Copyright" title="(c) Erik Jameson - 1999 - USA, All Rights Reserved"> The Ahvaz Diaspora



The Ahvaz Diaspora

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Shadowrun is a Registered Trademark of FASA Corporation.
Original Shadowrun material Copyright 1999 by FASA Corporation.
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Any use of FASA Corporation's copyrighted material or trademarks in this file should not be viewed as a challenge to those copyrights or trademarks.
Original fiction and poetry are owned by me, Erik Jameson. All Rights Reserved.
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+++++Warning! This file has been cross posted to Magicknet, Business Thaumaturgy Datanet, the Seattle ShadowLand and directly routed to the NEXUS!

I picked these four articles out of different trash dumps. Well, actually, the fourth is recent, but it hasn't garnered much attention. All of them, for some obscure reason, were buried by their publications, stuffed out of the way, meaning very few people got a chance to look at them the first time around. I suspect it may have something to do with the fact that all four authors are rumored (no confirmations of course) to have taken a trip to the Middle East recently (and of that I won't say further). They've been configured so that you can comment on them, so please do. Oh and the big cross posting? I was asked by a nameless someone, who deposited large sums of nuyen into my account and made a "donation" to the Nexus.
>St. Stan

A Geographic Reference To Known Stable Metaworld Locations
by Dr. Heinrich Dorpfeld, Th.D., University of Berlin
(Originally appearing in the on-line version of the German language edition of Popular Magic Today, May 31, 2057.)

>The University of Berlin? Great. I even have a Th.D. from Berlin. And an MBA, a D.D.S. and a few others.
>Krispy

>Just shut up and listen.
>the Dark Stranger

Shortly after the astral plane was discovered, the metaplanes were discovered. Corresponding to the ancient Greek elements, planes of pure water, fire, air and earth were found to exist. It was then discovered that there were planes that the shaman's totems called home (although there is admittedly still debate over the exact nature and number of such planes). For a number of years, most of us felt as if we had charted the basic geography of the Astral.

In recent years however, more and more individuals have journeyed to strange metaplanes, with no apparent connection to any of the other known metaplanes and often with no connection with our own plane. Strange, bizarre and wondrous worlds these were, but we had no way of ever returning to these worlds.

Such has been the quest of myself and my students for a decade now. To find stable metaworlds, that we could return to repeatedly. Indeed, I coined the term "metaworld" to differentiate these locales from the known metaplanes. We have lost too many students to this quest, but we, in the last year, have finally succeeded, with the charting of four metaworlds that we can visit time and again.

>Such nonsense. How could anyone travel to the same hallucination? As proved by Drs. Jarvis and Thom, the metaplanes are no more than consensual hallucinations, shaped by our own experiences, both personal and cultural. This is pure poppy-cock, typical for Dšrpfeld and the University of Berlin.
>DHJ

>Thank you Dr. Herman Jarvis, Doctor of Thaumaturgical Science, professor at the University of Seattle, devout Jungian and mundane. I've been to the metaplanes and a few "metaworlds" in my time, and I'll be thrice-damned if they weren't real. Now, Dr. Dorpfeld isn't the most strict or rigid of scientists when it comes to the rules, but I have every reason to believe he's on to something here. It's up to us to figure out exactly what...
>Magi Maker

Getting There
It appears that the gateways to these metaworlds may be tied into physical locations on our own world. In order to travel to these metaworlds, the initiate magician must first travel to these locations (given below) and then, following the "map" we freely provide, the initiate begins his journey into the metaworld of his choice. Indeed, the initiate must compose his mind and his aura the say way every time, if he wishes to return to that metaworld.

>Wait a damn minute. Why in drek would someone have to go to a specific location, just to go to the metaplanes? Any initiate can visit the elemental metaplanes from anywhere!
>The Cube

>I hate to say it, but it may have to do with our "Jungian cultural experiences." Our myth and legend is peppered with references to the "Gates of Hades" or the "Bridge to Valhalla." A physical location tied to a mythic gate to "Other Worlds." Tie this in with the fact we know next to nothing about magic and it's mechanics and it makes some sense.
>Spirit Watcher

The so-called "Lurker at the Threshold" does guard the gateways and it has been known to refuse passage to those it deems unworthy.

