Well, you don't know what else you were expecting.
Hewn from stone and illuminated with magic, the foyer of the Stardust Academy is every
bit as old and proud as you imagined it to be. Trophies accumulated over hundreds of
years line the walls, while banners and tapestries hang from the ceiling itself.
Enchanted candles flicker in sconces, providing a comfortable level of ambient light.
It's... all very stately, but you wouldn't expect anything else from a castle, now,
would you?
Atmosphere aside, the entrance is what you'd expect from a higher education facility.
Manned by a disinterested-looking student, a booth sits to one side with plenty of
brochures, campus maps, etc cetera. On the other side of the foyer are some luxurious
couches that you can sit on if you're waiting for someone. Ah, there's reading material
here, too- but it's all copies of Wizard Cricket Monthly. Shame.
There are various doors that lead off further into the castle, and there's also a grand
staircase at the back of the foyer that leads to the higher floors. (If you don't want
to or can't take the stairs, don't worry- you can take the elevator right next to it
instead. What? Yes, of course it's magic. Wizards are very big on accessibility.)
Oh, and the whole place seems to have some sort of heating spell cast on it, given that
the temperature is a lot more cozy than the frigid conditions outside. Thank the
heavens.
Grand Hall
It's Grand! And it's a Hall! Wow!
...Okay. More specifically, this is clearly where the student body gathers if there's an
event of some sort. You could fit a LOT of people in here. The back of the hall is
raised into a stage, although there's nothing on it at the moment, and large crimson
curtains are draped behind that. If you draw the curtains, or simply duck behind them,
you can see there's a storage area for furniture and the like. Chairs, benches, a
speaker's podium, some... stage props... whatever you need, really.
The rest of the room is empty, save for the (impressive!) decorations on the walls.
There's more trophies in here, sure, but also portraits- portraits of former
headmasters, accomplished alumni, not-so-accomplished alumni who paid top dollar to get
painted anyway, etc cetera. Next to one such portrait is a... rune? Hmm. Ah, it's a
control panel! Or a magic version of one, anyway. Messing with it causes the lighting to
change in the hall- from dim, to bright, to disco colors. My god, you could throw a
wizard rave in here.
Courtyard
Paved with intricate tiles and decorated with statues of (what else?) wizards, the
Courtyard
is a lovely place to spend time in if you need a breath of fresh air. Castles... can get
pretty stuffy. In the middle of the yard itself is a large gazebo, where well-loved
wooden tables and chairs are scattered in a haphazard fashion. One wonders just how many
last-minute essays were written here. If you're getting cold there's enchanted lanterns
which radiate heat, or you can just drape a blanket over your knees. While populated
with
other students more often than not, if you're lucky you can get the luxury of the gazebo
all
to yourself.
The rest of the courtyard is a fairly standard affair. Lots of statues, lots of garden
beds,
benches, a couple of trees, and a little toad-themed water feature behind the gazebo.
All
very nice, although, again, a little cold if you're not acclimated to the Welsh weather.
If
you care to look underfoot, you can see the tiles of the courtyard all feature an
astrological theme. And... what's this? Huh. Someone's carved RS <3 WRG on this tile.
Aw.
Kitchens
You're, uh, not sure you're meant to be in here, but the kitchen staff don't seem to
mind, so it's probably fine. This is exactly what you'd expect- a massive kitchen,
capable of providing meals for an entire student body, even without any of the luxuries
modern technology provides. Who needs that, anyway? There's an enchanted icebox with
preservation charms for perishables, an elevator to the pantry on the second floor
stocked to the rafters, a cauldron so big you could fall in, and various other enchanted
cooking contraptions.
And, of course, lots and lots of bench space. Many utensils, some of which you aren't
sure what their use is. Clean tiles underfoot, helpful posters on health and safety on
the walls, and a painting of a plump, dangerous looking lady hanging above the cauldron
itself. She reminds you a bit of a lionfish. Hmm... Well. Whoever she is, she's going to
be judging your soup making skills from on high, so you better hope you're up to snuff.
Hey. Actually. What's up with this cauldron? It's got magic roiling off it. You kind
of... have the urge to throw random ingredients in and see what happens. But that's
insane. Right?
Library
What type of academy would this be without a library? Exactly. This is everything you
imagined it'd be, and then some; it's a multi-storey affair, in fact. The temperature is
warm, the atmosphere cosy, and the couches old as hell. You can't even begin to imagine
how many scholars have spent their days in here nestled up absorbing knowledge; even if
you're not the academic sort, you can't help but be just a little bit excited at
following in their footsteps. It doesn't hurt that all the books in here are safeguarded
against spills, so you're more than welcome to have a coffee or a biscuit while you
learn.
The library spans three storeys. If you do need to get between floors in a hurry, there's
fireman's poles enchanted to pull you up or down if you grab them. Why? Hm. Maybe best
not to ask. The reception at the front isn't always manned, but you can pick up a guide
that directs you to what type of book is stored where. If you're in the mood for
something different, they also have an extensive collection of illustrated tapestries
and... a vinyl listening room? Huh! Would you look at that, there's a bunch of old
record players in here. A sign posted to the wall helpfully explains that "this
technology is analog enough to work, but please don't cast spells in here, just in
case".
Cool. Guess you can listen to that Lana Del Rey vinyl you brought with you. You did bring
one, right?
Museum
Ah, you've been looking forward to this. The Stardust Academy is well known for owning a
vast collection of artefacts collected from across the globe- with permission, of
course, we aren't the British Museum here. Talismans, sculptures, boar vessels, magical
devices; they're all present for you to boggle at, pose in front of, or research like
the postgrad student you are. You are taking this all seriously, right? Right?
