The seiaj (say-ahj) is an enchanted garment that provides head-to-toe protection for the mage, while allowing the maximum mobility possible for somatic gestures and evading attacks. Its origins are fully described in the Fourth Book of the Astarith, when the True God Ehlaar passed the secret to the first Gold Dragon, who only wanted a worthy gift for her friend, a human archmage.
Composed almost exclusively of plant fibers, natural resins, and a few square yards of leather, the seiaj can hardly be called armor in the traditional sense. Though heavy and cumbersome when hanging on the rack, a seiaj becomes a weightless and physically liberating garment when worn. To a mage of Minarra, wearing a seiaj is as natural as being inside ones own skin!
General Description
The seiaj is a two-piece garment, custom tailored to its owner. The upper half consists of a collared jacket, which flares at the waist into a skirt that extends to the midpoint of the thigh. The full-length sleeves end in a gauntlet, similar to an archer's glove, connected to the sleeve at the back of the wrist. The lower half is a pair of trousers that start at the waist and ends at the ankle. The trouser legs follow the shape of the body, but do not hug it except for a 2" wide cuff just above the ankle.
The base backing of a seiaj is a material similar to canvas in texture, but of far greater strength. This backing merely gives the seiaj its shape; the actual protection comes from the pads that cover it. Composed of resin and leather, the prefabricated pads are cut and sewn to the backing in large, armorlike plates.
The pads on the jacket completely cover the neck, torso, and arms. The outside shoulders and elbows are protected by cup-shaped pads ingeniously sewn to the backing. The flared skirt of the jacket is also padded to provide additional protection for the groin and buttocks. Only the inside elbows, inner wrists, and armpits are left without padding, while the backs of the hands and wrists are padded to the knuckles.
On the trousers, the padding completely covers the legs, hips, and buttocks. The knees are sheathed in the same fashion as the elbows, while the feet are protected by a pair of special boots (with hard soles and padded uppers) that extend to mid-calf. Below the waist, only the groin and the backs of the knees are left unpadded.
Two other accouterments complete the seiaj; while the first is integral to the garment, the other is optional. The required accessory is the seiaj'nin, a comfortable, skintight outfit that resembles modern winter underwear. The seiaj'nin comes in two halves: a top with full sleeves and a bottom with socks built in like today's childrens pajamas. This surprisingly soft yet tough undergarment absorbs sweat, prevents chafing, and provides the needed support for certain parts of the female anatomy.
The optional addition is the lo-seiaj, a hardened leather skullcap custom fitted to the owner's head. Though the lo-seiaj leaves the ears and face unprotected (so that hearing and vision are unimpaired), it does have a padded flap that provides additional protection to the back of the neck. The lo-seiaj is padded in the manner of the suit itself, while the inside is lined with the same material as the seiaj'nin. To be of use, a lo-seiaj must be fashioned in tandem with the rest of the seiaj.
Once complete, the seiaj leaves very little bare flesh for an enemy to exploit. If the lo-seiaj is worn, the only exposed areas on the mage's body are the face and ears, the fingers, and the palms of the hands.
A seiaj has no buttons, laces, buckles, or other mundane fasteners. In their place are invisible seams of magic that can be operated only by the wizard. To remove the seiaj, the wizard merely touches any portion of the seam and concentrates. With practice, a mage may get into a seiaj in seconds if the need arises. (There is also a seam at the waist of the seiaj'nin that fuses the two halves into a single garment.)
The form-fitting nature of the seiaj creates its own problems. Though its magical fabric allows for mild fluctuations in body weight, any pronounced change in a wizards physique will render a seiaj essentially useless. The typical causes for this are emaciation, obesity, and quite often pregnancy. As a result, it is common for a mage to go through two or three seiajen (pl.) in a lifetime, possibly more.
