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# The Korrin Gate Crisis (Leyline Crisis) DM Reference
> Working name: "The Korrin Gate Crisis"
> Public names: "The Leyline Crisis", "The Korrin Blackout", "The Gate Disaster"
## 1. TL;DR for You
- Roughly 1520 years ago, a major city built over a trunk junction **Korrin Gate** almost got erased when its node went into terminal cascade.
- Cause (public version): "overuse and mismanagement of leylines during a regional conflict."
- Cause (true version): military tried to weaponize the trunk; pushed it into a **state of emergent consciousness**, then lost control.
- DSerris and his team saved the city by:
- Severing some subnodes (killing neighborhoods), and
- Performing a last-minute ritual that **shunted the emergent mind down into the Root**, smearing it across the network instead of letting it fully form and explode locally.
- That caged, half-born mind is the thing now clawing its way back via:
- High-traffic nodes (like Avalon),
- Vulnerable people (Soren, Fouadriel, etc.), and
- Old war-artifacts (like Pappy, Titan Lance tech, etc.)
- The crisis justified building the **Root Oversight Array** and gave DSerris his trauma + authority.
---
## 2. What Korrin Gate Was
- **Location:**
Large inland city built on a natural convergence of three major leylines. Think: inland trade hub, university city, fortress, industrial center.
- **Arcane role:**
- Served as a **primary trunk junction** for the whole region.
- Hosted a massive Node complex under the city:
- Civilian taps (lights, wards, transit).
- Military installations.
- Secret research projects.
- **Political context:**
- Tensions between neighboring states / factions.
- Arms race in **leyline-based weaponry**:
- Instant bombardment rituals.
- “Surge lances” (prototypes of what Titan Lance later formalized).
- Sabotage of enemy subnodes.
---
## 3. The Build-Up
### Official story (what most people know)
- Korrin Gate massively over-tapped its node to:
- Power shields, weapons, and industry during wartime.
- Add more and more “temporary” taps that were never decommissioned.
- Over years, stress crept higher:
- Minor brownouts, weird glitches, small wild magic surges.
- Complaints from engineers and druids ignored in favor of “national security.”
### Actual cause (DM truth)
- Deep under the city, a joint militaryresearch team built the **Convergence Engine**:
- A ritual / device meant to:
- Tie together multiple branches of the Root.
- Focus Sap and **intent** into a single, coherent beam—an “arcane ICBM.”
- The prototype weapon was the conceptual ancestor of **Titan Lance**.
- Side effect no one admitted publicly:
- The Convergence Engine didnt just move power; it **forced coherence** on Root flows.
- The more they used it, the more the Root in that region began to:
- Behave in non-random ways.
- Show recurring “patterns” in its hum.
- Push back when pushed.
- DSerris at this time:
- Junior engineer / battle-mage assigned to the **Leyline Stabilization Corps** attached to the project.
- Kept raising flags that the pattern logs looked “wrong.”
- Was overruled repeatedly by senior mages and generals who wanted results.
---
## 4. The Day It Went Wrong
### The Catalyst
- During a major offensive, high command ordered:
- **Sustained overdraw** through the Convergence Engine to power a massive strike.
- Multiple secondary taps were opened to feed it including some not rated for that flow.
- On the monitoring side (where DSerris is):
- Every alarm they have is going off:
- Flow far above spec.
- Subnodes redlining.
- Heartbeat patterns in the Root going from “pulsing” to “structured” like a flat hum aligning into something like a voice.
### The Shift
- The node doesnt simply **overheat** it begins to **organize**:
- Flows in separate branches sync up.
- Entire subnets start pulsing in time with each other.
- The Convergence Engine begins drawing in **more** power than it should be able to.
- DSerris and the stabilization team realize:
- They are no longer just pushing power through the Root.
- The Root (or something in it) is now using **their hardware** to cohere.
### The First failure
- Out on the surface:
- People see lights flicker, wards ripple, then reality *stutter*:
- Streets “double” for a second.
- Voices echo words no one said.
- Some people hear a single, overwhelming thought: **“I REMEMBER.”**
- In the Node chamber:
- Sap pressure breaks containment on a few subnodes:
- Korrin Gate loses entire districts in instant flares of wild magic.
