Encyclopedia Kemen: The Maestro Dialogues 

 

 

 

 

 

 

NODES, NULLS, and MAGICAL REGIOS

By Nasra El’Davim

Author’s Note:In the seventh chapter of the Dialogues, Merrilon along with the Ji-Hassa Astrologer Nasra El’Davim explore those places of Kemen that act as stores of power or possess a certain magical character.

 

Associated Links:

Kemen Home Page

 

EARTHNODES

Some scholars believe that magic is both released and absorbed by the world about us.It flows through this “world” or reality like the blood in our own veins.Caring with it the same spark of life.In time the Essence that floats freely to coalesce at the earth’s core, slowly rises to the surface.These bubbles of free essence have yet to be formed by the three realms, neither tapped by a deity nor imbedded within the being of that around them.These areas or bubbles are known as Earthnodes.They are in essence unformed regios.

The size of a Node can very widely.Some are less than a hundred yards in diameter, while others stretch for miles.The later are definitely rare occurances.In addition, the size of a node can change with time.This is a result of the slow rise of the Earthnode toward the surface as mentioned above.As the node rises they seem to wax and wane.This is believed to prove that they are spherical in shape.After the middle of the bubble passes than a waning occurs until the node fades.In the Age of Legends when life spans were often prolonged by magic or Elven Blood, a few mages created anchors that could hold a node in place.Providing them with a constant source of raw essence.

The nature of the node’s power is raw vis or essence.But some take on characteristics more similar to a Magical Regio, as described below.In the instance of an Earthnode becoming corrupted, it bears a similar taint to a Dark or Demonic Regio.Others can absorb a pious nature from constant contact with the Divine.Yet the interest of most spell casters in this natural and magical phenomenon is as a source for magic.The ancient Arcane Spells offered many ways to touch this source; most are now only remembered in ritual.But all spell casters are affected when within a node.The ease of spell casting in a node is often the way they are identified.Any spell, from all three realms requires only 75% of the usual Power Points.This is with the added benefit of P recovering Power Points at double the rate.

Another aspect of nodes is the affect they have on the place they inhabit.They are often the sites of unsual events or gateways to Magical Regios.Strange and usually magical animals may be found there.Shrines, temples, and even great cities are often centered on or near such a site.

Searching for usable essence, many mages hunt for herbs, animals, and mineral components at these sites.Because they are sources of power, users of magic, demons and others are drawn toward the node.A demon in possession of such a place would be able to gorge on the essence until he was of emmince power, eventually draining the site.

Nodes may be protected by an Earth-Guardian.A creature or man magically bound to the node.He will defend the place with his life, leaving only at the time of some preset condition.While a guardian, they person will never age, fatigue, nor suffer disease.All wounds heal quickly.The Guardian may also possess some connection with any other denizens of the site such as magical creatures.

NULL ZONES

Just as there are pools of raw essence, there are places devoid of any magic.These are refered to as Null Magic Zones.A spell caster within one would be cut off from the source of his power.As he or she tried to draw in the essence, whether from a god or his mind, the Null would absorb the power.Like water poured out on the sand, it would be untouchable.

All things found within these regions are themselves devoid of essence.To one sensitive to the flow of vis, they would seem “dead”.Elves and other creatures of magic are weakened unto death by Nulls, and always avoid them.Mineral found within Nulls retain this “deadness” and can be used to affect magic adversely.During the time of The Dominion, weapons made from Null-Iron was used to counter the powers of the Elves and their allies.Luckily these places are rare.

MAGICAL REGIOS

Magic or essence is found within all things, it represents their being.For this reason people, places, things or ideas all have his or her own

of Essence, their own magic.On the other hand, free magic, that which has either been released or left lingering since creation has the tendency to pool together, whether in people or in space.Because of this regions of magic can be created by constant exposure to the essence that is both held and released.We call these areas Regios.

Magical Regios are defined or formed by the forces the create them.The constant exchange of mana, personal essence, found in worship and prayer can form a Divine Regio.It should be noted that Divine Regios could be limited by the particular godhead represented as the source and by the dual sources of “Light” and “Dark”.These forces are the balance of good and evil.Dark Regios are different from the following Demonic Regios, and arusually considered a separate Regio, even though it falls under the rules concerning all Divine source areas.

Proximity to a gateway to Void can create a Demonic one.These are not truly Dark Regios since they are not formed by the exchange of mana from followers and a deity.Instead they are spots where the veil between the world and the void is thin.These areas are under constant threat from the Void as the demonic inhabitants are always hungry for the essence found in the world, that which is missing in the Void.

Another common Regio is a Faerie Regio often found near creatures of strong magical.Faerie is also used to refer to the pockets of magic that creatures build in the spaces between reality and the Void.

Spiritual Regios are similar to both Divine and Faerie.They can be created either through the beliefs of others or even the strong belief on some individual.The spirit realm and places that touch it are born from the beliefs of the people who revere the spirits, akin to the relationship between Deities and their followers.But also a thought by an individual can give birth to a spirit if strong enough.The ghost who is bound to a place instead of moving to the beyond is an example.

Regios often vary in both strength and effect.This is commonly due to the Regios source, and the level of the forces required bringing it forth.

It has been noted that great amounts of magic released in a specific area can create regios.The terrible spells used during the war with the Dominion leftmany such places of magic.The Dead Lands themselves are a powerful Regio that has taken on many aspects of the four major types.Below are the differing Magical Regios and any unique attributes.

DIVINE REGIO:

DIVINE (DARK) REGIO:

Divine Regios are divided into Light and Dark.Their affects on Essence and Mentalist spell

casters may differ due to the area of influence of the Deity.Divine Level refers to Divine Status, the 1-10 scale that Channelers use to rate their access to their deity.A god of magic may give bonuses to a mage.Dark regios raise the risk of corruption to all spell casters regardless of realms or Divine Status.

DEMONIC REGIO

As with Dark Regios, Demonic areas can contribute to the Corruption Level of a spell caster.

FAERIE REGIO:

Note:The dual percentile for Essence casters is a bonus to the spell casting roll and a penalty as an increased chance to fumble.

 

SPIRITUAL REGIO: