Research:Temporal rift: Difference between revisions

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This is a research page for the temporal rift which is accessed by the [[Familiar Gate (930)]] spell and [[Traps#Glyph|glyph trap]] mechanics. Each region of the game has a fixed number of exit points. Those areas without defined exits will drop the person into their original room. In the past the temporal rift script caused temporary hasting, slowness, and strength weakening effects. Magic will ineffectually fizzle when cast inside the rift. The rift imposes its own randomly flaring hazards in the form of dispels and stuns or health, mana, and spirit drains. These only take a third of your remaining balance, mana drain will take half.
This is a research page for the temporal rift which is accessed by the [[Familiar Gate (930)]] spell and [[Traps#Glyph|glyph trap]] mechanics. Each realm of the game has a fixed number of exit points. Those areas without defined exits will drop the person into their original room. In the past the temporal rift script caused temporary hasting, slowness, and strength weakening effects. Magic will ineffectually fizzle when cast inside the rift. The rift imposes its own randomly flaring hazards in the form of dispels and stuns or health, mana, and spirit drains. These only take a third of your remaining balance, mana drain will take half.


Walking in the rift incurs RT and an ambient messaging. There does not seem to be a hidden pattern for navigating in these messages. At the moment these rifts are buggy in that they display the regional weather and messaging from the day/night system. In the event an area is removed from the game, it still exists as otherwise inaccessible rooms. If this happens to include exit points for the temporal rift, such as when the Abandoned Inn was changed to the Hanging Inn or the alchemist shop was ransacked and closed down, the wrong version of the locations can still be accessed until it is eventually fixed.
Walking in the rift incurs RT and an ambient messaging. There does not seem to be a hidden pattern for navigating in these messages. At the moment these rifts are buggy in that they display the regional weather and messaging from the day/night system. In the event an area is removed from the game, it still exists as otherwise inaccessible rooms. If this happens to include exit points for the temporal rift, such as when the Abandoned Inn was changed to the Hanging Inn or the alchemist shop was ransacked and closed down, the wrong version of the locations can still be accessed until it is eventually fixed.
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===Duration===
===Duration===
It is unclear how the mechanism works for determining how long you stay in the temporal rift or if direction matters. If you do not move you will never leave it. If you die in the temporal rift, it will drop your body in the location it was entered. There may be a maximum number of movements capped around 125. It is more likely only a probability of exit (~5%) on each movement or set by downward weighted d100 rolls. Sometimes you exit on the first movement, other times it may take several dozen movements. Some rooms seem to have higher probability of happening, but this could be a streak in low sample sizes.
It is unclear how the mechanism works for determining how long you stay in the temporal rift or if direction matters. If you do not move you will never leave it. If you die in the temporal rift, it will drop your body in the location it was entered. There may be a maximum number of movements capped around 125. It is more likely only a probability of exit (~5%) on each movement or set by some form of random dice roll. Sometimes you exit on the first movement, other times it may take several dozen movements. Some rooms seem to have higher probability of happening, but this could be an artifact of low sample sizes.


==Geographical Exits==
==Geographical Exits==


The exits of the temporal rift are finite in number, and seemingly cannot be predicted from the rift messaging. While the rift can be entered from any room where it is possible to cast magic, including non-teleportable locations, the exits will be one of a given set of regional locations or else the same room. These rooms vary in the degree of hazard they pose from monsters. The temporal rift mechanics are old. The regions for them do not necessarily correspond cleanly to the current teleportation divisions of realms and zones. The Pinefar temporal rift exits are sometimes located in what is now the Icemule realm, where the realm of entry is what decides the set of exits. There are always twelve exits in the regions that drop you in other locations. Trails between towns and special areas usually have no such exits.
The exits of the temporal rift are finite in number, and seemingly cannot be predicted from the rift messaging. While the rift can be entered from any room where it is possible to cast magic, including non-teleportable locations, the exits will be one of a given set of regional locations or else the same room. These rooms vary in the degree of hazard they pose from monsters. The temporal rift mechanics are old. The regions for them do not necessarily correspond cleanly to the current teleportation divisions of realms and zones. The Pinefar temporal rift ''exits'' are sometimes located in what is now the Icemule realm, where the realm of ''entry'' is what decides the set of exits. There are always twelve exits in the regions that drop you in other locations. Trails between towns and special areas usually have only one exit.


===Broken Lands===
===Broken Lands===
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=Analysis=
=Analysis=
This section is interpretive analysis. It is only as good as the available information. There is no implication that the geometric interpretation below was actually intentional.
This section is interpretive analysis. It is only as good as the available information. There is no implication at all that the geometric interpretations below were actually intentional. They are rationalizations.
==Space-Time Properties==
==Space-Time Properties==
The temporal rift is coterminous with a region of a given plane of existence in the sense that it may be accessed through a glyph spell from any point in that region. These would be the "flow pattern" realms of [[740]]. This will even work in anti-magical rooms. Glyph traps when set off inside the temporal rift bring you to the same temporal rift for the same corresponding region. The temporal rift manifestly has very little spatial extent. When the rift is entered from anywhere in the corresponding region, the people will appear standing next to other people who were already present. It is unknown how many people it holds.
The temporal rift is coterminous with a region of a given plane of existence in the sense that it may be accessed through a glyph spell from any point in that region. These would be the "flow pattern" realms of [[740]]. This will even work in anti-magical rooms. Glyph traps when set off inside the temporal rift bring you to the same temporal rift for the same corresponding region. The temporal rift manifestly has very little spatial extent. When the rift is entered from anywhere in the corresponding region, the people will appear standing next to other people who were already present. It is unknown how many people it holds.
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'''Topological Possibilities:'''
'''Topological Possibilities:'''