- One district becomes a glass crater.
- Another is frozen mid-motion, its inhabitants in a permanent stasis bubble (later evacuated with horrific side effects).
---
## 5. The Decision DSerris Made
The options at that point:
1. **Shut everything down and let it blow**
- Kill the Convergence Engine, cut the trunk, hope the emergent mind rips itself apart.
- Expected outcome: Korrin Gate destroyed, shockwaves along the trunk, unknown global consequences.
2. **Try to "stabilize" it locally**
- Contain the emergent consciousness in the Korrin Node.
- Expected outcome: permanent haunted city, a god-egg in the basement, same problem later.
3. **Diffuse it across the Root (what they actually did)**
- Use the Engine in reverse:
- Force the emergent pattern **downstream**, away from the Korrin Node.
- Smear its coherence across as much of the Root as possible.
- Expected outcome: Save the city; contaminate the entire network with a **thinned-out ghost**.
The high command panicked. The Stabilization Corps proposed options. DSerris:
- Ran the numbers and backed option 3:
- “We cant contain it here, and we cant eat the blast. Spread the pattern until its too thin to act.”
- Helped implement the ritual:
- Severed sacrificial subnodes (killing power to, and in some cases killing, whole neighborhoods).
- Reconfigured the Engine to push pattern outward instead of inward.
It “worked”:
- The emergent mind did not fully cohere at Korrin Gate.
- The city mostly survived (minus the scarred districts).
- Casualty numbers still huge, but not apocalyptic.
But:
- A **fragmented consciousness** was now threaded throughout the Root.
- It could no longer manifest as one big city-killer… but it could **leak** into many places, slowly, wherever conditions were right.
---
## 6. Aftermath
### Public Narrative
- Official line:
- “Korrin Gate was the result of reckless overuse of leylines during wartime.”
- “Our brave engineers and mages stabilized the node at great cost.”
- “New regulations and oversight will prevent such a tragedy from happening again.”
- Korrin Gate today:
- Patchwork of rebuilt districts and scars:
- The **Glass Quarter** where nothing grows.
- The **Hums** where people still hear echoes.
- The **Frozen Mile** that was eventually dismantled block by block.
- The Root is now treated as:
- Something powerful but **dangerous**.
- Something that needs **regulation** (Oversight).
### What only a few know
- DSerris and a handful of surviving Stabilization officers know:
- They **instrumentally lobotomized** a rising mind by smearing it across the worlds nervous system.
- Oversight exists largely to:
- Monitor for that mind trying to pull itself back together.
- Kill nodes / branches before they can become a new Korrin Gate.
- Classified docs refer to the emergent pattern as:
- “The Coherence Event”
- “The Underpattern”
- Or, in one terrified margin note by DSerris: **“the thing that learned our names.”**
---
## 7. How This Ties to Avalon & Your Campaign
### Why the Valley Matters
- The Avalon valley sits on a **secondary trunk** connected to the same network Korrin Gate was on.
- The Academy node is:
- Newish (installed post-Crisis).
- High-traffic (students, experiments, Titan armory not far away).
- Labeled in Oversight docs as a **“sensitivity probe”**:
- “If something like Korrin happens again, we want to see it early.”
- Titan Lance Armory:
- Built as a formalized, “safer” successor to the Convergence Engine concept.
- Its cradle can, in theory, be repurposed:
- To try another diffusion.
- Or to deliver a killing strike to a localized manifestation.
### Why DSerris Is Freaked Out Now
- Recent anomalies at Avalon (B2, Root whispers, etc.) **match low-level patterns** from the Korrin logs:
- Heartbeat goes from noise → pattern, then back.
- Student biometrics correlate with spikes.
- Certain “voices” reported by kids sound *too* similar to witness accounts.
- When he sees:
- Sorens behavior around the Root,
- Joes Pappy-possessions in a grid-tied field,
- Fouadriels weird passive influence on Heartbeat graphs…
…he doesnt see “teen drama” he sees **Korrin Gate, Act II**.
