
Magi-Nation: the Magi
The Magi of the Moonlands are varied in their skills and
personalities. They are staunch defenders of their lands, adventurers,
loremasters, warriors, or even simple innkeepers. The magi from each
region have inherent magical talents and abilities that separate them
from other regions. Each magi wears a ring of Animite, which gives them
their power. The rings are forged by the Ringsmiths.
Agadon was the first 'modern' magi, and he provided or created
the techniques that the Moonlands magi use today. The present magi use
spells developed from their ancestors, who could tap into their
imaginations to create both Dream Creatures and Spells. The current magi
do not have this talent, but have grown resourceful in how they use the
abilities they do possess. The loss of this knowledge may be due to a
previous uprising from the Core.
The Roles of the Magi
Certain Magi serve their region in specific ways. Elders are the
respected senior magi, and frequently have many years of experience -
generally, the title Elder refers to the most senior magus of a
particular region. Artificers craft Relics from the materials of their
home, creating new relics and caring for those that are already in use.
Teachers are responsible for training new magi in their skills. Warriors
are magi that mix their magical skills with martial skills. They
frequently act as defenders of their realm.
Ringsmiths forge the Animite Rings that give magi their power.
Animite is a special ore found only in the Moonlands - when Dream
Creatures are defeated and returned to the Dream Realm, they leave
behind a small amount of Animite. Ringsmiths can use this animite to
create the rings that magi use for summoning. Because of their role,
Ringsmiths have a lot of influence within their region.
Keepers hold the responsibility of defending the Region from
danger. They are the magi responsible for coordinating and leading the
Magi of that Region if a major effort needs to be made to stop a threat
from harming the Region. These Magi are among the most powerful for
their region. Each region's keeper adds a descriptive term to their
title - thus the Arderial keeper is known as the Starkeeper, the Kybar's
Teeth keeper is the Watchkeeper, and so forth.
In addition, each region has specific roles for some of its magi.
For instance, the Great Library of Naroom needs a librarian (Evu), and
the Orothean Vault of Science needs a guardian (Blu).
Note that in the following list, some magi are referred to as
Ancestral. These are magi that predate the current Magi-Nation setting -
generally ancestors or historical figures. They are included for
completeness.
Magi and their People
Not all inhabitants of a Region are magi. However, all of the
Eliwan are descended from those who could adjust reality to suit their
dreams. Each of the races of the Moonlands have inherent magical
abilities, whether or not they are Magi. All Calders are resistant to
fire (though not fireproof). All Orotheans can breathe water, and so
forth.
d20 Conversion
Bluntaxe and I worked out a d20 conversion for the Dream Magus
class. You can find it here. However, I
have been working on a much more extensive set of d20 rules for
Magi-Nation, which can be found here.
Arderial
The Arderial Magi can fend off outsiders without confronting them
directly. This skill has kept their mysterious cloud city hidden for
hundreds of years. Although Arderial Magi rely mostly on strategy and
evasion, their creatures are surprisingly effective in direct combat
situations.
The Arderial magi are philosophers and thinkers. They see the
pursuit of knowledge as fundamental to their progress as magi. Their
desire to understand the heavens has given them insights, but their
isolation also has its price.
Physically, the Arderial magi are fair. They prefer loose-fitting
clothing, and wear their hair long. They frequently wear iridescent
decorations. All of them can fly, of course
A few Arderial magi (and non-magi citizens) have large bird-like
wings. This originates from their magical talents and a latent ability
to shapeshift. Arderial magi can learn to grow wings, but it is a
difficult and arduous task. Once they have mastered this ability, most
Arderians are loathe to conceal their wings; the wings give them
additional speed and stability. However, they can do so if needed
(particularly if visiting regions like Orothe or Underneath). Rarely a
child is born with wings, and this is considered a great blessing to the
whole family.