Honestly, you're not quite sure where to begin. If you can name a magical culture or
ancient wizard dynasty, there's at least one something-or-another from that period
present here. Pick up a map from the front desk and go check out the exhibit on Selkie
pelts, perhaps? Or- oh, hey, they've got a limited-time Zangbeto feature as part of an
exchange with the institute in Togo? Neat!
Ah, but that's not all that's here. The museum is actually split into two wards; one
contains physical items, while the other is dedicated to paintings. By goodness, they're
beautiful, aren't they? You swear that you could simply... step into some of them. Uh,
don't do that, though. The repair bill would be astronomical.
Gardens
You'd heard that castle grounds were huge, but this is absurd. You could spend all day
out here and still not see all there is to see! Directly exiting the castle brings you
into a sprawling garden, but you can see a massive greenhouse beyond that. Bordering the
greenhouse is an oval, with cricketing gear already set up; you wonder, vaguely, how
many times a cricket ball smashed through the greenhouse before they set up a warding
spell.
Well, you can investigate those later. For now you'll check out the garden. It's...
beautiful, for lack of a better word, and clearly grown with a lot of love and effort. A
long pathway runs down the middle, interrupted by a central fountain, and then the
garden is split into four quadrants. If you're in a hurry to get to the other parts of
the grounds you can just hustle through down here. But why not stop to smell the
flowers?
As you visit each quadrant, you can feel the air itself change around you; there are
different sections for different flora, and each flowerbed has a spell cast on it to
replicate the ideal conditions for its growth. There's a vague theming to the way the
plants are laid out- the cactuses are grouped together, for instance- but otherwise
things just seem to be planted based on vibes. It's very nice. Just keep your hands away
from the mandragoras.
Greenhouse
Stepping in here hits you with a wave of heat. Whew! You'd almost forget you were in
Wales; the moist, humid environment feels like you just got transplanted into the
equator. Exotic, tropical plants bloom all around you, some of which you're entirely
unfamiliar with. And, of course, a lot are moving of their own accord.
There's many rows of benches in here, all with pots and plants and pruning implements of
some sort, and you can see an elaborate watering system looped in from outside. Some
nasty looking plants have wards around them that rebuff their attempts to bite
passers-by. At the very back of the greenhouse is a curtain, which reveals a messy
office once pulled back. Papers, papers everywhere... and why does this folder have
"AUDREY 4" written on it?
Cricket Pitch
This oval is in immaculate condition and ripe for a game of Wizard Cricket. The white
picket fence around the oval seems ordinary at a glance, but reaching your hand out to
touch it reveals an extremely powerful warding barrier; if you're the perceptive sort,
you can see if forms a dome that encapsulates the whole oval. How much damage has been
done by Wizard Cricket that it needs this much protection?!
Well. Moving on. There's a small shack nearby which contains all the equipment you need
for cricket, some equipment you don't need for cricket, and some equipment which would
be highly concerning if used for cricket. And yet here it is all the same. You feel a
sense of dread in your gut.
Lake
Towards the back of the grounds is a large lake with a single island in the middle. The
water is murky- not surprising, given the weather- but clean, with a healthy population
of fish and other marine critters. Waterfowl flit to and from on the surface of the
lake, building their nests in the shrubs and reeds that line the water's edge. It's all
very peaceful. Swimming is ill-advised- there's a sign posted that says as much- but
there is a wooden bridge that takes you across to the central island.
Here lies a small flower garden, another wizard statue, some stone benches, and a little
memorial. You aren't sure who the memorial is for given that it looks at least a hundred
years old, but it's very pretty. There isn't a lot to do here otherwise. Bring a
sketchbook and draw some ducks, perhaps?
Woods
The grounds are bordered by a sprawling, expansive patch of woods. The trees are old and
intimidating, looming overhead, clearly older than you can begin to imagine. A little
dirt road has been carved out into the forest that takes you for an half-hour stroll,
but that's the furthest you can go without hacking a path yourself. And, honestly, you
don't really want to, not with the amount of eyes you can feel watching you while you
walk down the dirt road.
If you check your map, you can see a little note that reads that the road is specifically
warded to keep you safe. It does not specify what it's keeping you safe from, nor does
it specify what would happen if you went off the road. Presumably they figure you're
smart enough not to find out.
Faculty Cabins
Wandering away from the greenery takes you to a series of wood cabins set up next to the
forest outskirts. A sign posted up at the entrance indicates that this is where the
faculty live, and students should not enter without permission or a good reason. Well,
uh, fair enough.Loitering around for too long will get you yelled at by a groundskeeper.
Dorm Building
About a five minute walk away from the castle is the stone building where you, and the
rest of your fellow Free Ride Thesis buddies, will be laying your head to rest each
night. You can enter through the front or the back, although the back door has a bell
that jingles annoyingly whenever someone opens the door, and your room will be on either
the first or second storey.
The dorm itself is warm and inviting. Many, many students have stayed here over the
years, and reminders of their presence can be felt at every turn. The ground floor,
which serves as reception and recreation room both, is stuffed full of mementoes- framed
photos on the walls, novelty lamps, mismatched blankets on the furniture and old
sentiments carved into tables- and the aesthetic carries through to the hallways. As
with every other multi-storey building, you can take the stairs or a magically powered
elevator between floors.
Your room itself is neat and tidy. Two beds are pushed up against the left and right
walls respectively, there's carpet under your feet, and an old desk sits in front of the
window. You can open the window if you'd like, but... given how cold and wet it is on
any given day, you may wish to rethink doing so. A wooden armoire is set out at the foot
of each bed for you to store your clothes, positioned in a way that opening the door
gives you privacy for getting changed. Convenient.
