Headspace
Our headspace consists of a planet with two moons and two space stations (although more space stations may be built in the future). The planet appears to be based on a planet from a game called Pandora MUCK that some of our headmates played in their timeline. The moons are currently unnamed, but the planet, as well as its pangaea-like continent, is called Voidelia.
One of the moons is rocky, and one of them is aquatic. The rocky moon houses the Crystal Cobwebs sidesystem (Vyvian's sidesystem, which includes a previous iteration of the system) and the Hourglass Meadow sidesystem. Crystal Cobwebs's area is a desert, and Hourglass Meadow's is a mushroom forest (similar to a weirdcore edit).
The aquatic moon has two islands, one of which houses Killing Moon and one of which houses Mirror String, although Mirror String's island is in the process of being relocated to being off the Western coast of the Voidelian continent. The islands on the aquatic moon seem to resemble West Egg and East Egg from The Great Gatsby, and you can see the green light from the shore of Mirror String's headspace. Mirror String's island has a replica of Gatsby's house, with a smaller but similar house adjacent, where teenage/teen regressor headmates in the sidesystem live. Killing Moon's headspace is less discovered but includes a cavern underground that has glowing crystals.
Cherry Dreams's headspace is in the smaller of the two space stations. The larger of the two is Astral Coffin's headspace and is also the fronting area, containing all the rooms and locations that do not belong to any particular sidesystem.
On the continent itself used to stand a great amnesia wall that was demolished on December 9, 2025 when the three core selves fused into one and into other headmates. While the history is still being understood, there was traditionally a West Voidelia and an East Voidelia, and later in 2013 (when we first discovered the system), a Central Voidelia was created. Each part has amnesia between the other parts, and often between themselves.
Voidelia is formally Unified with the destruction of the Leeremauer - the Voidwall - but there is a social and administrative process of rebuilding, which represents our recovery from the trauma that we unearthed that caused the amnesia to erode.
The Voidelian planet has oceans, forests, and deserts, which are the biomes we are the most familiar with from personal experience. In Voidelian architecture, it is common to find conversation pits, as well as "nesting rooms/areas", which are something some of our alien headmates had on their planet. A nesting room is like a bedroom, but the whole floor is soft and you sleep on it. A nesting area is a space of a regular room where the floor and function is the same as a nesting room.
While this page contains more information, including non-headspace explanations of our system's history, the continent of Voidelia is split up into an East, West, and Central part that are currently being unified. They have a complex history in which they were originally divided into East Voidelia and West Voidelia, with Central Voidelia being created in 2013 with no awareness of the other two parts. In 2025, the amnesia barriers began crumbling such that the three parts of Voidelia can finally be unified.
In particular, the amnesia barrier is conceptualized as a very large wall that separates the land into three parts. The West Voidelians began its construction following an event in which the East Voidelians acted in ways that were genuinely dangerous to the whole land, but where West Voidelia's treatment of East Voidelia came from a desire to subjugate and not to cooperate.
West Voidelia is the more childlike side of us, but also the non-human side of us. East Voidelia is the darker side of us that we have had trouble accepting over the years. Central Voidelia is a balance between these two sides and has only ever existed when we were an adult trying to live as a genderqueer man.
In our childhood and teen years, we read a lot of books, to the point where it was the main form of storytelling we consumed. Books rely on your ability to visualize something based on text, or if not visualize it, then at least to be able to understand what's going on based on text.
When we (and many other people) read books, we usually see it play out like a movie in our head. However, certain parts of the picture may be blurry or obscured due to the description not specifying certain things or those things not being important. Certain things may look much clearer than others if the book spends more time describing it. Certain things may look inconsistent if something about the description is confusing and I'm not entirely sure what something is meant to look like. There may also be times where I'm not really able to visualize what's going on, but I'm still able to follow the events conceptually, so I know what's happening in the story while not seeing it.
This is basically how our headspace works. We don't see actual text in our head, but we see as much in our headspace as we would be able to if we were reading it in a book, as opposed to watching it in a movie. That means there are times where things in our system are hard to see, because whatever's in charge of the narration is not giving us enough information to fully see it.
Our headspace works in a way where we are able to change most things about our appearance and even sometimes our surroundings just by willing the changes into existence, including creating new objects and rooms out of nowhere.
