Skip to content
COWBOYS & VIKINGSCompendium of the Wild Wastes

Rules / Hexploration / Leylines & the Aether

Leylines & the Aether

Leylines

The Awakening happened when the Aether's ley lines ruptured and wild energy from the outer planes began seeping into the world, leaving thin spots where the veil is weak. Leylines are a defining feature of the world, not a rare oddity: any hex can have one, and a leyline can be the source of strange weather, mutated creatures, otherworldly adversaries and story hooks.

Strength & Reach

Leyline Strength is a property of a hex, from 0 (no leyline) to 3. A source of Strength S has that Strength in its own hex and radiates outward, losing 1 per hex of distance: a hex d hexes away has effective Strength S − d (never below 0). A Strength 1 leyline affects only its own hex. A hex's effective Strength is also its Aether Radiation rating (R1–R3).

Source StrengthIts own hexNeighbouring hexesTwo hexes out
1R1——
2R2R1—
3R3R2R1
  • Overlaps: where a hex is in reach of more than one leyline, use the highest effective Strength; don't add them.
  • Hidden number: the party never sees the number; the GM tracks it. Players learn of a leyline only through its telegraphs (below).
  • Compasses only work where the magnetic field is uniform (without one, Sense Direction and navigation take a −2 item penalty). A leyline hex breaks that, so a compass is unreliable there.
  • Temporary leylines: when an Aether-touched sky happens in a hex with no leyline, one opens there: roll a d6 for its Strength (1–3 Strength 1, 4–5 Strength 2, 6 Strength 3). It lasts 1d4 days, then closes. Aether Weather 8 (a tear in the sky) sets Strength 3 directly instead.

What a Leyline Does

  • Danger: at effective Strength 2 or higher, the Danger Value is +1 for the Encounter Roll, and encounters there are Aether-touched (see Encounters).
  • Weather: a leyline widens the Sky die's Aether-touched range (below).
  • Aether radiation: the hex's Radiation rating equals its effective Strength. The exposure schedule follows the usual radiation rules (R1 no immediate threat; R2 a Fortitude save at DC 10 each week of exposure; R3 DC 15 each day), but a failure rolls on the Aether Exposure table instead of causing Radiation Sickness. Aether Weather 4 (coloured rain) is a second way onto that table.
  • Channeling: casting in a hex with effective Strength imposes Disadvantage on the Channeling check equal to that Strength, so Wild Surges come more often. Nothing else about the spell changes (DC, Strain, damage, crits). This stacks with Aether Weather's severity bump: a Strength 3 leyline in an Aether storm means Disadvantage 3 on the check and a surge one tier worse when it lands.
  • Navigation: any wayfinding check in the hex (the entry Skill Challenge, Reading a Hex, or any other Survival check to find the way) takes Disadvantage equal to the effective Strength. No DC change.
  • Sensory Tell: every hex with effective Strength 1+ (source or reach) always carries a Sensory Tell from the d8 list, narrated as part of the hex with no check. A trail of tells leads toward the stronger hex.
  • Aether Hook: every such hex also rolls 1d6 on the Aether Hook table in the column for its effective Strength. The tell says something's wrong; the hook says where to go to follow it.

Reading the Aether

Works only in the hex the party is in, and only if its effective Strength is above 0; it senses what is actually present, so it doesn't reach hexes that are merely visible. It uses the same rungs as Reading a Hex, with Mysticism instead of Survival and the Hex Level as the scene level. Questions are free-form and answered truthfully, but must be about the Aether and its effect here ("How strong is it?" "Which way is it strongest?" "Is it safe to rest here?" "What happens if I channel here?").

Telegraphs

Leylines announce themselves: the Foretelling die's "something wrong" result, the Sensory Tell, the Aether Hook, Reading a Hex questions, Reading the Aether, a Farmer's "Of the Land" feature noticing weather wrong for the season, and a misbehaving compass.

Aether-Touched Sky

The sky is Aether-touched on a natural 20 with no leyline present, on 19–20 at Strength 1, 18–20 at Strength 2 and 17–20 at Strength 3 (the hex where the party starts the day; the GM decides if they move into a stronger one). At Strength 3 the Severe and Extreme results (17–19) therefore always become Aether-touched: any storm near a Strength 3 leyline is an Aether storm.

