Fractures and Well Primer


Fractures

Summary

A Fracture is a natural breach between Emea and Idalos. Although both are connected on the metaphysical level, sometimes there are anomalies which force a permanent or temporary rupture between one world and another. The result of these ruptures are Fractures. Within a Fracture, the laws of Idalos and Emea both become mutable. The combination of physical reality and the dream-like pseudo-reality of Emea mix in volatile and unexpected combinations. While the vast majority of Fractures are temporary occurrences, their arrival can herald unexpected cataclysm or strange troubles for those in Idalos.

A Fracture always manifests around a small or large gateway to Emea. The two worlds mix and both Emean residents and Idalosian residents can interact within the area of the Fracture’s influence. Those nearby to a Fracture often experience much more vivid dreams, wild encounters on the Emean dreamscape. Magic tends to be much more effective in the area around a Fracture, but at the center the magic can often roil out of control and consume the mage who is foolish enough to cast it. Even the most benign magical practices can have unexpected and explosive effects when exposed to the raw ether of Emea.

A Fracture is the only place in Idalos where wells can naturally be harvested. Ether pours into Idalos in such quantity that sometimes it crystallizes within and around the Fracture, manifesting as the gem-like wells that mages, alchemists, and ensorcellers use in their crafts. Likewise, an Open Fracture is one of the few places in Idalos someone can physical enter Emea unaided by magic or Immortal power (although to do so is highly dangerous).

Within the ‘influence’ of a Fracture, the laws of reality tend to bend. One might feel heavier or lighter, gravity might cause someone to fall up instead of down. Any manner of strange phenomena can occur. In addition, the Emean beings can exist within the ‘influence’ of a Fracture as they can within Emea. Stepping outside of this area would inflict harsh Idalos reality upon them, destroying them usually, and each Emean being who emerges from a Fracture innately understands where that line is.


Fracture Classes

There are three classes of Fracture that occur in Emea. The first of these is a minor Fracture and the most common phenomenon of the three. A minor Fracture manifests around a very small and temporary rupture between Emea and Idalos, almost always much too small for any normal sized creature to fit through. These minor Fractures have short lifespans, usually measured in breaks before reality corrects itself. Fairly common wells are produced by this Fracture type and most often minor Fractures are never observed. Ordinarily mages will simply find evidence of their passage while seeking wells.

Minor Fractures can occur almost anywhere and often cause minimal disruption to ordinary life. Although depending on where the minor Fracture manifests, some of the more curious effects of Emea might slip into the lives of the unsuspecting. Ezymite and Imedyte are the wells most often found in or around minor Fractures.

Major Fractures are another matter entirely. Major Fractures occur around a sizeable hole between Idalos and Emea and has a lifespan that can last anywhere from Trials to Arcs depending on the size and location. These Fractures tend to be disruptive and powerful, opening and closing around certain locations (Called Fault-Fractures) or randomly across Idalos (Wild Fractures). Major Fractures allow Emean creatures to slip through into Idalos, although they only stay within the ether enriched environment of the Major Fracture. This area could extend anywhere from a city block to miles depending on the size of the Fracture in question. Wells of all class can appear in a Major Fracture, although the more powerful wells tend to only show up in the largest and longest lasting examples. A Major Fracture, unlike a minor Fracture, has a ‘Foyer’ and a 'Heart'. The Foyer is described as the area of effect that the Fracture has on Idalos. The Foyer can be measured from the edge of phenomenons to the tunnel itself. At the outskirts of the Foyer, reality bends in subtle ways, magnifying as one nears the entrance to the Fracture itself. These areas tend to be indescribably dangerous and confusing, making the actual discovery of the Fracture ‘Heart’ difficult to all but the luckiest or most well trained at navigating Fractures.

The 'Heart' of a Fracture is the tear that connects both Emea and Idalos. It is the focal point that creates the Fracture and is at its deepest point. The 'Vein' is the passage towards that Heart, a discernible tunnel, or may tunnels. Although the most powerful wells can be found in the Veins, especially near the Heart, few mages ever chance the danger. Magic grows stronger when nearing the Heart, or, indeed, everywhere within the Foyer of the Fracture, but it becomes Wild and uncontrolled. If a mage were to ever confront the Heart of a Fracture, casting the wrong spell might overwhelm their bodies completely, leaving nothing behind.

