Candlekeep Public Collection Reference

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Re: Candlekeep Public Collection Reference

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Urgent Flu Gazette volume II
News spreading like plague.
Volume 2
A project by Janette Skein

Emergency correction!
“Guides of the Underdark” have contacted our office, stating that two bags of gold was a price offered specifically for Janette, while every client has their own personal tariff. ‘Urgent Flu!’ apologizes for this confusion!

PATRIOTS SEND REGARDS!

After the previous gazette volume, Janette Skein has received a threatening letter from an anonymous sender. The text it contained was worriesome, and ‘Urgent Flu!’ is eagerly sharing it with our readers:

“This is the only warning that will be given to you. Silence your mouth and stop prying for information. Continue and not even that form of the Fake Spider will save you. There is enough coins to put a contract out on your head. And we are sure there is others more than willing to remove your head.”

Despite holding no signature and the sender being unknown, it is most evident that the letter was sent by either the Thieves themselves or someone willing to frame them and wrack commotion. We will attempt to reach the patriots for their commentaries on the matter!

In the meantime around us...

Carnage at Soubar!
A scene of unspeakable violence took place at notorious Soubar, straight infront of the Winding Way Tavern’s door. Harvard the son of Sigurd and the group of the barbarians he gathered under his banners were caught standing over a beheaded male corpse. The northerners have proudly admitted that the person was murdered over a blood feud. While holding the severed head in his hand, Harvard shared some mind-shattering details about the incident.

The murdered man was none other than Sigurd. Before one could wonder why did son kill his own parent in cold blood, the berserker confessed that his true name is Wulfrik Icewalker who was disguising as Harvard. The imposter claimed that the *real* Harvard killed Wulfrik's father, and in order to avenge, Wulfrik traveled to the Coast, assuming false identity to lure Sigurd out and kill him. At which, as evident, he succeded…

Such mind games are rarely expected from the honorable tribespeople of the North! All the northerners have witnessed Wulfrik’s deceit, and the true question of this story is… would they still follow his ruthless lead?

Vampires Among Us
Regarding the vampire attack news from the previous volume, ‘Urgent Flu!’ reached out to the participants for commentaries. Sir Amos Thistle, the Lord Regent of the House Blackrose, has given us an eerie input about the bloodsucking threat he faced. According to Sir Thistle’s words, the vampires possess a horrifying ability to turn the humanoid mortals into lesser vampires. They’ve attempted to mesmerize Amos himself and convert him, but the living allies were quick on the scene, and united forces of House Blackrose, House Darius and the druids banished the creatures away.

The same day, Janette Skein found a large group of heavily armed and warded persons, consisting of House Darius members and their allies. The participants claimed that they have found and dispatched vampire infiltrators in the sewers. It seems these monsters have crawled truly close to the civilization, and, with Sir Thistle’s perspective in mind, the picture is worrisome… the turned vampire puppets could be among us! Nathan Goldenmane of House Darius looked sick and reclusive after the patrol. One could only speculate about reasons…

Message From the Undercity
By a pure coincidence, Janette Skein encountered an imposing person who introduced herself as Morgan, the current leader of the Temple of the All-Seing Eyes. In attempt to learn more about this suspicious organization, Janette made a bold move… She suggested the Temple leader to show her the temple itself. After some consideration, Morgan agreed.

Through the teleportation spell used by Morgan, Janette found herself in a truly hideous place. A legion of skeletons and a gargantuan horned demon were the first things the author was shocked by. The abhorrent creatures, however, did not attack. They were obeying Morgan’s will. In order to figure out what is going on under Baldur’s Gate and why nobody comes to eradicate this nightmarish lair, Janette asked Morgan a few questions, and these are the answers she received:

Janette: This is unbelievable, Morgan. The fact that such powerful undead and fiends live under the city... so close to the main streets. Do the citizens know this place exists?
Morgan: This is just one corner of the Undercity. It is vast, with many passages and labyrinths There are many powers within the city. Most make what we have here look insignificant.
Janette: And Temple of All-seing Eyes is only one of them?
Morgan: We are only a recent power that has emerged within the last year. Think of the Undercity as a mini Underdark.
Janette: Earlier this day... I met a group of adventurers and Baldur's Gate residents who were... hunting down vampires, deep in the sewers, close to this depth. Are the vampires somehow related to your Temple, Morgan?
Morgan: No, but I know the factions they speak of. An old and ancient feud between two elder vampires, Layla and Namissa.
Janette: Interesting... From what I have heard from the same adventurers, they visited the Undercity in search for vampires and returned unharmed. It seems they... know the way to this place. One could think if adventurers and Baldur's Gate forces united, they could overwhelm this place... but it doesn't happen. The Undercity stands untouched. Why?
Morgan: The Dukes know the truth and the vastness of the Undercity. The city doesn't have enough men to subjugate the entirety of the Undercity. And if they marched down here... Those that would come would be used to launch an attack back at a defenseless city. Sometimes you shouldn't poke what lurks in the dark.
Janette: Lastly... is there any message you'd like to make for our readers?
Morgan: Undead guard the way. If people cut them down, more will replace them… This temple is for those shunned and banned from society. People should be free to practice whatever beliefs they want.

Just after the interview was finished, the temple has fallen under a sudden ambush! Morgan’s undead were attacked by other undead, controlled by the powers unknown. As the Temple leader explained, there are various undead clans down here, all fighting each other for control and influence. All these troublesome details make you wonder how much else Baldur’s Gate citizens don’t know about the horrors living underneath their streets…

Drow Ambush
Traveling through one of the Troll Claws passages, Janette Skein was attacked by a drow assassin! The author tried to escape and was chased throughout miles to the bizarre town of Rockrun. Unable to start a fight on the heavily patrolled streets, the assassin agreed to speak.

The drow introduced herself as Ssinyrr and made many interesting claims, such as her being betrayed by Duke Eltan himself after helping his forces or the Thayan Enclave needing to be demolished due to something horrible hidden beneath the tower. As for the reasons behind the ambush, Ssinyrr declared that some unknown persons have heavily trapped the Ogre Caves, leaving a message saying "Go home, drow".

After a lengthy conversation, Ssinyrr agreed to part ways in peace. ‘Urgent Flu!’ warns our dear readers to be careful traveling through the Troll Claws and tunnels beneath it in these troublesome times!

Well-well, what's on the message board?

- White Mask Theater invites you to visit the scariest Open Stage night you've seen! The theme of the show is ghosts, undead, phantasms and other blood-freezing things. Dress code: Spooky costumes and scary masks. Marpenoth 17, contact Rose of the White Mask for more information!

- Vilmar Dall urgently needs dragon acid for a project of grand import! The researcher is eager to pay solid coin for any samples found. Vilmar can often be found by the Farmlands campsite.

-SUDDEN GUEST!-

'Urgent Flu!’ introduces you an exclusive rubric where we interview famous, influent and simply interesting personalities of the region. This time, our guest is lady Netanya d’Abdelledion’d'y’Quellium, a dutiful person with outstanding sense of style, councilor of the Phoenix Company and proprietor of the House Divine. Her actual mission on the Coast, the bitter truth behind the scandalous picnic on the frontlines and who mysterious Orlando really is… This and much more in the following interview!


What's in fashion these days?

Janette: Thank you for having me tonight, lady Netanya.
Netanya: The pleasure is all mine, madam Janette.
Janette: I will begin with a professional question... what colors are in fashion this season on the Sword Coast?
Netanya: Oh, darhling, that's such a challenging question because everyone tends to select colors that best compliment them. However, I must say my most recent customers to my custom clothiers service, House Divine, seem to favor a blend of lavender and green. Both colors are ideal for the summer season and I admire their selection.

What is House Divine?

Janette: I am more than convinced many our readers haven't heard about House Divine, though. Please tell me more about it.
Netanya: As I mentioned, House Divine is my custom clothier service. Myself and my personal stylist, Orlando, are the official proprietors. We assist our clients in improving aesthetic appearing of their wardrobe, whether it be standard clothing or armor. Myself and Orlando consider each piece of attire we craft for our customers an individual priceless work of art.
Janette: If I had to guess, the House Divine office is not in these parts of the Coast?
Netanya: Oh, no, we have no official office. I primarily use the Lodge here as our unofficial location for clients that wish to reach us. In time, as we expand our enterprise, perhaps we will purchase our own official shop.
Janette: I'm looking forward to it, lady Netanya. The dress I've purchased was truly incredible.
Netanya: Oh, we're quite pleased you were satisfied with the craftsmanship.

