Candlekeep Public Collection Reference

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The Ancient Creed of Certain Gnomes
by Quartz Malkuth

Foreward

This creeds authorship is attributed to Makchitzadek Malkuth the wise and cheerful founder of Clan Malkuth. Although history records him denying this myth and claiming it was handed to him by a strange light-being who visited him periodically sharing fantastical tales from other dimensions, gifting him with prophecies of future times and helping him in times of greatest need.
The original scroll is revered and kept safely in the treasuries of Clan Malkuth to this very day.

Go placidly amid the noise and confusion, and remember what peace there may be in silence
As far as possible without surrender be on good terms with all folk
Speak your truth quietly and clearly; and listen to others, even the dull and the ignorant, they too have their story
Avoid loud and aggressive persons, they are vexations to the spirit
If you compare yourself with others, you may become vain and bitter, for their will always be greater and lesser persons than yourself
Enjoy your achievements as well as your plans
Keep interested in your chosen path, however humble; it is a real possession in the changing fortunes of tiem
Exercise caution and fairness in your business dealings, never forgetting that trickery abunds
But let this not blind you to what virtue there is, for many also strive for high ideals and everywhere life is filled with heroism
BE YOURSELF
Especially do not feign affection or be cynical about Love, for in the face of all aridity and disillusionment it is as perennial as the grass
Take kindly the counsel of the years, gracefully surrendering the things of youth
Nurture strength of spirit to shield you in times of sudden misfortune
But do not distress yourself with dark imaginings, as many fears are born of fatigue and loneliness
Beyond a wholesome discipline, be gentle with yourself
You are a child of the Universe, no less than trees and the stars, you have a right to be here
And whether or not this is clear to you, no doubt the universe is unfolding as it should
Therefore, be at peace wit god, whatever you conceive it to be, and whatever your labors and aspirations, in the noisy confusion of life keep peace with your soul
For with all its sham, drudgery and broken dreams, its still a beautiful world
So be cheerful and strive to be happy and peaceful


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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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The Archers Guide
by Desmond Blackburn

The invention of the bow and arrow may rank in social impact with the invention of kindling fire and the wheel. Civilizations and societies great and small have mutually found themselves dependent upon the utilization and mastery of the bow with variations in size, material and general design leading to a range of tools with a common root. Rather than a step-by-step guide on the creation and maintenance of such a tool, this volume will instead focus on ridding prospective and fresh archers alike of detrimental habits and misconceptions early practice, rumors and exaggerated folktale may otherwise lead to.

Of primary interest to any fledgling archer should be the differentiation of the type of blow in use. Length and draw remains the most simplistic but effective method of determining the optimal size for its wielder. The commonly seen longbow, made of yew, should allow its user to draw the string back to a point on the face or body and regularly be of one and a half meters up to two and more in full length. The subject of the "shortbow" varies on geographical location and intended use, but a regular reminder would be to measure the draw strength of the archer against the size of the bow and the composition of the materials, primarily the string. Intended use is paramount to selecting your optimal bow, with shorter bows made of horn and sinew still capable of considerable penetrative power and range used in place of crossbows on horseback in many areas. Longbows are as their size would suggest poor instruments for a cavalry troop and suffer all of the demerits a piece of equipment its size inflicts on anyone intending on haste.

When training with the bow at an early stage, don't allow yourself to be intimidated or discouraged by the lack of arm and shoulder strength required to draw larger implements. In particular for the younger archer still in growth, your ideal bow will grow alongside your height and personal capability. Among the most common of misconceptions, greatly aided in it's spread of misinformation by boastful tavern goers with minimal experience in the subject, is that maximum range should equate to maximum power and damage potential. More important than maximum range of fire, which varies again in part on the size of your bow and the strength of your string, is the distance at which materials may be penetrated. A master marksman might remain accurate at greater distances than her competitors, but it has no relevant effect on the lethality of her shot when the arrow travels beyond its optimal range. One of the more important notes on range is the weight of your arrow and the design of the fletching will greatly impact the flight time of your shot. Finding the best distance is a matter of experience and intuition. Practice diligently at varying ranges and against different materials.

One of the most frequent issues I've encountered with those new to archer is the misconception that they must draw the bow to its full length. Not only is this tiring and time consuming, it damages the bow. If using a longbow, it should be matched to your height to allow you a generous draw on the string without needing to pull back as far as it allows. If using a shorter bow, be meticulous on the inspection of materials used in its creation. Horn and sinew bows are sturdy and capable of considerable power despite their size. The shorter frame allows for a quicker draw and convenient mobility to make up for the loss of range. Over extending the draw on either bow will wear on it over time.

As a final note to the reader, I will address the popular myth what many have come to call "trick shots." Unless you are supremely confident and utilizing these shots in a stage performance, they are effectively useless and potentially harmful.
Most examples of archery are not intended for theater. In adding this portion to the guide, it is my intention to warn prospective archers against the pursuit of these practices rather than explain how to become proficient in them. The most famous and the most useless is referred to as the "multishot" or "manyshot." This involves knocking two or more arrows at a time, supposedly with the perception of that more arrows should equal greater harm done to your target. Unfortunately for the aspiring acrobat who might think to use this in combat, the actual result of the multishot is a loss of overall power and range that is accumulative for every arrow added. A second arrow does nothing more than disrupt accuracy, steal power on the draw and perhaps elicit a chortle from the approaching bugbear before it kills you. Other impractical and dangerous shots include attempting to fire directly over an ally, between their arms, legs and immediately to their side.

While exciting to read in fairytale depictions, such practices are in poor form and will inevitably injure or kill your compatriots. It is the nature of an arrow once released to do harm. It is the responsibility of the archer to plot out the course that is most likely to inflict that harm where it is due and ensure it does nothing else. However perfect your aim, mastery of the way of the bow requires understanding that you do not take chances with the end result of a lethal projectile. Competence with a bow may be measured foremost by two aspects. Accuracy and speed. While the ideal draw sacrifices neither, reality dictates that one usually takes emphasis over the other. As a substitute to the aforementioned multishot, a practical and deadly exercise is to release a steady stream of arrows at an accelerated pace at the loss of accuracy. This is utilized best at closer range due to the requirement of rapid release and the issue of drawing your string for a longer shot. This is not however to suggest quantity may always prevail over quality.

Time your shots carefully and measure your distance. An accurate shot is very often the only one required under normal circumstances. While it may seem more impressive to release ten shots in the time it requires your fellows to release one, arrows are finite and your arm will not last indefinite use. Maintain yourself and your property with care.

It is my hope this has been an educational and beneficial guide to archery, as well as refutal of popular myth and misconception. Diligent practice and good form are an archer's best friends.


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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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The Asterleys at Waterdeep
by J.R. Waterly

Villains or heroes?

Perhaps we will never really know as so little is recorded about them.

It is fair to say Adam Asterley likely was a hero. He fought for Waterdeep and established a holding there and a name for himself. He was a warrior.