The final class of Fractures are Grand Fractures. Only seven Grand Fractures exist on Idalos and their locations is unchanging. Formed by the deaths of the Originals, these Fractures seem to be permanent fixtures of the Idalosian landscape, a stable bridge between Emea and the physical reality. Each Grand Fracture is named for one of the Originals. Of all the Fractures the Grand Fractures are the most dangerous. Although the areas outside of them resemble a Major Fracture (although a much larger area), to venture towards the ‘heart’ invites disaster and immense peril. Not even the Immortals will venture to such a strange breach of realities as even their powers are not assured. Monsters of all shapes and sizes emerge from these Fractures, rich with ether and with strange, violent designs for the mortals of Idalos. A Grand Fracture has the effective range of half a city in influence, where Emean beings can safely exist without suffering the ill effects of reality. These tend to be places rich in stories and legends of strange occurrences, beasts, and miracles. All classes of wells can be found here, although not many would venture in to claim them.


Anox: The Hotlands

Fei: Scalvoris

Ati’el: Above Uthaldria in the North reaches

Brelt’ek: Deep beneath Hiladrith

Cierel: Southern Region, near Augiery

Luesco: Above Viden

Pieren: South region, Near Quacia in the deep jungle.

Note: The Grand Fractures are not common Knowledge. Their Foyer is so far reaching that they often are areas of myth and legend all to their own, with few, if any, finding the true cause of it inside. Although a Fracture can be self moderated, one should be sure to accurately portray the level of danger. Unless the Major Fracture is a Faultline Fracture, encountering Fractures is fairly uncommon and random. When inside, wells can be numerous but must be carved, pulled, or dug from the strange walls they are rooted in. Almost anything can happen in a Fracture and threads that skirt the danger while making off with the rewards will be heavily scrutinized in review. Most likely, locating where Minor Fractures occurred will give you the basic wells necessary for what you need...entertain a Major Fracture at your own risk. A Fracture thread can be interrupted at any time by mod intervention.

Well Types

There are several kinds of wells that manifest naturally within a Fracture or elsewhere. All are made of crystallized ether, each with a connection to its home plane of Emea. They can replenish themselves but shatter if overused. When a well shatters, depending on the power it contains, this can be devastating. Wells are far more malleable than any other material, and with practice can be twisted or shaped as desired. Once magic is first run through it, the well ‘sets’ and becomes rigid to the touch.

Tips: Wells are not easy to come by naturally, but Ezymite, Imedyte, Lumyte, and lesser Ashyte, Harthyte, and Umadyte can be self moderated so long as one does not self moderate a bounty of wells. Appropriate penalties will be levied against a character taking advantage of self moderation. All other well types can only be awarded by a prophet, allowed for self moderation at a Prophet approval, or paid for through a Faction resource ((Essenthyte and Obstymite are ALWAYS moderated rewards)).

Ezymite: The most common kind of well. Ezymite often has a rich purple coloration and rough, jagged edges. Ezymite is often small and easily carried. Ezymite cannot take much strain and is easily overcome when put under pressure. While the easiest to handle and the least dangerous when shattering, Ezymite only has the capability of interacting with novice and some competent levels of spell work, imparting minor bonuses to the casters who use them in Ensorcelling. Unrefined, Ezymite will 'chime' softly in the presence of active magic, allowing it to be all the more easily found by those who seek Fractures or use them to find hidden fractures.

Lumyte: A similar kind of well to Ezymite, although somewhat more resilient. This bright yellow/orange well glows with a fierce internal light. Unrefined it can glow as bright as a campfire and never loses this glare, no matter what it is tasked to do after.

Imedyte: Identified by its semi-translucent purple-blue color, Imedyte is the next most common kind of well. Its edges tend to be much smoother. Moderate magical effects can be imparted through Ensorcellement and Dustforge and this well tends to be the ‘industry standard’ of Ensorcellment. Competent and some expert level magic can be handled by a well of this caliber with little difficulty, but the use of it in too many expert type spells without trials to replenish will lead to shattering. Shattering tends to be somewhat explosive for this well and can be very dangerous for any holding it when it explodes. Imedyte possesses an internal heat that is difficult to ignore and impossible to extinguish. While unrefined, Imedyte radiates this heat which can often pass for a small fire.