>Which, we all know, is almost totally random. Neither rhyme nor reason.
>Horseshoe

>I'm not so sure of that. I've heard rumor of at least one instance, possibly two, where someone "failed" their test, but was allowed onwards anyway, perhaps indicating some rationale behind it. It may be understatement to say that the Lurker may the biggest mystery of our Awakened world.
>Z-Query

We here at the University of Berlin are more than happy to grant "maps" to these metaworlds. All we ask in exchange is a simple report telling us what happened, for our further research.

Apocalypse
This horrific metaworld can be reached by traveling to either the Saar Special Legislative Zone or the toxic field outside Minsk, Poland. This duality of location has led us to some suspicion of this metaworld actually being two separate locations, but we lack sufficient research to conclusively determine this. As a result, we have presented it as one world.

The metaworld we call "Apocalypse" is a world blasted by holocaust. Our research has indicated nothing living within this world (or worlds), with the earth charred black and the few bodies of water brackish and poisoned. Indeed the Background Count, while within normal, is itself tainted, causing a general feeling of nervousness and nausea.

>Now, if the astral and the metaplanes are hallucinations, why in drek would anyone want to see this?
>Heckler

Ilium
This metaworld may be reached by traveling to Versailles, France.

Ilium represents one of the stranger and more hospitable worlds we have charted. Ilium is a world made up of a single city, fashioned in the old Bronze Age Greek Style of massive battlements and "beetling towers," to quote Homer. Indeed, the basic culture of the metaworld is based loosely around what we would consider Bronze Age, or Mycenean, Greece. This does mean brutal heroes and hordes of female slaves in the kitchens and in the fields making flax. Acceptance for the metaplanar traveler is immediate, perhaps indicating travelers have journeyed to this world many times before.

The level of magic appears to be next to nil, with the only magic being possible the aura alignment for the trip back to our home plane.

Dorpfeld's Metaworld

>You just knew he couldn't resist...
>Heckler

>Ease back. It's actually named after his son, who apparently died there.
>St. Stan

This metaworld, the first which I was able to return to repeatedly, can be reached from within the walls of Berlin itself.

Dorpfeld's Metaworld is the world initiated travelers should avoid. In fact, we have halted research into this metaworld due to the number of deaths.

A swirling mass of visible mana, the Background Count is off all known charts. There appears to be no solid masses within this metaworld and few inhabitants. Those few beings that appear to be native to this world are extremely hostile spirits of an unknown kind. It appears that these beings feed on the mana itself.

At this juncture, there appears to be no compelling reason, except possibly outside of research, why anyone should venture to this very dangerous metaworld..

>Background Count off the charts? Then how the frag did Dorpfeld and his students survive? I've actually been active in areas with a Count around a five and I'm still in therapy.
>Paranoid in Seattle

>Not to mention those strange scars, eh? I would imagine that as soon as they clued in, they loaded up on barriers and wards of all types. And they still lost people. Definitely not a vacation spot, that's for sure.
>Boris Basher

>Now that you mention it, old Heinrich is a little strange, isn't he? I mean, stranger than any normal mage...
>Twisted Twister

The Smoke
This metaworld, named after the colloquial name for London, can in fact be reached from London, England.

The Smoke is an industrial metaworld. It can best be imagined as a world where our own Industrial Revolution became everything. Soot and dirt cover nearly everything, with factories, running on something similar to coal and steam power, operate day and night (although there is little more than twilight with all the smoke). This "industrial hell" is inhabited by a race of "lizard men." Indeed, travelers to this world will find themselves transformed to look like this race of lizard men, making assimilation far easier.

The background count is normal, with the corruption common to industrial zones. Magic, as a whole, still operates, even though the indigenous people have no talent for it.

Conclusion
We can guess that there may be an infinite number of these metaworlds, all of which operate under their own sets of rules, which may sometimes be wildly different from our own. Space is no longer the final frontier. The metaworlds are.

