"A mage that must resort to defense, has already lost."
- Kavàl'un proverb
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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 |
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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
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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 |