Lavender City Justice

Criminals and prisoners within Lavender City, are kept confined in three jail systems, deep in its undercity. They are assigned to one of the three systems based on the severity of their crime(s). All of them have a variety of curses laid upon them.

Greater curses using bestow greater curse typically include the following:
  • The target cannot cast spells, use spell-like abilities, or activate spell completion or spell trigger items.
  • One of the target's attack options is lost (such as a dragon's breath weapon or a medusa's petrifying gaze attack.)
  • The target loses a class ability, such as spellcasting, sneak attack damage, or barbarian rage. If this class ability is a prerequiste for other abilites or feats, the target loses the use of those feats as well.
Standard curses using bestow curse typically include the following:
  • The target loses access to the vanguard spells of Myth Lavender.
  • The target's spell resistance is reduced by 5.
  • The target becomes unable to tell a lie. He or she may, however, choose to avoid answering a question in order to avoid telling the truth.
A list of curses can be found here:
http://www.giantitp.com/forums/showpost.php?p=12840375&postcount=19

Violet Order Affliliation Table

THE VIOLET ORDER
AFFILIATION TABLE

Abilities Affiliation Modifier
Character Level+1/2 levels
5-12 ranks in any Knowledge skill+1/skill
13+ ranks in any Knowledge skill+1/skill
Any Metamagic, Metapsionic or
Item Creation feat
+1/feat
Lore or Bardic Knowledge class feature+1
Any feat that improves the result of Knowledge checks or any magical or psionic effect derived from a class feature or using an item+1/feat
Possesses an effective caster or manifester level derived from a class feature+1
Ability to cast a 3rd-level spell or infusion from a slot, or manifest a 3rd-level power that draws from a power point reserve+1
Ability to cast a 6th-level spell or infusion from a slot, or manifest a 6th-level power that draws from a power point reserve+1
Ability to cast a 9th-level spell or infusion from a slot, or manifest a 9th-level power that draws from a power point reserve+1
Ability to cast epic spells or infusions, or manifest epic powers+1
At least 1 rank in Use Magic Device
or Use Psionic Device skill
+1
Lacks ranks in any Knowledge skill-5 until remedied
Is Illiterate-5 until remedied
DeedsAffiliation Modifier
Spends xp creating order sponsored items or casting spells as directed by the order+1 for every 2,500 xp
Donates funds to the order+1 for every 70,000 gp
Serves in any council or other critical station within the order for a cumulative sum of years
( i.e. 1, 2, 5, 10, 25, 50, 100, 250, 500 or 1000 )
+1 for each listed anniversary
Serves as headmaster of the order+1 each year
Attains a general rank within the order they never held before
(i.e. brown, gray, blue, silver or purple)
+1 each time
Contributes knowledge of how to produce a new effect or how to create a new item+1 per contribution
Deemed most responsible for a successful mission objective+1 to one individual per objective
Provides the most crucial lynchpin intelligence or support that protects or advances the order's associated interests, lives and/or property+1 to one individual per successful encounter that gave them exp
Endures the greatest measure of personal injury whilst protecting or advancing the order's associated interests, lives and/or property+1 to one individual per successful encounter that gave them exp
Exposed to the greatest amount of needful mortal danger whilst protecting or advancing the order's associated interests, lives and/or property+1 to one individual per successful encounter that gave them exp
Volunteers a total of 60 days within a given year teaching order registered students+1 for that year
Volunteers a total of 60 days within a given year helping create order sponsored items or spells+1 for that year
Fails to perform a listed task or deed that would improve their affiliation score for one year-1 for that year
Fails to volunteer at least 20 days within a given year helping create order sponsored items and spells (unless headmaster, council member or in a critical station) -1 for that year
Fails to volunteer at least 20 days within a given year teaching order registered students (unless headmaster, council member or in a critical station)-1 for that year
Held attributable to the failure of a mission objective-1 per objective
Associated with a failed mission objective-1 per objective
Commits a reckless or negligent act that endangers the order's associated interests, lives and/or property-5 for each instance
Steals from the order or commits a deliberate act that endangers the order's associated interests, lives and/or property-15 for each instance