Netanya's noble origins

Janette: Sometimes I wonder what is the secret of your refined taste and style. Is this the society you've grown up in, a natural talent, breathless hard work... or a lot of these elements at once?
Netanya: Oh, darhling, I'm simply a product of my environment. Born into nobility in Suzail, we are instilled proper with mannerisms and decorum. We are taught how to properly eat, how to properly dress on any given occasion, how to address your fellow colleagues and such. Moreover, we are also taught how to dance. Notably, ballroom dancing. It helps to reinforce poise and posture while ensuring we still remain agile. And also we are exposed to the most exquisite cuisines and wines as well as high culture, and from this exposure yields refinement.
Janette: Balls do not seem to be popular in this region. You probably miss them, lady Netanya.
Netanya: Well, on occasion a Guild will often host a formal ball or some manner of soirée, but no, they're not as frequent here as they were in Suzail where balls were almost a weekly pastime amoung the nobility class. Though it is my intention to host a ball come winter here, in the Gate. It will be a Winter Solstice Gala. I hosted such a ball before some years ago and it was a most extravagant affair.

Her true mission

Janette: I am looking forward to attend this event. However, I wonder... A cormyrean noble moving to the Coast and joining the Phoenix Company from the scratch, later becoming one of the Council. What is the story behind such a life twist?
Netanya: Oh, I did not necessarily come here my choice. I was rather assigned here. My family in Suzail are wealthy silk merchants and they wished to expand their customer base, so they assigned each of my siblings a city to reside in for the purpose of on-boarding new clients from the nobility class. I, myself, was obviously assigned to come to Baldur's Gate. My three older siblings had the privilage of getting assigned to either Silverymoon, which would have been my personal choice, Neverwinter and Waterdeep, respectively. And my youngest sibling, the poor sod, was assigned to… wait for it, darhling… Luskan. But nonetheless, each of us was given a healthy stipend so that we can afford the basic luxuries such as our personal estate and serving staff.
Janette: I wonder what one has to do to promote a silken business in that land.
Netanya: Oh, I care not to think about it. That's certainly his problem, but I trust he's doing fine in Luskan. As far as what brought me to Pheonix Company? Well, I suppose that stems from the friendship I struck up with Madam Terri Xon who is the Company Administrator. She invited me to join the Company and eventually promoted me to Councilor. I've since helped her manage the affairs of the Company and when she has to embark on a prolonged sabbatical as she's currently doing, I'm left with managing the affairs of the Company in her absence. Tis a very affable Company, we're mostly an Adventuring Guild, we undertake various exploratory missions designed to search for rare treasures, artifacts and knowledge, and when called upon we particiapte in the defense of the Gate and do our part to help perserve the way of life here along the Sword Coast.
Janette: Yet, as I see it, your family assignment still continues, lady Netanya. If you are called back... would there be a conflict between this and your key role at the company? And what would you choose if you had to?
Netanya: Eventually, I'll be called back, but that won't likely be until some time and many human generations. Would I return? Likely yes, I do miss Suzail and all the trappings of nobility it afforded me, but at the same time, it will be difficult to part with the many friendly acquaintances I've made here on the Sword Coast during my tenure. But nothing is forever and we all have to eventually accept the changes life thrusts upon us.

Her secret powers

Janette: While seen unarmed and in luxurious attires most of the time, it is rumored that you're having outstanding archery skills. It makes me wonder what other unique powers and skills you possess.
Netanya: Archery is my primary martial talent, I rely on none other. Back in Suzail, archery is taught to us at a young age and reinforced as we age, though it was more of a sport than a means of self-defense. However, it didn't stop me and my closest colleagues from venturing into the King's Forest, just north of Suzail, to hunt orcs and other threats just as many adventurers here in the Gate are wanted to do. It was considered risky for nobles such as ourselves to make such ventures, but we had masterfully honed our trade. After some time, we were more of a threat to the orcs than the orcs to us.
Janette: Such ventures certainly forge character. You've come to the Coast prepared to face its dangers... including the fabled Devil War where you and the Company were taking part. While reasons for joining the warfare are out of question, I would like to ask a more... bizarre question.
Netanya: Certainly.

Scandal on the frontlines

Janette: You are known for your love for picnics, lady Netanya. And as I was told, the war wasn't an exception and some... warriors were unhappy with your leisure time. Please tell me more about this.
Netanya: Oh, you were told this? Hmm. I see I still live rent free on someone's head. But yes, I don't do anything I regret, but it helps if you have context. First, let's set the scene. There was a skirmish at Winding Waters which used to be a front for the Devil War. I, as well as many adventurers, would occasionally venture there to help maintain the bulwark. So one day I ventured there with the intention of lending my bow as I've done before... and yes, I found some of my colleagues there, but I also happened upon Griel Nightgale who was also present, barking orders to anyone who happened to show up that day. Not just Griel, but also his cadre of henchmen from the Ebon Blades. Are you familiar with the Ebon Blade by chance, madam Janette?
Janette: I can not say I am, unfortunately...
Netanya: Well, let me inform you. The Ebon Blades are or were a Mercenary Guild of Banites loosely affiliated with the Zhentarium. In either case, perhaps a year or two prior the "picnic incident”, the Ebon Blades issued a bounty for the assassination of madam Terri Xon and her betrothed mr. Vendor Xon. Their minions also targeted members of Phoenix Company for assassination. I, myself, was explicitly targeted by a Guy Masterson, one of their minions. He had attacked our guards you passed entering the Lodge and openly attempted to assassinate me. Fortunately, he didn't succeed. Also, it should be added that during this period the Ebon Blades attempted to set our Lodge ablaze. Well, they actually did, but the damage was minimal.
Janette: What happened when you met again, at the Winding Water?
Netanya: That was the context... now let's return to the "picnic incident”. As I mentioned, when I arrived at the bulwark to lend my bow, there was Griel. Yes, the same Griel who unapologetically sent his henchmen after me and my Company colleagues the year prior. I decided at that day I wasn't going to fight alongside the same faction that attempted to assassinate me, so yes, I coldly stepped away from the frontline to set up my picnic, complete with wine and candles, and watched the Ebon Blades and Devils slaughter each other. Could I have simply left? Yes. Could I have fought alongside them with the others individuals who were there that were not affiliated with the Ebon Blades? Yes. But I had already decided I wasn't going to fight shoulder to shoulder with a faction who wanted me dead. If others wished to do so, well, that's was their prerogative. Do I regret it? No. Do I care that others who have no impact on my affairs who still whine and stomp their feet over it and tell anyone who's willing to listen how cold I was that day? No.
Janette: So you were sending a message rather than enjoying a picnic in a spare time, or this was both?
Netanya: I openly admit it was both. I enjoyed watching the Devils and the Ebon Blades attack each other. Neither one was my ally so I elected to not pick sides that day. So not only was I unwilling to fight alongside these murderers, I was definitely not inclined to take orders from them. And that is the unwashed and raw truth. I have no desire to suger coat my sentiment that day.

The truth about Orlando

Janette: One last question I'd like to ask is... about the legendary Orlando. Tell me more about him.
Netanya: Who is the man, the myth, the legend that is Orlando, you ask? Orlando is not only my personal stylist who is responsible the specimen you see before you, but he also an AHR-tist. Not to be confused with a standard "artist". No... no... he pours his very soul and essence into his work. He attempts to infuse his work with life and character. Everything he crafts, whether it be my hair, or wardrobe, or a piece of armor, is considered a priceless work of art to him.
Janette: You made an interesting point here, lady Netanya... It seems nobody has ever seen mister Orlando. Is it due to his value for privacy?
Netanya: Oh no, darhling, there lies the rub. You do not see Orlando. Orlando sees you. He's extremely particular as one would expect from an AHR-tist. He his work is his livelihood, it's the medium which he resides. For him to step outside his medium the matter must be of eminent importance. Now could I grant you an interview with Orlando? Certainly, but it requires me to almost literally pull his teeth.
Janette: That would've been a sensational material.
Netanya: Perhaps next time, darhling. But if you really desire, I can have a few words with him. I cannot promise you the sky. He may make demands that may appear unreasonable.
Janette: Not necessary... I would be ashamed to drag the artist out of his workshop for a mere conversation.
Netanya: AHR-tist... he makes it a point to draw the distinction.
Janette: It is apparent that a person with such... modest publicity incites various gossips. That Orlando could be a myth, or even an alias of Netanya herself. How would you comment any rumors of this kind?
Netanya: Well, we're almost practically the same person with the exception being that we're physically not. But we share the same taste. If others wish to believe him to be a myth, that's their prerogative. It doesn't hurt his brand.