Materials
The key component of the seiaj is the ubiquitous family of plants of the same name. The eighteen species of this genus are all robust, hardy marsh reeds that thrive in climates from the tropical to the subarctic. Though the species are of various colors and textures, they are all of equal value in creating a seiaj. The silky "tassel" crowning the plant, the shaft, and the milky fluid inside are thoroughly consumed in the manufacturing process. Only the roots of the plant are left unused.
The seiaj plant itself is only one of a wide variety of plant and animal products that are vital to the project. The components actually employed are determined by the local climate and environment, and not some by rigid list as is common with most magical items.
Cotton, flax, hemp, jute, and wool are all acceptable fibers for the cloth of the seiaj backing, so long as the proper proportion of seiaj fiber is spun into the thread. Silk may only be used for the seiaj'nin.
The requirements for leather goods are a little tougher. Two textures of finished leather are needed: one hard, thick, and tough for use in the lo-seiaj, the other soft and supple for the backing of the protective pads. The hides may be from any natural or fantastic creature so long as the above criteria is met.
Oils (either from plants or rendered animal fats), tree saps, waxes, and even honey are all capable of forming the base of the protective pads. In cases where any one substance is in short supply, others may be substituted, so long as animal and plant materials are not mixed together. The "milk" of the seiaj reed, a universal requirement, is the only exception.
The last group of components comes from the body of the seiaj's intended owner. In preparation, the wearer must drink a concoction made from the milk of the seiaj reed. The drink is mildly toxic, resulting in a brief period of fever, chills, and profuse sweating. While in this state, a lock of hair, a few drops of sweat, and a few drops of blood are taken from the mages body. Though the quantities are small, these ingredients are absolutely vital to the endeavor.
By now, it should be obvious that the components of a seiaj are remarkably cheap and plentiful, especially when compared to those of other arcane devices. Nevertheless, one critical fact must be kept in mind: the seiaj is a magical construct, and its materials must therefore be of the highest possible quality.
Labor
Any mage of Minarra will tell
you that when it comes to crafting a seiaj, "It's not the
reed that drains your purse--it's the labor!" Indeed,
the creation of a seiaj requires the concerted effort of the following
seven professionals and tradesmen:
While most of the above are common enough types in any AD&D setting, there is one that requires some explanation. The seiaj'aarn (plural) are the professionals who possess the skills necessary to strip a seiaj reed, spin its fibers into thread, weave that thread into cloth, and tailor the completed garment. Seiaj'aarn are almost exclusively women, and their skills are usually passed from mother to daughter(s).
An apprenticeship of fifteen years or more is needed to master this demanding craft, which becomes a highly lucrative career. Indeed, the seiaj'aar's skills are so universally respected that no one would dream of asking them to tailor any sort of mundane clothing. They are, however, often willing to create the fine garments destined to become robes of blending, cloaks of the bat, and similar items.
Though the project begins in midsummer, a seiaj is usually ready for enchantment only two to three weeks before the New Year. It is traditional for fledgling wizards to receive their first seiajen in a ceremony held on the eve of the year, complete with a reading from the Astarith that tells of the garments divine origins. The text is usually read by the cleric who performed the spellcasting services throughout the manufacturing process. It is the only regular occasion that any portion of the Astarith is translated verbatim to the laity.
The final price tag for a seiaj is frightening. Between the raw materials and the fees to the various tradesmen and professionals, the average price of a standard seiaj comes to about 3500 gp. Fortunately for young mages just starting their careers, it is their masters responsibility to cover the costs of their first seiajen, just as their masters before them did. Indeed, any master who unjustly deprives a student of his rights will be ostracized by his peers until the seiaj is delivered. By tradition, swallowing the cost of a seiaj is the public acknowledgment of the ten or more years of unpaid labor a student performs during his apprenticeship. Procuring a new seiaj after that, however, is a wizards own responsibility.
