Sburb

Sburb (also called Sgrub by trolls) is a trans-dimensional game that serves as the creation for all universes.

Beta
Sburb version 0.0.1 is the version of Sburb played by John and his friends. HS 153 (There are two discs)—a server disc and a client disc—that both must be installed.

To begin playing the game, one player (the host) must be running the server and one must be running the client. HS 135 (The host user must connect their game to the client user's game). Afterwards, press [ENTER]. HS 137 (Sburb will begin loading the game data). After that's done, for the client: the game will simply show "SBURB" in green text on a black background. For the host, the host interface will appear.

Host Interface
This is the interface used by hosts to interact with their clients. HS 138 (It gives the host an aerial view of their client player's house). HS 140 (They can see things that are out of their client's line of sight), however HS 510 (they cannot see places that their client has never seen). The host has access to the following tools, from left to right, top to bottom:


 * The Skaia logo. Whether this is a button or not is unknown.
 * What appear to be HS 138 (Save, Load, and Quit buttons).
 * HS 138 (The main tools):
 * HS 139 (Select) – Can easily pick up and move large objects. Clicking once picks the object up and clicking again puts it down. While an object is being moved, other UI elements can be interacted with, such as the camera controls.
 * Moving certain objects, HS 283 (such as the Cruxtruder), may cost grist. What decides this is likely not based on weight, as HS 290 (Rose is able to move John's dad's car) without any cost of grist whatsoever.
 * HS 148 (Revise) – Change the dimensions of rooms. When expanding a room, objects hung up on the walls will be pushed to remain flush with the new wall. HS 163 (Revising rooms costs Build Grist).
 * This tool can also be used to HS 511 (duplicate architectural features), such as chimneys.
 * HS 151 (Deploy) – When the Phernalia Registry is open, the Deploy tool can be used to build objects from the Phernalia Registry.
 * HS 150 (Phernalia Registry) – Opens the Phernalia Registry.
 * HS 153 (Grist Cache) – Opens the Grist Cache.
 * HS 189 (Explore Atheneum) – Opens the Atheneum.
 * HS 645 (Alchemy Excursus) – Opens the Alchemy Excursus.
 * HS 140 (Magnifying Glass) – Clicking this button zooms the camera out.
 * HS 140 (Turn Buttons) – Clicking these buttons turns the camera.
 * Arrow Buttons

HS 144 (The host's cursor cannot interact with objects that are too far away from the client player). They also HS 145 (cannot select players) or HS 643 (move objects that would result in also moving a player).

Phernalia Registry
The Phernalia Registry lists objects that can be deployed at the cost of the client's grist. The host player can also HS 244 (use the Select tool to store objects here).

The first host starts with the following items in the registry:


 * HS 150 (Cruxtruder) (No cost)
 * Totem Lathe (No cost)
 * Alchemiter (No cost)
 * HS 156 (Pre-punched Card) (No cost) – A captcha card with the client's entry artifact captchalogued inside. The card is punched and so the artifact cannot be accessed. HS 210 (The cruxite totem) HS 205 (created by this card) HS 245 (creates the client player's entry artifact). Each player has an entry artifact unique to them.
 * HS 157 (Punch Designix) (Costs 4 Shale)

The second host starts with all of the previous items in the registry, plus:


 * HS 1510 (Jumper Block Extension) (1,000 Build Grist) – An extension for the Alchemiter.
 * Punch Card Shunt (10 Build Grist)
 * CD (100 Build Grist) – A white compact disc with a green hexagon around the center.

The third host starts with all of the previous items in the registry, plus:


 * Holopad (10,000 Build Grist)
 * Intellibeam Laserstation (100,000 Build Grist)

Objects stored inside the registry by the host will have HS 244 (a small Trash Can button in the top right of their slots). Clicking this button HS 261 (deletes the object and returns its worth in grist).

Atheneum
The Atheneum will list the name, appearance, and grist cost of artifacts whose carved cruxite totems have been discovered. The screen has room to display 15 artifacts. HS 621 (Some grist costs will accept any type of grist); HS 620 (these costs are marked with a red asterisk).

Every time a player carves a new cruxite totem, HS 620 (that totem's artifact is stowed in the Atheneum). After the client collects their first cruxite dowel, HS 189 (the Perfectly Generic Object is added to the Atheneum), as uncarved dowels are effectively carved totems for Perfectly Generic Objects.

