The World Between
Where the Veil meets the Engine — and reality bends
The Veil thinned within living memory, and the Aether poured through. The Engine woke in response — as if the universe demanded balance. Now the two forces pull every room, street corner, and wilderness clearing in opposite directions. You live in the space between them. That's where the work is.
The Veil and the Engine
Two competing metaphysical forces share the world. Neither is fully understood. Neither is good or evil. They are paradigms with momentum — and perhaps intentionality.
The Aether — drawn from the Veil. Primal, wild, recently erupted into the world. The Veil is the boundary between the mundane world and something vast and inhuman beyond it. Casters draw Aetheric power through the Veil. Where the Veil is thin (Wild Zones), magic is strong. Where the Engine drowns it out (Galvanic Zones), magic can't reach. Aetheric force is wondrous, feared, and poorly understood. It disrupts the established order.
The Galvanic Force — drawn from the Engine. The world's counter-response to the Aether. The Engine is the metaphysical wellspring of human industry and will, given force by the emergence of exotic technology. Galvanic devices push back against the Aether the way the Aether pushes against technology. The Engine emerged after the Tear, as if the universe demanded balance. Whether this is a conscious force, an immune response, or just physics is unknown. People debate it. Cults form around both interpretations.
The Baseline — physical reality. Steel, wood, muscle, simple machines. The bedrock of the world. Immune to both forces. A sword works everywhere. A horse doesn't care about the Aether or the Engine. This is why martial weapons, hand tools, and pre-industrial technology remain relevant — they are the only truly reliable things in a world being pulled in two directions.
This is why every member of every Society carries a blade. Not because we're old-fashioned. Because steel doesn't care about the Aether or the Engine. Your gun might jam. Your ward might fail. Your sword works. That's not nostalgia — that's operational doctrine.
| Term | What It Means |
|---|---|
| The Veil | The cosmological source of magic. The boundary between the mundane world and something beyond. Thinned within living memory, allowing magic to flood in. |
| The Engine | The cosmological source of galvanic force. Human industry and will given metaphysical weight. The counter-response to the Veil's thinning. |
| Aetheric | Adjective for magical force and its effects. Drawn from the Veil. |
| Galvanic | Adjective for exotic tech force and its effects. Drawn from the Engine. |
| The Balance | The sliding scale between Aetheric and Galvanic saturation in an area. |
| Conventional | Ordinary technology — firearms, engines, radios. Affected by the Aether but does not generate Galvanic force. |
| Martial | Physical weapons and tools. Immune to both forces. Swords, crossbows, muscle. Always work. |
The Immune Response Theory: The Veil thinned. The Engine woke up to fight back. Galvanic technology is the world's antibodies. This view is popular among industrialists. It frames the Aether as a disease and the Engine as the cure.
The Rival Gods Theory: The Veil and the Engine are conscious forces — one ancient and wild, one emerging from human will — competing for dominance over the character of reality. This view is popular among scholars and occultists.
The Engineer's Shrug: It's just interference. Two strong signals in the same medium. Tune one up and the other degrades. No gods required. This view is popular among people who don't have time for philosophy.
The Veil is not a wall. It is a membrane — thin in places, thick in others, and always breathing. When I stand in a Wild Zone, I can feel it pulse. The Engine answers with its own rhythm, mechanical and relentless. Between them, the world holds its breath. That is where we live. That is what we navigate.
The Number Line
Think of every area as sitting somewhere on a sliding scale. The Aether on one end. The Galvanic on the other. Neutral in the middle. Every spell pushes the scale toward Aetheric. Every Galvanic device pushes it the other way. The net balance determines who suffers.
Conventional technology — revolvers, automobiles, radios — doesn't move the needle. A Webley revolver is just a machine. It doesn't push back against the Aether any more than a windmill does. It's a victim, not a combatant. Only Galvanic technology — the exotic prototypes that channel forces from the Engine — push the other direction.
What Moves the Balance
Aetheric Side (Magic)
| Source | Shift |
|---|---|
| Spell — Weak | +1 Aetheric |
| Spell — Standard | +2 Aetheric |
| Spell — Strong | +3 Aetheric |
| Spell — Spectacular | +4 Aetheric |
Galvanic Side
Every Galvanic device has a Galvanic rating — how hard it pushes the balance toward tech each time it's used. Heavier hardware radiates more.
| Source | Galvanic Rating | Shift per Shot |
|---|---|---|
| Pneumatic Flechette | 1 | −1 Galvanic |
| Arc Gun / Spark Thrower | 2 | −2 Galvanic |
| Galvanic Lance | 3 | −3 Galvanic |
| Force Blade / Shock Gauntlet / Voltaic Whip | 1 | −1 per charge |
| Suppressing keyword | +1 | Added to weapon's rating |
Non-weapon Galvanic devices — resonance generators, plasma shields, aetheric dampeners — have their own ratings assigned by the GM based on scale. A portable lamp might be 1. A factory resonance engine might be 10 or more. Misfire spells and conventional weapons don't shift the balance at all.
