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All arcane magic on Ixinos is controlled by the sorority known as The Silver Sisterhood. It is undoubtedly the oldest power group on the island, its history extending back at least to the time of Kuzello, shortly after the founding of Ixinos itself. Some of the more prideful Sisters insist that the group's origins lie much farther back than that, and that it is indeed the true continuation of the ancient Witch-Cult of Raumathar (the Witches of Rashemen would probably take issue with that claim, however). When Kuzello fled the destruction of Raumathar, she took with her nine of her senior apprentices (all of them magically bound to loyalty) and her colleague, companion and lover Aespathia, a drow sorceress formerly from the city of Lurl Drym. From the beginning, there was friction between the apprentices and the Dark Lady's Blade, as Kuzello's 60-woman bodyguard force was known. The nine apprentices were named Alma, Arvardi, Dasgerrira, Kangja, Yra, Silde, Eyla, Gaudgreko, and Allding. Silde and Allding were killed soon after the arrival on Ixinos, in battle with the Great Sphinx Shilabat. The remaining seven were left more or less to their own devices, except when Kuzello had need of them; by this time, the Great Founder allowed only Aespathia into her inner magical sanctum. The seven apprentices conducted themselves with varying degrees of cruelty and selfishness, and intrigued constantly against each other and against the Dark Lady's Blade to determine who would rule the island once Kuzello was gone. Kuzello finally died in -88 D.R.; Aespathia disappeared at the same time. Open warfare broke out among the apprentices and the warriors. By this time, the apprentices had gathered to themselves about two dozen younger women and girls, who became yet another generation of apprentices. The Ladyblade (as the warriors of Ixinos now styled themselves) numbered close to 200. In the conflagration that followed, Yra, Gaudgreko, Dasgerrira, and Arvardi all lost their lives. Also killed were 12 lesser apprentices, and about 70 warriors. The eldest apprentice, Alma, finally brokered a truce that prevented the final destruction of the society. The surviving spellcasters took the name Silver Sisterhood for themselves, with Alma being declared the first Silverstar. Kangja and Eyla, the other two of Kuzello's apprentices still living, swore loyalty to Alma. Faisidsato, the leader of the Ladyblades, was crowned by Alma as the first Queen of Ixinos, with the understanding that she would not presume to command or interfere with the interior concerns of the Silver Sisterhood. As centuries passed and no deadly conflicts occurred between the spellcasters and the warriors, past differences came to be forgotten. During the Great Illumination under Queen Averri, remaining differences (more a matter of stubborn tradition than true disagreement) were ironed out. Today, the loyalty of the Silver Sisterhood to the people and government of Ixinos is unquestioned. Defense of the homeland and the Genifari people is the top priority of the group, and all its members prioritize their research and actions accordingly. All arcane spellcasters on Ixinos -- wizards, sorceresses and bards -- are required to be members of the Silver Sisterhood and to place their loyalty to that group (and, by extension, their greater loyalty to the nation) ahead of all other concerns. There are at present about 350 women in the Sisterhood, of whom about 260 are wizards, 70 are sorceresses, and 20 are bards. Of the wizards, more than 70% are generalist mages; there are only about 75 specialists, as follows:
Necromancy is forbidden by the most ancient laws of the order, though spells of the necromantic school are permitted as long as they do not create or aid undead creatures. There are also no elementalists or wild mages among the Sisterhood. |
The formal garb of a Silver Sister consists of a grey-and-white ruffled blouse, a chain-link silver belt which holds her plumage, and a grey skirt with silver fringe (from mid-thigh to ankle length, as desired).
Since ancient times, the Silverstar, or chief of the order, has ruled over all internal matters of the Sisterhood, and served as that organization's voice to the outside world (including the other people of Ixinos, and its government).
The powers and duties of the Silverstar are as follows:
The Silverstar serves until her death or resignation. She may only be removed from office by a unanimous vote of the Elder Sisters (those of 8th level or higher, currently numbering about 40), and then only for treason or high crimes against Ixinos, or for physical or mental incapacity to continue in her office.
The current Silverstar is Anegè Silverstar.