There's a bathroom for every two dorm rooms, as well as an emergency bathroom next to the
ground floor back exit if you've made the mistake of trying the weekly special at Flimsy
Steve's. Each bathroom has a combined shower/bathtub, a toilet, a washbasin, and a bowl
of potpourri. The potpourri seems to infinitely refill itself. Whether you like it or
not.
Next to the dorm buildings are a series of similar but larger buildings. This is where
the other students are staying, presumably. There's also a smaller building for
furniture storage, but you can't enter that.
Lecture Halls
There are four lecture halls located on the second floor. Each is built to accommodate a
large amount of students; in fact, there are several dividing partitions handy in case a
lecture hall needs to be subdivided to hold several smaller classes. All four halls are
filled with benches and chairs, and all four halls have a massive blackboard on the wall
furthest from the entrance.
Cabinets by the entrance offer everything you need for academic learning. Paper, pens,
quills if you're really oldschool, ink, chalk, abacuses- and some more esoteric things,
such as magic tomes. With that said, there's nothing here to facilitate heavy-duty
casting. You'd need to go to a casting laboratory for that.
Currently, all four of them are empty. You can see some calculations and diagrams writ in
chalk that've been half-erased, presumably from other students, but other than that,
you're free to do whatever you want in here. Do note, however, that the blackboards are
warded to specifically prevent you from drawing penises on them.
Casting Labs
Next to the lecture halls on the second floor are four casting laboratories. Upon
entering, the first thing you'll notice is the bright yellow cabinets filled with PPE;
yes, this does include hazmat wizard hats. Tearing your eyes away from the cabinets,
you'll notice that the casting labs are built in an arena-like fashion, with benches
surrounding a circular clearing in the middle of the room. A large blackboard hangs on
the far wall, but the other walls are covered in a mixture of warning signs and
complicated spell diagrams.
Glowing glyphs above the doorway indicates that these labs are far, far more heavily
shielded against magic than the lecture halls. You could set off anything short of an
arcane nuke in here and the building would be unscathed... although the same can't be
said for you. Please wear the PPE.
Astronomy Tower
Located at the far left side of the castle, the tower's entrance is on the second floor,
but spirals up until you reach a classroom far higher than any other in the academy.
With the walls draped in blue velvet and the lighting dim, it's easy to just curl up and
go to sleep in here- but if you did, you'd miss the chance to take a look at exactly
what's on offer.
There are two rooms here at the top of the tower. The first, the classroom proper, has a
series of control glyphs on the wall that allow students to project magical illusions of
the night sky in the air; these can be manipulated at will, or shrunk down so that you
can refer to them while sitting at one of the desks in here.
The second is the stargazing room, which holds an absolutely massive golden telescope. It
is magnificent. You cannot begin to imagine how much this thing cost. As technology
cannot work around magic, the telescope is powered by a series of intricate glyphs
etched around each magnifying lens. Peeking through it... well... um... ah. Peeking
through it gives you nothing right now because it's extremely overcast. Try again later?
Rooftop Tea House
There's a small door you can walk through on the second floor that leads to an extremely
old-fashioned elevator. Taking it up leads you to a courtyard on the roof itself, which
has been fashioned into... a teahouse! Unexpected, but definitely pleasant. You wonder
who was responsible for making this.
The teahouse itself is traditionally styled with paper lanterns suspended in the air and
mahjong tables tucked into every corner. A woven glyph lattice above your heads prevents
rain from falling on you, allowing you to enjoy the open-air structure at any time. It's
not going to do anything about the cold, though- you have to drink some hot tea to take
care of that.
If you choose to seat yourself at a table, mahjong or otherwise, one of the waitstaff
will run out from behind the counter to take your order. They offer a variety of teas-
black, white, green, red, or fruity- and sweet things like bolo bao for you to snack on.
The cost is covered by your free ride here, but don't go too wild, okay?
Study Hall
Making up the majority of the fourth floor is the study hall, with its inexplicably
patterned low-pile carpet and colorful murals on the wall. Some things don't change even
in wizard universities. It is full of large, round tables. Each one has a glyph on it
that muffles out all sound coming from more than two meters away, though not blocking it
out entirely in case someone needs to be warned about a fire or a sapient cactus running
amok.
If the magical silence bubbles aren't enough and you really need some privacy, you can
check out one of the four private study rooms on the far north wall. These have more
reinforced magical warding so that you can cast magic in them without causing a problem,
and have large conference tables on the inside and a blackboard.
The study hall is staffed by a few very tired students trying to pay off their tuition
because they didn't get the full-ride scholarship, or pad their resume, and a small army
of helpful mammets who will watch your table if you need to get up to use the restroom,
or store your items if you took too long and there were people waiting for an open
table.
Artifice Labs
Located in the basement of the Stardust Academy, mostly due to the fact that the magical
shielding needed to protect the highly sensitive equipment meant they may as well set it
as the building's foundation. The lab is separated into four rooms divided by magically
reinforced glass partitions, with a hallway between them. The atmosphere of the labs can
only be described as... whimsical?
There's a bunch of very delicate bits and bobs and whirlygigs and contraptions flying
around and spinning and letting out puffs of steam and smoke in myriad colors. There's
crystals in every size, gems in every color and facet, and nigh infinite orbs to ponder.
It's generally advised that you don't touch or approach anything that you don't know
what it does, because it might be a student's personal project, but the truly dangerous
objects are behind glass cases and wards.
If you want to make your own magical gizmos, one of the four rooms is solely dedicated to
being a workshop, with several forges and workbenches and tools and lathes and so on. As
a result, it's also a whopping 10 degrees celsius hotter in here than the rest of the
labs. Maybe that's why everyone does their projects in winter?
