This small, secretive group of magic-users was first formed in 873 by the Hedge-Witch Semba Arkari. Madam Arkari was the wise-woman of Andelham, a small farming village on the edge of the Malpheggi Swamp in Southern Darokin, to the South and West of Elstrich. An herbalist and chirurgeon, she also happened to possess true magical powers - powers which caused fear, resentment and (finally) hatred in her parochial and superstitious neighbours (unlike most Darokinians, those dwelling in the Southern regions remain ignorant and fearful of magic and its workers, even to this day). One terrible night, Madam Arkari’s cottage was set ablaze, her implements and paraphernalia destroyed; Madam herself was driven from her home by the torch-wielding mob. She managed to escape them by disappearing into the depths of the nearby Malpheggi Swamp, where she proceeded to make her new home*. With her spellbooks destroyed, Madam Arkari was forced to recreate her spells and powers from the ground up, adapting them to her new environment; she used these spell-variants to keep intruders away from her home.
Within a few years, the legend of the "Witch of the Fens" had spread far and wide; people would speak her name in a whisper, and make warding signs against evil whenever she was discussed. Every strange or unfortunate circumstance, from milkless cows and stillborn children to droughts and even eclipses, was attributed to her influence. Witchcraft and magic became ever more feared and misunderstood in the rural villages of Southern Darokin, and practitioners of the art were reviled or - in some cases - executed. A few brave (or desperate) young women who possessed magical talent fled to study under Madam Arkari, eventually forming the Sisterhood of the Fens.
[*Note: Andelham cannot be found on any modern map - the village was abandoned in the Summer of 894 after three years of severe drought, and razed to the ground by the worst storm on record the following Winter. None of the former inhabitants ever returned. Strangely, both dry spell and storm affected only Andelham and its environs...]
Members of the Sisterhood, commonly known as "Fenwitches," have all the powers and abilities of standard Magic-Users; however, they also have access to spells and skills available nowhere else. A Fenwitch may learn any common spell, if a teacher can be found (Mage scrolls are useless to her, as the Sisterhood lacks the spell Read Magic). Due to their sheltered location and secretive practices, the Fenwitch spell list is somewhat more limited than that of standard Mages. The following "standard" spells are known and taught by the Sisterhood:
Some of the specialist versions of common Mage spells - mostly created by Madam Arkari herself - are detailed below:
Dream Pollen
Level: 1
Range: 20'
Duration: 2d6 Turns
Effect: sends creatures within range to sleep
This variant Sleep spell does not, despite its name, necessarily require pollen to function; any particulate vegetable matter (poppy seeds, a dandelion clock, ground tree bark, etc) will do.
The caster must hold a handful of such matter in her left hand while casting the spell; at its finish, she must blow sharply on the "pollen", spraying it in an area measuring roughly 10' x 10'. All creatures of less than 4 HD in that area will immediately fall asleep (no saving throw) for 2d6 Turns, unless shaken awake. Creatures with more than 4 HD are not affected. Victims of this spell can be usually slain with a single blow from a weapon, if desired.
The spell is most often used to capture intruders without resorting to combat. Those affected by the spell will often awaken unharmed, but bound hand and foot; in some cases, they may be left where they fall, but deprived of their weapons, their implements - and their clothes...
River-Torch
Level: 1
Range: touch
Duration: 1d6 Turns + Turn per caster's level
Effect: Creates a light-source
This variation on the standard Light spell requires a simple bulrush, a common river plant, as a focus. The caster touches the bulbous head of the bulrush at the spell's completion, which causes it to burst into ghostly green flames. These flames do not consume the bulrush, nor can they be used to ignite other matter. The River-Torch casts light to the same range as the standard Light spell, and may be carried by anyone (or placed in one location) once it is cast.
The River-Torch cannot be extinguished by wind or water; only a Dispel Magic spell, or the will of the caster, can cause the spell to end before its duration expires. When the spell fades, the bulrush crumbles into dust.
Verdant Elixir
Level: 1
Range: touch
Duration: special (see below)
Effect: charms 1 individual
This adaptation of the Mage-spell Charm Person has seen frequent use amongst the Sisterhood, particularly at those times when their sect has come under heavy scrutiny and condemnation.