His son Alex is less certain. He partook in campaigns for the city but is said to have been cruel in battle. He also uncovered some Dwarven riches from a Lich lair. He retained them as spoils of war despite local Court proceedings to reclaim them for a fee. He was an Opportunist adventurer.

His grandson Alann was a politician and a builder. He was there at the time of the wall building in 1252 and lost the family wealth in gambling, poor ventures, and a theft.

This seems to be the end of the family at Waterdeep.


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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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The Bardess, the Rogue and the Sailor
by Mealir Ostirel

Once upon a time in Athkathla, three tricky fellows were earning their lives easily.

The first one was a renown bardess named Mia, her jewelry and fine hats were easily recognizable.

The second one was a rogue with nimble fingers, an old and lanky fellow: Kel. The third one was a sailor named Jose who happened to be nothing short of... normal!

Mia was beautiful and sang so well that every evening the nobles and merchants of Athkatla came to listen to her, escaping their greedy lives for a moment.

Everybody needs some gold so the three fellows struck an arrangement. There was a little island not far from Athkatla that could be seen from the harbor and no one on it.

Kel and Jose gathered their gold and their friends to build something there. After some time everything was ready and Mia only sung there, the island's diva.

Of course Jose was the only sailor allowed to board the island and made people pay a steep fee for an easy trip. Kel was conscienciously checking who could enter and who could not, in charge of the security, who would have thought?

Kel, in fact, had a couple of weird ideas on what security was! He checked everyone's belongings, sure enough. However was absolutely convinced that a full purse could hit harder than a club so he lightened each purse he saw.

All in all everyone was gaining something and lived happily if... if not for three people, and not the least ones. One of the Six himself! A noble named Ugo. The high priestess of Umberlee, Speta and the leader of the local Red Wizards enclave... whose name is unpronounciable and thus not written.

None of those were accepted on the island for various reasons. Kel was angry at Ugo for an old theft and some undeserved jail time, Mia escaped a magical study at the hands of the Red Wizard and Jose had nothing but hate for Umberlee.

These three powerful persons were furious because the island was the place to be for everything political and important matters were discussed between each song. Their respective wicked schemes or influence were at risk.

Speta did not lack faith but was not the smarted one. Back in her temple she prayed Umberlee with zeal until, out of boredom, the goddess answered. What Speta asked was both brutal and simple: each day after the sun sets, a tempest was to strike the island, waves so high that no one could pass. And everyone in Athkatla would be impressed by the might of the sea goddess.

Fortunately for our trio Jose was relieving himself on the walls of the temple of Umberlee, a daily duty to the cruel goddess that occurred just at the right time: he heard everything.

Thanking the benefits of the ale profusely Jose decided to set sail before the sun sets every day, that way the people would even have to stay all night. It worked well and the might of the goddess was wasted and ridiculed. Speta, out of despair, prayed Umberlee again, but this time she regretted it... she was found dead, drown in a tiny pool of water in the temple.

Such is the sea goddess!
The wizard with an unpronuncable name was still alive and quite angry at the trio. His power was nothing to sneeze at, smart, powerful, confident, he soon devised a spell, an illusion to conceal himself and deceive the trio.

His illusion was perfect, his disguise undetectable. But as each and every wizard he had a couple of odd quirks, for once he only accepted to wear very light slippers.

When he went to the island our one-eyed Kel spotted them almost immediately. Not too keen on trying to throw out such a powerful person he chose to keep an eye on him and warned the trio.

During three days, each time Mia sand the wizard put a strange device atop his table and activated it. The fourth day, as he was about to leave the island, Kel checked the wizard's belonging a last time and replaced the real box with a nicely done replica. No one could tell it from one another, except by checking its magic of course. Kel was no mage after all but the wizard was too infatuated by his success and did not expect such things, he left the island...

As soon as he arrived in the Enclave he gathered his peers to demonstrate the power of his artefact, something able to record voice and music perfectly. Of course the replica did not work at all and the loss of prestige for having been duped this easily lead to a power struggle between the mages. Several died, one of them the wizard with an unpronuncable name.

Two down, one to go and a marvelous device in the hands of the trio!

As Mia was spending some time, disguised, in Athkatla, she was spotted by some members of the nobility and forcefully invited to one of their parties to distract them all with songs.

Ugo was attending it, and as Mia sang reluctantly the topic of discussion between the nobles changed and became the fate of the trio. Ugo was bored with them, and boasting about the fact that he will have them all arrested, especially Kel.

Two days after, Jose refused to embark any usual customer, only... he picked a few select men he seemed to know well and they departed for the island.

Ugo disembarked with soldiers and ordered them to find Kel while he would listen to Mia's performance again. Unfortunately for the soldiers, they were waited, soon enough Ugo was taken prisoner while the soldiers were searching for Kel in vain.

The trio and Jose's friends quickly embarked on Ugo's ship and later threw Ugo overboard, alive, wishing him luck in attaining the island.

Since then... Ugo was not seen, nor his ship!


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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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The Bell in the Depth
by Talas Marsak

A transcript of a tale told to the author by Yerenta Marsak, sea captain of the Moonsea.

Transcribed 8 Marpenoth 1352, Year of the Dragon

When I was a merchant I'd sometimes sail with the ships we chartered to carry our cargos. I remember one was captained by a bold lass named Yerenta. There's nothing she feared, no man nor beast, but there was a course she'd never plot. That was the seas around the Bell in the Depths. She'd take us well out into the center of the Moonsea rather than sail near that place, even if that meant sailing into the storms. One night, on the Feast of the Moon we were toasting the dead. I asked why she'd never sail that way. And she told me.

She told how she'd met a sailor who'd once sailed those waters, an old man by now, but he'd never been to sea again. By a warm fire she sat with him and bought him a rum to hear the tales of his youth. Most of them were bright and happy, but when he came to talk of the bell in the depth, he changed, and suddenly looked his age.
He spoke of how he was on a ship that a wizard hard hired to take him out to where the bell can be heard. It was a bright afternoon when they put down their anchor and all the crew peered over the side. There, they could see the spires of a sunken city, clear as day.

The wizard was going to go down into the ruins with his apprentice, they had spells so they could breath underwater. It was agreed they'd be back by sundown, and so the sailor and the rest of the crew got on with their duties. But the wizard and his apprentice weren't back even when the seas had turned the color of blood from the setting sun, and the crew began getting restless.
It was nearly dark when they heard the bell, ringing out from the sunken city. A few of the crew, then, felt fear in the pit of their stomach. Then the mage came out of the water, a spell levitating him onto the deck, clutching something wrapped in cloth, something he'd stolen. He looked pale, terrified, and shouted for the captain to weigh anchor and set sail. They asked where the apprentice was, and the mage just told them to sail. Fear got all the crew and the captain too, and so that's what they did.

As they were getting up speed, the lookout called man overboard, and they could hear that damn apprentice calling for help, then cursing them all for sailing away, before something pulled him under.

Silently they sailed on, but after an hour the wind stopped just like that.

Dead calm it was, and silent as the grave...

... Until they heard the bell ring again, and the first crewman screamed, dead hands pulling him overboard.

