The World of Teréth End - Spells & Magic

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"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


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Navigation

Ilvir
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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