Affiliation Score Title: Benefits and Duties
Less than 4 No Benefit
4-9 Scholar: You can gain a bonus equal to +1 per hour spent in research (maximum +5) on your choice of one of the following skill checks: Appraise, Decipher Script, any Knowledge skill, Psicraft, Spellcraft, or Truespeak. Each time you perform research, you can choose a different skill to which to add the bonus.
10-14Initiate: You gain spell or power resistance equal to your CR + 5, or you may increase your existing spell or power resistance by 1.
15-19Adept: In order for a divination effect to perceive any given effect produced by an adept by any means, the caster of the divination effect must succeed on a caster level check (1d20 + caster level) against a DC of 15 + that effect's caster level.
20-24Agent: Your existing spell or power resistance increases by 1 and you gain a +1 bonus on caster level and manifester checks to overcome spell and power resistance.
25-29Master: The maximum benefit one may obtain as a Scholar doubles. In addition, masters receive a +2 bonus on saving throws against any effect based on symbols, glyphs, or any form of magical writing.
30-34Director: You gain the ability to cast a modified version of sending with only a standard action, as a spell-like ability with a caster level equal to your CR, to deliver a one-way message of up to 25 words to any number of creatures with an affiliation score of at least 4. Whenever you successfully cast this ability, you must wait 3d6 hours plus an additional 1d6 hours for each creature you contacted, before you can use it again.
35-39Grandmaster: For the purpose of determining your allotment of bonus slots and bonus power points, you may treat each of your mental ability scores as being two points higher than their actual value.
40-44Exarch: You gain the ability to cast pavilion of grandeur as a spell-like ability, with a caster level equal to your CR. Whenever you successfully cast this ability, you must wait 10d6 days before you can use it again.
45+Ascendant: You gain the ability to cast miracle or metafaculty at will as a spell-like ability with a caster level equal to your CR. Your affiliation score drops by 1 whenever you successfully cast one of these abilities.

Travel to Lavender City

Lavender City's flat topside typically hovers at an elevation of about 11 miles, and can be reached by any flying creature within about 14 miles of the city thanks to the effects of the Holocene Locale epic spell (see below) cast upon various objects within the city. Most of the time, a means of instantaneous extraplanar transportation, may be used to arrive anywhere at least one mile away from the city's center. However, if the city is locked down by means of a weirdstone (see below), then the point of arrival must exceed 6 miles from the city's center.


HOLOCENE LOCALE
Evocation [Air, Cold, Electricity, Fire, Water]
Spellcraft DC: 25
Components: Ritual
Casting Time: 11 minutes
Range: 750 ft.
Target: One object 
Area: 15-mile-radius emanation centered on target object
Duration: Permanent
Saving Throw: None
Spell Resistance: No
To Develop: 225,000 gp; 5 days; 9,000 XP; Seeds: conjure (DC 21), energy [weather] (DC 25). Factors: increase area by 650% (+26 DC), area centered on target object within 300 ft. (ad hoc +20 DC), dispelling resistance (+310 DC), increase range by 150% (+3 DC), no verbal or somatic component (+4 DC), permanent (x5).
Mitigating Factors: one hundred additional casters each contributing a 6th-level spell slot and suffering 9d6 backlash damage (-2000 DC), increase casting time by 10 minutes (-20 DC).

    This is a ritual spell requiring 100 additional spellcasters, each of which must contribute an unused 6th-level spell slot to the casting and suffer 9d6 backlash damage when the casting is complete. Any dispel checks made against this spell suffer a -155 penalty.
    While this spell is in effect, ambient temperatures within the area are brought within a range of 25° to 95° F, but only when they would otherwise fall outside it. Cold snaps and heat waves are neutralized within the area. In addition, naturally occurring wind speeds in the area never rise above 20 mph (moderate) and the humidity of any air in the area never falls below 1%.
    The spell also eliminates any absence or lack of air and atmospheric pressure within its area of effect, up to the point needed to match the ideal conditions for any single air breathing or amphibious creature in the spell's area, as chosen by the caster at the time of casting. This effect of the spell is additive only, and may never reduce the naturally occurring amount of air or atmospheric pressure found anywhere. If no air breathing creature is chosen or present within the area at the time of casting, then the amount of air and atmospheric pressure remain unaffected by this spell.
    The changes wrought by this spell manifest themselves immediately, and move with the area of the effect. Unattended quantities of air and water created by this spell cease to exist beyond its area of effect.