The sea came alive, but with the drowned dead, crawling overboard to take the living down to join them beneath the waves. The wizard though, who'd got them into all this, he just started to cast a spell. By instinct, the old sailor grabbed onto him as the spell was finished, and found himself appearing in the street of Mulmaster. The damned wizard had left the others to their fate, whatever it was. When he saw the sailor with him, he paid him off to keep silent. No one must know, he said, about what he'd stolen. He promised to pay the man even more, each year, every year on the Feast of the Moon for his silence.

The old sailor agreed to it. he had no intention of getting on a boat again. It suited him. That next year he came back to the wizards house, and the sly bastard let him in. Of course, the bag of gold was light, the wretch tried to trick him, but the old sailor wasn't having it. He wanted all the coin he'd been promised. The wizard told him to wait, and went upstairs to get more gold. So he said.

So the old sailor waited. It's then that he heard the bell ring: once... twice. He dared not move, terror gripping him.

There was a knock on the window. When he looked around there was a face there, staring in with cold dead eyes. It was pale and drowned, but sure as the bitch queen it was the wizard's apprentice.

The old sailor didn't hang about. He ran, out the back, but he heard the front door fly open and footsteps in the hall he'd been in as he fled.

The wizard, well, he went missing after that night. They said his house was ransacked but nothing stolen, at least, nothing that anyone knew about.

Except the old sailor. That old man, he ended the tale by telling the bold captain who told me this tale that he still heard that bell, every Feast of the Moon, ever since that night. He had real fear in his eyes, saying it was getting closer and closer every year, and that the drowned dead were going to come for him too.

She laughed it off. But when she went by the same tavern next year, the old sailor was gone.

Disappeared, the barkeep said. No one knew where.

But Yerenta knew exactly where, and vowed never, ever to sail those seas herself, not for any amount of coin.


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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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The Bestiary Primer for New Readers
by Rania Arowaven

The Bestiary Primer for New Readers (Fully Illustrated) by Rania Arowaven and Adallan Ragnon

Aboleth: Make sure to protect your mind against their charms.

Beholder: Beholders are capable of flight and quick to attack.

Chimera: Chimeras can attack with a bite, horn, or claws. They can use fire breath too.

Drow: Sunlight and bright lights are powerful weapons against drow.

Elementals: All elementals have darkvision and are immune to poison and sleep incantations.

Fire Giant: Frost Giants are especially weak against fire.

Gnoll: Some believe that gnolls have traces of demon blood due to some having gleaming red eyes, talons, or black fur with fiery orange spots.

Harpy: A harpy's song can put you in a trance.

Imp: Imps often enter a contract with another creature to become their familiar.

Jackalwere: A jackalwere can cause a creature to fall into slumber by staring into its eyes.

Kobold: Kobolds set up ambushes in groups of large numbers to attack unsuspecting travellers.

Lich: A lich's phylactery must be destroyed to get rid of a lich for good.

Manticore: A manticore can shoot a volley of four spikes from its tail.

Naga: Most nagas tend to favor spells over other forms of combat.

Ogres: Ogres tend to prefer overwhelming numbers in battle to win.

Pit Fiend: When mortals think of devils, pit fiends are the image that comes to mind.[/b]

Quasit: Quasits are tiny demons that love to terrorize humans with vicious, and some times lethal, pranks.

Rust Monster: A rust monster's antennae will swiftly rust and corrode any metal object they touch.

Sahuagin: Sahuagin seem to favor spears and tridents as weapons.

Troll: A troll must be killed with either fire or acid to stop its fast regeneration.

Umber Hulk: Umber Hulks can dig through rock with ease with their massive claws, and their armor is as strong as full plate mail.

Vrock: A vrock's screech can stun any nondemon within hearing range.

Wyvern: A wyvern attacks with its bite and its stinger.

Xvart: Xvarts alone are weak so they prefer to set group ambush attacks.

Yeti: Yetis' bodies generate intense cold that damages anyone near them.

Zombie: Zombies are the animated corpse of dead creatures and spread disease through contact.


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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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The Birth of Thay
by Jelmira Varn

Preface

Thay. The land of double perception. For while it is true that by many foreigners Thay is considered a dark and unapproachable land of rocky mountains and badlands, it is also considered a beautiful homeland by its people. But why is that? And why is it such a rare occurrence for an individual not native to the land of Thay to understand the pride its citizens feel at calling that place their home? My personal humble opinion is that to truly understand the people of Thay, one must be familiar with the trials undergone by these proud folk.

Part 1. Four Giants of East.

Before the beginning of the current age, there were four great lands who controlled the east of the Inner Sea. In the north were Narfell and Raumathar, to the south were Unther and Mulhorand. Having clashed several times in the past, the southern nations agreed at last on the common border - The River of Swords. And so, divided by the Alamber Sea, they existed in the state of relative peace. However, their northern neighbors did not have such convenient barriers, resulting in two nations being at constant war with each other. The cause of such strong enmity is lost to our generation but the enormous scales of battle and the valor of the heroes of that time live on in the songs and tales of the bards of the East. The war between these two giants raged on. Until, eventually, they destroyed each other with their great magics. Their war was over at last with neither nation surviving.

Part 2. The Northern Expansion

In the wake of this catastrophe, the southern nations moved to the north to take advantage of the space left vacant by the Narfell and Raumathar to expand their own borders. The Unther leapt across the Eastern Reach to plant cities on its northern coast. But having first lost Altumbel, then the North Shore Coastal cities, and finally south shores to the forces of rebellion led by the pirates who led the migrations east from Amn, the great empire of south was forced to retreat, the remaining states forming the union known as Chessenta that survives to this day. Its neighbor Mulhorand, on the other hand, founded the cities of Bezantur, Tyraturas, Amruthar, Delhumide, and Nethjet.

Part 3. Birth of the Free Nation

In the course of many years after those events, the once proud empire of Mulhorand was growing increasingly corrupt. Felled by one of the most powerful enemies of empires of old - decadence, it was caring little for its people on the northern borders, treating them like second-class citizens. It was in the Year 922 when the members of the group known as Red Wizards, led by the revolutionary Ythaz Buvaar, voiced their intent to fight for the rights of the oppressed citizens of the northern Mulhorand. With that in mind, they set out to liberate the provincial capital at Delhumide from the tyrannical grip of their theocratical masters and declared themselves an independent state. The reaction of their oppressors, though expected, was frightening in its fury. Terrible in their wrath, the so-called god-kings of Mulhorand unleashed terrifying forces at their former servants, razing the city of Delhumide to the ground. Even now, hundreds of years later, the ground where the proud city once was stands in ruins. Having survived the terrible tragedy of Delhumide, Red Wizards marched south, liberating the city after city. In response to that, Mulhorand hired an immense army of mercenaries from Chessenta to deal with those they dubbed heretics. The decisive battle was fought at Thazalhar, where the free people defiantly stood against far superior numbers. Employing their sorcery to obliterate vast hordes of mercenaries, Red Wizards emerged victorious, having repelled their invaders for the time being. Having protected their freedom and their homes at such high cost, the free nation of Thay was born.


