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.
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.
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.
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
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.
As
with Dark Regios, Demonic areas can contribute to the Corruption Level
of a spell caster.
Note:The
dual percentile for Essence casters is a bonus to the spell casting roll
and a penalty as an increased chance to fumble.