Alchemy and Potions Labs
Despite being accessed through the basement, the first thing you'll notice is that the
ceiling is particularly high, and how well-ventilated it is. Vents run all through the
walls, and grates are situated on the floor to clean up any spills. As with the casting
labs, there's multiple signs on the wall reminding you to wear your Wizard PPE, as well
as normal PPE. Chemical spills are no joke, kids.
Honestly, take one of those lab rooms from high school, and you're not far off. Linoleum
floors, those black rectangular tables that were always too high, with glassware and
test tubes and at the end of each one is a big honking cauldron affixed to the table
with a metal loop. There's even a few of those chemical hoods on the walls.
There's a supply room, which you can only enter if a professor with the key (or their TA)
lets you in, that has everything you'd expect of a proper apothecary. Despite common
belief, eye of newt is not used in anything anymore.
The Vault
Officially named the Offices of the Registrar, Bursar, and Administration, students and
faculty alike coloquially refer to this section of the basement with its thick metal
doors and imposing frame as The Vault. This is where you would go if you needed to pay
your tuition, if you weren't being offered a full ride. It's also where you can register
for your courses, since online registration isn't a thing when magic shorts out anything
more complicated than the original gameboy.
All of the professors have offices down here as well, so if you need to meet with one
you'll find them here eventually. Otherwise this isn't a place you should want to spend
too much time in, unless you're interested in the only Tab Soda Vending Machine in the
entire United Kingdom that's located in the lobby.
The Cisterns
Did you know there's a basement beneath the basement? Now you do!
Only accessible via elevator now these days with a special code (it's been 1111 since
1913. It won't change), this leads you to the old cisterns and sewers. or rather, a
catwalk above them. No, your business doesn't end up here - the castle has been
connected to the municipal water and waste systems since they were established. You're
wizards, not barbarians.
However, they do serve a purpose. In case you haven't noticed, it rains a lot. These
cisterns will fill up when the lake reaches flood conditions, to protect the castle, and
slowly filter out over time. It's also where magical runoff is deposited and stored
until it becomes inert so uhh, don't step in anything you don't recognize.
The Crypts
Blocked by an old oaken door that has seen better days, these crypts are dimly lit with
green enchanted candles, and the low ceiling means that even the shortest of you are
going to be forced to duck when walking through. Possibly by design, to keep you bowing
your head in reverence, as this is where the most esteemed wizardly minds to have walked
through the halls of Stardust Academy have been laid to rest.
Each slot in the crypt has been sealed magically, so no you can't steal one of Merlin's
ribs or something fucked up. There are old plaques covering each seal, with a profile
image of the person interred within, and their name, date of birth and death, and a
little blurb about them. Sometimes it's a quote, sometimes it's about what they're
famous for. Usually it's incomprehensible unless you're familiar with early Welsh or
Middle English or Medieval French, or really good at Latin.
If your thesis is revolutionary enough, perhaps one day you too will be able to have this
as your final resting place! (...too soon?)
The Dungeon
Don't get too excited. There's nobody to detain, torture, draw, or quarter these days.
It's mostly used as a storage room by the Academy- it's where all that extra armor is
carefully stored, those obsolete artifacts are kept while the faculty decides what to do
with them, and a bunch of furniture. So much furniture.
There's also a small plush dragon kept in a cage suspended from the ceiling. Because
wizards still have a sense of humor.
Town Stores
Called the "Castle Town" or the "Stardust Hamlet", there's a small offering of stores
towards the entrance of Stardust Academy, a bit of a ways away from Castle proper. After
the owner of Geoff's Boots And Hats Limited was chased out of town, and Ethel's
Antique's closed shop when the owner retired, there's really only two stores still
running.
The first is the campus bookstore and supply store. You can buy all your textbooks here,
any magical supplies you're expected to own, as well as all the Stardust Academy merch
you could dream of. All wonderfully overpriced because you can't get shit anywhere else.
The books and supplies are covered by your full-ride. The wizard jumper with the Seal of
Stardust Academy comes out of your own pocket.
The other is a general store. On the outside it's rather modest, but once you're inside,
it's about the size of a Wal-Mart or K-Mart or Tesco, and about as well stocked. You can
get most anything here that isn't electronic. This also comes out of your own pocket.
Clinic
There's a little NHS clinic in the Castle Town as well. Though any magical injuries such
as being turned an unpleasant shade of puce or being morphed into a frog or having your
soul explode would be handled by the Stardust Academy faculty. For your standard broken
bones, flus, and so on, the clinic is here.
It sure is a clinic. A sterile waiting room with too many chairs and outdated magazines.
A very nice receptionist is at the desk, slightly overwhelmed by all the wizard stuff
but doing their best. There's a sign on the wall reminding you not to cast magic in
here, as more modern tech is used than you'd find otherwise. It's arguably the only
"modern" place in the whole campus. Good money is spent to keep it that way.
Flimsy Steve's
Every proper town has a proper pub. And since 1991, that pub here has been Flimsy
Steve's. Old Flimsy Steve himself doesn't do much with the bar himself anymore, but his
son, Steven, manages it in his stead.
It's an absolute fucking dive. The beer is just cheap enough you don't care about the
quality, the food is inedible, and even though smoking in pubs has been banned for
decades, it always smells like cigars in here. But if you want to partake in karaoke,
play darts or cornhole, or have a nice round of cards or just shoot the shit after
classes, it's the best place to be.
There is a sign on the wall stating magic shouldn't be used on the premises, and a
smaller sign underneath specifying "unless it's funny". The dartboards regularly have
pictures of whoever the least favorite professor of the week is pinned to them. Today it
seems to be a new professor from the Artifice department. Tomorrow, who knows?
