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Almarea90
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Tragic Ones
*Copied by Avowed of Candlekeep*

The book appears to be a collection of various songs written by someone named Solwyn Astorio.

This particular book has notes and some advices to potential performers.

Of love and death

*This song starts quite loud, music flows lightly and steadily*

I've sang of war, I've sang of peace
I haven't sang of two great things:
I haven't sang of love and death
Both great, yet great in different sets.

*Noticeable pause here*

In times as old as virtues are
In land that lies extremely far
Two souls found way to meet in flesh,
To make their lives and feeling fresh!

*Song picks up tempo as verse continues*

He loved her hair, she loved his smile,
In times alone they felt exiled!
In times of peace two happy souls
Had never thought about their roles.

*Suddenly music becomes dramatic and firm*

But time has come! The bell has rang!
It's time to shake dust off his rank!
It's time for her to mend the wounds
And wait until they'll cross their routes...
In times of war, in times of peace
Love makes one live and makes one breathe!

*Music slows down and becomes quieter*

But death don't sleep, it just awaits
To make you cry about your mates...
He went through that! Oh, dire load!
Yet... Never crossed again her road.

*Music stops, singer continues slowly and in pained tone*

Warhero falls. Brigand exults.
And no one close to mend his wounds.

*Music appears, slow and tearful, with a blink note of hope*

She never knew, she waited him!
She waited loud, her thoughts were grim,
But hope was always by her side...
She met her love. Across the line.

*Melody slowly recovers to light and steady pace of the beginning*

I've sang of war, I've sang of peace,
I've sang of all the greatest things!
It's up to you now to decide
Was this one grim, or was it bright.


One day

*The music is slow and written in minor key, though you can't say that melody itself is full of sorrow*

Great stories of war
will not make you strong.
All stories of death
will not make news soft.
One day they will strike.
One day you'll be lost.
What will you do with the solitude's frost?

*Music continues between verses, though singer has couple of heartbeats to catch a breath*

When everyone's gone
but you must remain.
When sunlight is dim and
you feel only pain.
One day will be hard
and darkness will fall.
What will you do when your heart turns to stone?

You may think for now
"That won't happen today."
You may even hope,
that's not the life's way.

*Instead of plucking strings in "slow but steady" fashion, performer now strums strings once in the beginning of two next sentences. After that, music is no more*

One day we will see.
One day you'll be wrong.
What will you do with the grief of that song?


Memory

*Firm and solemn melody has a moderate pace*

He was surprised how rushed it was
His last and hardest choice.
His final hour, his noblest cause
All drowned in fate's harsh voice.

*Melody picks up tempo*

He lived short life, had single child.
Was loyal to his king!
When war had struck he softly smiled
And left his kid one thing.

Now time has passed. War is no more.
And no more loyal knight.

*Not very long pause here, after that melody resumes and finally matches song's tearful theme*

And that one thing's been washed ashore
By time's unwieldy might.

What's left to us? It's hard to say.
Three cups of bitter wine.
Two pieces of that cloudy day.
One memory.
Last line.


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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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Almarea90
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Treasure Hunting I
A Dungeon Survival Handbook

by Chloe Kross

Climbing

Be it to scale a wall or to get yourself up out of a pitfall, at one point or another a seasoned Delver is going to have to do some climbing.

A good length of rope is a necessity for any dungeon crawl. Climbing spikes and dagger boots are also strongly recommended. When all else fails, tie your rope off to each of your companions and you'll be able to save one another should anyone slip and fall.

Take care that your rope doesn't get damaged (or worse, severed) by fire or local denizens, as it is quite fragile and a break in the line could cost you your life or the lives or your fellow delvers. Ranged weapons like hand crossbows or darts are optimal for this situation as you can fire or throw without letting go of the rope.

Darkness

There are times when you can't rely on a wizard's spell to light up the path for you underground. Delvers usually rely on sunrods, lamps, and torches, but even a piece of magical gear with a slight glow will work in a pinch.

If you don't have any of the above, look to the ruins themselves. Phosphorescent fungi and glowing crystals make excellent sources of light and don't need flint or steel to function. Even a glowing potion can make due. Be resourceful!

A seasoned delver will want to invest in a mining helmet, a simple apparatus a sunrod or candle can be attached to and worn on the head. Carrying a torch is less than optimal as it can interfere with using your weapon during combat.

A word of warning: Even if your light only illuminates a small area around you, it will be able to be seen by others from very, very far away. A spherical light source is going to cause you and your adventuring party to stick out like sore thumbs. Even weak human eyes are able to detect something as minuscule as a candle flame from miles away in the darkness.

One way to combat this is the use of a "bull's eye" lantern, a special type of lantern that uses opaque panels to focus your lightsource in a beam directly in front of you, rather than illuminating in all directions.

When all else fails, and there is no way to use a light source without being seen, try to utilize spells that confer you low light vision or darkvision, even if it is only for a limited amount of time.

Secret Doors

Many ancient ruins and caverns often have hidden doors and passages that aren't easily visible (or are downright obscured) upon first glance. It's for this reason that it's important to search every nook and cranny carefully.

Sound can be a useful tool for detecting a door or passageway if you don't mind making some noise. Tapping on the wall with a crowbar or even using a listening cone works.

Many secret doors are operated by levers or buttons. Try twisting, pulling, and otherwise manipulating sconces, the arms and eyes of statues, and books. Don't neglect the obvious: Move beds, rugs, and tapestries.

Stealth

Nothing favors a successful delve so much as the element of stealth. Try to move quietly, and make as little noise as possible, in general. If you do have to fight, try to fight and kill quietly - - spells like fireballs make substantially more noise than fighting with a dagger or crossbow.

As touched on previous, light is an important factor here, as well. Try to limit your light sources and use focused lighting whenever possible. A lamp with shutters works very well for cutting off your light suddenly if you have to for whatever reason.

Try your best not to alert creatures in nearby chambers or passageways to your presence. An ambush in the dark could mean a failed delve. or worse, death for a party member.

Clearing Roomsp

Keep thing simple and try to explore in stages, generally speaking. Foes that you've left behind might come out of their chambers to ambush you, or even act more subtly and reset traps and relock doors that you have already worked past.

Closing or barring doors might be useful at times, but at other times it causes more danger than it's worth. Closed doors dampen noise, making it easier for the local denizens to sneak upon you, and if worse comes to worse and you have to make a run for it, a lot of barred doors is not going to make that easy on you.

At least make sure you always have an escape route. Utilize spells like Alarm to warn you of your foes' movement in advance.

Rest Stops

Sometimes you'll be in a ruin or cavern for days and there comes a time when you're going to have to rest. You have two options: If you've been stealthy, and the local denizens aren't aware of your presence, the easiest thing to do is just to find a nice nook or cranny to hide in.

The second option is to find a defensible position and barricade yourself in. Put your back against the wall and point sentries in every direction, rotating shifts until everyone gets to rest. Either way you can use noisemakers as an early source of detection for anything nasty coming your way.

Try to keep light sources a good ways away from your campsite, and keep illumination to a minimum near your camp itself when resting. This way you'll hopefully be able to spot foes early.

Sustenance

It goes without saying that you shouldn't eat or drink anything you find in a cavern or dungeon unless you are absolutely sure it's safe. Bring enough food and water for many days when you enter a dungeon -- more days than you anticipate being below the surface, even.

Intelligent creatures often store caches of food in various places. If your run low on supplies, sometimes you might be able to steal from the local denizens.

If you must forage, follow the lead of a dungeoneering expert. Many delvers will be able to identify types of edible fungi and lichen that will keep you from starving.

Water Dangers

Water can often be a serious concern on a treasure hunt. Many caverns and ruins have underground rivers or lakes. Many relics and treasures lay at the bottom of such pools. Likewise you never know when a trap door will seal and water will start pouring into the chamber you're in.

If you know you have to enter water, obviously, start by holding your breath. Look for space between the water and the ceiling where you might get a quick breath of air.

Once part of the group makes it to dry land they can use ropes to haul across any members of your delve team that are lacking in swimming skill. It goes without saying that spells like Waterbreathing are a godsend in these situations.

Traps

Dungeons are full of traps. You can't be too cautious when preparing for these nasty contraptions that can end your treasure hunt instantaneously. When you are exploring a dungeon or cavern, always check for traps in the areas that they are most likely to be set. Narrow corridors are a perfect example.

You should always expect to find traps on places or objects that need to be guarded or are near defensive positions. A jewel-encrusted sword or armor sitting on a pedestal screams "trap."

Depending on what kind of dungeon or ruin you're exploring, there will be more or less danger of traps. My next volume might go further in-depth on various dungeon types.

Hazards

Show me a dungeon, and I'll show you a collection of hazards. Cave-ins, floods, fires, and pockets of poisonous gas are the most common subterranean perils.

Cave-ins happen often due to earthquakes or the simple aging of a structure. Sometimes they are even triggered by traps. The first thing to do if you experience a cave-in, once the dust settles, is make sure none of your delving team is trapped under rubble. There are several magics that can assist in this as well.

Floods that might simply be messy nuisances on the surface can become lethal in enclosed caverns. As soon as you notice water rushing up, try to find some high ground. If none is available, run. You might be able to stay ahead of the water for a brief time, or find a more advantageous position. Squeeze your waterskin empty and breathe into it to buy yourself a few extra moments. Use magical lights to mark your path.

Poisonous gas is the least common hazard, and the only one that is really impossible to do anything about. If you come across a tap or natural pocket that releases such gas, just move out of the area as quickly as possible. Most people are unable to hold their breath for more than two minutes.

Five Key Rules of Treasure Hunting

1. Don't split the group up. Use your common sense here. If only one halfling can head down a narrow tunnel, no one will be able to rescue him if monsters attack on the other side.

2. Map everything. Learn standardized mapping symbols and pace out every corridor and chamber.

3. Gear up. Use good judgement when purchasing equipment. Rope and ration might come in handy more than a dozen tools you never end up using.