If a player has collected a carved totem for an artifact they've never seen before, HS 620 (the Atheneum will display that artifact's name and appearance as question marks).

Alchemy Excursus
The Alchemy Excursus HS 645 (lists the crafting recipes discovered by the client player). For each recipe, it will show the artifacts used in the recipe and whether or not they were combined using && or || alchemy.

Item Pickups
There are many item pickups in Sburb that players can pick up for their resources. These items are game abstractions and HS 479 (do not necessarily follow normal physics). HS 478 (They cannot be interacted with using the Sburb host interface) and must be physically touched by a player to be collected.

Grist
Grist refers to a resource used in SBURB to build structures and transmute artifacts.

HS 153 (Hosts can use the Grist Cache menu to see how much of each kind of grist their client has). There are 36 entries for grist shown on the screen, but most of them are undiscovered, showing only a question mark. Discovered grist types will show what the grist looks like and a meter gauging how much of that grist they have.

Cache Limit refers to how much of each kind of grist a character can hold. This limit starts at HS 153 (20 for the first client player), HS 1510 (200 for the second client player), and HS 1509 (2,000 for the third player). Every player starts the game with their Build Grist maxed out.

Grist HS 400 (is dropped by defeating enemies). They drop in different sized pickups worth different amounts of grist. Small drops are worth 2, medium drops are worth 6, large drops are worth 20, and HS 908 (very large drops) are worth HS 910 (50). HS 879 (Larger) and HS 1725 (larger) sizes also exist, the values of which are not known. When a player (or a HS 1726 (non-player associated with a player)) touches dropped grist, the grist instantly disappears and is added to the player's grist cache.

Known Kinds of Grist
See Atheneum for a list of known artifact alchemy costs.


 * HS 153 (Build Grist) – Cyan hexagonal grist. The most basic form of grist. Can be spent on using the Revise tool to build or edit structures. Discovered by default. Seems to drop from all underlings in all lands.
 * HS 148 (This revision) of John's bedroom likely cost 4 Build Grist. This is because it is the only thing Rose has done other than move objects around and deploy the Totem Lathe (which costs no grist). When Rose checks the Grist Cache for the first time, HS 153 (John is shown to only have 16 out of 20 Build Grist).
 * Rose ripping up John's HS 163 (toilet), HS 171 (bathtub), and HS 163 (bedroom door), and Jade HS 1406 (ripping up Dave's toilet) all cost 2 Build Grist.
 * HS 163 (Rose fixing John's bathroom floor) cost 4 Build Grist.
 * HS 262 (Rose building this bridge) cost 6 Build Grist. HS 485 (Removing it) returned the 6 Build Grist.
 * HS 283 (Moving the Cruxtruder) HS 1514 (or Alchemiter) after first deploying them costs 100 Build Grist.
 * HS 484 (Rose building this staircase) cost 18 Build Grist.
 * HS 486 (Rose building) HS 512 (these platforms) cost 25 Build Grist.
 * HS 511 (Rose duplicating John's chimney) cost 10 Build Grist for each duplicate (40 total).
 * HS 513 (Rose duplicating the railing to make a ladder) cost 10 Build Grist. Expanding the ladder slightly cost 5.
 * HS 400 (Shale) – Purple hexagonal grist. HS 153 (Discovered by default). Drops from imps on LOWAS.
 * Deploying the HS 157 (Punch Designix) costs 4 Shale.
 * HS 153 (Chalk) – White cuboid grist. Possibly called "Chalk" judging by the names of underlings. Purpose unknown. Discovered by default. HS 1519 (Drops from imps on LOLAR).
 * HS 153 (Amber) – Yellow liquid grist. Possibly called "Amber" judging by the names of underlings. Purpose unknown. Discovered by default. HS 1641 (Drops from imps, ogres, and basilisks on LOHAC).
 * HS 153 (???) – Green hexagonal grist. Name and purpose unknown. Discovered by default.
 * HS 1726 (Caulk) – Gray liquid grist. Possible called "Caulk" judging by the names of underlings. Purpose unknown. HS 1765 (Drops from liches) and HS 1725 (this large underling) on LOLAR.
 * HS 1738 (Garnets) – Shiny red hexagonal grist. Name and purpose unknown. HS 1725 (Dropped by a large underling on LOLAR).
 * HS 1582 (Marble) – White cuboid grist with pink streaks. Possibly called "Marble" judging by the names of underlings. Purpose unknown. HS 1519 (Drops from imps on LOLAR).
 * HS 883 (Tar) – Black liquid grist. Purpose unknown. Drops from ogres and basilisks on LOWAS.
 * HS 1726 (???) – Shiny purple hexagonal grist. Name and purpose unknown. HS 1725 (Dropped by a large underling on LOLAR).
 * HS 883 (Mercury) – Gray blob-like grist. Purpose unknown. Drops from ogres on LOWAS. Also starts being dropped by imps on LOWAS after Rose enters the Medium.
 * HS 1738 (Gold) – Shiny yellow cuboid grist. Name and purpose unknown. HS 1725 (Dropped by a large underling on LOLAR).
 * HS 1726 (???) – Grist made of many multicolored spheres. Name and purpose unknown. HS 1725 (Dropped by a large underling on LOLAR).
 * HS 1358 (Cobalt) – Blue hexagonal grist. Purpose unknown. Starts being dropped by imps on LOWAS after Rose enters the Medium.
 * HS 1726 (???) – Brown blob-like grist. Name and purpose unknown. HS 1725 (Dropped by a large underling on LOLAR).
 * HS 1738 (Diamonds) – Blue diamond-shaped grist. Name and purpose unknown. HS 1725 (Dropped by a large underling on LOLAR).
 * HS 1738 (Quartz) – White diamond-shaped grist. Name and purpose unknown. HS 1725 (Dropped by a large underling on LOLAR).
 * HS 1582 (Rust) – Dark red cuboid grist. Possibly called "Rust" judging by the names of underlings. Purpose unknown. Drops from imps on LOHAC.
 * HS 1582 (Sulfur) – Yellow cuboid grist. Possibly called "Sulfur" judging by the names of underlings. Purpose unknown. Drops from ogres and basilisks on LOHAC.
 * HS 1582 (Rubies) – Red hexagonal grist. Possibly called "Rubies" judging by the names of underlings. Purpose unknown. Drops from giclopes on LOHAC.