Despite Ixinos's history as a closed society, most of the spells that have become commonly known in Faerûn since the fall of Raumathar and Narfell have also found their way into the spellbooks of the Silver Sisterhood, via spellbooks captured from enemies (or victims), or simply through the minimal contact the Sisters have had with the outside world over the past fifteen centuries. With the more open policies pursued by Anegè Silverstar in the past twenty years, all of the remaining "common" spells of Faerûn are now known to the Sisters (though some of them are not widely learned, and some have different names than those they are known by elsewhere).
Assume that the Silver Sisterhood has access to all spells in the Player's Handbook. Spells from other sources may or may not be known, as per the DM's judgment.
The Florichrome Book
The Florichrome Book is the most famous spellbook originating on Ixinos, except perhaps for the original spellbooks of Kuzello. This lost tome is constantly being searched for by the Silver Sisterhood and their allies, and is an excellent way to get a party of PCs involved in an an adventure which includes the Genifari.
Appearance: The Florichrome Book consists of ten sheets of enchanted parchment sandwiched between two thin boards of mahogany. It is bound together with three rings made of gold enchanted to be a light purple color. The mahogany covers are completely covered, front and back, by a variety of colorful flower petals, many coming from flowers not native to the Vilhon Reach area and some from flowers that no Realms botanist could identify. The petals are still moist, as if they were still attached to the flowers that bore them. The book gives off a faint floral scent, but this is only detectable from within about one foot of the volume.
History and Description: The Book is believed to have been created by the legendary mage/priestess Anzana Darahni, known as the Flower Sorceress (a poetic misnomer, since she was actually a wizard/cleric), who was Silverstar during the reign of Averri the Sun-Queen in the fifth century of Dalereckoning. Anzana was also a priestess of Lathea, and is substantially responsible for the rise of Lathea's cult on the island; she began the construction of the Citadel of First Light and imported the morning glory vines that adorn it to this day.
Anzana was greatly interested in magic that involved flowers and scents, and this tome was to be a repository of her magical research in these areas. She is believed to have personally set down two spells in the book (perfume of persuasion and choking stench) before her untimely death. Her apprentices inherited the volume and added spells to it over the centuries.
When the blue dragon Anaglathos and his army conquered Ixinos in 1245 D.R., the Florichrome Book unfortunately could not be spirited away in time. It was captured in the sack of the queen's palace and brought to Anaglathos as part of his magical booty. Unfortunately for the dragon, one of his less-than-devoted sneak thieves filched the book during the confusion of establishing the occupation, and made off with it. He is believed to have brought it to Westgate, suggesting that he was most probably a member of the Night Masks. It was then said to have been sold to a powerful wizard, but reports conflict as to the identity of this wizard. Some say it was one of the Red Wizards of Thay, others that it was a powerful Sembian archmage, and still others that it made its way all the way to Calimshan, to the library of a flower-loving pasha who dabbled in magic. Whatever the book's fate, the Silver Sisterhood and the Goldring Council search for it constantly, and would be most grateful to anyone who could return it to its rightful home.
The book contains one cantrip and four spells. All of the spells are usable as both wizard and cleric spells. This reflects the fact that its creator was both a wizard and a cleric, and future entries into the tome were made by cooperation of the Silver Sisters and the clergy of Lathea.
Note that the mages and priests of Ixinos have copies of all the spells set down in the book, and their use is rather common.
The first page of the book contains a large, stylized drawing of the sun, with flames licking out from its rim, rendered in dazzling gold leaf.
The following spells are set down in the book, one to a page. The last three pages are blank.
Scent
Conjuration
Level: Brd 0, Sor/Wiz 0, Clr 0
Components: V, S
Casting Time: 1 action
Range: Personal (see text)
Target: You
Duration: 1 hour/level (D)
Saving throw: None
Spell resistance: Yes (harmless)
This cantrip/orison causes the caster to exude a scent of her choosing. The scent may be any that the caster has personally experienced during her life. The origin of the scent must be known and named during the casting (for example, "lilac" or "rotting fish"). It is detectable by humans at a distance of about 15 feet if the caster is standing still in calm air; movement by the caster, or the presence of a breeze, can cause it to be detected as much as 50 feet away. Animals and monsters with keen senses of smell can detect it at a much greater range, provided they are downwind of the caster. The spell suppresses all natural bodily scents for its duration. It may be cancelled at will by the caster before the end of its natural duration.