The Net Effect
Only the net value matters, and it penalizes the losing side at 2% per net point:
Each net point shifts both sides at once — it doesn't just suppress one force, it actively feeds the other:
- Effective Reliability = Base Reliability − (net balance × 2)
- Effective Casting Target = Base Target + (net balance × 2)
Net Aetheric hurts firearms AND helps magic. Net Galvanic hurts magic AND helps firearms. A Wild Zone isn't just "guns don't work here" — it's "magic is incredible here." A Galvanic factory isn't just "spells fail" — it's "firearms are perfect."
Reliability is always checked. Every shot, every time. A tommy gun has a 30% malfunction chance in clean air. A revolver has 5%. That's the baseline. The balance makes it better or worse from there.
Sera casts three Standard spells (+2 each = +6 Aetheric). Meanwhile, a thug fires an arc gun twice (Aetheric 2, so −2 each = −4 Galvanic). Net balance: +2 Aetheric. Every firearm loses 4 Reliability. Sera's casting target gains +4 — her base 55 is now 59. The Aether is feeding her magic while degrading the guns.
If the thug had fired a third shot (−2 more), the net would be 0 — perfectly balanced. Neither side boosted or penalized.
Now imagine the reverse. A factory enforcer fires an aether lance (Aetheric 3, Suppressing +1 = 4 per shot) three times. That's −12 Galvanic. Sera has cast one Standard spell (+2 Aetheric). Net: −10 Galvanic. Sera's casting target drops by 20 — from 55 to 35. She can barely manage Standard, and she'll misfire more often than not. Meanwhile, every firearm gains +20 Reliability. The enforcer's tommy gun (Rel 70 + 20 = 90) has only a 10% malfunction chance. The Engine is drowning out the Veil.
"Two spells and an arc gun shot. Where's the balance?"
"Plus four Aetheric, minus two Galvanic. Net two Aetheric."
"Revolvers are at minus four Reliability. A little twitchy. Your sword doesn't care."
Decay
The balance drifts back toward the area's baseline at 1 point per minute. In a normal area, the baseline is zero — after the casting and shooting stops, the world normalizes. A net balance of +8 takes 8 minutes to clear completely.
In environmental zones (see below), the baseline isn't zero. A Wild Zone's baseline is +15 or more. You can fire exotic weapons to temporarily push it down, but it drifts right back once you stop.
The Spectrum
The world isn't uniform. Different places sit at different points on the scale, and smart adventurers plan their loadout accordingly:
| Zone | Baseline | What to Expect |
|---|---|---|
| Deep Galvanic Zone | −25 or more | Magic non-functional. The Engine roars. Massive factories, power plants, aetheric foundries. |
| Galvanic Zone | −15 to −20 | Most spells fail outright. Galvanic devices thrive. Heavy industrial districts. |
| Moderate Galvanic Zone | −8 to −12 | Only powerful casters can push through. Tech runs perfectly. |
| Light Galvanic Zone | −3 to −5 | Casting noticeably harder. Tech works clean. Factory neighborhoods, rail yards. |
| Normal | 0 | Everything works — until someone tips the balance. |
| Light Aetheric Zone | +3 to +5 | Firearms slightly less reliable. Sensitive equipment twitchy. |
| Moderate Aetheric Zone | +8 to +12 | Only the most reliable firearms work. Machines need constant maintenance. |
| Wild Zone | +15 to +20 | Most firearms non-functional. Strange creatures. Reality gets soft. |
| Deep Wild Zone | +25 or more | Swords and sorcery only. Bring a blade or don't come back. |
These zones don't appear from nowhere. They're the result of sustained, heavy activity that has soaked into the environment. A cultist coven performing rituals for months saturates the area with Aetheric residue. A Galvanic weapons factory running resonance engines around the clock pushes the other direction. The balance doesn't just affect what works — it stains the environment.
And it bleeds outward. A factory at −25 inside its walls might be −10 on the street outside, −5 a block away, barely noticeable three blocks out. A cultist lair at +20 radiates Aetheric residue in a gradient an investigator can follow inward, like tracking smoke to the fire. Heavy activity on either side of the scale is impossible to hide. Milk sours near the cult's basement. Radios work too well near the weapons lab. Compasses spin. Stray cats avoid the block. A good forensic investigator with a Detect spell and a notebook can map these gradients and find anything.
You learn to read a zone the way you read weather. Light Aetheric — your radio crackles, your sidearm feels heavier. Moderate — the streetlights flicker, cats scatter. Deep Wild — you put the gun away and draw the blade, because nothing with a firing pin is going to help you where you're headed.
This mechanic is the reason the game supports such a wide range of character types. The swordsman isn't obsolete because guns exist — guns fail where the Veil is thin. The gunfighter isn't useless because magic exists — there are entire districts where the Engine hums so loud that spells can't reach through. The Galvanic gunner serves a dual role — dealing damage and pushing the balance back so the rest of the party's firearms keep working.
Your caster and your Galvanic gunner are pulling the environment in opposite directions. Your swordsman doesn't care. Carry a sword and a gun. Know when to rely on which.