The spell requires that a herbal infusion, such as willowbark tea, be brewed by the Fenwitch - a Herbalism skill roll is required to ensure that the decoction can hold a dweomer. The brew is then enchanted with this spell, and given to the chosen recipient to drink - no more than an hour can pass between enchantment and consumption, or the spell fades. The liquid must be consumed by the drinker of her own free will (although she need not know that it is more than just a restorative), or the spell will fail. The enchantment takes effect with no saving throw, and functions more or less identically to a Charm Person effect, with a saving throw allowed approximately once per week to break the Charm; however, A Fenwitch who chooses to keep her Charmed and ensorcelled companions for any length of time will have them drink more regular doses "for their health", to reinforce her control.
This spell, one of the first taught to the apprentice Fenwitch, is the basis for many other potion-based spells - For example, Hali's Golden Philtre (a 3rd-level spell) acts as a Hold Person spell on each person who drinks it (the spell can enchant enough Philtre for four individuals). Many Fenwitches have their individual favourites; DMs are encouraged to come up with their own variations.
Fenland Javelin
Level: 2
Range: 80'
Duration: See below
Effect: Enchants 1 missile + 1 per 3 levels
This spell, like the River-Torch spell above, requires bulrushes as a material component. The caster must touch the head of the rush when casting; this causes the entire bulrush to stiffen and lose flexibility, and to glow with a green radiance. The Fenland Javelin (so called because it is thrown like a long dart) may be hurled by the caster, or anyone she gives it to, at any living target within range. Although it does not hit automatically, the thrower gains +1 on "to hit" rolls. If the missile strikes, it explodes with a bright green flash, causing 1d6 + 2 points of damage to the target. If it misses, it vanishes at the end of the round after it is thrown, and cannot be reused.
The caster may enchant one Javelin at 3rd level, two at 6th, three at 9th, etc. The enchantment lasts for one round per level of the caster; only one Javelin may be hurled per round by any one person, but anyone may throw a Javelin with the caster's permission. Unused Javelins fade away harmlessly at the end of the spell's duration, consuming the bulrushes in the process.
Marsh Mist
Level: 3
Range: see below
Duration: See below
Effect: Reduces visibility
This spell simulates the powers of the Invisibility spell; it calls up thickening tendrils of mist from the swamp (or other wetlands), weaving them into a thickish bank of fog which covers an area of 500 square feet. Visibility is reduced by one-third within the affected area; those within it may make out the shapes of other objects and people without too much difficulty - with the exception of the caster, who is undetectable by either normal sight or infravision whilst within the Mist. See Invisible spells will not locate the caster in this instance, since the presence of the Mist obscures the effect.
The Marsh Mist lasts for up to two hours, unless dispelled; the caster may remain undetectable until it fades, unless she attacks another person within the Mist, at which point she becomes as visible as everyone else within the Mist.
This spell will not function in arid areas, and may have a reduced area of coverage (DM's decision) in other non-swampy locations.
Companion
Level: 4
Range: 1 mile radius
Duration: See below
Effect: Summons and binds one animal
This spell, which has no equivalent in the common spell list, summons an animal to serve the caster. The Fenwitch must travel alone to a quiet area of the swamp and enter a light trance, during which the spell sends out an empathic call to all creatures within the radius of 1 mile. Within 12 hours, one single creature will respond and travel to the caster's location, where it is allowed a Saving Throw vs. Spells to resist the binding - if successful, the DM rolls 1d6; on a roll of 1-5 it simply leaves the vicinity, on a roll of 6 it attacks the caster.
If the creature (which must be a normal animal or bird with HD less than or equal to the caster's level) fails its throw, it is bound to the caster and serves her as a Companion for a year and a day, or until killed. The Companion's intelligence increases somewhat as a consequence of the spell, allowing it to understand spoken commands. Both caster and Companion share an empathic link; if within a mile of each other, they can sense if the other is hurt, and the Companion will always hurry to help its mistress, laying down its life if necessary. The mistress may summon the Companion to her via this link. No other abilities are granted by this spell.
Once the term of service is up, the Companion is free to leave, and may never again be bound by any Fenwitch using this spell. If treated well by its mistress, however, it may stay of its own accord. The spell may be cast, successfully or not, no more than once per year by any Fenwitch, and may not be recast within a calendar month of the previous Companion's death or freedom, whichever comes first.
Note: the enhanced intelligence granted by this spell has a tendency to carry over into future generations sired or borne by a Companion; consequently, various species of swamp-based animals are growing more intelligent - even sentient - as time goes by.
This material copyright 1999 Carl Quaif, based on material copyright TSR, Inc. All rights reserved. Webmastered by Jennifer Favia Guerra.