Sylph Gardens
[INACCESSIBLE]
It's become obvious by now that the rest of the pocket dimension, save for the immediate
Stardust grounds and adjacent town, has been replaced by something entirely different.
Rainy Welsh skies, sloping hills and unending forest are no more. It's just a pastel
vortex of sky now, as far as the eye can see. The Academy itself seems to have been
ripped from the ground; you can't fly down to check it out yourself, but certain vantage
points make it obvious that it's just a big chunk of rock floating in the air. It's
incredibly unsettling, even if it does seem perfectly solid.
What was once the road you came down from when you entered the pocket dimension is now
the gateway to something entirely new. A gold archway beckons you forward, and your
curiosity gets the better of you. It's just... something about this place. It calls to
you. And even though it seems like a poor idea, you can't help but answer.
Stepping through the gold arch leads you to a series of floating buildings suspended in
the sky- something that you may or may not recognize as a sylph palace. Indeed, the
blurry whispers of sylphs flutter around you, incorporeal and hasty. They don't harm or
talk to you, but you get the definite impression they're there. Either going about their
own business, or watching whatever it is you're up to. Don't worry, though. Their
attention span is very limited; they get bored and move on after a few seconds, whether
you're doing nothing at all or something impressive indeed.
The entry point to the palace is through the gardens, which is what you're standing in
now. While it's undoubtedly a royal palace garden, everything is just a little bit
askew- and the beautiful wisteria trees are all at a 45 degree angle, probably from the
strong winds that blow through every so often. The grass under your feet is purple, the
flowers are of a kind you don't recognize, and the water in the fountains flows the
wrong way. It's unnerving. Nobody is here to disturb you as you walk, and gold fences
around the edge prevent you from being blown off into the sky below. Which is a good
thing... because there really does seem to be an unending void of sky beneath your feet.
Throne Room
[INACCESSIBLE]
Past the gardens is the entrance to the palace itself. Unfortunately, a lot of it seems
to have crumbled away over time; while the Throne Room is intact, many of the other
rooms are lost to the winds. The throne itself is pure gold, with the marble ceilings
lined with wisteria-purple banners. Should you sit on the throne sylph phantoms will
assemble to bow before you before going about their day.
The palace is beautiful... but the longer you spend here, the more you notice that the
architecture itself is distorted. Things aren't quite aligned. The lines aren't
straight. Some doorways are too small, too big, too curved. Windows are where they
shouldn't, or not where they should. No two tiles beneath your feet match each other,
and some of them are cut into shapes that hurt your eyes a bit to look at. But if you
close your eyes, then sure. It's beautiful.
No apparent guardrail is preventing you from jumping off one of the many gaps where the
rest of the building blew away, but if you actually DO try to jump, a mysterious force
stops you from doing so. Whew.
Bell Tower
[INACCESSIBLE]
A spiral staircase leading off from the Throne Room takes you up to the Bell Tower, which
is exactly what it says on the tin! A tall spire with myriad bells at the top, some much
smaller than others. There's a complicated glyph system on the wall up here which lets
you chime the bells in different orders, should you be musically inclined. The only bell
that doesn't chime is the largest- and that might be for the best, because this thing
would absolutely deafen anyone standing below it. Like you are.
Apart from the bells, the other point of interest here is a balcony without any type of
fencing stopping you from jumping off. If you do choose to take the plunge- and someone
has helpfully posted a sign here of a little cartoon wizard doing so- strong updrafts
will blow you right back up to the balcony without any harm done to you. It's quite fun,
actually. Whee!
Cloud Factory
[INACCESSIBLE]
It's a little tricky, but hopping on the rubble floating in the sky allows you to visit
places other than the Throne Room. In this case, going to your left will let you visit
the tall building with even taller chimneys poking out of the roof. Many sylphs are
gathered here; the sign on the top of the structure is in a language your magic cannot
translate, but you get the feeling you know what this place is for anyway.
There's a luxurious couch lobby at the front of the building- but the real point of
interest is at the back. A flight of stairs takes you to a series of complicated glyph
controls engraved on a desk, which itself stands in front of a massive window. And we do
mean massive; you could fly a whale through this thing. Tampering with the controls
takes some getting used to, but once you know what they do... it looks like you can
change the weather however you please. Sun, rain, wind, snow. Hell, you can go full Lego
Island and make the whole place green if you so choose.
The only caveat here is that the truly hazardous weather conditions have been disabled,
and whatever change you make is only going to last half an hour or so before fading back
into the usual pastel-purple sunrise. No forcing your fellow students to suffer eternal
tornadoes.
Race Track
[INACCESSIBLE]
Going to your right from the ruins of the Throne Room will eventually let you bounce
across floating debris to a mostly intact, impressively designed structure in the
distance. As you approach, it becomes clear that this is a racetrack. But what are you
racing? Well, clouds, of course- stepping up to the starting line will make the mini
chimney next to you spit out a fluffy white cloud that you can ride around on, just like
Goku. The cloud will be tangible up until you try to exit the racetrack.
The clouds go pretty fast. If you ride one off the edge of the racetrack an updraft will
send you back onto the course, the same as if you jumped off the Bell Tower. But that's
not all! Should you start racing proper, you'll find that sylph apparitions throw orbs
onto the course at random. Picking one of these up seems to give you weather-based
tactical advantages- you can unlock the ability to stun your fellow racers with
lightning, or pelt them with snowballs to make them veer off course. Is this...
Is this sylph Mario Kart? It is. It is sylph Mario Kart. Holy shit.
