What aspect are they? In the first age there would have been more Solar Manses, but would they have strayed from the natural tendency? There is no need as the effects work for anyone, so only purpose would dictate whether they are differently aspected or not. And while they could all be changed to reflect the designer's needs there would be limits and and ignoring that would affect the entire essence flow in creation.
So here is my idea. All lay lines crossing add to each other based on their power and the number crossing. There are weak, normal and strong lines, 1, 2, and 3 ratings. The largest contributor determines the natural strain, but can be manipulated to one of the other contributors. The Elemental lines emanate from their various poles but the Celestial are more randomly located through Creation. Elemental lines are curved, air, water, fire, wood and earth in order of curviness through straight curves, lunar lines are curves and spirals, sidereal and solar straight. Solar are rays from sunbursts, sidereal are long rays. Celestial lines count twice in natural demesnes but only in determination of the type of demesne.
I will say in the old Realm, 75% of manses were Elemental (15% each), and 15% Solar, 8% Lunar and 2% Sidereal. In the current times where it is civilized, 85% are Elemental (17% each) and 15% are Celestially aligned (5% each). This represents a reduction of Solar and Lunar manses and an increase of elemental and Sidereal aspects.
How many in the area of Nowhere? There is a medium strength Earth dragon line passing through the land away from the Inner Sea. There is a Medium strength Dragon line off the coast. There are a few stray rays of Wood and Fire lines passing through the area. There is a strong Air dragon line in the north and so there are medium loops in the area. There is also a medium air line in the Inner Sea looping through the area. There is a Strong Solar Node in the Mountains and in Whitewall. There is a strong Lunar node in the wilds near Wall port and on the other side of Amber River. There is a medium line of Wood to the east of Amber river.
Little pic experiment(94)
55 level 1
30 level 2
8 level 3
1 level 4
Nowhere old realm manipulation of some lay lines (88)
42 level 1— 10 solar, 3 lunar, 3 sidereal
30 level 2— 9 solar, 3 lunar, 3 sidereal
14 level 3— 1 solar, 3 lunar
1 level 4 solar
1 level 5 air
2 Earth air water demesne
The air over this bubbling mud flat smells of rot and the mud is treacherous to travel through. The fine clay is more likely to weigh down and suck any traveller into untold depths of a muddy demise. Anyone who braves this murky death can harvest a clay that can be fashioned into objects that when dried and fired are transformed into Adamant
2 lunar Manse devolved to 1 Lunar water. Earth missing
A small lake sits in this valley, created by a dam at its edge, the looking mechanism is damaged and now the lake exits over it as a small waterfall. There's a partially submerged manse in the center of the lake its granite walls and former hard packed earthen floors once helped move an earth dragon line into this location, as it is the lake now moves it further away. A natural spring was in the center of the manse and now feeds the lake. Prayers of intersesission to Luna cover the walls in Old Realm script from those that were saved from drowning, written in silver. The hearthstone originally provided a bonus to swimming long distances of two free successes in swimming Stamina related rolls, but now only provides two dice.
2 Solar Lunar fire demesne
The climate in the north is harsh but here it is quite pleasant even in the harshest of winters. The ground is warmed by a hot wat spring that never surfaces, but keeps the roots warm and snows melted in the winter. Creatures of darkness stay away and find it uncomfortable to enter the area. The trees and the understory are thick and nearly impenitratable. There is a tall building with tall wide windows filled with delicate pains of glass and mirrors that reflect the light around the manse. This is a medical center and all forms of simple medical aid can be found within and a servator how will apply first aid to all. The hearthstone grants the bearer to treat wounds that will never be infected with common infections.
2 Lunar earth fire
Curved obsidian glass set one hundred meters from the the building at the center of the clearing. The courtyard outside the manse is tiled in curved basalt in a spiral design. The walls of the manse are composed of irregular basalt and obsidian and the mortar is silver. The black hearthstone is filled with flecks of red and silver. Whom ever bears this stone can lead a force of magnitude equal to their essence ignoring half the terrain penalties.
2 lunar water
The forest gives way to broad northern marsh. Trees dot the landscape upon crescent shaped berms raised from the foot sucking mud. The islands do not appear to be set in place and move around so that the islands are never in the same place two visits in a row. The region around it is filled with sucking quicksand pits of muck. The central most mound is the only one that does not move, but the path to it is always different. Silvered surfaces have been placed on each of the islands that are treated to only reflect moonlight that seems to be the only light that penetrates the fogs. The central island has a pool whose surface is mirror calm and a small gem stone rests floating in place. The stone grants the bearer allows the to figure out puzzles in a natural setting. A quick glance grants the bearer the benefit of a detailed search, two free successes to a investigation roll, with a detailed search this increases to four successes.
2 Lunar earth
A little ways from the end of the mountain this solid imperishable up thrust of granite penetrates the tree canopy around. Its smooth surface remains unmarried by the passage of time and the storms and wars that wrecked the area. Not a single crack or chip anywhere on it. The smooth surface of the top remains completely natural, only cairns have been placed upon it to commemorate long fights of endurance and victories of endurance. The central Cairn is a monument to Luna who rewards mortals who survive despite the odds, despite great odds against. The hearthstone that forms adds two dice to resist shaping effects and lengthens the need for rolls by twice.
1 Solar water
This grotto is hidden at the base of the mountain. A waterfall drops from a cliff of one hundred feet into its midst. The morning light is caught especially keenly only at dawn and is reflected deep into the grotto the mists from the fall see light only when the sun hits it's zenith and can penetrate its recesses. Natural crystal sit in the walls of the sinkhole and reflect light at different times of the day. The small structure built on its south wall receives this light through pains of Adamantine and mirrors reflect that light into and around the Manse. Even in the cold of winter the manse is warm and comfortable. The hearthstone grants the bearer a better chance to remain undetected when stealing from someone(-2 to notice)
These are the manses and demesnes that I have detailed near Nowhere. Seven down, eighty-one to go.
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