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Candlekeep Lore Volume II
By Reineke Ingenium

This is volume two of Seeker Reineke Ingenium's transcription of Volothorp Geddarm's "Guide to the Sword Coast", to be used as primer for new and aspiring acolytes and protectors.

Index:
Candlekeep, A Description - Volume I
Hierarchy - pg 2
Uniforms - Volume III
Alaundo - Volume III

Chapter Two: Candlekeep's Hierarchy
Keeper of the Tomes (Currently Ulraunt)

Great Readers

Voices Readers Keeper of the Portal

Scribes Watchers

Seekers Candlekeep Guard

Acolytes

Keeper of the Tomes: The Keeper of the Tomes directs Candlekeep at its head. The Guide, the Chanter, and the Gatewarden all answer directly to the Keeper of the Tomes. The Keeper of the Tomes is also able to veto anything that the Great Readers put before him, although it is not often that the Keeper exercises this right.

First Reader: The Great Readers form Candlekeep's governing council, and convene regularly to decide issues of state. They also determine the times and the topics of Candlekeep's seasonal voting sessions. They are able to pass issues and edicts, but only after the Keeper of the Tomes has approved them.

Guide: The Guide oversees the majority of Candlekeep's scholars and monks. It is the Guide's duty to ensure that the monastery is running smoothly on a day-to-day basis, and that the Avowed are well taken care of and properly represented.

Reader:Candlekeep's Readers are in charge of instructing and promoting Acolytes of the Order. They are also expected to perform original research, to assist guests and visitors and to lead the other scholars and monks when a higher-ranking official is not to be found.

Scribe The Scribes of Candlekeep make the monastery most of its revenues. They copy books for guests, provide Phyldia with scrolls of magic, and write original works of lore. The Scribes have made at least one copy of every tome in Candlekeep's library, and an entire 'mirror library' is rumored to be hidden somewhere else in Faerun. Candlekeep-made books always bear the keep's symbol: a castle with flames burning atop its towers.

Seeker: Candlekeep's Seekers are charged with the task of seeking knowledge outside the monastery. They do this in many ways: some choose to travel from village to village, from city to city, collecting lore and magic, while others prefer to delve into dungeons, explore ruins, and sneak into dangerous places, where fabled and forgotten texts await their adventurous acquisition.

Acolyte Acolytes are probationary members of the Order of Candlekeep. They cannot call themselves "of the Avowed", because they have yet to take their vows, and can be asked to leave Candlekeep for any reason. Most Acolytes are long-term students, learning to become scholars and wizards, before determining whether they would like to join Candlekeep's Order or not. Others are elder scholars who are only Acolytes for as long as it takes them to learn Candlekeep's laws, traditions, and customs.

Chanters: The Chanter, the Voice of the West, is charged with the important task of ensuring that Candlekeep's thirty-odd chanters are always and forever chanting the unfulfilled prophecies of Alaundo. The Chanter's five personal aides are allowed to chant the prophecies of the West, but only the Chanter is to be called the "Voice of the West".

Voice of the North: The Voices of the North memorize and chant those of Alaundo's prophecies which concern or come out of the Northern reaches of Faerun.

Voice of the East: The Voices of the East memorize and chant those of Alaundo's prophecies which concern or come out of the Eastern reaches of Faerun.

Voice of the South: The Voices of the South memorize and chant those of Alaundo's prophecies which concern or come out of the Southern reaches of Faerun.

Gatewarden: The Gatewarden is charged with Candlekeep's security and defense. She leads the Candlekeep Guard, oversees promotions and adjustments within the Guard's ranks, and ensures that the Guard is well-trained and provisioned.

Keeper of the Portal: The Keeper of the Portal oversees the coming and going of guests, with the assistance of several gate guards. She represents Candlekeep's first line of defense against external threats and operates as the Gatewarden's second-in-command.

Watcher: The four Watchers patrol the walls and the grounds of Candlekeep, watching for trouble, assisting where needed, and otherwise ensuring that Candlekeep's Guard is running smoothly.

Guard: Candlekeep's guards are trained to defend Candlekeep and the Avowed from attack, to man its gate and greet visitors, and to watch for and apprehend internal troublemakers. The Guard also escorts the Avowed outside of Candlekeep, to protect the wayward scholars from harm.
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Edelgarde Spades - Guide of Candlekeep and Deneirrath priest, still a Disney princess in the wrong tale.

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Candlekeep Lore Volume III
By Reineke Ingenium

This is the third volume of Seeker Reineke Ingenium's transcription of Volothorp Geddarm's "Guide to the Sword Coast", and is intended to be used as primer for new and aspiring acolytes and protectors.

Index:
Candlekeep, A Description - Volume I
Hierarchy - Volume II
Uniforms - pg 2
Alaundo - pg 3

The uniforms of Candlekeep denote the ranks within Candlekeep. While these uniforms occasionally change, they are accurate as of 2 Hammer 1353.

Guards will wear blue, preferably showing their Candlekeep insigna.

Acolytes will wear black robes.

Seekers, Scribes, and Readers will wear mauve robes, though blue is allowed depending on the current Guide.

Higher officers will wear what they desire, along with the adornments of their office. However, no one but the Keeper of the Tomes is allowed to wear predominantly white attire.

Alaundo
Alaundo lived from -22 to 76 DR. He was the son of a minor traitor to the state. He began making organized recorded prophecies in -2 DR. when he left his family to live as hermit and a shepherd in the Dales (which one is unrecorded). His prophecies were recorded in private over the next 75 years. Legend says that Alaundo saw a vision of his own impending death, so he journeyed to Candlekeep to donate his records for posterity, arriving in 75 DR. He died there, almost unmourned, of a plague the next year.

The sages at the library were so amazed by the accuracy of the predictions that starting in 82DR, the monks there began a never-ending "Chant of the unfulfilled prophecies" which has continued uninterrupted to this day. All of Alaundo's books have been committed to memory by the thirty monks devoted to the task. As a prophecy comes to pass, the monks remove it from their chant.
Supposedly, Alaundo's skull was stolen shortly after his death. It is a priceless relic venerated by the faithful of Deneir, Oghma, and Savras. It is said that the bearer of the skull could speak to Alaundo directly using a 'speak with the dead' spell.

Alaundo used the roll of years in labeling his prophecies. Some believe that he actually invented the Roll of Years, but this is likely not accurate, as it appears the Roll of Years was Started in -422 DR by a sage named Augathra the Mad.

There are three types of predictions that Alaundo has written: Laconic (or symbolic), Detailed, and Conditional.

Here is an example of a detailed Phropecy:

"Twelve days 'fore Greengrass, his last rally mounts
Azzer-ash shall leave his men but for one
To him, he will name barons and viscounts
And there disclose his dream to his son.

His vision entails his own demise
Unheralded beneath the north sea wave
He'll ask his memory be kept alive
His name invoked in war and peace to save.

Two days hence, the dragons shall roar its last
The proud king's body shall never be found
His soldiers will keep his memory fast
His kingdom shall become his sacred ground.

The eternal king nigh thirteen score year
Inclement tyrant and holy savior."

- Fifth Portents

It is commonly believed that this prophecy refers to the great general Tchazzer of Chessenta, who in 1018 DR was lost in a lone battle against the sahuagin, his body never recovered. After his death, his name became invoked by local warriors who honor his memory or do well in battle. Within ten years, and organized church of Tchazzer arose, with a priesthood capable of casting some basic spells.

Credit for this information goes to Frank Penca, in his article on Alaundo's Prophecies, found at www.candlekeep.com/library/articles/alaundo.htm
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Edelgarde Spades - Guide of Candlekeep and Deneirrath priest, still a Disney princess in the wrong tale.

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Chronicles of Kraak Helzak One
By Dolinar Balderden
1347 DR

* Sighting of a massive duergar Army was made by an expedition from the Nashkel Trade Emporium, but no warning give to the IronFaar Clan

* The Survivors, under brief leadership of the Slayer Staad and guided by outsider Mealir Ostiriel and Minerva Esse, seeks refuge under the hospitality of the elves at Doron Amar. Their plea is granted by the council representative Aearion Coanwithon, allow the dwarves to mourn their Dead
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Edelgarde Spades - Guide of Candlekeep and Deneirrath priest, still a Disney princess in the wrong tale.

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Auntie Ed's Wands(TM): Saving the Coast one Protection from Evil at time.

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Concerning Quickfeet
By Penny Quickfeet


WHO ARE THE QUICKFEET?
The Quickfeet are a nomadic family of lightfoot halflings spread across all of Faerun. They all worship the Halfling deity of Yondalla who is the creator of their race. They travel across the land and help those who need without any seek of reward. They have three family principles that they all try and accomplish during their travels:

HELP PEOPLE WHO NEED IT: All Quickfeet young and old seek to help those who need it. They will give money to the poor, water to the thirsty, clothes to the naked and will offer any medical assistance they can. They are very protective of children and orphans and shall aid them wherever possible. They will never knowingly help those who seek to do evil and shall openly oppose or even fight it when they cross it. They never judge others by race and have been seen traveling with Orcs and Warlocks if they have proven themselves to be good hearted. They will defend their friends like their own family but will always choose to avoid combat if possible.

