Flux Singularity

The area in the Expanse that the 3 Satellites orbit.

Geography

Like most of the expanse this is an empty space to the naked eye; however, with some psionics or augmentation the truth becomes less clear. To senses greater capable than mere vision it typically appears too bright or full to see anything but a completely full space. The Aetherflux appears to have some form of physical material, though reports of such are so numerous as to be undeniable, the reports are so inconsistent that any attempt to map the "Flux" is useless.

Ecosystem Cycles

  • Entering the Flux.
  1. CON SAVE 10 - Exhaustion. The outter perimiter of the flux is dominated by floating bodies of earth and metal. Presumably it's the remaining corpses of a long dead civilized world.
  2. CON SAVE 11- Exhaustion. INT SAVE 11 - 1st Illusion & Disadvantage on all perception. Discrepancies in surroundings. 
  3. CON SAVE 12 Exhaustion. INT SAVE 12 - 2nd Illusion & Deaf. Sound of a different time in their life.
  4. CON SAVE 13 Exhaustion. INT SAVE 13 - Disturbing Illusion & 1d6 psychic damage. Begins to see echos of past self though not quite correct.  
  5. CON SAVE 14 Exhaustion. INT SAVE 14 - Illusion & 2d6 psychic damage. Blind & Deaf to surroundings. Echoes from ACAMAR. 
  6. CON SAVE 15 Exhaustion. WIS SAVE 15 - Surge of Cohesion begins 1d6 force damage per # augment, peoples flesh and surroundings are altered. Augmentations take on the form of their original appearance. 
  7. CON SAVE 16 Exhaustion. INT SAVE 16 - Surge of Illumination. Collective illusion begins &f 2d10 psychic damage.
  8. CON SAVE 17 Exhaustion. CHA SAVE 17 - Surge of Transformation begins. People become flux touched & have a shared bond/goal. CHA contest, person with the higher becomes more like the other
  9. CON SAVE 18 Exhaustion. CHA SAVE 18 - Transported through the spiritual to MyrkulBane, or the Acamar
Imitates fracture score, some begin to experience visions of their past and get confused about the present.. Imitates fracture score further, most have vivid hallucinations about their past.

Localized Phenomena

"Insofar as I can tell, there's a specific if not consistent phenomena that occurs when intelligent life forms enter the "Flux". The locals more familiar with such things call it "entering the flux" and the more experienced give such vastly different reports that most of a sane mind would call it all Aether poisoning and move on with life." - Blackbird. 

"To enter the flux is to begin enlightenment. So many minds are too weak to see the truth, to reach it, let alone handle it. Of my formidable crew it appears only four others have so far been able to glimpse the truth. I'm sure there's more out there, and so we keep entering" - Captain Avantika

Climate

As the origin point of so much Aetheric energy, the use of Aether Netting on ships attempting to enter the flux is impossible. Ships attempting to do so are pushed out as though caught in an invisible, powerful wind, with all sails unfurled. For humanoids, the area is quite hazardous, causing excess Aether to contaminate their bodies and minds. Given enough time it appears all forms of life perish in the area.

Natural Resources

The singularity is the origin point to Aetheric energy in the Expanse and so to devices capable of detecting Aether the singularity is a blinding beacon of toxic and potent energy. Additionally, once one begins to "enter the flux" as the locals call it, more material resources are prevalent. The most important of these is the Acamnian Crystal that are able to store Aetheric Energy.
Alternative Name(s)
The Aetherflux
Location under
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