4. Track time. Try to keep a regular sleep schedule. Use a candle-clock to mark the passage of time underground.

5. Know when to escape. Some folks press on when the odds are stacked. We call them corpses.

Final Thoughts

I hope you take these words to heart. There is nothing I enjoy more than the thrill of tomb raiding and treasure hunting.

Regardless of what drives you to seek out relics and explore forgotten places, your own safety and the safety of your delving team should always come first.

Volume II will detail a few different types of dungeons, and specific tips related to their exploration. It will also list tools that any respectable treasure hunter should own.
---
Remember: Always have a "Plan B!"


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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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Almarea90
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Treasure Hunting II
A Dungeon Survival Handbook

by Chloe Kross

Caves

The most common type of dungeon, probably. Mountain regions push up from Toril's core, creating underground complexes that stretch for miles. A cave can be deceptively large. What looks like a small cleft in the wall might lead to a vast network of tunnels and chambers.

Caves feature a host of dangers. Isolated caves are attractive to creatures that are looking for a defensible lair. Bears, humans, dragons, you name it. Sometimes pirates and bandits make them into temporary headquarters as well.

Treasure in caves depends largely on the inhabitants therein, and whether or not they have a tendency to hoard valuables. The cave walls might hold ore or gems, as well.

Crypts

A crypt might lie under an earthen barrow or beneath a temple. One challenge to delving a crypt is locating it -- those who go to the trouble of digging them do their best to prevent them being found by grave robbers.

Secret doors, false burial chambers, illusory walls -- trust nothing. A crypt's builder knows that once the tomb is sealed, no living guardians will remain behind, so the traps protecting treasures tend to be extremely lethal.

Places of death give rise to the undead, and sometimes tomb builders leave guardian constructs, like golems. Gems, art, and ancient coins often lie within, along with ancient technology and books of forgotten history.

Maze

Mazes and labyrinths are expensive defenses, every one created by a wealthy ruler to protect relics or treasures of great value.

The best method for exploring a maze is a careful room-to-room search for clues to what lies ahead, while also carefully mapping everything out to the best of your ability. Marking up the walls and floors as you go along can help you determine if you are visiting new territory.

A maze is designed to confuse and frustrate intruders, and it can disorient you if you decide to flee from some danger. You might become hopelessly lost. Such complexes are usually filled with creatures that terrorize, torment, or slow intruders rather than simply killing them. Beholders are not uncommon.

Mine

Untold wealth resides beneath the surface world. Silver, gold, platinum, and precious gems. Mines created by humanoids feature passages that are easy to navigate, whether on foot or using carts designed to transport ore.

Even an active mine is dangerous, with cave-ins and pockets of poison gas being a constant threat to workers and explorers alike. When a mine has been abandoned it holds different dangers, and usually roaming creatures.

Most mines are empty for a reason: There simply isn't any more treasure to be found. In some cases the miners might have decided not to venture into hard-to-reach areas that a delving group is perfectly suited to tackle.

Prison

Perhaps the most literal of all dungeon types, a prison is where the enemies of authority waste away behind bars. Such holes are synonymous with torture and darkness, and few ever return from one.

A prison has layers of defenses to prevent escape. Those jailed within must contend with locked doors, barred corridors, and other obstacles. The biggest challenge of a prison is usually the guards who patrol passages and corridors. They are quick to attack everyone they see moving unescorted.

Little tangible wealth is to be found in a prison, though its warden might seize captives' goods for his or her own use or to turn over to higher authorities. Escape or rescue however, is often its own reward.

Sewers

Most sewers lie beneath cities, deserted or otherwise. Creatures looking for a safe place might move into an abandoned sewer the same way they do abandoned mines.

A sewer often has walkways on either side of a channel, so you shouldn't need to wade or swim under normal circumstances. Anyone travelling through a sewer fears heavy rains. During a storm, the tunnels fill quickly with runoff, and creatures inside need to make for higher ground.

Thieves that use the sewers for transportation also conceal their loot there. Loose bricks and false walls conceal hoards of coin, disguise kits, false identification papers, and magical items.

Warren

The confusing dens of various subterranean creatures consist of unstable caverns and narrow twisted tunnels. Even if a warren was built to be defensible, most of its rooms serve everyday needs. Bedchambers, kitchens, shrines, and privies are more common than armories and guardrooms.

Trapped passages are common, especially in Kobold warrens, which tend to be teeming with nasty contraptions. They are more dangerous generally than other types of warrens.

Warrens are rarely filled with treasure, but they can be a great source of tools and supplies. For a delving group on a long expedition, a store of cured meats and ale might be worth more than coins or gems.

Tools of the Trade

Crowbar: A simply prybar can be utilized in more ways than I can count on both hands.

Miner's Helmet: Attach a lantern, candle, or sunrod to your head for hands-free illumination.

Iron Manacles: For restraining local denizens.

Iron Spikes: In case you need to spike a door. This is rather noisy, though.

Sack: For carrying treasure, obviously.

Surveyor's Gear: A plumbline, a measuring chain with pins, and a slate for recording notes.

Long Pole: For prodding things far away

Drill: A handheld tool, a drill can bore a hole through wood, stone, and even some metals with enough time and effort.

Flotation Bladder: The risk of drowning leads some adventurers to carry these...

Hacksaw: A thin-bladed saw that can cut through various though materials, even metal, slowly.

Bulls-Eye Lantern: Directional illumination.

Listening Cone: Used to hear through walls.

Mirror: For checking around corners.

Rubbing Kit: Parchment and charcoal for making tracing of runes and images.

Ruby Lenses: Red glass inserts let you reduce a lantern's brightness without limiting the area it illuminates.

Shove/Pick: With these sturdy tools you can dig for hidden treasure!

Tongs: Foot long metal pincers that are similar to the ones smithies use. Use them to manipulate objects that touching bare handed is too risky.

Artisan's Tools: Hand tools, nails, and a measuring stick.

Vial Bandolier: A well-crafted shoulder harness with padded holsters to hold potions, poisons, and elixirs, for ease of access.

Gear is good. If a piece of equipment wasn't important for some reason, you wouldn't bother to bring it along. That said, you can get more out of your tools by being both creative and systematic in your thinking about them.

Innovate: Many kinds of gear are specialized and don't lend themselves to being used in new ways, but many others have stunning versatility. Need a temporary container for a small amount of liquid? Close off one end of your listening cone and fill it up.

Organize: Being organized is more than a matter of lugging around as much gear as you can carry. The more different kinds of gear you have, the more you need to care about how you store each item on your person. Hang your crowbar from your belt -- it works nicely as an impromptu club.

Final Thoughts

There are many types of dungeon other than the ones I've listed here. Mages' laboratories, Netherese and Illuskan ruins, frozen palaces, volcanic caverns -- the list goes on.

The first step in any successful treasure hunt is familiarizing with exactly where you're hunting, and what kind of obstacles (and creatures) you're going to encounter within.

Map everything and try to plan for any occurrence. Learn to adapt, and know when to retreat. Always analyze the situation carefully.

----

Remember: Always have a "Plan B!"


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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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Two Scoops of Love
by Constance "Stanza" Riviere

Submitted to Candlekeep library by Dasha the tiefling, the owner of the last existing copy, by no means she claims any right on this book.

Part One: A Subtle Stirring

The pain was good.

The pain meant that he was still alive, and that itself was a small blessing. It brought memories with it, like shafts of light piercing prancing palm fronds on a shaded beach, illuminating snatches of recollection as if each grain of sand was a lost second suddenly reclaimed in a consciousness. A dark cave, a searing pain. The gleam and glimmer of gold in the gloom.

Sound and sensation began to bleed into focus around him, the dull throb of an old wound forcing wakefulness into the arena of fatigue, there to fend off the deep, dull ache of battle from his slender limbs.

Ozzwald strained to understand his surrounding, though for now the elf's stunned senses refused to sharpen into perfect clarity, revealing only the steady drip of spring water onto stone, a hush of breeze rendered all but intangible through labyrinthine caverns, and a tenuous warmth radiating from what proved to be a nearby campfire. Movement, perhaps, on the other side of what could only guess was an enclosed space.

He was lying on a rough cot, no better than a piece of canvas stretched over a crude wooden frame, with what felt to be a roll of fur for a pillow. Someone had cast a blanket across him whilst he was unconscious, perhaps in an effort to keep out the worst of the chill, but still his bones ached and the meagre fire did little to alleviate his discomfort. Realizing that his eyes were already opened, Ozzwald brought trembling fingers to his face and there found a soft bandage lovingly wrapped about his head. His hand came away wet, a flare of agony announcing the fresh wound beneath the temporary dressing.

Ozzwald cried out, as much in surprise as in pain, drawing the attention of whatever had been moving across the fire when he'd awoken.

Gentle hands pressed down on elf's shoulders with a paternal firmness. A spike of blind panic lanced through the elf's chest, sending his head reeling and bolts of liquid agony spilling across his thoughts. Stars formed dazzling constellations and danced in the night sky of his blinded vision. Ozzwald tried to lash out at the grappling presence, but struck only firm, toned flesh with his feeble flailing.

"Ozzwald." A soothing voice called out from above him, instantly stalling the elf's struggles. "Calm down, Ozzwald. It's me, Jonathan."
"Jonathan?" The elf groaned, but finally laid back and allowed his heartbeat to slow. Rather, he began to wish that it would. The heavy thump against his chest could surely be heard about the chamber, and Ozzwald's cheeks flushed at the thought of his companion catching onto it too.

"Yes," Came the gentle reply, "You took a blow back there, I managed to get us out and back to camp. Try not to move, your head is injured."You took a blow back there, I managed to get us out and back to camp. Try not to move, your head is injured."

Ozzwald almost laughed at the absurdity of such an obvious statement, but to laugh would be to invite more stars into his personal twilight. Instead, a soft, sweet smile curled the elf's lips, as genuine as the warmth of that secret fire.

"Yes, I suppose it is." He adjusted himself carefully, aware that each motion brought a groan of protest from his overworked limbs. "I am hurt all over, Jonathan..."