Most temporal rifts are locally manifolds with three-dimensional spatial extent. Some of the temporal rifts have four spatial dimensions. There is apparently local gravity, and therefore orientation, except people may move up and down with no indication of how that looks or works. Obvious candidates for its global geometry are higher dimensional spheres, such as S3 as a surface within S4, and the varieties of toroidal surfaces that are closed spaces. If the temporal rift is instead a non-orientable geometry, the latter could be forms of the [https://en.wikipedia.org/wiki/Klein_bottle Klein bottle], the higher dimensional version of the Moebius strip.
Most temporal rifts are locally manifolds with three-dimensional spatial extent. Some of the temporal rifts have four spatial dimensions. There is apparently local gravity, and therefore orientation, except people may move up and down with no indication of how that looks or works. Obvious candidates for its global geometry are higher dimensional spheres, such as [https://en.wikipedia.org/wiki/3-sphere S3] as a surface around S4, and the varieties of toroidal surfaces that are closed spaces. If the temporal rift is instead a non-orientable geometry, the latter could be forms of the [https://en.wikipedia.org/wiki/Klein_bottle Klein bottle], the higher dimensional version of the [https://en.wikipedia.org/wiki/M%C3%B6bius_strip Moebius strip.]


The universal existence of either only one or twelve exit points from the rift might be rationalized geometrically. They could reflect the eight cardinal directions and equal divisions of a plane along with up/down and in/out directions. It might be interpreted as a [https://imaginary.org/film/the-epita-dodecahedron-visualizing-poincares-dodecahedral-space Poincare] or [https://en.wikipedia.org/wiki/Small_stellated_dodecahedron stellated dodecahedron] as a covering on the Riemann sphere by a surface with four holes and branch points at the center of pentagrams.
The universal existence of either only one or twelve exit points from the rift might be rationalized geometrically. They could reflect the eight cardinal directions and equal divisions of a plane along with up/down and in/out directions. It may be interpreted as a [https://imaginary.org/film/the-epita-dodecahedron-visualizing-poincares-dodecahedral-space Poincare] or [https://en.wikipedia.org/wiki/Small_stellated_dodecahedron stellated dodecahedron] as a covering on the Riemann sphere by a surface with four holes and branch points at the center of pentagrams. The [http://www.map.mpim-bonn.mpg.de/Poincar%C3%A9's_homology_sphere Poincare dodecahedron] is essentially formed by gluing together all the unique rotations of a [https://en.wikipedia.org/wiki/Icosahedron d20 die], and the only non-sphere that has a finite set ([https://wikivisually.com/wiki/Binary_icosahedral_group#Applications 120]) of [https://en.wikipedia.org/wiki/Fundamental_group#Intuition equivalent loops] back to a starting point.


It is similarly possible that the temporal rift is fundamentally a topological space with no meaningful distance metric, or a metric that is highly non-uniform and/or curves through another dimension to return the traveler to the origin. The messaging is explicit that time and space are fluctuating. Time undergoes accelerations, space folds on itself, and space collapses which stuns and knocks you down. The expansion of the volume may cause the sudden temperature drops through adiabatic cooling. There is very little in the way of heat sources. There could also be a boundary and discontinuous return to the center.
It is similarly possible that the temporal rift is fundamentally a topological space with no meaningful distance metric, or a metric that is highly non-uniform and/or curves through another dimension to return the traveler to the origin. The messaging is explicit that time and space are fluctuating. Time undergoes accelerations, space folds on itself, and space collapses which stuns and knocks you down. The expansion of the volume may cause the sudden temperature drops through adiabatic cooling. There is very little in the way of heat sources. There could also be a boundary and discontinuous return to the center.

Revision as of 08:07, 18 March 2019

This is a research page for the temporal rift which is accessed by the Familiar Gate (930) spell and glyph trap mechanics. Each realm of the game has a fixed number of exit points. Those areas without defined exits will drop the person into their original room. In the past the temporal rift script caused temporary hasting, slowness, and strength weakening effects. Magic will ineffectually fizzle when cast inside the rift. The rift imposes its own randomly flaring hazards in the form of dispels and stuns or health, mana, and spirit drains. These only take a third of your remaining balance, mana drain will take half.

Walking in the rift incurs RT and an ambient messaging. There does not seem to be a hidden pattern for navigating in these messages. At the moment these rifts are buggy in that they display the regional weather and messaging from the day/night system. In the event an area is removed from the game, it still exists as otherwise inaccessible rooms. If this happens to include exit points for the temporal rift, such as when the Abandoned Inn was changed to the Hanging Inn or the alchemist shop was ransacked and closed down, the wrong version of the locations can still be accessed until it is eventually fixed.

Messaging

Rift Appearance

The temporal rift looks almost identical in all of its instances, but they are each separate and there are minor differences in the wording. Some of them allow "out" as a direction and others do not.

