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Leylines?
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<blockquote data-quote="Celebrim" data-source="post: 7803175" data-attributes="member: 4937"><p>I have leylines on my world, but they only come in the important kind. The nearest one could be 60 or 100 miles away. I haven't however fully mapped them out and mostly use them as a plot device. Certain kinds of magic in my game are severely limited. For example, teleport has a maximum range of 1 mile. If you want to teleport further, you have to go to a leyline and teleport along it, usually to the next intersection. Centuries or even millennia before, these intersections were marked by prior civilizations with rings of standing stones that along with astronomical purposes, marked the leylines and indicated where they connected to. So if you find 'Stone Henge' in my game, you can be fairly certain that there are leylines there and if you need to fast travel, this is essentially a rail terminal where you bring your own train. </p><p></p><p>Along time ago, it was popular to build cities at leyline intersections, but while this was convenient it also meant that it was particularly hard to stop unwanted spellcasters and other magical beings from popping into the middle of your city, so that practice fell out of favor. Typically cities are now built relatively far from the nearest ley line hubs, and the average person doesn't even know what they are for aside from the fact magical creatures congregate their for dubious and magical reasons.</p><p></p><p>What you seem to be talking about as 'leylines' though I call 'nodes', and they aren't lines and pop up anywhere in my game that doesn't change in the sense of having a basic nature and not departing from it. So I can see why urban areas would mess up most of them, because people are always moving within them and changing them - although they do tend to show up in say catacombs or graveyards or temples and I can imagine something civic or urban having enough tradition around it to create a node. Most of the places that I put nodes are places that are in some sense serene, tranquil, unspoiled, and whatever change occurs there is in stasis and balance - such as the heart of a fetid swamp where death is balanced with life, teaming fertility with rot and decay. As such, I wouldn't think to put one actually in a dragon's den or in a fey hold, though both are the sort of beings that would know where one was and might make use if it.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 7803175, member: 4937"] I have leylines on my world, but they only come in the important kind. The nearest one could be 60 or 100 miles away. I haven't however fully mapped them out and mostly use them as a plot device. Certain kinds of magic in my game are severely limited. For example, teleport has a maximum range of 1 mile. If you want to teleport further, you have to go to a leyline and teleport along it, usually to the next intersection. Centuries or even millennia before, these intersections were marked by prior civilizations with rings of standing stones that along with astronomical purposes, marked the leylines and indicated where they connected to. So if you find 'Stone Henge' in my game, you can be fairly certain that there are leylines there and if you need to fast travel, this is essentially a rail terminal where you bring your own train. Along time ago, it was popular to build cities at leyline intersections, but while this was convenient it also meant that it was particularly hard to stop unwanted spellcasters and other magical beings from popping into the middle of your city, so that practice fell out of favor. Typically cities are now built relatively far from the nearest ley line hubs, and the average person doesn't even know what they are for aside from the fact magical creatures congregate their for dubious and magical reasons. What you seem to be talking about as 'leylines' though I call 'nodes', and they aren't lines and pop up anywhere in my game that doesn't change in the sense of having a basic nature and not departing from it. So I can see why urban areas would mess up most of them, because people are always moving within them and changing them - although they do tend to show up in say catacombs or graveyards or temples and I can imagine something civic or urban having enough tradition around it to create a node. Most of the places that I put nodes are places that are in some sense serene, tranquil, unspoiled, and whatever change occurs there is in stasis and balance - such as the heart of a fetid swamp where death is balanced with life, teaming fertility with rot and decay. As such, I wouldn't think to put one actually in a dragon's den or in a fey hold, though both are the sort of beings that would know where one was and might make use if it. [/QUOTE]
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