The Final Spell
Seiaj (Alteration/Enchantment)
| Level: | 4 |
| Range: | Touch |
| Components: | V,S,M |
| Duration: | Special |
| Casting Time: | 2 turns |
| Area of Effect: | The seiaj |
| Saving Throw: | None |
This spell gives the unfinished seiaj its initial enchantment and determines its Armor Class bonus, ranging from a common +1 to a rare +3. There are four key variables which affect the final AC bonus of a seiaj: the level of the casting wizard, the aggregate quality of the raw materials, the skills of the seiaj'aar, and the efforts of the alchemist. These variables affect the final percentile roll that determines the AC bonus, and are described below:
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| Labor of Alchemist |
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| Labor of Seiaj'aar |
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| Raw Materials |
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For the above table, the DM secretly makes a single roll of 1d12, one for each category listed, and determines the adjustment (if any) to the final percentile roll made by the casting wizard.
Example: The d12 roll against the alchemist results in a 1. The DM then rolls a penalty of 1d8 to the final percentile roll, and this roll is a 3; that is, -3%. The d12 roll against the seiaj'aar is a 4, and therefore no percentile adjustment is made. The d12 roll against the raw materials is a 12; the DM then rolls a bonus of 1d8, with a result of 7. The adjustment to the final roll is therefore -3% + 0% + 7% = +4%. Once the percentile adjustment is determined, the final percentile roll may be made against the table below:
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| 7-11 |
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| 12-15 |
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| 16-18 |
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| 19-20 |
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Example: the casting wizard is 10th level, and rolls a 38 on percentile dice. The +4% bonus rolled earlier is then added for a final result of 42. The seiaj has a final AC bonus of +2.
The material components of this spell are the unfinished seiaj itself, along with silk fibers from the original seiaj reed smeared with the wearer's blood and sweat drawn during the manufacturing process. The latter is burned in a ceremonial silver censer, and its smoke inhaled by the wizard before the incantation begins.
Standard Seiaj Properties
The finished seiaj has many wondrous properties beyond its AC bonus. For all practical purposes, a seiaj has no encumbrance; further, it also provides a remarkable freedom of movement. Any somatic component, no matter how contorted, can be performed without the slightest resistance. One can even swim in a seiaj, though the garment does not enhance buoyancy.
Another welcome feature of the seiaj is its ability to mute the effects of extreme temperatures. When the surrounding air is between 10°F and 90°F, the wizard can relax within his seiaj, with its constantly maintained temperature of 65°F. If temperatures go above or below this range, the temperature "inside" the seiaj rises or falls on a point-for-point basis. For example, if a mage finds herself in an open desert, the air around her at a stifling 110°F, her seiaj still cools her body to a tolerable 85°F.
The seiaj is also a very effective raincoat. It will keep the wearer dry in all but the worst weather, though immersion or prolonged exposure to severe storm conditions will overwhelm its water-repellent properties.
Lastly, a seiaj does nothing to interfere with the use of any magical device, including those that further augment the wizard's Armor Class. Thus, a wizard with a 16 Dexterity, a +2 seiaj, and a +1 ring of protection will have an AC of 5.
The only unremarkable aspect of the seiaj is its appearance. The backing of the "basic" garment is the color of straw, while the pads typically have the hue of amber. While dyes exist that can enhance a seiajs final appearance, their use can easily double and even triple the final price of the garment. Most cost-conscious wizards make do with sashes, cloaks, etc. for a bit of sartorial dash.
Maintenance
Since a permanency spell is not typically used to create a seiaj, it will eventually lose its enchantment if not periodically recharged. If it is damaged in any way, it must be repaired. Any mage who neglects the maintenance of his seiaj for long enough will pay the price when the precious garment literally crumbles to dust.
Every seiaj has 20 "damage points" it can withstand before it disintegrates. Even if undamaged, a seiaj incurs 3 damage points per month. With every lab accident or combat encounter that stresses the garment, 1d3 points are automatically added. When the damage points of a seiaj reaches zero, it self-destructs, and not even a wish can restore it.