Cheers, my dear readers

Janette: In the conclusion... could you recommend your three favorite sorts of wine to our readers?
Netanya: But of course... A 1329 Calimshan Red, aged in a ancient oak barrels which rounds out the flavor while infusing the wine with boldness. Winter Wine, I adore its dry crispness. And Thayan Wine, I enjoy the infusion of herbs and spices.
Janette: It was a pleasure to have a conversation with you, lady Netanya.
Netanya: It was certainly my pleasure to grant you an audience, darhling.

Urgent Flu!' gazette, volume 2, 1st of Marpenoth, 1356.
Investigated and written by Janette Skein.


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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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Re: Candlekeep Public Collection Reference

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Candlekeep Lore Volume I, Second Edition
Revised by Scribe Edelgarde Spades

This book is the second edition of Volothorp Geddarm's 'Guide to the Sword Coast', transcribed by Former Archivist Reineke Ingenium, Seeker at the time, intended as primer for new and aspiring Acolytes and Protectors, so they may learn of Candlekeep and its mission. This reviewed version is up to date with the changes recently made.

Index:
A Description - pg 2
Hierarchy - Volume Two
Uniforms - Volume Three
Alaundo - Volume Three

Chapter 1 - Candlekeep, A Description

This citadel of learning stands on a volcanic horn, or crag, overlooking the sea. It is a many-towered fortress, once the home of the famous seer Alaundo, and preserves his predictions along with all the written records and learning of the Realms that can be assembled. The price for any traveler to enter the Keep proper is a book. Those wishing to examine any writing in the Keep's library must gift Candlekeep with a new tome or no less than 100,000 gp value. The monks of Candlekeep (who claim to be nondenominational, and call themselves the Avowed) also purchase certain books brought to them and even commission agents in great secrecy to procure writings they desire to possess. Those who wish to browse in the library are often sponsored by a known mage of power, so many books given to Candlekeep in payment are minor spellbooks.
This community is ruled by the Keeper of the Tomes, assisted by the First Reader (the second in authority and traditionally the most learned sage of the monastery).
There are up to eight Great Readers under these two offices, who are assisted by the Chanter, the Guide, and the Gatewarden. The Chanter leads the endless chant of Alaundo's prophecies that wends its way around the citadel day and night in continuous utterance of the sage's predictions. He is spelled in this duty by three assistants, the Voices: the Voice of the North, the Voice of the East, and the Voice of the South. The Guide is in charge of teaching Acolytes, and the Gatewarden deals with visitors, the security of and supplies for the community, and with the clergy, who are regarded as honored guests rather than part of the monastery's hierarchy.

The citadel bears mighty, many-layered wards that prevent anything from burning except wicks and wax, prevent the operation of teleportational magics and many other destructive spells, kill all molds and insects (such as paper wasps), prohibit the entry of bookworms, and have other, secret properties. Because of the wards candle lamps are often used, but no paper can ignite anywhere in the Keep. An additional ward prohibits entry into the Inner Rooms except to those bearing a token. The Inner Rooms are where the most powerful magical tomes are kept and where none but the Great Readers may go, except in the direct company of the Keeper or the First Reader.
The central, highest fortress of the Keep is surrounded by a terraced rock garden of many trees, where natural springs rise and bubble down the rocks in small cascades and pools. These beautiful grounds descend into a ring of buildings along the inside of the massive outer walls: guesthouses, stables, granaries, a warehouse, an infirmary, a temple of Oghma, and shrines to Deneir, Gond, and Milil.

Except in the cases of illness or when someone joins the order as an acolyte, no visitor can remain in Candlekeep for more than ten days at a time, or enter the monastery less than a month after leaving it. Order in the Keep is kept by the Gatewarden's five underofficers: four Watchers (who take turns patrolling the monastery and watching the land and sea around from its tallest towers) and the Keeper of the Portal (or gate guard), all five of whom have 12 armed monks (all experienced warriors) as assistants. These underofficers are also said to wield magical rods and rings to enforce their will.

Acolytes are robed in black. Seekers wear robes of mauve or blue and they do research, fetch and carry. When the first edition was published, the Seekers were the lowest monks. Above them were the Scribes, who copy out works to order or compile books from various sources in the library for sale - the chief source of income for the community. Over them were the Chanter and the Readers, from whose ranks the offices of the Avowed are filled, and who vote to fill vacancies.
Under Guide Isabella Villame, the hierarchy was changed. The first rank above Acolyte is still Seeker, however after six months of service, a Seeker can become Senior Avowed and choose between Scribe, Reader and Senior Seeker. The latter keep gathering knowledge outside of the keep, but they are also in charge of instructing the other Seekers on their role. These three ranks are hierarchically equivalent and their members all wear robes of blue.
All the underofficers wear brown homespun, while the holders of the high offices wear robes of various colors that bear adornments of gold thread and stripes of white. Only the Keeper of the Tomes can wear robes of all white. Travelers who enter the Keep proper clad all in white can expect to be stripped on the spot or cast out.
The current Keeper of the Tomes is Ulraunt, a proud and haughty minor mage. It is well not to cross him. The traveler should humble himself to avoid doing so or try to keep out of the Keeper's notice. The current First Reader, Tethtoril, is often mistaken by visitors for the Keeper because of his intelligent, regal and sensitive demeanor. Ulraunt rather resents this.

Candlekeep has but one absolute rule: "Those who destroy knowledge, with ink, fire, or sword, are themselves destroyed." Here, books are more valuable than people.
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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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Re: Candlekeep Public Collection Reference

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Candlekeep Lore Volume II, Second Edition
Revised by Scribe Edelgarde Spades

This book is the second edition of Volothorp Geddarm's 'Guide to the Sword Coast', transcribed by Former Archivist Reineke Ingenium, intended as primer for new and aspiring Acolytes and Protectors, so they may learn of Candlekeep and its mission. This reviewed version is up to date with the changes recently made.

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

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

Great Readers

Chanter, Guide, Gatewarden

Keeper of the Portal

Voices, Readers, Scribes, Senior Seekers, Watchers

Seekers, Guards

Acolytes, Guards in Training

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

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

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

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

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

Senior Seeker Senior Seekers have the same duties Seekers have, but in addition they oversee the other Seekers and can act on behalf of the Guide like the other Senior Avowed.

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

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

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

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

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

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

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

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

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

Guard: Candlekeep's guards are trained to defend Candlekeep and the Avowed from attack, to man its gate and greet visitors, and to watch for and apprehend internal troublemakers. The Guard also escorts the Avowed outside of Candlekeep, to protect the wayward scholars from harm.
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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Joined: Tue Jun 25, 2019 8:26 am

Re: Candlekeep Public Collection Reference

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Candlekeep Lore Volume III, Second Edition
Revised by Scribe Edelgarde Spades

This book is the second edition of Volothorp Geddarm's 'Guide to the Sword Coast', transcribed by Former Archivist Reineke Ingenium, intended as primer for new and aspiring Acolytes and Protectors, so they may learn of Candlekeep and its mission. This reviewed version is up to date with the changes recently made.

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

The uniforms of Candlekeep denote the ranks within Candlekeep. While these uniforms occasionally change, they are accurate as of 3 Uktar 1356.

Guards will wear blue, preferably showing their Candlekeep insigna.

Acolytes will wear black robes.

Seekers, Senior Seekers, Scribes, and Readers will wear mauve or blue robes.

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

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

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

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

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

Here is an example of a detailed Phropecy:

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

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

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

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

- Fifth Portents

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

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

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

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Poems of a Myrkulite Vol II
by Crathaidh

Poems of a Myrkulite

---===::::::===---

Volume Two

--

V

The Crossing
-+-

A solemn bridge in moonlight stood
where souls would pass, but there took root
a lone sentinel in blackened steel.
Watching quiet as they came foot and heel.

The burdened folk drew ever near,
seeking passage, denied - then fear!
These souls would then bend the knee and kneel
as they came closer to fate, foot and heel.

A masked shadow spoke in dark tones.
The voice spoke of the Lord of Bones.
It herald in rekindled fear of death,
all before the mace, the dark knight's wrath.

A third soul came and wondered still
what of loyalties, pure or frail?
Lady of the forests, life - then death.
Saw relations, then followed down the path.

-+-+-+-

VI

The Pamphlet of Promise
-+-

I have witnessed the rooms of those who rest eternal - waiting reticent for us to pull them from their still waters. In death they may still walk to fulfill the will of the Lord of Bones. his divine servants.

But their lives are finally complete. Their souls free from earthly torment. Released.

But for me, there is no clemency. No release. I trudge through a black path filled with tormented voices and the screams of the dying - so they don't have to.

