The Drift Network: Difference between revisions
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Latest revision as of 22:16, 23 July 2026
The Drift Network is the Meridian's hall of pinned drift-doors - a portal hub built on the same bones as the Town Network, with its purpose inverted. The Town Network gathers safe doors so that anyone can use them. The Drift Network gathers dangerous ones so that no one has to.
The doors here were not made and cannot be closed. The Meridian hauls the worst of them in on anchor-irons, a few yards a night, and pins them in rows in this hall - each one still open on its own warped somewhere, each one still leaking. Working what leaks is the hall's business, and yours.
Getting there
- The portal stands in the Marketplace. It reads: "The Meridian keeps the worse doors here, pinned in rows so that no one has to stand watch over them alone. Step through if you are ready to be counted among those who do."
- The
/dncommand recalls you to the hall from anywhere, the way/mprecalls you to the Marketplace: the cast takes a few seconds and is interrupted if you move too far. You cannot begin the recall while standing in the Town Network or in the hall itself.
Both routes arrive at the central crossing, by the fountain, facing the south wing. Surface portals inside the hall return you to the Marketplace.
The hall
Four wings radiate from the crossing. The pinned doors stand in alcoves along the aisles, each held on its anchor-irons, and the hall is patrolled end to end by the Meridian's garrison. The hall itself is safe ground; what waits on the far side of each door is not.
The garrison
Four soldiers of the Meridian's martial wing walk the aisles in silver and deep navy: a pair of Meridian Sentinels with sword and tower shield, a Meridian Marksman with a crossbow and no helm, and a Meridian Warder with a staff. They do not fight your battles - the doors are yours - but they hold the hall.
"The Meridian holds this hall, and I am how it holds it. Stand where you like, but not between me and the doors. Move along when you are done." - a Sentinel, to anyone who lingers
"The doors leak, and watching what leaks is my post. Do not touch the anchor-irons; they are for the Meridian to reckon, not you." - the Warder
Services
- Class Trainers teach the Class Ability system from the hall, and the class-ability exchange there turns banked Luminance into ability points. See those pages for the details.
- The Driftwarden Provisioner remains in the towns with the Unbidden Doors - the Drift Network is the rung above that arc, not a replacement for it.
The pinned doors
Each pinned door that stands open for travellers has its own keeper in the hall, its own tally, and its own page:
| Door | For characters around | Keeper | What waits through it |
|---|---|---|---|
| The Unanswered Rookery | level 20-25 and up | Aun Tehaura the Drumspeaker | An open plateau, and a flock still calling for an answer that never came. |
| The Iron Sill | level 80 and up | Coriel the Anchor-Clerk | Three halls of creatures fed on swallowed anchor-iron, and the thing that swallowed it. |
More doors are hauled in as the Meridian pins them; the south wing has room in its rows for what is coming.