Young Arderians have much less motivation than Orotheans to learn
to grow wings, as they do not face an elemental boundary in the same
manner that the Orotheans do. Arderian children are content to float
about on the clouds and play. Eventually, some Arderians work towards
learning to grow wings. It is a difficult skill, and learning it an
arduous task, but the added stability, control, and speed granted by the
wings makes it worth the effort. Once the talent is mastered, Arderians
are rather loathe to conceal the wings again, although when journeying
in enclosed areas (or when dealing with other Magi who might feel
inferior), Arderians will change back to their original form. Once in a
great while, an Arderian child is born with wings. Such an event is
considered a great blessing to the whole family.
- Abwyn (ancestral)
- Archivist and Teacher of Arderial.
- Adis
- Having a special kinship with the magic of the air, she's
happy but strong.
- Aula
- Diviner
- Delia
- Starkeeper, friend of Vellups.
- Elios
- Jaela
- Lady of the Sky, Regis of Arderial, she watches over her
people in their isolation.
- Harror
- Shadow magus from Arderial. See entry under Core section.
- Kalius
- Guardian - probably once a member of the Arderian Guard
- Lasada
- Niffer
- Nimbulo
- Elder and Sage
- Ora
- Shieldmaiden, Defender of the Sky
- Shimmer
- Adept
- Shivara
- Mistress of the Winds
- Sorreah
- He probably frequents the colder regions, perhaps even as far
as Nar.
- Stradus
- Warrior. Wise for his age, Stradus possesses a healthy brute
strength for an Arderial magi.
- Wyloce (ancestral - barely)
- Jaela's immediate predecessor as Arderial Regis. Jaela was
probably very close to Wyloce. NOTE: Wyloce was probably the
original name for Jaela - see the pre-release Colossus. Since Jaela is
fairly young-looking, it makes sense for her to be fairly new to her
position.
Bograth
The magi of Bograth are as unappealing as their homeland. Many
are deformed or twisted, and they are generally unpleasant and unkempt.
Part of this is due to their lack of social integration with the rest of
the Moonlands - few magi from other regions want to visit Bograth.
Because of this, they are sometimes amazed when other magi do make the
effort.
Frequently, their garb is little more than rags, and frequently
has been patched. They wear hoods or other headgear to protect
themselves from dripping moss. Their eyes are usually milky-white, with
no visible pupils. This is an adaptation to their dismally dark land.
The Bograthians use magnificent-sounding titles for themselves.
Whether this is compensating for inadequacy or that they truly feel so
superior is hard to tell.
- Abger
- A Bograthian trader - "Dealer of Rare Goods"
- Baa
- Summoner
- Blygt
- "Magnificent Remembering Guy" - perhaps a sage or
historian?
- Brog
- "Great Fist of Korg" - probably a warrior
- Drig
- Scout
- Emlob
- "Obsessive Detailer" (?)
- Eryss
- "the Insane". Because she is seen as non-threatening
(and less unpleasant than the rest of the Bograthians), she is welcome
in Paradwyn, and spends much time there.
- Golthub
- "Royal Toady". He has explored Core magics,
following (and mimicking) Korg.
- Gorran
- Jile-Trainer
- Grahnna
- "Revered Important Person"
- Keggerop
- "Amazing Creature Dreamer" (?)
- Ninibom
- "Universal Greeter". Another Bograthian that has
become too familiar (?) with Core magics
- Obgren
- Mistkeeper of Bograth
- Olabra
- Elder of Bograth
- Phlouk
- Ringsmith
- Wiep
- "the Sniveler"
- Yog
- "Toady in Waiting"
Cald
Cald Magi fight with the magma they live with, and summon flame
creatures with explosive abilities. Anyone trying to give a Cald Magus
problems is in for a difficult time, for these Magi, like the fires of
their volcanic home, excel at causing damage.
Cald magi are frequently aggressive, but not chaotically so. In
fact, they temper their aggression into a razor-sharp tool to help them
channel the limitless power inherent in their homeland. They view
unchecked aggression as an anathema - particularly when someone with the
destructive power of a Cald Magus is involved. The Warlords of Cald
pride themselves on being in control at all times, even when unleashing
an inherently uncontrollable force.
Physically, the Cald magi are frequently a little dusky and
ruddy, although that is certainly not universally true. Headbands are
frequently worn (probably to keep their hair from catching fire), and
most men usually keep their hair short. Some wear bracer-like arm guards
for protection.