Vitality Gel
A vitality gel is an item HS 400 (dropped by enemies). When a character collects a vitality gel, their Health Vial is replenished.

Boondollars
Boondollars are a form of currency HS 405 (earned by leveling up on the Echeladder) and are stored in an abstract container called a Ceramic Porkhollow. Boondollar coins are decorated with eccentric colors and patterns. The currency symbol for boondollars resembles a lowercase beta (β) with three vertical lines going through it.

Boondollars come in HS 882 (four different sizes). From smallest to largest:


 * A very small pink coin with a red rim and four lime green dots.
 * A small cyan coin with a dotted blue rim. There is a salmon colored triangle with a yellow square in the middle.
 * A medium sized coin with magenta, orange, magenta, and salmon colored quadrants. There's a yellow spiral with a cyan dot in the middle.
 * A large coin with large rays of yellow and orange and small rays of magenta and blue. It has a teal rim. It also has a lime green star in the middle that has a teal outline.

Technology
Many machines with supernatural properties exist in Sburb.

Phernalia
The following machines are originally available to be deployed from the Phernalia Registry by a player's host. They're integral to progressing through Sburb.

Cruxtruder
The Cruxtruder is HS 179 (a device used to generate cruxite dowels). When it is first deployed, it is capped shut. The end of the Cruxtruder only opens when struck with something heavy, HS 176 (like a sledgehammer). After opening for the first time, HS 177 (the Cruxtruder creates a kernelsprite). Also, HS 178 (the screens on the Cruxtruder's base will start counting down) to when that location will be hit by a meteor. Opening the Cruxtruder HS 880 (does not cause the meteor to fall); the meteor will hit regardless, and the Cruxtruder merely telegraphs when.

HS 179 (Its valve can be turned to produce cruxite dowels). How many dowels it can create and at what cost is not known. It seems to be able to produce cruxite indefinitely. Cruxite is a material apparently HS 1358/57 (recognized by consorts) HS 1358/58 (to be worthless).

The color of the cruxite dowels produced by the Cruxtruder matches the client player's associated color.

Totem Lathe
The Totem Lathe is HS 210 (a device used to carve cruxite totems). When a punched card is inserted into its slot, HS 205 (its tool arm deploys a unique configuration of chisels). Then, when a cruxite dowel is clamped into body of the lathe, the lathe will carve it into a totem.

