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"title": "Avalon Locations"
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"title": "Leyline Crisis"
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Avalon/10_Canon/Leyline Crisis.md
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Avalon/10_Canon/Leyline Crisis.md
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# The Korrin Gate Crisis (Leyline Crisis) – DM Reference
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> Working name: "The Korrin Gate Crisis"
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> Public names: "The Leyline Crisis", "The Korrin Blackout", "The Gate Disaster"
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## 1. TL;DR for You
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- Roughly 15–20 years ago, a major city built over a trunk junction – **Korrin Gate** – almost got erased when its node went into terminal cascade.
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- Cause (public version): "overuse and mismanagement of leylines during a regional conflict."
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- Cause (true version): military tried to weaponize the trunk; pushed it into a **state of emergent consciousness**, then lost control.
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- D’Serris and his team saved the city by:
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- Severing some subnodes (killing neighborhoods), and
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- 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.
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- That caged, half-born mind is the thing now clawing its way back via:
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- High-traffic nodes (like Avalon),
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- Vulnerable people (Soren, Fouadriel, etc.), and
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- Old war-artifacts (like Pappy, Titan Lance tech, etc.)
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- The crisis justified building the **Root Oversight Array** and gave D’Serris his trauma + authority.
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---
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## 2. What Korrin Gate Was
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- **Location:**
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Large inland city built on a natural convergence of three major leylines. Think: inland trade hub, university city, fortress, industrial center.
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- **Arcane role:**
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- Served as a **primary trunk junction** for the whole region.
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- Hosted a massive Node complex under the city:
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- Civilian taps (lights, wards, transit).
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- Military installations.
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- Secret research projects.
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- **Political context:**
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- Tensions between neighboring states / factions.
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- Arms race in **leyline-based weaponry**:
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- Instant bombardment rituals.
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- “Surge lances” (prototypes of what Titan Lance later formalized).
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- Sabotage of enemy subnodes.
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---
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## 3. The Build-Up
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### Official story (what most people know)
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- Korrin Gate massively over-tapped its node to:
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- Power shields, weapons, and industry during wartime.
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- Add more and more “temporary” taps that were never decommissioned.
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- Over years, stress crept higher:
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- Minor brownouts, weird glitches, small wild magic surges.
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- Complaints from engineers and druids ignored in favor of “national security.”
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### Actual cause (DM truth)
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- Deep under the city, a joint military–research team built the **Convergence Engine**:
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- A ritual / device meant to:
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- Tie together multiple branches of the Root.
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- Focus Sap and **intent** into a single, coherent beam—an “arcane ICBM.”
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- The prototype weapon was the conceptual ancestor of **Titan Lance**.
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- Side effect no one admitted publicly:
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- The Convergence Engine didn’t just move power; it **forced coherence** on Root flows.
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- The more they used it, the more the Root in that region began to:
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- Behave in non-random ways.
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- Show recurring “patterns” in its hum.
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- Push back when pushed.
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- D’Serris at this time:
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- Junior engineer / battle-mage assigned to the **Leyline Stabilization Corps** attached to the project.
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- Kept raising flags that the pattern logs looked “wrong.”
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- Was overruled repeatedly by senior mages and generals who wanted results.
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---
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## 4. The Day It Went Wrong
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### The Catalyst
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- During a major offensive, high command ordered:
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- **Sustained overdraw** through the Convergence Engine to power a massive strike.
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- Multiple secondary taps were opened to feed it – including some not rated for that flow.
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- On the monitoring side (where D’Serris is):
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- Every alarm they have is going off:
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- Flow far above spec.
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- Subnodes redlining.
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- Heartbeat patterns in the Root going from “pulsing” to “structured” – like a flat hum aligning into something like a voice.
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### The Shift
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- The node doesn’t simply **overheat** – it begins to **organize**:
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- Flows in separate branches sync up.
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- Entire subnets start pulsing in time with each other.
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- The Convergence Engine begins drawing in **more** power than it should be able to.
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- D’Serris and the stabilization team realize:
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- They are no longer just pushing power through the Root.
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- The Root (or something in it) is now using **their hardware** to cohere.
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### The First failure
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- Out on the surface:
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- People see lights flicker, wards ripple, then reality *stutter*:
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- Streets “double” for a second.
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- Voices echo words no one said.
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- Some people hear a single, overwhelming thought: **“I REMEMBER.”**
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|
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- In the Node chamber:
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- Sap pressure breaks containment on a few subnodes:
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- Korrin Gate loses entire districts in instant flares of wild magic.
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- One district becomes a glass crater.
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- Another is frozen mid-motion, its inhabitants in a permanent stasis bubble (later evacuated with horrific side effects).
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---
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## 5. The Decision D’Serris Made
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The options at that point:
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1. **Shut everything down and let it blow**
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- Kill the Convergence Engine, cut the trunk, hope the emergent mind rips itself apart.
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- Expected outcome: Korrin Gate destroyed, shockwaves along the trunk, unknown global consequences.
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2. **Try to "stabilize" it locally**
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- Contain the emergent consciousness in the Korrin Node.
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- Expected outcome: permanent haunted city, a god-egg in the basement, same problem later.
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3. **Diffuse it across the Root (what they actually did)**
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- Use the Engine in reverse:
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- Force the emergent pattern **downstream**, away from the Korrin Node.
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- Smear its coherence across as much of the Root as possible.