THE ACQUISITION OF MORE PHYSICAL SPEED: All Quickfeet desire to get even faster at everything they do while mantaining a high level of skill. Be it running, healing, fighting or just simply talking because they believe that the faster they can achieve things the faster they can move on and help more people. Their speed can sometimes make them difficult to understand or keep up with but when asked they will try and slow down, if they can. Quickfeet even while standing "idle" will still be unable to stand completely still and will often fidget or dance just to stay active. It has been rumored that a Quickfoot under the influence of alcohol will slow right down. However most Quickfeet openly avoid alcohol unless tricked so this has never truly been proven as fact.

FAMILY: All Quickfeet desire family above all things. When they are old enough to leave their parents Quickfeet will travel the lands helping others and when they feel ready; will start another line of Quickfeet to continue the families name and tradition. Once every few years all the Quickfeet on Faerun will meet up for a large family reunion where they swap tales of adventure, hold games and races, meet new members of their large family and mourn those who have died.

All children of a Quickfoot (mother or father) are born in a state of permanent severe hyper activity which continues up to the day of their deaths. Whether this is cause by an hereditary illness, a long forgotten family curse or just a natural trait is unknown, however the Quickfeet have learnt to embrace it as it provides them with much more energy than most.
Another unusual trait of the family is their ability to fall asleep within seconds when they desire and awake with full energy, even if they were asleep for just a few moments. Quickfeet children play throughout the day, racing each other and practicing hand to hand combat, safely and under the close watch of the adults. When a Quickfoot reaches maturity, normally the age of twenty, they set out on their own path to help others and start a family once they are ready, however it is not uncommon for Quickfeet to travel together should they end up crossing paths, often trying to best each other at spped.
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Edelgarde Spades - Guide of Candlekeep and Deneirrath priest, still a Disney princess in the wrong tale.

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Creatures of the Lower Planes vol I
Edelgarde, Seeker of Candlekeep
Y 1355

Prologue
A few years have passed since the beginning of the war with the devils of Dragonspear Castle and by now every man, woman or child has learnt to fear the fiends that now lurk on the Material Plane. Unfortunately, devils are not the only fiends who plague the Coast. Therefore, this book will be the first of a larger work about my field of study: the Lower Planes.
Now, my dear reader, you may ask why I chose to study such a fearsome and dramatic topic. As a dear friend - who will never read this prologue - likes to say, one cannot hope to win a war without knowing their own enemy. Although I might not be a hero, I can still give my contribution, as small as it might be, by helping the heroes who wish to fight those terrible foes.
The reason behind this book is of course to show strengths and weaknesses of those creatures, but ultimately it is meant to be a warning to the inexperienced adventurers. Devils, yugoloths, demons and everything born from the endless corruption of the Lower Planes aren’t enemies to face lightly.


Chapter 1 - Definition of Fiend

Fiends are creatures of the Lower Planes born from and permeated by evil. They do not age or die, but as their power increases they can be “promoted” and change into a stronger form.
Fiends do not value mortal lives. For them, mortals are merely slaves, food or, most importantly, a source of souls. Those are often used as currency or as a mean to gain more power.
Fiends are divided in four main categories:
Devils, originated in the Nine Hells of Baator.
Demodands or Gehreleths, inhabitants of Carceri.
Yugoloths, which can be found in various of the Lower Planes.
Demons, who dwell in the Abyss.


Chapter 2 - Devils
Most of those fiends start their life as mortal souls turned into larvae. Regardless, male devils and erinyes can reproduce with mortals, originating half fiends. It is said that some devils came spontaneously into being from Baator itself, while others were fallen angels.
Devils are vile creatures who like to impose their strength over the weaks. They are very vindictive and can concoct their revenge even for millennia. Even if they often delegate tasks to their underlying, they are very ambitious and would do anything to gain a promotion, while greatly fearing a demotion.
Devils can’t die of old age, but can be slain. If they die on the Material Plane, their essence would go back to Baator, but it will take them a long time to recover their strength. If a devil is slain on its plane of origin, instead, they will cease to exist.
Although their fighting skills may vary, all devils can see in the dark and have various magical abilities. They are immune to fire and can summon other devils of lower rank.
Most of the time, devils are in the constant research of souls to bring back to the Nine Hells or fighting the seemingly endless Blood Wars against the demons.
Devils can gather the souls of those mortals who worship them, make deals with them or who can be convinced to join them in Baator on the Fugue Plane, when their destiny as petitioners would be worse than a larvae’s.

Chapter 3 - Baatezu
Baatezu are the most common devils. Their forms can vary greatly depending on their rank. When one of them distinguishes for their efficient job, they are promoted to a stronger form. In order to be promoted they have to undergo torture and have their bodies modified. On the contrary, when baatezu are guilty of transgression they are demoted into a weaker form.
Baatezu are immune to fire and poison, resistant to acid and cold. On the other hand, they can be damaged by silver, electricity, holy weapons and holy water. Some of them have regenerative abilities.
Usually, Baatezu have various innate abilities, like teleport, or can summon allies. Some of them can learn magic like wizards. Divine magic, instead, is very rare among them.
Those creatures don’t need to eat or drink, although some of them can consume living creatures’ - especially good ones - life force by eating them. Regardless, they still need to rest. While low-ranking baatezu need shorter but more frequent rests, high-ranking ones can be active even for centuries, but the longer they stay active, the longer their next rest will be.

There are various types of Baatezu:

Abishai
Created by Tiamat, they resemble Cornugons and can be of various colors. They mainly populate the first two layers of Hell.

Advespa
Advespas resemble giant black wasps. They can attack while flying and sting their enemy with their venomous stinger. They have the innate ability of changing their own appearance, mentally command their enemy and control fire.

Aminzu
Those fiends, who dwell in the layer of Stygia, have monstrous features, an elongated bald head and jagged teeth. They also have large bat-like wings. They represent the nobility of the Nine Hells and are outranked only by pit fiends and archdevils.

Barbazu
Also known as Bearded Devils, those fiends are usually in charges of armies of lemures. They are tall and scaly, their snake-like beard can infect with disease. Due to their ability to go into a frenzy, they often are employed as fighters or guards.

Cornugon
Cornugons, also known as Horned Devils, are elite troupes of Hell. They are very tall and heavy and their body is covered in hard scales. Their distinctive traits are the big horns, wings and tail. Cornugons are both strong and intelligent. They fear those stronger than they are and are very loyal guards. They can conjure fire and their tail can inflict a wound that can only be healed by magical means. Cornugons are most common on the layers of Maladomini and Malbolge.

Eryne
Erynes look like beautiful women with red wings and glowing eyes. Although they have impressive martial skills, often using the vantage provided by flight, they also have several innate abilities like Charm Monster, Minor Image and Animate Rope. Their eyes are on constant effect of True Seeing. The most powerful erynes are called brachinas.

Gelugon
These insectile devils are also known as Ice Devils. They are very intelligent and act with merciless logic. They also carry a frozen spear which can slow down their enemies.

Hamatula
Hamatulas, also called Barbed Devils, are covered in sharp barbs. Due to their constant alertness they are often employed as guardians. In battle they not only can use their barbs and claws but can also attack with flames or paralyze their enemies. They are common in Phlegethos, Malbolge and Maladomini.

Lemure
Lemures are one of the lowest ranking devils. They are born from the tortured souls of the petitioners of Hell or from larvae thrown into the Maggot Pit in Avernus. They resemble large oozes of rotten flesh with a humanoid face. They are almost completely mindless, only animated by their desire of a promotion. Lemures are telepathically controlled by more powerful devils and sent as fodder to the frontlines.

Merregon
Also known as Legion Devils, those creatures serve as the foot soldiers of Hell. They have red skin, horns and a long tail and often have iron masks bolted to their faces. It is said that they were born from souls belonging to evil warriors. They are very loyal to their generals and fight fearlessly. Since they form something similar to a hive mind, telepathy allows them to coordinate.

Narzugon
Those devils resemble humanoids in spiked plate armors. They are dominated by hatred but retain some measure of sense of honor. They were in fact former paladins who made a pact with a powerful devil. Their lances, forged in hellfire, have the ability to send in hell the souls of those who are slain by them. Anyone unlucky enough to see their real face behind the helmet would see their worst fear.

Nupperibo
Nupperibos are bloated humanoids covered in vermins with eyes and mouth sewn shut. Due to their constant hunger, they would eat or drink anything and their keen sense of smell allows them to track their preys. They are also able to track without fail those who have been hurt by one of their vermins. Nupperibos are either demoted devils or those larvae not turned into lemures due to their laziness and left alone in Baator. Since they are mindless creatures, mind affecting spells don’t work on them. Also their wounds heal constantly unless they are inflicted with holy weapons or outside of the Lower Planes.

Osyluth
Osyluths or Bone Devils are employed as interrogators and law enforcers. They are composed almost entirely of bones and have a poisonous scorpion-like tail. They have the ability of causing fear in their enemies, raise ice walls and render themselves invisible.

Pit Fiend
Those fiends are at the top of the hierarchy of Baator, usually serving as generals. They appear like huge, scaly, winged humanoids with venomous, infected fangs. Their red skin is covered in flames. Pit Fiends are incredibly strong and intelligent and are able to use many innate magical abilities.

Spinagon
Spinagons resemble Gargoyls covered in spines. Due to their small size, they move in groups, although they avoid direct combat whenever possible. They populate the middle layers of Hell and are employed as spies or scouts. They have the ability to shoot their spines, which explode on contact, at their enemies.

Chapter 4 - Other devils
A few categories of devils are not considered Baatezu.