Caring for a seiaj requires a first-level spell, mend seiaj, described below. Every mage of Minarra will have this spell in his book, and its memorization does not take up a slot against the mage's number of spells usable per day. (If a permanency spell was employed to create the seiaj, it will not lose damage points with the mere passage of time. Physical damage, however, will still take its toll.)
Mend Seiaj (Alteration/Enchantment)
| Level: | 1 |
| Range: | Touch |
| Components: | V,M |
| Duration: | Special |
| Casting Time: | 1 round |
| Area of Effect: | The seiaj |
| Saving Throw: | None |
This spell is employed to recharge undamaged seiajen to repair damaged seiajen. When the spell is cast, the seiaj is instantly repaired and its damage points are restored to 20. The seiaj is also purged of all traces of sweat, blood, and dirt.
Nothing compels a mage to cast this spell, but there is a traditional rule of thumb that is heeded by all wise wizards. If the seiaj remains intact, the spell is cast every two weeks. If the seiaj suffers any sort of damage, the spell is cast at the earliest opportunity.
The Seiaj and the Multi-Classed Mage
Most multi-classed and dual-classed wizards of Minarra employ the seiaj as their body protection as a matter of course. This habit often confuses observers as to the exact nature of the mage. A mage wielding unusually heavy weapons could be either a fighter/mage or a mage/thief, with no obvious clues to tell them apart. There is never any problem, however, in recognizing a cleric/mage. In deference to its divine origin, all the faiths of Minarra have designed special vestments exclusively for wear with the seiaj.
The Seiaj in Society
In all of Minarra, there is no garment quite like the seiaj. It marks its wearer as a true wizard, one who has mastered the fundamentals of the Art after years of grueling discipline and study. Such is the deeply arcane and spiritual nature of the seiaj that no other being may wear one, no matter how wealthy or influential. Even bards, who have a measure of magical skill, are denied its many blessings.
Wizards take a deep pride in their own seiaj and are respectful of those belonging to others. The theft of a seiaj is guaranteed to result in a personal vendetta, one that most authorities will let slide with a nod and a wink. A wizard who shuns his seiaj in public is feared by his neighbors, distrusted by the authorities, shunned by the clergy, and hated by his fellow wizards. Even at home, a wizard is likely to entertain and study in the familiar embrace of his seiaj. Most wizards remove their seiajen in favor of normal clothing only in their most private and intimate moments.
Minarran wizards take an extremely dim view of those arrogant souls who attempt to wear the ancient garment without first earning the right. Minarra's clergy share the sentiment, since the first seiaj was borne of a divine revelation from the True God Ehlaar. As is proper, there are a host of arcane, legal, social, and ethical strictures to preserve this ancient privilege.
The most reliable protection against abuse is integral to the creation process itself. Should a genuine seiaj be crafted for any unworthy being, the garment will crumble to dust the moment it is donned. This also holds true for apprentices who lack the discipline, skill, or devotion required of a true wizard. This weeds out the incompetent as surely as the Test of High Sorcery does on Krynnbut without the body count.
The churches of Minarra help prevent the abuse of the seiaj with this teaching: the True Gods intended the seiaj for no mortal being save the mage. They also dissuade, in the strongest possible terms, any who would offend the gods by creating a forgery. Only the most corrupt clerics of the House of Darkness would dare counsel otherwise, usually for the purposes of extortion or fraud.
If a counterfeit is fashioned, especially one made with the traditional materials and methods, anyone who wears it does so at mortal peril. Even in the most enlightened and civilized cultures, wearing a false seiaj is a crime against the state and is punishable by death, regardless of the intent of the wearer. If a wizard should spot the deception, he is legally and morally entitled to slay the offender on the spot, civil rights be damned. The crude, obvious copies worn by actors and other performers are the only exceptions to the rule. Since they are easily recognized as mere costume, no offense is taken.
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