>Okay, one last gripe. Why the frag isn't he specific? If he can jaunt back to these metaworlds at a whim, then why isn't he more specific?
>The Cube

>Ah, you've found the major hole in his theory. According to the basic theory, the world should be the same every time. But the fact is, and it's one Dšrpfeld doesn't mention, it doesn't. He had to be vague, because every time you journey to these "metaworlds," it will be different. Yes, there is a clear 'theme' to be found, such as the Industrial Revolution, but a lot changes aside from that. One time, The Smoke might be positive, vibrant with the energy of Industry. Next time, it might be the closest thing to Hell. And that's just how it feels...
>Spirit Watcher


This next bit, I edited quite a bit. None of the charts, formulas, mathematics, or graphs made any sense to me, being a mundane. Confused me quite a bit actually. But I know that those magicians out there will want them, so I included them as separate, but attached files. You want 'em? Upload them yourself. Oh, and this bit originally appeared on the Magicknet, June 5, 2057, under the heading "Masking."
>St. Stan

The Manipulation Of One's Own Aura As An External Mana Focusing Device And The Effects Therewith.
by the Dark Stranger

>Yes, this was written by a fellow shadowrunner. This guy, a drek-hot combat mage, has been associated with a possible order of other drek-hot combat mages, which in turn has been associated with a dragon, possibly Rhonabwy. Nothing, of course, conclusive. And despite the corp-esque title, this article is important and practical. I actually caught it the first time around.
>PJ

Okay, sorry for the long-winded academic title. Had to be done. But enough pleasantries, let's get right down to business.

The primary problem of casting spells is the fact that we must channel powerful energies through our own bodies, a task evolution did not prepare us for. Thus, we are inefficient conductors of magical energies, able to cast spells, but taking damage in the process. The metamagical ability of Centering has done much to counter this process, but all it does it create a better conductor. Given this, there must be a better process for casting spells that creates less of a hazard for the caster. The first answer to this problem is the caster manipulating his aura, to make the process even cleaner and safer.

Essentially, the caster, through this advanced form of Centering, creates a much cleaner and purer conductor. Which translates to throwing better mana bolts and taking less drain. Now, let me get onto the hard stuff, so that the rest of you can do the same trick.

+++++INCLUDE MATHEMATICAL COMPUTATIONS
+++++INCLUDE CHARTS AND GRAPHS
+++++INCLUDE FORMULAE

>Ouch. It's gonna take me months to figure this drek out...
>Stunned

>Theoretically, it should also be possible to give your spells a lot more juice this way too, not just offset drain. Since it is an extension of Centering, it should be possible.
>Styrofoam Man

>Okay, here's the short and simple, for those that still don't understand what is going on (or those who are confused by all his charts and graphs and mathematics). The magician does a special form of Centering and is in fact an extension of that concept. Instead of Centering just the body, the caster also focuses his aura, in a special way. And that allows for more mana to pass through your sorry hide, with less damage.
>Firefinder

>Okay, I've run with this guy a few times. Got hired as support. He never struck me as the academic type. He was a combat mage, through and through. So where did he get all this stuff?
>Ghost Faced Killa

>Just because he's a combat mage, that doesn't mean he doesn't read or study. But I think you may be on to something. He isn't stupid, but he's not a research type either. He must have gotten it from somewhere. My bet's on his magical group. They do have a dragon as patron after all.
>St. Stan

>A dragon? Get actual. My nuyen is on the time he spent over in the Middle East, with all the other nova-hot magikers back in '56. They all returned in '57 though... >Johnny Rotten

In game terms, Aura Focusing is a very difficult metamagical talent. To even understand the mechanics behind the talent, the magician would have to be greatly experienced. To reflect this fact, Aura Focusing is only available to magicians of Grade 5 or better. In addition, a month of uninterrupted study and practice is also required before it can be used. Above and beyond all this, the initiate must also have the metamagical skill of Masking.

Game effects are rather simple. As an extension of Centering, the same skills and procedures are used. However, instead of rounding down successes on the Centering Test, successes are rounded up. Not exactly earth-shaking, but it is an improvement.