WEIRDSTONE
These innocuous-looking, fist-sized pieces of faceted glass are among the most highly sought-after items in all of Faerûn. Mages who like their privacy and evil beings who prefer to keep their plans secret are particularly fond of these items, and they often dispatch minions or adventurers to retrieve them.
When placed upon a flat surface and activated by mental command, a weirdstone floats about 3 feet into the air, glowing and chiming softly. While active, it blocks out all of the following within a 6-mile radius (including into the air above and the ground below).
  • All extra-planar travel.
  • All divination (scrying) spells.
  • All conjuration (teleportation) spells.
  • Any spell-like, supernatural, or extraordinary abilities, psionic powers, or the like that mimic these effects.
The weirdstone hampers only effects that manifest within its area. Spells or abilities activated within the weirdstone's area that target an area outside its 6-mile radius are unaffected. For example, a wizard standing right next to a weirdstone could cast a scrying spell to spy on a creature more than 6 miles away, but she could not teleport across the room because the weirdstone blocks teleportation magic within its radius.
Strong abjuration; CL 20th; Craft Wondrous Item, dimensional lock, nondetection, creator must be at least 20th level; Price 230,000 gp.
Source:Player's Guide to Faerûn

Lavender City

A flying city sculpted from purple stone, its buildings bonded to the flat topside of a hemispherical mass of the same, with a diameter of four miles and a depth of two miles. A central high tower dominates the buildings of the "skycity" that in turn, lie over the internal excavations of the "undercity" deep within the stone.

The Violet Order established and guides the city. Those wishing to join the order are encouraged to travel to Lavender City and submit an initial document to the tower, that introduces them.

Lavender City began as a large complex of subterranean chambers, excavated deep in the purple stone that lay under the Plains of Purple Dust. At some point, a member or ally of the Violet Order developed the epic spell Raise Myth Lavender and with the order's help, cast this spell from the center-most chamber. The mythal created, was then used take hold of an immense, hemispherical mass of purple stone surrounding the complex, cut it free from the surrounding stone and lift it up into the sky. The existing chambers became part of the undercity, as the topside of the flying island was eventually molded and sculpted into the city it is today. Rumors exist that the Violet Order has also recovered the Seventh Imaskarcana from a site near their city's origin, resulting in the permanent extradimensional spaces currently being used to expand the various interior spaces of the city, likely created using ancient Imaskari methods. There are roughly fifty-five to sixty thousand residents within the city, which doesn't account for travelers and traders.

The mythal laid out below is a work in progress, and may contain some errors.

RAISE MYTH LAVENDER
Evocation
Spellcraft DC: 25
Components: Ritual
Casting Time: 20 minutes
Range: 300 ft.
Target: One object (capstone)
Area: 3-mile-radius emanation centered on the target (capstone)
Duration: Permanent
Saving Throw: None (see text)
Spell Resistance: No
To Develop: 225,000 gp; 5 days; 9,000 XP. Seeds: mythal (DC 25), transform (DC 21). Factors: area centered on target object within 300 feet (ad hoc +20 DC), dispelling resistance (+660 DC), increase area by 15740% (+625 DC), anroited effects (+70.3 DC), vanguard effects (+25.8 DC), prevalent effects (+57.025 DC), Two prevalent minor powers (+10 DC), Four keyed prevalent minor powers (+40 DC), Two prevalent medium power (+40 DC), Two limited area keyed prevalent medium power (+40 DC), Two keyed prevalent medium powers (+80 DC), Three keyed prevalent major powers (+300 DC), transform objects with a hardness of up to 92 (+46 DC), no verbal or somatic component (+4 DC).
Mitigating Factors: increase casting time by 10 minutes (-20 DC), capstone (-20 DC), one hundred additional casters each contributing a 6th-level spell slot and suffering 9d6 backlash damage (-2000 DC).

