2 1/2 oz.
- 20 units Nectar = 1 Mangol (man gul) / 1 flask = 10 oz.
- 30 units Nectar = 1 Ba-màngol (bah-man gol) / 1 large flask = 15 oz.
- 50 units Nectar = 1 Sorgol (sore gol) / 1 bottle = 25 oz.
- 70 units Nectar = 1 Ba-sòrgol (bah-sore gol) / 1 jar = 35 oz.
- 120 units Nectar = 1 Aurgol (ore gol) / 1 cask = 60 oz. (largest consumer unit; looks like a glass bladder in a leather harness that is strapped across the back)