Maesters of Magia
- Ether - magical power and knowledge
- Force - magical application
- Life - trade/diplomacy and personal development
- Matter - order/bureaucracy
- Void - exploration and seamanship
The World
[[1]]
Magia: Threads of Religions
Magia: Schools of Magic
Magia: The Hesperian Empire
The Continents of Magia
The Continents of the world do not conform in part to what you might consider normal behaviours of climate or geography. The World is seemingly endless, surrounded by some distant point by a world ocean, or so the Hesperians claim.
Mesa
Mesa or Mesadaios, the central land of the hundred kings. Mesadaios is dominated by no single climate or terrain. The north has a brooding cold climate, of snow, boreal forests and cold misty hills. The north is bordered by the Shattered Mountains, beyond which are the untamed lands of the white forest, where the sapphire eyed wights hold dominion. The Northern region is bordered to the south by the powerful confluence of riverlands, which cut across the western mountains that border the Unknown ocean to flow into the large eastern sea. Here, the geographically is dominated by floodplains, lakes and wetlands. Further south the climate continues to warm, temperature grasslands and forests sweep across the central arc of the continent while to the deep south, a mediterran climate begins to take hold as you approach the coast, especially on the coasts of the Narrow sea to the west.
Mesa is surrounded by a impententrable barrier of magic, which was until a decade ago, entirely unbreached by man. The discovery of Crosstone has allowed travel and trade across the barrier, though it is limited in scope, as powerful Merchant Cartels control the ships capable of crossing, while the only land crossing is controlled by a paranoid city that allows no trade.
The civilization of Mesa is fractious, yet prosperous. Elsewhere in the world, magic is just as strong and magic materials just as common but far more difficult to control, leaving it only in the hands of the very few who are able to master it. Mesan's have profited by a unique ability to control and use magic, importing raw magical materials and exporting magical devices.
Greater Hesperia
Greater Hesperia is a large continent to the west, dominated by a chain of mountains that stand almost impossibly tall, creating a huge shadow for most of the day. This frigid region is known as the shadowlands, devoid entirely of vegetation or moisture. Further east the climate is mild, temperature forests long were the main biome of the region, until Hesperians cleared them out as they expanded east. The southern regions of Hesperia are savannahlike, though enroached by thick and deadly chaotic jungle, which seems to echo into the distance as far as the eye can see.
Greater Hesperia is owned entirely by the Hesperian Empire, known as the Eastern Provinces by the Hesperians. The Expansionist Empire has radically altered the continent, building roads, dams and cities of marble and stone. The TechnoMaesters of Hesperia rule from the Mountain Citadel of Akroura in the shadowlands, within which lies the famed tunnel to the Western Empire, the only source of reinforcements for the Hesperian forces in the East.
Lesser Hesperia
Lesser Hesperia is basically, your typical varied European continent cut with parts of central america in the south. There's a eastern european slant to some things.
Lesser Hesperia is home to the Hesperian client states and rebellious provinces. While some are content to reap the benefits of Imperial rule, others are not so keen to pay the price extracted in slaves and raw materials for the enlightmented of the Maesters. The rebellions once nothing more than quiet fringe groups on the edges of Imperial authority have in recent years been fueled in by magical weaponry from Mesa, infuriating the Hesperians unused to anybody but themselves having access to such power.
Anatolikos
Anatolikos is unusual land, the northeast is dominated by unusual geography, the land is perfectly flat and the coastlines are perfect in their angular precision. Consider it northern africa, cut with some far eastern influences, cut with a bit of nordic dwarfism to the north.
Anatolikos has been spared outside influences for much of it's existance, the Hesperians have made few inroads and the Mesans seem content for now to profit from trade. Anatolikos benefits from a plentiful supply of magical materials, which have long enriched the land with life, but with which few are able to directly profit. The rarity of magical talent has long concentrated power in the hands of the few Maesters of Magic, who wield considerable influence from behind the scenes under the guise of religion.
