The World of Teréth End - Spells & Magic

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

- Kavàl'un proverb

Book of the Sirkùli Kavàl'un

This sirkùla is mentioned in the oldest remaining records of mortal magics.  In the early times, they were known to have had many enemies, having emerged from a turbulent period.  During this time, schools seemed very adversarial for reasons that are not entirely clear.  The Kavàl'un are remembered as having suffered great losses during this time, but having emerged stronger than before.

Kavàl'un teachings seem to have centered around the need for combat.  Whether this was an original tenet, or one forged during their emergence, is unknown.  Their code seemed to revolve around the precept of destroy or be destroyed.  The Kavàl'un were very efficient combatants, but their strength lay in the assault, rarely in defense.  Their philosophies of assault versus defense were so ingrained it is written, that many would forfeit their lives rather than repel an ambush.  A famous tale explains how a Kavàl'un magus accompanying a unit of soldiers was surprised by a small and primitive Orcish tribe.  Rather than suffer the dishonor of fighting a defensive battle, the mage laid his staff on the ground and offered up a prayer to Panath for forgiveness as an Orcish war mace shattered his skull.  The Kavàl'un idiom it would seem would have required the mage to have "expected" the ambush and to have orchestrated a masterful assault on the hidden Orcish position.

The Kavàl'un detest magical "duels".  It is held within the tenets of the sirkùla that magic should never be wielded unless one is prepared to use it to its full potential.  Summoning the powers, and then cutting them short is disruptive to the magics, and a practice of the weak (those incapable of controlling the influx of power).

Kavàl'un magic drew upon the power surrounding without regard for life (see Tholl) and consequence.  When spells were ushered, all surrounding were required to resist against the steady siphon of power.  It is believed that most practitioners of the Kavàl'un were unable to determine from whence the power came.  It is believed that few cared.

It is a matter of historical record that Kavàl'un councillors accompanied most Dekàlan military units into battle in times of war.  Despite this, few records exist detailing the existence of Kavàl'un magi during the Last War.  A few theories have surfaced to explain this question.  First and foremost it is believed that most credible records of that time are long lost, and that there is no reason to believe that the honorable Kavàl'un were not present to defend their Empire.  A second, less accepted theory, is that "The End" to the Empire happened in such swift fashion that the Kavàl'un were never mobilized.  Still other historians add to this with the question of whether the Kavàl'un would have partook in the "defense" of the Empire at all.

The Kavàl'un wore red and orange robes.  Their sign was a circle intersected by three thorns.

Draga Kavàl'un

 

Affinities
(Meta), Earth, Fire, Body, Light, Mind, Movement


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Navigation

Kavàl'un
<< 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