A strong finger pressed into Ozzwald's lips, forestalling any further complaints or protests.
"Shush, Ozzwald. Get some sleep. I'll watch over you until you're better, then we can make the trip back to the Gate."

Unable to form a reply, far too injured and fatigued to put up a fight, Ozzwald sank back into the sparse comfort of the makeshift cot and once more closed his bandaged eyes. The blanket fell over his form once more, sealing in what pitiful heat it could, and as his companion tucked it around him and all but kissed him goodnight, the elf couldn't help but miss the gentle press against his shoulders. The lure of sleep snared him once more, and with fond thoughts of golden eyes in the gloom, Ozzwald sank into uneasy dreams.


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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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Tyegoam A Drow Game
by Myshra Almaker

This game was made possible by the officious pair of the artist Si'Nay the Moondancer and the noble Miirszyx Sabal.

These rules are in syndication and any duplication without due royalty would surely be the errant authors last gamble.

Before proceeding the authors must inform any readers of lesser educational standing of a fact well known to academics in all circles.

"Luck does not exist - it is a myth of the poor."

If you would like to begin losing your coin more quickly, please skip ahead to the section beginning with the word "following" to learn the strength of the dice combinations.

There are five parts to the game, which will be called rounds.

These parts are the blind, the entry, the betting, the re-roll, and the showdown.

Any rules or limitations on wagers or pot size will be up to the players and must be established prior to the blind round. Of course anything of value may be used in the place of plakla, including enchanted items.

Miserable stakes are plainly embarassing rand thus discouraged by the noble authorship.

In the first round, the blind, each player will enter a blind ante into the pot. Any player that doesn't enter, will not roll or take part in the further game.

Betting will proceed in the blind round and the betting round in a clockwise order around the playing area.

For any given round, one person will be the lead bettor and thus roll and bet first. In the case of successive rounds, this role will rotate clockwise as well with each concluding round.

In the second round, the entry, each player will roll five six sided dice. OOC - It's important to roll the dice one a time, that is 1d6 five times not 5d6 all at once.

In the third round, the betting, the leading bettor may stake a wager. Following this, the player to his left may either raise the bet, match it, or oecwe - that is fold or surrender.

Betting continues in a clockwise fashion until all have either covered or surrendered.

Only those players who have covered all bets shall proceed to the fourth round. Losing will always be a part of worthlessness.

In the fourth round, the re-roll, players may select UP TO THREE of their die to re-roll. They must announce their intentions before removing any dice from the table.

The re-rolls shall proceed from the leading bettor counter clockwise as no doubt you should have guessed by now.

Following each player's re-roll the showdown will occur, in which all players combination of dice are compared based on their strength.

The Winner shall have the strongest combination of dice and shall take the entire pot.

"Dice Strength"

Should the case occur of a tie in strength, the higher amount within the category shall take the victory.

Should the tie remain, the value of any unmatched die shall be compared successively one at time, each unmatched dice in order determining the victor or a tie passing to the next highest dice value.

Should identical hands occur the pot shall be split evenly between the two winners and it is encouraged that play cease for at least a quarter turn after which players swap seats.

The Strength of dice combinations from the lowest to the highest:

NAUDBAN ILAN D'JAAL five mismatched dice forming no sequence longer than four.

TIYEELAMANALA TYIELEM two dice showing the same value.

TIYELEM D'TIYELEMLA two pairs of dice, each showing the same value.

For ties in the case of this combination, first the higher pair is compared, after which in the case of a tie the lower pair, after which the unmatched die.

ILAR ULU LA aka THREE TO SEE three dice showing the same value.

FIVE TO THE FEY dice showing values from 1 through 5, inclusive.

SIX OSQUIPS LONG dice showing values from 2 to 6, inclusive.

RETLAH QU'ELLAR Pair of one value and Three-of-a-Kind of another.

FOUR CAUGHT THE RIVVIL four dice showing the same value.

KYEKY! all five dice showing the same value.

"You may not be the first to find greatness from poverty, but certainly wouldn't be the last to succumb to it."

Created by Si'Nay

Translated by Miirszyx

Edited by Si'Nay

Published by Myshra


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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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Upon a Summer Ride
A Novel by H.L. Bartholomew

Chapter 1: The Horseman

A day like any other. That was how Kellington would imagine it, waking up to smell the crispness of the grass and daisies outside his window. He would don his clothing, his boots, and hat as he walked out to the stables. Every horse in line, hopping to him as he gave them more hay. One would neigh, and others would respond. A day like any other, it was not, however.

As the sun moved across the sky, Kellington would brush each horse, until he remembered it was the first of the month Today she arrives! he thought.

Chapter 2: A Midsummer Ride

Alenna McVeill stepped from her carriage to the stables, her blue dress swaying slightly in the warm breeze. Oh, to be alive this day. In the distance, there he was! Her friend, her companion. Rexus, the white stallion, truly a one-of-a-kind horse. Long, flowing locks, adorned the horse, and he was always so perfectly groomed. The stable boy always kept such good care of him, though she never was able to see him to thank him for all his hard work.

As she approached the barn, there the stable boy stood. But a boy, this was not. His shirt hugged his rippling muscles, and pants fit loosely into pants tucked neatly into his tall riding boots.
His hair was long, brown, and straight, and he had the beginning of a beard, likely three days in the making. He was roughly cut, but with a pleasant grin upon his features. As he leaned over to pick up more hay, she could see his...
[the page appears to be torn away at this point]


... her hair as she swirled it over her shoulder. There he stood, in all his glory. His chest shined, and she knew that it was her face that was reflected in those deep brown eyes of his. She gasped, clenching her teeth for a moment as she strained.

Her arms relaxed as she finished tightening the straps on the armor. There he stood, shining in plate, tall and upright. Behind was the noble steed that had served them so long. And just in time, the joust was beginning!

Chapter 72: The Joust

Light shined brightly as they exited the tent. Lady McVeil quickly tightened the ties on her dress, and followed the knight, sunshine glaring over them before they were overcome by the gree grass, and waves of crowds looking over the arena ahead.

Sir Kelladir pat Rexus on his neck. "Ready for one last ride, old boy?"

"One last time we ride. One last time, we pour everything in. A valiant stand, in honor of all we have been through, of all we have accomplished. And so we ride forth. Onward, my noble steed!"

The horse's hooves clapped against the dirt, kicking it as he rode at a blazing pace. No reward could be greater. Win or lose, this ride was their victory.

Fin


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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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Vabo the Meat Man
by Vabo Bixloropin

There once was a gnome of great repute, his name was Vabo and he came and went. Through his fantastical penchant for the art of flavor magic, he sold meats far and wide and thus is the tale of Vabo.

If you happen to stumble across him - sample his delicacies - you won't regret it.

Muttons . . .
Steaks. . . .
Poultry. . . .
Boar. . . . . .

Spices so exotic that you'll not know what occurring in your mouth.

** fish subject to season **


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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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Vabo the Mushroom Man
by Vabo Bixloropin

A day in the life of Vabo the Mushroom Man.

* Wake Up
* Breakfast - Mushrooms, White
* Take a stroll through Cloakwood Forest
* Pick Mushrooms
* Find a nice tree with Shade
* Nap for 4 hours
* Look for Confused Travellers
* Dinner - Mushroom, Stew
* Enjoy Tea with Sweet Tree Sap
* Long Conversation with Elan, Badger

The most important thing to realize about a day in the life of Vabo is that is very care-free. One must be open to all manner of surprises in life and once must also keep a very keen eye open for mushroom.

For in this singular purpose, one may never know what one may find. Perhaps a worm under a cap? Perhaps a beetle, or perhaps a riddled goblin.

Yet with this focus on a task, one learns patience and gets to experience a clarity of mind. However not all mushrooms are created equal, but that is a tale for another day.

P.S.

If you find any mushrooms bring them to Vabo.


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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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Warm Embraces of Fate
Book 1: An Intriguing Predicament

By Zul

All the events and characters are clearly fictional, but their true manly friendship is not!

He woke up when a merciless sun ray razor has sliced his only remaining eye open, making him face the world that has turned upside down during the last storm. He was stretched on the sand, unable to move a limb, an unbearable pain was wracking his mighty muscles. Pel wasn't afraid of the horrible predicament he has found himself in, no - he has accepted this unfortunate fate. All his crew was kissing the sand with their pale, lifeless lips, and this was but a matter of time before he follows them. He was prepared.

Suddenly, a suspicious rustle filled the air. Is it a wild beast who has come to feast upon a fallen sailor and ease his suffering? No, it wasn't... Steps were careful and confident, two beautiful feet were approaching, and Pel recognized this magnificent, elegant strut. It was none other than...

"Are you alright, Pel?"

The muscular man blinked with his only eye, examining his sudden savior. The blinding sun was making it hard to distinguish those graceful facial features, but those weaving astonishing long raven hair could not lie... It was Fyrah the elf, Pel's first mate and his old friend they have come through so much together.

"Just a scratch, Fyrah." Pel tried to smile, but his face has distorted with horrible pain.
"Hm." Fyrah responded. He was looking calm and emotionless as he usually does, but Pel knew his old comrade too well, he could read behind this grumpy mask. Fyrah was clearly concerned. "Take my hand, Pel."

Looking into Fyrah's eyes, Pel eagerly nodded, fusing their hands in a powerful manly handshake. Enjoying the strength the elf has put into it, Pel was back on his feet, flexing his tough hairy chest and looking around, desperately trying to see other survivors.

"They are all dead, old friend." Fyrah commented, standing by Pel's side and holding his weakened comrade by his muscular waist.
"I see..." Pel sighed with crushing despair. "All my men, my crew... They were like brothers to me - now gone, facing Myrkul's court! Bitch Queen, keep them away from the wall..."

Fyrah didn't respond. He compassionately patted his friend's mighty shoulder, watching all his allies rotting on the shore. Enduring a long minute of silence the elf looked into his friend's remaining orb and uttered:

"Your wounds are critical. We must move."
"I can not leave them be!" Pel worriedly exclaimed. "They must be buried like decent men they were."
"Pel, listen to me..."