(1) Three Dimensions
[Temporal Rift]
Time and space seem to swirl around you.  You catch brief glimpses of events both past and future.  Beyond these strange and confusing visions extends a vast, ever-changing field of stars, pinpoints of light against unfathomable utter blackness.  It is very cold here.
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest, up, down
(2) Four Dimensions
[Temporal Rift]
You are trapped in a time rift!  You catch brief glimpses of events both past and future.  Beyond these strange and confusing visions extends a vast, ever-changing field of stars, pinpoints of light against unfathomable utter blackness.  It is very cold here.
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest, up, down, out

Entering Rift

Familiar Gate

Third Person:

XXX gestures.
A panicked look briefly crosses XXX's face as she is suddenly engulfed in a cloud of swirling blue-white essence!  Bizarre, alien sounds, discordant and grating, can be heard from within the mist for the moment before it dissipates.  When the mist clears, XXX is nowhere to be seen.
Glyph Trap

Second Person:

Suddenly a dark splotch erupts from the lock mechanism and envelops you!  Time seems to slow down and almost stop...

 Suddenly you see yourself cast at a locked trunk about to try to look inside...something goes wrong but...

 Suddenly you see yourself cast at a locked trunk about to try to look inside...something goes wrong but...

 After a moment you feel a great sense of deja vu....

 Suddenly you see yourself cast at a locked trunk about to try to look inside...something goes wrong but...

 Your head begins to throb from all this.  After a moment your vision clears and you see...

Third Person:

XXX gestures at an enruned monir trunk.
A large, dark splotch erupts from the lock mechanism and engulfs XXX who subsequently vanishes!  A stiff wind rips past you and into the gulf which collapses on itself, leaving no sign it ever existed...

Exiting Temporal Rift

Second Person
You suddenly notice that the images of your past are catching up with you.  With a blinding flash you find yourself whisked forward in time and space until...
Third Person
From inside the rift:
XXX wanders off into the star field and vanishes.

From outside the rift: 
Suddenly there is a horrible shriek and a bright, intense flash as XXX appears looking extremely confused!

Movement

The following are the messages given when moving in the temporal rift. It incurs 3 seconds of RT. Some messages might not happen in some rift regions.

Number Message
1 Time and space fold in upon itself...
2 You feel strange here...
3 Funny how life seems to repeat itself...
4 Things remembered, things forgotten, things never done...
5 You travel among the star field, randomly seeing visions of your past...
6 You wonder, now that you have it all to do over again...
7 You feel that if you just move forward enough you'll find your way out of this hiccough in time and space...

Area Effects

These are random area effects within the temporal rift. Not all of them are still functional. Some might not happen in some rift regions.

Number Message Effect
1 Dark forces tear at your soul! 33% Spirit Loss
2 The temperature drops rapidly! 33% Health Loss
3 Waves of anti-magic tear at you! 50% Mana Loss
4 Space collapses upon itself almost crushing you! Stunned
5 Things seem to slow down around you! Used to be a Haste spell effect
6 Time seems to speed up around you! Use to be a Slow 2 spell effect, 9 seconds RT. (note: this message no longer happens)
7 Bright lights suddenly flash around you! You feel weaker! Used to be an Unstrength effect
8 Dark waves of energy flow overhead! Dispels 1 buff

Duration

It is unclear how the mechanism works for determining how long you stay in the temporal rift or if direction matters. If you do not move you will never leave it. If you die in the temporal rift, it will drop your body in the location it was entered. There may be a maximum number of movements capped around 125. It is more likely only a probability of exit (~5%) on each movement or set by some form of random dice roll. Sometimes you exit on the first movement, other times it may take several dozen movements. Some rooms seem to have higher probability of happening, but this could be an artifact of low sample sizes.

Geographical Exits

The exits of the temporal rift are finite in number, and seemingly cannot be predicted from the rift messaging. While the rift can be entered from any room where it is possible to cast magic, including non-teleportable locations, the exits will be one of a given set of regional locations or else the same room. These rooms vary in the degree of hazard they pose from monsters. The temporal rift mechanics are old. The regions for them do not necessarily correspond cleanly to the current teleportation divisions of realms and zones. The Pinefar temporal rift exits are sometimes located in what is now the Icemule realm, where the realm of entry is what decides the set of exits. There are always twelve exits in the regions that drop you in other locations. Trails between towns and special areas usually have only one exit.

Broken Lands

There are twelve exit points in the Broken Lands with varying degrees of danger, particularly providing a way of circumventing the huge stairs and puzzles. The temporal rift is a hidden backdoor for the locked and/or trapped Sheruvian summoning chamber and chapel. This is the primary hazard for using the temporal rift in the Broken Lands, as these rooms will fill up with a few dozen greater vruul.

Number Room Region Hazards Lich Number
1 [The Broken Lands, Jagged Plain] Jagged Plain (Crystal Dome) Giant fog beetles, hooded figures; meteors, boiling mud 7450
2 [The Broken Lands, Jagged Plain] Jagged Plain (northeast) Giant fog beetles, hooded figures; meteors, boiling mud 17327
3 [The Broken Lands, Jagged Plain] Jagged Plain (far east) Giant fog beetles, hooded figures; meteors, boiling mud 7457
4 [The Broken Lands, Workshop] Uthex Abode Hooded figures, Sheruvians 6629
5 [Deep Pit] Dark Grotto (southeast) None; magru nearby 7473
6 [Dark Grotto, Cavern] Dark Grotto (southwest) Magru 7466
7 [Dark Grotto, Huge Cavern] Dark Grotto Myklian, rare dark vorteces 7482
8 [Dark Grotto, Long Stairway] Dark Grotto Lesser vruul, dark vorteces 24560
9 [Sheruvian Monastery, Chapel] Sheruvian Monastery (center-west) Greater vruul; priests, warlocks, monks, harbingers 6653
10 [Elder's Chambers, Bath] Sheruvian Monastery (east) Monks, initiates, banshees, large black cat 6672
11 [Sheruvian Monastery, Summoning Chamber] Sheruvian Monastery (center-east) Greater vruul; warlocks, monks, harbingers 6665
12 [Dark Shrine, Storage Room] Dark Shrine (west) Lesser vruul 19272