- His long-term fear:
- The fragmented Coherence from the old crisis is trying to use:
- **High-traffic nodes** (Avalon, Titan), and
- **Emotionally volatile adolescents** as anchor points.
---
## 8. How Different People Talk About It
You can use this for NPC color.
### DSerris
- “Korrin Gate was not a blackout. It was the Root trying to stand up.”
- “We pushed it back once. We will not get another clean shot if it happens here.”
- “When I say shut that node down, I am speaking from experience, not paranoia.”
### Old-timer Mage / Professor
- “They played god with the world-tree and got their fingers bitten off.”
- “We were told to keep casting while the sky hummed. I still wake up hearing it.”
- “Oversight? I dont like them, but I like melted cities less.”
### Normal Civilians / Parents
- “My uncle died in the Korrin Blackout. Dont you dare mess with campus taps.”
- “Thats why we have all those safety drills. Thats why the lights flicker sometimes.”
- “They say it cant happen again. They also said one city couldnt overload a trunk.”
---
## 9. Player-Facing Version (Optional Later)
If you ever want to give them an in-game explanation (library article, teacher monologue), you can boil it down to something like:
> **The Korrin Gate Crisis (History Textbook Version)**
>
> About seventeen years ago, the city of Korrin Gate suffered a catastrophic failure of its leyline infrastructure. Years of overuse, wartime strain, and experimental tapping pushed the citys main node past safe capacity.
>
> When it finally broke, entire districts were scorched, frozen, or warped by uncontrolled magic. Only the emergency response of the Leyline Stabilization Corps prevented total destruction.
>
> The Korrin Gate Crisis led directly to the creation of the **Root Oversight Array**, new regulations on high-capacity taps, and strict monitoring of major nodes—such as the one beneath Avalon Adventuring Academy.
>
> Official reports describe the Crisis as “a tragic but instructive example of the dangers of magical overreach.”
> People who were there tend to describe it with fewer polite words.

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# The Root System DM Reference
> Canon for AAA. If something contradicts this later, this wins.
## 1. What The Root Actually Is
- **Big Picture:**
The Root is a single, world-spanning **leyline organism**:
- Physically: a network of high-density arcane channels under the crust and through the air, like roots + mycelium + electrical grid.
- Spiritually: the “nervous system” of the worlds magic semi-sentient, but not a person in the normal sense.
- **Natural vs Artificial:**
- The raw leyline network existed naturally.
- Over centuries, mortals **cut it, braced it, and plumbed it** into something closer to infrastructure.
- The **Root Oversight Array** (Dserriss thing) is the latest layer of software bolted onto that living hardware.
- **Sap:**
“Sap” is just the slang for condensed Raw Magic flowing through the Root:
- In-universe: glowy shit in crystals, pressure in taps, the stuff that explodes when mishandled.
- Metaphor: electrical current + bandwidth + blood.
---
## 2. Topology How Its Structured
Treat it like a tree + power grid:
- **Trunk:**
Massive, slow-moving leyline that runs under/through the region. Southern Trunk is Dserriss jurisdiction.
- **Branches:**
Large offshoots that feed cities, fortresses, Academies, Titan armories, etc.
- **Nodes:**
Places where branches are **anchored and shaped**:
- City Node, Academy Node, Titan Lance Node.
- Full of stabilizing anchors, crystals, sigils.
- **Subnodes:**
Local “breaker boxes” and fuses.
- Avalons A1A3, B1B3, etc. are subnodes off the Academy Node.
- Each subnode feeds a cluster of taps (dorms, labs, field, etc.).
- Subnodes can be throttled, shunted, or killed without taking down the whole node thats what B2 was.
- **Taps:**
- Specific points where Sap is pulled off for use:
- Classroom conduits, Mageball field glyphs, Spin Alley lane runes, Mr. Magics pizza hellscape, etc.
- Controlled by **Runic Controllers** (hardware) and **Root Oversight** (software).
---
## 3. Flow, Capacity, and Failure Modes
### Flow & Capacity
- Each branch/subnode has:
- **Baseline Flow** what its designed to carry.
- **Overcapacity Margin** how much abuse it can take before things go sideways.