And the third of the four, this article was buried in the "Spirit Research" portion of Enchanter's OnLine (try it free today! Sorry, just kidding.) Posted on June 3, 2057. Again, as with the previous article, I cut out the formulas, charts, graphs and metamagical mathematics and included them as attached files.
--St. Stan

The Processes Of Binding A Spirit Within A Fixed Enchanted Object And The Benefits And Costs Gained Thereby.
by Dr. Michael Ruane, Th.D. and Dr. Catherine Jordan, Th.D., Enchanting

>I think I know why these articles got buried. Terrible titles. No hint of anything vaguely interesting to the casual reader.
>Heckler

>Yeah. And why post this on Enchanter's OnLine? No one subscribes to them except for grad students and their professors...oh, okay. I get it.
>Physic's Geek

Of all the areas of magical research, enchanting has been thought of as well understood, that the limits were known. And of course, the area of enchanting has suffered because it is not immediate or glamorous, spending months over boiling cauldrons, grinding tiny amount of mana into rings are not what makes for exciting trid. But that does not mean that enchanting is without excitement or breakthroughs. It is a major new breakthrough that has combined both of these elements, while bringing two major magical disciplines together.

Simply put, with our process, an elemental can be trapped and bound within a specially created item, with its abilities available for use by the item's user.

As of this writing, not all the bound spirit's abilities can be used, but the significant portion that can be used is nothing short of astounding.

+++++INCLUDE MATHEMATICAL COMPUTATIONS
+++++INCLUDE GRAPHS AND CHARTS
+++++INCLUDE FORMULAE

And so, by using our process, this spirit's abilities of flame projection, psychokinesis, even enhanced movement, are all at the fingertips of the daring enchanter.

It should be noted that throughout our treatise, only elementals were referred to. It is possible that allies and spirits might be utilized, but the above average intelligence of those beings preclude using them using these current techniques.

>Why would anyone do this to an ally anyway? You get a lot more mileage out of the "old" techniques. Why limit your ally this way?
>Monster Masher.

>True. But you want to hear something strange? I heard, a while back, about some mage that created an ally in a sword. Technically, a homunculus. Well, the mage cacked off after a while, but the ally remained, free, but trapped in the sword! Yeah, I know, it sounds like fantasy fiction or something, but that's the rumor I've heard. And I've heard about a few other similar cases.
>Spike

>You're right, it is fantasy fiction. And it's not as if a shaman or druid is going to force a spirit into a life of slavery. We've got far too much respect for our spirit brothers for that.
>Green-eyed Bandit

>Elementals may be, by and large, stupid automatons, but that doesn't mean they like getting trapped and bound by one of these enchanted items. They get mighty unhappy about it and make sure you know about it when they have the chance.
>Nick Not-So-Quick

>Too true. Don't think elementals don't remember how you fragged them, because they do. And one of these days, it's gonna bite a lot of hermetics on the hoop.
>Green-eyed Bandit

>Bulldrek. Elementals are spirits formed by our castings, with no life either before or after. Use them as you will.
>Killa Priest

>I'm gonna cut this now. There's no need for this here. There's a whole node over in Magicknet devoted to this sort of thing. Take it there.
>St. Stan

In Game Terms, Binding and Trapping an Elemental is a long-drawn out process. The first step is creating an item to be enchanted. First, a unique formula must be created, with a base design time of 60 days. This formula will only work for the type and Force of Elemental specified. To create the formula, the enchanter must make a Magical Theory Test equal to twice the Force of the Elemental desired. If no successes are rolled, the enchanter missed something and must try all over again.

The materials for an Elemental Binding focus may be almost anything. However, it should be noted that if the item ever is broken, or significantly damaged (Serious Damage or worse, GM's discretion) the elemental goes free and will always attack its "Master." That means the vast majority of Elemental Binding foci are constructed with metals and strong materials. In addition, the item trapping the Bound Elemental can be attacked in astral space, just like any other magical item. If the item is destroyed, the Elemental will be able to go free.

In addition, for every two points of Force of the Bound Elemental, the item must have at one unit of orichalcum. This is the physical component that allows the binding of the elemental.

The base time to enchant the item is 30 days. The enchanter makes an Enchantment Test versus a Target Number of 10, with no modifiers applicable.

Having completed the rituals, the enchanter must now pay Karma to actually charge the item and make it suitable for binding an elemental. It costs equal to the Elemental's Force in Karma to finish the ritual. Again, there are no modifiers for this cost. The item is now ready to house the elemental.

Once the item is completed, the enchanter may now summon the desired elemental. Assuming the Summoning ritual is successful (which is completed as normal), the Elemental may now be bound. The summoner makes a Conjuring Test equal to twice the Force of the Elemental. If the summoner succeeds, he pays Karma points equal to the Force of the Elemental, no modifiers and the Elemental is now bound.