I bring them to their kin. So that they too may be reminded of the grave. Their laconic lives.
The sensation of what lies ahead. They call it fear. I call it promise. Kindness.

A way to set them on the right path. A way to our Lord's cold but faithful embrace. To tear them away from a fate worse - an existence of suffering at the Wall.

I must. To keep their wails from tearing at my soul.

I must wonder what alcove will hold my bones. And for how long...

-+-+-+-

VII

The Sum of Life / The Trade of Blades
-+-

An old lounge of dreams,
Broken and crumbling,
Sat among moonbeams,
Lightning the bumbling.

The corpses that walk.
Many but numbered,
Will never more talk,
Silent they lumbered.

Up and down the road,
Artery of trades,
Baator they forebode,
Thoroughfare of Blades.

Black of ebony,
When heed took a hold,
Then green of envy,
And three voices called.

"One then two, and three
Four and one - one lost."
"The reckoner be,
The one that you cost."

-+-+-+-

VIII

Crow's Bailiwick
-+-

The ruins by the Tradeway stood,
engulfed not by gull - but corvi.
Amidst the old wheathered stone,
A figure masked and under hood.

The cowled crow did caw,
And it did plead for a deal.
Fie the midnight rose,
Treachery none foresaw.

She called in the knight (night)
"Strike it down, bring its end."
The hooded figure died,
Then corvi made our flesh rend.

Caw and cackle - then battle,
The corvi lay vanguished,
The hooded figure dead.

From its corpse a band of white,
Upon which perched the head,
A black crow,
Not alive - nor dead.

It harbored words made,
Just like the ring ran round.
It spoke of bonds and bailiwick,
Tyrants and Eight.

-+-+-+-

Know mortal - that you are being watched by death's unseeing and gloom sockets and guided to your end by his tongueless and silent voice. Your end draws nearer with every word and every breath.

You are finite.
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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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Ice Spirits: The Orglash
by Masika Ukasha

Introduction

The Orglash is a solitary insubstantial spirit creature which exists in below freezing temperatures primarily high in the mountains in Rashemaar. At higher temperatures, such as a desert, an Orglash is usually unable to take form. They range in size from tiny wisps of ice and snow to a human sized whirlwind and occasionally larger. The ancient Orglash's origins remain a mystery even to those who share the same environment.

Habits:

Orglash are known to be fiercely protective and territorial. What an Orglash may consider it's territory is impossible to discern. An Orglash will roam for many days covering hundreds of miles. Some observers have observed orglash aggressively attacking passerbys and yet others have observed an Orglash watching passerbys from a distance as the spirit's insubstancial black eyes faded in and out as it does. Most concerning is that it is not uncommon for an Orglash to attack a Rashemi wishing only to pay homage to it. Most believe Orglash to be wild and unpredictable and thus fear them.

Society:

The Rashemi have an uncommon kinship with these creatures. Despite the nature of Orglash, Rashemi witches routinely ritually summon Orglash as they are known as excellent protectors. Orglash are known for their dislike of Thayan magic and will assail Thayan wizards relentlessly while being heavily resistant to Thayan magic.

((a Symbol of Lunar disk with an ankh and Star side by side lies at the bottom of the page))

((This page intentionally left blank, page 3 is the end))
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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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Journal of Serena Doubleheritage
by Serena Doubleheritage

This book belonged to Serena Doubleheritage, spawn of Evil in skin of aasimar, Black Guard of Auril, now exiled by church of Frost Queen and wanted by law dead or alive for her countless crimes. This journal contains her most important memories written in simple sentences. It's easy to conclude that she is mad and dangerous murderer and impostor. It's unknown how many lives she took. I put this diary in Candlekeep shelves as warning for everyone. Evil can be everywhere!

I can't believe it! He really thinks I am paladin of Torm. I have to use this excuse more often or even I should to introduce myself as Serena a paladin of Torm? It's a great and funny method to disguise my true identity.
I saw today interesting axe in Baldur's Gate at Ambjorn shop. Very expensive and very powerful. I need to earn gold to buy this tool, it should help fulfill her will.

-"Mentioned axe is probably the Touch of Auril."

I finally arrived to Baldur's Gate. It's definitely too hot for me, but I must handle it. My task is too important to fail. Soon even this place will drown in snow and ice. Nobody will escape my wrath! (On this page you see many crossed sentences and only one understandable phrase.) RAIH PAMBT AONIH!

-"In celestial language it means Hail to Auril!"

Once I heard story about temple somewhere in Icewind Dale made from snow and ice. More than 40 years ago building was plundered by some adventurers. They not only rob whole place but also murdered priestesses. Now local people call them "heroes"! Bah!

- "Serena seems to be mad or naive. She forget to mention these priestesses collaborated with Legion of the Chimera leaded by two cambions. Adventurers which killed them probably saved many innocent lives."

Yesterday I met waukeenete Sorfiriel and few other adventurers. Of course I said that I'm a paladin. Still I can't believe in naivety of people. We walked together into old well outside the city to find some old relic but we had to run away. If there was fewer of them I would do IT! Unfortunately it was too risky to "convince" all of them.

-"Serena probably wanted to recruit some novices to Auril's church or slay them if they disagree."

It's time. Tomorrow I will board at any ship and leave this city behind. Where will fate take me to? Perhaps Ruathym isles or south to Sword Coast? Maybe even further. I must remember one thing -it isn't some sort of tour, but trial. My own trial!

(Half of this page is torn out)
I done horrible thing. I murdered two men 3 hours ago. One of them was young... too young. It's had to be done nonetheless. DAMN IT! IS MY MISSION ONLY THING I CARE ABOUT?! THIS CRIME CHANGES E TO A MONSTER! BLOODY F*****G MONSTER!!!

(Second part of this page is completely torn out.)
(On this page is drawing of beautiful snowy landscape, made by childish hand. You see another drawing, this time presents village and smiling people)
I almost died! I was trying to rob a weird old man in gnoll caverns. He punch me 3 times and after that I was bleeding on floor. Despite this he healed me. Fool! Strong fool! I bring shame to Her this day. I will never disregard anybody, even strange old men.

(This page is almost fully crossed out. Only one incomplete sentence keeps readable.)
I have been chosen to...
Another man is dead. Inhabitants suspect something. Time to leave this place before is too late.
I behave too suspicious. It's time to hide somewhere for few weeks or even months...
A second meeting with waukeenete and another group of adventurers, this time in gibberling caves. I almost lost this diary, but luckily retrieved it. Next time I have to be more careful.
I've encountered a familiar face, a half-orc named Garthwog Bradwin, a Saint Fist of Helm. Previously I met him in Kuldahar. Disgusting place! Of course I gave him an offer he can't refuse. But he did, so I've cut his head. Hopefully nobody will connect me and his death.
Today I met Lyuze, probably one of Her followers. I'm not alone anymore! She advised me to make contact with Reiliena Winterborn, usually staying in Friendly Arm Inn.
Another meeting with Sorf. She still looking for Waukeen relic. This time we worked with many courageless mercenaries. We explored ruins as 3 people only. Why I didn't seize this opportunity? I don't really know.
Today I escorted some strange alchemist from Candlekeep named Cold. She behaved very nervous and stuttering all the time. Somehow, she find out about my heritage. I need to get rid of her, before she starts suspecting something. I will make Cold a faithful servant of my Queen or she will die!
Nigel Blaquehawke, ranger from Cormyr, faithful of Mielikki, knows my true identity. I tried to eliminate him but he hide somewhere. Coward! I prepare a true vision spell, specially for him!
I encountered knight of "good", summoning djini in orc hideout. My queen tasted her blood though my axe striking a woman flesh! After my victory I left her barely living.

-"Serena let her live in hope she will spread threatening rumors. Or just had a good day."
(This page contains a few blood stains) I was attacked and hardly wounded by some boutny hunter. I will make him suffer! SUFFER!!!
During my hunt for wyverns I encountered a Helmite named Jegal, I pretended friendly. His time will come soon.

(Below you see little postscript)
He saved my life. Hopefully he will listen me and willingly join to worshipers of Auril.

Today I met a wizard Invis and demonologist Lev. They are potential temporary allies, but too dangerous for longer collaboration. Maybe it's possible to argue them and they will kill each other? I have to think about it...

(This page contains another drawing. It is a picture of great blizzard in little town and few corpses.)
People have to believe I'm paladin, so I organized raid for vampires to be more... reliable. I offered a lot of gold to wizard Morgan and barbarian Valdym. In meantime a knight and a rogue joined us in Cloakwood. Everyone of them will not be easy pray.

20 Nightal soon. Maybe it's time to take little rest and celebrate Simril? Just observe a falling snow, listen noise of incoming blizzard?