- Abraxin (ancestral)
- Pyromancer, adept at twisting dreams
- Amanax
- Pyromaniac
- Ashgar
- Keeper, Elder and Sage. "I'm addicted to stress. That's
the way I get things done." Ashgar acts as judge and counsel when
problems arise in Cald.
- Barak
- Warlord (ruler) of Cald. Barak is very egotistical, believing
his own region is obviously superior to all others, and his magi
likewise.
- Gar
- Healer
- Gorgle (ancestral)
- Elder, and Artificer, also known as the Five-fingered magi
(therefore he may have been from our world). All of his descendants
have five fingers. Gorgle wore his trademark ring (Gorgle's Ring) on
his "extra" finger. He was widely travelled, and befriended magi of
Underneath.
- Grega
- Pyromancer, Granddaughter of Gorgle. All decendants of Gogor
have five fingers."She's Gorgle's grand-daughter, just as
powerful, and just as unpredictable." If you take a close
look at Grega's hand, she has five fingers. The explanation that II
tossed out was that all of Gorgle's descendant's have five fingers.
- Lanyx
- Shadow mage from Cald. See entry in Core section
- Magam
- Ringsmith.
- Nara
- Friend of Ergars and Jiles
- Pyte
- Raega
- Sinder
- Next in line to be the Cald Elder
- Valkan
- Pyromancer, and a master bridge builder. Valkan is the master
engineer of Cald.
- Ven
- Magam's younger brother
- Vorga
- Young pyromancer. She has a scar (somewhere) that she is
touchy about.
Core
Core magi are corrupt and evil group whose goals are to overthrow
the natural balance of the moonlands and bring disarray to the other
regions. There are two types of Core Magi - the original inhabitants of
the Core (pure Core Magi), and corrupted magi from other regions, known
as Shadow Magi.
Within their other-dimensional homeland, the pure Core Magi exist
as pure energy. When they manifest in the Moonlands itself, they assume
a physical form. This form is static once created - perhaps the Core
magi are able to use Dream-crafting skill to fashion their own physical
body within the Moonlands. A Core magus' physical form is generally not
recognizably human, although they are generally humanoid.
Other minions of the Core - former magi from other regions - are
collectively known as Shadow Magi. While they may still have some
resemblance to the inhabitants of their former region (an Orothe Shadow
Magus would retain their Merman/mermaid shape), they are cut off from
the livelihood and source of the power from their original homeland,
replacing this with the Core. No longer would a Cald Shadow Magus reach
for the fury and energy of the Cald, but instead reach for the corrupt
power of the Core. Many of the Shadow magi adopt epithets - perhaps in
imitation (or mockery) of the positions of responsibility in the regions
they've abandoned.
- Agram
- Leader of the Core magi. Responsible for the eradication of
all life on the original homeworld of the Eliwan. Trapped by the core,
he has awakened for the second time recently to plague the Magi-Nation
with his nightmare creatures again. He resents the current Moonlands
inhabitants for knowing the magical knowledge of the ancients. Defeated
by Tony Jones, and once again imprisoned in the Core.
- Ashio
- Weave Shadow Magus.
- Chur
- ybar's Teeth Shadow Magus
- Evil Evu
- Corrupted magi from Naroom, former Librarian and Loremaster.
- Harror
- "Nightstalker", Arderial Shadow
- Hrada
- One of the Dark Twins (Warrada is his sister).
- Korg
- Warrior. Korg is the larger and more dull-witted companion of
Zet. He is mad with the power he believes that he possesses. He wears
ridiculously bulky clothing to make himself look more important, and
will steal any ideas he deems as good. Korg's ambition and ego keep him
from ever achieving any substantial goals. Not exactly the smartest guy
around.
- Korremar
- Sands of D'Resh Shadow
- Lanyx
- "The Crucible", Cald Shadow. Lanyx is an egotistical
bully who started conflicts with other regions when he was a Cald magi.
Banished by Barak, he was converted to the Core by Nagsis.
- Morag
- The Executor. Faithful lieutennant of Agram, and is trying to
release Agram once again.
