Archmage - People and Places of Dominia

Great Wizards
The lives of the Founding Fathers of magic of all colors, including Puce.
Ashnod
 Mishra's pet sadist, Ashnod is best-known for his twisted torture
 devices. The Black Vice and Cursed Rack are among his best-known
 creations, taking much-deserved spotlight away from the Sinister
 Thumbscrew and the truly inspired Machine That Makes A Noise Like
 Fingernails Going Across The Chalkboard. Ashnod's more lukewarm
 creation, the Staff of Zegon, is quite in the style of the uninspired
 creations of his contemporaries. Passe' before it was made, you might
 say.
Chatzuk
 A mighty warrior-mage, and the only wizard to induce teamwork between
 Northern Paladins and Stone-Throwing Devils. Chatzuk is most famous for
 his magical Helm, a legendary device which could give his armies the
 ability to band together and fight as a team when his pep talks just
 wouldn't do it.
Drafna and Hurkyl
 The Blue mages Drafna and Hurkyl were once the most powerful Husband-
 and-Wife team in Dominia. The couple specialized in the teleportation
 and restoration of existing artifacts. The enchantress Hurkyl, when
 questioned about the tense relationship between the pair, had only
 one thing to say:  "Drafna's just a normal husband. He leaves his
 toys around, and I clean them up. But Drafna's toys can blow up the
 house. I've yet to see a set of golf clubs do that."
Lord Ith
 Necromancer-King of Dominia during the Dark Ages. It has been said
 that the only live monarch is a cautious one, and with the creation
 of the Maze of Ith, a labyrinth more complex than a Leviathan's
 digestive system, Ith was one of the safest monarchs around. He
 took a great many precautions, including his anti-magical wand.
 His 130-year reign ended when the Vesuvian Mage Mairsil took over
 his throne under a magical disguise. Sages are unsure of when
 Ith's reign ended and Mairsil's began. Perhaps just before the
 beginning of the Arabia-Kroog war, perhaps not.
Jayendae
 "Seventy-Spell Jayendae," the greatest of the Enchantresses of
 Antiquity, met her tragic demise in the grip of the Black Vise.
 Beyond this, little or nothing is known about Jayendae, the
 semi-mythical "Librarian of Leng."
Kormus
 According to The Encyclopedia of Music and Musicians, Kormus
 was a reclusive disciple of the school of Black Magic. As a sinister
 and malignant force of evil, Kormus naturally hated the local church
 bell choir. Said bell choir was quite surprised when the landscape
 rose to attack during the third movement  of "Gregorian Chant
 in C Minor."  To this day, the members of the Samite Bell Choir shudder
 when they hear the word "Swamp."
Mairsil
 Mairsil the Pretender, whos indeterminate ancestry apparently
 contained some Doppleganger, was the unofficial Wizard-King of
 Dominia during the years following the Dark Ages. He was deposed
 by Lord Ith and tossed into the great furnaces of Leng, where he
 fussed, fumed, and changed into a great Dragon. The ashes of the
 North Towers of Leng are now the subject of many myths, and are
 even believed to be haunted.
Mox
 Often challenged but never defeated, Mox the Conjurer could bring
 forth such terrors as the Lord of the Pit and Gaea's Leige whilest
 other wizards were still trying to summon a Scryb Sprite. Mox is
 best known for his creation of the Mox Pearl (White), Mox Jet (Black),
 Mox Emerald (Green), Mox Sapphire (Blue), Mox Ruby (Red), and the
 Mox Cubic Zirconium (Puce)
Nevinyrral
 A pleasant young lady. Unsubstantiated roumers have linked
 Nevinyrral to the creation of Kudzu, the Copper Tablet and the
 Chaos Orb, as well as her infamous Disk. According to her
 autobiography (the "Diarries of Nevinyrral") the Disk of Nevinyrral
 was her attempt to rid herself of pesky scryb sprites. It worked.
Obsianus
 Due to his backwater origins, Obsianus the Artificer was considered a
 "bit player" in the world of Dominia. While at work as a window
 dresser at Mon's Fashion Emporium, Obsianus discovered his first
 glimmerings of magical potential and created the Obsianus Window
 Dummies--magical manikins that moved as real people. Obsianus
 turned towards more destructive pursuits (namely his Golem) when he
 saw the complete destruction caused by his Window Dummies as they
 gleefully modelled Housewares. Due to the trauma of this event
 Obsianus vowed never to give the Golem a bladed weapon.
 Modern wizards who animate the Obsianus Golem usually choose to
 remove the wigs and designer dresses Obsianus bequeathed upon the
 Golem, his greatest creation.
Orn
 Greatest of the Enchanters of the Dark Ages, Orn weathered the
 ancient War of the Brothers, the Ice Ages and the Age of Legends,
 surviving until the age of Modern Dominia through the use of his
 life-prolonging enchantments. It seemed that, through some
 unfathomable innate ability, he could cast any enchantment but
 an instant after it was dispelled. Through a complex battery of
 experimentation and dissection, the Artificer Chatzuk found the
 source of his power. Orn was, predictably, upset by this, but
 his thoughts on this matter were not recorded.
Tawnos
 Many myths and legends exist which deal with the famous
 wizard/interior decorator Tawnos, but these all seem to lack
 any specific information about him. Apparently Tawnos was either
 the apprentice to or master of Urza, or possibly both.