Alchemiter
The Alchemiter is HS 192 (a device used to alchemize objects from cruxite dowels). When a cruxite dowel is placed on the Alchemiter's pedestal, its robotic arm unfurls and points a scanning laser at the dowel. The dowel is scanned, and HS 193 (the host player can spend the artifact's cost in grist to alchemize new copies).

It is also be possible for HS 633 (the client player to) HS 1024 (alchemize things themselves), but how this is possible is not known.

Jumper Block Extension & Punch Card Shunts
The Jumper Block Extension is HS 1513 (an extension for the Alchemiter). When deployed, Punch Card Shunts can be deployed and HS 1517 (attached to one of the extension's eight shunt slots). HS 1558 (When a punched card is inserted) into one of the shunts, the artifact corresponding to the punched code is displayed on the shunt and the Alchemiter is fitted with an upgrade based on that artifact. It is easy to create upgrades that are useless or actively harmful. For example, the upgrade you get from is a blender appears on the Alchemiter's pedestal and destroys any totem used on it. The upgrade

Punch Designix
The Punch Designix is HS 526 (a device used to punch captcha cards). There is HS 521 (an image printed on the Designix) that shows how to use it. By default, HS 520 (the machine will blink red). HS 529 (When an 8-character code is typed into the Designix), HS 525 (the red light shuts off and a green light blinks instead). After a code has been input, HS 526 (inserting a captcha card into the card slot will punch holes into it). This causes the green light to shut off again. The code you punch into a card HS 531 (does not have to be the code associated with the card's artifact).

The pattern of the punched holes represents eight 6-bit binary numbers. These numbers are directly derived from the characters in the captcha code. HS 845 (According to John Egbert):


 * Digits 0—9 represent themselves.
 * Uppercase letters A—Z correspond to 10—35.
 * Lowercase letters a—Z correspond to 36—61.
 * The question mark ("?") and exclamation point ("!") represent 62 and 63, respectively.

To get the pattern on the punched card, convert all the decimal numbers to 6-bit binary numbers. Then, arrange the numbers vertically, with the most significant (leftmost) bit at the top and the least significant (rightmost) bit at the bottom. Then, the numbers are arranged top to bottom, left to right, creating a matrix of 1s and 0s that's 4 digits wide and 12 tall. Finally, the matrix is punched into the card, with 1 representing a hole and 0 representing no hole.

GristTorrent
GristTorrent is a program that can be HS 1519 (installed to your computer) through a CD that can be deployed from the Phernalia Registry (simply listed as HS 1510 ("CD")) from the second client-host connection. Using GristTorrent, players HS 1521 (can download grist from their fellow players). Leeching more types of grist HS 1522 (reduces the rate at which each individual grist type is downloaded).

After a player has installed GristTorrent, excess grist collected by any player will HS 1726 (go into the Grist Gutter). Here, the grist will gradually be downloaded to all of the other players' grist caches.

When Dave first uses this program, his maximum download rate is 4g/s (2g/s per type when downloading two grist types at once).

Gates
Gates are intangible portals that resemble spirographs. Anything that touches a gate is teleported to another location. Each gate teleports things to a static location unique to each gate.

Aside from random gates found on all the different planets located in the Incipisphere, the Seven Gates will always HS 251 (manifest a short distance above each player's home after entry). Each gate is HS 425 (progressively more difficult to reach than the last). The first gate HS 1149 (teleports the player from their home) HS 1358/3 (to elsewhere in their land). There is HS 1429 (another gate hidden somewhere) on the player's land that sends the player to their host's second gate above their house.

Teleporters
Sburb is home to many kinds of teleporters: appearifiers, sendificators, and transportalizers.

An appearifier can be used to HS 738 (teleport objects from other locations in time and space to their location). This mode of teleportation is called "appearifying", and it is one way only—HS 746 (objects can only be brought in, not sent away).

If an appearifier attempts to appearify an object, but removing the object from its position would cause a time paradox, HS 752 (a duplicate of the object made of paradox slime is created instead). This is called "paradoxifying". This slime is a viscous liquid and does not hold its shape for long.

Appearifiers come with controls for inputting HS 733 (latitude, longitude, altitude, and time).

Appearifying part of an object and causing it to be severed can HS 754 (result in the ends being heated) to high temperatures.

A transportalizer can be HS 786 (used to send people to other transportalizers). Jade has many of these in her home that she uses to get around.