When it happens, the GM rolls a d8 on the Aether Weather table as a follow-up (not a seventh axis; it can be rolled with the other six if a leyline is already known to be near). The Aether result replaces only the Sky entry; Temperature, Wind, Timing, Foretelling and Tomorrow still apply. While an Aether Weather result is active in a hex, any failed Channeling check there has its Wild Surge severity treated as one tier higher (Minor becomes Moderate, Moderate becomes Major).

d8Aether WeatherEffect
1Ground-walking lightning.Each character caught in the open makes a Reflex save (DC 15) once during the block. Failure: 2d6 lightning damage. Metal gear (firearms, tack and similar) imposes Disadvantage 1 on the save.
2Rain falling upward.No damage. Sight-based Perception checks and ranged attacks take Disadvantage 1 for the block.
3Midday aurora, compasses spin.Navigation DC +2 for the block; compasses are unreliable for the whole block.
4Colored rain (red or green).Anyone directly exposed and unprotected makes a Fortitude save (DC 10 + effective Leyline Strength). No damage; a failure rolls on the Aether Exposure table.
5Sudden flash-freeze or flash-heat.Sets the hex to H0 or H6 for the block.
6Sound-eating silence.All hearing-based Perception fails outright for the block. Stealth checks that rely on staying quiet gain Advantage 1; anything relying on sound cues can't be attempted.
7Emotion-tide wind.Each character makes a Charisma save (DC 12). On a failure, read the failed roll: odd gives Frightened 1, even gives Confused 1, either lasting 1 hour.
8A visible tear in the sky on the horizon.No immediate effect on travelers. The hex becomes a transient leyline at Strength 3 for the day, and the block's Encounter Roll draws from Aether-touched adversaries.

Aether Exposure

A character who fails a save against Aether radiation (R2 weekly at DC 10, R3 daily at DC 15) or against Colored Rain (DC 10 + effective Leyline Strength) rolls a d20 on the Aether Exposure table. On a critical failure of that save, move one band down the table (a Flare becomes Aether Sickness, and so on).

d20Result
1–9Aether Flare: a temporary wild-magic quirk until your next Long Rest. Roll on the Aether Flare table.
10–16Aether Sickness: you are exposed to the Aether Sickness affliction (Fortitude save at the exposure's DC).
17–19Temporary mutation for 1d4 weeks: roll a d6. Odd: roll on the Genetic Talents table. Even: roll on the Genetic Drawbacks table.
20Permanent mutation: roll a d6. Odd: roll on the Genetic Talents table. Even: roll on the Genetic Drawbacks table. It stays.

Aether Flare (d10)

A temporary wild-magic quirk that lasts until your next Long Rest.

d10Flare
1Glow: you shed dim light in a 10-foot radius and take 1 Disadvantage on Stealth checks.
2Static: everything metal you touch snaps with sparks. Thievery and Sleight of Hand checks with metal tools take 1 Disadvantage.
3Featherweight: you weigh almost nothing. You take half damage from falling, but forced movement against you moves you twice as far.
4Echoing voice: your voice rings strangely. 1 Advantage on Intimidation checks, 1 Disadvantage on Deception checks.
5Wrong shadow: your shadow lags and moves on its own. 1 Disadvantage on Diplomacy checks with anyone who notices it.
6Surge-prone: the next Channeling check you fail has its Wild Surge severity treated as one tier higher.
7Aether sight: you faintly see magic auras as though using Detect Magic (no action), but take 1 Disadvantage on sight-based Perception.
8Wrong temperature: your body runs hot or cold. Treat the Heat rating as one step worse for you.
9Drifting: you hover a finger's width off the ground. You can't be knocked Prone, but Athletics checks that need firm footing take 1 Disadvantage.
10Lucky spark: once before this ends, you may reroll a failed check and must keep the new result.

Aether Sickness is an affliction in the Afflictions compendium (Environmental). Mutations come from the Genetic Talents (d100) and Genetic Drawbacks (3d6) tables in Character Creation; a temporary one fades after 1d4 weeks.