This is a ritual spell requiring 100 additional spellcasters, each of which must contribute an unused 6th-level spell slot to the casting and suffer 9d6 backlash damage when the casting is complete. The DC of any caster level check attempting to dispel this spell, equals 351 + this spell's caster level. When this spell is cast, the primary caster becomes fully attuned to its effects.
  • Anroited Spells and Effects: Spells and effects that "rend" the weave or produce "antimagic" or "null" effects are prevented from being cast or initially created within the mythal. This power has an effective caster level equal to the mythal's caster level.
  • Keyed Anroited Spell: Unless cast or produced by a fully attuned creature, mage's disjunction is prevented from functioning within the mythal. This power has an effective caster level equal to the mythal's caster level.
  • Keyed Anroited Spells and Effects: Spells and effects with the earth descriptor are prevented from functioning within the mythal. Spells and effects produced by a fully attuned creature or provided by the mythal itself are unaffected by this power. This power has an effective caster level equal to the mythal's caster level.
  • Limited Area Anroited Energy Types: Spells and effects that deal force or sonic damage are prevented from functioning in a 80-ft.-radius area centered on the capstone. This power has an effective caster level equal to the mythal's caster level.
  • Vanguard Spells: Each of the following "Vanguard" spells can be activated as a standard action, with only a command thought by any creature within the mythal: silent candlelight (CL 1st), silent create water (CL 1st), silent lay of the land (CL 2nd), silent make whole (CL 3rd), silent purify food and drink (CL 1st), remove fatigue (CL 7th), silent unseen crafter (CL 5th).
  • Keyed Vanguard Spells: Each of these spells can be activated as a standard action, with only a command thought by any attuned creature within the mythal: amplify (CL 2nd), silent clearstone (CL 7th), silent resurgence (CL 3rd), silent sending (CL 11th).
  • Prevalent Spells: These spells affect all creatures within the mythal: air breathing (CL 5th), appraising touch (CL 1st), deep breath (CL 1st), detect ship (CL 5th), endure elements (CL 1st), fins to feet (CL 3rd), healthful rest (CL 1st), life's grace (CL 9th), magecraft (CL 1st), sustain (CL 7th), swim (CL 3rd).
  • Prevalent Spell: This spell affects the mythal's entire area: impede sun's brilliance (CL 1st).
  • Keyed Prevalent Spells: These spells affect all attuned creatures within the mythal: cloak of bravery (CL 10th), detect magic (CL 1st), false gravity (CL 5th), lightfoot (CL 1st), nerveskitter (CL 1st), protection from possession (CL 1st), raptor's sight (CL 1st), superior darkvision (CL 7th).
  • Keyed Prevalent Spell: This spell affects all other eligible spell effects for as long as they remain within the mythal, provided that they were produced by an attuned creature: permanency (CL 17th).
  • Limited Area Prevalent Spells: These spells affect the capstone: dimensional anchor (CL 7th), ray deflection (CL 7th).
  • Limited Area Prevalent Spell: This spell affects all creatures in an 80-ft.-radius area centered on the capstone: protection from possession (CL 1st).
  • Limited Area Prevalent Spells: These spells affect an 80-ft.-radius area centered on the capstone: acidward (CL 9th), fireward (CL 9th), shockward (CL 9th), mage's private sanctum (CL 9th).
  • Prevalent Minor Power: This power minimizes the harmful variable effects that all toxins, poisons and drugs might have on creatures within the mythal, as well as the harmful variable effects of any disease contracted within the mythal. This power has an effective caster level equal to the mythal's caster level.
  • Prevalent Minor Power: This power maintains a blanket control temperature (Fr) effect that covers the entire mythal. Ambient temperatures within the area are prevented from falling below 35° F or rising above 95° F. This power has an effective caster level equal to the mythal's caster level.
  • Keyed Prevalent Minor Power: This power enables any attuned creature within the mythal, to communicate telepathically with any number of other attuned creatures that are also within the mythal. This power does not impart the understanding of any language. This power has an effective caster level equal to the mythal's caster level. This power is typically used to communicate and discuss matters such as using the mythal's other powers.
  • Keyed Prevalent Minor Power: When used up to once per round, as a free or immediate action on the part of any fully attuned creature within the mythal, this power utilizes a shatter effect to "sunder" all solid non-magical material crossing a 2-mile-radius boundary centered on the capstone, in such a way it smoothly carves between everything inside and outside the boundary. This power has an effective caster level equal to the mythal's caster level.
