Magi-Nation: the Magi

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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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