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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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The Book of Tonk
by Adallan Ragnon

A Guide to the Best Card Game You'll Ever Play

by Reader Adallan Ragnon, Candlekeep and Archmage Reineke Ingenium, Mage's Guild

Turn to page 3 for Full Rules.

The Tonk Quick Reference Guide:

Turn Order
1. If you are ready to Tonk, do so before anything else on your turn. You cannot do so if you perform any other steps.
2. Draw a card from either the Discard or Deck.
3. If you can play a card, do so. You can play either a full set or run from your own hand, or off an existing set or run already on the table.
4. Discard only one card.

---

If at any point in this you run out of cards, you are out, and have won the game.

[/b]The Book of Tonk
Table of Contents[/b]

Basic Rules
Turn Order.......................4
Playing Cards...................5
Scoring...........................6
House Rules.....................7
Rules Clarifications............8
Basic Strategy...................9
Current Locations to Play....10

Rules

The game of Tonk is a sophisticated, yet simple card game that follows the following ruleset.
Tonk is a game played by up to four people, each dealt five cards to begin with, along with one card placed in the discard pile. On a standard turn, they will do the following, in order -
1. Call "Tonk" if they believe they have the lowest score. This ends the game and begins scoring, so it is not called unless the player is ready.
2. Draw a card from the Deck or Discard. This is the only opportunity they will have to draw from the deck.
3. Play a card. (See following section) You may play a full set or run from your own hand, or play off of an existing set or run already on the table. The existing sets do not have to be your own, and can be from other players.
4. Discard only one card.

How to Play Cards

Cards can be played as part of a Set or a Run consisting of at least 3 cards. When a card is played, it is removed from your hand and placed onto the table (lowering your score as you do so).

Those played as part of a Set must be the same numerical or face value.
Those played as part of a Run must be consecutive numbers in the same suite. For instance.
6 Clubs, 7 Clubs, 8 Clubs would be a legal play.
4 Clubs, 9 Clubs, 10 Clubs would not be a legal play.
6 Clubs, 8 Heart, 9 Clubs would not be a legal play.

Any number of cards can be played on other players' cards as well during this play phase.

Scoring

Cards are scored when a player calls "Tonk" at the beginning of their turn. Only the cards in your hand are scored.

The Cards are counted by their face value. Face Cards count as 10 and Aces count as 1.

House Rules

1. Cards may be "eaten" at any time, including other players' turns. This refers to drawing a card from the discard. You may "eat" as many cards as you like, with no limit; however, only one card is discarded, and only at the end of your turn as it normally would be done.

2. When Player X has a Run or Set on the table, and Player Y plays a card off of that Run or Set, Player X cannot call "Tonk" for the next turn only. The following turn, they can call "Tonk" as normal.

Rules Clarification

When playing the cards, Aces only count as 1, and cannot form a Run following a king (i.e. Queen, King, Ace is not a legal play).

In the event a "Tonk" is called, and two players tie, the person who called Tonk loses the tie. If neither player called Tonk, they may draw cards, and the lower card wins. Draw until there is a lower card in the event of repeated ties.

Basic Strategy

There are many strategies to Tonk.

One basic strategy is to collect the lowest value cards, always discarding the high value unless they would complete a set or run. This way, when someone calls a Tonk, it grants the player the lowest value possible.

A secondary strategy is to collect the high value cards, as those are most likely to be discarded, increasing the chances of gaining a set or run. The downside to this strategy is that it is fairly risky.

Current Tonk Locations
------------------------------------------------------

Elfsong Tavern (Baldur's Gate)
Friendly Arm Inn
Bridge Crossing Chiontar
Candlekeep Inn
Temple of Tymora (Baldur's Gate)
Broken Goblet (Roaring Shore)


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The Carnilagus Chronicles Vol I
by Narcisse Carnilagus

The Beginning

I have come across an old leather bound book near the town of Greatgaunt. The symbols on the cover are foreign to my eyes and appear to lightly glow in a purplish hue when my hand passes over them. Surrounding the symbols are six runes of different colors. If I had to guess this book would be of some sort of magic or a cruel megicians trick on a poor lad like myself. Covering the book in some old burlap from my tunic I rushed home to keep the book for myself and my own secret. Father has left for Dedluk with mother and I am to look after the farm till they return, though I am just a boy. I head back inside to look upon the book and see it illuminate like a wizard's spellbook that I hear bout from the poetic bards. Waving my hand over the book once more, like before, but nothing happens. Upset I lifted the boards under my bed and toss the book beneath the floor covering it with dirt and begun to replace the boards. My inner disappointment raged inside, hitting the nails deeper and deeper, putting them back into the wood from which they came. The hammer slipped hitting the knuckle of my thumb. A river of blood flowed from my hand onto the board, dripping down beneath the floor to the dirt laying beneath. Wrapping my hand in swallow cloth I returned to the fields to finish my works around the farm.

Father, Mother Returned

After three months passed my father returned from Dedluk, I asked him, "Where was mother?" He stared me down and slapped me in the face. I felt my body fly a bit as just before I hit the floor. He said, "You forgot to mend the south fence, don't mind yourself where mother is..." I just remember running to my room and crying...

The next day my father told me that mother wouldn't be coming home for some time. I didn't ask why in fear of being hit repeatedly. Grabbing my boots I headed out to the fences to mend any that he thought was not to his satisfaction.

A month has past and I asked my father, "Why is mother not coming home?" He replied, "She is with a lesser, one of those fiend-beings." I thought my father was mad... but not meaning just temperament. A fiend being I thought to myself... "What is a fiend bei...?" And before I can finish my father raised up and smacked me to the floor. He began kicking and punching my face, my body like I was a rabid dog attacking a sheep. He stormed out heading to the local inn in Greatgaunt. I guess he needed a drink after nearly beating his only son to death I thought. After some time, I walked out to the wagon, he had taken the horse that usually pulls the wagon. I decided to climb in the back and hide from him before he came home.

I waited in the wagon til my father returned, there I would wait for him to enter the house and then steal the horse. Laying on the floor of the wagon I noticed some dried blood with what daylight was left, similar to that of a slaughtered pig amount. We didn't use this wagon for hauling butchered animals though. I felt around, the blood was dried completely, it had been there for over a months time for sure as how black it was. Running my hand over the wagon floor I felt hair. Not horse hair, but a woman's hair. It was my mother's. I recognized the color, and the way it felt against my face when she would hold me as a child. My mother had returned home, just in a pool of blood; was all that was left. I would never see her face again, but only in my dreams. I heard a horse racing up to the house. I peeked through the wagon's tarp. It was my father, he had returned home, drunk, stumbling his way in the house after falling off the horse in his attempt to dismount. After my father went inside, I crawled out of the wagon and jumped on the back of the horse and road off in the dusk of day, to be hidden by night, never to look back, but to come back and face my father...