- Nagsis
- Corruptor
- Ogar
- Underneath Shadow. Creche-sister (not biological) of Ulk
- Qwade
- Orothe Shadow. Apparently suffers from a split personality -
one a snivelling weaking, the other just the opposite.
- Togoth
- "Practitioner of Core Magics". Known both as The
Guardian and The General, Togoth focuses on the Shadow Geysers. Of
course, he likes to make them and everything else sound much more
important (and wordy).
- Warrada
- "The Shadow". Naroom Shadow, and one of the Dark
Twins (Hrada is her brother). Warrada would be willing to push her own
brother in front of a fireball to save her own skin.
- Zet
- Korg's companion - the brains of the pair. Zet is the smaller
and more devious companion of Korg. His schemes are constantly twisted
by Korg, so that Korg can do as little work as possible. This usually
results inthe total failure of the plan, as well as Zet being on the
business end of the resulting bombshell.
D'Resh
The magi of D'Resh are masters of illusion and mirage. Learning
the power of their arid homeland, the D'Resh magi have made deceptive
magics their livelyhood. They also are fond of creating beautiful
displays of color.
D'Resh magi wear flowing robes to shield themselves from both the
ever-present sun and the cutting winds.of the desert.
- Ahron
- Dakat
- Dey
- D'Jarvish
- D'Resh magi that has befriended, and spends much time in, the
Underneath
- Drajan
- Elder of D'Resh
- D'Rasha
- Gherish
- Nomadic Barbarian
- Harresh
- "Duneshifter"
- Hasseth
- Master Illusionist
- Korremar
- "The Avatar". Supposedly a Shadow magi, he has
actually been spying on the Core's activities.
- Mohani
- Nahara
- Sandkeeper of D'Resh
- Nashiq
- Risha
- The Seventh Oracle
- Ythra
Kybar's Teeth
Many Kybarites are tenacious and stubborn. Some seem always
willing to get into a fight. In fact, this is part of the mindset needed
to conquer the mountaintops; physical (and magical) challenges are seen
as helping to develop the Kybarite's strength. In a land where weakness
may mean plummettiing to certain death, its not unreasonable that the
Kybar's Teeth magi feel the need to exert themselves at a moment's
notice. Challenges are a welcome part of life in Kybar's Teeth. The magi
of Kybar's Teeth have developed a number of innovative ways to travel
around their rugged homeland. Many use clawed boots and gloves for
traction.
- Chur
- Kybar's Teeth Shadow Magus - see entry under Core
- Emec
- Tinkerer
- Grej
- Found as a Kybarite orphan at the mouth of an Underneath
tunnel, she was adopted by the Underneath magi. Raised as one of them,
she was Ulk's (and Ogar's) creche-sister. Later, she returned to her
original homeland after she had a dispute with Motash. However, she
still is fond of the Underneath magi and creatures. Carries a pair of
climbing hooks to help her get around the cliffs.
- Groll
- Watchkeeper of Kybar's Teeth. Responsive to troubles that
appear in the region.
- Hok
- Athletic magi, whose natural resilience extends to his Dream
Creatures. He keeps himself fit by testing himself against his Dream
Creatures; they likewise try to outdo him.
- Jagt
- She is a young, friendly magi...
- Kazm
- Scout. A magi who has constructed a set of wings similar to a
hang-glider (with the help of Prek of the underneath). He wears goggles
with a built-in zoom capability, plus fur from an Agrilla for warmth.
- Koll
- Shaper. Always ready for a fight.
- Korok
- Kyg'n
- M'ck
- Rocksmith (Ringsmith) of Kybar's Teeth
- T'lok
- Physically the strongest Kybarite; Targ'n defeated him for the
leadership of Kybar's Teeth by out-thinking him (which is not a usual
Kybarite tactic). Possibly holds a grudge.
- Targ'n
- Elder of Kybar's Teeth. Stubborn even for a Kybarite
- Ullig
- Mistress of the Slingshot and glaive.