- When total draw > safe margin, you get:
1. Minor: flickers, weird side-effects, illusions stuttering.
2. Moderate: wild-magic-like anomalies, local structure flexing.
3. Severe: **cascade** Sap surges, containment sigils fail, subnode starts to crack.
### What Happens When a Subnode Fails
- **Controlled trip:**
Oversight kills the branch cleanly:
- Everything it feeds goes dark / inert.
- Sap is redirected deeper into the Trunk or to sacrificial buffers.
- You get power outage, scary alarms, but no explosion.
- **Uncontrolled failure (like B2):**
- Sap surges and finds its **own path**:
- Into nearby taps (overcharging wards, animating junk, whispering to psychically-open students).
- Into the physical world (crystallized Sap, explosive outgassing, temporal glitches).
- You can:
- Stabilize and re-anchor it (what the kids *tried* to do).
- Or rupture the branch so it burns out (what actually happened when they “destroyed” B2).
- **Root Memory:**
- The Root “remembers” patterns of failure.
- Repeated stress in similar ways makes it more likely to respond *on its own* next time (whispers, manifestations).
---
## 4. The Oversight Array What Dserris Can Actually Do
### What Oversight Sees
Think of it as a god-tier monitoring system with limits:
- **Telemetry Only** no direct mind-reading, just:
- Spell traffic that *touches the Root*:
- Schools of magic, approximate power, where/when.
- Node and subnode flow graphs.
- “Heartbeat” patterns: regular pulsing vs weird spikes/wobbles.
- IDs of oficially keyed users (students, staff, devices) when they authenticate to taps.
- **Blind Spots:**
- Innate / personal magic that doesnt use taps (small-scale, within your own aura) is fuzzy or invisible.
- Old, non-standard rituals that predate the grid can partially bypass it.
- Anything happening in a fully warded Faraday-style space (no taps in, no taps out) is opaque.
### What Oversight Can Do
From his command node, Dserris can:
- **Throttle or kill taps/subnodes:**
- Reduce flow to specific areas (e.g., “cut power to Mageball runes”).
- Lock doors, shut off lab circles, brick enchanted devices tied to the grid.
- **Inject commands:**
- Force safety protocols on hardware (“trip this breaker if flow spikes again”).
- Broadcast through certain taps (alarms, emergency lights, announcement illusions).
- **He cannot:**
- Freely rewrite local reality.
- Target one specific random kid in a crowd without context unless theyre currently keyed into a tap as the user.
- Directly puppet people or read their thoughts he only sees how they interact with the grid.
This is important: the kids are right that hes surveilling them; they are wrong when they assume “he sees everything we do.”
---
## 5. Consciousness in the Root
### The Natural Root
- Has **instinct**, not a human mind:
- Wants equilibrium: no part over-stressed, no branch murdered if it can be re-routed.
- Responds more strongly to **emotionally-charged** magic (fear, rage, awe).
- How it shows up:
- Subtle nudges: whispers, half-seen shapes, déjà vu.
- Synchronicities: lights flicker in rhythm with someones heartbeat, plants grow toward certain kids, etc.
### The Caged Thing (Dserriss Mistake)
- During the old crisis, something malignant / emergent was:
- Latched onto / coalescing in a trunk.
- Half-born mind, half-parasitic entity.
- Dserris team **shunted it down into the Root** instead of letting it explode locally:
- Its now **smeared** along the network, but clusters around high-traffic nodes.
- Think: virus in the operating system, not separate user.
### Practical Difference
- Root whisper = “turn the pressure down, reroute, nudge.”
- Caged thing whisper = “break this, hurt them, get more access.”
You dont have to decide exactly which voice is which every time yet; just know:
- Sorens violent urges are a **mix**:
- Her own shit.
- Root amplifying.
- The thing testing how far it can push through her.
- Pappys possession:
- Pappy was in a war-era Root-saturated environment; his action figure is basically a **keyed relic**.
- When Joe lets Pappy in, he opens a channel that the Root (and the thing) can hitch a ride on.
Fouadriel is where this gets nailed down later: hes the first point where the caged mind gets a **stable anchor**.