Rift Appearance:

[Temporal Rift]
Time and space seem to swirl around you.  You catch brief glimpses of events both past and future.  Beyond these strange and confusing visions extends a vast, ever-changing field of stars, pinpoints of light against unfathomable utter blackness.  It is very cold here.
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest, up, down

Elemental Confluence

There are no special exit rooms for the Elemental Confluence. It is separate from the regions where it was entered.

Icemule

There are twelve exit points in the Icemule region. It does not drop you further up the Pinefar trail than Olbin Pass. From Olbin Pass it is still Icemule exits.

Number Room Region Hazards Lich Number
1 [Snow Fort, Battlement] Snow Fort Snow spectre 3023
2 [Bramble Ravine] Abandoned Farm (north) Wraith 3023
3 [Abandoned Farm, Orchard] Abandoned Farm Rotting farmhand, spectral woodsman, elder tree spirit 3149
4 [Twisting Tunnels] Twisting Tunnels Cave gnome 15926
5 [Ice Plains, Master Quarters] Ice Plains Cold guardian 3297
6 [Abbey, Ossuary] Abbey Arch wights 15944
7 [Icemule, Ruins] North Gate Lesser frost shades 3324
8 [Frozen Garden, Clearing] South Gate Thyril 3173
9 [Subterranean Island, Hillock] Thurfel Island None; crocodile, monkey nearby 9134
10 [A Frozen Battlefield] Frozen Battlefield Frost giants, ice trolls, skeletal ice trolls 3255
11 [Snowflake Vale, Clearing] Snowflake Vale Greater ice spider, snowy cockatrice 3210
12 [Olbin Pass, Boiling Lake] Olbin Pass None; greater ice giants, snow crones nearby 2890

Rift Appearance:

[Temporal Rift]
You are trapped in a time rift!  You catch brief glimpses of events both past and future.  Beyond these strange and confusing visions extends a vast, ever-changing field of stars, pinpoints of light against unfathomable utter blackness.  It is very cold here.
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest, up, down

Lich's Landing

Goblyn's workshop has a special temporal rift that is only accessed at one point and leads to her office which has books on making time warps. Lich's Landing is otherwise Wehnimer's Landing realm.

Number Room Region Hazards Lich Number
1 [Between Spaces, Cavern] Goblyn's Garden Goblyn

Rift Appearance:

[Temporal Rift]
Darkness abounds in every direction, even up and down, creating a dizzying effect further compounded by the impression of time and space swirling around you.  You catch brief glimpses of events both past and future -- or so it seems.  Beyond these strange and confusing visions extends a vast, ever-changing field of stars, pinpoints of light against unfathomable utter blackness.  A heavy chill fills the space around you.
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest, up, down

Unique Movement Messages:

Number Message
1 Memories flit across your vision as if they haven't yet happened..
2 Your head aches from the inside out, the convergence of time scrambling your thoughts.
3 A possible future, just within your grasp to spy upon, but then it streams past you...

Entrance Messaging:

Second Person:

Pushing your hand against the nonsensical carvings causes the solid rock to melt away.  You continue forward, the rock providing no resistance to your movement, yet somehow reforming around you.  Your vision dims as your face passes into the rock.  Time seems to slow down and almost stop...

Suddenly you see yourself pushing your hand against the rock wall and walking straight into it... something goes wrong, but...

Suddenly you see yourself pushing your hand against the rock wall and walking straight into it... something goes wrong, but...

Suddenly you see yourself pushing your hand against the rock wall and walking straight into it... something goes wrong, but...

After a moment, you feel a great sense of deja vu...

Suddenly you see yourself pushing your hand against the rock wall and walking straight into it... something goes wrong, but...

Your head begins to throb from all this.  After a moment your vision clears, and you see...

Third Person:

A faint shadow suddenly appears, then gradually solidifies into XXXXX.

Exit Messaging:

Second Person:

You suddenly notice that the images of your past are catching up with you.  You take one more step, then you seem to fall down a hole, hard and fast so that time and space hurl past you.  An overwhelming sense of nausea and vertigo descend upon you, and you lose all sense of direction until you feel yourself slam against something... the ground?...

Third Person:

XXXXX wanders off into the star field and vanishes.

Old Ta'Faendryl

There are twelve exits within Old Ta'Faendryl. Ithzir when faded out (invisible) will follow you into the temporal rift.

