"A mage that must resort to defense, has already lost."
- Kavàllun proverb
|
Book of the Sirkùli Ilvir
The Ilvir appeared in Oth in the year 470 DR, though probably
have existed for sometime longer. Their practices are shrouded in
mystery and complex (some think unnecessarily complex) ritual. Unlike
the Lodun, Ilviri practices seem more elaborate
and complex than the bland and direct Lodun ways. Much of Ilviri ritual
consists of intricate rhymes and songs, combined with precise movements
that border on dance. Another oddity about the sirkùla is their
abandonment of the Dekàlan tongue.
It is thought that the style and practice may have come from abroad,
and could be much older than is evident.
Ilviri magic is subtle. The Ilvir never use magic
to render physical manifestations, no matter how temporary. Their
magics instead are mental, enchanting, or transforming. Although they
refuse to create, they have no qualms about altering something or someone's
state. Transformation is guarded however, as the Ilvir can at no time
subtract or add from that which is altered. This balance seems crucial
to the Ilviri belief.
The sirkùla of Ilvir wear grey and green robes. Their
symbol is an eye surrounded by radiating lines of wind. In some depictions
the eye is half-closed, in others it is completely closed. The Ilvir
never comment on the significance of these obvious variations.
Draga Ilviri
A vast complex sprawls beneath the fractured houses and
buildings of Genter. Once known as the Dagwurdunjun
(est. 5th centurty HK) the area dates back to an earlier time, perhaps
before the settling of Uren in the lands north of the Tor'n
Evalshat. Many accounts of later inhabitants of the great prison
spoke of the Five Doors, legendary portals located somewhere beneath the
place. There were several mentions of the Doors in the writings of the
prison's inhabitants and locals. The prisoners believed that the Doors
led to far away lands, and that seeking the Doors was preferable to escaping
into the surrounding land or sea. Those that escaped down into the dark
warrens beneath Dagwurdunjun did not return. The wary believed that fate
had buried its hungry teeth into the hapless escapees, but most preferred
to believe they found the Doors and move to another place, far away.
The legend of the Doors was not new to the prisoners of Dagwurdunjun,
but had been promulgated by locals for years before the prison's establishment.
In the original stories (what is known of them), the Doors did not
lead people to faraway places but instead kept people from entering forbidden
places deep within the original land (before the building of the peninsula).
In these early stories, five different doors were known to exist, but each
was heavily warded. The location of these was kept secret to prevent
curious children and adventurers from seeking the Doors.
Many years later, some magic-users came to Genter and learned
of the old tales, and the horrors that awaited those that delved into the
ancient halls of Dagwurdunjun. Genter was buzzing with the news of
the groups' inquiries and the money that was being spent buying equipment
and hiring lackeys to make a concerted push into the bowls of Genter. Finally,
on 6 Tolth 470 DR, a group of thirty people disappeared beneath the ancient
peninsula. For months the folly of the group was told and retold in
the taverns and on the street corners throughout Genter, until one of the
men returned to buy provisions. When pressed for information on the
group's fate the man explained that the explorations were still underway,
and that any who wished to interfere would be dealt with harshly. When
asked about the Doors, the man replied that two Doors had been found and
that one had been breached. The breaching it was told came at the
cost of many lives.
Over the years, more of the group made discrete appearances
in Genter (and some in Oth, where they were less recognized). Members
of the group paid for goods with gold and silver coins stamped with the
radiating eye design. At first, moneychangers were skeptical of the
strange coins, dubbed Ilviri gold and silver Eyes until an astute appraiser
noticed that the gold and silver were of Dwürden grade.
None of this however explains where the Ilviri came from,
and why they chose to settle inside one of the most notorious regions around
or under Oth. As for their place of origin, it is not known. Those
that have encountered members have described a strange unplaceable accent,
though their mastery of Dekàlan is good. The common languages,
especially vernacular, has proven very difficult for all their members,
even now (653 DR) over a century after their arrival.
Affinities |
(Meta), Air, Body,
Divination, Light, Mind, Movement |
|
Navigation
Ilvir
<< 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 |