Freed From Creation's Constraints
"Man has one name, and many more than two natures. But the essential two are these: that he shall strive to impose order on chaos, and that he shall strive to take advantage of chaos… A third element of man's nature is this: that he shall not understand what he is doing."
―
John Brunner , The Compleat Traveller in Black
Places washed by the wyldtide are infused by the nature of chaos, and things become not as Creation says they should be. Such effects vary radically in scale and in harm, too. There are places where cruel Fate says that nothing can survive, but kindly chaos permits life to continue – even thrive! Yet to those who dwell in the staid reaches far from Creation's borders, the tales of the wyldtide bring only horror.
Away from the Inner Sea, the touch of chaos is a fact of life. Creation is littered with wyldpools where pockets of primal chaos still survives in lessened form. Many thaumaturges entreat with these liminal places, for the potential of these places can turn lead into gold, change the minds of men, and bring crops. And there is not always a price. Sometimes men can cheat chaos, and steal for themselves a fortune or save a dying husband. Still, there is a reason so many of these tales end in tragedies. One can swim in the ocean, but strange waters have strange riptides indeed. These places have their own dangers, and that's before one gets to the wyldlife.
Such effects are also common around Fate glitches, and one of the frequent duties of Sidereals is to venture into land that's undergoing a warping to try to save who they can and remedy the glitch. Often they might wind up having to oppose beings - whether mortal, divine, elemental, wyldlife, demonic or even stranger - that has come to take advantage of the twisting of the way of the world.
These warpings are split into major and minor versions. By and large, on the wyldshore only minor warpings will be seen, save perhaps on the night of the new moon. Even in the shallows of the Wyld or a wyldpool most warpings will be minor.
Climate – Such warpings are some of the most obvious to the naked eye. A minor climate warping provides the area with a climate that is possible somewhere in Creation, but not in the local area – the most famous of these being wyld-tainted oases in the Far South. A major climate warping need not abide by such rules, and the climate can be outright supernatural – winds that carry houses, clouds of fire that rain ashes, and areas of eternal night are all possible.
The tales of the Haslanti are peculiarly neutral about the enchanted greenfields that sometimes appear in the icy wastes. Yes, they often bring doom to those who linger overlong in their pleasant warmth, but so too do they save lost travellers from certain death. No such charity is given by Western sailors, who tell dark tales of unnatural ice storms where the entire sea freezes solid in the hottest weather.
Prohibitions – A normal application of an Ability or Attribute becomes more difficult. Minor prohibitions impose an external penalty. Major prohibitions make the use inapplicable.
Woodcutters try to avoid taking lumber in the Melsa forest. Rolls to shape wood or cut down a tree with metal suffer a -2 external penalty. There are a few families who have learned the secret and use stone axes instead. Around the new moon, however, it becomes impossible to cut wood with metal – and shattered axes speak of these weird enchanted woods.
Enablings – An ability or attribute gains an otherwise-impossible or inapplicable use. Minor enablings have a limited impact on the way the world works, while major ones can radically change the laws of Creation.
In certain places of the Firewander district of Nexus, one can coax a lock to open by whispering the right words to it. Presence can be used in place of Larceny for lock-picking actions. Meanwhile, in the near wyld of the far East, there are places where any man or woman can fly just by flapping their arms and horses gallop through the sky, grazing off trees. Athletics actions can be taken to fly regardless of the flight capability of the creature.
Narrative – The area possesses a theme or genre, which distorts the natural happenings of Fate. This includes both the appearance of the landscape and events that happen therein. Minor narratives enforce small external penalties (-1 to -2) on all actions which go against the genre and provide a small dice bonus to in-theme actions (+1 to +3), or apply an Emotion to characters which costs 0wp to resist. Major narratives provide larger bonuses and penalties, apply Compulsions which cost 1wp to resist for a scene, and can even make certain actions outside of genre inapplicable (for example, willingly laying down arms in an eternal battlefield).
There is an inn in the Scavenger Lands where the fruit on the trees grow a peculiarly rainbow-tinged colour and the light through the clouds is soft and gentle. It is said that to stay in that inn brings hidden passions to the fore, like in a romantic play – and perhaps it is true. Certainly, the surrounding area has a notable number of children born with many-coloured eyes. Far less gentle is the narrative of the fortress of An Dek in the South West, where every lady granted the land has gone mad, delved in forbidden magic, and added to the terrible stone machine in the basement. Each time this happens, it grows a little more complete.
Empowerment – Beings or objects in the area display powers or capabilities they do not usually possess in Creation. This can overlap with enablings, but the divide is broadly that an empowerment is a property of the being, while an enabling is a natural 'law'. Minor empowerments have a limited impact on the being, while a major one can radically alter them.
On certain islands in the domain of the Aquamarine Emperor, cats can talk. However, these mutated beasts have no greater intellect than their mundane kin and so their words are just the desires of any normal cat. The inhabitants of these islands are entirely used to their mousers begging for food or to be let out.
South of Gem, there are places where chaos has poisoned the soil. They know these places because root vegetables squirm and wail like newborns when they dig them up. Most people leave such places, but the poor and desperate just end the suffering of the root vegetable with a quick knife cut. There may be a revenge of the tubers, for in the aftermath of a great wyldstorm last Calibration unharvested crops are growing into dumpy beings who raid farmsteads and cultivate more of their kind, seeking revenge on mankind.
Location
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Warpings
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Area for a few days after a wyldtide
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1 minor
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Wyld-polluted land, weird magical woods, exotic oasis
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1-2 minor
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Tidal pool ruled by wyldlife
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2-3 minor, maybe a major
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Location undergoing a Fate glitch
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1 minor for a scene, possibly recurrent
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Cataclysmic wyldstorm
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1+ major, many minor
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