
Turn and Flux
Create shafts and fluxion — both ways
How to open it
- Read with the Loupe:
create:cogwheelorcreate:cogwheelorcreate:shaftorcreate:shaftorcreate:water_wheelorcreate:water_wheel - Notes: Artifice — 3
- After the entries:
Flux Mill,
Stamp Mill
Pages of the entry
With Create a fluxionist and a master of the foreign craft of shafts work for each other. The flux of the land turns shafts with a Stream Wheel, without water or wind; a shaft gives its turn to workshop devices through a Windlass — instead of flux and Cog; a Drip Tap fills vials on a belt, a Stirrer grinds hard things in the Crucible. Create's millstones, crushing wheels, press, mixer and sequenced assembly know Fluxion's things; a blaze burner heats the Crucible, an Ember Orb heats a boiler, a fan blows into a Flux Forge tuyere, and Diviner's Spectacles serve as engineer's goggles.
What a shaft will not do. A shaft does not make flux: every chunk has its own bed, and Create's wheels turn forever — flux from a shaft would wipe out the economy of a place. A shaft does not pay for magic: flux crafting, the Confluence, a Conduit's cast and the growth of shards still take the flux and currents of the place. Distillate is not a fluid: it does not go through Create's pipes; siphons and vials carry it, and vials ride belts and trains.
The Reckoners measured currents, and the millers downstream measured water on wheels; about wheels the Reckoners' records hold a single line: "where flux runs full, it turns the paddles by itself." For the masters of shafts the Cog current flows on its own: their wheels turn by motion, not by flux. A fluxionist borrows that motion as he borrows wind with bellows — and lends them his flux.