Appearance
A crescent-shaped tome,
five handwidths
in height by three handwidths
across, of two
glossy, polished black
covers
of ebony. The covers are hinged
with
copper at the center of their curve
and enclose twenty-six
pages of thin,
burnished
copper sheets.
History and Description
Shandaril is a mage of great
power, now
coldly evil and selfish.
She uses this
Workbook as a means of ensnaring
other
mages, so that she may lessen
potential
competition by slaying them,
after
first strengthening herself
by learning
what she can of their unique
magics.
Born in Telflamm, Shandaril
was
brought to Sembia by her
merchant
parents when young, and
is known to
have studied under the mages
Halakoun
(good) and later Mairgaer
(neutral)
in Selgaunt. She was of
great
beauty from childhood, and
soon
learned to manipulate men
masterfully.
While still a youth, she
became apprentice
to the adventurer-mage Thalaver,
of The Company In Crimson,
and
accompanied the band on
a perilous
adventure into the ruins
of The Stonelands.
There she slew Thalaver
and all
his companions at some point,
and
acquired their magic, in
particular Thalaver’s
staff of power and spellbooks.
Returning to Suzail to ransack
Thalaver’s
Tower, she was confronted
by
Vangerdahast and other mages
of note
in the city who demanded
to know of
the whereabouts of the Company.
She
barely escaped alive, by
means of a teleportation
device. Before doing so,
she
triumphantly admitted her
deeds;
there is still a royal warrant
for her
arrest outstanding in Cormyr.
Shandaril’s present lair
is unknown
but she is thought to dwell
somewhere
to the south, and is known
to have
grown greatly in power.
She has
released her Workbook into
circulation
amongst mages as a trap,
to gain her yet
more magic. Few know or
even suspect
its true nature.
The first page of the
crescentiform tome
bears Shandaril’s sigil,
thus:
It also bears the invisible
activation
rune of a tracer Shandaril
has cast upon
the tome, which if revealed
by detect
magic (note that the rune
is not itself a
“trap”) looks like this:
The pages thereafter
bear the following
spells, one to a page
(all are in standard PLAYERS
HANDBOOK
form, unless otherwise noted):
GP VALUE:<>
XP
VALUE: <>
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