Number Room Region Hazards Lich Number
1 [Old Ta'Faendryl, East Woods] East Woods (north) gremlocks, lesser constructs 11910
2 [East Woods, Tunnel] East Woods (south) gremlocks, lesser constructs 15570
3 [East Woods, Tunnel] East Woods (south) gremlocks, lesser constructs 15588
4 [Observatory Entrance] Observatory None 11992
5 [Forgotten Pool] Observatory stooped being, gremlock, festering taint 11995
6 [Aqueduct] Observatory stooped being, gremlock, festering taint 12003
7 [Aqueduct] Basilica stooped being, gremlock, festering taint 11883
8 [Basilica Platform, Third Level] Basilica Ithzir seer, Ithzir scout 12040
9 [Execution Square] OTF East Ithzir 11902
10 [Old Ta'Faendryl, Foothill Base] OTF North Ithzir 12046
11 [Old Ta'Faendryl, Foothill] OTF West war griffins, Ithzir 11990
12 [Ta'Faendryl Approach] Entrance Ithzir scout, lesser construct 11811

Rift Appearance:

Time and space seem to swirl around you.  You catch brief glimpses of events both past and future.  Beyond these strange and confusing visions extends a vast, ever-changing field of stars, pinpoints of light against unfathomable utter blackness.  It is very cold here.
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest, up, down, out

Pinefar

There are twelve exits in the Pinefar region, some overlap with the Icemule region. Nightmare Gorge is the transition point, everything south of the rockslide (Lich #2795) counts as Icemule, if setting off a temporal rift. Everything north counts as Pinefar. This matches the Planar Shift (740) runes for demarcating the realms. It is possible to exit the Drake's Shrine this way, bypassing the swim and mountain.

Number Room Region Hazards Runes Lich Number Notes
1 [Top of the World, Aenatumgana] Aenatumgana (north) Polar bears, sabre-tooth tigers spiraling icy blue "beq-noj-ch-op-aq" glyphs 2725 Pinefar Region; Fragment from 5117 Modern Era glaes meteor
2 [Top of the World, Aenatumgana] Aenatumgana (south) Sabre-tooth tigers jagged icy blue "beq-noj-th-th-eks" sigils 2711 Pinefar Region
3 [Top of the World, Aenatumgana] Aenatumgana (middle) Ice elementals, lesser ice elementals, seekers None 2695 Pinefar Region
4 [Top of the World, Frozen Tundra] Frozen Tundra Sabre-tooth tigers broken icy blue "beq-noj-th-pu-so" symbols 2737 Pinefar Region
5 [Top of the World, Frozen Tundra] Frozen Tundra Sabre-tooth tigers sinuous icy blue "beq-noj-th-pu-ty" glyphs 2740 Pinefar Region
6 [Arctic Tundra] Arctic Tundra Ice wraith, major glacei spiraling icy blue "beq-hee-op-ka-noj" signs 2758 Pinefar Region
7 [Arctic Tundra] Arctic Tundra Wooly mammoth circular icy blue "beq-hee-op-ka-th" glyphs 2749 Pinefar Region
8 [A Silent Path] Voln (Pinefar) None None 2802 Pinefar Region
9 [Northern Mountains, Pine Forest] Nightmare Gorge (south) Grizzly bears, minor glacei curving frosty white "beq-hee-op-op-gy" runes 2814 Icemule Region
10 [Northern Mountains, Dark Caves] Nightmare Gorge (west) Arctic wolverine broken frosty white "beq-hee-es-mer-so" 2858 Icemule Region
11 [Northern Slopes, Rock Ledge] Nightmare Gorge (east) Grizzly bears, caribou spiraling frosty white "beq-hee-op-op-aq" glyphs 2832 Icemule Region
12 [Atop an Immense Boulder] Nightmare Gorge (west) Arctic wolverines, snow leopards curving frosty white "beq-hee-es-aq-ka" signs 2846 Icemule Region

Rift Appearance:

[Temporal Rift]
You are trapped in a time rift!  You catch brief glimpses of events both past and future.  Beyond these strange and confusing visions extends a vast, ever-changing field of stars, pinpoints of light against unfathomable utter blackness.  It is very cold here.
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest, up, down

The Rift

There are twelve exit points in The Rift. Temporal rifts are an obscure method for randomly hopping between planes without having to climb threads. The primary hazard is that it can drop you onto Planes 4 and 5. The lower planes can be accessed this way from the Scatter. It is not possible to land in the Scatter using a temporal rift. Burrowed enormous rift crawlers will follow you into temporal rifts.

Number Room Region Hazards Lich Number
1 Ten Swords Plane 1 Raving lunatic, seraceris, naisirc, Vvrael witch 2584
2 Antlered Man Plane 1 Raving lunatic, seraceris, naisirc, Vvrael witch 2632
3 Many Stair Plane 1 Raving lunatic, seraceris, naisirc, Vvrael witch 2604
4 Man in Storm Clouds Plane 1 Raving lunatic, seraceris, naisirc, Vvrael witch 2613
5 Metal Rod Pit Plane 2 Caedera, raving lunatic, csetairi, Vvrael warlock 12123
6 Giant On Poles Plane 2 Caedera, raving lunatic, csetairi, Vvrael warlock 12104
7 Couple Sinking Boat Plane 2 Caedera, raving lunatic, csetairi, Vvrael warlock 12089
8 Half-Angel Half-Demon Plane 2 Caedera, raving lunatic, csetairi, Vvrael warlock 12109
9 Trolls Giants Sled Plane 3 Aivren, n'ecare, Vvrael warlock, enormous rift crawler 20878
10 Blood Geyser Plane 3 Aivren, n'ecare, Vvrael warlock, enormous rift crawler 12185
11 Boy vs. Six Men Plane 4 Enormous rift crawler, fallen crusader, glistening cerebralite 12145
12 Worms Cover Walls & Floor Plane 5 Vaespilon, lost soul, enormous rift crawler 12209

Rift Appearance:

[Temporal Rift]
You are trapped in a time rift!  You catch brief glimpses of events both past and future.  Beyond these strange and confusing visions extends a vast, ever-changing field of stars, pinpoints of light against unfathomable utter blackness.  It is very cold here.
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest, up, down

River's Rest

There are a dozen exits around River's Rest. Most of them are in the Citadel, a few are next to the town. It seems to take longer than average to escape this rift.