  • Keyed Prevalent Minor Power: When used up to once per round, as a free or immediate action on the part of any fully attuned creature within the mythal, this power targets the entire volume of eligible matter within the mythal, that lies outside the 2-mile-radius boundary centered on the capstone, and subjects it to a soften earth and stone effect. Afterwards, what lies within the boundary can be separated from the rest more easily, by means of another power used to "spin" and "transport" it away. This power has an effective caster level equal to the mythal's caster level.
  • Keyed Prevalent Minor Power: When used up to once per round, as a free or immediate action on the part of any fully attuned creature within the mythal, this power utilizes a blanket earthfast (SpC 67) effect on every stone structure and rock formation in a 2-mile-radius area centered on the capstone. This power has an effective caster level equal to the mythal's caster level.
  • Prevalent Medium Power: This power maintains a prevalent 'greater' augment object (SBG) effect, that affects the capstone, as well as the single largest solid object that occupies most of the area within a 2-mile-radius centered on the capstone. It also provides them with 30 acid, cold, electricity, fire and sonic resistance and grants them a +6 resistance bonus on all saving throws. This power has an effective caster level equal to the mythal's caster level.
  • Prevalent Medium Power: This power utilizes a control winds effect to continually limit the speed of all mundane wind within the mythal to 20 mph (moderate). This power has an effective caster level equal to the mythal's caster level.
  • Limited Area Keyed Prevalent Medium Power: This power maintains a blanket zone of respite (SpC 244) effect that affects a 1-mile-radius area centered on the capstone. Spells and effects produced by any attuned creature or the mythal itself are unaffected by this power. This power can be raised or lowered once per round, as a free or immediate action on the part of any fully attuned creature within the mythal. Whenever the capstone suffers harm, this power is raised. This power has an effective caster level equal to the mythal's caster level.
  • Limited Area Keyed Prevalent Medium Power: This power prevents spells and effects of the scrying subschool from targeting or perceiving anything within a 1-mile-radius area centered on the capstone. Spells and effects produced by a fully attuned creature or the mythal itself are unaffected by this power. This power has an effective caster level equal to the mythal's caster level.
  • Keyed Prevalent Medium Power: This power entitles all fully attuned creatures within the mythal to a saving throw with a bonus equal to the mythal's caster level, against any spell or effect that a mind blank effect would normally ward them against. For each spell and effect that does not allow a save, a successful Will save made as if it did, wards such a creature against it in a manner consistent with a mind blank effect, at an effective caster level equal to the mythal's caster level.
  • Keyed Prevalent Medium Power: This power maintains a blanket revelation (DoF 117) effect that covers the entire mythal. Spells and effects produced by an fully attuned creature or the mythal itself are unaffected by this power. This power can be raised or lowered once per round, as a free or immediate action on the part of any fully attuned creature within the mythal. Whenever the capstone suffers harm, this power is raised. This power has an effective caster level equal to the mythal's caster level.
  • Keyed Prevalent Major Power: This power heightens the effective spell level of any curse cast or otherwise produced by any attuned creature within the mythal to at least 9th-level, and improves its actual caster level to a minimum equal to the mythal's caster level. This power has an effective caster level equal to the mythal's caster level.
    • Any attuned creature within the mythal may spontaneously cast greater bestow curse, by losing a prepared spell or unused spell slot of equal or higher level, as if it were a 6th-level spell on their class spell list.
    • Any attuned creature within the mythal, with at least 1 rank in Spellcraft or Use Magic Device, may use spell trigger devices as if they were a cleric, sorcerer or wizard with a class level equal to the mythal's caster level, but only for the purpose of triggering greater bestow curse, as though they knew the spell.
  • Keyed Prevalent Major Power: This power of this spell automatically supports and levitates the capstone, as well as the single largest solid object that occupies most of the area within a 2-mile-radius centered on the capstone.
    • The placement of otherwise "stationary" magical matter and effects that lie fully within the mythal, remain in a position relative to the second aforementioned object, but only while they are not directly interacting with a creature, object, ship, vehicle, structure, terrain or another magical effect that extends in any part, outside the mythal.