Emetyte: Emetyte is easily recognizable with its smooth edges, globular shape, and moving swirls of purple, green, and blue ether within the stone itself. When ‘set’, the ether stops moving and settles in a misty design within the stone but till then it can be a mesmerizing material to observe. Emetyte tends to be rarer than Imedyte and deeply sought by any who understands its value. Most expert level spells can be handled with little difficulty and mastery level spells can also be channeled into this material, with some care given to letting it replenish between uses. Emetyte tends to be fatal when shattering to any in near proximity. Emetyte is also known to have a somewhat electrical feel to those who handle it. Sleeping with unrefined Emetyte in close proximity tends to empower a dreamer in Emea, giving them subtly more control over their Emean areas than others. Unrefined Emetyte also tends to be disastrous for spell casters, leeching ambient energy from any spell cast around them, somewhat noticeably diminishing the magic's effect.

Transmuthyte: Transmuthyte is the name of the well created by Transmutation. Although Transmutation wells created through Wellcraft can mimic several different natural wells mined in a fracture, all of it falls under Transmuthyte. No matter the kind created, there tends to be a curious color flash along the edges and shimmer. This tends to most closely mimic the Transmutation color of the mage who created it. Likewise, these wells are linked to the mage, having been mined out of the personal 'fracture' in their soul. Unrefined, it will flare in their presence and if created as a ward, it will ward against ALL the Transmuter's magic rather than just the one it was tasked for. Transmuthyte is gentler on the mages who make it and in conduits or magical items utilized by the mage, the well seems to be able to take a little more stress before risking Shattering. In addition, Transmuthyte holds the ether charge of a mage who made it far better than any other and in the case of thralls, creates a 'reboot' routine where if the connection between thrall and mage is cut, it will quickly re-assert itself one time as though the mage had reached out to re-ignite the connection. Items made to work against the mage who created the well are dangerously effective, far moreso than they would be with a less personalized variant.

Abberyte Initially named for Aberration, further study revealed that these grotesque wells are actually the ones created from Flaying. These wells always take the shape of the organ that was crystallized in their creation, tending toward black-red, crimson-red, or milky bone white with veins of red...however this well has been reported with all kinds of colors. These wells tend to be quite similar to Imedyte and sometimes Emetyte. Unrefined and even refined, these wells contain shreds of the victim. Often these will manifest in dreams but mages have reported that using conduits or utilizing wells of this variant have a host of unpleasant and unpredictable effects. Some report hearing voices, seeing the victim from the corner of their eye or even occasionally attacked by them (but only in illusion). Mages have reported black outs, waking and finding they had done something not within their character and others say that to use these wells in a Thrall greatly sharpens their capabilities, but at the increased risk of rebellion and the shadow of a personality. It is not clear whether the soul itself is still present in these wells, although Necromancers say that it is only the echo, a ghost of what and who the person once was. Sometimes these haunting effects can be sharpened to be utilized against ones enemies or even to ones benefit, but few would openly carry evidence of such an abominable hunger. It is known that the wells Flayed from mages are stronger than those from mortals...and supposedly the ones created from Mortalborn are more powerful still, with echoes of their divinity imprinted in the facets.

Splinthinyte: Splinthinyte is a curious well that is found in many pieces. Unlike most other wells, Splinthinyte is a collection of smaller cobalt blue, or sometimes dusky orange shards found in close proximity to each other. All these shards have a general connection to each other, counting as their own well. While the power that can be channeled through them is no greater than Imedyte, its benefit is the varied way it can be crafted. When wrested from the earth, the Splinthinyte naturally magnetizes to the other pieces, but are easily pulled apart. Splinthinyte have been most sought by Necromancers who protect their thralls by spreading the Splinthinyte throughout the body of the thrall. The more Splinthinyte pieces destroyed or removed, the less powerful the thrall itself and less reliable the magic...but it does create a contingency for grievous damage to the corpus if the pieces of the well are spread throughout the body. Unrefined Splinthinyte has a curious effect on those who keep it close to them. The well tends to cause temporary psychosis, phantom voices and hallucinations. Rather than random, these breaks with reality are often directed around something the individual has realized or noticed subconsciously, but has not consciously recognized it. Some call these 'Cricket Stones' named for a persistent magical 'chirp' of focused psychosis when something in the individual's environment is amiss.

