More of the Conclave of Silverymoon
By Ed Greenwood and Jason Carl
Rand Sharpsword, collector of bits of travel and geographical information, brings you further details about the Silver Marches area. Rand provides these to supplement the information found in the Silver Marches.
Miresk's School of Thaumaturgy
Miresk's School of Thaumaturgy is a building of dark stone that bristles with flying buttresses, small side-turrets, and balconies. Here applicants to the Lady's College and 'wild talents' (persons with a 'natural gift' for causing minor magics, perhaps better called 'untaught sorcerers') are evaluated to see if or where they should be placed on the waiting list.
Eltro Miresk is a tall, gaunt, haughty man who strides about in black robes. Three floating rods, nicknamed "The Triad" by students, whose powers he can wield without touching them, trail him around. Miresk is a superb teacher, and he is especially concerned with balancing magic use with the other natural forces of Faern. He also loves to work with cantrips and other small, useful, "everyday" spells. As he often says, "the novice who knows all the ways an unseen servant can be useful is worth six reckless fireball-hurlers. Or more."
Rumor: Longtime students say the Triad appears to collectively muster the powers of a rod of negation, endless hold monster, hold portal, and unseen servant spells, and dusty rose, dark blue, vibrant purple, pearly white, pale lavender, and many lavender-and-green ioun stones. Whether this is true or not has yet to be discovered.
Eltro Miresk: Male Human Wiz 20; CR 20; Medium-size humanoid; HD 20d4+20; hp 70; Init +6; Spd 30 ft.; AC 12, touch 12, flat-footed 10; Atk +10/58 melee (1d4/19-20, dagger); AL NG; SV Fort +7, Ref +8, Will +13; Str 10, Dex 15, Con 12, Int 22, Wis 13, Cha 15.
Skills and Feats: Alchemy +29, Concentration +24, Heal +3, Knowledge (arcana) +29, Knowledge (history) +16, Knowledge (nature) +16, Knowledge (planes) +16, Knowledge (religion) +16, Profession (herbalist) +11, Scry +29, Spellcraft +29; Brew Potion, Combat Casting, Craft Magic Arms and Armor, Craft Rod, Craft Wondrous Item, Empower Spell, Enlarge Spell, Improved Initiative, Maximize Spell, Scribe Scroll, Spell Focus (Conjuration), Spell Mastery (dispel magic,ethereal jaunt, protection from spells, teleport without error, unseen servant), Spell Penetration.
Spells Prepared (4/6/6/5/5/5/5/4/4/4; save DC 16 + spell level): 0 -- detect magic, mage hand, read magic, resistance; 1st -- charm person, comprehend languages (2), unseen servant (3); 2nd -- bull's strength, cat's grace, detect thoughts, endurance, locate object, see invisibility; 3rd -- clairaudience/clairvoyance, gaseous form, haste, hold person, slow; 4th -- detect scrying, Evard's black tentacles, improved invisibility, minor globe of invulnerability, remove curse; 5th -- cone of cold, hold monster, Rary's telepathic bond, teleport (2); 6th -- antimagic field (3), globe of invulnerability (2); 7th -- ethereal jaunt (2), forcecage, teleport without error; 8th -- etherealness, mind blank, protection from spells (2); 9th -- dominate monster, gate, Mordenkainen's disjunction, time stop.
