AD&D Accessory-FR-The Seven Sisters.pdf

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The Seven Sisters
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Seven Sisters
by Ed Greenwood
Y ou ask why we do these sisters honor?
The Realms are richer and brighter for the work they
do. These lands are better places for us all because they
have walked the ways of the Realms and striven in them.
A nd who of all of us proud kings of Faerûn can make
— Azoun, King of Cormyr to Padangan, King of Innarlith
S tep right up, gentles! Sorceresses you expected, and
— Handobar Hillybuck of Phlan,
introducing Handobar‘s Traveling Marvels;
somewhere in Sembia, probably last year
The
My lord, do you not know?
T hese sisters are seven magnificent women who matter.
that claim, and speak truth?
sorceresses you shall see! Look within, for we have
heroines here!
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To Steve Schend, for the seventh twist.
To Helen Peters and to Jennifer Brockett, because the spirit of the Seven endures.
And to all the sorceresses who have been the inspiration for the Seven.
Alive and dead, on this continent or that, ever bright in memory.
I salute you.
Credits
Design: Ed Greenwood
Editing: Julia Martin
Cover Illustration: Fred Fields
Interior Illustrations: Valerie Valusek
Electronic Prepress Coordination: Tim Coumbe
Typesetting: Angelika Lokotz
Production: Paul Hanchette
A DVANCED D UNGEONS & D RAGONS , AD&D, and F ORGOTTEN R EALMS are registered trademarks owned by TSR, Inc.
The TSR logo is a trademark owned by TSR, Inc.
All TSR characters, character names, and the distinctive likenesses thereof, are trademarks owned by TSR, Inc.
©1995 TSR, Inc. All rights reserved. Printed in the U.S.A.
Random House and its affiliate companies have worldwide distribution rights in the book trade for the English language products of
TSR, Inc. Distributed to the book and hobby trade in the United Kingdom by TSR Ltd. Distributed to the toy and hobby trade by
regional distributors.
This product is protected under the copyright laws of the United States of America. Any reproduction or unlawful use of the mat er-
ial or artwork contained herein is prohibited without the express written permission of TSR, Inc.
9475
ISBN 0-7869-0118-7
TSR, Inc.
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TSR Ltd.
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United Kingdom
2 Credits
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Introduction ....................................... 4
Who are the Seven Sisters? .......................... 5
The Story of the Seven .............................. 6
Powers of the Chosen .............................. 10
Alustriel .......................................... 13
Dove Falconhand .................................. 20
Laeral Silverhand ................................. 27
The Simbul ....................................... 34
Storm Silverhand..................................41
Syluné ........................................... 48
Qilué Veladorn .................................... 55
Spells of the Seven ................................ 62
Magical Items of the Seven ....................... .106
Using the Seven Sisters in a Campaign. ............ .113
Contents 3
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he book you hold in your hands is
Realmslore many sages and arch-
mages of Faerûn would die to pos-
sess. Some of them fear the Seven
Sisters, some worship the Seven
and all of them hold the Seven in awe. This book
may begin to explain why
This volume details seven powerful and influential
female nonplayer characters whose careers thus far
have spanned more than the life spans of most beings
of Toril. It can be used as a tome of new magic or a col-
lection of super-powerful opponents to hurl at player
characters, yesbut it is meant to be more than that.
The Seven Sisters is a guide to what goals and
aims high-level, long-lived characters in any fan-
tasy campaign setting might pursue. If you are a
mighty wizard who has taken all your revenges,
fulfilled all your easy dreams and taken steps
toward living forever (or at least a long, long time),
and you get up on the morning after managing all
that, what do you set out to do?
Design, practice, and perfect ultra-powerful spells
and then hurl them around for a bit, just to see towers
topple and mountains move at your bidding yes, but
what else? Making gravel soon gets to be a trifle stale.
Create something of lasting importance, like
a great ballad, truly comfortable chair design,
or classic recipe? Test-of-time judgments take a
while to reveal themselves, and straight-ahead
bids for classic status are notoriously unreliable.
Well, why not carve out an empire? Control the
lives of thousands, build monuments, order folk
about like slavesbut why bother?
Hmmm, why get up that morning at all?
The answers powerful beings find to such ques-
tions are as many and varied as the folk looking for
them. On rare occasions, those answers can shape
the destiny of a world. Ah, there we arehow
about reshaping the world? Or several worlds?
Wouldnt that be something? Yes? Read on.
paign color ideas litter the pages all the way
through. Even that long stretch of spells (the
Spells of the Seven chapter) can provide ideas.
Who is to say that monsters and evil NPCs have
not learned those magics over the years, or left
them as spell trigger traps to be unleashed on the
unwary or the unwelcome?
The history chapter (The Story of the Seven)
raises speculative questions about the fates of both
folk the Seven had contact with and all the magic
the Seven have accumulated along their life jour-
neys. The chapter on the Chosen (The Powers of
the Chosen) sets forth ideas usable in all cam-
paign settings for Dungeon Masters creating char-
acters who are not quite deities, but are very pow-
erful and very specialthe earthshaking heroes
who might, just might, become gods in the eyes of
folk born after them.
The entries on each Sister detail powerful char-
acters that can easily be renamed and fiddled with
for use in other campaigns, and that provide
most importantlycharacter motivations and
aims for such NPCs of might. Then comes all the
magic we could learn details of and cram into this
book (the Spells of the Seven and Magical
Items of the Seven chapters). Suggestions for
using the Sisters in a campaign bring this look at
the Seven to a close.
The Rune of the Seven
Even folk in Toril who have never heard of the
Seven or realized they are real, living beings
know this simple old rhyme:
Seven bright stars in the sky I see.
Seven for those who watch over me.
Seven be the smiles down they send.
Seven be the troubles swift they mend.
Warriors hum the rhymes descending tune
when they go into battle. Scribes and kings alike
murmur it as they stare at treaties or important
decisions. Even those who do not know the origin
or meaning of the words weave more than they
know when they recite them.
How to Use This Book
The Seven Sisters can be used at different levels and
for different purposes. Adventure hooks and cam-
4 Introduction
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