Imp
Imps are small winged devils who act as lackeys, corruptors and familiars. They have the ability to cast spells.

Kyton
Also known as Chain Devils, they resemble humanoids. They fight using their log chains as weapons and driving their enemies insane with their gaze.

Hellcat
Those huge, burning-eyed felines are surrounded by ethereal wisps. They can be seen only in complete darkness.
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Edelgarde Spades - Guide of Candlekeep and Deneirrath priest, still a Disney princess in the wrong tale.

Gleam of the Firefly - In your darkest hour, look for the firefly

Auntie Ed's Wands(TM): Saving the Coast one Protection from Evil at time.

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Creatures of the Lower Planes vol II
Edelgarde, Seeker of Candlekeep
Y 1355

Chapter 1 - Yugoloths
In the previous volume of this book we gave a general definition of Fiend and explained in more details the various types of Devils. This volume contains notions about the Yugoloths. Yugoloths can be found in the plane of Carceri, Acheron, Gehenna and Hades. They are neutral in the Blood War and fight as mercenaries for both sides, but only when the situation is profitable to them. Yugoloths are ruled by Baernaloths, considered their progenitors. Below them is the ruler of Khin-Oin, called Oinoloth. They often work with Night Hags, who know the ritual needed to transform them into powerful creatures. Like Devils, they can summon other creatures of their kind and have various innate abilities.

Chapter 2 - Lesser Yugoloths

Mezzoloth
These are the most common Yugoloths. They resemble insects with their six limbs and dense plated chitin. Even if their limbs are taloned they usually carry shield and weapon. Battle prowess compensates their scarce intelligence. Violence and greed are the main reasons for them to act. Mezzoloths have a natural talent in using magical objects, extraordinary vision and the ability to cast Darkness and Dispel Magic. They can also exude poisonous fumes and communicate with telepathy.

Dhergoloth
Stronger and with more limbs, Dhergoloths are one step above the Mezzoloths. Due to their lack of intelligence, they can only understand the simplest of orders and are only driven by their thirst for blood and taste for larvae. For this reason they are often employed as shock troopers. Dhergoloths instinctively group in big mobs. Since they can rotate their body parts they are impossible to flank. They also have the ability to dig tunnels and teleport. They can summon Mezzoloths and cast spells like Darkness, Fear and Sleep. Also, their pincers can produce a noise known to cause confusion in all the non-yugoloth creatures nearby. If killed on their native plane, they will regenerate after a few days, but will die permanently if killed anywhere else. Scholars think that being a Dhergoloth is most likely considered a punishment among the Yugoloths.

Psicholoth
Those intelligent Yugoloths share many traits with different marine creatures. They enjoy occupying positions of command and are usually employed as sergeants or tacticians, although they are prone to bribery and betrayal. Psicholoths fight with strong pincers and venomous tentacles. They are also hard to ambush and are resistant to water-based abilities. They can cast Fear, Detect Magic, Protection From Good, See Invisibility, Phantasmal Killer and Stinking Cloud.

Hydroloths
These amphibian, toad-like Yugoloths live in the river Styx, which gives them the ability to read and steal memories. For this reason they are often employed as spies. They can easily move underwater and glide mid-air. Their glands produce a sleep inducing poison. They also have the innate ability to cast Control Water, Darkness, Detect Magic, Dispel Magic, Fear, Invisibility, Phantasmal Killer and Dimension Door. Unlike the other Yugoloths, Hydroloths can summon a powerful water elemental, but they are unable to control it.

Yagnoloth
Yagnoloths look like humanoids covered in red scales, with large ears and a monstrous left arm. These corrupted creatures are very lazy but cunning and constantly try to exploit the work of others by acting as minor lords in Gehenna. These creatures are incredibly strong and sturdy, capable of releasing a corrosive and stunning gas. This ability allows them to drain the life force from the stunned creatures. On top of that they can cast Darkness, Detect Magic, Dispel Magic, Invisibility and various electric evocation spells. On the other hand, the other Yugoloths strongly resent them and would never answer to their summoning.

Merrenoloth
Merrenoloths are in charge of piloting the boats that cross the river Styx. They are skeletal humanoids with glowing eyes, covered in hooded robes. Their role is to carry paying passengers along the river Styx, in the service of the Altraloth Charon. Although they are poor fighters, Merrenoloths can control the boat hey are bound to without mistake. They can also control the winds and repair any damage to the hull. They can cast Charm Person, Control Water, Control Weather, Darkness, Detect Magic and Gust of Wind. Their gaze can cause fear in their enemies.

Chapter 3 - Greater Yugoloths

Nycaloth
Nycaloths act as the elite cavalry of the Yugoloth armies. They look like green, huge gargoyls with bat-like wings and horns. They might have one or two pair of arms ending in sharp claws, and carry giant axes. Their actions are cautious and calculated, aimed to gain the favour of their superiors, although they are among the most loyal yugoloths. Nycaloths are incredibly resistant to magic and immune to enchantment spells, they can see invisible creatures and use telepathy. They can also use Mirror Image and Invisibility innately. Due to their ability of traveling freely in the Lower Planes, they are in charge of scouting the Blood War.

Arcanaloth
Arcanaloths are very skilled in magic and have the role of scribes of Gehenna. They appear as tall humanoids with jackal’s or hound’s head. They have poisonous claws and are immune to mind affecting spells. Arcanaloth can only be harmed by very powerful enchanted weapons and are skilled spellcasters. These abilities are combined with their ability to fly and to summon mezzoloths and dhergoloths. Arcanaloths are also skilled diplomats and are often in charge of negotiations between tanar’ri and baatezu. They can only be permanently destroyed on the plane of Gehenna, although they draw their power from its furnaces.

Ultroloth
Those grey, faceless creatures are the rulers of the yugoloths. They appear as slender humanoids, with featureless faces, except for the bulbous eyes. They often wear robes and the fingers of their victims in necklaces. Due to their lack of mouth they can only communicate through telepathy. Ultroloths are manipulators and plotters, always scheming against each other, unless a common threat arises. They are very skilled at casting spells, both innate and learned, like Invisibility, Scorching Ray and Fire Storm. Their gaze can hypnotize their enemies and they can also summon other yugoloths, who will defend the Ultoloth while it controls the battlefield with its powers.

Altraloth
Altraloths are yugoloths of any type, whose physical power and form have been modified, for a price, through a ritual known only to the Night Hags.

Oinoloth
The Oinoloth is the ruler of the yugoloths and controls the first layer of Oinos from the tower of Khin-Oin. It has the form of a ram, horribly disfigured by plague, and it’s always an Ultroloth who killed its predecessor and sat on their throne. The Oinoloth has full control over disease, as long as it remains in Hades, successfully infecting or curing those around it. Its claws corrupt what they touch and, like Ultroloths, its gaze is hypnotic. Most of the time, they concentrate their efforts inot preserving their position, often setting their underlaying against each other.

Chapter 4 - Other Yugoloths

Baernaloth
These tall fiends have grey and diseased skin, their horned heads resemble ram skulls. Baernaloths are ancient beings and are believed to be the ancestors of both yugoloths and demodands. This could be the reason of their complete and emotionless detachment to the world. Although they indulge in acts of cruelty, those have no apparent reason, not even a sadistic one. Those inclined to schemes and plans are known as Demented, as they are affected by a madness, characterized by the desire to annihilate all reality. Baernaloths keep themselves isolated from the other yugoloths and live mainly in Hades as hermits. Sometimes they associate with Night Hags or Nightmares. Nevertheless they are very respected among the Yugoloths and ultroloths are known to seek their advice. Baernaloths don’t use weapons but only their abilities. They have the unique ability of reopening the wounds inflicted within the day to the enemies near them.

Canoloth
Canoloths are the hounds of the yugoloths. They resemble giant canines with insectoid traits, two sets of teeth and a long barbed tongue. To compensate the lack of eyes, they have powerful auditory and olfactory senses. Those creatures are very loyal but they lack intelligence and are incredibly lazy. In a fight, they would employ their claws to render the flesh of their enemies, after dragging them closer with their long tongue. They also emit a dimensional-locking field around themselves. It is said that canoloths are created from other yugoloths who disappointed their superiors.

Gacholoth
Gacholoths serve as infiltrators in the Blood Wars. They have a humanoid appearance, but thier skin is black and they have four clawed legs. These creatures are deceitful and traitorous and can serve their masters loyally for centuries before betraying them. Gancholoths are really fast and agile, and prefer to ambush their targets, striking before they can defend themselves. Due to their claws, they can easily climb vertical surfaces.