Spellbook: 0 -- arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, open/close, prestidigitation, ray of frost, read magic, resistance; 1st -- alarm, burning hands, cause fear, change self, charm person, comprehend languages, detect secret doors, expeditious retreat, feather fall, grease, hold portal, magic missile, Nystul's magical aura, Nystul's undetectable aura, protection from evil, shocking grasp, sleep, summon monster I, unseen servant, ventriloquism; 2nd -- alter self, arcane lock, blindness/deafness, bull's strength, cat's grace, continual flame, darkness, darkvision, detect thoughts, endurance, fog cloud, invisibility, knock, levitate, locate object, resist elements, scare, see invisibility, summon monster II; 3rd -- clairaudience/clairvoyance, dispel magic, explosive runes, fireball, fly, gaseous form, greater magic weapon, halt undead, haste, hold person, invisibility sphere, lightning bolt, nondetection, sleet storm, slow, suggestion, tongues, water breathing; 4th -- arcane eye, bestow curse, charm monster, confusion, detect scrying, dimension door, Evard's black tentacles, ice storm, improved invisibility, locate creature, minor globe of invulnerability, polymorph other, polymorph self, Rary's mnemonic enhancer, remove curse, scrying, stoneskin; 5th -- cone of cold, contact other plane, dismissal, dominate person, hold monster, lesser planar binding, major creation, passwall, permanency, prying eyes, Rary's telepathic bond, sending, stone shape, telekinesis, teleport, wall of iron; 6th -- analyze dweomer, antimagic field, chain lightning, contingency, disintegrate, globe of invulnerability, greater dispelling, guards and wards, legend lore, planar binding, programmed image, summon monster VI, true seeing, veil; 7th -- banishment, control undead, ethereal jaunt, forcecage, greater scrying, limited wish, plane shift, power word, stun, reverse gravity, sequester, spell turning, teleport without error, vanish; 8th -- demand, discern location, etherealness, greater planar binding, iron body, mass charm, mind blank, polymorph any object, protection from spells, summon monster VIII, symbol, sympathy; 9th -- astral projection, dominate monster, freedom, gate, imprisonment, meteor swarm, Mordenkainen's disjunction, teleportation circle, temporal stasis, time stop, wish.
The Triad: The Triad is a substantially powerful magic item that was crafted long ago and probably had a different name than the one given to it by students of Miresk. The lore involved in its crafting has long been lost, but the one remaining known Triad now floats behind Eltro Miresk. Each of the three rods consists of a very shiny black metal. The powers of the Triad are as follows:
Caster Level: 16th; Prerequisites: Alertness, Craft Rod, Craft Wondrous Item, dispel magic, hold monster, hold portal, imbue with spell ability, limited wish or miracle, regenerate, spell turning, and unseen servant; Market Price: 226,850.
Esklindrar Iol of the Conclave of Silverymoon
The Map House's master is one known as Esklindrar Iol, and his service in this role has been exemplary. Not only does he have a sharp memory, but he is also quite the expert on the topic of Sword Coast human writings. Though he possesses a sharp tongue, those who impress him may find his help extraordinarily useful. In fact, he has befriended several adventuring parties. You can never go wrong if you count this man as one of your friendly contacts.
Esklindrar Iol: Male Human Exp 7/Div 4; CR 11; Medium-size humanoid; HD 7d6+21 plus 4d4+12; hp 67; Init +6; Spd 30 ft.; AC 16, touch 14, flat-footed 14; Atk +9/+4 melee (1d4+2/19-20, +1 dagger); AL LN; SV Fort +6, Ref +5, Will +11; Str 12, Dex 15, Con 16, Int 20, Wis 15, Cha 11.
Skills and Feats: Alchemy +15, Appraise +15, Concentration +13, Craft (mapmaking) +15, Gather Information +10, Heal +12, Knowledge (arcana) +16, Knowledge (geography) +19, Knowledge (history) +15, Knowledge (planes) +6, Profession (scribe) +12, Scry +12, Speak Language +12 (Abyssal, Aragrakh, Chondathan, Common, Damaran, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Halruaan, Illuskan, Loross, Netherese, Orc, Sylvan, Thorass), Spellcraft +17; Improved Initiative, Maximize Spell, Scribe Scroll, Silent Spell, Skill Focus (Knowledge [arcana]), Still Spell.
Spells Prepared (5/6/4; save DC 15 + spell level): 0 -- detect magic (2), detect poison, read magic (2); 1st -- burning hands, comprehend languages (2), expeditious retreat, identify, magic missile; 2nd -- detect thoughts, knock, locate object, summon monster II.
Spellbook: 0 -- arcane mark, dancing lights, daze, detect magic, detect poison, flare, ghost sound, light, mage hand, mending, open/close, prestidigitation, ray of frost, read magic, resistance; 1st -- burning hands, charm person, comprehend languages, expeditious retreat, hold portal, identify, magic missile; 2nd -- detect thoughts, knock, locate object, see invisibility, summon monster II.