Ectobiology
Ectobiology is a science regarding the HS 933 (processing of paradox slime) (created from paradoxifying) into HS 934 (paradox clones). As paradoxifying is required for the ectobiological process, an appearifier is also necessary. The target must be something or someone that would create a time paradox upon being appearified.

Command Station
Command stations are metal buildings that HS 757 (grow out of the ground at the former location of Sburb players' homes). They grow years after the meteor strikes, after the planet has already become a wasteland. The shapes of these stations resemble the entry artifact of the player whose home location they landed at. They contain monitors and terminals that exiles can use to communicate with players in the Medium. By typing text into the text field, exiles can send commands directly to players' minds. However, how cognizant the players are of these messages varies from person to person.

Each command station can send commands to only one player. HS 1674 (The player whom the station is locked onto is the client player of the player whose home location the command station grew from). For example, the Wayward Vagabond uses the terminal inside the bottle command station to talk to John Egbert, because the bottle command station grew at the location of Rose Lalonde's house, and Rose is John's host player.

By hitting escape, HS 712 (a history of previous commands can be browsed). Known terminal commands include:


 * HS 717 (HOME) – Activates a countdown timer. HS 718 (This disables the keyboard), locking the terminal. When the countdown runs out, HS 757 (the command station lifts off and flies to the Frog Temple). After liftoff, HS 897 (the terminal is reactivated), and commands can be input once more.
 * HS 712 (VIEW) – Closes the command log window and returns to viewing the player.
 * HS 715 (SWITCH) x – Switches the active monitor. "x" refers to the player to be viewed. In a four-player session, this can be any number from 1 to 4.
 * ESC
 * HS 714 (LOCK) ? – All parameters of this command are not known. Most likely, this command is used to HS 728 (lock doors inside the command station) and requires a password in order to be executed.
 * REBOOT

Frog Temple
The Frog Temple is HS 757 (a temple that grows out of the ground following a meteor strike), similar to the command stations. However, unlike the command stations, the meteor carrying the Frog Temple hits the Earth during prehistoric times and the Temple is fully grown by the time sapient life forms on the planet.

The walls of the temple are covered in HS 1102 (hieroglyphs depicting images of reptiles and amphibians). Also inside the temple is a flower and a countdown timer. When the countdown is over, the flower opens to reveal the artifact stored inside.

Fenestrated Walls
Fenestrated walls are HS 955 (devices used to surveil other locations) in time and space.

A broken fenestrated wall is seen HS 790 (on the worktable in Jade's bedroom). She claims it's a design borrowed from "one of her Grandpa's more mysterious inventions".

Jack Noir's office has HS 890 (three walls) which he uses to monitor Derse. He's supposed to have four, but HS 955 (the fourth wall was stolen).

Sprites
Each player of Sburb is issued one Sprite to guide them through the game. Initially, HS 177 (this Sprite takes the form of a kernelsprite) produced by opening the client's Cruxtruder. An un-prototyped kernelsprite resembles a flashing monochrome spirograph and HS 188 (it will float in the air following the player around). Sprites HS 184 (speaks in unintelligible patterns) until after their tier-two prototyping.

As they are only meant to be a guide for the player, sprites cannot leave the player's home until HS 1658 (the ability to do so is unlocked by the player) later in the game.

The color of the humans' kernelsprites and hatched sprites match the colors associated with their guardians/dancestors.

Knowledge of Lore
Sprites possess extensive knowledge of Sburb's mechanics and the lore of their player's land. However, HS 1667 (they are compelled to) HS 422 (not let the player know everything at once), which can make them frustrating to deal with. Fortunately, depending on the sprite's personality, they may be willing to overpower this compulsion and just HS 1658 (let their players know everything they know).

Distant Communion
Sprites can HS 1358/6 (communicate with their players at a distance). This is useful in the early game when sprites aren't allowed to leave their player's home, before the ability for sprites to leave home HS 1658 (is unlocked by the player).

Spectral Body and Conjuring
Sprites perpetually float in midair. They are selectively tangible and have the ability to HS 428 (phase through solid objects) such as walls. A viscous ectoplasm is left behind when they do this. Sprites can HS 492 (shoot lasers) powerful enough to kill imps and HS 879 (temporarily summon objects) with a spectral form for combat or utility. For example, John's Nannasprite summons spectral ovens, beds, and refrigerators.