Number Room Region Hazards Lich Number
1 [Sea Tunnels] River's Rest (north) pale crab, giant rat 11128
2 [Sea Caves] River's Rest (northeast) krolvin mercenary, krolvin warrior 11080
3 [Under the Ship's Shadow] River's Rest (northeast) krolvin warrior, krolvin warfarer 11122
4 [Krol Ship, Officer's Cabins] River's Rest (northeast) krolvin warrior, krolvin warfarer 11103
5 [Citadel, Gardens] Citadel (east) None (Aeia's Shrine) 11336
6 [Alchemist, Cage Room] Citadel (east) mongrel kobold 11321
7 [Zoo, Wolverine Cage] Citadel (center) monkey, crocodile 11285
8 [Armory, Armorer Stores] Citadel (north) greater orc, large ogre 11212
9 [Hidden Vale, Hill Wall] Citadel (southeast) cave troll, mountain troll, hill troll 11410
10 [Troll Lair, Pet's Room] Citadel (south) mountain troll, cave bear, troll chieftain 11422
11 [Garrison, Latrine] Citadel (north) spectral warriors 11186
12 [Council Library] Citadel (west) ethereal mage apprentice, putrified Citadel herald 11373

Rift Appearance:

[Temporal Rift]
You are trapped in a time rift!  You catch brief glimpses of events both past and future.  Beyond these strange and confusing visions extends a vast, ever-changing field of stars, pinpoints of light against unfathomable utter blackness.  It is very cold here.
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest, up, down

Sanctum of Scales

There are no special exit rooms for the Sanctum of Scales. It is separate from the Solhaven region.

Shadow Valley

There are twelve exit points within Shadow Valley. It is separate from the Landing region.

Number Room Region Hazards Lich Number
1 [Dark Enclosure] (Odd Markings) Dark Shaft (west) Ghostly pookas 4559
2 [Dark Tunnel] Dark Shaft (middle) Ghostly pookas 4551
3 [Dark Enclosure] (Cold Air) Dark Shaft (west) Ghostly pookas 4557
4 [Mine Tunnels] (Scatted Clay) Mine Tunnels (near entrance) Spectral miners 7428
5 [Mine Tunnels] (Black Mud Cakes) Mine Tunnels (southeast) Spectral miners 7432
6 [Mine Tunnels] (Dragon) Mine Tunnels Spectral miners 7423
7 [Shadow Valley] Next to Ledge Shadow steeds, shadow mares 7367
8 [Shadow Valley, Dark Pasture] (Grass Clumps) Dark Pasture (northeast) Shadow steeds, shadow mares 7337
9 [Shadow Valley, Dark Pasture] (Deep Cracks) Dark Pasture (middle) Shadow steeds, shadow mares 7373
10 [Shadow Plain, Black Hills] Shadow Plain (northeast) Night mares 7357
11 [Shadow Plain] (Long Twisting Shadows) Shadow Plain (southeast) Shadow mares 7367
12 [Shadow Plain] (Ravine) Shadow Plain (southwest) Shadow steeds 7387

Rift Appearance:

[Temporal Rift]
You are trapped in a time rift!  You catch brief glimpses of events both past and future.  Beyond these strange and confusing visions extends a vast, ever-changing field of stars, pinpoints of light against unfathomable utter blackness.  It is very cold here.
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest, up, down

Solhaven

There are twelve exits around Solhaven. The most dangerous exit is inside Bonespear Tower.

Number Room Region Hazards Lich Number
1 [Vornavian Coast, North Beach] Vornavian Coast (north) fire guardians, firephantoms, fire salamanders 5187
2 [Vornavian Coast, Coastal Cliffs] Vornavian Cost (northeast) puma, manticore, great boar 5158
3 [Vornavian Coast, Beached Hulk] Vornavian Coast death dirges, greater ghouls 5244
4 [Vornavian Coast, Caverns] Vornavian Coast (west) cave trolls, greater spiders, spectres 5139
5 [Vornavian Coast, South Beach] Vornavian Coast (south) whiptails 5230
6 [Warrens] Foggy Valley (west) fenghai 5669
7 [Vornavian Coast, The Hills] Foggy Valley (west) thunder trolls, wind witches 5286
8 [Deep Woods, Overgrowth] Foggy Valley (north) vesperti 5708
9 [Bonespear Tower, Lever Room] Foggy Valley (southeast) eidolon, waern, dybbuk 13030
10 [Vornavis, Peasant Holdings] Marshtown (east) black-winged daggerbeak 5456
11 [Vornavis, The Bog] Marshtown (center) shelfae chieftain 5632
12 [Noman's Land, Cave] Marshtown (west) cyclops 5378

Rift Appearance:

[Temporal Rift]
You are trapped in a time rift!  You catch brief glimpses of events both past and future.  Beyond these strange and confusing visions extends a vast, ever-changing field of stars, pinpoints of light against unfathomable utter blackness.  It is very cold here.
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest, up, down
Cast Roundtime 3 Seconds.