It will be no celebration to me. I've been banished from church of Auril for my incomprehension in doctrines, drunkness and for my crimes and joining the ranks of Black Guards. I don't know where to go or what supposed to do... I have to admit one thing. I fully deserve my fate.

Auril... I disappointed you.
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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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Chronology of Doron Amar

* Image of a tree *

This chronology lists the major events in the history of the Doron Amar in a roughly chronological order. Major events are signified by their type: FOUNDING, FACTION, COUNCIL, ENEMY, TRAITOR, WAR, and EVENT.

FOUNDING entries relate to major events in Doron Amar's history that reflect on its foundation as a community. FACTION entries relate to Doron Amar's relations with other political groups and organizations. COUNCIL entries relate to the composure and behavior of Doron Amar's Council. ENEMY entries describe enemies of Doron Amar, while TRAITOR entries describe Doron Amar elves who have turned against their kin. Finally, WAR entries describe the major wars and battles that Doron Amar has participated in, and EVENT entries describe important events in the history of the community that do not fit under any of the other categories.

* Image of persons on horses walking through a snowy forest under starlight. *

- FOUNDING: Doron Amar is founded by a group of elves seeking to protect their kindred on the Sword Coast. Some of the founding elves included: Aloria ap Raver, Elrithmithrade Tirdraluine (now banished), Faerynn Ara'dhel (now banished), Elohir Ara'dhel, Phelan Shadowtop, Isenduil Eriadon, Toshiro, Galen'ael Glenstalker (now deceased), Alarice Lharythlin, Aleilsum Elrum and Sir Dallenthel Wyndsoul.

- FACTION: "The Crownsilver Affair." Elrithmithrade Tir'draluin joins the rebel outlaw and traitor, Beren Cross, in murdering Flaming Fist Commander Sir Justin Crownsilver. This creates a deep divide between the people of Baldur's Gate and the elves of Doron Amar (a divide that still is not fully healed).

- COUNCIL: The First Council is formed. The Councilors included Aloria ap Ravar, Alarice Lharythlin, Toshiro, Aleilsum Elrum, Faerynn Ara'dhel, Fircair, and Elohir Ara'dhel.

- COUNCIL: Elohir steps down from the Council, so that Elrithmithrade Tir'draluin may take his seat. This causes tension between Doron Amar's elves and Baldur's Gate (and the Flaming Fist in particular).

- FOUNDING: A small foothold is estabilished in the Wood of Sharp Teeth to act as the headquarters and refuge for the elves of Doron Amar.

- COUNCIL: Aloria steps down from the Council, and then later rejoins it.

- ENEMY: The drow vampire Bah'lahl -- known also as the Shadowsinger -- preys on the elves of Doron Amar, as well as others along the Sword Coast. One of Bah'lahl's lieutenants, Glaive Soulblight, raises an undead army to assist him. At one point, Aloria is killed by Glaive, and her body is taken captive. Glaive agrees to return Aloria to the elves if they assist him on turning on and destroying his master, Bah'lahl. With the aid of Candlekeep -- as well as Merielle Williams and Noric Patteel -- the elves of Doron Amar are able to destroy the Shadowsinger. Glaive escaped in the fighting, and Merielle Williams was able to revive Aloria.

- ENEMY: The Shadow Druids -- led by a druid styling himself "The Dark One," or Mauglir, and another druid calling himself Narcisuss -- attempt to destroy Doron Amar and try repeatedly to assassinate Aloria ap Ravar.

- COUNCIL: Aleilsum steps down from the Council, leaving for Evermeet.

- COUNCIL: Alarice steps down from the Council, leaving for Evermeet.

- TRAITOR: The half elf, Seadin Aleros, is implicated in leaking information to the Thieves' Guild in Baldur's Gate. He is believed to be "the right-hand man" of "Toy Box" -- who was at that time the leader of the Guild.

- COUNCIL: Toshiro steps down from the Council.

- FACTION: The Gatewarden of Candlekeep, Joan Degaulle, protects a drow from Night Hunters (a religious order of Shevarash dedicated to eradicating drow) and adventurers, drawing the ire of the Night Hunters (Wthyran Tal in particular) and Doron Amar. Candlekeep is believed to be harboring drow.

- TRAITOR: The elf, Rysdan Sith, is banished from Doron Amar, after fraternizing with drow and conspiring against the Council with the Shadow Druids and drow. His known allies include Roxanne Everquist and the elven assassin known as Rai.

- COUNCIL: Fircair steps down from the Council.

- WAR: Councilor Elrithmithrade Tir'draluin and the Mathora'Tel'Quess begin aggressively hunting orcs in the Wood of Sharp Teeth and beyond.

- COUNCIL: Shevril Arke'vel joins the Council.

- COUNCIL: Aloria forms a "secret council" to advise and assist the Council, composed of Anastyaanir Daen'Doliar (a priest of Aerdrie Faenya), Elvaene De'lindessa (a favored soul of Corellon), Wythran Tal (a Night Hunter of Shevarash), Selaana (a priestess of Corellon), Cathenya (of the Mathora'Tel'Quess), Fircair (a ranger of Mielikki), and Aurora Sabel'leigh (adjunct to Elrithmithrade). This "secret council" bickers loudly, but accomplishes little, and is soon disbanded.

- COUNCIL: Shevril Arke'vel leaves the Council.

- ENEMY: An elf named Erwin Merikel joins Doron Amar, and soon betrays them. She consorts with traitor Rysdan, and attempts to kill citizens of Doron Amar. She appears to be worshiping Shar. She changes her name to "Rewin Dawnblade." Councilor Elrithmithrade becomes involved with, and is corrupted by Erwin.

- COUNCIL: Elrithmithrade is corrupted by Erwin Merikel, and forced to flee Doron Amar. She is banished and removed from the Council.

- FACTION: Candlekeep captures Erwin Merikel on unrelated charges, and Guide Valerius has her executed and her corpse burned. Elrithmithrade leaves the Sword Coast shortly after.

- COUNCIL: Faerynn is implicated as "The Dark One," and evidence is brought forward to support this. Faerynn is forced to flee Doron Amar, and is made "kill on sight" if he is seen anywhere within the village. Rysdan Sith later confirms that he was working with Faerynn while Faerynn was on the Council during an interrogation.

- TRAITOR: The elven wizard, Deus Di'mastailuin, is accused of necromancy and banished from Doron Amar. He is later captured by the Flaming Fist and executed for summoning demons.

- FACTION: Galen'ael Glenstalker of the Keepers of the Elder Circle (now Enclave of the Green Triad) approaches Doron Amar hoping to improve relations after the "Shadow Druid" affair. Little comes of his efforts.

* Image of elvin soldiers fighting orcs *

- WAR: "The War of Sharp Teeth." The orcs begin organizing in response to the continued raids of the elves of Doron Amar. The Council of Doron Amar ignore the warnings of Wthyran Tal, Te'alis Avondovail (now Siveyn Silverarrow), and Siomir Danneren, with regards to the threat these "new orcs" represent. Elven war parties are soon overwhelmed and it becomes evident that these orcs are a superior foe. While the elves fight the orcs in a major engagement, a second orcish army razes Doron Amar to the ground.

- FOUNDING: Doron Amar's first village is razed by the orcish horde.

- WAR: "The War of Sharp Teeth." The war continues, and the fighting is brutal, but with Wthyran, Te'alis, and Siomir taking lead -- and now that the foe is no longer being underestimated -- the elven position is soon reversed. A guerilla operation soon has the orcs scattered and on the retreat. The orcs of the Wood of Sharp Teeth sue for peace, and both sides uneasily come to an agreement. So long as the orcs stay north of the river, the elves leave them alone; and so long as the elves stay south of the river, the orcs leave them alone.

- TRAITOR: The elf, Durnir, creates undead, summons demons, and uses an epic spell called "Vampiric Feast" during the War of Sharp Teeth. He is labeled a necromancer and expelled from the Doron Amar for his use of dark magic.

- FOUNDING: It's decided that Doron Amar will be rebuilt, and a new Council is formed.

- COUNCIL: A new Council is formed, composed of Wthyran Tal, Dajala Silverleaf, and Aloria ap Ravar.

- FOUNDING: The elves of Doron Amar make camp north of Gullykin, and begin plans for the new village. It's decided they will need a firm building site, an architect or planner, a labor source, access to easy food and water, wards and protective spells, agreements with neighbors, and a sum total of 1,000,000 gold to cover sundry expenses.

- COUNCIL: Aloria leaves the Council, and removes herself from the Sword Coast.

- COUNCIL: Siomir Danerren joins the Council.