- Wessig
- Young innocent magi
Nar
- Balachron
- Bronn
- Emaya
- Erisa
- Fray
- Halsted
- Helgrem
- Koza
- Laranel
- Ice Queen, Ruler of Nar
- Odavast
- Thast
- Ust
- Velouria
- "Ice Pixie"
Naroom
Surrounded by verdant life, Naroom Magi have become masters of
healing and restorative abilities. Visiting Magi are very impressed by
how well the Naroom Magi care for their creatures. On the other hand,
invading Magi are overwhelmed by forces that constantly renew
themselves.
The Naroom Magi treasure the creatures they live with. They also
treasure the history they have amassed in the Great Library. Because of
this, the Naroom magi are primarily guardians - caretakers of the
precious life around them.
Physically, the Naroom magi are fair. They avoid flowing robes
usually, favoring durable utilitarian clothing. Almost all of the Naroom
magi carry some form of staff.
- Bythan (ancestral)
- Elder and Teacher.
- Chayla
- Young magi with an affinity for Eebits.
- Eidon (promo)
- Woodskeeper of Naroom. The Gladekeeper initially greets Tony
Jones after Tony arrives in the Moonlands. He is charged with
cataloging the various creatures of the Moonlands. Eidon helps Tony to
learn the ways of his strange new surroundings. Eidon believes the boy
to be the ancient hero of Kyros' Legend, and strives to be Tony's
mentor. Eidon disagrees with his own mentor, Orwin, about the proper
thing to do with Tony.
- Evu
- Loremaster and historian. Loves Jellybeans. He also minded the
Great Library of Naroom. However, he has fallen prey to temptation and
corruption, and become a Shadow magus (see Evil Evu under the Core
entry)
- Hrada
- Shadow Magus from Naroom. See entry under the Core section
- Ohk
- Orwin
- The eminent Elder of Naroom, Orwin is very protective of the
Naroom citizens. He believes Tony may indirectly cause the problems
that he is hailed for solving. He is unconvinced that Tony is the great
hero of legend, a position that causes friction between him and Eidon.
- Poad
- Innkeeper at Vash Naroom, the capital city. His feasts always
have a little magic in them. Short, and kind of heart.
- Pruitt
- Ringsmith of Naroom. She is very adept at working with
Animite.
- Salafy
- Salafy is a young student of Yaki and Eidon. She is in
training to become the next Woodskeeper of Naroom when Eidon steps
down.
- Sperri
- Friend of Furoks
- Tiller
- Tryn
- Daughter of Runes. She travels Naroom with her staff to keep
the danger at bay. Accompanies (and flirts with) Tony Jones when he
arrives in the Moonlands for a while.
- Warrada
- Shadow Magus from Naroom. See entry under the Core section
- Wence
- Adventurer. He has travelled the Moonlands extensively.
- Woot
- Yaki
- Tracker. Yaki trains new magi in dream creature use.
- Zajan
- Zajan is nocturnal, and generally sleeps during the day. He is
a devoted magus though, and thoroughly devoted to Naroom and his work
there.
- Zannah
- Attractive young magi, is able to charm both creatures and
other magi.
Orothe
Using the Orothean Vault of Science, generations of these
undersea Magi have learned about the true nature of Relics. Mastery of
Relics, along with control of the waves, form a powerful recipe for
combat on the seas. The Orothean magi see the creation of relics as the
best means to extend their energies.
The Orothean magi are artisans and artificers. They are driven to
create wonderful and varied Relics, and have amassed the largest
storehouse of such devices. They use their Orothean skill of crafting
wonderful items, and imbue them with magic.
Physically, the Orothe magi are merfolk - human upper bodies with
fish-like lower bodies, although some have lower bodies resembling other
creatures of the sea. Most are fair-skinned (on the upper body), but
have darker hair. At least one (Ebylon) has an unusual coloring to his
skin. Orothean magi wear little - frequently only what modesty demands -
and most of their garb is made from shells. May wear bracer-like arm
guards. They are amphibious, able to breathe both water and air.