From Boy, to Apprentice

I made it as far as Shallybrook, my feet, my ass, my back... ached from the ride... When I made it to the Gates of Shallybrook, the horse fell dead... I was surrounded by Hins. I was only ten years old, so I doubt I was very intimidating to them. They gave me shelter, food, clothes, and everything a growing boy needed, all but a mother... A wizard there, known as Mesolo, took me in as one of his own. He taught me magic, spells; although minor things, I felt excited and engulfed with what could be done with such weak arcana. He said to me, "With all magic, comes a price and you may not see that now but soon you will be blind to it if you do not acknowledge such power early in your study." I heeded his words, and trusted him with my life; my future...

End of Volume I


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The Celestial Sky of Faerun I

Stars and Constellations of Faerun I to III (volume I)

by Anonimous, copied over from Ulcaster Ruins by Morgalia Verenach on Tarsakh 8, 1353 DR.

Angharradh


This female-shaped constellation is of major importance to the silver elves of Faerun, as they believe it represents Angharradh, the tripartite goddess of Sehanine, Aerdrie Faenya and Hanali Celanil. To humans, the constellation has much less important designation as Velessea, a powerful witch long famed in the North for her untiring battle against the hordes of goblin-kin, and her timely aid of travelers and the needy.


Belnimbra's Belt


A string of five stars. It is one of the oldest named constellations on Faerun. Named for the legend of the first human female to have been turned into a swanmay, and how the god Lathander chased after her. It is known as Ishtar's Belt in Unther and Mulhorand, and the halflings add in two nearby stars and call it The Pipe. To the elves, the five stars are known as Corellon's Tears, and they have a more somber tale; the elves believe that the Tears are actual tears of grief Corellon cried when Lolth corrupted the drow, and elf first fought elf. Elven legends also state that the Tears glowed blood-red during the Fall of legendary Myth Drannor.

The Caltrop

This constellation is formed by three converging lines of stars, each with a cluster of stars at its outward end, or "point". Where the three lines come together is due east. To humans, these stars are also known as the Arrows of the Gods, or the Sun's Signpost. The elves call this constellation Adarivael, and hold it sacred to Solonor Thelandira. The nomads of Anauroch call the Caltrop At'ar's Arrows, and believe that they are three fiery arrows launched by the sun goddess, to clear and mark her way (as the sun rises here).

Cassima

Also known as the Bird of Paradise, or the Phoenix. Although elvish in origin, humans have also adopted the story of Cassima, a young maiden who was held to be an evil witch and burned at the stake. Before she dies, a god (Hanali Celanil to the elves, most often Selune or Liira to humans) reaches out and transforms her into a Phoenix, a bird of flame, whereupon she rises up and joins the goddess in the heavens.

The Chalice

A relatively minor constellation, this cup-shaped grouping is often referred to in ancient texts as Chebelos or The Odalin. Although the meaning of these words, believed to be Raumatharian in origin, is lost, the texts indicate that the Chalice once played a much more important role in the heavens, at least to the peoples of that empire.

Color Spray Nebula

This nebulosity looks very much like the effects of a color spray spell. It is a fan-shaped object that is seen primarily during the spring and early summer. It is approximately two million miles long, with a width of one million miles at one end, and 100 feet at the other.

The worshippers of Mystra believe this is to be a sign of their goddess, that their use of magic that she awards them pleases her. The cult of Bane believes that the nebula is the wrath of their deity, spreading it's way across the heavens. They believe that everything within it's destructive path is utterly annihilated.

Correlian

Thirteen stars make up the autumn constellation of Correlian. To the moon elves, the appearance of this star formation marks the final demise of summer, and has great religious significance, especially in moon elven strongholds like Evereska.

For humans and gold elves, the other autumnal constellation of the Jester/Dancer is more important, although with rising number of Elistraee-worshippers claiming the Dancer as their own, many gold elves on the mainland are also choosing to hold the Correlian constellation ascendant, to avoid associating with "drowish notions".

The Double Daggers

Located in the western sky, this constellation is two fuzzy clusters of blue-white stars, which appear as two side-by-side crescents or arcs in the sky, points downward. True west can be found exactly halfway between the two arcs - heading "straight between the eyes".

In the Sword Coast North, the Daggers are known as the Eyes of the Watching Woman, and in the western Heartlands man speak of "where Selune looks back". To the Begine of Anauroch, the Daggers are known as The Two Jambiyas, or the Eyes of Elah. Similarly, the elves know this constellation as The Eyes of Uelaereene (named after the long-ago Queen Ualaereene of Evermeet) and the halflings of Luiren connect the two arcs and call it The Gull.

Galleon Nebula

This nebula looks very much like a large multi-colored galleon ship. Its sails appear to blow in a celestail wind that does not exist. With mariner spyglasses, the oars on the sides of the ship can be seen rowing in their never-ending task. The nebulosity is two million miles long and high, and well over 100,000 miles wide. It is visible primarily during the autumn and early winter.

The Galleon Nebula sails around the heavens in a very slow orbit. It takes nearly 4,000 months for it to make a complete revolution around the celestial heavens. This nebula and the Color Spray Nebula are never seen together in the same sky. They orbit around the sun in the same orbit, within that same orbital period, but they are at opposite positions in that orbit.

The Gorgon

Among the cities of the North, the constellation known as the Gorgon is generally agreed to come from the myth of the hero Uthgar, who once wrestled and killed a great gorgon with his bare hands, making the lands of the Savage Frontier safe for his people to settle.

Further south, the constellation shifts slightly, and is known to the nomads of the Shaar (and through them, the rest of the South) as the Chameleon, the shifty trickster of the gods who eternally pesters Uerdyl the Lion (the Swordsman constellation) as it follows him through the heavens.


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The Celestial Sky of Faerun II

Stars and Constellations of Faerun I to III (volume II)

by Anonimous, copied over from Ulcaster Ruins by Morgalia Verenach on Flamerule 26, 1353 DR.

The Horn


A grouping of several stars in a V-formation. To ancient, primitive cultures, the symbol of a horn represented good fortune, wealth, and fertility. Thus, it is believed that Horn figured prominently in early Waukeen-worship, especially among the societies of Amn, Tethyr, and the Western Heartlands. For the elves. the Horn is known more poetically as Shansibal, the mythic Cornucopia, and is sacred to the priesthood of Aerdrie Faenya (similarly, the halflings call the grouping Sheela's Bosom, after the halfling deity of feasting, revels and romance.

Most interestingly, both the dwarves and the orcs refer to the constellation as The Dagger, and see it as much more of a martial portent. To orcs, especially, the Dagger is sacred, as it is seen as the manifestation of Ilneval, the god of war.


Ieriyn (The Sailor's Star)


The brightest star in the heavens, outshining even it's sister, Mystra's Star. The star's name comes from the navigational aid it has given to sailors throughout the ages. Located far above the northern pole of Faerun, as the night progresses Ieriyn does not rise or set, but always seems to be guided to a single point in the sky. So, at any time in the night you can find the Sailor's Star, as it is always in the North. If a ship got lost, they could always figure out their direction by finding Ieriyn. Not surprisingly, the Sailor's Star is held sacred to Selunites, and praised by sailors across Faerun. However, the navigational use of the star is not only limited to the seas, and travelers, prospectors, and worshippers of Shaundakul; all use the star for land-based travel.
Jansreene's Throne / The Anvil

This grouping of stars is known as The Throne to humans, named after the legendary Queen Jansreene of Asram. To dwarves, the constellation is known as the Anvil, and holds great religious significance to them, especially in relation to the church of Moradin. A comet passing through the Anvil around -700 DR is said to have heralded the founding of the dwarven nation of Delzoun.