- FACTION: The elves of Doron Amar approach the library-fortress of Candlekeep, seeking an architect or planner. After a meeting with Valerius, Guide of Candlekeep, they are granted the services of an elven planner and a human architect.

- FACTION: The elves of Doron Amar contract the Ironfaar dwarves to assist them in the construction of their settlement.

* Image of elvin maiden with a sword and hin male with a mace fighting a werewolf type monster *

- EVENT: "The Black Beast of Gullykin." While the elves are camping just north of Gullykin, a monster begins preying on the hin village and its citizens. Livestock began to disappear, as too did several citizens of the halfling community. In repayment for the kindness the hin had shown them, the elves of Doron Amar decided to assist the community with its problem. Working with the halflings, they discovered that the beast was, in fact, a barghest: a goblinoid lycanthrope capable of shapeshifting. Tracking the barghest proved dangerous and difficult, but after several battles with the beast, the elves finally tracked it down and killed it. This cemented the alliance between the elves of Doron Amar and the hin of Gullykin.

- EVENT: "The Dagger of Firewine Bridge" A magical item was uncovered near Gullykin, which led to a research project. The elves discovered that Gullykin was built near an elven ruin: Firewine Bridge. Firewine Bridge was once a elven trading town, but it was destroyed in a sorcerous battle. The magical battle left a huge wild magic area near Gullykin, where spellcasting is dangerous, and where magical items are occasionally uncovered through farming and by adventurers. It's decided that the elves will build their new village on both sides of the Firewine River, near Gullykin, in memory of the old elven ruin.

- FOUNDING: Doron Amar's first building, its inn, is erected and the community pulls together to name it. Although several names are proposed, the two leading suggestions were "Erevan's Jest" and "The Orc's Folly." "Erevan's Jest" wins by a single vote.

- FACTION: Councilor Dajala serves as an ambassador to the Weave Masters (later Istari Tower) in Baldur's Gate, while Aethor Siger of the Order of the Radiant Heart establishes formal relationships with the elves, after a long-time informal friendship between the two groups.

- COUNCIL: Wthyran Tal leaves the Council to hunt for drow.

- COUNCIL: Devabariel joins the Council.

- ENEMY: Relations sour between the elves of Doron Amar and the Zha'Graht tribe, a collection of half orcs and grey orcs. After the orcs fail to uphold an armistice, the two groups turn hostile to one another. The Zha'Graht tribe is scattered and their leader leaves the Sword Coast.

- FOUNDING: Doron Amar erects its plaza and square, central statue, chapel of the Seldarine, and Council building.

- FOUNDING: Rhys Feivra proposes the creation of an "Arcane Academy," taking inspiration from Myth Drannor's Seven Wizards School and the College of Silverymoon. The project is approved, and an arcane tower is constructed.

- COUNCIL: Dajala Silverleaf leaves the Council.

- COUNCIL: Auriel Elenviel joins the Council.

- WAR: "The Night of a Hundred Swords." The elves of Doron Amar lead an assault on the Temple of Bane within the Wood of Sharp Teeth, joined in their effort by the paladins of the Order of the Radiant Heart. The assault is bloody and brutal, but ultimately successful. News reaches the war party, led by Siomir, that Doron Amar is under attack. The party rushes back to find Councilor Auriel Elenviel leading a valiant defense of the village, warring against duergar, drow, and other foul creatures. The reinforcements end the assault on Doron Amar, and the enemies flee having lost their chance to take the village while it was largely undefended.

- COUNCIL: Siomir Danneren leaves the Council. He marries the elf Rith'alaria, and the two leave for the Moonshaes.

- COUNCIL: Devabariel leaves the Council.

- FOUNDING: Auriel Elenviel begins the Souress-Everae, and takes over the day-to-day administration of Doron Amar. Her first order of business after reorganizing the village is appointing new Councilors.

- COUNCIL: Rhys Feivra joins the Council.

- COUNCIL: Siveyn Silverarrow joins the Council.

- FOUNDING: Auriel Elenviel, with her husband Valerius, produces a chronology of Doron Amar, recording the major events in its history for the present and the future.

- COUNCIL: Vanira Talamora Joins council, replacing Siveyn Silverarrow.

* Image of dwarf warrior armed with two maces *

- FACTION: Ironfaar lose their hold in a battle with Duergar, Chieftain Khorgoth Ironfaar and their Captain Gullygan Ironfaar lose their lives in the battle. Doron Amar takes the refugees in and aid them with healing, food, and shelter. The refugees stay in Doron Amar for a time till moving on with the newly born Kraak Helzak alliance.

- FACTION: The Flaming Fist leader, duke Eltan, speaks with Rhys Feivra, they agree to allow a Flameing Fist outpost be built in the woods of Sharpteeths west side in anticipation of a war with Amn.

- WAR: Baldur's Gate enters into a war with Amn. Doron Amar and a group of volunteers defend Gullykin from the approaching Amn army. The citizens of Gullykin take refuge in Doron Amar. Amnians trick the defenders by using catapults from far away, Gullykin is left nearly undefended and taken by Amnians, the returning force assaults the village and both forces are annihilated, the remaining Amnians retreat after setting a part of Gullykin on fire. The deads are taken care of and some are brought back to life.

- COUNCIL: Sywyn Ma'fer replaces Vanira Talamora on the Council, becomeing the first Half-elven Councilor.

- COUNCIL: Auriel Elenviel travels to Evereska, stepping down from the council.

- COUNCIL: Silias Ry'ena Joins the Council.

- FACTION: Doron Amar helps Gullykin with shelter and food after the war. The rebuilding starts on Gullykin.

- WAR: The first hints of the Black Orcs return arrives in Doron Amar when animals and game are forced to flee northern Sharpteeh to the south by a Malar influence. The Black Orcs follow the game south. While on an expedition further north a member of the Mathora kills a Black Orc shaman. Councilor Silias is taken prisoner by the Black Orcs in front of Doron Amar, they demand to meet the remaining council. In return for Silias Doron Amar agrees to allow Black Orc hunters to hunt game south of the river unmolested. There is little faith that the forced alliance will last, Doron Amar readies for a long war.

- FACTION: As tensions grow between with the Black Orc threat on the horizon a vocal group of elves, led by Luthien become dissatisfied with Doron Amar's leadership. Saline Le'dwent kills an elf visiting Doron Amar looking for her. It is later revealed that this elf's family tortured Saline, she is punished with community service. Laisren, dissatisfied with the Council's judgment on Saline, is approached along with Luthien and asked if they wished to leave the community, they tells them yes they do. Asking Laisren to leave if he no longer wishes to stay he and a four other elves leave to make a home in the north. Laisren's group becomes known as the En Dharasha Evaerae, they promise to return in aid of the Black Orc War.

- FACTION: The Dukes agree to help Doron Amar in the war if they can convince General Scar.

- WAR: - The meeting with General Scar in the Flamin Fist outpost in Sharp Teeth turns disastrous as the fortress is revealed to be taken over by Zhents. Councilor Silias escapes the trap by jumping off of the outpost's main tower and is severely hurt. General Scar is rescued in the caverns nearby the Friendly Arm Inn, an attempt is made to free his men but the Orcs prove too fierce for only a couple of men are freed. Scar and his men travel to Doron Amar, pursued by the Orcs. In an attempt to destroy the war machines brought by the Orcs Malandriel, leader of the Everesakan rangers die in battle.

* Image of elf maiden crying over a fallen male comrade *

- WAR/COUNCIL: - Sywyn Ma'fer dies while returning General Scar to Flameing Fist forces. Tyressen Arfaeniel and Rhys Feivra suffer injuries in the same battle, but are determined to win the war after watching their friend, Sywyn die.

- COUNCIL: Tyressen Arfaeniel takes over his friend Sywyns spot on the council.

* Image of elf warriors fighting orcs *

- WAR: - The Orcs set camp across the river and begin to destroy Doron Amar's approach with their war machines, setting a sizeable part of the wood on fire. Numerous skirmishes and attacks occur, the Orcs do not manage to break into Doron Amar and the path to Gullykin is not blocked thanks to the settlement's allies, particularly En Dharasha Everae, the Order of the Silver Rose and the Order of the Radiant Heart, numerous adventurers help thwart an attack on Gullykin itself by the Orcs.