The Rules
To start, all nations have a total of 200 points to spend exclusively on Domains and a further 200 points to be spent on any area of their choosing, such as races, extra domains and military forces. Military forces are purchased at 1 point = 250 Gold. For this purpose consider 1 Mana or 1 Adamantium to be equal to 1 gold, 1 Books to be 5 gold, 1 Horses or Beasts to be 10 Gold and 1 Levistone to be equal to 25 Gold.
Races of Magia
The cost in points is to unlock a given race; normally one per nation. Additional races cost +10 points per race. They may then be assigned to any domain as desired.
Races
Humans
- Humans are fun.
- Racial Alignment: None
Orks
- Generally as civilised as humans, but with a more nomadic culture.
- Racial Alignment: Matter
- Infantry units are tougher
- Mage units are weaker
Goblins
- Diminutive creatures, they are the ugly cousins of Halflings.
- Racial Alignment: Void
- +1 to all Drafts
- Infantry units are weaker
Dwarves
- Short guys that like beer and live in underground halls.
- Cost: 20
- Underdark Race
- Racial Alignment: Force
- Infantry units are tougher
- +25% to all Mine output
- -1 Common draft
Elves
- Tall slim humanoids with a affinity for nature.
- Cost: 20
- Racial Alignment: Ether
- Ranged and Mage units are more powerful
- Wilds generate +1 Food and +10 Mana
- May buy Elven Wilds
- All Common draft halved
Moogles
- Diminutive cute creatures.
- Racial Alignment: Ether
- Infantry units are weaker
- Mages units are stronger
Dark Elves
- Underground Elves
- Cost: 20
- Underdark Race
- Racial Alignment: Ether
- Ranged and Mage units are more powerful
- All Noble and Mage units reduce Mana upkeep by 5
- All Common draft halved
Supernaturals
- Vampires, Werepeople, Minotaurs etc
- Cost: 5-20
- Racial Alignment: Void
- May chose one Supernatural ability at 5 points, 2 at 12 or 3 at 20.
God-Touched
- Human descendants of Gods or demi-gods.
- Cost: 25
- Racial Alignment: Life
- Infantry and Mage units are stronger and tougher
- All Noble and Mage units reduce Mana upkeep by 10
- All Common draft halved
Monster Races
Monster races require GM approval to play. All Monster races cost double to raise and upkeep (discounting equipment)
Trolls
- Big green regenerating guys.
- Cost: 40
- Racial Alignment: Void
- All non-mechanical units are much stronger and tougher
- All non-mechanical units regenerate
- May not buy Cities
- All drafts halved
Nymph
- Half-plant, half-human physical nature spirits. Insular.
- Cost: 40
- Racial Alignment: Life
- All non-mechanical units are much stronger and tougher
- All mechanical units are grown at Wood Nodes, not built (see below)
- Wilds generate +1 Food and +20 Mana
- May buy Elven Wilds
- May not buy Countryside
- All drafts halved
Iron Nymph
- What happens when you put a Nymph grove in an iron smelter
- Cost: 40
- Racial Alignment: Force
- All non-mechanical units are much stronger and tougher
- All mechanical units are grown at Fire Nodes, not built (see below)
- All units reduce Mana upkeep by 5
- Wilds generate +25 Mana
- May not buy Countryside
- All drafts halved
Iron Men
- Self-willed Magical Armour.
- Cost: 25
- Racial Alignment: Force
- All non-mechanical units are tougher
- All units built?!
Dryad growth rules: As almost everything Nymphs make is grown and sculped from living plants, they do not need the raw materiels or manufacturing sites that other races do. They may pay Adamantium costs in Mana and can construct mechanical devices at the appropriate node - normally Life-aligned, but Iron Nymphs use a Force-Essence permutation.
Domains
Domains are what make up your nation, the real estate so to speak. They are where your people live and work and have a very real effect on your national character.