This spell has many uses, ranging from simply covering up body odor to luring predators towards or away from a desired location. Smells which have special game effects (such as the musk of a troglodyte) can be reproduced only imperfectly, and do not cause the appropriate effects, but truly horrible smells can indeed be generated. Note that the caster must endure whatever scent she creates, close up!
Tulip Chime
Divination [Sonic]
Level: Brd 1, Sor/Wiz 1, Clr 1, Drd 1
Components: V, S, M
Casting Time: 1 action
Range: See text
Effect: See text
Duration: Permanent until triggered
Saving throw: None
Spell resistance: No
This spell is used as a type of magical paging device. A tulip (actually, any bell-shaped flower of comparable size will do) must be uprooted. The spell is then cast upon it, and the flower is cut in two: the roots are given to a certain person, and the flower with attached stem is carried on the caster's person. When the person to whom the roots were given speaks the caster's name while touching the root, the flower carried by the caster gives off a ringing sound. The sound is about as loud as that of a small dinner bell, and continues until the caster wills it to end. The caster thereby knows that the holder of the root needs to communicate with her. The holder of the root can also use the chime to signal the caster of the occurrence of a certain, pre-specified event, time, or condition.
The caster usually wears the flower in her hair or behind her ear, or somewhere else where it can be heard in a timely fashion. Both the flower and root remain fresh and alive until the spell is triggered, but begin to wilt normally after that. The spell will not work if the flower is taken to a different plane from the root, but otherwise distance is irrelevant.
Monochrome Illusion
Illusion (Glamer) [Mind-Affecting]
Level: Sor/Wiz 1, Clr 1
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature/level within range
Duration: 1 round/level
Saving throw: Will negates
Spell resistance: Yes
When this spell is cast upon a creature, that creature perceives everything as being a single color for the duration of the spell. The color has no inherent variation in shade, and only the presence of shadows can enable the victim to distinguish one thing or person from another. In normal lighting, the victim can see shapes, sizes, and movement, but actually recognizing features requires at least a full round of close study. The character is treated as partially blinded: he has a 20% miss chance in combat (all opponents are treated as having half concealment); suffers a -1 penalty to Dexterity modifier; grants a +1 bonus to attackers' attack rolls; moves at half speed; and takes a -2 penalty to most Strength and Dexterity rolls. The victim cannot distinguish one color from another for the duration of the spell.
The exact color of the illusion depends upon the color of a flower used by the caster as the spell's material component. It must be a color, not a neutral (no black, white, or grey).
Perfume Of Persuasion
Enchantment (Charm) [Mind-Affecting]
Level: Brd 4, Sor/Wiz 3, Clr 3
Components: V, S, M
Casting Time: 1 action
Range: Personal (see text)
Target: You
Duration: 1 round/level
Saving throw: Will negates
Spell resistance: Yes
Like the scent cantrip above, this spell causes the caster to exude a scent for the duration of the spell. It has the same potential area of effect as the cantrip: 15-50 feet, depending on conditions, and more in the case of certain animals and monsters (this is purely the discretion of the DM). Anyone within this range who possesses an olfactory sense and an intelligence of at least 2, and who fails a saving throw, will be affected by the mind-altering properties of the scent. Several different results can be created by this spell, depending upon the type of flower that is used as the material component during casting. These are:
Well-Being (Rose). The affected creature(s) feels a sense of peace and well-being. He will attempt to break off any arguments or combat in progress, though he may still defend himself against attack without penalty. He will only fight defensively, if possible, and will try to convince his opponent to stop fighting and enjoy life. Any hostile actions being contemplated will be abandoned. A bonus of up to +4 can be applied to the saving throw any creature which has a particularly urgent motive to complete the attack (a matter of life or death, defending home, etc.).
Anger (Hyacinth). The affected being(s) becomes very angry and irritable. He will take offense at any slight provocation or setback. Any provocation requires the affected creature to make a Will save (this is separate from the save to resist being affected by this spell). Failure means the creature lashes out violently. The alignment and ethos of the affected creature determines how extreme this reaction will be: a good character (especially a lawful good one) will usually be content with a punch or slap, while an evil one (chaotic evil in particular) may attempt to kill the one who has irritated him.