- WAR: - The Orcs finish a bridge that would allow them to transport their war machines on the other side of the river and bombard Doron Amar directly. Following a plan set by the late Sywyn and Malandriel Doron Amar is seemingly abandoned and a vast ambush is set up in conjunction with the forces of the Flaming Fist that recently arrived and the allied forces staying in Gullykin. Numerous Orcs attack, the trap is sprung and they are pushed back to their side of the river once again where they destroy their own bridge. At the same time news arrive to General Scar stating that most of the Orc horde moved north days ago and is attacking Baldur's Gate farmlands, most of the adventurers and Doron Amar defenders move there to face the Orcs, battles occur at the Friendly Arm Inn and at the Farmlands in front of Baldur's Gate, the fortress takes some damage but repelled the messy assault. Numerous farms are burnt and many people die at the hands of the Black Orcs since most of the Flaming Fist was near Gullykin. Ultimately the scattered horde is repelled everywhere with heavy casualties on both sides.

- ENEMY: The Zhents attack Doron Amar while the elves are busy with the war. Most of the remaining defenders are killed and parts of the village are set on fire, Celduil, Silias, Laitae and Nicholas Fleming retreat to the Arcane Tower which resists thanks to Rhys Feivra's wards who sacrifices 200 years of his lifespan to power them, till aid arrives. The Dreadlord leading the attack is slain on the stairs of the tower with all his men in a formidable slaughter.

- COUNCIL: A tired Rhys Feivra steps down as councilor hoping to give room to a future great leader.

- COUNCIL: Following the war a offer of single leadership is debated, accepted, and then denied.

- COUNCIL: Silias steps down as councilor, going back to Evermeet.

- COUNCIL: Tyressen creates the first voting system for Councilor. Sayiel is voted in as Heart of Doron Amar, Selengil is voted for as Head, while Tyressen was voted for as leader of the Mathora and took over the Hand position.

- COUNCIL: Selengil is removed from Councilor after a number of complaints.

- FOUNDING: Rhys Feivra creates this portion of the chronology.
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Jarah the Giant Slayer - Written by Aster Merigold. Donated by Reader Tarina

A darkened man of handsome girth, a beard black as coal, and eyes that pierce with the fierceness of a sandstorm. Of whirling wits and handsomeness. Of course...

Fair reader, this is the tale of Jarah, the Giant Slayer.

Many a warrior has fallen prey, to Grugnash, the Devourer. A giant known throughout the coast. Teeth like blunted stones, reeking of rotten flesh. Wielding a club as he did, a club the size of a fur tree, and wearing armour crafted from the bones of poor, unfortunate travellers.

None could defeat him, not the knights of the Radiant Heart, or the mighty Flaming Fist, all fell in just one swing of his mighty club. That was until... he met Jarah. The man from Calimshan.

The peasants they pleaded, the women they lamented their lost, eaten husbands. "Who will ever rid us of this scourge!?" They said.

Jarah, his golden armour, the colour of the desert sun, appeared before them: "I will" was all he spoke... and all he needed to.

The force of his mere presence alone, struck them with awe. The women, hands on their chests fell over each other at his striking, handsome appearance.

So Jarah then marched out toward Grugnash's lair, sword in hand to challenge this fiend, this destroyer of men. Devourer of herds. As he approached, the massive, hulking giant laughed "Who dares approach me?!" He spoke, his voice like the pounding of hammer on anvil.

"I am Jarah, and you will meet your end" He stared the giant in the eyes. Grugnash, he stared back.

At least... everyone had always thought Grugnash a "he" but it turns out... they thought wrong. For Grugnash, was in fact, a queen of giants! To Jarah's surprise.

It was then, that Grugnash looked deep into Jarah's eyes, and Jarah, into hers that the battle began.

The giant, overcome with sudden arousal at the appearance of such a striking and overwhelmingly handsome fellow, immediately dropped her infamous club, falling to her knees. "I have never seen a man so mighty! Or so manly!" she exclaimed.

Jarah, sheathing his blade and tossing his cloak, armour... and shirt, aside, grinned. "I know. And now I shall slay thee!" It was then, that Grugnash in a fit of passionate fury, tore her clothing asunder, and flung herself back, waiting with excitement for the slaying of her life.

"Rahh!" the fearsome warrior of Calimshan roared! Filling the land with a fierce echo. He charged forward, tossing aside his weapons and clothes, but unsheathing... his "sword". So impressive was his weapon, that Grugnash nearly wept.

They rolled, they tumbled, they pierced and penetrated! The slaying lasted for several days without rest, but in the end, Jarah, had been victorious. So utterly defeated and worn was the giant queen, that she left the Sword Coast in a dazed stupor, never to return.

When Jarah returned to the city, the farmers cried out "Our Hero has returned! Unscathed, no less!" They cheered, and had a great feast in his honour. The maidens draping themselves upon his person in glee, hoping to each be one to sire his mighty seed. All of them, of course, did.

So ends, my enraptured reader, is the tale of Jarah, the Giant Slayer. A name earned, and echo'd now through the halls of time immaterial. Hero of the people of the Sword Coast. He lives on, for his next adventure... whatever that may be...
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Moonshaean Triads
by Emrys Kerr


Three candles that illumine every darkness: truth, nature, and knowledge

Three things which are not hidden: a straw in a shoe, an awl in a bag, and a harlot in a crowd

Three keys that unlock thoughts: drunkenness, trustfulness, and love

Three things that must be united before good can come from them: thinking well, speaking well, and acting well

Three things not easy to trust: a drover's oath, a paramour's promise, and a hunter's word about his dog

Three ways to know a person: by their discourse, their conduct, and their companions

Three measuring-rods of every person: their dreams, their fears, and their unconcerns

Three things hard for any to do: cool the fire, dry the water, and please the Realms

Three things without which one is not whole: a mate, a home, and a craft

Three unfailing remedies in every disease and sickness: nature, time, and patience

Three things better as servants and worse as masters: labor, money, and kings

Three things on which every person should reflect: whence they come, where they are, and whither they shall go

Three things a person cannot conceal: great love, great hate, and great wealth

Three kinds of knowledge: the nature of each thing, the cause of each thing, the influence of each thing

Three springs of knowledge: reason, phenomenon, and necessity

Three foundations of wisdom: discretion in learning, memory in retaining, and eloquence in telling

Three followers of wisdom: imagination, purpose, and endeavor

Three who it is not wise to believe: the stranger about their possessions, the old person praising the day that was of yore, and the one who boasts of their wisdom

Three foundations of happiness: contentment, hope, and belief

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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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On the Raw Magic Interpretation of the Weave
Volume I - Expanded, revised edition
Authored by Reader Lafali'Atria-Hoihe Dacino, captain of Sea Seeker in 1356
Foreword:
Magic within the realms is an oft misunderstood, and contested subject. Many who have only known the Realmspace as their only world of relevance have found themselves of the belief that Mystra's Weave is the sole source of magic in the multiverse. This is demonstrably false, as even Mystra's own teachings tell of a time where she and the Weave did not yet exist, yet magic did. However, for those skeptical of such may need contemporary evidence to be convinced - and such evidence can be found from the Scholars of Candlekeep.

Under the Guideship of Wendel Ashby, Candlekeep had come to investigate a tome that led to another plane of existence. Within this plane, the Weave was non-existent - yet magic was still commanded with ease by those that called it their own home. The now-chosen of Mystra, former-Reader Laitae Lafreth was witness to such, and would be able to verify these experiences if consulted.

Based upon this experience, personal misguided investigations into Blood and ritual magic, witnessing the power of arch-magi and the Chosen, of Mythals - I have come to propose a personal interpretation using my Theological and Astronomical education. This work provides a lay-person's introduction to that.

I have sought to compose this volume to be readable by anyone, be they a trained wizard or a well-read commoner. As such, I have come to exclude my usual diagrams and mathematical derivations in favour of prose.

Historical background:
To understand the perspective I come from, we must make the assumption that the Chauntean, Mystran and Selunite creation myth is truth. As I have not came upon contradictions within my theological studies, not even in my studies concerning Asgorath the World-Shaper, I shall proceed with the assumption that the following is true.

In times immemorial, before mortals called the Realmspace their home, there was naught but filaments of raw, tumultuous, untamed magic that filled our Sphere. Two deities were born of this substance, or perhaps came to discover it from a distant sphere in their travels, and thought it would become home to their wishes. These were the goddess of the moon, Selune, and the goddess of the void, Shar.

From this primordial tapestry they've began to weave, using magic no mortal or lesser immortal could come to match. They worked with Creation itself, with the raw substance that is reality. Over time, what was previously free and untamed became what today we recognize as the soil we stand on, the air we breathe, the gold we trade. They did not yet trap all of this raw primordial power yet, only enough to form worlds like Toril, like Anadia and so forth. One thing was missing yet, and that was the Sun.