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- Expected outcome: Save the city; contaminate the entire network with a **thinned-out ghost**.
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The high command panicked. The Stabilization Corps proposed options. D’Serris:
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- Ran the numbers and backed option 3:
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- “We can’t contain it here, and we can’t eat the blast. Spread the pattern until it’s too thin to act.”
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- Helped implement the ritual:
|
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- Severed sacrificial subnodes (killing power to, and in some cases killing, whole neighborhoods).
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- Reconfigured the Engine to push pattern outward instead of inward.
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It “worked”:
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- The emergent mind did not fully cohere at Korrin Gate.
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- The city mostly survived (minus the scarred districts).
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- Casualty numbers still huge, but not apocalyptic.
|
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But:
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|
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- A **fragmented consciousness** was now threaded throughout the Root.
|
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- It could no longer manifest as one big city-killer… but it could **leak** into many places, slowly, wherever conditions were right.
|
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||||
---
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## 6. Aftermath
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### Public Narrative
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|
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- Official line:
|
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- “Korrin Gate was the result of reckless overuse of leylines during wartime.”
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- “Our brave engineers and mages stabilized the node at great cost.”
|
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- “New regulations and oversight will prevent such a tragedy from happening again.”
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|
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- Korrin Gate today:
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- Patchwork of rebuilt districts and scars:
|
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- The **Glass Quarter** where nothing grows.
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- The **Hums** where people still hear echoes.
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||||
- The **Frozen Mile** that was eventually dismantled block by block.
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||||
|
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- The Root is now treated as:
|
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- Something powerful but **dangerous**.
|
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- Something that needs **regulation** (Oversight).
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### What only a few know
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- D’Serris and a handful of surviving Stabilization officers know:
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- They **instrumentally lobotomized** a rising mind by smearing it across the world’s nervous system.
|
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- Oversight exists largely to:
|
||||
- Monitor for that mind trying to pull itself back together.
|
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- 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 D’Serris: **“the thing that learned our names.”**
|
||||
|
||||
---
|
||||
|
||||
## 7. How This Ties to Avalon & Your Campaign
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|
||||
### 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).
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||||
- 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 D’Serris Is Freaked Out Now
|
||||
|
||||
- Recent anomalies at Avalon (B2, Root whispers, etc.) **match low-level patterns** from the Korrin logs:
|
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- 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:
|
||||
- Soren’s behavior around the Root,
|
||||
- Joe’s Pappy-possessions in a grid-tied field,
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||||
- Fouadriel’s weird passive influence on Heartbeat graphs…
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||||
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||||
…he doesn’t see “teen drama” – he sees **Korrin Gate, Act II**.
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||||
|
||||
- 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.
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||||
|
||||
### D’Serris
|
||||
|
||||
- “Korrin Gate was not a blackout. It was the Root trying to stand up.”
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||||
- “We pushed it back once. We will not get another clean shot if it happens here.”
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||||
- “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 don’t like them, but I like melted cities less.”
|
||||
|
||||
### Normal Civilians / Parents
|
||||
|
||||
- “My uncle died in the Korrin Blackout. Don’t you dare mess with campus taps.”
|
||||
- “That’s why we have all those safety drills. That’s why the lights flicker sometimes.”
|
||||
- “They say it can’t happen again. They also said one city couldn’t 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 city’s 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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261
Avalon/10_Canon/Leyline Root System.md
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261
Avalon/10_Canon/Leyline Root System.md
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@ -0,0 +1,261 @@
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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 world’s 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** (D’serris’s 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 It’s Structured
|
||||
|
||||
Treat it like a tree + power grid:
|
||||
|
||||
- **Trunk:**
|
||||
Massive, slow-moving leyline that runs under/through the region. Southern Trunk is D’serris’s 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.
|
||||
- Avalon’s A1–A3, B1–B3, 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 – that’s what B2 was.
|
||||
|
||||
- **Taps:**
|
||||
- Specific points where Sap is pulled off for use:
|
||||
- Classroom conduits, Mageball field glyphs, Spin Alley lane runes, Mr. Magic’s 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 it’s 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 D’serris 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 doesn’t 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, D’serris 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 they’re 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 he’s 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 someone’s heartbeat, plants grow toward certain kids, etc.
|
||||
|
||||
### The Caged Thing (D’serris’s Mistake)
|
||||
|
||||
- During the old crisis, something malignant / emergent was:
|
||||
- Latched onto / coalescing in a trunk.
|
||||
- Half-born mind, half-parasitic entity.
|
||||
- D’serris’ team **shunted it down into the Root** instead of letting it explode locally:
|
||||
- It’s 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 don’t have to decide exactly which voice is which every time yet; just know:
|
||||
|
||||
- Soren’s violent urges are a **mix**:
|
||||
- Her own shit.
|
||||
- Root amplifying.
|
||||
- The thing testing how far it can push through her.
|
||||
- Pappy’s 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: he’s 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. Magic’s 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 (Pip’s 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 don’t 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 (tinker’s / mason’s), 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 D’serris 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” (A1–A3, B1–B3) 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 don’t just annoy your teachers – you risk:
|
||||
> - Blackouts, wild magic, and angry maintenance staff.
|
||||
> - D’serris showing up on a projection and asking why the graph just went red.
|
||||
> - The Root itself taking an interest in you. That’s not always good.
|
||||
|
||||
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Reference in New Issue
Block a user