In ancient Narfell, the Throne was known as The Altar, and represented the altar upon which sacrifices were made to their dark gods. The name is still in use today by their descendants, the Nars, even if the sacrifices aren't.

The Jester

This constellation shines brightest in Eleint, especially around Higharvestide. It is known as The Jester to humans and halflings; to elves, this constellation is called The Dancer, and in recent years it has become associated with Eilistraee, the Dark Maiden, (at least on the mainland. On Evermeet, elves have been known to react violently at any suggestion that the Dancer has become "corrupted" by "drowish notions").

King's Coin

A brightly-shining, yellowish star which forms the "pommel" of the sword in the Swordsman constellation. It is traditionally held to foretell the lives of Faerun's rulers, and many tales through the ages tell of the birth of rulers destined for greatness (indeed, the star's little-known "proper" name, Imadain, is believed to come from the ancient Imaskari, meaning "Lucky Star of the King"). A few fables even tell stories of the Coin disappearing from the heavens upon the deaths of several kings, the most famous of which is Faerlthann, the first king of Cormyr.

In recent years, the King's Coin has become prominent in the religion of Siamorphe, the deity of nobles and nobility, and members of her faith have taken to adding its' image to their heraldic devices, especially in the land of Tethyr.

Labraen

More commonly called The Archer, this constellation is often seen as a companion to the Swordsman, whom he faces across the nighttime sky (a major exception is the people of Thay, whose myths hold that the Archer is Rivalyn, a warrior famed for his part in defeating the first Mulhorandi invasion of Thay. The Thayans believe that Rivalyn gives unending chase to the Swordsman, called Amentira after the pharaoh who launched the invasion, across the heavens).

The elves also call this constellation Labraen, and each elven enclave seems to have their own legends and stories about him.

The Lion / The Wolf / The Dog / The Leopard

This animal-shaped constellation is known by a different name to almost every culture on Faerun. In the Gulthmere, it is known as Nobanion, the Great Lion; in the Shaar, it is the Leopard; in the North, it is commonly referred to as Asglyn the Wolf, the loyal companion of Gwaeron Windstrom. To the Rashemi and Aglarondans, it is the vigilant Narnos the Dog; further south in the Old Empires, it turns into Ghastis, the savage Jackal.

The demi-humans, for their part, do not seem to recognize the constellation, and so have no names for it. However, for the elves, part of the Lion is used for Elael, the Songsmith (a constellation based on an ancient elven fable about a bard who crafts a song so pure and sweet that even the gods are humbled).

Maerilzoun

The name of this serpent-shaped constellation is ancient, so ancient that only a few sages and astronomers know its origins or meaning, and most simply call it The Serpent. The constellation was named by the inhabitants of ancient Raurin, before even the mighty empires of Unther and Mulhorand were born. In their legends, Maerilzoun was a huge, evil serpent that would one day descend from the skies at the end of the world to devour the sun (today, that figure is known as Dendar the Night Serpent, an Elder Elemental Evil). In the Empires of the Sands, the Serpent is looked upon favorably by thieves, assassins, mages and others who practice their black arts by night. To the nomads of the Shaar, the Serpent is the godly counterpount of Uerdyl, the Lion (personified by the Swordsman constellation).

Mystra's Star

One of the brightest stars in the heavens, this bright blue light is known to have shone even brighter on the births of several notable mages, including Ahghairon of Waterdeep. About the only star or constellation to hold the same significance to all races (human or demi-human).


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The Celestial Sky of Faerun III

Stars and Constellations of Faerun I to III (volume III)

by Anonimous, copied over from Ulcaster Ruins by Morgalia Verenach on Flamerule 29, 1353 DR.

Mystra's Star Circle


High in the north sky is an awesome circle of large, bright stars with utter darkness between them (Mystra's floating Castle of Night, in children's fairytales, is said to float in the center of the darkness). Due north is marked by the brightest Brow Star, also known as Alagairtha by the Bedine of Anauroch.

Other folk in the Realms call this constellation the Crown of the North, or just the Cold Crown. Some believe it to be the Eye of Evil, the Hole That Leads to Darkness, or the Circle of Coins (thrown on high by the gods, to taunt poor men). Some Bedine tribes believe that this place is N'asr's Tent, the dwelling-place of the Lord of the Dead. Most Bedine call it the Circle of Swords (the shining scimitars of the greatest Bedine gathered by N'asr).

According to elven astronomers, there was once a star centered in the middle of the Circle. This star, known as N'landroshien (Darkness in Light), figures prominently in several ancient elven end-of-the-world myths, but has not been seen in the night skies for several millennia.


Shaundral (The Drifting Star)


An oddity among heavenly bodies, Saundral is an erratic star that pulses in brilliance, and seems to move randomly about the heavens, sometimes staying in one place for years, and then suddenly moving to another. Astronomers have discerned that Shaundral is not a planet or other solid body, but what exactly it is, is still a mystery. Also it seems to shine brightest when a great misfortune or disaster is about to befall on Faerun, and so is often attributed to the Maid of Misfortune, with the secondary name of Beshaba's Eye (similarly, the Bedine of Anauroch attribute the Drifting Star to Shaundakul, the Treacherous Lurker in the Sands).

Star of Osiris

One of the brightest stars in the southern hemisphere. Osiris is not visible to anyone living north of a line drawn through the middle of the Sea of Fallen Stars. In Mulhorandi lore, this heavenly light is the gateway to the Realm of the Dead, through which the souls of the deceased rise up into the case of Osiris.

The Swordsman

Also known as The Warrior or The Sentinel, this constellation shares the same traits in cultures across Fearun; loyalty, guardianship, battle, freedom. Many legends and myths have been attributed to the Swordsman through the ages, although most recent human ones tend to center around the exploits of Torm or Tempus. In the Moonshaes, the Swordsman is called Cymrych Hugh, and is believed to be the soul of the legendary hero, placed in the heavens by the Earthmother.

Similarly, the elves have many myths about the Swordsman; the most popular is that the Swordsman was Auranamn, the first elf, who fought at Corellon's side during the great battle with Gruumsh. Although Auranamn died in that battle, Corellon lifted his soul up and placed it among the heavens, to spend eternity watching over the elven race.

Tassabryl

Legends speak of a beautiful princess that lived in some long ago kingdom. Deemed the most beautiful woman in Faerun, this vain and rash creature dared to boast herself even more beautiful than Sune, goddess of love and beauty. To punish the foolish woman, Sune cursed her; the woman would still be deemed beautiful by everyone who saw her, except for the woman's true love, who would find her hideous and repulsive. In the end, after being spurned by the one man her heart desired, the princess threw herself into the sea, never to be seen again. Especially vain or foolish people (especially women) are still referred to today in certain parts of Faerun as "Tassabryl's Children."