The mighty man gasped like a boy when he found a pale, tender hand at his bristled cheek. Fyrah was angry and serious, he established an eye contact before muttering in his attractive deep voice:
"You can not revive them. They are gone, and this is the heaviest loss we have ever had. I can not afford to lose you as well..." Blurting the last words out, Fyrah has shifted his worried gaze away, and so did pel. They both understood that in order to survive they have to stick together, like true male friends should.

It was a long, intriguing pause. Fyrah was sternly drilling Pel with his strict emerald eyes, but his confidence has suddenly melted when Pel placed his big calloused pal over Fyrah's tener wrist and pronounced:
"I understand, Fyrah. I see you are worried about me. Forgive me for my selfishness."
A silent gasp escaped thin elven lips. He was gazing into Pel's eye, bathing in rays of his calm and mature stature. He nervously squeezed Pel's sharp bristled cheek and took a deep, hot breath...

"We must... get moving." The elf muttered in a hush voice. "Hurl your arm over my shoulder, Pel, I will get you to safety."

Pel nodded with a confident smile, eagerly embracing Fyrah. Once more, two friends were escaping the trouble, saving eachother in uneasy times!

By the night, Pel was enjoying his rest at improvised camp as Fyrah was watching over him, carefully tending wounds at his mighty chest. He had no bandages, no supplies, so he had to sacrifice his enchanted tunic to make them. He held this attire very dear, but his friend's well being was more important for the elf. He has taken his shirt off and started tearing it apart, burning sweat was running along his exposed manly relief.

"Fyrah, I know what this attire means to you, no need..." Pel spoke, but he was interrupted by a long finger pushing against his wet lips. Nervously avoiding eye contact, Fyrah said:
"You are right, Pel. But you matter much more."
The human has taken a sultry breath, a soft moan as elven finger was slowly leaving his manly lips. Fyrah was not a dominant person in everyday life, but Pel knew that his comrade can be decisive and persistent when he desires.

The mighty breast was bandaged, the night was closing in. It was cold and uneasy, Pel was frozen to bones, and his troublesome thoughts were making it only worse. He refused to believe his crew is no more, even after seeing their lifeless earthly shells spread across the unfamiliar coast. Strong wind and piercing rain, this night was looking like a tough challenge, and the human wasn't sure if he can go through it with his heavy injuries.

Suddenly, Pell shuddered and turned his head to the right as he felt familiar touch on his shoulder.
"Night is very cold, friend." The elf slowly whispered into his ear. "This is no joke. We must stick together to endure it."
"You are right, Firah." Pel nodded. "I feel so cold... And we don't have a roof over our heads, no blankets, no fire. What do we do?"

"I can not afford to lose you, Pel." Fyrah muttered into human's ear in a husky, intriguing voice. "I will be your blanket tonight."

Closing his lucky eye, Pel quietly exhaled, feeling elf's torso leaning closer, watching his strong, appealing arms wrapping around his powerful manly torso. Pel knew that his friend simply worries about him and wants to help, but he couldn't explain why his selfless heart beats faster with every slide of elven fingers along his vein-covered muscular arms.

"Fyrah, you don't have to..." Pel uttered under his breath, but stopped as he felt Fyrah's majestic nose tickling his bristled cheek.
"Don't say anything, Pel". Fyrah whispered into his ear, and the human nodded with a warm smile.
"Even goodnight?" He smirked.

"Stop speaking, silly." Fyrah smiled in response, tenderly stroking human's blonde gorgeous mane. "We must stick together to endure tomorrow. Sleep well, my friend."
"Sleep well, Fyrah." Pel nodded, letting out a relieved hot breath.

It was a cold, long night, but it felt like one, nonchalant moment for two true friends who were doing their best to survive on this deserted island!


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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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Witch of the West Mer Lands
by Emrys Kerr

[The poem is transcribed in Waelan on the left, Common on the right]

Pale was the wounded knight
that bore the rowan shield
Loud and cruel were the raven's cries
That feasted on the field.
Saying, "Beck water, cold and clear,
Will never clean your wound
There's none but the maid of the winding mere
Can make thee hale and soond.

So course well, my brindled hounds,
And fetch me the mountain hare
Whose coat is a grey as the west water
Or as white as the lilly fair."
Who said, "Green moss and heather bands
Will never staunch the flood
There's none but the Witch of the
West-Mer-Lands
Can save thy dear life's blood.

So turn, turn your stallion's head
'Til his red mane flies in the wind
And the rider of the moon goes by
And the bright star falls behind."
And clear was the paley moon
When his shadow passed him by
Below the hills were the brightest stars
When he heard the owlet cry.

Saying, "Why do you ride this way,
And wherefore come you there?"
"I seek the Witch of the West-Mer-Lands
That dwells by the winding mere."
"Then fly free your good grey hawk,
To gather the goldenrod
And face your horse into the clouds
Above yon gay green wood

And it's weary by the Ullswater
And the misty brake fern way
'Til through't the cleft in the Kirkstane Pass.
The winding water lay."
He said, "Lie down my brindled hound,
And rest ye, my good grey hawk
And thee, my steed, may graze thy fill,
For I must dismount and walk.

But come when you hear my horn
And answer swift the call
For I fear ere the sun will rise this morn
Ye will serve me best of all."
And it's down to the water's brim
He's borne the rowan shield
And the goldenrod he has cast in
To see what the lake might yield.

And wet rose she from the lake,
And fast and fleet went she
One half the form of a maiden fair
With a jet black mare's body.
And loud, long and shrill he blew,
'Til his steed was by his side
High overhead the grey hawk flew
And swiftly did he ride.

Saying, "Course well, my brindled hound,
And fetch me the jet black mare.
Stoop and strike, my good grey hawk,
And bring me the maiden fare."
She said, "Pray, sheathe thy silvery sword,
Lay down thy rowan shield
For I see by the briney blood that flows,
You've been wounded in the field."

And she stood in a gown of the velvet blue
Bound 'round with a silver chain
And she kissed his pale lips one and twice
And three times round again
And she bound his wound with the goldenrod
Full fast in her arms he lay
And he had risen hale and soond
With the sun high in the day.

And she said, "Ride with your brindled hound at heel.
And your good grey hawk in hand.
There's none can harm the knight who's lain
With the Witch of the West-Mer-Lands."


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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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Words of Art
by Tia Blake

The Tree

I walk in the shadows
Of the falling dust
Searching for the tree
See it I must
It is not just
A simple little tree
It's complex as the world;
Unique to those who see
I see it, There up ahead
Stretching its arms
A poetic inspiration
Full of many charms
It's kind and sweet
And gentle and warm
Yet in the same instance
It's the vision of harm
It's haunted dark limbs
My excitement grows
The tree whistles
As the gentle breeze blows
I turn to leave
I look over my shoulder
The tree catches me...


Shipwrecked
(song)

The storm rocked the ship that night
It filled us with terrible fright
The wind howled, port opened wide
Close it fast from the storm, hide
The ship stops, we fall forward
We fall back, we go nowhere
The cracking, the shattering
The screaming the smatering

(Chorus)
My love, my blue eyed dove
Where are you, whom I'm thinking of
My darling, my dearest sweetheart
I pray for you, I'm not far

Rain on flesh, wind chills the bones
I look about, I'm alone
All alone, oh how can this be!
Lying on driftwood at the sea
I think to panic but neigh
I think of you, thoughts hod sway
I try to hope I'll be saved
Lost at sea, upon the waves

((CHORUS))

I spy a vessel out far
Twinkling in the sun like star
I close my eyes, open them
Trick of the light yet again
I awake on morn to find
Sand in my hand, very fine
I hear a voice, "look up love"
Straight up at my blue eyed dove

((CHORUS))


Defense of Haven
(song)

(Chorus)
Haven, beautiful town of Haven
Will you ever be safe from harm
Like a gift sent from heaven
Kissed by the sea, your wonderful charms

Such a beautiful, peaceful day
Abigail was walking on her way
To the hold, just outside
Our town in which we abide
She stepped out into the scene
So terrible you would not believe
A scene from a nightmare
NO! Must not allow them to scare

Abigail cast a spell upon them
Four reavers, four walkers, Get 'em!
She cast the spell not once not twice
She brought it down upon them thrice
The reavers vanished from this plane
Then the walkers went insane
They charged her, our friendly mage
Another vanished from this age

((CHORUS))

The remaining three surrounded her
She cast fire, the died in a blur
As she watched the last one fall
She heard unconsciousness call
As she battled her shadow foes
Leon, Cam and Scabgut had woes
As two shadow dragons they fought
Where they came from they knew not

Scabgut vanished, places unknown
Just as Isaac's Missile was thrown
While Cam helped win their defeat
The dragons fell, one then two
Then around the hill they flew
To find Abby's quite still form
Surrounded by ogres galore

((CHORUS))

Leon, tired from his battle
Slew the ogres like they were cattle
Just as the last foe fell
Abigail came back from the well
Coming awake, seeing a friend
Knowing the battle was at an end
Relief filled her body and soul
Knowing that haven continues to hold

((CHORUS))


Forgive Me

Forgive me for being me
Forgive me my heritage
Forgive me my temper
Forgive me my rage

But who am I to be hated
Who am I to be insulted
Who am I to be singled out
Who am I to be persecuted

Yes, I have hurt
Yes, I have angered
Yes, I have insulted
Yes, I have hated

But so have you
Against me and others
You cast your spells
You hit others, say sorry

You are forgiven
But I am not... Why?
You have wronged and so have I
I have apologized and so have you

Why does this continue
The insults, persecution
Want my execution?
Why? I have done nothing wrong

Nothing to cause you to hate
Just tell me why
Forgive my trespasses
Forgive me for being me


A grey-dark Sky

A grey dark sky
The moon has come
Waves crash into the rocks
As I sit with my love
Huddled together
On this windy night
Gazing at the sea
What a sight
I look in his eyes
See his deepest desires
My own body
Fills with desire
In his embrace
I succumb to his need
As my body
Fills with greed
When at last
We stop to rest
I know that
My man's the best


