Magic Zones
Magic zones in the beginning of the world worked how the trade winds in the real world works creating high, medium, low magical zones throughout the world and depending on where the primordials lived they evolved into the different races of the world, absorbing the magic of the region, helping stabilize the magic of the world. While these Magical “Trade Winds” still exist they are not as volatile as they once were….
High Magical zones - Typically populated by Elves, Gnomes, Elemental Creatures, Merfolk, Feykin
High magical zones will provide increased amounts of mages as well as a bonus to the abilities of said mages. However, stronger abilities may push up against the bounds of reality, where a mistake can have devastating effects… And, with more magic, the reliance on magic increases, lowering the demand for new inventions.
Medium Magical Zones - Typically populated by a variety of races, usually excluding Elves, Trolls, and Varaiden
Medium magical zones have a normal amount of mages and magic, so some technology might have a hard time catching on due to magical primacy, but generally the two serve in tandem.
Low Magical Zones - Typically Populated by all races except those most present in High Magical Zones
Low magical zones have almost no magic and therefore mages are rare. This means that low magical zones need to rely on technology to combat magic, but doing so is difficult in a world so shaped by magic.
Mixed Magical Zones - These areas are found on the main continent, in the new world, and a few other continents. These places are typically populated by all the base races (Humans, Elves, Dwarves, Orcs, Goblins, Beastfolk (and more?)
Mixed magical zones have a mix of low and high magical zones, allowing technology and magic to mesh. Nations on magic hotspots can extensively trade in magical items to their less fortunate neighbors, while those not so fortunate may advance technology instead.
High Magical zones - Typically populated by Elves, Gnomes, Elemental Creatures, Merfolk, Feykin
High magical zones will provide increased amounts of mages as well as a bonus to the abilities of said mages. However, stronger abilities may push up against the bounds of reality, where a mistake can have devastating effects… And, with more magic, the reliance on magic increases, lowering the demand for new inventions.
Medium Magical Zones - Typically populated by a variety of races, usually excluding Elves, Trolls, and Varaiden
Medium magical zones have a normal amount of mages and magic, so some technology might have a hard time catching on due to magical primacy, but generally the two serve in tandem.
Low Magical Zones - Typically Populated by all races except those most present in High Magical Zones
Low magical zones have almost no magic and therefore mages are rare. This means that low magical zones need to rely on technology to combat magic, but doing so is difficult in a world so shaped by magic.
Mixed Magical Zones - These areas are found on the main continent, in the new world, and a few other continents. These places are typically populated by all the base races (Humans, Elves, Dwarves, Orcs, Goblins, Beastfolk (and more?)
Mixed magical zones have a mix of low and high magical zones, allowing technology and magic to mesh. Nations on magic hotspots can extensively trade in magical items to their less fortunate neighbors, while those not so fortunate may advance technology instead.

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