Oolasyte: Remarkably difficult to procure, Oolasyte has the texture of chrystal but the form of liquid. It cannot be separated, but when taken from where it is housed, immediately its form looses all cohesion and becomes difficult to hold. It tends to range from an azure with black whorls to a stark teal with grey whorls. When refined, Oolasyte hardens in whatever shape it has been poured into, but can sometimes shift that shape from time to time. Unrefined, Oolasyte exhibits a strange draw toward living beings. If left on its own, it will slowly flow towards any being with a heartbeat that passes within thirty feet. It seems that once freed from a Fracture, Oolasyte seeks only to parasitically enter another living being. If it does so in its unrefined state, Oolasyte drives its host with inexplicable urges, always seeking out more Oolasyte to add. Protective of its host, Oolasyte can harden and spread itself throughout the body to wherever it needs to be quite quickly, guarding against impacts or attacks and healing its host from the inside. The host of Oolasyte can innately sense when a Fracture is going to open in miles of radius as well as it can sense the presence of mages. For whatever reason, Oolasyte will attempt to inhabit a mage if it has no current host, but when in a host it avoids them. Those who have been invaded by Oolasyte report that the longer they were possessed, the more cogent its voice became. What began as simple urges develops over trials into an actual voice and semi-consciousness that grows with the more Oolasyte gathered. It is not currently known at what point the Oolasyte gathers enough of itself to be 'grown' but it seems to be tied to the amount of time within a host. What it wants or what it develops into is likewise unknown. What can be determined is that when refined, one Oolasite conduit can exist within a mage's body without any immediate adverse effects, allowing them to transport a powerful conduit within them if necessary.

Ashyte: Ashyte is of similar quality and caliber to Emetyte and Umadyte. Found near Fractures which manifest around places of death or particular protean chaos, it is a clear green stone, somewhat oblong shaped with jade coloration and a deeper, darker misty miasma which seems to settle and shift when it is moved. Ashyte is known best for its mutability even after it has been set, allowing the stone to be shaped again when someone crafts it with purpose. Instead of becoming brittle and set after being first formed into a new shape, Ashyte will meld into any new shape as well. Likewise, when untasked and raw, Ashyte allows anyone who sustains skin contact with the stone longer than a break to suddenly see into the Beneath in distorted ways. Spirits and Souls become visible in the Beneath and the Physical plane, even when unmanifested. This vision is never completely clear. If the user continues to wear or touch the Ashyte longer than a Trial, their personal energy can be harvested as ectoplasm or ephemera by any spirit or soul, making them vulnerable to attack. Through Ensorcelling, this quality can be mitigated while still retaining the clarity to see into the spirit world. Lesser Ashyte, which is similar to Imedyte, but with rougher edges and a more uneven shape imparts the same effects, but to a lesser degree.

Umadyte: Umadyte is the same caliber of stone as Emetyte with a few marked differences. While the level of magic it can handle tends to be the same, Umadyte is identified by its remarkably sharp edges, orange, dark green, and deep blue swirls within the material itself. Sleeping with Umadyte invites nightmares and most who know the well types, while interested in Umadyte’s power, may give it a wide berth if not prepared to handle it. Umadyte, unlike other stones, can be imprinted with two disciplines of Domain magic rather than one. Unrefined, Umadyte drains the vital energy of those who keep it near to them, slowly devouring the ambient ether the soul produces. When refined through Ensorcelling, this trait can be magnified immensely and focused on magic alone.