Guardian Daemons
Originally from Gehenna, those yugoloths come to the aid of the evil casters who summon them. They were in fact created by yugoloths specifically to serve this purpose. The least of their kind appear like horned frogs, the lesser like apes or boars, the greater like winged bears, but all of them radiate an aura of pure evil. These creatures are immune to charm, sleep, hold, polymorph and fear spells. They can use magical suggestion and evoke cones of flames. Unlike the other fiends, they would die permanently if killed, but the only way to do that is chopping their head off.
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Creatures of the Lower Planes vol III
Scribe Edelgarde Spades
Y 1356

Chapter 1 - Demodands

In the previous volumes we covered the definition of Devils and Yugoloths. This volume will cover what is probably the least known category of fiends: the Demodands. Also known as Gehreleths, are said to have been created by one of the Baernoloths and then exiled to Carceri for their chaotic taint. Demodands are the self-appointed wardens of the prisoners in the Tarterian Depths.
Demodands are so hideous that even other creatures of the Lower Planes find them grotesque. They resemble corpses, with their hanging skin and putrid miasma.
What drives Demodands is their desire to bring ruin wherever they go, destroying societies either by direct attacks or subtle corruption. They refuse to participate in the Blood Wars due to their grudge against the Yugoloths: that and their hate for all the non Demodands makes them hated in the whole multiverse.
They have no interest in subjugating the mortals and would never grant willing service if summoned. If forced into servitude they would plot revenge for years.
Bound to their twisted sense of order, they constantly work to keep the prisoners into the Tarterian Depths, making no distinction between travellers and petitioners.
Although Demodands’ numbers are very few if compared to the other fiendish races, even the lower ranked can match high-ranking entities from other parts of the Lower Planes. They are naturally under the effect of Freedom of Movement, are immune to acid and poison and can summon other Demodands. They can spontaneously use Detect Magic, See Invisibility, Invisibility, Fear, Tongues, Ray of Enfeeblement and Dispel Magic. Fear is a concept unknown to them, so it cannot be imposed to them even with magical means. These fiends can also dissolve into oozes.
Demodands have a form of government based on strength, that lacks an economic system, however they never engage in internal conflicts, keeping their hatred for other races only. They would, however compete with one another to gain power. Their only contribute to the Blood Wars is for the purpose of protecting their kind from the other fiends or killing the Yugoloths.
These creatures worship the enigmatic Three-Sided Father Apomps and the drow god Vhaeraun. Apomps bestowed to each Demodand an obsidian triangle that gave them access to their collective racial memories. Very little is known about those objects though, since at the death of their bearer they would lose their power.

Chapter 2 - Farastus

Also known as Tarry Demodands for the tar-like substance they exude, Farastus are considered commoners and can only do menial labor. They also are the only class that deals with other races.
Smart as an average human, they have elongated bodies with long nailed hands and wings. They are incredibly powerful and fast, also due to their ability of going into frenzy and their sense of smell makes them excellent trackers. Their bodies, sticky with tar allow them to climb and disarm opponents, protecting them from flames and frost at the same time.
Due to their lower rank, Farastus are angry and vengeful and like to indulge in acts of bullism toward weaker races. Any escape attempt perpetrated by their prisoner is seen as a an enjoyable opportunity to express their rage. Their position in society is due to the belief that their exile in the plane of Carceri is the fault of the Farastus.
They inhabit the jungles of Carthys, the second layer of Carceri and are forbidden from the savannah.

Chapter 3 - Kelubars

Also known as Slime Demodands for the acidic ooze they exude, Kelubars represent the middle class among Demodands. They resemble broad humanoids with wide limbs, bat-like leathery wings and large, ovaloid heads. Although they are not as fast as Farastus, Kelubar are surely stronger. In addition to the spells Demodands can spontaneously cast, they can also conjure Acid Arrows and Acid Clouds. The acidic ooze they exude works like the Farastus’ tar but has also the ability to corrode.
Kelubars are mostly sedentary and prefer diplomacy over fight, although they enjoy bending others to their will. When they are not on Carceri, they collect as many magical objects as possible to increase their power and rank.
Kelubars act like intermediaries, responsible for squadrons of Farastus. Their main purpose is to eliminate the trespassing fiendish forces, but they would also casually attack mortals.

Chapter 4 - Shators

Also known as Shaggy Demodands, Shators are the highest ranking Demodands. They are the biggest among their kind and resemble humanoids with large heads, huge bat wings and loosely hanging skin. A pale ooze that serves as a nervine toxin drips from their bodies. They are the strongest Demodands but, at the same time, the slowest and clumsiest. They can’t be hurt by non magical weapons and can’t be affected by mind-affecting spells. Heat and cold can still affect them but is not very effective. Shators are adept sorcerer and In addition to the spell-like abilities common to all Demodands, they can also cast Cloudkill, Stinking Cloud and Mass Charm.
Shators are very self-confident and intelligent beings, capable of great cruelty. They constantly hope the escape attempt of the petitioners succeed so they can send bounty hunter after them. One of their favourite pastime is writing and they would force poets and philosophers to write their own works about despair and futility. This is the reason why, unlike the other Demodand, they may agree to be summoned. They would also author works about how to summon fiends that drew the ires of the Shator.
They take the important decision for their kind and spend most of their time scheming against other factions.
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Creatures of the Lower Planes vol IV
Scribe Edelgarde Spades
Y 1356

1. Demons

Demons are the most widespread type of fiends and are native to the Abyss. They have no true rulers, but large numbers of them are controlled by demon lords or deities. Devils are their sworn enemies in the endless Blood War.

2. Tanar’ri

Originally created as slaves by an ancient and powerful race, Tanar’ri are the most numerous of the demons, taking over after rebelling and killing the majority of their masters. They are immune to poison and electricity and can communicate through telepathy. Most known demon lords are tanar’ri.

Alkilith
Embodiments of pollution and corruption, Alkiliths are disgusting masses of phosphorescent green ooze.
Surprisingly fast, they can attack with their corrosive pseudopods. Contagion, Desecrate, Enervation, Stinking Cloud, Dispel and Detect Magic, Hold Monsters, Magic Circle Against Good and Wall of Ice are available to them. They can also alter their form to fit small cracks and become gaseous.
Capable of summoning Hezrou or Chasmes, their very presence can cause madness in those around them and their body can become a gateway to the Abyss.

Armanite
Armanites resemble undead centaurs with curved claws and spiked hooves and serve as heavy cavalry in the Blood War.
They are clannish and territorial. On the battlefield they act with bravery and arrogance, mostly employing their natural weapons or short lances on the battlefield. Moreover they have the ability to fly and summon a small crowd of Dretches. They mostly live in the 377th layer.

Babau
Mostly employed as assassins and recruiters, these sneaky sadistic demons have black skin stretched over a skeletal humanoid frame and a single curved horn on the head.
The acidic ooze that covers their bodies causes the weapons that strike them to slide off and corrode. Their gaze may sap the strength from their opponents and abilities like Darkness, Dispel Magic and Fear are available to them.

Balor
Balors are very powerful demons who act as generals or princelings in the Blood War. They resemble red skinned imposing humanoids surrounded by flames. They have massive batlike wings and venom dripping fangs. They are immune to fire and armed with flaming whips, although they prefer fighting from afar using their magic and teleportation skills, counting on the support of a large number of tanar’ri they can summon.
They enjoy fighting as much as corrupting innocents.

Barlgura
Savage in nature and tribal, Barlguras are bestial demons that resemble apes. They have bluish-grey skin covered in matted patch of red fur. Indifferent to the Blood War, Barlguras would rather be left alone.
These creatures can see invisibility and turn invisible to easily pounce on their victims during ambushes. Entangle and Disguise self are also available to them. They can use Teleport and bring other creatures with them or summon other Barlguras for assistance.

Bulezau
Buleazus resemble gaunt minotaurs and constitute the heavy infantry of the Abyss. Their skin carries a foul stench and is covered in festering sores filled with maggots.
They are extremely violent and constantly seek conflict. In a fight, they often employ their sharp claws or the barbed tail, capable of causing sickness to those stricken. They can see invisible creatures and their terrible warcry can shatter entire formations.

Chasme
Hybrids between flies and humans, these demons enjoy sucking blood and tormenting their victims. In the Blood War they serve in capturing deserters.
The buzz of their wings can lull creatures to sleep, however just seeing them is enough for many to run away in fear. Their claws can cause terrible bleeding wounds and spells like See Invisibility, Ray of Enfeeblement, Insect Plague and Greater Teleport are available to them. Sometimes they can summon another of their kind. Only good aligned or cold iron weapons can wound them.

Dretch
Dretches are the least powerful demons. They have squat bodies and emaciated limbs, their pale skin ranging from white, beige and blue.
Constantly unsatisfied, Dretches spend their time fighting among themselves or tormenting the Manes. Due to their low intelligence they are used as cannon fodder troops of the Abyss.
They are able to release a cloud of noxious gas and summon others of their kind, but with small chances of success. Nevertheless, their favourite weapons are their claws, used while attacking their enemies in large numbers.

Glabrezu
Glabrezus specialize in the temptation of mortals, exploiting their desire for power.
Tall and powerful, they resemble horned humanoids with two pairs of arms, each with different extremities. Glabrezus have access to spells like Darkness, Detect Magic and True Seeing, although they mostly use their arms in combat. Their mere presence on the Prime Material causes sickness and corruption in the area.
They are extremely intelligent and prefer to work behind the scenes, tempting and deceiving their victims.

Goristro
Goristros are powerful tanar’ri that resemble minotaurs. They are normally brown, green or grey in color.
Predators in nature, they mostly seek to eat living things and constantly need orders to avoid going on rampages. Mostly used as siege beasts, they would complete any given task at the best of their possibilities.
Their supernatural abilities allow them to climb walls, levitate and strike fear in their opponents. They would however rely on their physical prowess and their minor regenerative powers.

Hezrou
Obedient and simple, Hezrous resemble toad-like humanoids with long spikes along their back. Food and destruction are the main urges that drive them, although they are not opposed to diplomacy.
Blasphemy, Chaos Hammer and Unholy Blight spells are available to them and obnoxious gas is exuded by their skin, although they mostly rely on their natural weapons. They can also summon a number of dretches and can only be wounded by magical weapons.