A Mystical Ride

Walking through the trees
I heard a muffled sound
I peked through the bushes
Amazed at what I found
I step through the underbrush
And creep ever so quiet
My heart is racing beneath my breast
My emotions stirring a riot
There before me within arms reach
Stood such a beautiful creature
Something that defies all
That may exist in nature
I gaped in wonder at this beast
As she nudged me with her nose
"Can I touch you" I whispered
It's forbidden -- everyone knows
But this magical creature just
Nods her slender head
Soft as silk her splendid coat
About which I never read
A human touching this creature
Only a pet of the gods
"Would you like a ride," she asks?
To this I can only nod
Sitting on her back so proud
Wishing everyone could be me
She ran through the forest and
Along the shore of the sea
My hair whipping in the air
As she races along the sand
We have forged a bond, she and I
Much stronger than a golden band
As we return and my ride ends
I thank her with all my heart
To ride on the back of a unicorn
Is purely a work of art


A Romantic Night

Sitting in dark space
Wearing nothing but lace
Waiting for "Mister Ace"
To arrive at my place

Sitting by candlelight
In the heat of the night
A man to rid my fright
He is my only knight

A fire burning bright
It's constant throughout the night
it's even there in daylight
There is no hurt or fright

To soft music we dance
Our feelings we enhance
It was love at first glance
We want to take a chance


A Stroll on the Beach

The smell of salt in the air
The wind gently blowing my hair
Wet sand squishing between my toes
Ecstasy no other knows
The sound of waves crashing the shore
All my senses holler for more
taking a stroll in the cool night breeze
My whole body starts to feel at ease
I stretch my arms -- let the wind blow
Sending shivers -- oh how they flow
I feel his arm slip around my waist
I stand there enjoying his embrace
I slowly turn in his loving arms
I look in his eyes, victim of his charms
As we kiss, I see a shooting star
High in the sky -- seeming so far
But I see my stars in my lovers eyes
I pray to the gods that this never dies
Feelings so deeply we share
To nothing do they compare
If for some reason our love cannot last
May we remember, but not dwell on the past


A Simple Rose

A rose to say thank you
A rose to simply love
That is all it is to do
A rose is not enough

To say the things I feel inside
To say what you mean to me
I must go far, deep and wide
Far into the ocean's sea

Deep into her darkest blue
Across her widest domain
My love for you is truest of true
My love for you will always remain

To truly catch it in it's brightest light
I must mention the night-time sky
The moon shines down upon her every night
Sparkling waves never ask why

The moon holds them in her embrace
Just as you hold me in yours
She turns the sea into a special place
Just as she brought us together upon her shores


As I sit Here

As I am sitting here
I am deep in wonder
What is this dreadful hole
Down which I flounder

As I sit here thinking
In the back of my mind
I softly ask myself
What have I bought this time

As I sit here reading
Engrossed in a good book
A thought comes to mind
What was that dirty look

A pure look of hatred
Dances in his beady eyes
How could he so often
Tell me those terrible lies

Does he hate me so much
As to tell me these things
He could pluck a blue bird
And break its helpless wings

How evil does he seem
I made my decision
If only it didn't make
A painful incision

My heart has been broken
Wounds without a cover
I have lost someone close
A wonderful lover


A Tune

This tune makes me cry
Too bad I'm so shy
If I weren't shy
I would reach the sky

A tune that touches me
A tune that makes me free
This tune should be merry
It should not be scary

This tune is called love
It flies like a dove
In the sky above
It's not like a shove

Although this tune is slow
It makes my insides glow
I have to let it flow
To love I say hello


Friends

Sometimes friends are hart find
Sometimes friends are on your mind
Sometimes friends are in your heart
Even when you're far apart

Someone with whom you always confide
Someone who shows you how not to hide
Someone to whom you can bare your soul
Someone who's heart can fill a deep hole

Through happiness or sorrow
See... There's always tomorrow
Through life's little ups and downs
They find ways to rid your frowns

From year to year, through rain or shine
There are always friends to stand beside
To lean on, to soak their shoulder
Together, you will move that boulder

Life goes on, happiness wins
Your friends smile, they see your grin
You'll see the sky is clear blue
You will know your friends are true


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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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Words of Life by Tia Blake
by Tia Blake


Stars

Stars twinkle in the night
Such a splendid view tonight
Peaceful illusion it may be
Such a beautiful sight to see

With each return of dawn
The twinkling stars will yawn
Return again to the dark night sky
Renewing circle will never die


Shadows

Shadows dance where there is no light
Shadows fill the room with fright
Shadows... They chase me in the night
Can't let them win, I must fight
Must find a way, make the future bright
Try really hard, try as I might
Must find within me some delight


Shimmering Brightness

The shimmering brightness
Cast by the sea
The beauty of the image
Straight to the heart of me

Glowing rays cast by the moon
A view for which I pray
I thank thee for this display
For this view, I did stay

Obscured from sight, blanketed
By mist - a glimmer of hope
A bright ball of glowing light
Casting it's glory to the sea


Sunset

The sea gently laps the shore
A sunset view, yearn for more
A sky of many colors
A view for many others
To remember in their mind
If only they weren't blind

The sun sets over the sea
A beautiful sight to me
It belongs to all mankind
Even to those who are blind
To it's cries of sadness
And its prayers of happiness


Sunshine, Sunshine

Sunshine, sunshine
So big and bright
Please come to me
Shed me some light

Sunshine, Sunshine
What do I do;
Why am I sad.
Why am I blue?

Sunshine, sunshine
Please may I cry
I hurt so bad
Just tell me why

Sunshine, sunshine
I miss him so
Maybe more than
You'll ever know

Sunshine, sunshine
Please bring him back
'Cause if you don't
For rain I'll ask!


Tears

I sit here in wonder
Am I hearing thunder
The sky is clear and bright
That must mean there is light
I asked many people
How high is this steeple
From which I have fallen
Many people have come calling
Many offer their grief
It doesn't matter to me


Beautiful Sea

Beautiful sea of blue
Such a beautiful cyan hue
Waves lap the shore with lust
Tasting the sand is a must
Lizardmen... From the sea they sprout
For help I quickly give a shout
Suddenly from nowhere neigh
Sword in hand, she is by my side
Swinging, hacking with my aid
Slashing, oops, this one needs a bandaid
Battle stops, foes are slain
Leaving behind lots of pain
Fallen comrades heal their wounds
Grateful to them, such a boon
Hold them close, hold them dear
Pray to the gods, they'll always be near
For all those who fought this day
Only one fought hard to keep them at bay
Powerful might she stood above the rest
A woman in blue who's name I profess
Noble warrior, knew sacrifice, pain and sorrow
I wish I could see Jordanna tomorrow


Ode to Jordanna

A beautiful girl in blue
Made each day feel like new
Worked at the Tap each night
Making our lives shine bright
Leaning on the bar with a smile
Her carefree ways could drive you wild
Behind the bar serving drinks
Serving food with many thanks
Busy busy busy day
But for her friends, always gave way
It made her seem lazy to some
But in completing her duties, she was number one
Her heart was good and kind and true
Without her, many are blue
Her mystery, her courage we miss
Her inner beauty shined like bliss
Attractive and noble her life
None at all knowing her strife
We all miss you my sweet dear
May your memory live on for years.


Jordana My Friend

I see her
Standing there
At the Rift
Fighting, FIGHTING
For justice
For the weak
For right
For Torm
Beautiful
Shining bright
Armor glinting
In the sun
Never failing
Always prevailing
For Torm

I see her
At my table
Eating; famished
Wearing my clothes
Chainmail bikini
I hear her
Kind words
Spoken like
A friend
Advice
Secrets shared
Friendship
Shoulders
To lean on
Jordana Dovetail
My angel dove
May you rest
May you be
At peace
At last
In his love
In Torm's embrace


Through the Eyes of a Barbarian
(Song)

In the planes, alone
Wondering for a home
Found myself here, Haven
Beings with wings, with tails
Such demons I slay
Combating such is all I know
The bloodlust overwhelms
Consumes me from within
Fighting shadows, for glory
Turn around, demon behind
Slay it I must, I'm consumed
Just a mage in disguised
I didn't know people transform
Take shapes of evil
Why would they want to?
Take pets into battle
This one talks... foul sorcery
Dispatched evil with my blade
It's droppings someone else took
Stop Thief... return my right
My honor at stake, must defend
Sorcery, spells cast all around
Fear, terror, bloodlust consumes
Must defend myself against evil
No morals, no love, no compassion, no peace
Force others to do your bidding...
Cowards all
Be free, must be free from this cage
Defend myself, caged like an animal
Keep bloodlust at the Hold
Why am I here
Why am I insulted, hated jeered
No morals, no caring, coward
Keep to my axe, find a new clan
I will be the champion of this land


Tranquillity
(Song)

Breeze on your face
The breath of a mother's kiss
Smell the salt in the air
Sound of the waves
Gently kissing the shore
The sound of gulls
Frolicking in the breeze
Calling to one another
Greeting in the early dawn
The sun rises, brightening the sky
Shades of blue and pink
Dance above your head
A beautiful purple emerges
Morning dew clings to the ground
Hugging the grass
Each blade like a mother
Holding a blade to her bosom
Nursing her child, tenderly
Love and compassion
Filling her very being
The scent of a rose
As it wakes with the sun
Opening it's petals
Kissed by a goddess
A honey be searching
For sweet nectar
Lands upon a daffodil
Butterflies flitter
In the morning light
Blue birds on wing
Dance together
Beautiful ballet
Perfect grace
Majestic sight
Sing to one another
For all the hear
To share in their joy
That another day has dawned


Betrayal

The sky is falling
The world starts to spin
Hear him calling
But it's only the wind

My heart is shattered
Ripped from my chest
Laying in tatters
Hoping it will mend at best

How could he take her
Right there, right then, that way?
They were gone in a blur
He left my side that day

Torn asunder, bed cold
Betrayal, cut to the quick
Trust that I will never hold again
Towards love, he has made me sick


Clouds

Clouds in the sky
Clouds in my mind
Clouds are everywere
I want to cry

Then I look in your eyes
And I see only light
That look on your face
What a beautiful sight

But what does it mean
To feel this way for you
Am I angry or cross?
Am I happy or blue?

