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Dissonance and Visions

The price knowledge takes from the mind: the kinds of Dissonance, pressure and the check, twenty-four visions, the Metronome and everything that brings the Hush.

Dissonance is the price of knowledge: whoever has seen the Stillness in the records, broken a flowing Confluence or seen more than was meant to be seen finds their mind falling out of step. Dissonance sends visions, and the Hush takes it away. Stillness heals Dissonance: the Still are partly right, and that is their temptation. A fluxionist takes from stillness exactly as much as is needed, and moves on.

The entry Dissonance opens by itself the first time your mind falls out of step.

Kinds

KindFromHow it leaves
Ripplethe Shudder of a broken Confluence, Keen Eye at the Desk, a Sentinel's cry, an untangled Snarl, a blow from a Dissonant Roiled beast, a long guiseby itself — one unit per check; the Hush is faster
Dissonanceheavy Codex entries, a stopped great Confluencethe Hush: hush water, the Hush Fork
Deep Dissonanceonly the Stillnessnever
From gearworn things of stillmetal, the visors of Dissonance, things with three weavings or moretake the thing off

Dissonance survives death and relogging: it lives in the mind, not the body.

Pressure and the check

Every Dissonance you receive builds pressure (Deep — 2 per unit, Dissonance — 1.5, Ripple — 1), and every check adds a share of what you carry. A vision drops the pressure to a third.

  • A check every 150 seconds. The countdown is yours and is saved: restarting neither grants nor takes away a check.
  • The chance of a vision is pressure / (pressure + 30), no more than three quarters: at pressure 30 it is a half. The Will aptitude adds 6 per rank to the 30: at the fifth, at pressure 30, it is a third.
  • The severity of a vision grows with all kinds of Dissonance and with pressure, but heavy Dissonance does not cancel light visions: a roll falls anywhere up to the ceiling. Things with Dissonance weigh on visions the most. A Calm Visor in a Dam Helm makes them lighter.
  • Under the Hush effect the check rolls no dice and pressure does not grow.

Visions

A vision belongs to one player: shadows and Sentinels are seen and heard by them alone; a companion nearby notices nothing but what the vision does to the body.

SeverityVisionWhat it does
1a clock ticking behind younothing — a sign
5a bell tolling far awaynothing — a sign
9"someone's steps fall into step with yours"a voice; steps behind you
13Cloudingthe mire effect for 30 s
17Seepingdrops and a puddle of Murk distillate every 10 s, 40 s
21, 73, 77Hollow Hungerfullness melts five times faster; rotten flesh lifts it
25"your shadow lags a step behind"a shadow behind you: visible if you turn
29, 81standing fogStill-colored fog, drops and motes hang in the air
33Ripple Sightrings, as from drops on glass
37Lightshybright light burns, shade heals, a minute
41"your hands bog down"Mining Fatigue II for 30 s
45Spreading Cloudingthe clouding passes to the living nearby
49a clear momentNight Vision for 90 s
53Heavy Gazewhatever you look at withers and grows angry
57Figmentstwo shadows walk your last path; touched, they melt
61"the hands of the clock in your pocket have stopped"the world's sound goes dull for a second and a half
65standing fog and Sentinelsa Sentinel seen by you alone
69blindness8 s
76a moment of clarity−1 Dissonance
89Figments that strikethree shadows strike with magic
93the Halt5 s: you are slowed, and creatures hunting you bog down; the frame stands still, a single heartbeat is heard

Figments and Sentinels

A Figment is a shadow your out-of-step mind made up: it walks your own path over your last steps. Usually harmless, with heavy Dissonance it strikes; one blow and it crumbles into ink. Read it with the Loupe to open Figments.

A Sentinel is one of the Order's first Vowkeepers, frozen mid-step in the Great Stilling. It strides once a second, in the beat of its hour: a raised palm falls a second later — step away or get behind it. Its blow takes a second from you — the place holds you fast — its cry leaves Ripple, and from afar it looses a Still Bolt that flies in jerks to the beat of the hour: step off its path while the bolt hangs. A vision's Sentinel melts after 30 seconds and drops nothing; in the Stillness Sentinels walk on their own. Read one with the Loupe — Sentinels.

The Metronome

The Metronome hears the mind. In hand it ticks evenly while the mind is calm, wavers with Dissonance and stumbles in advance when a vision is near; in the lower left corner of the screen a small metronome shows a scale behind its glass, filled with Dissonance by kind. Hover over it in your inventory to see the numbers. A metronome in a hood (Freshet Hood) shows the same but stays silent.

Flux Workbench
flux 8
Place currents:Lattice

Without a Metronome there are quiet signs: when Dissonance grows, ink quivers at the edge of the frame; when a vision is near, ink breathes in the corners.

The Metronome in hand: the Dissonance scale in the lower left corner
The Metronome in hand: the Dissonance scale in the lower left corner

The Hush

The Hush opens once your Dissonance passes ten.

Hush Salt and hush water

Crucible

A pinch of Hush Salt in a source of still water — a pond, a well — hushes it and the neighboring sources of the same surface, up to nine. A river, or water with flowing water beside it, will not do. Step into the hushed water and keep still:

  • on the third second the Hush comes — while it lasts, no visions come;
  • keep standing — Ripple leaves every 4 seconds, Dissonance every 8;
  • one step, and it all begins again.

The Hush Fork

Flux Workbench
flux 14
Place currents:LatticeTide

The Hush Fork lifts Ripple and a share of Dissonance anywhere, without hush water. Strike it and stand still while it sounds (6 s): if it plays out, all Ripple and 2 Dissonance leave, under the Hush — 4. A step cuts the chime short. The fork wears dull — 24 chimes.

The Hush Sachet

Flux Workbench
flux 10
Place currents:GaleLattice

The Hush Sachet gives the Hush on the road. Wear it at your neck (a slots mod's necklace slot) or hold it: with Dissonance, stand still for three seconds — the sachet takes a pinch of Hush Salt from your inventory and gives the Hush for 2 minutes. It does not lift Dissonance, it only keeps the visions away.

The Font

Flux Workbench
flux 18
Place currents:TideLattice

The Font keeps hush water around itself — a standing place to lift Dissonance. Pour in a bucket of water and drop a pinch of salt (up to four): a few seconds later the Font overflows from four spouts, and eight places around it become hush water. A place counts only if the water has nowhere to run: it needs a floor beneath and a rim beyond the ring. Lay a low stone basin around the Font, and there will always be hush water in it. One pinch is one overflow; scoop a place out, and the Font refills it while it has salt.

The Font in a stone basin: hush water all around
The Font in a stone basin: hush water all around

Thresholds

DissonanceWhat opens
the firstDissonance
above 10The Hush and a mod line
25 or moreThe Whisper of Stillness: visions grow heavier — quiet it before it is too late
50 or moreThe Edge of the Beat: sometimes the whole world stops

The Hush, the Fork, the Sachet and the Font are studied at the Desk; the cure for Dissonance does not hide behind the hardest puzzle — the Hush board is 5 × 5.

What next

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