---
## 6. How Everyday Magic Uses the Root
### Big Buckets
1. **Grid Magic (Monitored):**
- Anything that draws from fixed taps:
- Classroom rituals, Mageball field, Titan armory, city wards, Mr. Magics animatronics.
- Logged by Oversight.
- Safer in terms of blowback, but visible.
2. **Personal Magic (Mostly Unmonitored):**
- Innate sorcery, smaller-scale bard tricks, druid nature magic not explicitly tied into infrastructure.
- Uses local ambient mana + your own reserves.
- Harder for Oversight to see, easier for the Root consciousness to piggyback if you keep poking the same spot.
3. **Hybrid Shit (Risky as hell):**
- People who hack taps to supercharge personal spellwork.
- Contraband relics that route Root flow into specific items (Pips network, experimental weapons, etc.).
- This is where you get your wild magic, aberrant effects, and “B2 blew up” tier accidents.
### Student Tech Layer
- **Sending-stones / crystals / “phones”:**
- Piggyback on low-draw taps.
- Oversight sees metadata (who connected, when, how much traffic, broad type), not the exact conversation content unless someone has applied specific spy-rituals.
- **Wi-Spell / Arcane WiFi:**
- Campus has its own subnet.
- Oversight can throttle it to free capacity for more important stuff.
- **Games, entertainment, etc.:**
- Minor draw, only dangerous when a lot of them sync in one place (like Mr. Magic or Spin Alley).
---
## 7. When PCs Mess With It Guidelines For You
You dont need hard mechanics, just consistent rulings. Use these:
### Detecting Anomalies
- Any magical PC paying attention can:
- **Arcana** to interpret flow/anomaly (“this is a surge,” “this feels like a reroute,” etc.).
- **Religion / Nature** to interpret Root-as-being (“it feels angry/hurt”).
- Soren gets occasional **free vibes** because of prior exposure.
### Intervening
- If they try to “stabilize” a node / tap:
- Skill challenge: Arcana, Tools (tinkers / masons), maybe help from Elias.
- Success: reduce flow, reinforce sigils; you decide if problem is fixed or just postponed.
- Fail: push anomaly up a level (minor → moderate; moderate → cascade warning).
- If they try to **steal** from the Root:
- Short-term juice (advantage, bonus damage, etc.).
- Long-term consequence clock:
- More whispers.
- More anomalies following them.
- Oversight notices weird patterns and starts asking questions.
### Oversight Response Ladder
Rough escalation Dserris can take when he sees a problem:
1. **Log + watch** note anomaly, increase monitoring.
2. **Nudge staff** send Larkvale/Elias “check this out” instructions.
3. **Throttle** reduce capacity to specific zone.
4. **Lockdown** hard lock on taps/doors, emergency protocols.
5. **Sacrifice** kill a branch/subnode to protect trunk (what he fears having to do again).
Where the PCs sit on that ladder is entirely about:
- Are they helping?
- Are they causing more anomalies than they fix?
- Do they cooperate at all?
---
## 8. Quick Player-Facing Summary (Optional Handout Later)
You can drop something like this into a “How Magic Works at Avalon” doc:
> **The Root & The Grid Student Version**
>
> - Magic in the valley runs on the **Root** a huge living web of leylines under the ground and in the air.
> - The Academy is plugged into it like a **power substation**:
> - Big node under campus, smaller “subnodes” (A1A3, B1B3) feeding different buildings.
> - “Taps” in classrooms, fields, and town that pull Sap (magical juice) out of the Root.
> - Most big, flashy spellwork on campus **uses the grid**:
> - Mageball field, safety wards, labs, weird animatronics at Mr. Magic Pizza.
> - Those are monitored by the **Root Oversight Array** essentially magical IT and safety inspectors.
> - Your *personal* magic cantrips, small spells, stuff you do with your own reserves mostly flies under the radar unless you hook it into a tap on purpose.
> - If you abuse the grid (overload a subnode, hack a tap, or run sketchy rituals off campus power), you dont just annoy your teachers you risk:
> - Blackouts, wild magic, and angry maintenance staff.
> - Dserris showing up on a projection and asking why the graph just went red.
> - The Root itself taking an interest in you. Thats not always good.