How can I feel so confused
Have this turmoil inside
I feel ripped to pieces
I really want to hide

I look up and see you there
Holding out your hand to me
Warily I take it
My heart fills... a warm breeze

To be next to you
Under the moonlit sky
To feel you near me
I feel like I could fly


Curls and Peaks

Curls and peaks and dips and rolls
Thus is the surface of the sea
Blue and white make the whole
Thus is beauty to me

High or low, give a shout
The tide will come soon
Rushing in or rolling out
Wonder of the moon

Stretching down to the core
Such is the depth
Waves crashing against the shore
For which I wept


Doubt

Am I worthy, Am I true
Can I really be good to you
Will you be happy with me
Or will I only make you flee
Can I be strong, Can I be tender?
Can I always for you be slender?
Can I fill your days with joy?
Can I prove this is not a ploy?
Can I give you everything you need?
Can I earn your trust and love?
My incredible blue-eyed dove?


Fear

Some people are afraid of heights
Some people are afraid of lights
Some people are afraid of snakes
Some people have a fear of lakes

Me... I have a great fear of love
A fear that is deeply involved
From deep inside I am afraid
Of exactly what I cannot say

Maybe I can try to explain
This fear is of a deeper pain
A fear of exploring my heart
Afraid it will be torn apart

No one knows what I am feeling
Everyone thinks I am healing
But I will always have a scar
My heart is now somewhere afar


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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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Almarea90
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Words of Poetry by Tia Blake
by Tia Blake


Gentle Waves

Gentle waves lapping my feet
Like kisses, so sweet to me
Sun so bright, glistening crests
Feeling of peace, deep in my chest
Breeze blowing swiftly through my hair
Sending away feelings of despair
The hypnotizing sound of the lapping waves
Sends my soul in my sleep-like chaste
It awakens me with startled haste
Just a gull on the bank
"Come with me" he seems to think
He then takes flight on those glorious wings
A memorable song an angel sings


Heroes

Heroes gather in this place
Once filled with Nature's grace
Evil wants to rule the land
Just because it thinks it can
But there are some who stand and fight
To keep us all safe from plight
Lucious, Leon, Dana and Geno, I saw
Kalinvum and the rest, heroes all
I was sitting on a hill quietly singing
Along comes a troll, my head a ringing
I inhale to let out a scream
Suddenly Lucious was on the scene
The troll stood no chance with him
Lucious slew him on a mere whim!
Then ran off to pummel another
While I stood there, heart all flutter
Shadows appeared out of nowhere it seemed
They all ran to battle, eyes agleam
They slew the evil, those heroes few
While I just stood there going Phew!
Heroes, I give all my thanks to you
Without you, I'd be nothing but goo!


I Was Free

I was free and I was flying
Suddenly I was dying
A landscape that I recall
It made me so full of awe
So distant so blue so deep
Gave such feelings unto me
So violent yet so peaceful
Shallow yet so meaningful
From the earth I did fly
Not a living thing in sight
Not even from this great height
gliding on the gentle breeze
Searching through the snow capped sea
I spy a robin flying near
It's calls of joy I did hear
I called out in return
To be with him I did yearn


Life

There's a time in one's life
When you ask am I right?
Should I stay, Should I go
Should I be, do you know?
Life is hard, life is good
Do with me as you would
I know you, you know me
If you don't, so it be
Should I laugh, should I cry
Be with me by my side
All I ask is that you see
Just what you mean to me


Life is a Circle

Life is a circle
It goes 'round and 'round
It's like visiting a circus
And riding a merry-go-round

Life can make you dizzy
Life can make you weak
It can drain your heart
And make your future break

It can fill you with excitement
Create a deep desire
Fill you with yearning
Or spark the brightest fire

If your life is in a downward spiral
And you don't seem to have a care
Turn around and see tomorrow
And you'll see the upward stairs


Memory

I remember once so long ago
Standing alone at dusk
My arms resting on a picket fence
So near a gate I trust
To lead me down a forbidden path
I long so much to walk
Down to the water's edge
To wrap my arm around a tree
Rest my head against it's trunk
Just watch the moonlight
How it shimmers on the lake
Making each crest so bright
Alive with many colors
The darker the sky grows,
The brighter the waves reflect
They dance a dance so unique to me
How I long to see this vision once more
To feel the night breezes
my air blowing gently
How I long to go back
How long a journey it must be
That only in a memory
Only in my dreams
May I ever be there again


Misery and Darkness

Misery and darkness
Enfold my pleading soul
Plunged into emptiness
Thrown down a hole

Voices of thunder
Ring in my ears
How has it lasted
For so many years

Strike after strike
Blow after blow
How to escape
I'll never know


Missing You

Laying here missing you
Oh how my heart feels blue
My love, like the day you came
Burns like the brightest flame
Missing you pains my heart
It tears my world apart
I long to feel your touch
Gods I miss you so much
Please dear, hold me near
Please rid me of my fear
Darling, don't ever let me go
I don't want to feel that low


Morac
(Song)

Tall and fair, kind he was
Strong as a wonderful man can be
Defender of the Hold
Upon first meeting, a sight to behold
Long dark hair, braided in back
Silky smooth, dark as black
Halo sits upon his horns
Fangs glint, smile warm
Listened to a tale, troubled friend
Needed some help to prevent an end
Morac gave his friend some money
Rescued a love, welcome home honey
Shadows appear, vanish at his hand
Banishing them, cleansing the land
Gems drop, treasure to boot
Morac has no need of loot
Rescuing ladies in distress
Champion of the weak and oppressed
Once overcome by bloodlust rage
Assaulting many a mage
Confusing them in transformed state
With enemies he'd come to hate
Assaulting drow, insults in plenty
Count to ten, maybe twenty
Insults continued, honor defend
Flatten drow, insults end
Guards angry, defend against them
Lots of time to thing, mayhem
Internal strife, fighting a war
Must win this one or I'm no more
Friends, family, glory, trust
Reformation is a must
Battle bloodlust, battle rage
Join a clan, released from cage


My Dryad Friend
(Song)

In my tree
Far from home
Must escape
Be alone
Gentle breezes
Kiss my golden locks
Glowing sun rays
On my skin knocks
The wind rustles
The leaves above
So peaceful here
The wings of love
I feel eyes upon me
Watching as I play
Should I go, run?
Or should I stay
She approaches
Softly from behind
Hands come around
Suddenly I'm blind
Drucilla you toad!
I elbow her side
She giggles aloud
I need not hide
Hugs, embraces
Sit at her feet
Listen to her tales
Daring feats
Protecting the forest
Animals that dwell
Here and there
Near cozy knell
Smile in delight
Admire my friend
May her days be long
May they never end


Oh My Goddess

Mountain beauty dark as night
Oh my goddess I pray for might
Give me strength for days to come
And always let thy will be done

On my goddess owner of my soul
Answer my plea and make me whole
Strong love and passion are what I wish
Though at times I feel selfish

Oh my goddess, giver of all life
Take my wrongs and make them right
I try hard to please you mother
I love you like no other

To love a man as he loves me
For this is all I plea
You know best, I know that now
Please guide me so I can learn how


One Thing

One thing that holds my hand
A walk with you in the sand;
One thing that holds my arm
The feelings in your charm;
One thing that holds my eyes
Many think that I am blind;
One thing that holds my mind
You are tender and kind;
One thing holding my soul
Your love can make me whole;
One thing I am dreaming
For my heart is beaming;
One thing that holds my love
Bright as the sky above;
One thing is forever
My love will end never;
One thing I give to few
My love I give to you.


Passion

Alone at last
Just the two of us
Something I've been waiting for
With great anticipation

I feel your lips
Tender against mine
Your hands firmly
Around my waist

You run your fingers
Gently through my hair
Your lips smoothly
Kiss my neck

I feel your hands
Slip under my shirt
Your hand on my breast
A wonderful delight

Your hand slips down
Between my legs
Excitement fills my body
I want you badly


Passionate Dreams

I look in his eyes and feel hypnotized
My love for him grows as sure as the flowers grow
I dream of us together each night
I see his face a though it were the moon
What a handsome memorable face he has
I kiss his tender lips gently
My passion flows through my body
The darkness enfolds our bodies
Our passion rises, we become one
He is mine and I am his
Nothing between us for all of eternity


Rain

Rain falls gently
Against my window pan
How can people hate a thing
As beautiful as rain

It's cool against your skin
Damp against your hair
It moistens the ground
And waters flowers fair

Nature does something
Man often does
It takes good care
Of the things it loves


Lucious Fein

Lucious Fein, a noble man
Protector of all the lands
Saving damsels in distress
Just a pretty dame in a dress
She was captured by creatures foul
Needed to save her, but how?
Troll took her to his cave
Such a foul nefarious nave
Surely his intent was clear
To cook her in his pot, O Dear!
He grabbed his sword and headed out
Pondering his dilemma no doubt
The troll cave was easy to spot
Stench of all the decay and rot
The screams of the dame inside
Spurred him to hasten his stride
Quietly he drew his sword in hand
Confident feet upon the sand
Her voice, though pleading sweet
Upon her sight, face flushed with heat
He stepped with caution, back to the wall
To get caught would do her no good at all
Two trolls his eyes spotted
Their mouths open, eyes wide
Saliva dripping down their chin
For the damsel, he would win
He charged in to attack by surprise
Surely they'd meet their demise
But lo and behold, no
The sword bit, not hold
As he pulled the sword from his foe
The wound healed, there was no hole!
He heard her voice, somewhat near
Sword burst aflame, gave a cheer
Swung his sword just in time
Sliced his neck, cut so fine
Troll's head fell to the cavern floor
Then he remembered, there's one more!
The fought, they parried, the wove about
Dame sat watching with increased doubt
Why did this man care?
So noble and so fare?
Tangled in a web of battle
This scene, her nerves did rattle
Suddenly inspiration dawned
She sang a song and the troll yawned
He slowed his pace just a bit
Enough for Lucius' sword to hit
Blade through the troll's middle
The rest is not a riddle
Her gaze fell upon her, no longer distracted
Their eyes met, his heart contracted
He fell to his knees, looked like he tripped
He crawled to her, her bonds he ripped
He rescued the lady, saved the day
A hero he is in every way


Back to the index
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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Almarea90
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A Mess Called "Baldur's Gate Sewers" Tome 1
Written by Janette Skein, a long time sewer maintenance worker


-Introduction-

The sole purpose of writing this book is getting access to the elite section of the Candlekeep library. Nevertheless, it does not make my work less entertaining. This tome is a testament to the chaos raging deep down the city of Baldur's Gate, the chaos so curious and so ugly at the same time... like the nature herself.