Prototyping
Objects that make physical contact with the kernelsprite HS 186 (will be absorbed into it, resulting in a prototype). The first prototyping is called a tier-one prototyping. HS 184 (Sprites need to be prototyped twice). It is supposed to be HS 253/2 (the server player's job) to prototype their client's Sprite, however nothing will stop clients from HS 1149 (prototyping things) HS 1650 (themselves) or prototypings HS 281 (happening on accident).

Prototyping will slightly change a Sprite's HS 186 (appearance) and HS 187 (speech patterns), as well as HS 276 (its personality). These changes are based on what objects the Sprite was prototyped with.

Intention may be factored into whether or not contact results in prototyping, as HS 198 (John is able to high five his kernelsprite without being prototyped).

Every known sprite has been prototyped with the corpse of a once-living thing. It doesn't seem to matter whether this post-mortem prototyping happened before or after entry.

Pre-Entry Prototyping
HS 424 (All underlings are modified by the properties of the players' pre-entry prototypings). These pre-entry prototypings also affect the traits that are bestowed by the royal rings.

Hatching
HS 424 (After a kernelsprite's player enters the Medium), HS 251 (it hatches), splitting into two kernels and leaving only the Sprite. HS 252 (The Sprite evolves into a fully formed Sprite) and the two kernels fly away in separate directions. The dark kernel will go to Derse and the light kernel will go to Prospit. See Entry for more information.

Known Sprites
†Prototyped object was the remains of a once-living thing.

The Medium
The Medium is HS 420 (the realm in which Sburb takes place).

Entry
To play Sburb, each player must enter the Medium. Before doing so, the client's kernelsprite must be prototyped at least once.

To enter the Medium, the client player's host must deploy the Pre-punched card. Then, the card must be used in the Totem Lathe to carve a cruxite dowel for the entry artifact. Then, the totem must be brought to the Alchemiter to alchemize the entry artifact. HS 246 (When destroyed), the artifact HS 250 (teleports the client player and their home to the Medium).

After entering the medium, the prototyped kernelsprite will hatch, and HS 424 (the kernels will fly to Derse and Prospit to rest in the spires above Derse and Prospits' royal thrones). There will be one spire for each player in the session. When the kernel is inside the orb, its prototyping will be broadcast to all of the carapacians, modifying their appearances and properties.

Each kernelsprite hatching also makes Skaia's battlefield more complex; it starts as HS 423 (a 3x3 chess board with the kings endlessly circling each other in stalemate). After the first entry, the battlefield grows to HS 424 (a 12 x 12 board with many pieces on both sides). This is when the battle between Derse and Prospit begins.

Also after entry, HS 251 (the Seven Gates will manifest above the client's house).

Skaia
Skaia is a location that exists HS 422 (at the core of every Incipisphere). Nannasprite describes it as "a dormant crucible of unlimited creative potential".

HS 1073 (The clouds of Skaia project mirages) of the past, present, and future. When Skaia is eclipsed by Prospit's Moon, the Prospit Dreamers whose dream selves are awakened are exposed to many of these visions at once.

Derse & Prospit
Derse is the Kingdom of Darkness and Prospit is the Kingdom of Light. Derse and Prospit are destined to fight a war with over Skaia, with Derse trying to destroy it and Prospit trying to protect it. This is a war that HS 424 (Prospit is always destined to lose). Derse is located at the far reaches of the Incipisphere, HS 704 (beyond an impenetrable) HS 886 (veil of darkness). Prospit HS 1051 (orbits Skaia).

HS 424 (Four spires are located above the royal thrones) on each planet. These spires contain the players' pre-entry sprite prototypings.

The moons of Derse and Prospit are tethered to their planets via HS 1032 (enormous chains). HS 1047 (On both planets' moons) are towers containing the bedrooms of the players' dream selves.

Lands
See: Land

The Medium houses a single unique land for each player. They are where the player and their home are taken after entry.

The Veil
The Veil is an enormous belt of asteroids that circles the Medium and HS 1667 (divides it from the Furthest Ring). The asteroids serve as a neutral ground for Derse and Prospit, and both kingdoms use the facilities installed on them to HS 1771 (genetically engineer carapacians). Many of the asteroids are also HS 757 (seeds that grow command stations) (or other structures, like the Frog Temple) after impact on the players' dead planet. These impacts occur after the Reckoning, when the asteroids are sent toward Skaia and redirected to the players' planet as meteors.

Dreaming
Players of Sburb do not have normal dreams.

