Круговерть Пустоты

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Иллюстрации Круговерти Пустоты в Art of World of Warcraft.
Круговерть Пустоты в Warlords of Draenor.

Круговерть Пустоты, или Искривленная Пустота или Бесконечная Пустота, – это астральное измерение, занимающее пространство между мирами.[1] В отличие от Великой запредельной тьмы, которую можно считать космосом в обычном понимании, Круговерть Пустоты не является частью материального мира.

Круговерть Пустоты

Ее описывали как грань, на которой исчезает Свет и наступает Бездна. Также упоминалось, что в самом начале вселенной существовали лишь Свет и Бездна, столкнувшиеся в Великой запредельной тьме, которая перекрывалась Круговертью Пустоты. Важно, что в настоящее время термин «Бездна» считается синонимом Тьмы, являющейся противоположностью Света и основополагающей силой мироздания.

Круговерть Пустоты – место, где царят хаос и магия. Она существует одновременно во всех реальностях и обычно недоступна для смертных. Те, кому удается попасть туда, крайне редко возвращаются. Дренор, который позднее стал Запредельем, и Азерот находились на значительном расстоянии друг от друга в Круговерти Пустоты.

Существуют предположения, что связь между Круговертью Пустоты и Великой запредельной тьмой подобна связи между Изумрудным Сном и Азеротом. Идея того, что Круговерть является магическим представлением физического пространства, хорошо вписывается в появление Запределья. Когда Дренор был разорван порталами, открытыми Нер'зулом, те части, которые в будущем станут Запредельем, не остались в материальном мире Великой запредельной тьмы, а были выброшены в Круговерть Пустоты из-за огромного количества магии, высвобожденной порталами.

В World of Warcraft

Обломки корабля парящие на осколке в Круговерти Пустоты.

An in-game area called the "Twisting Nether" was added with World of Warcraft: The Burning Crusade. It can be reached by flying beyond the edges of Outland and, in practice, serves a similar function as that of the Veiled Sea: a mere border to the in-game representation of the world. Also in common with the Veiled Sea, the Twisting Nether has its own general and local defense channels.

Even though the Twisting Nether does not seem to be part of Outland, players can explore it with a flying mount and remount if they choose to explore the floating masses on foot. There does not appear to be a fatigue warning as one gets exploring the Veiled Sea. If you fly to far out or too high, you simply get an audible sound indicating that you can't go any farther. For a Druid in flight form the bird makes a screeching noise. Note that there have been reports of random invisible dismount flags strewn about the Twisting Nether. According to these reports, the mount and player character will make a jerking motion when you approach these flags.

Sometimes, taking the boat to Valaar's Berth will make you join Twisting Nether chat channels for a split second just after the loading screen. This happens because Azuremyst Isle, like the nearby Bloodmyst Isle, is actually located on the Outland map despite appearing geographically in the Veiled Sea. Drinking Pure Energy, provided for quest at Toshley's Station, also causes the zone display to say "Twisting Nether".


Cata Эта секция содержит эксклюзивную информацию для Cataclysm.

Using the Phaseblood Potion in Felwood shifts you into the Nether.

Круговерть Пустоты и Великая Тьма

Гоблины очень заботятся, чтобы покупатели не упали в Круговерть Пустоты.

Рассеянные осколки Запределья - всё, что отсталость от Дренора, некогда прекрасного мира орков и дренеев. После Второй Войны Альянс вторгся в Дренор через Темный Портал. К их большому ужасу, они обнаружили, что Нер'зул – тёмный чернокнижник Орды, возвёл ряд новых Порталов, которые открывали путь Орде к иным неиспорченным мирам. Поскольку силы Альянса наступали, Нер'зул открыл эти Порталы как средство спасения, однако наложение энергии Порталов, в конечном итоге, закончилось катастрофическим взрывом, разорвавшим Дренор.

Спустя почти тринадцать лет, в самом конце Третьей Войны, падший ночной эльф Иллидан обнаружил, что огромные осколки Дренора всё ещё сохранились, паря в темных глубинах Круговерти Пустоты. После поражения от рук злобного принца Артаса Иллидан, опасаясь гнева Кил'джедена, вместе с остатками своих армий сбежал в Дренор. Он захватил контроль над этой хаотичной областью и запечатал последний из проклятых порталов Нер'зула.

Хотя Иллидан и является бесспорным правителем этой разорённой земли, он живет в опасении того, что будет обнаружен своими могущественными врагами – такими как Артас – новый Король-лич - и Лордами Пылающего Легиона. В настоящее время, Запределье служит домом для множества рассеянных племён дренеев, примитивных орков и могущественных таинственных существ. Агенты Пылающего Легиона также рассматривают эти области как жизненно важный стратегический пункт в своём бесконечном Пылающем Крестовом Походе, в поисках жизни во вселенной.

Заметки

  • Dornaa the draenei Children's Week orphan makes a joke about the Twisting Nether, "Is the Twisting Nether shaped like a pretzel? And just what is a nether? The Orphan Matron said I shouldn't ask people about their nethers."

RPG

The RPG Icon 16x36.png Эта секция содержит эксклюзивную информацию для Warcraft RPG.