When we played MUCKs in the 2000s, you were able to change your character's appearance to anything you wanted, at any time you wanted, by changing their description (which could have as much text as you wanted). There were also some MUCKs where you could do this to rooms, too, particularly if you were the one who had created the room. In those MUCKs, you could also usually create items out of nowhere.
While some MUCKs had statuses like health points and your character could be injured in a way that had inherent in-game consequences, some did not, and any violence that befell your character was roleplayed through text, therefore meaning it didn't really have "consequences". Our headspace works more like the latter. That means that, if physical harm befalls us in system, we can reset it immediately if we want. Our sadists and masochists obviously take full advantage of this fact.
Astral Coffin's headspace is on a large space station that orbits the planet of Voidelia. The system's main fronting area is here, although the sidesystems have their own fronting rooms as well. Headmates do not have to be on the space station to front, but it tends to be where they would be while fronting unless they specifically wanted to be in another part of the headspace.
While being in the fronting room makes it easier for a headmate to front, it is not necessary. We conceptualize a headmate fronting from another room as being akin to a book switching to a different perspective than the main one the story follows.
We also have space capsules/"pods" that originate from the space station and that are used to make it easier to have front groups featuring headmates from different sidesystems. Headmates from different sidesystems with complementary functions enter the pods together, go into space, and remain there until they are done fronting together.
When a host headmate (or another headmate who fronts very frequently) wants to leave front, they can do so either by falling asleep in the fronting room, or by leaving that fronting room and not coming back until they are ready to come back.
If they remain in the fronting room but fall asleep, they may be woken up again easily, but this can also be the most beneficial in some situations. Leaving the fronting room to go to another part of the headspace doesn't always work as intended, because frequent fronters are very easy to front-trigger, so it is very easy for them to suddenly appear in front again. In those cases, it is usually best to have a headmate they are close to (who is ideally also a frequent fronter) leave the front with them and make sure they stay out of front. However, this means two frequent fronters have to leave at once, which is obviously sometimes difficult to manage.
When a new headmate splits, the sidesystem they start in is not always the sidesystem they end up in. New headmates, if they are not "intended" for a specific sidesystem already, usually start in either Astral Coffin or Killing Moon. As their functions and nature become clearer, they are often "transferred" to a sidesystem in which they fit better.
The following are some of the interesting locations and fixtures of our headspace. Assume they are on the space station unless specified otherwise.
The Church: A church that Faust maintains and where our religious leaders tend to spend a lot of time. While it is aesthetically modeled after Christianity, it practices Void Worship, astrolatry, paganism, and Satanism.
The Coffin: A goth-themed bar/music venue that is modeled after a rock and roll-themed bar we went to when we first started going to shows. This is a common location for headmates to hang out, and we are often in this part of the headspace when we go to karaoke in person, with our headmates performing in headspace on the stage that was used for performances in the real venue.
The labyrinth: In Mirror String's headspace, there is a door that leads to a vast, dark, cold space that is effectively the same as the labyrinth from the book House of Leaves. It is currently unknown what is in there, but we are currently making plans to explore it.
The movie theater: This room contains several tiered seats and nesting areas, similar to how most movie theaters have tiered seats. The floor is patterned like a 1990s/2000s movie theater, with the colorful carpets. We go into this room together when we watch movies, but also sometimes when we see live music. Across from the seats is a wall that turns into either a screen or a stage depending on what we're seeing.
The playplace: A room modeled after a 1990s/2000s fast food restaurant's playplace, but sized for adults. It contains climbing structures, slides, and a ball pit, but also other structures and toys associated with our childhood. This is a frequent place for age regressors to spend time, especially ones who are very connected to era in which we were an actual child.
The redwood forest: Shining Coast's headspace is a cabin in a coastal redwood forest. Many of our headmates enjoy exploring the forest, which has a lot of trails. In particular, it is common for our therians to go out to the forest in their animal forms, lead by a humanoid caretaker.
The rodent room: A room that is essentially a human-sized rat/hamster cage. Our rodent therians go there and do things like climbing, running on wheels, and digging in bedding. While many of our rodent therians engage in "rodent mode" outside of this room, this would tend to be where they go if they all want to be rodents as a social activity.