This book is separated into several sections, each dedicated to a certain part of the sewers. The last section is about recommended prayers for my beloved spelunkers.

-East Gate Sewers-

Few could imagine that City Watch's utter indifference begins so fast, in but 20 feet away from the main city streets. This sewer layer is the closest to the surface, yet swarming with all sorts of creatures, from rats to baldurian patriots. The gates to this miniature layer of hell are not even barred... Does City Watch keep forgetting to do so many years in a row, or is it a silent hint for adventurers to do the Watch's job for them... That is for my dear reader to decide.

Of all sewer segments, this one has the most hospitable environment. Humidity level is pleasant for human senses, dry stone surfaces vast, giving a lot of space for settlers, and the specific stench is easy to adapt to. Beside slippery bridges over the water channels, this segment is relatively safe.

Such generous comfort, however, inevitably invokes natural consequences. This segment has a dense population of low class humans and hins. They seem to ave been living here for quite a long time to form their own culture and integrity. I would call it a little bandit hamlet... or a bandit town. The brigands care as little as the City Watch, robbing everyone daring to enter their territory. However, this sword has two edges, thus any bloodthirsty adventurer descending down can slay as many human being as they want with an utter impunity. And claim their coin, why of course. Beside the bandits, this segment is full of thick dungeon rats, but those are not much of a bother, simply smack them with a stick.

Similar to other segments I'll describe, this one is a node, a web of passages spraying across the City depths. Passages lead to the Maintenance (South), somewhere near Ilmater's temple (East), Deep sewers (West), White Mask Theater's basement (West) and back to the Wide (North). Additionally, I would note a curious sight of a barred metal door with a lion emblem over it. Wonder-wonder, where this door might lead?

-Sewer Maintenance-

Just slightly above, the technical chambers are pleasing our eyes. These halls resonate with a groan of metal, they're filled with colossal machines, so much vital for the City and so little protected. The halls are barely lit, with a low level of humidity, dusty and smelling with oil and moss. Any willing stranger may enter the maintenance unrestricted, be it a brigand or an adventurer, showing cares. I have, however never seen anyone doing so in my time. The reason might be the monsters residing in here.

The first thing one could notice is oozes. They look like harmless balls of gray, ever so cute to the sight, yet perilous all the same. These bizarre creatures are invulnerable to steel and magic alike, but they have an embarassing weak spot, which is being smashed with a stick. Carry one with you, and you will put up a fight of legends.

Similar creatures, yet way more dangerous, are called gelatine cubes. They look like box-shaped oozes, incredibly adorable and beautiful, with hues of emerald reverberating inside of their hollow transparent bodies. Watch them... but don't touch, for these cunning beasts will try to absorb you. Unless you resist, the process won't take long, and the cube will become twice bigger... or divide into two cubes, the second being made of your remains, who knows?

Last, but of course not least, come the shady persons calling themselves "baldurian patriots". I've been encountered by them plenty of times at my work spot. They lurk in shadows and speak in suspicious tone, never coming into view. They claim to own the whole Docks District and unofficially enforcing the law, they claim to be protecting the city from dark elf invasion. This might sound not too humble from persons living in the sewers, by who am I to disbelieve? Patriots of Baldur's Gate, Thieves, they have been stalking me for days at my workplace, pestering about every step I make and ever so often being afraid to show their face. For this, they're proudly mentioned at the pages of my book!

It is of course worth mentioning that the maintenance is unique in a way that it has only one entrance. Doors are numerous, but only few of them are open. I'm having an impression that they're leading to some secret lair of baldurian patriotism, but let this remain mere rumors. Lastly, be careful touching the doors, some tricksters decorate them with deadly traps for entertainment.

-Deeper Sewers

The deeper you go, the less narrow passages become, as claimed by Rule of the sewers #1. I called this segment "Deeper sewers". Unlike the East Gate caverns, this labyrinth is connected to all the City districts. It could've been a good shortcut node if not for the complicated conditions of the segment. Humidity level is huge, and the architecture is surreal, turning the passages into a sophisticated maze. Most of the highground artificial platforms are not interconnected, thus I recommend to bring expendable boots, for nothing will remain of your footwear after hours of strolling through rivers of filth. In addition, I recommend bringing torches for those unlucky enough to be born as normal humans.

Surprisingly enough, some brigands still reside here, outcasts among the outcasts. The environment is inhospitable for human beings, yet the amount of them down here impresses. While local scoundrels still grow to the same size as the ones above, the rats are going wild, reaching size of an ale keg. The method described two chapters ago still works here, you merely need to put some more strength into the stick smacks.

As expected from the high humidity spaces devoid of light, this layer is a home for reptilian monsters. In the present case, it's troglodytes. Many of my readers would not notice difference between them and the lizardfolk, which would not be far from the truth. I would estimate troglodyte physical prowess as something between a kobold and a human. While weak in strength, these creatures can cause a lot of suffering with the pestilence they carry in their blood. There is a method to protect yourself from it, and it is in the end of this tome, if I am to tease my reader.

Lastly, I would like to mention a monster I heard about, yet have not encountered myself. It was described as a gargantuan crawling maw, with legs and multiple tentacles. It sounds scary, but why would there be so many bandits down below if the creature existed, or at the very least was as strong as it's fabled to be?

Per what's mentioned above, this segment is connected to many parts of the city, being: East Gate Sewers (South-East), Palace District (East), Chiontar River (South), a creepy docks building (South), Blushing Mermaid Tavern's basement (South, but a bit to the West), Dock District streets (West), Deeper down (North) and the City Outskirts (North), I will expecially note the last spot as it can be used to get into the city from outside when... you are not feeling too social, let us say. Combined with the knowledge from my books, you do see the opportunities, my insightful reader.

-Recommended Prayers-

The world consists of many elements and aspects, both primordial and artificial, and each one of them is patronized by a god. With the life being so multifaceted, it's unwise to limit yourself to but one god. In this book, I will mention the deities who are your best comrades in the perilous sewers trip.

Talona
One thing in common between all parts of the sewers is how infectious they are. From risk to catch a fever to clouds of deadly gas, pestilence and disease are surrounding the sewer travelers, and who is the better god to defend you from it than the Mother of Plague? Pestilence has no morality... it simply exists. Talona rules over pestilence, and just like Beshaba can defend you from bad luck, the Lady of Poison will ward you away from rot and decay.

Ibrandul

From the Deeper sewers and below, the environment is of little difference from a natural cavern complex, and thus you're stepping into the realm of the Skulking Lord. The tunnels are twisted and deceptive, covered in impenetrable veil of darkness, but Ibrandul will show you the way, guide you through the void. Give him a prayer, and he will answer.

Beshaba

The Lady of Misfortune has no direct relation to the realms this book is about. She's a more abstract deity, ruling over one of the most fickle happenings in this world... Luck. The fortune can swing both ways, and having Beshaba's favor, you're protected from the swings that hurt. No matter if you're going deep into the unexplored sewers, gambling or making a speech. Luck is involved everywhere, in every sphere, thus worshiping Beshaba is always a wise choice.

Hereby, the first tome of my sewer-centered creepytale is over. The second will reveal unspeakable stories about the horrors lurking down below. Until we meet again, my passionate reader.
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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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Compendium of Spades Cursed Items I and II
by Scribe Edelgarde of the House of Spades
Y 1356

Prologue

When I first decided to be a Spades, I remember worrying about the impact that this would have on my role as Scribe. I remember discussing my concerns with Guide Isabella Villame, and above all I remember the words she told me: “I trust you to produce knowledge whatever hat you have on.” This compendium represents my attempt of proving the Guide right and taking the chance provided by my new role as Quill of the House to enrich our library and to spread knowledge of our unique Taint Museum of our newly built Spades Estate.
In the last year, driven by his passion for cursed items, my brother collected all kinds of objects from every corner of the Coast, all of them with one thing in common: the arrey of nefarious effects bound to befall on the poor soul reckless enough to use them. I would therefore take the chance to thank him for his effort and for providing the colorful and inspired descriptions in the following chapters.
Let us then explore, with no further ado, the various ways the Weave was employed to make these seemingly harmless objects into deadly traps.

