Background:
After Ragnaros was banished, it seemed like tranquility would settle over Mount Hyjal. However, the nefarious agents of the Twilight's Hammer have taken hold of several druids of the Cenarion Circle. Now corrupted, these druids are feeding a rift in the lands, causing the Nightmare to gain in power. Several druids and green dragons have already been lost to the renewed menace. Remembering all too well what had happened the last time, Malfurion pleaded with Ysera to open a portal into the Emeral Dream and let a group of adventurers through. Their mission: to find and rescue the lost dreamers and stop the corrupted druids.
After their defeat in Darkwhisper Gorge, the Legion withdrew, but they had not forgotten. Returning en masse they slaughtered the Twilight guards and seized control of the portal. Two powerful commanders entered in order to search the Dream for traces of Lord Xavius' essence.
State of the Dream:
The Dream is roughly divided into three parts: the uncorrupted, the Nightmare-touched, and the fully corrupted parts.
The uncorrupted parts:
As the name suggests, these parts have not been touched by the Nightmare. They represent the Azeroth as it could have been without the mortals' influence.
Druidic magic: Druidic spells are greatly empowered inside the Dream. The caster gains almost unwavering focus while weaving their magic.
Arcane (and fel) magic: Depends on the proximity of ley lines. Outside their influence spells lose their power. The weaker ley lines allow normal spellcasting, the medium-strength ones empower spells, but make them harder to control. The strongest lines cannot be tapped into by a single spellcaster (requiring the joint casting of at least two characters), or they might risk being torn apart by the ercane energies. Because there is no fel magic within the Dream, the Legion will have to rely on the ley lines too.
Shamanistic and divine magic: The calls work exactly as they would in the Waking World.
The Nightmare-touched parts:
These parts have been corrupted by the insane druids of the Twilight's Hammer. Some of the wildlife has mutated into new, dangerous forms.
Druidic magic: Spells are still empowered, but every spellcast has a chance of corrupting the caster. Sometimes spells will backfire and work against the caster (heals ripping wounds open, vines enveloping their caller, etc.).
Arcane (and fel) magic: The same laws apply as with the clean parts, but all spells have the chance to backfire. Joint casting is advised at all times.
Shamanistic and divine magic: The calls are muffled, effectively slowing spellcasting.
The corrupted parts:
All the denizens of these areas have been corrupted. Even the plantlife can be deadly.
Druidic magic: It would be wise not to cast druidic spells within these areas. Every spellcast will corrupt the caster.
Arcane (and fel) magic: Same rules as before apply, but spellcasting requires the full attention of at least two casters. Casting within the strongest of ley-lines is not advisable.
Shamanistic and divine magic: Spells are slowed further, but retain their full power.
Rough maps:
Locations:
Green portal: Ysera's portal
Purple portal: Twilight portal
Yellow-orange: Kanni
Orange: Areto
Green: Terinisera
Dark green: End'ghao
Purple area: touched by the Nightmare
Red area: completely corrupted
Ley lines:
Purple: powerful ley line
Red: ley line
Orange: weaker ley line
***
"Aaaaaargh!"
The thing that had once been a bear snarled one last time. Its pustulant bulk sagged. Kanni wiped her claws clean on her robes. She focused again. Wake. Wake. Wake. And again she felt like she was hitting a stone wall.
She was trapped.
***
Hani awoke to a bright day. She noticed something out of place. Kanni, usually always awake even before dawn, was fast asleep. She smiled and shook her friend's shoulder. And again.
Kanni was not moving. She was barely breathing.