Domain Limits
A nation may have up to 14 domains without any problem, however past that there is a surcharge of +10 points per additional domain. A Domain can have at maximum two mines/quarries and one of every other type of site. As such a Mountain domain can have a Keep, a Town and two Gold Mines, but not a Keep, a Town, a Gold Mine, a Levistone Quarry and an Adamantium Mine.
Countryside
- Cultivated fields interspersed with small forests, creeks, etc.
- 10 points
- Produces 2 Food and 100 Gold
- 3 Common Draft
- Horses
Wilds
- Deeper forests of virgin oaks and old-growth cedar.
- 5 points
- Produces 50 Gold
- 1 Common Draft
- Somewhat defensible
- Beasts
Hills
- Rolling hills, often with small woodcutting or ranching operations. A popular site for gold mines, both collapsed and non-collapsed.
- 10 points
- Produces 150 Gold
- 1 Common Draft
- Defensible
- Adamantium, Gold
Mountains
- Tall, snow-capped peaks with the occasional high pass and raging river.
- 5 points
- Produces 50 Gold
- Very defensible
- Adamantium, Crosstone, Gold
Wastes
- Deserts, swamps or tundras. Not nice places to be, but they make great borders.
- 1 point
- Attritionary
- Beasts
Demesne
- 20 points
- Produces 1 Food, 100 Gold and 250 Mana
- Adamantium, Crosstone
Underdark
- 15 points
- Produces 1 Food, 50 Gold and 125 Mana
- 1 Common Draft
- Adamantium, Gold
- Very Defensible
- Beasts
- Is associated with another Domain
Underdark Lightfield
- 20 points
- Produces 3 Food, 50 Gold and 125 Mana
- 2 Common Draft
- Adamantium, Gold
- Defensible
- Beasts
- Is associated with another Domain
Underhaven
- 25 points
- Produces 50 Gold and 375 Mana
- Adamantium, Gold
- Very Defensible
- Beasts
- Is associated with another Domain
Sites
Sites are geographical entities that are relatively small; cities, castles, nodes, etc. They must be placed in a Domain.
Fortifications
- Many militarized borders have large walls, or else frontier fortifications. The practice has waxed and waned over the millenia, but dates back to the early expansion of the Alfar Empire.
- 10 points
- Must be seized and captured before the associated Domain can be conquered.
Keep
- Large fortified castles, complete with forges, smithies, bowyers, enchanters, ridiculously giant cannons, early-warning scrying pools and a rickety wizard's castle.
- 30 points
- Requires 1 Food and 100 gold
- Produces 250 Mana and 10 Books
- 2 Noble Draft
- Must be seized and captured before the associated Domain can be conquered.
- Maintains 25 gold/month of units free of charge, so long as they remain in the Domain.
Town
- Vital cogs in a nation's economy, Towns are home to thousands of people. Like Keeps, they are home to various craftspeople and specialists.
- 10 points
- Requires 1 Food
- Produces 200 Gold and 10 Books
- 2 Common Draft
City
- Much larger than Towns, Cities are centers of commerce and production. It is in Cities that the most powerful and amazing weapons and magics are crafted.
- 50 points
- Requires 5 Food
- Produces 1000 Gold, 250 Mana and 30 Books
- 6 Common Draft, 1 Noble Draft
- Production sites for all Mechanical units.
Underhold
- Even the denizens of the Underdark build cities, vast halls full of the myriad different tasks of civilization.
- 50 points
- Requires 4 Food
- Produces 700 Gold, 500 Mana and 30 Books
- 5 Common Draft, 1 Noble Draft
- Production sites for all Mechanical units.
- Must be sited in an Underdark Domain.
Paddocks
- A proper site for rearing and keeping horses that typically includes stable buildings and fenced-in lands. Also tends to be a hub for experts in matters of training and equipment.