Morlakyte: One of the more dangerous wells, this rich blue and dark green well is on par with an Emetyte well. Unlike other wells, Morlakyte will never Shatter, making it the safest well of all others to actively use in a conduit. This is attributed to a certain animal intelligence the well seems to possess. Capable of forming skeletal stone legs, this well hunts beings of Idalos from within the Fracture and burrows into their body, co-opting control of their being. It has an unparalleled hunger for ether and the life force of others and can grow the more it consumes. Moralkyte can become powerful if left unchecked, adapting to its new form and creating a dangerous magical beast bent on devouring mages, Mortalborn, Marked, and anyone else it can gets its claws on. Harvested early, Morlakyte can be neutralized by running magic through it, seizing its body and re-purposing it as a safe conduit. Unlike most conduits that shatter, Morlakyte shuts down before it Shatters, leaving the magical item it powers dead until it stabilizes. In a Necromancer's thrall, Morlakyte tends to create stronger undead, but with a strange and dangerous habit of 'slipping' the leash and acting on their own. Morlakyte is 'never' to be used on a Reverent or Stone-heart as the results could end up disasterous. A soul that is imprisoned in Morlakyte always retains free will, even in the face of necromantic power.

Immortanyte: An exeedingly rare well type. Immortanyte's hue is of a silver-green sheen with motes of pink light caught dancing in its surface. It tends to have an unconventional and almost blob-like shape and none have been found smaller than a child's head. Immortanyte is a well that helped mages come to the conclusion that the Immortals were Emean beings, or at least heavily connected. Unrefined, Immortanyte boosts the powers of a Marked who possesses it, awakening a growing zeal for the domains and tasks of that deity the longer it is in their possession. When first handled by a marked individual, Immortanyte 'bonds' to that particular mark and will always hum a quiet, low, resonate frequency the first time it is within thirty feet of the same mark. After it has been bonded to a mark, it is anathema to those who are marked differently. Those who are marked differently that come into possession of Immortanyte after it has been bonded find that their powers are muted when in contact with the well. The well may only mute at the level of the person who touched it. So if a Favored of Delroth touched it first, the Favored of other Immortals would find their Favored powers nullified or vastly weakened while also in contact with this stone. Through Esorcellment, the 'bond' can be changed and the effects retained...however when refined, it has the curious effect of drawing a marked toward the enemies of their deity.

Harthyte: A rare well type, Harthyte is closely related to Emetyte with some notable differences. The shape of Harthyte is always curiously organ-like, complex and with a rosy/red color. Mages have noted the well has a 'heart beat' when touched and feels warm in the palm. Harthyte is a conduit of intimacy. A mage who has a Harthyte conduit is the only one who is able to use this conduit. The magic that runs through Harthyte bonds it permanently to the mage who produced it. Unrefined, Harthyte has been noted to have remarkable healing properties when left in the room of the sick or badly injured. Their dreams are warm, comfortable, and almost never terrifying. Harthyte, unrefined, instantly cauterizes wounds and allieves sickness. While no substitute for actual medical expertise, Harthyte can be a powerful well to have in the presence of the struggling, especially if no other help is found. Harthyte seems to give others a chance to survive, protecting them while they heal and aiding the process. Once the Harthyte has been tasked through magic, or the first time magic is run through it, Harthyte loses this ability...unless augmented through Ensorcelling. Lesser Harthyte tends to be a bit less powerful than Imedyte but retains a small measure of its healing powers and also bonds to the mage who first runs magic through it.

Obstimyte: The most sought kind of well, Obstimyte is found as a perfect sphere, utterly black, with motes of colored lights in a spiral within. Obstimyte is a legendary well and few have been found or recorded in the history of Fracture existence. Obstimyte can handle master level spells and Legendary manifestations. For it to shatter would be strong enough to create a Major Fracture and annihilate whatever was around it in a city block radius. Obstimyte, unrefined, allows an explorer to walk to the center of a Fracture safely. It shields them from the harmful effects of Emea and supposedly, if brought to Emea itself, will always point the way out. Obstimyte additionally has unparalleled protection against harmful magic while it remains unrefined. Through Ensorcelling, this quality can be sharpened at the expense of restricting its use as a conduit. This legendary well has immense power and is desperately sought by those who know its existence.

Essenthyte: Only one example of Essenthyte has ever been recorded by the seekers. Manifesting much like Obstimyte, but a sphere of pure, gentle, light, Essenthyte is supposedly the ultimate well. Any manner of magic, legendary or otherwise, can be attended with Essenthyte and truly world-changing miracles might be gained with its power. Supposedly Essenthyte has a personality of its own, a voice and purpose when appearing in Idalos. So little is known about Essenthyte that no one has documented its abilities.