Ta'Illistim

There are no special exit rooms for the Ta'Illistim region.

Ta'Vaalor

There are twelve exits around Ta'Vaalor.

Number Room Region Hazards Lich Number
1 [Briar Thicket] Briar Thicket Kobolds 10284
2 [Riverside, Boat Dock] Ravelin None 13923
3 [Plains of Bone, Ruins] Plains of Bone Arch wights, ghoul masters, dark shamblers 10748
4 [Yander's Farm, Tool Storage] Yander's Farm Black rolton, Brown gak 6015
5 [Neartofar Forest, Stockade] Neartofar Forest Ogre warrior 10667
6 [Lunule Weald, Zelia's Shrine] Lunule Weald None; frenzied monks, tree spirits nearby 10596
7 [Fethayl Bog, Underground Crypt] Fethayl Bog None; bog wight, bog spectre, warrior shade nearby 10156
8 [Catacombs, Sewers] Catacombs Giant rats 5936
9 [Ta'Vaalor, Magical Supply] Ta'Vaalor None 10364
10 [Rambling Meadows, Shrine] (Imaera's) Rambling Meadows Striped relnak, spotted leaper, thyril 6011
11 [Rambling Meadows, Tool Shed] Rambling Meadows Striped relnak, spotted leaper, thyril 10479
12 [Latticework Building] Wildflower Field Agresh troll warrior 10268

Teras Isle

There are twelve exit points on Teras Isle.

Number Room Region Hazards Lich Number
1 [Fhorian Village, Storage Shed] Fhorian Village Wasp nests 12632
2 [Fhorian Village, Storage Shed] Fhorian Village (east) siren lizard, firethorn shoot 12661
3 [Small House, Bedroom] Fhorian Village Wasp nests 12655
4 [Fish Plant, Office] Fhorian Village Wasp nests 2098
5 [Mausoleum, Catacombs] Fhorian Village Banshees 2292
6 [Depths of V'Tull, Lower Eye] Eye of V'Tull Fire elemental, fire mage, lava golem 12788
7 [Glaes Vein] Glaes Cavern Fire sprite, red tsark 2234
8 [Lava Flows, Greening] Lava Flows Massive pyrothags, cinder wasps, skayl 2145
9 [Lava Flows, Molten Stream] Lava Flows (west) Cinder wasps, massive pyrothags, skayl 2126
10 [Glade] Near Kharam Dzu None 12567
11 [Abandoned Mine, Scaffolding] Abandoned Mine Kiramon workers 12546
12 [Wind Tunnel] Luukos Temple Wind wraith 12596

Rift Appearance:

[Temporal Rift]
You are trapped in a time rift!  You catch brief glimpses of events both past and future.  Beyond these strange and confusing visions extends a vast, ever-changing field of stars, pinpoints of light against unfathomable utter blackness.  It is very cold here.
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest, up, down, out

Wehnimer's Landing

There are twelve exit points for the Landing, which are places of power with subtle histories. These are shrines, magical workshops, and greater essence focii.

Number Room Region Hazards Notes Lich Number
1 [Spider Temple, Central Chamber] Spider Temple Arachne priests, acolytes, mammoth arachnids Arachne Shrine 8349
2 [Shrine] Glatoph (southeast) None; frost giants, arctic titans nearby Ice dragon statue; Great Drake Shrine 7866
3 [Glatoph, Arch] Glatoph (Volcano) None; fire guardians, firephantoms nearby 7902
4 [Lysierian Hills, A Small Shrine] Lysierian Hills (Lake Marliese) None; pumas, black bears nearby Imaera's Shrine 6460
5 [Colossus, Crown] Near Abandoned Inn None; hill trolls nearby Koar's Shrine 6853
6 [Alchemist's House, Laboratory] Wehnimer's Landing (northeast) None Greater essence node symptoms 23246
7 [Thanatoph, Vine Covered Shrine] Thanatoph (west) None; red bears, mountain lions nearby Meyno's Shrine; greater essence node symptoms 3575
8 [Mountain Path] Upper Trollfang (south) None; near forest trolls Ye Oddity Workshop; greater essence node symptoms 8546
9 [Abandoned Inn, Ruined Workshop] Near Danjirland None; near hill trolls AI Crystal 6882
10 [Under Crypt, Ice Room] The Graveyard None; near arch wights Bandur Etrevion Shrine; greater essence node symptoms 7229
11 [Gorge, Intersection] Darkstone Castle (entrance) Velnalin Greater essence node symptoms 6955
12 [Cave, Rimstone Dam] Danjirland Cave trolls 7799

Rift Appearance:

[Temporal Rift]
Time and space seem to swirl around you.  You catch brief glimpses of events both past and future.  Beyond these strange and confusing visions extends a vast, ever-changing field of stars, pinpoints of light against unfathomable utter blackness.  It is very cold here.
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest, up, down

Zul Logoth

There are twelve exits around Zul Logoth. They are all fairly close to Zul Logoth itself.