Dream Selves
Every player of Sburb has two bodies: their original body, or "waking self", and a "dream self" located on the moon of either Derse or Prospit. Which moon a player's dream self sleeps on depends on their Lunar Sway. A player's dream self is usually physically identical to their real body and dressed in gold or purple pajamas based on the moon they're on. Iconic articles of clothing, HS 1049 (such as glasses), will be mirrored from a player's real body to their dream body.

When a player falls asleep in their original body, HS 993 (they wake up in their dream self's body) if their dream self has "awakened". Most players' dream selves are not awake when the session begins.

HS 1627 (Jade suggests) that before awakening, dream selves constantly dream about things that burden them and about their purposes in life.

Abilities
Dream selves have special abilities that may not necessarily be possessed by the player's waking self:


 * They have the ability to HS 996 (float) and HS 1029 (fly freely through the air).
 * Jade is able to HS 1026 (dream up extra arms to play her bass guitar).

Bedrooms
Every player's dream self is originally located sleeping in a bedroom at the top of a tall spire on Derse or Prospit. These rooms HS 993 (mimic the bedrooms of the players' real world bedrooms), with some minor differences. For example, the walls of the room are usually replaced with an ornate wallpaper. The bedrooms are commonly bathed in a monochrome light.

When objects are added to or rearranged in the player's real bedroom, these changes will be reflected in the dream bedroom.

Underlings
After entering the Medium, players of Sburb will be accosted by all sorts of enemies, called HS 1358/29 (underlings). Individuals are associated with a specific form of grist designated by a prefix at the beginning of their name (for example, an Imp associated with Shale is a HS 393 (Shale Imp)). HS 424 (All underlings are modified by the properties of the players' pre-entry prototypings).

The underlings work for Derse, and as such have a great hatred for frogs. They will go out of their way to HS 1358/29 (destroy depictions of frogs) such as statues.

Imp
Imps are the lowest ranking Dersite soldier. They are weak, and HS 656 (things often get too hot to handle for them).


 * HS 400 (John defeats a Shale Imp) that drops:
 * A vitality gel.
 * Build Grist – 1 large and 2 medium. HS 406 (32 total).
 * Shale – 1 medium and 2 small. HS 406 (10 total).
 * A HS 407 (bunnykind) strife specibus with one empty captcha card inside.
 * HS 477 (Rose kills an imp by dropping a piano on its head). It drops:
 * Build Grist – 1 medium and 2 small. 10 total.
 * Shale – 1 large. HS 482 (20 total).
 * HS 496 (John kills a couple imps on pages 496 and 497) that drop some quantity of Build Grist and Shale. One of them drops a strife specibus.
 * HS 502 (Rose kills an imp by dropping a refrigerator on its head). It drops:
 * Build Grist – 1 large and 1 small. 22 total.
 * Shale – 1 small. 2 total.
 * HS 506 (Rose kills an imp by dropping a safe on its head). It drops:
 * Build Grist – 1 large and 2 small. 24 total.
 * Shale – 1 medium. 6 total.
 * An HS 1061 (umbrellakind) strife specibus.
 * HS 515 (Rose kills an imp by dropping a shelf on its head). It drops:
 * Build Grist – 1 large and 1 small. 22 total.
 * Shale – 1 small. 2 total.
 * HS 535 (Rose kills an imp by throwing a bathtub at it). It drops:
 * Build Grist – 1 large and 1 small. 22 total.
 * Shale – 1 medium. 6 total.
 * An unknown number of imps are also killed on the next page. Collectively, they drop:
 * Build Grist – 3 large and 3 small. 66 total.
 * Shale – 2 medium and 1 small. 14 total.
 * HS 535 (An imp dies underneath the weight of Colonel Sassacre's Daunting Text). It drops:
 * Build Grist – 1 large and 1 small. 22 total.
 * Shale – 1 medium. 6 total.
 * HS 535 (Rose kills an imp by dropping the glitched rocket pack on its head). It drops:
 * Build Grist – 1 large and 1 small. 22 total.
 * Shale – 1 large. 20 total.
 * HS 535 (John kills an imp with the Pogo Hammer). It drops:
 * Build Grist – 1 large and 1 small. 22 total.
 * Shale – 1 large. 20 total.
 * HS 535 (John kills another imp with the Pogo Hammer). It drops:
 * Build Grist – 1 medium and 1 small. 8 total.
 * Shale – 1 large. 20 total.
 * HS 1518 (Rose kills a Chalk Imp in the Land of Light and Rain). HS 1519 (It drops Chalk).
 * HS 1582 (Rose kills a Chalk Imp and a Marble Imp).
 * The Chalk Imp drops:
 * Build Grist – 1 large and 1 small. 22 total.
 * Chalk – 2 medium and 1 small.
 * The Marble Imp drops:
 * Build Grist – 1 large and 2 small.
 * Marble – 1 medium and 2 small.
 * HS 1641 (Dave kills two Amber Imps and a Rust Imp).
 * One Amber Imps drop:
 * Build Grist – 1 large and 1 small
 * Amber – 1 medium and 2 small
 * The other drops:
 * Build Grist – 1 large and 2 small
 * Amber – 1 medium and 2 small
 * The Rust Imp drops:
 * Build Grist – 1 small
 * Rust – 1 medium and 1 small