Pirate Town
[INACCESSIBLE]
The gilded arch leading to the sylph palace has disappeared along with the rest of the
floating sky dimension, thank God, but what's replaced it isn't much better. A wooden
jetty leads out to an endless expanse of ocean underneath a similarly endless sky. Six
small boats are tied up here, each attached to a giant- and spectral- seahorse. The
moment you and whoever's with you sit down in the boat, the seahorse lurches off at
dangerously high speeds into the endless ocean. Wait, where are you going?!-
- Oh! Oh my. The mists of the ocean part to reveal quite the stunning scene- a massive
shanty town made of several large and small ships, lashed together with ropes and
walkways. It floats on the water off the shore of a tropical island, where you can see
several other wrecked ships in the background. The shanty town seems to be bustling with
activity, but not in the same way as the Academy; spectral forms, similar to the sylphs
in the palace, wander to and fro. They do seem quite similar to the sylphs if you look
closely, actually, but... ah, yes. These are undines! And they all have pirate hats on.
Isn't that fun?
The seahorse boat drops you off at the main 'port' of the shanty town, where you can
wander about as you so desire. The boat will wait patiently until you want to return to
the Academy. No areas in the town are off limits to you; climb into the crows nests or
scrabble around in the bilges to your hearts content, although you'll find that any
cannonball or barrel of mead you try to bring back to the Academy will disappear halfway
through the boat ride back. Alas, alas.
Bait Shop and Boat Rentals
[INACCESSIBLE]
You couldn't really interact with the sylphs in the palace, and the same is mostly true
for the undines... but that doesn't include the giant hermit crab behind the counter
here. He'll happily rent you a boat, or some fishing gear, or a surfboard; he'll even do
it for free. I guess crabs don't believe in capitalism.
Unfortunately the 'endless' ocean seems to be quite limited indeed. Should you attempt to
take a boat out to sea, or even in the direction of the Academy, you'll ping back to the
pirate town after five minutes or so. Sorry. Looks like the only way back is by seahorse
boat.
Swashbuckling Tavern
[INACCESSIBLE]
This fantastically stereotypical pirate tavern gives Flimsy Steve's more than a run for
his money. The ale is great, the food is great, and the giant anemone taking your order
doesn't seem to care if you give it money or not. The only downside is that their menu's
100% seafood. All surf and no turf. Alas.
Tiki Bar
[INACCESSIBLE]
Should you choose to step off the shanty town and swim/boat/surf over to explore the
island, the first thing you'll see along the way is the Tiki Bar- because it's literally
floating in the water. It's one of those bars that you swim up to and sit at, and once
you're seated the sunglasses-wearing octopus bartender will make you a delicious drink
without being asked. Er, the only downside is... well... should the drink... be...
glowing... like that...?
Shipwreck
[INACCESSIBLE]
Closer to the island is an extravagant ship that's run aground on a sandbar. It's full of
incredible fineries... that have all been ruined by exposure to the elements. Ugh. You
bet this was AMAZING several hundred years ago. As it is, it's only really good if you
want to indulge in spooky shipwreck pirate roleplay; nothing in here is salvageable.
Well, almost nothing. In what you think was once the captain's cabin is a painting
untouched by the ravages of time, a clear contrast to the ruin surrounding it. You swear
that it's so realistic that you could just... reach your hand in... and fall through.
But you can't do that. Right? Well, not unless you're already used to falling through
paintings, anyway...
Island
[INACCESSIBLE]
Swimming past the shipwreck takes you to the island proper. It isn't very big- it'd take
you half an hour to walk around the perimeter, you think?- and has minimal signs of
being settled. It's mostly just a beautiful white sand beach on the outside and tropical
forest on the inside. Speaking of the beach; it's lovely. There's no other words.
Absolutely pristine water, fun seashells for you to pick up, no dangerous wildlife, and
a plethora of beach chairs scattered about for you to soak up the rays on. Just do make
sure to put on some sunscreen before you lie down. You did get some sunscreen from the
pirate town, right? They give it away for free there. Please don't get sunburned. Come
on.
If you choose to head into the vegetation you'll see a dirt path. If you choose to try
and get a coconut down from one of the myriad coconut trees here, you'll find that it's
full of soy milk. ???????????????
Tidal Control Cabin
[INACCESSIBLE]
This island isn't flat! There's actually an incline that leads to a cliff, and at the top
of that cliff is a small cabin. The cabin is minimally furnished, and only two things
are of note in here. One is a children's book about swashbuckling pirate undines...
wait, haven't you seen this in the Academy's library...? and the other is a glowing
stone on a pedestal. The stone is far too heavy to lift, but you can turn it to one of
three positions. As you turn it and watch the ocean from the cabin window, you can see
that each position corresponds to low, middle, or high tide...
If you jump from the cliff you can cannonball into the water below. It's super fun- but
you can only do it at high tide. Attempting to do it at low or middle is a death
sentence.
Secret Pirate Cave
[INACCESSIBLE]
Golly! The stormy waters on this side of the island make it difficult to access this
normally, but if you've got the rock set to low tide, it shouldn't be a problem to walk
across the sand and access this SECRET PIRATE CAVE. And it sure is secret. And piratey.
And a cave. It's full of treasure chests, glowing coral, weird crab creatures scuttling
about, funny skeletons chained to walls... if you can think of a pirate cave from any
given piece of media, some aspect of it features in here.
At the very end of the cave is a golden throne guarded by a giant enemy crab. Or you
guess the crab is meant to guard it? What the crab is ACTUALLY doing is smoking a pipe
off to the side, meaning you can sit on the throne all you want. Guess it's on smoke
break. Alright.
Regrettably, much like the pirate town, anything you try to take from here will disappear
on the boat ride back.