The Triton

To humans, the reclining figure is known as the Triton, mainly due to the trident he holds in his upraised hand (this holds true in most cultures, although the name varies; in the region around the Alambar Sea, the constellation is Poseidon; in Calimshan, Bhalaene the Sea King, to the people of Sossal, it is Ulutiu).

The elves have named this constellation Deep Sashelas, after the god of sea elves. Two stars to the left of the constellation have the names of Tilvadar and Tambaun, named after Deep Sashelas' two loyal dolphin companions.

Ulazimir / Iziaslau / Rahnieda

A grouping of three stars known collectively at the Wizard's March. Although the name of the constellation (and, to a lesser extent, the names of the individual stars), have passed into common lore among the peoples of Faerun. It is believed that their origins lie to the east, in the lands of Rashemen and ancient Raumathar. The myths of these lands feature several stories about the three, said to have been powerful mages who wandered the lands, defending people from monsters, brigands and other enemies, while dispensing wisdom and advice to local rulers.

Uruath

South in the desert sky of Anauroch is marked by a zigzag line of stars that "crawls" along the horizon, from west to east, beginning with an upswept "head" or bright starry cluster, and ending with a curving "tail" of stars. To the Bedine, this constellation is the Serpent of the Sands, Uruath, "The Swallower." The desert nomads believe that this creature is wild and amoral, older than the gods, and that it swallows mountains, trees, and grasses to create the desert, leaving only sand in its wake. Its presence in the southern sky, most Bedine believe, means that the desert will continually expand southward, as it eats its way across the Outlands.

Folk elsewhere in Faerun do not see this line of stars so clearly; not being on their horizon most of the time, it is enmeshed in a tangle of smaller constellations, and is not thought of as a unit. In Tunland, Cormyr, Iriaebor, and Westgate, however, it is recognized as a star configuration marking the direction "south", and is known respectively as Faeraula, the Sword of the South, the Southfires, and the Lightning Bolt.


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

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The Chronicles of Vabo - Leaf on the Wind
by Vabo Bixloropin


One must often listen well and remain observant, for only through the practice of staying still can one truly realize what is around them.

When this stillness is achieved and you learn to listen to the ground, to the leaf and to the wind, then will you find yourself stretched out to the reality of your surrounds and in such will gain much insight.

The following lessons are advised to be taken to achieve your first steps into a much broader world.

Lesson 1:

Find a place that you draw comfort from, preferably without distractions. Seek out such a place where you feel calm and centered.

Lesson 2:

Close your eyes, focus on your feelings, your surroundings, feel the wind upon your skin, the breath of the very wind, the rustle of the leaf as it floats along a current.

Feel the beats of the ground, pulsing, throbbing as a living organism.

Lesson 3:

Once you begin to attune yourself the nuiances of your surroundings, then will you realize that life is all around you, the blade of grass, the root of a tree, the chirp of a bird.

Delving deeper into this you soon realize that by calming yourself and your mind, everything itself has a whisper and voice, a story to tell of what is, what was, and what may yet come.

Practice these beginning lessons daily and you will soon find yourself a wiser person and even further with perhaps a newfound respect towards your surroundings and others.

- Vabo


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The Dangers of the Multishot
by Rhoe Avender

A case study of the do's and don'ts by a leading expert in the ranged arts

(special thanks to scribe of Deneir and Arvan who kindly put life in harm's way for the betterment of all. It comes to no surprise to anyone, dear reader, that the mastery of magic is, by far, the greatest achievement one can obtain in life. Oghman did not bless me with such a gift right out, my guess, a punishment for not respecting the gods as I should. But I digress, if it was not for the afford mentioned, I would not be able to grace you with the knowledge of the second greatest ability one may have in combat; Archery.

Ah, the sound of a loose arrow, musical as it coasts along the wind to its target. There is a certain, I dare say, magic involved in its magnificence. But with all flying objects, there is a certain risk those who use sharpened metal swung will not understand. This becomes far more apparent when, like me, many people refer to you as friend. Some may not be so lucky, but take heart, one does not accidentally shoot imaginary friends. I am simply blessed to have the sort of friends who will take an arrow in honor of further study.

Firstly, firing two arrows at once is far less accurate than firing just one. You dare say this is knowledge everyone has? Well my foot speaks a different tale from my infant stage of the craft. Knock too high, you'll miss... too low, well you've heard the tale of my foot already. One must master the bow prior to attempting this maneuver unless he wishes unforeseen consequences. This leads me to the second rule; do not fire until you are sure your target is in your sights; instinct and repetition is not your friend in these cases. A loose arrow is cause of alarm, two is cause of argument. While I note, many of my friends can easily deflect or block such attacks, some are still poorly trained in this. A split second pause can elevate and save precious time from having to debate who shot who.

A final note, if you are like me, and your skill has grown far greater than those around you, you'll want to refrain from incorporating your friends into such trick shots. Will they not be impressed? Rightfully so they'll be impressed, two arrows zinging past both armpits or zinging past their head. With an unpracticed move though, unforeseen mistakes are common place in all great works. In my experience, friends are far more likely to forgive a stray arrow from three hundred feet away, than two arrows at two feet. Make sure it's not in vain though, and document the wounds, angle, and depth as you attempt to dislodge the arrow. Even if the worst case comes to pass and the wound is far too grievous to repair, you may take heart in the fact knowledge is gained and disaster diverted for someone else. Friends are important, so never attempt a failed experiment twice with the same friend. While not everything, these are the most important lessons I, Windwalker Rhoe, can teach you about the art of the multi-shot. To master is difficult and there will be mistakes along the way. Just remember what I taught you, and know it is possible to remove two arrows from a friend's neck and have them live to tell about it!


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The Darkest Knight
by Elle Jaimes


It was a moonlit night when she first lay her eyes upon him. Silver light cascaded upon a meadow of calla lilies and night-blooming jasmine, sending the world around her into shades of blue and white. All was still and silent; a meadow of Elysium that would leave an imprint in her heart for eternity.
There she sang beneath the magnolia tree, the silver light matching her hair and muting her delicate features. With a sweet-scented breeze,the skirt of her white dress danced gently behind her; nothing but the lone cry of an owl could be heard, and the lament of her own song. It was then that she first saw him, as a fierce cry of a horse broke her elegy, charging towards her on his midnight steed. He carved his path through the meadow, the first look of determination in his eye palpable even from the sanctity of the blossoming tree's shelter. A kiss of frost tickled her back, as the silver-maiden's heart fluttered to escape. As armored, muscular limbs reached out to the swooning maiden, she could feel her knees buckle. The knight's presence was too strong, and her will too weak to resist. Her vision fading to white, and the sensation of a fall upon her, she could feel a strong embrace catch her before all fell to silence.