Mane
Considered the fodder of the Abyss, Manes are created from the petitioner’s souls after undergoing a traumatic process of transformation that erases their memories leaving them with a persistent sense of loss and rage.
They are pale, bloated humanoids crawling with maggots and show no sign of sentience.
Their pure hatefulness drive them to attack every non demon they find on their way, but that also causes a complete lack of self preservation. Their lack of intelligence leads them to aimlessly roam in large numbers across the Abyss.

Marilith
Mariliths are powerful six armed tanar’ri that appear as attractive women with the lower half of a giant snake.
They are very intelligent and charismatic. Preferring warfare planning over subtle temptation, these creatures are often advisors or tacticians. Weapons are their most prized possession and often collected as trophies.
Marilith excel in melee combat, being able to strike with a weapon in each hand and to constrict their enemies with their tail. Illusions and Charm spells are available to them, as well as True Seeing and Gate.

Maurezhi
Maurezhi are horrific humanoids capable of taking the form and memories of the mortals they consume. In the Blood War they are employed as spies and interrogators.
Incredibly agile, they have claws that can paralyze those wounded by them and serrated teeth that can drain the personality of those bitten, turning them into ghouls upon death.

Nabassu
Similar to black gargoyles, Nabassus are aggressive demons constantly hungry for souls. They hate the creatures of the Material Plane, considering them responsible for their exile in the Abyss.
Their very presence can darken the environment aiding their great stealth skills. The stare of a Nabassu can drain a creature’s life force, turning them into ghouls or ghasts upon death. As adults, they can also paralyze their victims and go ethereal.
Nabassus are born in the Abyss, but they spend their youth on the material plane. As adults, though, they move to the 1st layer of Abyss.

Nalfeshnee
Slothful and gluttonous, Nalfeshnees act as the nobility of the Abyss and are in charge of judging the petitioners’ souls.
They are massive winged demons, resembling hybrids between boars and apes. Despite that, they possess a dangerous intellect. In the presence of a more powerful being they act as sycophants and cowards.
Nalfeshnees prefer to fight with claws and teeth, but they can also smite their opponents with unholy light. True Seeing is also available to them.

Succubus
Succubi exist to seduce and slay mortals so they can bring their essence to the Abyss and prefer subterfuge to combat.
Succubi appear as beautiful women with bat wings, horns and tail, although they can easily change shape. Their kiss can drain their victims’ life until they eventually die and might be raised as greater vampires. Ethereal Jaunt, Tongues, Charm, Clairvoyance and Gate are also available to them.

Vrock
Vrocks are common, stupid demons that look like humanoid vultures with grey skin and large feathered wings. They are vicious fighters and prefer to eat their victims alive. Treacherous and capricious, Vrocks are only driven by greed.
Although their wings emit poisonous spores, In combat they rely on flight and talons and their screech that may daze those who hear it. Their most dangerous ability however is called Dance of Death and is performed by a group of Vrocks. It causes a flash of light that destroys everything in the nearby vicinity.

3. Other demons

Quasit
Specialized in tempting the mortals, Quasits are the demonic counterparts of Imps. They resemble tiny green humanoids covered in warts.
Cowardly and physically weak, when not in service of a more powerful demon, Quasits entertain themselves with acts of malicious mischief.
Invisibility, Detect Alignment and Suggestion are available to them along with minor regeneration abilities. They can also polymorph into animals and contact a demon lord. Their claws are mildly poisonous.

Shadow Demon
Shadow Demons are generated when the essence of a dead demon doesn’t reform properly in the Abyss. They appear like black undefined silhouettes with bat wings and talons.
They constantly look to corrupt mortal and use their souls as currency, however their final goal is the complete obliteration of mortal life.
They can create darkness and move through it with supernatural speed, wounding their victims with their claws both physically and mentally. Although very hard to wound, they are vulnerable to light.

Shoosuva
Shoosuvas are hyena-like demons gifted to gnolls by Yeenoghu. Unlike hyenas, boney spikes run along their spine and their tail ends in a poisonous stinger that causes paralysis on those stung.
Shoosuvas are immune to many mind affecting effects and may compel other gnolls to do their bidding.
These creatures are quite intelligent and very loyal to a particular gnoll cultist.
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Curse of the Red Moon
A study by Seeker Reineke Ingenium
26 Uktar 1352:
I accept this assignment from Guide Keenan to research this topic. I immediately thought of the lycanthropic diseases (such as werewolfism, wereratism, etc) as the moon has such a great pull on these types of infected creatures. I shall begin my studies in the library in the section containing information on these lycanthropic diseases.

27 Uktar 1352
I have discovered some interesting information concerning lunar cycles that may pertain to my studies. It seems that there is a time where the sun and moon align properly and the moon turns red. This happens infrequently, about once per year it seems.

3 Nightal 1352:
My efforts to study the Lycanthopic diseases has seemed fruitless. Also, I cannot determine any correlation with this subject and the Thayans. I am going to attempt to research into Cults, and have left a message posted at Candlekeep for any who see it to inform me if they have any information concerning this subject.
...
Had a chance meeting with the ... person ... who asked Candlekeep to do the research. His name is Celius. I was able to get his full backstory, which I will recount here, in my own words.

Celius met a mercenary by chance, who showed him and a few others a camp of dead hobgoblins. The hobgoblins were all stained by something, but none of it blood. The mercenary informed him that there were more camps the same way. There was a note there written in Goblin that when translated said, "Those that defile the altar will die from the curse of the red moon."

I am going to redouble my efforts to look into cults that may be connected with Talona, as suggested by Celius.

8 Nightal 1352:
After speaking further with Celius and discussing it with Guide Keenan, I will be organizing an expedition whose goal will be to find an infected individual and studying them up close. I will be attempting to gather a group of people of various areas of expertise so as to bring a broad knowledge base with us in order to be as prepared for any eventuality we can be.

12 Nightal 1352:
Entry blotted out, turns out it did not have anything to do with this research.

18 Nightal 1352
Having discussed the matter further with Guide Keenan, I then discussed plans with Protector Dunn. We all but have our party planned, pending a couple of unknowns. The venture will likely happen soon.

26 Nightal 1352;
We set out on the venture to seek out a specimen. We were successful in the stated goal. We brought back a tongue of a dead hobgoblin. We discovered that it is likely not poison. It is not magical. By all appearances it is a physical disease. Full details on the venture have been filled in a report.

12 Hammer 1353
After being unsuccessful in my many attempts to figure out the curse using the tongue of the hobgoblin that we retrieved, I asked Protector Dunn for help. He is more skilled in nature lore than I, and has some training in healing as well.

With his help, I have been able to ascertain a few things. Firstly, the tongue attracts flies, and it is likely that these spread the disease.

Second, the infection causes the infected to act slow and weak. Black spots appear on the body, and then the organs begin shutting down. The spots take over the body, making it appear almost black. The infected dies within a week.

Lastly, we still do not know if anything beside Hobgoblin can contract the disease. I am going to attempt to infect a live goblin to find out.

16 Hammer 1353:
With help from Watcher Evon, I now have a live goblin to attempt to infect. I will start by placing the tongue (and the flies it attracts) in close proximity to the goblin, to see if flies or airborne particles infect it.

Failing that, I will force the goblin to make contact with the tongue, to see if contact will spread the disease.

If at any time the goblin appears infected, he will receive treatment. This will be done both to ease the minds of the less pragmatic, and to attempt to find a cure for the possibility that other races contract the disease.

22 Hammer 1353:
This is the final entry in the research. My experiments on the goblin have yielded assuring results. The goblin was not able to contract the disease either airborne or through contact. The disease appears to be able to only infect hobgoblins.

It is unclear whether or not the disease was spread intentionally, or whether or not it was actually a curse. We will likely never know the origin of the disease due to the inability to find the mercenary that first involved Acolyte Kirzal in the first place, nor the altar that was mentioned in the note.

With the coast safe from the disease, I am closing the case. There are some unanswered questions, such as the origin, but these will have to remain unanswered.

On the morality of the experiment

There will undoubtedly be backlash on my research, centered on the fact that I attempted to infect a live goblin with a deadly disease. I am ever the pragmatist, and believe that I was doing what I was doing for the greater good. Moreover, I believed at the time that the goblin would not become infected, but I needed to be sure.

Furthermore, had the goblin become infected, he would have received treatment, both for his own health and to learn how to cure the disease in the event that a plague spread across the coast.

I believe that, concerning my actions, the end truly justified the means.
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Edelgarde Spades - Guide of Candlekeep and Deneirrath priest, still a Disney princess in the wrong tale.

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Darius & Bamblehoff's Poem Collections Episode One
by Rodoc Bamblehoff

"A Lonely Dragon"
by Rodoc Bamblehoff

The enormous red and black beauty of the sky,
Always been free to fly. But since all the little creatures with their bows and arrows inhabited the lands, Freedom is no longer grace.

In disbelief that I am the only one of my kind, Always hiding behind the great green vines,
Trying to pretend everything is fine.
A lonely mystical creature,
A pure, fierce beauty of the empty blue sky.

All alone in a big black hole of despair.
Weeping over the devastation.
The once beautiful, once peaceful land, is now an unsafe land of ruins.
Flying with nothing but peace in my mind,
Over the misty mountains,
And the colorful fields full of flowers.

