The World of Teréth End - Spells & Magic

Links
 
Home
Chronicles
Chronology
Othlopædia
Characters
People & Races
Equipment & Money
Spells & Magic
Gazetteer
Religions
House Rules
Bestiary
Rogues Gallery
Supplements
Adventures
Comments & Updates
eGroup Board

"A mage that must resort to defense, has already lost."

- Kavàl'un proverb

Book of the Eréthani

• Introduction
Draga Eréthani

Mages existed long before the sirkùla carved magic into the Draga Orkid.  Distant histories tell of many covenants and monasteries where mages researched and experimented with the Chaos, away from the prying eyes of the Common.  Among the earliest covens were the elementalists and spiritualists.  These sorcerors practiced ancient spells and rituals inherited from the shaman.  Marus, Nol, Phlogostra, and Terèth were seen as the building blocks of creation whereas Spirit bound the elements together.  In these early times, no one mage would study more than one field of magic for the mysteries were wide and life too short.

The studies matured and divided.  Hybrid studies were introduced, and it was soon realized that narrow-studies limited a mage's understanding, and potential.  In 313 HK, a circle of mages gathered and introduced a Draga Orkid at the First Council of Ildûn.  The exact participants of the First Council are unknown, but the Kavàl'un are believed to have been represented.  The First Council of Ildûn adopted harsh laws for magic use, and established penalties for the practice of spellcraft outside the framework of the Draga Orkid.  This created deep divisions among the mages of Dekàlas, in part initiating the Wizards' War.

In 316 HK, Cazrul Ti'r of Shar stormed into the White Hall and summoned lightning down upon the Azàlari palace.  The marble domes cracked and the walls trembled and fell.  The inhabitants, an ancient coven who were desperately trying to adopt the new ways were killed to the last.  Cazrul Ti'r, an elder member perished with his colleagues.  News of the action spread through secret circles of the Empire within a season.  Tensions rose and sirkùla were formed to protect themselves from rogue wizards, who embraced the old ways.  Suspicions snaked across the continents, suspecting one sirkùla or another of clinging to ancient and dangerous practices.  Blood Marches were launched again and again, in an attempt to rid the Empire of the old ways.  In Panath and Candal, the High Lords offered armies in exchange for allegiance.

The Wizards' War lasted into the 5th Century of the High King.  Toward its end, the mages had reduced their own numbers to a handful of scattered sirkùla.  A Second Council of Ilduuun was held in 440 HK.  Thorn Oldir, the eldest of those assembled proposed the Eshadect (Law of Ten).  The Eshadect provided for a confederation of ten sirkùla, bound by a single law, and of one Draga Orkid.  According to the covenant, each sirkùli would be bound to a central council which would govern over affairs of the sirkùli sorsèreul.  All unsolved disputes would be settled by a grandmaster, who would serve as advisor to the High King.  Furthermore, the council would hear arguments regarding rogue covens, and have the power to call Blood Marches on those groups operating outside the Eshadect.  The Eshadect was signed with truenames, and buried among the foundations of Ildûn.

The idea of unified sirkùla threw fear into the hearts of covens throughout the Empire.  Many abandoned their ways; those not forgiven for their crimes in the War were killed, the others were accepted into the Eshadect.  Many other covens disappeared, leaving for remote lands across Tasserus and Terèthor.  A great number of covens fled to Lyrast, carrying word of the Eshadect to sorcerers there, and uniting them into formidable covenants.  Destruction of the Lyrastin covenants are believed to have been a goal of the first crusades, circa 7th century HK.

Through all of this, very few covens have survived, and none in their original form.  No covens are believed to abide by the ancient lores, as they are known to be restricting.  Many of the elementalist philosophies however, survive within these groups.  Mostly unknown until the Last War, the covens have surfaced more regularly in recent centuries.  If the sirkùla sorsèreul knows about their re-appearace, they have chosen to wait and watch quietly.  Some speculate that a Blood March can no longer be called without the Towers of Ildûn.

Draga Eréthani

 

Affinities
(Meta), Earth, Fire, Body, Manipulation


spacer
The World of Teréth End, © 1995-2004, Dennis V. Stanley; Site Design by Three-Headed Baby Studios;
Site content not OGC unless otherwise labeled

Navigation

Eréthani
<< Back -- Fwd >>

Sirkùli Sorsèreul

Aradas
Dún Ilar
Eldá
Eréthani
Gehem
Ilvir
Kavàl'un
Lodun
Tholl
Vereç
Zün

Draga Orkid

Dekàlan magics (Draga and Davra) are divided into 24 arts (see Draga Orkid).

The magical Ways are:

Ild'a (to Control)
Kreàd'a (to Create)
Skar'ad'a (to Destroy)
Orykul (to Augur)
Endàris (to Emote)
Sorkèrt'a (to Enchant)
Or Hàlam (to Heal)
Müt (to Change)
Alèmen (to Move)

The magical Forms are:

Baras (Animal)
Visìktis (Body)
Nol (Elem. Air)
Tereth (Elem. Earth)
Phlogòst'a (Elem. Fire)
Marus (Elem. Water)
Forad (Food)
Inkàthura (Gates)
Illùum (Light)
Pyrád'a (Magic)
Alèmen (Move)
Kadàktis (Mind)
Or Dnur (Death)
Or Kànt'a (Plants)
Sorólum (Sound)
Vorbid (Wards)

Additional 3E spells may be found in the:

Spellbook Archive

Ref. TG (Touched by the Gods), © Atlas Games; DL (Dragon Lords of Melníboné), © Chaosium; S&S (Spells & Spellcraft), © Fantasy Flight Games; MC:A (Master Class; Assassin's Handbook), MC:S (Master Class: Shaman's Handbook), © Green Ronin Publishing; KKP (Kingdoms of Kalamar: Player's Guide), KVH (Kingdoms of Kalamar: Villain Design Handbook), © Kenzer & Co.; EM (The Book of Eldritch Magic), © Malhavoc Press; WS (Wild Spellcraft), © Natural D20 Press; D&D (The Divine & The Defeated), R&R (Relics & Rituals), © Sword & Sorcery Studios; PHB (Player's Handbook), DF (Defenders of the Faith), Drag (Dragon Magazine), FR (Forgotten Realms Campaign Setting), MF (Magic of Faerun), MW (Masters of the Wild), SS (Song & Silence), TB (Tome & Blood), © Wizards of the Coast