《Silvergates: Northworld (Book 1 complete)》Appendix: Location Interference

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Location Interference is the name given to a hidden Northworld mechanism for obtaining specific skills to create one’s build.

The easiest version is the Geomantic, or leyline interference. Each leyline type, the intersection of identical leylines, and the set of all 4 leyline types have 3 specific Geomantic skills associated. People acquiring a skill from the lottery at a place of leyline interference get one of those three at random. Each skill can be obtained by other means, the leyline interference is merely a mechanic that guarantees one of the three unless you already have all of them. Each leyline combination can be used only once for skill acquisition, no matter the location.

Unsuspected by most, it has fueled the legend of the Stones of Tarquar (where 3 Minor Leylines intersect) as people think they can practice magic there and then gain powers through the lottery. The only people in Y6 who had a better clue were the Earthen Brethren, whose Keep stand at a massive leyline convergence (3 world leylines, 2 major leylines, 1 standard leyline, and 2 minor leylines) and, of course, have noticed the fact that standing in their ornamented courtyard plaza let them pick a number of guaranteed geomantic skills. But their theory was that it was a specific device installed in the Keep’s courtyard, not a general mechanic.

It was not until Archmage Vantegaard obtained a Sense the Leyline skill and was able to observe directly the mechanic in effect – and choose which of the available skills he wanted – that the Geomancy puzzle was solved.

Once that happened, the Aetheric interferences linked to specific magical leyline-powered structures and Druidic tree-ring interferences were quickly discovered.

It is suspected that a similar mechanic may apply, not only on magical abilities but on non-magical ones and even affect a Gater’s initial Setup.

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Single leylines

Minor Leyline skills

Earthen Presence. Tier 5 Presence. Your presence made manifest carries its own weight.

Earth Sight. Tier 5 Perception. The Land’s bones speak of stories to those who can listen.

Rock Dart. Tier 5 Strength. Solidity and weight are efficient ways of imparting kinetic energy.

Standard Leyline skills

Weightless. Tier 4 Reflexes. It is extraordinary what one can achieve when you do not worry about your mass.

Airbender. Tier 4 Dexterity. The flow of the combat carries you.

Destructive Analysis. Tier 4 Perception. Discover your enemy’s physical strengths. Then destroy them.

Major Leyline skills

Impose Load. Tier 3 Presence. Your enemies may have to overcome a heavy load before reaching you.

Earth Map. Tier 3 Perception. Anything can be mapped. That includes the inner spaces of the ground.

Grasp of the Stone. Tier 3 Strength. There is no obstacle that cannot be removed by the application of strength.

World Leyline skills

Empty Wind. Tier 2 Fortitude. It is hard to breathe when the air is no longer there.

Repel. Tier 2 Strength. Stone walls have always kept the enemies at bay. Except when they use magic.

Call the Stone. Tier 2 Presence. Call on the Stone and the Stone answers your call.

Two-leyline intersections

Dual Minor Leyline skills

Armored Earth. Tier 4 Resilience. The physical always has a problem with the physical.

Immutable Mind. Tier 4 Fortitude. The mind is a wall. A wall that you erect around those you wish to help.

Extract Essence. Tier 4 Dexterity. There’s hidden power in the earth, and you can give it liquid form.

Dual Standard Leyline skills

Tread the Earth. Tier 3 Reflexes. Grasp the Earth and the leylines will be your guides.

Control Weather. Tier 3 Dexterity. The Heavens are not separate from the Earth when your reach is long enough.

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Waterwalking. Tier 3 Dexterity. If you are careful enough, water is no softer than stone.

Dual Major Leyline skills

Interfere Actions. Tier 2 Intuition. No matter what, your enemy’s next action will be harder to perform than he thinks.

No one left Alive. Tier 2 Presence. Reduce your enemy’s maximum health.

Break the Bones. Tier 2 Strength. Damage is good. Incapacitant damage is better.

There are no dual World leyline intersections, due to the geometry of World leylines.

Three-leyline intersections

Triple Minor Leyline skills

Slick. Tier 3 Dexterity. It is hard to maintain a proper fighting form when your feet are no longer stable.

Icebreath. Tier 3 Strength. Cold and heat do not mix.

Unseen. Tier 3 Presence. If you are hard to see, you are hard to hit.

There are currently no triple Standard or Major leyline intersections mapped. The triple Standard is expected to be a set of tier 2 and triple Major a set of tier 1.

Triple World Leyline skills

Accelerated Senses. Tier 1 Reflexes. If the battle is too fast, then it’s you.

Dessicate. Tier 1 Strength. Dehydration has caused more deaths than anything else.

Call the Earth. Tier 1 Presence. Call on the Earth and the Earth answers your call.

Four-leyline intersections

Quadruple Minor Leyline skills

Bridge Anywhere. Tier 2 Dexterity. Do not look down.

Boon of vitality. Tier 2 Resilience. All that is of the Earth belongs to you.

Return Attack. Tier 2 Reflexes. If you are not the target, then you can afford not to care.

There are currently no quadruple Standard or Major leyline intersections mapped. They are expected to be a set of tier 1 each if any exists, which is unlikely but not impossible.

Full Leyline skills

Changeling Strength. Tier 1 Resilience. Use your abilities, and they will become better.

Aura of Majesty. Tier 1 Resilience. Those who help you will gain your strengths.

Death from Above. Tier 1 Strength. It’s always from an unexpected direction that comes the fatal coup.

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