---_*_---

Awakening to the smell of smoke accompanying rose oil, the maiden woke atop a bed covered in rose petals. The ceiling was too high above her to see, blackened by the light-starved room. The only light to be found was within a crackling fireplace, carved of obsidian. Curtains fell like waterfalls around her; crimson red as the dancing firelight revealed, and painted the silhouette of a black lace veil over her face.
Stirring from her spell, the silver-haired maiden sat upward, a gasp of confusion escaping her fill lips. Her sounded through the room, but only the crackle of smoldering wood replied. A fear crept into herself, though this fear but also battled by a stinging curiosity.
Stepping from her bed, a sharp click of heel met the hardness of shined black marble. Cascades of white added stark contrast to an otherwise dark decor as her skirt spilled into the dancing firelight. The ceiling was too high to see Arch reliefs over stained glass windows reached into the black above, accented by the carved heads of gargoyles. All around, hiding in the shadows, the maiden could make out the silhouettes of fine furniture, and a cast border of vases filled with ruby roses.
"Hello," she called into the corners, "is anyone there?"
Silence met her still, save for the fire's song. Stillness was around her, save for the fire's dance.
A creak broke the symphony of crackles as a heavy door opened at the foot of the bed. She gasped at the sound, her gaze fixing in the direction. Nothing entered, nor accompanied the opening; save for the flooding of candlelight from the hall beyond.
Hesitant footsteps echoed into the corridor beyond. The gentle glow of countless candles illuminated the otherwise dark-stoned hall. In the outskirts of the dancing lights, the maiden could make out the visages of fierce stone creatures, watching her every step. They stood still in the dark, but she felt as if they were watching her.
The sweet scent of roses still filled her senses, both in smell and sight. Thousands of petals, piled nearly an inch in depth, lined the corridor - a path beckoning her forward. With both caution and curiosity, the silver-haired maiden followed.
Down a vast corridor trimmed in black marble and alabaster, the maiden followed her rose trail. Opening now into a grand ballroom of mirrors, the magnificent descent of a massive staircase welcomed her. Letting out a gasp which echoed across the mirrored chamber, the maiden drank in the grandeur around her. Dark, yet absolutely magnificent.
A voice filled the room around her; deep and reserved.
"Long have I waited for my songbird to come to me."
Another gentle gasp escaped from parted lips as the maiden peered down into the massive chamber. She could feel her heartbeat rising, at his voice alone. A familiar chill caressed her spine at the sound, yet she felt entranced at the same time. She longed to hear more, see more, and feel more.
Whoever the speaker of this voice, she wished to have him near. A hesitant glance to the shadows was followed by a hesitant question.
"W-who are you?" She managed to inquire, as she felt her hands wring about her snow-white skirt. "Why am I here?"
"You are my songbird of the night, and I your shadow," came the voice, like black velvet enveloping her ears. "Long have I held your song, now I shall hold your everything."
Another pulse of frost crept its way down the maiden's core, yet her heart became sparked with passion. She knew not whether to be afraid, or consent to his desire immediately.
"Show yourself now, shadow!" She called out, a tremble of winter causing her voice to crack.
"As you wish, my Songbird." Returned the voice, from directly behind her. She spun, to meet her admirer.
Before her stood a dark man, gazing down at her with a cold stare. his right eye was a shade of a brilliant sapphire, whilst his left eye remained covered in a patch - the price of a past battle, perhaps? His face carried the shortest of trimmed raven-colored beards, the hair atop his head cropped short. He wore nothing but knee-length riding pants and a short, loose, white tunic; the neckline cut to the middle of a muscular chest, allowing a patch of midnight hair to peek from under. The dark stranger stepped before the shaking maiden, grasping hands with thick, calloused fingers. A chill, this one resounding through her entire body. Attempting to pull away, her efforts were in vain; ensnared by his intense stare. Her flesh became claimed by goosebumps.
"I... I don't-" She spoke, but he interjected. He drew close, warm breath leaving pulses of glacial dew upon her neck. He whispered.
"Do not speak," he said, his lips caressing gently below her ear, then slowly down to a milky shoulder. "You are here now, and that is all that matters."
The maiden inhaled sharply, recoiling briefly from the gesture. She had never tasted nirvana, until that moment. A sensation swelled within her. A fire, burning within her boxom bodice. She grabbed his tunic, ripping the garment down the middle. The cling of falling buttons echoed through the room. The man's gaze remained fixed on her, but there was something more; The slightest of squints from his good eye, revealing a raging fire beneath the cool surface.
"Then let us be together forever. Claim your piece, here and now!" She wailed in ecstasy, grasping the man's ripped shirt and pulling him close.
Muscular arms bulged as they wrapped the woman close to a pulsing, iron frame. The chill of his touch was nearly unbearable, but the flames of her burning inner goddess fought it back. Fire and ice became one.
With great force, she found herself resting atop the balustrade overlooking the ball room, entwined in the man's passion. Filled with dreams, her emerald eyes locked onto his sapphire, and their lips met. Delicate hands and coral-painted nails dug without guidance into the man's back, tearing away the remnants of the tunic. A shock was sent through her entirely, and her world began to spin.
"Come, my songbird!" Exclaimed the man as he took her arm. "I will show you to your new home."

--- _*_ ---

The Songbird's Shadow grasped her hand in his wintery embrace, leading her through the corridors of the dark castle. Through corridors lined with tapestries, up masterfully crafted staircases lit by the moon through the stained glass, and to a massive double door. Her heart raced with anticipation - everywhere was laced with flowers and candles, awaiting her steps. The muscles upon his now-shirtless back clenched as he pushed open the door, leading her within. The chamber was lined with velvet curtains, a recessed bed of cushions filling the center.
Looking up, even the thirty-foot ceiling was lined with the drapery. Upon taking a single step in, the silver-haired maiden could hear the pleasured moans of several women.
Emerging from the bed, five raven-winged women with flesh the color of parchment emerged. They writhed seductively over eachother, stretching as they stood. Obsidian eyes turned adoringly to the man, before growing dark as they saw the maiden.
With a stern expression, and a strong stride, the man brought the maiden alongside him to the bed. The fiendish concubines purred in confusion, all trying to step to him in offering.
"Be gone hags," spoke the man with venom. "I've no use for you tonight."
The five winged women hissed at his scorn, recoiling to a corner as they congregated over one another. All were fixed upon the maiden; she could feel the fury of hell upon her.
Gently, but with still a stern and stoic expression, the man picked the maiden up. Her arms locked around his shoulders as he lowered her into the bed.
The maiden became a maiden no more than eve, writhing in embrace with her new dark lord. Even in the throws of passion, when all between them was a layer of silk and sweat, she could feel a shift in her world.
She closed her eyes, and felt utterly weightless. In this moment, it was as if the ceiling opened up and a light ray transcended down upon them. Within the back of her mind, angels sang - despite the devil's company. Perfection had been achieved, and that is where she would stay for eternity.
Opening her eyes, she could see the bed far below her; the harem of concubines crying out in lament as obsidian claws and pearl fangs reached longingly to the couple above.
They were no longer his objects of desire.


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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.

Candlekeep Public Collection Reference
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