- 10 points
- Requires 1 Food
- Produces 30 Horses
Stockades
- A fortress-like site with well-built walls and enclosures intended to keep dangerous or simply huge creatures which are brought in from the wilds to be trained or otherwise conditioned. Naturally it is a focal point for hunters, trackers and woodsmen. The occasional escape tends to motivate average folks to keep well away, though.
- 10 points
- Requires 1 Food, -1 Common Draft to the domain it is in
- Produces 25 Beasts
Wizard's Tower
- Large, tall, possibly crooked and glows a faint greenish-yellow-purple at night.
- 10 points
- Produces 50 Books
Gold Mine
- Gold (or other similar precious materiels like silver and gems) need to be laboriously extracted from the earth to enrich the local lord.
- 10 points
- Produces 250 Gold
Adamantium Mine
- The reddish, incredibly tough metal known as Adamantium is prized across Arcana. While it makes excellent armor and weapons, it is one of the few substances (and by far the most available) that can be used to construct the frames of Guymelefs.
- 10 points
- Produces 250 Adamantium
Crosstone Quarry
- Crosstones is a magical ore that produces a field capable of piercing the Boundary. They are usually affixed to a ships mast, allowing the vessel to cross beyond.
- 10 points
- Produces 10 Crosstone
Nodes
Air Node
- Often the sites of continual lightning, rain, snow and other more unusual atmospheric phenomenon. A flare at an Air Node can send storms across a continent, providing much-needed rain - or ruining crops.
- 50 points
- Ether-Aligned
- Each Air Node provides 1250 Mana
- Increases non-Node mana by 5%
Fire Node
- Archetypically a bubbling volcano, though vast fields of bubbling mud or geysers is not uncommon. More rarely, Fire Nodes can be twisted spires of rocks, dispersing raw energy into the air - or those venturing unwisely close.
- 50 points
- Force-Aligned
- Each Fire Node provides 1250 Mana
- Reduces Mana cost of Constructs by 10%
Wood Node
- The vibrant energy of a Wood Node imbues the local forests with unnatural vitality, turning them into vegetative battlegrounds of constantly-growing trees, creepers and other flora.
- 50 points
- Life-Aligned
- Each Wood Node provides 1250 Mana
- Increases Wilds and Marshy Wastes draft by +1
Earth Node
- Often taking the form of ridiculously rugged mountains that are fairly bursting with precious gems and ores, Earth Nodes are the foci of the geomantic forces of Earth magic.
- 50 points
- Matter-Aligned
- Each Earth Node provides 1250 Mana
- Increase Gold income by 5%
Water Node
- Endless fonts of crystal-clear water that fades to the deepest indigo above their unknown depths, Water Nodes are sources of pure water, even when they are found in an ocean.
- 50 points
- Void-Aligned
- Each Water Node provides 1250 Mana
- Increases City and Keep drafts by +1 each
Spirit Node
- It is difficult to define a Spirit Node with any certainty, save that those who unknowingly travel through them will find fires not shedding heat, no animals to hunt and enigmatic dreams that can never be properly recalled.
- 50 points
- Spirit-Aligned
- Each Spirit Node provides 1250 Mana
Unique Nodes
The Sun
- Ether/Force aligned
The Clouds
- Force/Life aligned
Yggdrasil
- Life/Matter aligned
The Core
- Matter/Void aligned
The Skies
- Void/Ether aligned
The Sea of Chaos
- Ether/Life aligned
The Heartsforge
- Force/Matter aligned
World's End
- Life/Void aligned
The Font of Creation
- Matter/Ether aligned
The Grand Flow
- Void/Force aligned
Resources
- Horses
- Warbred Horses. Required for equipping any unit with Warhorses.
- Adamantium
- A crucual component in making Guymelefs.
- Crosstone
- Let's you cross the Barrier.
- Levistone
- Airships >:(
- Books
- Mages need books.
- Common Draft
- Commoners are the bulk of any military, coming from various lower classes.
- Noble Draft
- The nobles are the privileged few of titled birth, typically forming the hard core of a Lord's military.