Number Room Region Hazards Lich Number
1 [Zaerthu Tunnels, Chimney] Zaerthu Tunnels Grutik savage, grutik shaman, roa'ter wormling 5793
2 [Zaerthu Tunnels, Nexus] Zaerthu Tunnels Grutik savage, grutik shaman, roa'ter wormling 5797
3 [Zaerthu Tunnels, Wide Tunnel] Zaerthu Tunnels Grutik savage, grutik shaman, roa'ter wormling 5822
4 [Zul Logoth, Excavaton] Zul Logoth (jail) None 9404
5 [Zul Logoth, Marcasite Tunnel] Zul Logoth (east) None 994
6 [Zul Logoth, Marcasite Tunnel] Zul Logoth None 9440
7 [Zul Logoth, A Damp Hole] Zul Logoth None 9403
8 [Zul Logoth, Mine Extension] Zul Logoth None 9509
9 [Czeroth Caverns, Dark Niche] Czeroth Caverns (south) Cave lizard, giant veaba 9575
10 [Mraent Cavern, Entrance Tunnel] Mraent Cavern Krynch, giant albino scorpion 5752
11 [Stonecutters' Lodge, Reception] Mraent Cavern Krynch, giant albino scorpion 5765
12 [Troll Burial Grounds] Troll Burial Grounds Troll wraith, rock troll zombie, undertaker bat 9514

Rift Appearance:

[Temporal Rift]
Time and space seem to swirl around you.  You catch brief glimpses of events both past and future.  Beyond these strange and confusing visions extends a vast, ever-changing field of stars, pinpoints of light against unfathomable utter blackness.  It is very cold here.
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest, up, down
Cast Roundtime 3 Seconds.

Analysis

This section is interpretive analysis. It is only as good as the available information. There is no implication at all that the geometric interpretations below were actually intentional. They are rationalizations.

Space-Time Properties

The temporal rift is coterminous with a region of a given plane of existence in the sense that it may be accessed through a glyph spell from any point in that region. These would be the "flow pattern" realms of 740. This will even work in anti-magical rooms. Glyph traps when set off inside the temporal rift bring you to the same temporal rift for the same corresponding region. The temporal rift manifestly has very little spatial extent. When the rift is entered from anywhere in the corresponding region, the people will appear standing next to other people who were already present. It is unknown how many people it holds.

When walking into the distance the people arrive again with a roundtime of a few seconds. There is not enough information to determine the shape of the rift's geometry. It does not tell you which directions the people are arriving from, such as the opposite way or the same way flipped in mirror translation. There is also no messaging about being able to see copies of yourself or others in multiple directions.

Topological Possibilities:

Most temporal rifts are locally manifolds with three-dimensional spatial extent. Some of the temporal rifts have four spatial dimensions. There is apparently local gravity, and therefore orientation, except people may move up and down with no indication of how that looks or works. Obvious candidates for its global geometry are higher dimensional spheres, such as S3 as a surface around S4, and the varieties of toroidal surfaces that are closed spaces. If the temporal rift is instead a non-orientable geometry, the latter could be forms of the Klein bottle, the higher dimensional version of the Moebius strip.

The universal existence of either only one or twelve exit points from the rift might be rationalized geometrically. They could reflect the eight cardinal directions and equal divisions of a plane along with up/down and in/out directions. It may be interpreted as a Poincare or stellated dodecahedron as a covering on the Riemann sphere by a surface with four holes and branch points at the center of pentagrams. The Poincare dodecahedron is essentially formed by gluing together all the unique rotations of a d20 die, and the only non-sphere that has a finite set (120) of equivalent loops back to a starting point.

It is similarly possible that the temporal rift is fundamentally a topological space with no meaningful distance metric, or a metric that is highly non-uniform and/or curves through another dimension to return the traveler to the origin. The messaging is explicit that time and space are fluctuating. Time undergoes accelerations, space folds on itself, and space collapses which stuns and knocks you down. The expansion of the volume may cause the sudden temperature drops through adiabatic cooling. There is very little in the way of heat sources. There could also be a boundary and discontinuous return to the center.

Time Properties:

In the past there were speed variations from Haste and Slow that changed the round time when moving. These are local variations within the rift. In terms of its global space, the temporal rift remains in synchrony with the associated planes. This might not always be true for NPCs, such as the apprentice of Malaphor, and Daephron Illian with his reverse and rapid aging. The messaging implies the timelines of the people foreign to the plane manifest in images. It is possible to see one's own past and future events, which has been done in storylines to a player character on at least one occasion.

Historical Context

The Familiar Gate (930) spell was released at approximately the same time as the very beginning of the Vvrael quest. The apprentice of Malaphor, a surviving royal mage of House Ashrim in exile on Ruin Creek, fled a black knight through a time rift using the spell. The black knight was killed by adventurers in the Elven Village near Danjirland. The apprentice brought an elven babe that had emerged from a rift in the enruned box that was present. This turned out to be Daephron Illian --- an ancient Faendryl sorcerer from the time of the Undead War who was responsible for opening the rift that allowed the Vvrael to enter --- whose life force was tied up in keeping the rift sealed. He rapidly aged and told his story until finally dying of old age over a period of some minutes. The box became unimportant after that event.

The Rift itself is not obviously temporal in nature, but most of its rooms correspond to Tarot. The Vvrael quest had a number of prophecy subtexts. These will be analyzed separately on Research:The Rift (planes) and Research:The Vvrael Quest. The temporal rift allowed magic and did not have violent area effect mechanics. This was changed some time before the year 2000. Their anti-magical and draining flavors strongly suggest this was a consequence of the Vvrael. It was formerly possible to bypass the nebulous sphere with rifts to evade the spirit draining. The Cavern of Ages now qualifies as Pinefar.