In order to use the Elemental's abilities, a "Contest of Wills" must be taken, which is essentially a resisted Willpower test. If the magician wins, he may use the Elemental's abilities for one Turn per net success. If the Elemental wins, nothing happens.

In each case, the Elemental can grant two out of three abilities to the user of the focus. Each bound Elemental grants a lesser version of Movement (at half the Elemental's Force), plus one of the two other abilities listed below. These two abilities are decided upon by the GM, not the player or the user, and are fixed from the time of binding. The abilities are given below.

Air Elementals: Bound Air Elementals can grant Noxious Breath (Force L), or Psychokinesis (at half the Elemental's Force).

Earth Elementals: Bound Earth Elementals can grant Armor (the user gains half the Elemental's Force in Body), or Shape Earth (as per the spell, Magic in the Shadows).

Fire Elementals: Bound Fire Elementals can grant Heat Shield (as per the spell, Awakenings, p. 140) to the user, or Flame Aura (as per the spell, Awakenings, p. 140, at a Force equal to half the Elemental's Force).

Water Elementals: Bound Water Elementals can grant the ability to breath underwater for a time equal to the Elemental's Force in Hours, or Shape Water (as per the spell, Magic in the Shadows).

It should be noted that it is possible for Bound Elementals to grant other powers, based on their own abilities, or domains. This is up to the individual GM to decide, but the examples and rules given above should be followed as guidelines.

Finally, each bound elemental counts against the summoner's maximum. Any elemental that does escape will turn on it's master, attacking him relentlessly. During this attack, because it is so enraged, the effective Force of the Elemental is plus one. Once it or it's master has been slain, it will return to it's native plain.


The Creation of Special Foci Against Mental and Physical Drain
by Spellslinger

>Rumor is, this runner is also a graduate student at one of the Seattle universities. Supposedly TA's and helps with the research. Which doesn't explain his syntax here, but you'll see it all if you dump his full research notes (not that I understood them, but hey).
>Johnny Rotten

Don't worry, all you battle hardened street mages. I'm not going to bore you to death with a long winded treatise on a specialized focus. If you want to read it, simply drop me a note, right here in my mailbox on Magicknet and I'll give everything to you.

What the frag am I rambling on about? I've found a new type of focus, one that will surely be of interest to everyone out there.

We all know and love our Power Foci and we all like our other spell foci. They, when used properly, can make life, and magic, a whole lot easier. So what do most of us use foci for? Drain.

You're no damn good to your teammates if, after throwing that Hellblast, you're out cold on the floor. Congratulations, you've just become dead weight. And so the most common usage of foci is to keep us on our feet. Now, I've found a way to do that even more efficiently and save your Power Foci for when you really need it.

In essence, the Drain Focus absorbs some of the negative affects of spell casting. It helps you resist drain. Simple, right?

Like the idea? Want to try it? Want to look for holes in my flawless theory? Drop me a line with the Subject: Drain Focus and my auto-mailer will dump a whole lot of MegaPulses your way. Have fun and good luck!

>Wow. Something that even I could read without resorting to a dictionary! Thank you Spellslinger!
>Wildsmasher

>Somehow, I'm guessing he just couldn't be bothered to explain it again, here. Gotta grade those term papers...
>Radio Sloth

>Yeah, well, you'll need it if you ask for his research material. It, at it's core, is a simple concept, which might explain why a shadowrunning grad student was able to come up with this. Basically, Spellslinger took apart (metaphorically and metaphysically speaking) a Power Focus. Played around with it quite a lot and created a specialized focus that only helps against drain.
>Nazdack

>So is he a mechanic?
>Sniffer

>You mean someone who relies heavily on foci? Probably. But I have heard he is also a powerful initiate, so it all can't be his toys. >Nazdack

In Game Terms, the Drain Focus is really quite simple. It functions just like any other Power Focus, but it's dice can only be used to resist drain. And just like the Power Focus, it can be used at for almost any magical procedure.

The enchanting process is identical to the creation of a Power Focus, including the formula creation. The Karma cost, however, is just a bit less..

The First Bonding Cost is 5xRating, with the same available modifiers. Karma Cost for subsequent bondings are 3xRating. The end result is a difficult creation, but easier to bond than a Power Focus.

 

 

 




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