[[HS 663 (Ogre)]]
Ogres are common Dersite soldiers. They are enormous humanoids with big white tusks and are quite strong compared to imps. One ogre is capable of carrying Colonel Sassacre's Daunting Text HS 663 (in just one hand).


 * HS 879 (John kills two Crude Ogres). They drop an unknown amount of Build Grist and Shale, as well as:
 * Tar – Specific drop sizes unknown. HS 883 (490 total).
 * Mercury – Specific drop sizes unknown. HS 883 (350 total).
 * A HS 1583 (Lime Ogre) is seen on LOLAR. It has the same body color as Chalk Imps.
 * HS 1641 (Dave and Calsprite kill four Sulfure Ogres). They drop Build Grist, Amber, and Sulfur.

Giclops
Giclopes are enormous underlings, even larger than ogres. They have a single eye, a tail, and horns along the tops of their heads. They have arms with HS 1469 (three-fingered hands). They are extremely resilient, taking little to no damage HS 1463 (from John's Wrinklefucker).


 * HS 1435 (A Copper Giclops is seen on LOWAS). It has a brown body.
 * HS 1641 (Dave kills a Ruby Giclops on LOHAC). It drops Ruby. Notably, it does not seem to have dropped Build Grist. However, it is possible that it merely dropped a small quantity of it, and/or all of the Build Grist that it dropped fell offscreen.

Basilisk
Basilisks are large lizard-like underlings. They have large smiling mouths filled with sharp teeth, and long forked tongues. There are many small gray spikes poking out of the tops of their heads. They have a tail, a long body, and six legs—three on either side. They are extremely resilient, taking little to no damage HS 1463 (from John's Wrinklefucker) or from the Telescopic Sassacrusher.


 * HS 1435 (Two Tar Basilisks are seen on LOWAS). They have black bodies. When killed, they drop HS 1470 (an assortment of Build Grist, Tar, and Vitality Gel). They were killed by Grandpa Harley, and their disembodied heads were left on the ground.
 * HS 1641 (Dave kills two Basilisks on LOHAC). They drop Build Grist, Amber, and Sulfur.

Lich
Liches are tall humanoid underlings with skull-like heads. They are roughly the height of a human adult. They hove boney arms pulled up in a menacing stance.


 * HS 1763 (Two Caulk Liches are seen on LOLAR). They drop lots of Caulk and Diamonds.

Other Underlings

 * The following underlings are seen during HS 1668 ([S ] Jack: Ascend).
 * Rose's mom defeats an enormous black underling that has three eyes, many arms, and many sharp teeth. This underling appears to be much larger than a giclops.
 * HS 1726 (It is implied to have dropped) Build Grist, Chalk, Marble, Amethysts, Garnets, Gold, Caulk, Iodine, Diamonds, Quartz, and Zillium.
 * John's dad defeats an enormous gray underling. It has beady eyes, large dull fangs, and a large horn protruding from its forehead. It may be about the size of a giclops.
 * Dave's Bro defeats an enormous yellow underling wearing a large princess hat. It has a body roughly resembling an octopus's with lots of tentacles. It has a normal underling's face, with beady eyes and a large mouth full of fangs.

The Reckoning
The Reckoning is HS 1667 (an event that is meant to happen near the end of every session of Sburb). After Derse defeats Prospit, the Black King and Queen bring about the Reckoning by sending asteroids from the Veil towards Skaia in an attempt to destroy it. After this process begins, the players must defeat the Black King and Queen to save Skaia, or else they will lose and become unable to create their new universe.