Malaise (Lilac). The affected creature(s) loses all interest and initiative and desires to simply sit and do nothing. This will not prevent him from responding to obvious threats, but he takes a -2 penalty to initiative rolls, and -1 penalties to all Will and Reflex saves.
Love (Honeysuckle). The affected being(s) develop a great love for the caster. This functions much as a charm person spell, except that if the caster and victim are of appropriate genders, an element of sexual attraction will also be present.
Other effects may be achieved by the use of other flowers; this is the province of the DM.
Choking Stench
Illusion (Glamer) [Mind-Affecting]
Level: Brd 3, Sor/Wiz 3, Clr 3
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 round/level
Saving throw: Will negates
Spell resistance: Yes
With this spell, the caster can cause the victim to perceive a truly appalling stench. Only one person can be affected; those near him can smell nothing out of the ordinary. The smell is so bad as to be debilitating; the victim can cast no spells, cannot speak coherently, fights at a -4 penalty to initiative and -4 to attack rolls, and can do little except choke and retch. The caster can cause the stench to subside or resume at will, as many times as she wishes within the spell's duration. The spell is thus useful as an interrogation tool, or for escaping from a lone fighter or spellcaster. The stench is not poisonous in any way and causes no lasting damage. The material component is any flower which has begun to rot and exude an unpleasant odor.
Cloak Of Lathea. This item, commonly known as an Amazon cloak in places other than Ixinos, was invented many years ago by the clergy of Lathea on Ixinos. The cloak has the ability to draw healing power from the energy of offensive spells. Whenever the wearer is struck by an offensive spell (whether targeted or area-effect), the spell takes effect normally, but the cloak then immediately heals the wearer of a number of hit points equal to the level of the spell. Thus, a fireball spell, after doing its normal damage, would allow the wearer to heal 3 points of damage immediately afterward (before the next initiative turn in that round). Spells that do damage in more than one round (e.g., Melf's acid arrow) cause damage in only one round, as the energy of subsequent rounds is subsumed into healing energy. The cloak is useless against "instant kill" spells (e.g., finger of death, power word: kill) in which the saving throw is failed. The cloak itself is impervious to fire and acid attacks, but this confers no protection to the wearer.
Caster Level: 11th; Prerequisites: Craft Wondrous Item, heal; Market Price: 50,000 gp; Weight: 1 lb.
Sister-Glass. This item is so named because the Genifari generally use them to keep track of an especially beloved "sister" (a fellow Genifar, possibly but not necessarily a biological sister). It can actually be made for use by any two people, but will function only for the two people who participate in its creation.
The sister-glass consists of two identical flat, circular glass lenses. Each of the two people participating in the item's creation must draw their own blood and cover one side of one of the two lenses with it. The two blooded sides are then pressed together, and the lenses are bound together with a rim of gold or silver. Thereafter, whenever one of the two "blood donors" gazes through the glass, she will be able to see the other regardless of her location or situation (provided a light source is present). The viewer can see everything within 10 feet of the person being scried upon. No communication is possible unless both people have sister-glasses attuned to each other and scry on each other at the same time, in which case gestures or even writing may be used to communicate. The glass cannot scry across planar boundaries, but can convey the information that the scrying target is on another plane.
Unlike most scrying devices, the sister-glass can be used by members of any class, does not require the Scry skill to use, and does not require a scrying check by the user. However, it cannot be used for any sort of scrying other than that described above.
Using a glass requires concentration and is tiring; for every full minute spent scrying, the user must sleep for one hour. Until she does, her Strength, Dexterity and Constitution scores are all halved. If either of the people who created the glass dies, it shatters immediately.
The two individuals to be "linked" by the glass must be present at all stages of the item's creation.
Caster Level: 7th; Prerequisites: Craft Wondrous Item, scrying; Market Price: 1,000 gp*; Weight: 1 lb.
*Note: Since this item is keyed to two specific people who can never be changed, this item is worthless in terms of resale value; the price given is the usual cost to have the item made. The creator must spend 500 gp and 40 XP to create the item.