Chapter 1: Armors

Bracer of Balor Sacrament
This trinket is the embodiment of the Taint museum’s atrocious standard. It contains the most common curse - physical strength sapping, yet it does so ruthlessly, hungrily, leaving the wearer powerless with no mercy and in no time.
(Curse: -7 Strength)

Cursed Boots of Reflexes +2
Cursed item doing exactly the opposite from what it promises - who would have thought! This particular pair of abominations is looking like boots of reflexes, a known item improving reaction of the user. In reality, the wearer becomes vulnerable to magical damage in addition because it’s never cursed enough.
(Curse: -6 Reflex, 50% Magic Damage Vulnerability)

Elistrae’s Sparse Beast
On par with many other trinkets at the Taint museum, the gauntlet’s curse - physical strength drain - is extremely strong, and combined with user’s reflexes draining it becomes problematic, almost impossible to take this unliving leech off your hand on your own, dooming the wearer.
(Curse: -7 Strength, -3 Reflexes)

Entrails of the Wandering Godliness
This padded armor feels way warmer than it should, and it’s not merely an inconvenience. The user risks to get heavy burns by merely being close to a fire source due to the hideous curse placed on this armor, not talking about it leeching all the charm out of the wearer.
(Curse: -4 Charisma, 50% Fire Damage Vulnerability)

Garyx Unimaginable Average
While not looking fancy in slightest, this simple-looking shirt makes its wearer more fragile and sensitive than a princess, with every sneeze risking to infect the user with fever while their endurance is trampled by the curse.
(Curse: -6 Fortitude)

Geb’s Wicked Craziness
This bracer looks like it’s made of rusted tin, but its unpleasant looks are nothing compared to what it does to the wearer, draining their personality and making them clumsy as a junk the bracer is made of.
(Curse: -6 Charisma, -5 Reflex)

Siamorphe’s Hulking Tigh
These gloves look like blacksmith’s mittens in order to ruin life of the user as much as it’s even possible. Looking like they protect from heat, these gloves do exactly the opposite, making the user get terrible burns when their hands take heated instruments they’re barely able to lift under heavy taint.
(Curse: -4 Strength, 90% Fire Damage Vulnerability)

The Bronze Hell-Hound
This solid-looking darksteel scalemain might be appealing at the first glance, especially for the shady sorts, but putting it on might be a fatal mistake. Aside from draining confidence and personality out of the user, this armor has a rare type of curse, making the user especially vulnerable to magical attacks.
(Curse: -5 Charisma, 50% Magic Damage Vulnerability)

The Filthy Breastplate Armor of Corruptness
At the very entrance to the museum the visitors are met by this item with a brazen name, blatantly screaming “look how cursed I am!”. As it always goes, loud proclamations are not proportional to real strength, and so taint of this armor is subpar. It is of course terrible and incredibly nasty, yet it is a piece of cake compared to other atrocities found at the Museum.
(Curse: -3 Strength, -2 Fortitude)

The Monk’s Purple Ear
If you love walks in the rain, the boots locked in this box are your worst nightmare. They reduce user’s strength, and unless the user is a strong athlete, they will be pinned to the ground, unable to move and not even having any will to continue trying. In the end, the boots also make the user defenseless against electricity, so the next lightning from the sky will be the last (and it sure will strike, since the boots are cursed, after all).
(Curse: -7 Strength, -2 Will, 90% Electric Damage Vulnerability)

The Nosey Padded Armor of Fear
The perfect armor to die in a blizzard in, this piece of padded disaster makes the user incredibly vulnerable to hold and clumsy as an ogre.
(Curse: -6 Reflex, 100% Cold Damage Vulnerability)

The Obnoxious Banded Mail of Saint
As if banded mail itself wasn’t inferior enough compared to other heavy armors, this particular piece raises this imperfection into an absolute, making the user less protected than if they just wore bright-red shirt with a bull’s eye picture on their chest.
(Curse: -6 Armor Class, -2 Fortitude)

The Redeemed Scale Mail of Solid
What foolish soul puts this “armor” on risks to never take it off again. This hideous junk drains the wearer’s strength like many cursed items do, making them frail and in addition greatly reducing their magical potency.
(Curse: -6 Strength, -6 Fortitude, +25% Arcane Spell Failure chance)

The Strong Uneven Leather Armor
Wearers of this suspicious leather armor tend to feel sudden urge to start throwing threats around, picking up fights and losing them. Even a mere gaze might make the looker drool.
(Curse: -7 Intelligence)

Chapter 2: Weapons

Cursed Quarterstaff
This usual looking stick emanates blunt cursed energy and saps all the possible strength out of the wielder. Trying to lift it, the user risks to get their fingers broken, pinned down by the weight of this hideous piece of wood.
(Curse: -8 Strength)

Cursed Quarterstaff #2
This quarterstaff looks pretty mundane but contains a curse of terrifying power, one of the strongest in the museum. Give this piece of wood to an emperor and the empire will fall in no time.
(Curse: -8 Charisma, -5 Will)

Cursed Throwing Axes
This set of devilish axes was transported to the museum with extreme care and precaution. Trying to pick them up without preparation, the user will most likely lose all their fingers if not worse, all due to the immense taint on these weapons that drains all the user’s coordination dry.
Just like with the most hideous trinket at the museum, Cursed Thunderbeast Axes, these throwing utensils are rumored to have incredible numbers, yet only three samples are presented at the Museum.
(Curse: -8 Dexterity, 50% Magical Damage Vulnerability)

Cursed Thunderbeast Axes
Probably the most hideous of the local cursed trinkets, each of these axes make the wielder intelligent as a cork, so merely taking this horrible weapon can instantly kill some adventurers. Even if the wielder tries to use it as a weapon, this attempt is doomed to fail, since the axe’s curse is doing its worst to make sure the attack will deal as little damage as possible (if hit at all).
It is rumored that House of Spades has more than 200 such axes at their possession, yet only several are presented in the Taint Museum.
(Curse: -8 Intelligence, -5 Enhancement bonus, -2 Fortitude)

Entrails of Glamorous Mummy
On this stand there is a very weird curved sword that certainly came from the lands far-far away. One could imagine such weapon be used by enlightened wise sword-masters, but in reality this cursed junk gives the exactly opposite effect, draining all the perception out of the user.
(Curse: -8 Wisdom)

Nula’s Fine Heinousness
On this stand, there is a mundane looking halberd that might be considered the perfect weapon for guards by some tyrants. It drains the user off its wit and critical thinking, making them perfect for simply obeying orders.
(Curse: -6 Intelligence)

Shevarash’s Shoulder
This blunt weapon looks normal, even when holding it the user would barely notice anything suspicious. This mistake might cost a lot when coming to cold parts, since even a usual blizzard can be lethal due to a curse this weapon bears.
(Curse: 100% Cold Damage Vulnerability)

Chapter 3: Accessories

Amulet of the Trump
If you think merely putting the amulet on wasn’t smart, then it’s scary to imagine what depth of stupidity the owner might dive into, since this malevolent trinket is draining user’s brain faster than a hungry illithid. In addition, as if this suffering wasn’t enough, the user becomes incredibly vulnerable to negative energy.
(Curse: -7 Intelligence, 75% Negative Energy Damage Vulnerability)

Cursed Copper Necklace
Looking like yet another of the million cheap copper necklaces, this piece emanates subtle, yet incredibly dense and powerful taint. The wearer of the necklace won’t even notice they put it on since the curse makes them perceptive as a tree trunk.
(Curse: -8 Wisdom)

Cursed Copper Necklace #2
Another cheap copper wire, another powerful curse hidden inside. This piece of junk drastically lowers user’s endurance while making them weakened before any lightning attacks in addition. It is the second normal-looking and heavily tainted copper amulet in the museum. Is copper such a curse friendly metal or merely a coincidence?
(Curse: -5 Fortitude, 90% Electric Damage Vulnerability)

Cursed Copper Ring
Another tiny box containing a ring, just a cheap copper circle. As if its tasteless looks weren’t enough, the ring’s taint goes way farther than that, draining the user off their charm and grace to make things as terrible as possible.
(Curse: -5 Charisma, -3 Reflex)

Fantastic Vermin
When wearing this shady cloak, the user would feel that the fabric itself is doing its very worst to make them trip over it, restrict the movements or even strangle, granting the user grace of some lazy hamster.
(Curse: -6 Reaction)

Gold Ring of Bard’s Curiosity
In this tiny box lies a pretty ring with totally not pretty qualities. Once on the finger, it exposes all user’s weaknesses, supernaturally making them incredibly vulnerable to all attacks. As if it wasn’t terrible enough, the user also becomes defenseless against any electrical damage and more hopeless overall.
(Curse: -6 Armor Class, 90% Electric Damage Vulnerability, -2 Will)

Lesser Silver Ioun Stone
As if it wasn’t evident that Red Wizard wares are untrustworthy, this Ioun stone is treacherously proving it even more. It is fully functional and doesn’t look wrong, yet when applied it engulfs the poor user in chilling creepy aura as it unhurriedly and inexorably saps all the confidence out of the wearer’s soul.
(Curse: -5 Charisma, 100% Cold Damage Vulnerability)

Chapter 4: Miscellanea

Advanced Abjuratives
Disguising as a yet another mundane book about enchantments you can find in ruins, this trickster of a cursed junk has a cunning plan: It wants to burn the reader alive when they carelessly swing their hand, dropping candles onto their lap. For that purpose, the book has all the required taints.
(Curse: -4 Dexterity, 50% Fire Damage Vulnerability)

Cursed Empty Bottle
Despite having nothing inside, this bottle weights like a solid boulder. When in possession, it decreases owner’s charm harder than if it was filled with spiced wine. Nobody knows what it was actually filled with before, one has only to guess.
(Curse: -5 Charisma, abnormal weight)

Cursed Imp Venom
This bottle smolder with thundering scent of thousand outhouses. Hideous, atrocious, unbearable, and that is while the bottle is closed… It is scary too imagine what would happen if some unfortunate soul will take a sip. Probably something worse than death.
(Curse: -7 Charisma, -5 Reflex)

Cursed Intellect Devourer Poison
It smells disgusting even for a powerful poison. The bottle seems to be sealed dead, and while trying to open it (for whatever reason) the user would feel completely powerless, devoid of all strength. And even if the user would find strength to lift their hands and try to weave a spell, this spell would most likely fail due to the mysterious taint.
(Curse: -8 Strength, 40% Arcane Spell Failure chance)

Cursed Small Centipede Poison
Small Centipede Poison with not small at all tainted features. Merely keeping this bottle in a pocket makes users’s attacks less deadly without the wielder even knowing why due to their perception drastically lowered. As a rotten cherry on top of this hideous cake, the poison bottle makes the user completely defenseless against any negative energy, so picking this bottle up while in the Taint Museum is strongly discouraged without special protection.
(Curse: -5 Damage, -3 Wisdom, 75% Negative Energy Damage Vulnerability)

Guard Captain VI
This book must be containing the saddest story written in Toril. Trying to read it, the user loses all the strength to exist… and all the strength at all.
(Curse: -8 Strength, -1 Attack Bonus, -1 Reflex)
Back to the index
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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