    • This power may be directed as a free or immediate action by any fully attuned creature within the mythal, to "move" the mythal and all of its contents (even magical matter, effects and the air itself) as a single cohesive unit, up to 110 feet (12.5 mph) horizontally and up to 880 feet (1 mile every 6 rounds) up or down over the next round. After a specific fully attuned creature has directed the power in this manner, it may not do so again until the seed is directed to "move" by another.
      • Creatures, objects, ships, vehicles, structures, terrain and magical effects that extend in any part outside the mythal and anything they might attend or be attended by, are not affected by this use of the transport seed. However, they still interact with everything that moves at up to 12.5 miles an hour horizontally or up to 100 miles per hour vertically within the mythal accordingly. Anything else that lies in the mythal's path that later comes to lie fully within it, begins moving with its contents as an entire unit.
      • Gravitational forces still pull on matter within the mythal, and anything falling through it, continues to do so as part of the its contents as they are moved.
    • This power may be directed as a free or immediate action by any attuned creature within the mythal, to "spin" the mythal and all of its contents (even magical matter, effects and the air itself) as a single cohesive unit, clockwise or counterclockwise about the capstone's vertical axis at a maximum rate of 360 degrees every 11 hours, moving them about 5 feet per round for every mile measured from the capstone. The spinning continues as last directed, until directed otherwise.
      • Creatures, objects, ships, vehicles, structures, terrain and magical effects that extend in any part outside the mythal and anything they might attend or be attended by, are not affected by this use of the power. However, they still interact with everything being "spun" at up to 1.7 miles per hour within the mythal relative to things outside of it.
      • Gravitational forces still pull on matter within the mythal, and anything falling through it, continues to do so as part of the its contents as they are spun.
    • This power may be directed as a free or immediate action by any attuned creature within the mythal, to "stop" the things from being "moved" and "spun" for 1 round.
  • Keyed Prevalent Major Power: This power may be directed to "teleport" by any fully attuned creature that spends 10 consecutive rounds within the mythal while concentrating (DC 24) on the power as if casting a spell. If successful, that creature may trigger the mythal to shift everyone and everything (including magical effects) that lies within it to a new location on this plane or another. If the mythal currently exists on the elemental plane of earth, then this use of the power only affects a 2-mile-radius area centered on the capstone.
    • During the aforementioned 10 rounds of concentration, a harmless mental "ping" is triggered each round, in the minds of all creatures within the mythal.
    • If and when a majority of all fully attuned creatures within the mythal voluntarily withdraw their implied consent as free or immediate action during this time, then that creature's use of the power fails completely and it may not used in this fashion again by that same creature for 10 minutes.
    • Creatures, objects, ships, vehicles, structures and terrain and magical effects that extend in any part outside the mythal and anything they might attend or be attended by, are not affected by this use of the power.
    • When the teleportation effect occurs, any unwilling creature may attempt a Will save (DC 24) to remain unaffected by it along with all items in their possession. Spell resistance does not apply. Any spells or effects in the mythal that would normally prevent extraplanar travel or spells with the teleportation descriptor from functioning, are ignored.
    • The power is limited to traveling to the elemental plane of air, any prime material plane, or any plane that is coexistent with any prime material plane. The mythal always travels to a place that reflects the most popular desire among all fully attuned creatures teleported, arriving at a geographic location on that plane that reflects an averaged measure their will.
    • The mythal and its contents always arrives in a location with an atmosphere comparable to the one it left behind, a location free from solid obstructions, existing structures and objects currently being used as a means of transport. Any intervening creatures or other objects in the way of anything that arrives, are shunted to the nearest open space outside the mythal without suffering any damage.
  • Transform Seed: This seed continually transforms the capstone, as well as the single largest solid object that occupies most of the area within a 2-mile-radius centered on the capstone, into dwarvencraft versions of themselves. If they are made of stone or metal, this means they gain +2 hardness, +10 hp/inch and +2 to all saves. This also prevents their substance from being changed or polymorphed from one type to another by any non-epic spell or effect.