Hearing the screams of the little creatures.
Then, suddenly a sharp silver arrow through the head,
Dropping involuntarily to the ground,
Like an unwanted piece of meat,
Not being able to fend off all the beating and bashing.

Finally free to fly in the wondrous crystal blue sky.
Now I'm not the lonely red and black creature of the empty sky.

- Rodoc Bramblehoff

His name was Death
by Rodoc Bramblehoff

I asked him where he was going,
and he said he didn't know.

Then I asked him where he came from,
And he said "Who wants to know?"

And I wondered a lot about him
As he turned and shuffled away.

And he walked with a stoop and a stagger,
and his hair was long and gray.

And I watched him fade in distance
till I turned at last to go.

And I knew not what his name was,
And I guessed that I'd never know.

Till the moon came over the mountain
And the stars came out to play,

And I saw through the haze of moonlight
This figure all bent and gray.

And he came and he stood beside me.
For a moment I felt his breath.

And he spoke in muted whisper,
And he said that his name was Myrkul.

And he said that he came from nowhere,
that he had no place to go.

Not that it really mattered.
Just thought he'd let me know.

- Rodoc Bamblehoff

"Never shame a woman"
by Rodoc Bamblehoff

Never shame a woman
for the fire in her soul
still your fear that you're unable
to give that which makes her whole

Never ever shame a woman
for the fierceness of her love
when she wants to subjugate you
she's an eagle, not your dove

Never ever shame a woman
for her raging burning need
to take in that which inflames her
bond and let her soul be freed

Never ever shame a woman
for insatiable desire
use your all to give and please her
be a man and stoke her fire

Never ever shame a woman
for sensual appetite
primal cravings that possess her
give her reign at day or night

Never ever shame a woman
when she moans in ecstasy
do not force her into silence
let her voice her fantasy

Never ever shame a woman
for wanton sultry way
thank the heavens that she's able
to bring passion into play

Never ever shame a woman
for the pleasure that she craves
be a man and strive to sate her
for this act her honour saves.

-Rodoc Bamblehoff
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Edelgarde Spades - Guide of Candlekeep and Deneirrath priest, still a Disney princess in the wrong tale.

Gleam of the Firefly - In your darkest hour, look for the firefly

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Defenestration of Tieflings
by Malign Ashmeddai

Tieflings... a multitude of variations. No two alike in the multiverse. Some tieflings look no different from a human with a few discolored patches to his skin. Given the varieties, nobody could hope to detail all of the patterns tiefling bloodlines weave. It is common to most tieflings that they are ignorant of their particular heritage. However, a few traits appear frequently, depending on heritage.

The most common tiefling bloodlines are Baatezu and Tanar'ri, although there are other heritages. Although Baatezu and Tanar'ri are diametrically opposed, there are certain similarities among tieflings of these bloodlines, such as small cranial horns;

eyes that were solid orbs of black, red, white or silver; the smell of brimstone; unusually warm flesh; and tails.

Tieflings of Baatezu Bloodlines

Abishai are gargoyle-like devils, which are found in five colors: red, blue, green, black, and white. Abishai appear similar to malebranches, differing in size and color. Tieflings of these origins are strong and cruel. Abishai and malebranches might pass on the following traits:

- skin or hair color
- degenerate bodily stance
- large antelope or ram-like horns
- thick, possibly spiked, tail

Spinagons, or spined devils, are covered with hundreds of sharp spines, quills, thirteen to eighteen centimeters in length. Tieflings of this ancestry are often short and slender, and as prickly tempered as their ancestor's back.

Spined devils might pass on the following traits:

- green/scaled skin
- spines on the body
- lizard-like tail
- needle-like teeth

Hamatula, or barbed devils, serve as bodyguards and defenders in the Nine Hells. They are covered in a mass of sharp barbs, and their hands end in long, razor-sharp claws. Tiefling progeny of the hamatula may live painful lives, painful for them or painful for others. Barbed devils might pass on the following traits:

- monstrous fangs
- long, forked tail

The alluring erinyes are the most likely to beget tieflings of all the baatezu, and many of their posterity appear beautiful. An erinyes has large feathered wings and glowing red eyes.
Tiefling of this heritage can be cunning tempters. Erinyes might pass on the following traits:

- physical beauty
- prehensile or serpentine hair
- tufts of feathers on the shoulders

Tieflings of Tanar'ri Bloodlines

Succubi are beautiful and seductive tanar'ri, temptresses of mortals. Succubi choose beings of passion and energy, and may appear to them as a member of the human or demihuman races. Similarly, Alu-Fiends appear comely and attractive, a mix of human and succubus. Tieflings of these bloodlines can be beatific or charismatic.

Succubi might pass on the following traits:

- unnatural beauty
- claw-like nails
- thin, prehensile tail
- vestigial horns

Balors are the undisputed terrors of the Abyss. They motivate the tanar'ri involvement in the Blood War and derive pleasure from suffering. Balors are repulsive, towering humanoids with dark red skin; huge wings; long, wicked claws; and envenomed fangs. Tieflings of Balor bloodlines may enjoy cruelty and domination. Balors might pass on the following traits:

- thick horns
- scaly or spiked skin
- cloven feet
- a flickering, flame-like aura

Mariliths are bold, cunning tacticians of Abyssal hordes for the Blood War. Mariliths have the bodies of giant snakes, from the waist down, and appear as beautiful, comely females with six arms, waist-up. Tieflings with traces of Marilith blood can be cunning and vain. Mariliths might pass on the following traits:

- scaly skin
- snake-like tail
- forked tongue
- sinuous gait

Cambions are ugly and terrifying. They are humanoid, but have pitch-black, slightly scaly skin covered with pockmarks; sharply pointed ears; and mouths filled with crooked, sickly fangs. Tieflings resulting from Cambion origins have a stark appearance and possibly a dour attitude.

Cambions might pass on the following traits:

- non-prehensile tail
- leathery skin
- cast no shadow
- vestigial horns

Tieflings of Other Bloodlines

Rakshasas are a race of malevolent spirits encased in flesh that hunt and torment humanity. They most commonly appearn as tigers or apes, whose palms curve backward. Tieflings of Rakshasa genesis can be deceptive and rigidly structured. Rakshasas might pass on the following traits:

- cat-like eyes
- patches of fur
- fangs or pointed teeth
- furry tail

Arcanaloths keep records and execute contracts for the yugoloths, the mercenary denizens of the Blood Rift and Gehenna. An arcanaloth looks like a robed human with the head of a fanged jackal. Tieflings of arcanaloth lineage can be cold negotiators, but also enjoy playing others against each other. Arcanaloths might pass on the following traits:

- canine-like facial features
- patches of fur
- claw-like nails

Night hags, practically speaking, rule the Gray Waste. They are wretched females with hideous dark blue-violet skin, jet black hair, and glowing red eyes; long, wicked claws on their hands and feet; and foul rotting fangs protruding from their dry, festering lips. Tieflings of this inception can be pragmatic and may have keep minds.

Night hags might pass on the following traits:

- small cranial horns
- blue skin
- red eyes

Of course, as my final note, I will reiterate that tieflings have many features which manifest their lower planar heritage. Due to this, no tiefling is quite sure of the true nature of his exact heritage.
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Dissertation on the Old Silver Mine Volume I
by Adrian Baker

First edition, 1st of Ches 1356
Baldur's Gate, The Sword Coast

Foreword

The following is a recounting of the events surrounding the Old Silver Mine in the Troll Claws of The Sword Coast, and their ties to the Devil Wars that has plagued the area in recent years. The events described herein are based on the cumulative works and efforts of others, whom have lived through the events themselves, or were instrumental in researching those events after they had unfolded.

Orchestrated by the bard Robin Goodfellow, and presented by the storyteller Garfinlkle the Inspiring at the amphitheatre in Gullykin, what follows is the complete story so far as retold through word, song, and poem. Credit is given where credit is due, and each contributor will be mentioned alongside their retelling of events or research throughout these pages.

It is important to note that this book does not seek to expand or speculate upon already existing knowledge. It is to be treated solely as a gathering of knowledge for others to study and draw wisdom from that a heightened understanding can be reached. That being said, some passages will contain the boiled down essence of a contribution, as perceived by the author. However, these should not be treated as fact, but rather a summary of observation.

On a personal note I wish to express my heartfelt appreciation for the works of those who came before me, both living through the events and researching them. This includes Robin Goodfellow, who entrusted me with creating this work, for which I am eternally grateful. Additionally I wish to extend my sincere gratitude to Freya Evans and Lylan'Synor Syr'Asiryn for supporting me through the process of writing this book.

Adrian Baker
Contributors

Robin Goodfellow
A Sword Coast bard, rumored fey, and the orchestrator of this collaboration of knowledge.

Garfinkle the Inspiring
A halfling bard of great renown, and the main storyteller and presenter at the gathering in Gullykin.

Freya Evans
A priestess of Tymora, who through song shares her research into what started the events of the Old Silver Mine

Derik Ranloss
Founder of the Bladestone Foundation academy, and one of those taking part in the events of the Old Silver Mine.

Oona Siofra
Head of the White Mask theater, who through a poem shares a cautionary for the future.

The Old Silver Mine - The Early Story

The Old Silver Mine, though a cause of great strife, sorrow, and heroic deeds, is but a footnote in the larger story of the Devil Wars, which is celebrated elsewhere, with many works already dedicated to it. Rather the events of the Old Silver Mine is a tale of guilds, individuals, and organizations collaborating to bring about change in the world, for good or bad. They have ever been instrumental in shaping the events of The Sword Coast.

