Magic
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Chorus Points are locations within the Aria where the veil between realms has thinned. At the center of each is a rift: a fracture in the fabric of space and time through which magic from the outer planes seeps into the world via the Chorus.

This influx of foreign essence distorts the surrounding environment, gradually reshaping it to reflect the nature of the realm to which the rift is anchored.

The earliest Chorus Points trace their origins to the Age of Titans, when they were more stable points of convergence, drawn forth by the Echdrassil worldtrees that gave rise to Titankind. After the First Shattering, however, magic itself was destabilized though also amplified, leading to rogue rifts appearing across the Grand Song, particularly within the Aria on the world of Yoren.


๐“๐ฒ๐ฉ๐ž๐ฌ ๐จ๐Ÿ ๐‚๐ก๐จ๐ซ๐ฎ๐ฌ ๐๐จ๐ข๐ง๐ญ๐ฌ


Points of Dissonance

Linked to the Clamor, the plane of Chaos. The land warps as everything seems to slip out of alignment, colors distort, and sounds fracture into broken chords; structures tilt at impossible angles, and weather lashes unpredictably.

Closer to the rift, reality unravels; stone floats in spirals before smashing down, water surges upward, trees twist into mirrored or jagged forms, and light stutters through reds, yellows, and harsh blues as shadows twitch on their own. Creatures behave unnaturally, from timid ones turning feral to monsters fleeing in panic. At the center lies the rift itself: a crack of crimson or prismatic distortion, constantly reshaping, bleeding the Clamorโ€™s wild, discordant influence into the Aria.

Points of Consonance

Linked to the Hymn, the plane of Order. Mounds of earth rise in perfect geometric forms, rivers trace precise arcs and sharp angles, and the air hums with a steady, unsettling vibration.

Light flickers across surfaces in exact, repeating patterns, casting shadows that never quite shift naturally, while clouds march in uniform rows and weather obeys relentless cycles. Trees grow in perfect spirals, stone lies unnaturally flat, and water flows without turbulence, as if reality itself resents disorder. Creatures near the rift move with eerie coordination, following rhythm and pattern beyond instinct. At the center, the rift glares like a shard of crystalline gold, radiating the Hymnโ€™s rigid influence outward, imposing its precise order on all it touches.

Elemental Points of Resonance

Linked to the Kiln, the plane of raw element. Around these points, the environment quivers according to the element that powers the rift: water may coil in twisting streams or surge upward, fire pulses and arcs without fuel, stone rises, cracks, and fractures in jagged formations, and wind eddies in spirals that defy natural flow. Regardless, the elemental domain that powers the rift within these points causes the local landscape to be overwhelmed or overwritten by it.

Creatures and objects behave inconsistently: animals may erupt with sudden elemental bursts, while constructs shudder and move as if alive. At the heart of the point hangs a quivering rift of molten, shimmering, or flowing energy that reflects its native element, constantly reshaping and radiating its resonance outward.

Whimsical Points of Resonance

Linked to the Wyrd, the realm of fey and living myth. The landscape around them bends and folds: forests twist into impossible wild curves, rivers loop upon themselves, meadows ripple as though breathing, and the sky drifts in surreal, shifting hues like a painting smeared mid stroke. Time and motion behave strangely, moments stretch or vanish, footsteps echo before or after they happen.

Creatures act with capricious intelligence or whimsical cruelty, as if drawn from story or dream rather than instinct. At the center, a luminous, quivering rift shimmers like a butterfly's wings, bleeding the Wyrdโ€™s enchanting, morally ambiguous energy into the Aria, leaving behind a sense of wonder tinged with unease.

Points of Silence

Linked to the Hush, the primeval void of absence and stillness. Around these points, the world feels muted and inert: sounds falter, motion hesitates, and light seems to dull, as if reality itself is held in suspense. Air carries no vibration, and even wind and water hesitate in unnerving pauses.

Objects and terrain behave unnaturally near these points. Water pools without ripple, fires sputter and dim, and trees or plants cease growth or move in unnervingly slow, deliberate ways. Creatures lose initiative or reaction, acting sluggishly or freezing mid-motion, as if caught in the void between notes of existence.

At the heart of a Point of Silence lies the rift itself: an unbroken, impossibly still expanse of shadow or pale void, radiating the Hushโ€™s influence outward. Its presence suppresses all resonance, unweaving magic, sound, and lifeโ€™s momentum alike, creating a zone where even the most vibrant energy falters, as if existence itself is held in the silent waiting of the void.

Points of Convergence

Vast zones where the energies of all planes: Hymn, Clamor, Wyrd, Kiln, Aria, and even the Hush, intersect and mingle, locked in constant friction. Landscapes shift unpredictably between ordered geometry and chaotic upheaval; rivers flow in perfect arcs one moment and spiral torrents the next. Air, sound, and weather pulse with the rhythm of creation itself.

At the heart of each Point of Convergence lies a World Rift, a titanic fracture in reality through which the Chorusโ€™s raw, multi-planar energy bleeds into the Aria, constantly reshaping its edges and radiating influence for dozens if not hundreds of kilometers, subtly warping matter, perception, and even time. Most creatures cannot survive within Points of Convergence, as the raw, unfiltered arcana streaming from its World Rift overwhelms body and mind alike, tearing at flesh, thought, and instinct. Those who do endure are almost always of chorally attuned lineage, blessed, bound, or otherwise immune to the multiplanar insurgence that would rend ordinary mortals apart.

To date, only two Points of Convergence are known to exist:

  • The Shattered Spire on Nimoria, with its world rift; the Wound of the World, that formed in the First Shattering

  • and the smaller Ashnavel Crevice, birthed by the more recent Second Shattering that ended the Cinderfall War, located in the Ashnavel Region on the continent of Esternia.

Should a third World Rift manifest in Yoren, the outcome would be cataclysmic, threatening the destruction of the Aria and potentially the Grand Song itself as a whole.