The Twisting Nether is a formless place of magic and illusion. It is indistinct and chaotic, with no size or shape. Coterminous with all other worlds, the Twisting Nether can be a gateway for those who know how to use it. For mortals, the Twisting Nether is notoriously difficult to access. Spells and portals can take one there, but few other options exist. Traveling to a location within the Twisting Nether, such as Outland, can then lead a hero into the formless plane itself.[2]

География

The worlds of the universe are orderly, bound by physical law, and comprehensible. The Twisting Nether is everything the worlds are not. It is a stream of pure chaos that surrounds the worlds and binds them together.[3]

Chunks of worlds float among prismatic clouds, and colorful energy ribbons twist through the void. All is spectral and shadowy — blurring together in a muted, multicolored haze that brushes and teases the senses. Physical laws do not exist in this realm of ghosts, save those that a traveler creates for his or herself. Magic and illusion dance across the ever-changing vastness.[4]

The Twisting Nether does not co-exist with these worlds in any physical sense. It is a completely different state of being, one that is fundamentally incompatible with the universe as most creatures know it. Someone cannot look from the Nether into a world and vice versa; it is much easier to move between the Nether and a world. A shadow walk spell will take one through the Nether as he moves from place to place, and one can reach the Twisting Nether and its inhabitants with just about any planar travel or communications spell. Entering the Twisting Nether brings one to a realm of pure, lunatic thought. Most of the Twisting Nether is protean, never appearing the same for more than a few seconds. Colors change, it grows dark and light from moment to moment, sparkles and strange sounds emit and then vanish. One moment someone is suspended in nothingness, the next he is standing at the bottom of a deep canyon of purple rocks. His next shift may be to a tiny rock suspended in a starry night, and he has no way of knowing whether the change will occur in seconds or days. The Nether is an intensely magical environment, and some speculate that it is the true source of all arcane magic.[3]

The Twisting Nether has subjective directional gravity. The strength of gravity in the Twisting Nether is the same as on Azeroth, but each individual chooses the direction of gravity’s pull. Such a plane has no gravity for unattended objects and nonsentient creatures. The Twisting Nether can be very disorienting to the newcomer, and the plane appears weightless.[5] Movement is controlled by the will, and one can travel in any direction simply by deciding to do so.[3] Creatures in the Twisting Nether can move normally along a solid surface by imagining "down" near their feet. If suspended in midair, a person "flies" by merely choosing a "down" direction and "falling" that way in a straight line only. In order to stop, one has to slow one's movement by changing the designated "down" direction.[5] Though limited to regular movement speeds, one can sprint as long as he wishes without growing tired. The Twisting Nether does not restrict him from simply appearing wherever he wants to within it (this normally "impossible" action is known as point-to-point movement). Merely existing within the Nether strains the mind of non-native creatures, though, and ignoring traditional physical laws is even more painful.[3][6] Creatures native to the Twisting Nether, such as demons, can move point-to-point at will without any handicap.[3]

The Twisting Nether is of infinite size, there are no known borders of to the Nether. The Twisting Nether is timeless. Age, hunger, thirst, poison, and natural healing do not function in the Twisting Nether, though they resume functioning when the traveler leaves the plane. It is also strongly chaos-aligned. It also enhances magic. Magic is extremely powerful in the Nether. Any spell cast while in the Nether has its duration extended. Illusion spells cost no mana and last for extended periods.

The Twisting Nether is highly morphic and little shifts occur all the time in the Twisting Nether, and many changes are caused by the landscape adjusting itself to fit the thoughts of those within it. Worry about war, and the landscape may become a battlefield populated with undead soldiers. If one is lonely, his lost love may step out of a nearby cottage. The solidity, detail, and potential danger these images possess depend on how well a creature can control its thoughts. If a creature is in control of its thoughts, then images the creature's mind triggers are benign or easily ignored. If it doesn't control its thoughts, then the images that appear are realistic and frightening. Strong-minded individuals may consciously influence the Twisting Nether. The changes made may be subtle or drastic. One can create an image of a dog wandering around the area sniffing others and licking any hand that is presented or place oneself and those nearby at the top of a windswept mountain. A creature cannot create any knowledge that it does not already have. If someone creates a well-appointed library, for instance, the only information in the books is information he already knows. If more than one creature tries to manipulate the environment, the one with the strongest will controls the environment. This control persists until another stronger willed creature changes it. The forces of the Twisting Nether steadily erode any attempt at a static environment. If someone creates a cozy chalet with a roaring fire on the hearth, he should not be surprised if a few moments later the fire poker has morphed into a duck. A harmful environment created requires all those within the area to be willful to avoid being harmed by it.[7]

Обитатели


The RPG Icon 16x36.png Эта секция содержит эксклюзивную информацию для Warcraft RPG.

Note: Many of these creatures are drawn from the Shadows & Light sourcebook.[8]

Inspiration

The Twisting Nether resembles The Warp from the Warhammer 40,000 universe. The Warp is where the powers of Chaos and their servants reside; they are always trying to corrupt and invade the universe.

Another likely source of inspiration is the Astral Plane in the Dungeons & Dragons campaign setting of PlaneScape, which has a lot of things in common with the Nether, such as subjective gravity and amorphous, magical environments. The PlaneScape Astral Plane also works as a gateway between worlds.

Заметки