The tale of the Old Silver Mine has roots stretching as far back as hundred years and more, to a time when a group known as the Assassins of Amn began digging for silver in the Troll Claws to further their own agenda. Under the guise of a local Troll Claw mining company they found great profit in the rich mine. That changed when they uncovered an old network of caves. Not finding the risk of the unknown worth the reward they abandoned the mine, though it is unknown if the tunnels were closed during the abandonment. For nearly a century the mine remained abandoned until a shortage of silver saw the price of the precious metal spike in value, making the reward more than worth the risk.
Or so they thought.

Uncovered evidence supports the above theory. One is the book "The Silver Mine" by Robi Runningfeet, which was uncovered and delivered to Candlekeep for study. The other is a more recent uncovering of old documents from the mining company, by Jon Smythe of the Chiontar Charter. The documents reveal some of the going-ons at the mine, including an order of one hundred copies of two books "The Adventures of Grin, Richard, and Wu-wei", and "The Sword Coast". While it is possible that the company wished for their miners to be well read, it is speculated that these books served some mystery lost to time. What follows here after is the research into the story of the Old SIlver Mine by Freya Evans, shared a song written specifically for the unveiling at Gullykin. It supports the story thus far, and recounts more recent events as well.

It's history's way, that things happen
within, It's history's way, old things end, the new begin. When wars are fought, battlefields are just fine. And as history told, most forgot the Old Silver Mine.

Greedy Amnian Assassins, for silver they went down, upon their intention some may frown. Not worth the risk, they ran for their own sake. Without any silver, as an old powerful evil would awake.

[Refrain]
Once out of sight, events are out out mind. Because most people just forget and unwind. Once out of touch, they're out of time. But it's time to remember, hear this rhyme. Many people who helped, groups come and go. Northern Watch, Golden Arrow and Wheel. In the City and battlefields back and fro. House Darius and Vale, however you may feel.

Bladestone and Candlekeep, they've been there, they saves many slaves and you may guess where. Elder Circle and friends scouted, fought to save, and yes we agree we could call it very brave.

[Refrain]

A devil only by special arrows to be killed, only few found them and were strong willed. Books were needed, but owned is one of three, but is that Old Silver Mine now really free?

I searched the coast over, it seems no one knows, seems time will tell, where the hellish wind blows. I asked scholars, priests and heroes how it went, but no one knew if that devil found his end.

[Refrain]
May it be, things and people are forgotten, like a long lost tome in the sea all rotten. Deeds unremembered, maybe taken to the grave, lost or never happened in a forgetful wave.

History's snippets, flying wild and free, what do we learn? Only judge what you see. The whole story, seems no one could tell, so sometimes remember to ring the bell.

[Refrain]



Following the conclusion of her song, Freya shared with us all the importance of remembering the stories of the past, and the events that spawned those stories, so that future generations do not repeat the same mistakes.

It is a strong message to be delivered certainly. The story of the Old Silver Mine may very well serve as a warning to historians that any event, no matter how insignificant is worth remembering.

The Old Silver Mine - Before the Devil Wars

A devil by the name of Yhogovolish the invincible was ordered to The Sword Coast, and took up residence in the Old Silver Mine among the unexplored caves that initially led to its abandonement.

His mission was a simple one - remove all silver from the Sword Coast, and secure rare magic to be brought back to the plane he called home. To his end he made a pact with a trader from Nashkel, formed the group known as the Twin Daggers, and began secretly shipping silver out from the Sword Coast on the back of wagons. There were early attempts at stopping this exodus of silver, but none were successful.

It wasn't until members of the Bladestone Foundation, and the scholars of Candlekeep found the aforementioned book "The Silver Mine" that progress was made toward putting an end to Yhogovolish's plans.

The book lead a team, formed by the two groups mentioned above, to the unexplored cave network of the Old Silver Mine, where they encountered not only the Devil's minions, but something equally sinister and tragic.

...

And that is where the first volume of two ends. In the next we will continue the story told thus far, following the events as they unfolded after the reopening of the Old Silver Mines, how it ties into the Devil Wars, and what can be achieved when guilds and allies of similar goals align themselves for a common cause.

It will also include the tale from Derik Ranloss, who was part of the group that went into that unexplored network of caves, and the trials faced by him and his group. Additionally we will read a cautionary tale in the form of an inspiring poem, provided by Oona Siofra, the head of the White Mask Theatre.

Hopefully this first volume has brought some clarity to the events surrounding the Old Silver Mine, as will the second and final volume.
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Dissertation on the Old Silver Mine Volume II
by Adrian Baker

First edition, 2nd of Ches 1356
Baldur's Gate, The Sword Coast

Foreword

This is the second volume of two in the dissertation of the events surrounding the Old Silver Mine in the Troll Claws of the Sword Coast, and their ties to the devil Wars that has plagued the area in recent years.

It is advised that the first volume be read in full before reading this second volume, since the two are intricately linked.

Where previously we explored the formation of the Old Silver Mine, more than a hundred years ago, we will now move on to the more recent events as experienced by those who were there. Included is also a cautionary tale delivered by a poet of renown.

Notes from the author, if any, are not to be considered as literal facts; rather they are observations from someone collaborating with multiple sources of information. Treat such notes solely as a gathering of knowledge for others to study and draw wisdom from, that a heightened understanding can be reached.

On a personal note I wish to express my heartfelt appreciation for the works of those who came before me, both living through the events and researching them. This includes Robin Goodfellow, who entrusted me with creating this work, for which I am eternally grateful. Additionally I wish to extend my sincere gratitude to Freya Evans and Lylan'Synor Syr'Asiryn for supporting me through the process of writing this book.

Adrian Baker
Contributors

Robin Goodfellow
A Sword Coast bard, rumored fey and the orchestrator of this his collaboration of knowledge.

Garfinkle the Inspiring
A halfling bard of great renown, and the main storyteller and presenter at the gathering in Gullykin.

Freya Evans
A priestess of Tymora, who through song shares her research into what started the events of the Old Silver Mine

Derik Ranloss
Founder of the Bladestone Foundation academy, and one of those taking part in the events of the Old Silver Mine.

Oona Siofra
Head of the White Mask theater, who through a poem shares a cautionary for the future.

The Old Silver Mine - The Devil Wars

In the previous volume we had just recounted Garfinkle's tale of how the Old Silver Mine became involved in the war against the forces of Dragonspear, also known as the Devil Wars.

That part is retold here, to provide context for the events recounted by Derik Ranloss, and can be skipped by any, who remember it.

A devil by the name of Yhogovolish the invincible was ordered to The Sword Coast, and took up residence in the Old Silver Mine among the unexplored caves that initially led to its abandonment. His mission was a simple one - remove all silver from the Sword Coast, and secure rare magic to be brought back to the plane he called home. To his end he made a pact with a trader from Nashkel, formed the group known as the Twin Daggers, and began secretly shipping silver out from the Sword Coast on the back of wagons. There were early attempts at stopping this exodus of silver, but none were successful.

It wasn't until members of the Bladestone Foundation, and the scholars of Candlekeep found the aforementioned book "The Silver Mine" (see volume 1) that progress was made toward putting an end to Yhogovolish's plans. The book lead a team, formed by the two groups mentioned above, to the unexplored cave network.

Derik Ranloss, the founder of the Bladestone Foundation, who was among that group, shares his involvement in the events. Rather than summarize his words, they are transcribed below as not to lose meaning or context during future study.

There were rumors of the silver mine back in the early days of the war.

We desperately needed silver to fight the growing threat of the Devils from Dragonspear. So several of us started to look for this rumored mine, gathering clues from the organization that had dug it. They hid some about so they could come back and find it with others.

Eventually, we found it and some of us, a group consisting of members of the Bladestone Foundation as well as Candlekeep entered the mine. In the upper levels we found mostly trolls, but as it was in the Troll Claws, that was to be expected.

We found remnants of the original miners, long dead. And several nests of really, really big spiders. Big enough to feed on said trolls.

What we didn't find, however, was much in the way of silver. We ended up going deeper and as we did, we encountered devil scouts and trolls that had been armed by the Dragonspear forces.

Finally, we came across a group of mostly elves and humans, working on the mine. Convincing them we were not a threat, they told us they had been merchants and travelers in the north, taken off the roads the previous month by what they thought were bandits.

Taken to the mines, they were forced to work and handle the silver and ship it out and away so it could not be used by the enemies of the Devils, and perhaps used by them to barter with mortals.

At that point, the mission changed, no silver in appreciable amounts to be found, we set to removing the devil overseers, though the general in charge was nowhere to be found.

When that was done, some stayed to guard the gathered slaves while others teleported near to Candlekeep to obtain scrolls and the like. Via chain of teleports, we extracted all the slaves we could find, nearly sixty in all told. Some similar number had died working the mines.

Candlekeep supported them as refugees for a short time until we were able to get them to one of the newer refugee camps forming near Baldur's Gate. The mine was resealed, but as far as I know it still remains, and is likely now flooded once more with spiders and trolls.

And that is it really, we sought ways to form weapons, but instead found slaves to rescue.


It is remarkable insight into the terrors that can be overcome by the good work of combined guilds and allies.

