Drift Network

From DreamWeave Wiki
Revision as of 10:57, 30 July 2026 by Admin (talk | contribs) (alpha wiki reconciliation - promoted from reviewed draft)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search
One of the hall's alcove arches
One of the hall's alcove arches

The Drift Network is the hall the Meridian built to hold the doors it cannot close. This page covers the hall itself: how to reach it, what stands inside it, and the doors that open off its south wing. For the wider story of the Meridian's work and what the drift is, see The Drift Network.

Getting there

The hall is reached two ways: the recall command /dn carries a character there directly (the same kind of short cast as a Marketplace recall, interrupted by moving too soon), or on foot through the "Drift Network" portal standing in the Marketplace of Dereth, beside the ordinary Town Network portal there. Leaving is the same in reverse - a "Surface" portal inside the hall returns a character to the Marketplace.

The hall

The Drift Network is built on the same hall the retail Town Network uses, but its purpose is inverted: where the Town Network gathers safe doors for anyone to use, this hall gathers the dangerous ones so that no one else has to stand watch over them. Its central crossing and four branches keep the familiar shape, but the town's usual portals are gone, replaced by the Meridian's own people and instruments:

  • Six class trainers, one per class, who teach Class Abilities in exchange for Class Ability Points.
  • The Skillmaster, who refunds any unused, unspent training token back into its points.
  • The Meridian Reckoning-Stone, a pedestal that renders a character's Luminance into Class Ability Points, one measure at a time, at a rising cost.
  • An "Unstable Drift-Door" standing among the trainers - a pinned, leaking door that cannot be opened, kept only as a reminder of what the rest of the hall is built to hold.
  • Dispatcher Corwen Hale and the six per-door wardens who route characters to the south wing's doors and pay out its rewards.
  • Meridian soldiers, the peaceful garrison holding the south branch.

The south wing's own alcoves carry a run of stone arches, tinted in a shade gradient from pale grey to deep navy along the length of the hall, with a single iridescent arch marking the alcove that holds the entry to The Iron Sill.

South wing doors

Walking the south branch in order, it carries eight doors: the entry to The Unanswered Rookery, the six-door Meridian south wing ladder, and the entry to The Iron Sill.

The doors let you in earlier than they expect you to survive. The Requires column is the hard minimum to step through the portal at all; For characters around is the level the hall on the other side is actually tuned for. Entering on the minimum is allowed, not advised.

Order Door Rung Requires For characters around
1 The Unanswered Rookery - no gate level 20-25 and up
2 Busy Door D1 Level 25 level 30-35
3 Rusting Door D2 Level 30 level 38-42
4 Held Door D3 Level 35 level 46 and up
5 Breathing Door D4 Level 40 level 52 and up
6 Miscounted Door D5 Level 45 level 62 and up
7 First Pin D6 Level 50 level 70 and up
8 The Iron Sill - no gate level 80 and up

Each of the six ladder doors pays out a piece of the Meridian reward set the first time its rung is cleared, and the First Pin additionally awards the Meridian Commendation.

See also