Lord and Lady Ursnell
 Another well-known husband/wife team, Lord and Lady Ursnell's
 marriage broke up after the Battle of Piltdown. The two went
 their seperate ways, Lady "Ginsu" Ursnell becoming a military
 Artificer and Lord "Monoped" Ursnell moving his posessions to
 Mon's Home for Maimed Magicians.
Urza and Mishra
 The Two Great Brothers of Puce wizardry. Creators of many
 great and mighty artifacts. Commanders of vast magical
 armies, flingers of fantastic sorcery, throwers of really nifty
 parties. Urza was the near-sighted one.
Voska
 Tervish "Tough Luck" Voska, Artificer from the Dark Ages,
 was a magician of great ambition, little power and even lesser
 intellect. While he lived, a brief enough time, the Mages of
 his period learned that the best way to deal with Voska was
 to enchant his toys and leave him alone. The poor soul died
 a victim of his own cursed devices.
Places to Visit...
Alexandria
 Housed in the magical kingdom of Arabia, Alexandria was a never-
 ending source of strange new spells and magical research. The great
 sorcerers of Arabia once attempted to wage war on nearby Dominia, but were
 defeated when Alexandria, the font of their magical might, was struck by
 horrible desert tornadoes, showers of stone and hail, attacked by hordes
 of demons and turned into a forest (all of these horrible disasters
 occuring at roughly the same time). As if to add insult to injury, the
 mighty city of Alexandria, now a forest, collapsed into an underground
 sinkhole. When later questioned, the lord of Dominia (at the time, a
 wizard by the name of Tocasia) denied all involvement with the tragedy.
Arabia
 A strange kingdom which is populated entirely by Kird Apes.
Argive
 Although the lands of Argive are now barren, they once had verdant
 plains and bustling cities. These were  destroyed by the strange
 mechanical creatures that surrounded their homeland. The armies of
 Argive might have had a chance against these mechanized hordes, but
 for some unfathomable reason the Blacksmiths of Argive took to
 repairing the silly things.
Argoth
 Before the Urza-Mishra wars the heavily forested areas of Argoth were
 Dominia's premier vacation spot. Now, Argoth has been blasted by the
 Mystic Brother's powerful artifact magic. Visiters to Argoth, be warned:
 don't drink the water, don't eat the food, and most importantly keep your
 dogs as far away from the trees as possible. They bite.
Benalia
 Benalia has an intricate, byzantian caste system. Visitors to Benalia are
 advised to bring lots of money, as even a commoner can buy himself into
 royalty. There is one caste wich cannot be bought into, a caste which
 is not handed down from parent to child--the Hero caste. Apparently,
 you have to marry into that one.
Dominia
 A mythical land wherin great Wizards wage mighty wars over powerful
 artifacts and terrible creatures. While land is always a valuable resource
 in Dominia, frequent disasters such as sinkholes, ice storms and fast-
 growing kudzu can make land development a risky proposition. Consult
 your real estate agent.
Kher
 A city/battleground continually swept upon by rocs. You can get an
 idea of how strongly the citizens of Kher value their military by
 examining their choices of troops--Kobolds are the ultimate in
 disposable roc fodder.
Kroog
 Kroog, a vast metropolis, served as a focal point in the War of the
 Brothers of the age of Antiquities. Ironically, the city itself
 has no strategic value as it is populated entirely by pacifists. While
 Kroog itself is a very safe city to visit, the outlying regions are
 literally crawling with Ironclaw Orcs. Very, very content orcs.
Lat-Nam
 As with almost any "university-cities," Lat-Nam boasts a wide selection
 of self-professed "experts" in almost any field. The great professors
 of Lat-Nam Polythurge (Immortalized in that immortal verse,
 "Glory to Lat-Nam Polythurge
 Just for you our Mage hearts yern
 In Your great name we'll cast our spells
 Except when we've got Mana Burn.")
 specialize in the creation of wonderful magic, but at
 a very high price--in any exchange, the student of Art will come out
 behind.
One oft-asked question about Lat-Nam is: "If they're so damn smart,
 how come they've only got one Sage?"  The answer to this question is
 still a mystery.
Leng
 The greatest city of knowledge in Dominia, Leng is universally
 recognized as the foremost receptacle of magical lore in the kingdom.
 Before his tragic demise, the great wizard Tawnos described Leng's
 libraries as "So big you could die before you learned all that they
 contain." Tawnos was found later, stiff as a board, and was buried with
 the appropriate ceremonies.
Phyrexia
 A hellish land of swirling clouds of steam and smoke, slick and glistening
 pools of grease and swarms of sinister creatures bourn of Black magic.
 It's rather like Detroit.
Savaen
 The lands around the Savaen Woods remained undefiled through three
 Ages of Legend. The actions of the Savaen Elves prevented the
 pollution of their homeland, though the areas around Savaen Woods have
 been reduced to desert. Biased as they were against ANY form of
 enchantment, the Elves would even unthread the blessing of the Rite of
 Consecration. Urza Enterprises used this to great effect by destroying
 the lands with a great snowstorm. Ah, those were the days.
Scarwood Forest
 According to A Tourist's Guide To Dominia, by Maeveen O'Donagh, Scarwood
 is "A joyous, happy woodland where quaint natives are only too delighted
 to lend a helping hand for only the slightest of fees."  It has been
 suggested that Maeveen O'Donagh is not fond of tourists, but only
 time--and the satisfied grins of the local scavengers--will tell.
From: Diana Michelle D'Emeraude; Last updated: August 13, 1994

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