During these events the devils had been engaged elsewhere, in the Upperdark. It is rumored that an unlikely gathering of guilds and strange allies drove the devils back to the surface and the mine. What exactly happened to the Twin Daggers is unknown. It is rumored that their murder of a traveler alerted the Hunters of Vengeance, but beyond that there is no mention of them. Information on the Hunters of Vengeance, outside their mention, is unfortunately non-existent.

"Three books, three kings,"
"three markers heralding."
"Beholder beholden: a key"
"Efreeti...
...Imp...
...Dijinn"

"Two Daggers, Twins"
"Liquid silver, by sliver,"
"Slow slipping through fingers"
"Crashing waves, fiendish force"
"Loose ends are par the course"
"Yhogovolish awaits."

The poem is indeed an inspired warning, and may be close to the truth.

The Old Silver Mine - Victory?

With the information gathered at the time, and shared among those opposing the Devil, efforts were taken by several groups to end the threat before it grew insurmountable. The Flaming Fist took the first step, seeking to cleanse the mine, and be rid of the Devil, efforts were taken by several groups to end the threat before it grew insurmountable. The Flaming Fist took the first step, seeking to cleanse the mine, and be rid of the Devil. True to his name, however, Yhogovolish proved invincible and they were repulsed.

Allies were found in the Elder Circle, who scouted the caves, while the Golden Arrow and the Golden Wheel organizations formed rescue and supply missions to help the beleaguered Flaming Fist. Despite their combined efforts these groups were unable to overcome the Devil Yhogovolish, who had secretly formed an alliance of his own with the Lich Polvich.

The Dwarves of Kraak Helzak were the first to discover this alliance, and sent an expedition to the Moonshae Isles, where they recovered magical bolts, arrows and balistae. These weapons would prove to be the bane of the Devil, and instrumental in seeing him removed from the region.

While this was going on, Yhogovolish was busy elsewhere, distracting his enemies as ordered by his superiors. With newfound weapons secured, a group of adventurers successfully raided the Old Silver Mine, and drove the undead and devils there away. The first major success in the war. Yhogovolish was forced to abandon the mine through the Upperdark, but was eventually cornered in the depths of Durlag's Tower, and sent fleeing. Fearful of the bane weapon and, as is rumored, a book from the Hells that holds his weakness, Yhogovolish has not been seen since.

As for the Old Silver Mine, it is rumored that trolls and spiders, and lingering horrors from the Devil Wars, as well as creatures from the Upperdark, have now made their home in the sealed-off mines. Perhaps one day the Old Silver Mine will yet again play a role in the Sword Coast's future.

As Garfinkle explains in his closing arguments it was the efforts of guilds and their allies throughout that shaped the events of the Old Silver Mine. For good or for bad, they play a major role in the shaping of the Sword Coast, and we should all give serious consideration to who we choose to ally ourselves with.

...

And that is the end of the second and final volume in this dissertation on the Old Silver Mine. It is truly an inspired story of how the deeds of those long forgotten can return to haunt future generations.

As Freya Evans said:
"We should remember the past, lest we repeat it."

Hopefully this volume, and the one before it, will prove useful for future generations in that regard.

Adrian Baker
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Dreams of Dedandre
by Lucy Heartfilia

Dedicated to the brothers Anatox, for giving me a family for the first time since I lost mine.

The dream began with seven of us, standing in a foresty area south of Beregost. An old tent lay there, and Valkrun seemed to have memories of losing the tent... we found some supplies inside and delivered some wine from a tent to a strange old hermit as payment from Marlas. I don't understand this entirely, but Valkrun felt like he remembered all this.
Moving through a portal, we entered a graveyard, and this time memories started to flood Adanas, a girl in our company. The two Hins that were with us decided to investigate a nearby church. We heard their screams but could do naught. We found the ghost of Bella, who the two servants we had spoken to previously were searching for.
She said that the wisps must have rejected her, for she was being pushed away from Dedandre and she warned us to tell any who sought her to turn back before they too were lost.

Bella also spoke to us some of the Stalker.

She claimed the Stalker was a shard kept by the fey in Dedandre, and that it could not find the way out unless it followed someone. At first I had suspicions the beast might be following her as she was pushed from her realm, but I would soon learn my suspicions to be incorrect Bella told us that if we moved forward we might be able to find the Wisps, and the way to Dedandre. With little choice, still stuck in this strange dream world, we moved forward along yet another strange, twisted road, where we met a madman, singing of the wisps, and a traveling musician who spoke of having taken a job in Triel, and favored us with a song on a lute I let him borrow. He moved in the direction we came, toward Bella, last we saw him.
We trudged ahead on the bleak path, fighting shadow creatures along the way until we came upon yet another portal. We steeled ourselves to move forward.

Upon exiting this portal we found ourselves in a ruined, underwater city. Afraid of water filling my lungs I plugged my nose and held my breath, deploying a handy ioun stone I found some time ago that sustains me without the need for air. I soon realized, as I saw the same shocked reaction crossing the others faces, that none of this was any more real than our minds made it. Unfortunately for us, a Silver Shield recruit named Arrath's mind could longer take the strain of the dream and he floated away and began drowning. We were unable to catch him, but likely even if we had it would have done little good.
Thankfully we learned later that he had simply awoken from the dream, safe and sound, but at the time it seemed tragedy had befallen us.
With little other choice we moved forward yet again, and stumbled on an apparition and a man who, like us, was "solid."

The apparition turned out to be Bella's manservant. Valkrun believed that the man who was not an apparition was a younger version of the same man... All of us could hear each other but the apparition could not see us, nor the manservant's younger self. We told him of Bella's warning, and he said it didn't seem right, that the Fey were behind it. As I was speaking to him, the younger man mentioned something about pretty lights, and vanished before I could get another word in with him. It seemed we had seen the manservant finding Dedandre long ago, but the manservant claimed to have been born there. During our conversation suddenly the man winked out. We moved forward, fighting more shadow creatures "under water," and found our way to yet another portal. At this point the Elf girl with us said she wanted nothing more to return home, and the rest of us felt much the same. We could only move forward.

And finally we came upon the strangest place of all. It was Baldur's Gate, but... not Baldur's Gate. A pale, dead version of the city... the signs all said the wrong thing... The Blade and Stars was instead the "Blackhole Inn," for instance. There were shadow versions of many of the townsfolk from Baldur's Gate, but they could not see us.
We met a man in the docks district who claimed that the Stalker had been freed, and had already returned again to the Prime to unleash devastation. He said that someone from our world had come and taken the beast to the Prime, but did not know the courier's name. He advised us to leave before the creatures of the plane we were in took notice, or he decided to take action himself, and winked out.
We moved forward to the East Gate, battling many undead shadows again. Our magics failed us... Valkrun tried a simple Detect Magic cantrip and we felt a great rumbling in the distance, like something was angry he had used magic... Potions I had on my person worked quite normally, though.
We crossed into the East District, and it was there we heard her song.

The siren that we had met before, the one that wanted to follow the wisps to meet her master in Dedandre, sat atop a roof in the East Gate singing a sad, slow song, and tears could be seen flowing freely from her eyes. She came down to speak with us, asking us if we knew the way, for the wisps would not appear to show her.
We informed her that the man at the docks had said the Stalker had broken the way to Dedandre, destroyed the trail leading seekers to that place. At this she sobbed openly again, at the woe of not being able to follow the wisps. I asked her about the Stalker.
She claimed it was a shard of an avatar, but that was all she knew for certain, and that it would most likely try to return to its body when it reached the Prime. Still seeking a way out of this strange, desolate version of reality, in near-desperation I offered to find and seal the Stalker so that the wisp would return.

She seemed quite excited at the prospect and told us she could open a portal to the Prime so we could get home. She claimed we were "somewhere near the plane of dreams," and that we should not return to this place.
She opened the portal, urging us to go through quickly while she had the power to hold it open, tho which we kindly obliged. She desperately repeated that we should find the Stalker and kill it so the wisps would return, though the strange man in the alternate Docks district claimed that it would be impossible to kill the thing.
We emerged from that portal into the East District of the REAL Baldur's Gate... In physical form. Had it all been a dream? As we emerged from the portal the mist coalesced into the form of a spear. This was a dream, but was no dream. The spear was enough to prove that to me. I don't know what happened to us. I truly don't.

And this is where the tale ends for now. The Stalker is apparently somewhere on the Prime looking for his body. We must try to find a way to seal it, destroy it., or return it from where it came before it's allowed to find its body.
I am afraid if we do not, Baldur's Gate on our plane will look exactly like the Baldur's Gate of Another World... Broken, crumbled, ruined, and filled only with the dead.
On the bright side, I finally discovered the answer to the bloody riddle that had been driving me up the wall for the past weeks... "Find twin shadows that tell, wreathed in water, mist, and vine. Their place and their pace is fixed, unlike yours and mine."
With satisfaction it turns out I had the right answer from the beginning: The answer was a sundial! For those who are truly curious and lucky enough to catch me during one of my short trips to Baldur's Gate, I could even show you the exact sundial in question.

On one final, personal note. I've learned a valuable lesson from all this. Arcon was right all along, and there is a moral to this story: Don't bother trying to resolve riddles, and don't drink too much Evermead. You'll save yourself a lot of headaches in either case.

THE END
(for now)
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Drow Conspiracy
by Nilimirith

Find the bandits known as the horde of Pol

strike a deal to share the spoils

this is our time too

Make it happen

(DM Spartacus)
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Edelgarde Spades - Guide of Candlekeep and Deneirrath priest, still a Disney princess in the wrong tale.

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