Orotheans are able to shapeshift to a limited degree. Orotheans
traditionally learn shapeshifting at an early age; just as other
cultures force young children to learn to weebopaddle by using the
classic "sink or swim" technique, Orotheans beach their children so
they'll better learn how to breathe air and move about on land. Their
shapeshifting ability is usually only to grow legs, and cannot be used
to disguise themselves as another individual. This is generally
augmented by ancient relics, allowing young Orotheans to gain the
benefits of travelling the land
- Arosa
- Stormkeeper
- Blu
- Vault Guardian and Artificer. Blu has always had a suspicious
personality. He was given the job of Vault Guardian to keep him out of
trouble; his suspicious nature has grown since he took the post. His
father and grandfather also acted as Vault Guardians, although the
position is not technically a hereditary one. Blu is also very lonely,
but tries very hard not to show it. Has (or affects) a pirate accent.
Brother of Borse
- Borse
- Artificer, brother of Blu
- Bria
- Collector, something of an obsessive-compulsive . She is fond
of collecting relics, even those from other regions.
- Ebylon
- A young magi, Ebylon has a special knack for destroying things
- particularly relics. He once destroyed several Orothean Relics, and
Blu has never forgiven him. Ebylon is curious about other regions - he
is one of the few magi who can be found near the coastline regularly.
- Hubdra (ancestral)
- Former Elder, Original creator of Hubdra's Spear
- Karse
- M'Rika
- Playful Orothe magi. Her lower body resembles an octopoid
rather than a fish.
- Mobis
- Ruler of Orothe
- O'Qua
- Summoner. Though a powerful spell-user, no opponent dares
underestimate her conjuring abilities. Clever and tricky, and is fond
of being able to summon creatures when least expected.
- Orlon
- Friend of Wellisks and Barls.
- Orthea
- She has a vengeful streak. Its not a good idea to get on her
bad side. Sent as an emissary to Arderial.
- Owinda (ancestral)
- Archivist and Artificer of Orothe.
- Qwade
- Shadow magus from Orothe. See entry under the Core section.
- Quilla
- Confident magus
- Voda
- Whall
Paradwyn
- Arawan
- Archid
- Ardonia
- Bazha
- Boria
- Culla
- Iain
- Kiersta
- Kioko
- Liriel
- Bagala Trainer
- Ookami
- Pok
- Brilliant but very absent-minded magi.
- Taisa
- Yricho
Underneath
Magi of the Underneath can send their reams of creatures below
ground, assembling a squad below unsuspecting enemy troops. This allows
them to use devastating magical attacks whithout harming their safely
burrowed creatures.
The magi of the Underneath are dedicated to defending and
concealing; their goal is to make their homeland impenetrable. Their
spells and creatures are adept at protecting themselves - either with
thick armor or by burrowing thru solid rock - and the magi are adept at
protecting and concealing themselves as well. They are also devoted to
unlocking the secrets of the Underneath, as the tunnels and caves are
vast. Because their environment is so difficult to work, hard work has
become a credo of these Magi.
Physically, the Underneath magi have a dusky-grey skin color.
Their hair is partially fungal, and has spots in it - an adaptation to
the fungal life that is common in their home. They usually keep their
eyes protected - either by wearing their hair over them (the men
cultivate bushy eyebrows), wearing goggles, or simply squinting. Almost
all of them wear some sort of claw-like arm guards made out of crystal -
ostensibly to help with digging.
- Atekkia (ancestral)
- Previous elder of the Underneath. Atekkia probably helped
develop the principals of Undreaming, which Motash and Gruk have
learned.
- Bronk
- Emaal
- Saboteur
- Fossik
- Underkeeper and Ringsmith
- Gogor
- "Celebrated Hero of the Underneath". Captain of the
Guard of Ombor. Gogor is a hyper-active guy who has a strong ego and is
a little full of himself. He can't help but shouting out inane catch
phrases that he thinks are impressive. He has a soft spot for young
creatures of any sort.
- Gremm (ancestral)
- Gruk
- Underfarmer, and Ulk's sister. With her undream ability, Gruk
can make quite a formidable opponent. She is being trained by Motash to
improve her undreaming ability.
- Gyrg
- Motash
- Current Elder and Underlord.
- Myka
- Ogar
- Former Shadow magus from the Underneath (see Core entry); she
has turned away from the Core once she realized the evils of what she
had participated in. Remorseful over her role in things.
