Sundering is the antithesis of Synthesis. Whereas Synthesis opens the dreamer to the River of Dream, Sundering accesses the primordial Seed, nature red in tooth and claw. To the Z'bri, Sundering brings intense pleasure; each time they extend their perceptions into the realm of the Seed is akin to an intense sensual experience. After the Closing, trapped in this world, Sundering became tainted - corrupted - the pleasure derived from it lessened, forcing the Z'bri to discover new and more visceral applications for it.

Sundering is the personification of the Z'bri's rage, twisting their inherent potential into a dark and heinous power. Sundering radiates an aura, tainting and affecting all near it - the ultimate manifestation of fear, anger, hatred and death made physical. Atmospheres are areas corrupted by the Z'bri. Most common around the Beasts themselves, they can also appear in places where their influence is felt. Like a drop of dye spreading through a glass of water, their corruption spreads throughout the world around them.

Atmospheres come in five types - one for each House, and one for Hunters. Whenever you encounter a particular Atmosphere (see below), you are immediately affected as described, unless you can call on the Protection of one of your Eminences and instead act according to that Eminence. Certain Z'bri know how to Amplify their Atmosphere, making them more powerful. These Amplified Atmospheres have greater effects and you spend Spiritual Health (the amount is explained below) in order to resist them. If you do this, you must also make a conspicuous display of using your willpower not to fall prey to the Taint in the area, and are still subject to the normal effect of the Atmosphere (unless you can call on the Protection of one of your Eminences, of course).

Atmospheres are represented both visually and audibly - a jar containing glowsticks of the relevant colour, and sound effects specific to the House in question. There will also be a laminated card at the centre of the effect to remind you of the rules. If you can see the glowsticks or the lammie, or you can hear the noise, then you are likely to be feeling uneasy as you start to fall under the Atmosphere's effect; there is no defined threshold or boundary for this effect, and no safe distance at which one can stand. Atmospheres and Taint are intended to be insidious, creeping and threatening, rather than simply affecting everyone within a 5m radius while someone 1cm further away is utterly fine.

Flemis (green)Atmosphere: You begin to lose your personality and your ability to make decisions for yourself.
Amplify (stage 1): You lose willpower and the ability to act against any organised group unless you spend 1 Spiritual Health to resist (2 if you are a Lightbringer)
Amplify (stage 2): You lose free will and must follow the wishes of the Flemis unless you pend 2 Spiritual Health to resist (4 if you are a Lightbringer)
HunterAtmosphere: You are overwhelmed by feelings of guilt and sorrow.
Koleris (yellow)Atmosphere: You become more argumentative, combative, and likely to fly into a fury.
Amplify (stage 1): You feel a pain you can only relieve by violence, unless you spend 1 Spiritual Health to resist (2 Spiritual Health if you are a Jacker).
Amplify (stage 2): You launch into a berserker rage and will attack anyone nearby, unless you spend 2 Spiritual Health to resist (4 Spiritual Health if you are a Jacker).
Melanis (blue)Atmosphere: You become forgetful, losing your concentration and short-term memory until you leave this area.
Amplify (stage 1): You begin to lose your knowledge and your memories, unless you spend 1 Spiritual Health to resist (2 Spiritual Health if you are a Doomsayer).
Amplify (stage 2): You become an amnesiac and lose all knowledge of your past, unless you spend 2 Spiritual Health to resist (4 Spiritual Health if you are a Doomsayer).
Sanguis (red)Atmosphere: You want to do something you consider wrong (against your codes of ethics and morals).
Amplify (stage 1): You are compelled to act on desires you consider to be morally/ethically wrong, unless you spend 1 Spiritual Health to resist (2 Spiritual Health if you are a Herite).
Amplify (stage 2): Desires which you consider to be ethically/morally wrong are now part of your personality, unless you spend 2 Spiritual Health to resist (4 Spiritual Health if you are a Herite).

Note that the changes induced by Amplified Atmospheres have the potential to be permanent changes - please be sure to inform a Guide after the event if you were affected by one of them!