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Magic (updated 2008/09/15)

  Arcanym (True Names)    Ley Lines (Dragon Lines, Shining Paths, ...    Mthus Ryga (the Astral Sea)    Nodes (Astral Pools, Dragon Wells, ...    Regios (Nabzu, Realms, Domains, Warrens)    The Aether    The Magic Arts 


The world of Ambar has been shaped, shattered, and reforged by magic. In a time before time, the Ithilrhi and the Deep Ones warred for control over the Astral Seas. When the Kha'din resurfaced the Ithilrhi fled to the lands of Ambar, and constructed the Great Weirs to guard their sacred mountain subcontinent--the Undying Land. In the next age the moon was shattered after the second great war against the Kha'din. These ancient magical wars have left their mark. The bones of fallen strongholds littering the land, and many treasure troves contain mighty songblades and other relics too powerful to be safely wielded by mortals. Even now the undead still issue forth from the Wintercrown Mountains--once the Undying Land and now a land of horrid undeath. The north is locked in a struggle between the Alorns and Avathars, and the south between the Southmarens and Gobbah.

Ambar has always been defined by magic and the struggle to control it. Ley Lines are the source of magic within Ambar, extendng in a vast, interconnected network that carries magic to nearly every corner of the world. The intersections of Ley Lines are called Nodes, places of vast magical power and danger, as well as gateway portals between Ambar and the Astral Seas. The struggles against the Deep Ones and Kha'din are for control over the Nodes, for only by warding the portals to the Astral Seas can Ambar be at peace. The wars of men are but shadows of the wars of wizards.



Arcanym (True Names) (updated 2005/01/19)

The Deep Ones knew that names contain power. Indeed, Immortals often carry many names throughout their lifetime and often have multiple True Names in varying degrees of power. The most powerful True Names belong to the oldest beings, the Great Deep Ones.

True Names should only be spoken or written with care, for if spoken three times they are certain to attract the attention of their owner. When combined with magic rituals they can also influence, summon, bind, or defend against the owner. The weaker a name, the safer it is to use it, but also the less power it yields.

There are terrible legends of Nameless Old Ones, beings so terrible that their True Names were forbidden and deliberately forgotten by the Deep Ones, erased from history. While they attempted to be thorough, some names escaped their scrutiny, particularly those which were used least. Fortunately, this provides some measure of protection, for these lesser names are less effective at summoning the Nameless Old Ones.



Ley Lines (Dragon Lines, Shining Paths, Holy Lines) (updated 2008/09/15)

Ley Lines are the source of magic within Ambar. The extend in a vast, interconnected network that carries magic to nearly every corner of the world. Even the common man knows that magic exists, and may have limited knowledge of how it flows through Ambar. [ more... ]



Mthus Ryga (the Astral Sea) (updated 2003/11/10)

  The Astral Sea, according to Black ... 

The Astral Sea is a formless, timeless magical void that exists alongside our world. It is the dwelling place of intangible beings such as spirits and the source of all magic. The ancient Ithil'Rhi have long used the analogy of a sea to describe the relationship of the Astral with the world of Ambar, for the cycle of magic that flows through Ambar is similar to the hydrologic cycle of the oceans. [ more... ]



Nodes (Astral Pools, Dragon Wells, Wells of Life)

You stand on a bridge, a bridge between worlds, the one you know and another like it, and yet quite unlike. That other world is deadly, but mortals can walk within it. One false step, one false word, may be fatal.

Powerful magic forces are woven in and around the world, accumulating in rare places called Nodes. Each intersection of Ley Lines creates a Node, places of magical power and danger. These places can sometimes be used as gateways between the world of Ambar and the Astral Sea.



Regios (Nabzu, Realms, Domains, Warrens)

A Regio, or "realm" is the area of infuence surrounding a Node. The strength of the node determines how far it's Regio reaches, which might be only a few feet or many miles. The Ithilrhi word for realm is "Regio", the Baal word is "Nabzu", and most Southmarens call them "Warrens".

A Regio extends into both Ambar and the Astral, affecting the surrounding landscapes--potentially in strange and powerful ways. The influence is specific to the characteristics of the Node--for example the Baal dragon shrines project auras of draconic power.

A chain of similarly aligned Nodes in proximity combine to create a larger, combined Regio, or "Warren". Movement on ley lines berween Nodes within the Regio never leaves the Regio, making travel a more predictable affair. The Eldar and their foes sought to create vast Regios, and fought many wars for control over the Nodes and Ley Lines. Long ago the Alu built a vast Warren stretching from Ealde through Wyrmskrol and across The Teeth. After the Breaking the Baal and the [ more... ]



The Aether (updated 2008/09/15)

The spirit realm known as the Aether is but one step out of phase with the mundane world--unseen yet readily accessible to those who venture into nodes or have the talent to walk the Shining Paths.

The Aether is a parallel world of spirits in which our world is visible as a ghostly realm. The beings who dwell there shape the realm by strength of will and spirit of purpose, drawing upon both the mundane shapes and the raw power of the Astral Sea.

The Aether is home to as diverse a population as the mundane world, but the people and wildlife that dwell there share little semblance to creatures of flesh and blood. [ more... ]



The Magic Arts (updated 2008/02/29)

  Alchemy (Yr)    Baal'Shem (Dragon Sorcerer-Priests)    Menelion'Galina (Eldar Song Magic)    Mthu Rgyas (Spirit Sorcery)    Necromancy and Necromancers    Thaumaturgy (Dwur Rune Magic)    Wizardry (Magic of the Deep Old Ones) 

There have been magicians on Ambar for at least ten thousand years. The Baal have the most ancient lineage, followed by the Ithilrhi, Alu, and Avathars. Even before that, the Deep Old Ones practiced Wizardry in the Astral Seas.

Today, however, the ancient magics are lost arts and few priests have the faith to move mountains. Only rare individuals have the knowledge or strength to call forth magic power, and the rising human kingdoms fear and persecute the remaining Ithilrhi, Baal, and Wizards who openly practice their craft. The Ithilrhi songs of power and songblades are stuff of legend, having been lost or hidden away, waiting to be unearthed by brave adventurers.