Mineshaft Entrance
[INACCESSIBLE]
This time, the road leading out from Stardust Academy has been replaced with a small
concrete building jutting out from the cliff. It feels a bit surreal. Once you enter,
you can see the spectral creatures du jour wombling around with clipboards in hand,
muttering to each other in an unknown language about arbitrary squiggles on their
papers. And it seems that the creatures this time around are... gnomes. Oh, there's no
other way to slice this, they're gnomes. Gnomes with pointy hard hats and tiny fairy
wings on their backs. You feel the urge to pick one up and put it on your lawn. Not that
you could, since you can't touch them, but... you know.
On the wall is a row of 20 hard hats and high-vis vests, each color-coded to a member of
the thesis class. It... appears that wearing them is mandatory, as the exit at the back
of the building won't open unless all parties present have them on. Safety first. Once
properly gussied up, you can head on through the door and into a mineshaft. A mineshaft?
Yeah, guess that checks out. As soon as you step through, a minecart rumbles up on the
tracks underfoot to transport you further into the cave. Guess there's no way but
forward!
Primary Tunnel
[INACCESSIBLE]
The minecart sends you hurtling at questionably fast speeds (thank goodness you've got
that hard hat on!) down a series of cramped tunnels until it spits you out into a
massive cavern. As with everywhere else, there's no sky visible, but light is present
nonetheless- shining in every color out of the gargantuan gems embedded in every
surface. Some are so big you could have a picnic on their surface. Once you've reached
the center of the cavern, the minecart slows to a stop; this is clearly the first point
you can get off at. And you might wish to, because it's stunningly beautiful in here!
Gnomes are ambling to and fro with pickaxes to try and extract the gems from the walls,
but they never seem to make any progress. Every so often one will give up, and that's
when they head over to the other point of interest here- a little shack set up by a
gnome in an apron that dispenses everything you need for a picnic. Blankets included.
You can perch yourself on a gem if you'd like to picnic in here, or you can amble to the
side where a crystalline pool of water has formed. It's perfectly safe to swim in, but
very chilly!
You do notice that there are other tracks to go down. Should you wish to continue further
into the caves, you just adjust a dial on the cart to pick your track and zoom on off.
Secondary Tunnel
[INACCESSIBLE]
This is more of a rollercoaster track than anything else. Choosing to take the far left
track will send your minecraft rocketing through more tunnels (thankfully not as cramped
as the ones you entered from) like a funfair ride, going fast enough to give you a
thrill but slow enough that you can gawp at all the cool gems and rocks and stalactite
formations you pass along the way. There's even a cave you'll pass by that has a band of
gnomes playing a ska number, which you can enjoy for all of ten seconds before the
minecart zooms off. All in all it takes about seven minutes to ride the secondary
tunnel, which somehow ends in a loop the loop, before it spits you back out in the
primary tunnel. You aren't sure how, but it's impossible to fall out of the minecart
during the loop the loop. Gnome magic.
Tertiary Tunnel
[INACCESSIBLE]
The minecart trundles down the middle track at a much slower pace, and soon you can see
why; glowing moss and tiny fungi are growing underfoot. The moss stays consistent in
size but the fungi grow and grow until you arrive in a forest of giant mushrooms.
Goodness gracious, they're enormous! You can hop off the minecart here and wander
around; the fungi make you a little woozy if you lick them, and the moss is strangely
warm to the touch, but nothing poses a threat. If you so choose you can climb up and
bounce on the bouncy tops of the mushrooms- they have a similar effect to a trampoline-
and the moss will cushion you if you fall off. How fun.
Forest Trail
[INACCESSIBLE]
The far right track sends you shooting into a pitch black, extremely cramped tunnel.
You're regretting your decisions as you hurtle along in the darkness, until- suddenly-
light? Wait, is that sunlight? Could it be-
Oh. Hm. Not quite. You emerge in a massive clearing, even larger than the primary tunnel,
filled with actual trees. Pine trees, to be exact! But if you look up, the light is
coming from a humungous orange gem embedded in the ceiling, flanked by many tiny smaller
white gems. If you squint it looks like a sun and stars. That's cute, but still, kinda
claustrophobic. Ech. This is still the biggest space you can get outside the Academy
proper, though... in fact, this clearing might be bigger than the Academy's? You'll take
what you can get.
A dirt path is marked out that starts where the minecart stops and heads into the trees.
You can walk around in here all you like; oddly enough, there seem to actually be forest
critters in here. Squirrels, deer, bears... although rest assured that none of them are
aggressive, even should you try to pick a fight. They'll simply run away. The forest is
quite peaceful, even though you have no idea how it's managing to thrive in a cavern,
and has many winding side paths you can get lost in if you'd like. (If you do ACTUALLY
get lost, just pop your familiar out and it'll lead you back home.)
Forest Cabin
[INACCESSIBLE]
At the end of one of these trails is a log cabin. It seems perfectly normal at first,
even inviting; all the furniture is well-maintained, a fire is roaring in the fireplace,
and the pantry is stocked with non-perishable goods. You could easily spend a good few
hours here, having a hot chocolate with marshmallows and getting cozy on the bear skin
rug... but that's all you're going to get, because after a certain amount of time things
get creepy instead. Weird noises become audible outside. The lights start to flicker.
Strange shadows move in the corner of your eyesight. Eventually the furniture starts
moving, and you can hear someone right outside the window...
But when you step outside to confront them, or simply bolt out the front door and flee,
no threat is present. Everything is normal again- even though the door has locked itself
behind you.