- Ombor (ancestral)
- Son of Korros, the Underneath region's creator
- Prek
- Engineer, technical expert, builder. She helped Kazm build his
glider wings; she is welcomed in Kybar's Teeth, and has grown
accustomed to the creatures and customs there. Very fond of Parmalags
of all types.
- Radget
- Strag
- Underwatcher
- Trygar
- Trug
- Engineer. This small guy packs quite a punch! His short temper
can lead to some dangerous encounters. Trug has also taken it upon
himself to create hidden paths and doorways in the Underneath.
- Ulk
- Underwarden. Gruk's sister.
Weave
The Magi of the Weave dress lightly and live in cities worthy of
their craft. They are a peaceful people, weaving bridges, thatched huts,
clothing, and other items from the grasses of their homeland. They blend
in with their surroundings.
The Weave magi generally wear clothing woven from the grass
stalks of their homeland.
- Ahdar
- Weave Scout/Spy
- Artyva
- Young magi, Healer
- Ashio
- Shadow Magus from the Weave - see Core entry
- Bo'Ahsa
- Defender and Tactician
- Gia
- Seer. Lives in a hut near the border between the Weave and
Naroom. Friendly with (and training) Eidon. Gia was an elder of Weave,
then she left to live on her own little farm. She's a wise-woman, a
sage respected by many magi even outside of the Weave.
- Iyori
- Kesia
- Weaverunner. Kesia is very talented, but somewhat naive and
narrowminded. She arrogantly refuses to learn any spells from other
regions. She is also a talented musician.
- Kolte
- More warlike than many of the other Weave magi - he doesn't
fully adhere to the pacifism of his fellows.
- Marella
- Vapid young magi, but she seems to be a prodigy nevertheless.
- Ninx
- Quirle
- magi
- Rehlya
- Weavespinner.
- Scyalla
- Yerthe
- Yerthe is totally devoted/obsessed with Hyrens. He has
explored and become familiar with Hyrens of all regions.
- Zaya
- Weave Elder, an expert with the Bow, and has a rather harsh
attitude
Universal
- Agadon
- Ancestral magi - rediscovered the magic of the Moonlands.
- Rayje
- Magus specializing in suppression magics
- Tony Jones
- Misplaced human from our own world. He is the hero of the
Magi-Nation GameBoy game. Tony entered the Moonlands accidentally while
exploring a strange cave. When he awoke, he was confronted by Korg and
Zet, who summoned a Core Dream Creature to attack him. Tony
instinctively (and unknowingly) generated a magical wave which
eliminated the creature. Confused, Korg and Zet fled. Tony then met
Eidon, who brought him to Naroom and began to teach him about his
latent abilities. He was given an animite ring (like all magi) by
Pruitt. He is torn between homesickness and his new friends; he is also
intrigued by his magical abilities.
- Tuku
Originator Magi
The following magi were (probably) responsible for the creation
of the Moonlands and its regions. They were all contemporaries, and
created many of the dream creatures that still exist today.
- Agram
- Agram betrayed the rest, and destroyed the Eliwan's original
world. See his entry under the Core section for more information. Agram
did not (intentionally) create the Core region, but was trapped by it.
How it formed is a mystery.
- Arderial
- A magus gifted with vision. Created the Arderial region
- Cald
- Creator of the Cald region
- Duresh
- Creator of the D'Resh region
- Durwhee
- Creator of the Weave region
- Grath
- Creator of the Bograth region; husband of Une
- Korros
- Creator of the Underneath region, parent of Ombor
- Kybar
- Creator of the Kybar's Teeth region
- Kyros
- The Great Magus. Left a prophecy about a hero that would
deliver the Magi-Nation from the evil Agram. Tony Jones is believed to
be Kyros reincarnated.
- Nar
- Creator of the Nar region
- Naroom
- Creator of the Naroom region
- Orothe
- Creator of the Orothe region
- Paradwyn
- Creator of the Paradwyn region
- Une
- "The Betrayed". Une was the leader of the group that
colonized the Moonlands. She was responsible for Agram's becoming
trapped in the Core. She was also the wife of Grath.
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