Weird. Maybe it'll be better next time. :^)
Hot Springs
[INACCESSIBLE]
At the end of another trail is... a plume of steam...? Huh. Wait, hold on. As you
approach, you can see what clearly looks to be a natural set of hot spring pools,
complete with capybara chilling out- and, yes, there do seem to be a large amount of
fresh citrus fruit in the water as well. It smells incredible. The water is hot but not
scalding, and it's oh-so-inviting. There are no walls or anything, but don't worry:
someone has clearly thought ahead and constructed a small wooden building right next to
the pools. Stepping in reveals a set of simple bathing suits hanging on the wall, again
color-coded for each member of the thesis class, and some changing cubicles to get
dressed in. There's also some fluffy towels, and... hmm? What's this? A coldbox full of
milk bottles? Alright!
You're free to soak in the hot springs as long as you want. However, again, there's
absolutely no privacy for these pools- so please use the bathing suits. Don't freeball
it. Gnomes occasionally come by to take a dip too and if they see your dick swangin they
will become corporeal for just long enough to beat your ass.
Dry, Dry Desert
The mineshaft leading into the Gnome Dome has disappeared, now replaced with... the open
maw of a massive skeleton. Some sort of dinosaur, you suppose, although it's difficult
to tell what sort of dinosaur was so huge that all of you could fit inside its mouth
comfortably. Should you enter the skull's mouth you can walk along the vertebrae within,
crossing a ravine full of lava (it's hot but not painful. Convection who? Never heard of
her) and ending at the other side.
What expands before you as you exit the skeletal bridge is an arid desert, sweeping dunes
punctuated by cliffs of red stone and rivers of lava. Massive skeletons dot the
landscape here too, so great that you can't begin to imagine where these might have come
from. If they came from anywhere at all. Worrisome.
The sky always remains the same, unfortunately, but the temperature does fluctuate based
on whether it's day or night.
Dune Sea
The landscape is mostly defined by dunes of sand. You can wander out through these as you
like, but eventually the horizon will loop and bring you right back to where you
started. While there are no giant worms out here, there ARE salamanders, with charred
little wings on their backs; and, unlike their predecessors, they're very much tangible.
They'll let you ride them around the dunes if you like.
Roaming around the dunes will rustle up a variety of interesting things- ancient eggs,
strange prehistoric relics, massive skeletons, cool rocks- but, as with all the zones
before them, you can't bring anything back to the Academy with you. You can bring stuff
in though. Have a dinosaur bone picnic. Why not.
Skele-Cafe
One of the largest skeletal remains in this landscape has had a cheery little banner
strung across it, reading... something... in a series of hieroglyphs you're not familiar
with. Approaching will reveal a cute little cafe manned by salamanders with frilly
aprons on. They don't exactly speak words, but they'll serve you food and drink for
free. Try their Giant Omelette or Fizzy Lava Cup (Not Real Lava) today!
They don't have proper seats though. You have to sit on a bunch of vertebrae scattered
around. It's all bones, baby.
Rock Climbing
The side of one of the cliffs out here has been installed with a variety of rock climbing
features. There's ropes and harnesses, buckets of chalk, and several climbing tracks
sorted by difficulty. The sand underneath is particularly soft just in case you forget
to tie a harness on and fall off anyway.
The absolute hardest climbing track goes for more than thrice the length of the other
tracks; successfully completing it puts you on the very top of the cliff, victorious and
ready to look down on your competitors. There is nothing up here except a stone trophy
(bolted to the ground) that someone has chiselled "YUOR'E WINNER" onto.
Prehistoric Skate Park
Oh fuck yes. This series of natural stone formations just so happens to perfectly
resemble a set of half pipes, ramps, and other skating props that wouldn't look out of
place in Tony Hawk or Spyro the Dragon 3. A salamander has set up shop outside the front
with a shack that lets you get skateboards, protective gear, and mozzarella sticks.
Most importantly, someone has dragged a big fucking gramophone out here that is playing
nothing but Ska. Is this on loan from the Gnome Dome? Well, whatever. Pick it up, pick
it up.
Oasis
Backbeat, the word is on the street that the fire in your heart is- oh, wrong oasis?
Sorry. Nestled in the dunes and lava rivers is a small oasis of crystal clear water,
surrounded by palm trees. It's difficult to find- in fact, er, the location seems to
change at random- but it's no mirage! Once you're in, the soothing water seems to melt
all your worries away.
There are two pools in the oasis. One is clear and still, safe to swim in (and drink
from, which is where the salamanders get their water, so DO NOT CONTAMINATE IT). The
other is smaller and has thermal vents in it so it's basically a hot tub. If you're
thirsty you can even knock down the coconuts from the palm trees to get a drink, but...
yeah, they're still filled with soy milk. Who is doing this? Sasha? Is Sasha lactose
intolerant? There isn't even lactose in normal coconut milk.
Wait, no, hold on. One coconut does not have soy milk. It just has pilk.
Tent
There is a small tent set up flush to the cliffs, quite a ways away from anything else.
Entering the tent... reveals that it's full of excavation gear, and it's hiding an
entrance into a cliff cave. A salamander with a hard hat is taking a nap here. Should
you head into the cave properly, you'll find that it's quite cool and dank, in stark
contrast to the outside. The cave goes on for seemingly forever, only illuminated by
lanterns the salamanders have come in and set up beforehand.
Should you head far enough into the darkness, you'll come across something quite
remarkable; a large cavern pool, filled to the brim with ancient creatures. Wow, is that
a Hallucigenia? So THAT'S how it walked. Incredible! They're all very placid, although
they'll flee if you try to eat them.
Oddly enough, there is one thing out of place. On a small rock... is a carving... my God.
My God. This carving is of a rotund beast... two legs... no arms... a bobbly little
tail. What could this mean? You don't know.
???
You can see movement on the horizon, on a cliff top, far, far away. You'll need a
salamander or some other form of transportation to get there, and the climb up is fairly
challenging. It's a real effort to get up there.