Some time, either she was born of this creation or noticed the young sphere and came to offer her own assistance, Chauntea noticed that life as we know it could not exist in this unlit world. The energies of life, irrelevant for barren rocks and globs of water, still remained untamed, without direction - forming just a wild chaos, a dark void that could lend itself to nothing but Gods and their immortal servants.

Selune heard the pleas of Chauntea, and through her divine might, created the life-giving light that is our sun, and the moon to reflect it where the sun could not shine.. In Netherese interpretations, she did so by inviting Amaunator to Realmspace who did it in her stead. Whatever was the tale behind the sun's creation - it had trapped almost all that remained of the raw creation as Life-giving light. And with light, life could emerge - whether native, or invited by more and more gods and fae.

Shar could not appreciate such. Such brought her discomfort, for while Selune and Chauntea revelled in life, within creation - the Dark Lady missed the empty void that preceded this fateful event. And so, as sisters are wont to do - they began to fight. However, while mortal sisters' feud at worst end in the death of the other - when it comes to the gods - lesser entities are born of their wounds.

Some say that Selune had intentionally taken a piece of herself, and flung it upon the Queen of voids - others say it was from her silver hair, lopped off by the Lady of Loss that Mystra was formed. Whatever her origins - Mystra came, and she put an end to the war in heaven. She took what remained of the filaments of creation that once filled the Sphere, and bound them all into a tapestry that even Mortals could manipulate - into what we today know as the Weave.

As a consequence, the Realmspace became a world where even those without divine protection, even those without immortality to survive the sacrifice Creation demanded could weave magic. Upon the Realmspace, magic is safe and gentle. Casting a spell, bar the most powerful, costs mortals little to nothing but special components.

And so we owe Selune and Mystra greatly, and thus they deserve our love, even should we serve other pantheons.

On casting magic within Realmspace
As we have previously discussed, the Realmspace is truly a unique and blessed corner of the Prime Material. The way we make our magic happen differs from how upon other planes fiends and celestials weave, from how gods make their own miracles.

Should one, for instance choose to visit the hells themselves, their ability to cast magic would require the permission of the Lord of that layer - otherwise, even a simple spell would require life-force to create. It would not come as a cost, but merely a consequence of tampering with the raw creation that exists beyond our world. Upon planes where mortals dwell, their local rulers often shoulder this burden for their mortal visitors. For the immortal magicians - such taxes do not bother them, although truly great magic might weaken them sufficiently to put them at risk. Such is why fiends seek our souls, and such is why, when the Gods intervene on our behalf in miraculous ways, we find ourselves weaker.

On planes aligned more with chaos, we can even experience what happens when Creation is not bound within something like the Weave. They change before our own eyes, as our thoughts and emotions change. It is said that portals that reach farther than even the highest peak of Mount Celestia, and the lowest bit of the Abyss leak this raw creation. And those who experimented with such suffered horrible mutations, confirming this.

When we cast magic here on Realmspace, we do not interact with Creation directly. Instead, we reach out, and like a skilled seamstress, begin to shape the Weave according to our knowledge and will. We learn that if we arrange it in this particular way, that effect occurs. And when we let go of the Weave, depending on our power and intricacy of our manipulation, sooner or later, it will return to how it was before we were even born. Well - not entirely, for there are impressions our mortal and inanimate existence leave upon the Weave.

When one manipulates those impressions, their body changes suit - and when sufficient time passes, it reverts. This is why, to truly permanently transmute oneself, one requires either divine intervention, or to interact with Creation itself.

There is however one exception - that of physical consequences of said manipulation. We do not forget what we learnt when we divine something, the tree our reckless fireball turned to ash does not reform, and the orb of acid we Created does not unravel upon being dispelled.

Why might this be? That is what the Raw Magic interpretation hopes to answer.

The Raw Magic Interpretation
If one had ever played with prisms, perhaps as a tool of navigation, perhaps simply out of boredom, they would have noticed that light from the sun splits into the colours of the Rainbow. I postulate that Raw Magic is like the light from the sun, and we can split it likewise.

Our split consists of thus - the elemental energies, force, positive and negative energy. When those are combined in the right way, arcane fire can be produced, or so arch-magi better studied than I taught me.

Now, the Weave itself has trapped what remaining true Raw magic there was in Realmspace. The rest is stored in our blood, in our life, and within the matter that surrounds us. This leads us to another set of categories - that is, of how we can we interact with all this.

Whether we discuss Evocation, Transmutation, Necromancy or Conjuration, we always begin with the Weave. The classical interpretation says that through the geometric patterns we create, we create fire and so forth. In this interpretation, we first arrange the Weave in a pattern that leaks a speck of raw magic as convenient, then rely on the rest of our created geometry to affect this sliver.

We can, of course use the Weave as one would a Prism, and distill this speck to the energies we desire. This is what Evocation is, per this interpretation. The existence of this distilled energies relies greatly upon the Weave's geometry, for any disruption to it will lead to the spell fizzling and becoming absorbed again. Such is why evocation is so easily countered by creatures that emanate a strong impression on the Weave like the drow, and by Mantles. As it happens, some forms of necromancy are also subject to this.

Conjuration, on the other hand, uses this meagre quart of Creation to manipulate planar reality itself. The simplest of these manipulations is summoning another entity - a process which I must admit is difficult to sufficiently explain with this interpretation, but that might merely be due to my everlasting weakness with the sub-school of Summoning. My best approach to this phenomenon is interpreting Raw Creation as a fuel to maintain a sort of planar convergence that permits the summoned creature to exist, and upon destruction, to reform on its home plane.

Calling and translocation are much easier to understand. Simply, the Raw Creation is used to weaken the barrier between the planes, and manipulate them so to allow travel as desired.

Creation is a personal favourite, and one that relies not upon the Weave for its material impact, but upon the world itself. Creation draws upon Raw Magic from the Weave, and uses it to dissolve and reform the matter and energies of the material world itself. As this matter and energy existed even without the Weave, it is not reliant upon its geometry, and cannot be nullified by abjurations. One would likely notice the similarity to the school of Transmutation, and indeed there are some - but the difference will soon become apparent. Surmised, the change brought upon by Creation "sculpts" matter without directly manipulating its impression of the Weave, creating Truly permanent changes to the material world - as exemplified by the Orb spells, nightmare of many an abjurer.

Transmutation works as Summoning would, using Raw Magic liberated from the Weave to fuel further manipulations of its geometry. As such, nullifying either the fuel or forcibly reversing the geometry leads to the material consequences to reverse as well.

Illusion can be explained as one explains Creation, while Enchantment requires us accepting that our own psyche, unrelated to our body, also leaves an impression upon the Weave. Necromancy is a mixture of Creation and Evokation. And Divination... is perhaps the biggest hurdle to mantle for this interpretation to be truly applicable.

As of present, despite my focus upon Divination, I lack the mathematical and geometrical tools to describe it using Raw Magic rather than Weave Geometry.

On Fuelling spells
As previously mentioned, for a number of schools we explained them as using Raw Magic to fuel them, and for Creation, as a "solution" with which we can retrieve raw magic from the Weave.

Many spells require special components, and as noted, manipulating the Weave requires us to retrieve a speck of Raw magic from it to fuel our later works. This however leaves us with a conundrum - the greater manipulations require more than we can retrieve using our own mortal powers (barring some exceptional individuals). However, we all know that raw magic is trapped within matter in extensive quantities - and also within life itself.

By using our initial speck of magic, not to manipulate the Weave but to liberate Creation from Matter - or indeed, as bood magi and necromancers are wont to do, from Life, we can impress upon the Weave at lesser personal cost - and for those willing to pay the sacrifice, use raw magic itself as our tool without Mystra's aid.

The greatest strength of the Raw Magic interpretation presents itself here - for I have met many an apprentice mage scratching their head - trying to understand why some spells require gold, why fireball needs the waste of bats, why gemstones are so precious.

Alas, I cannot truly present my arguments without my close friends, numbers and geometry, thus I must refer curious souls to my future publication intended for wizards.

For now, I wish to note three objects of importance that are easy to explain - gold, life and diamonds.

Gold is a particularly sacred form of matter for the magician - for not only is it impervious to corrosion, but it also happens to hold Raw Magic in its purest, least-distilled form. With enough gold, one can substitute any material component, if they know to sufficiently distill it down through their magic.

Life is in itself Creation. Blood Magi, even the least trained, natural ones realize that just a tiny drop of blood can substitute just about any material component, and even outperform them. For better or worse however, even if one knows the mathematical ways such works - this knowledge requires raw experience - the experience brought about by death itself, and a particular preliminary understanding of life itself. Please do not seek me for advice on how to use it, or achieve it - my goddess had blessed me with ignorance when I found its temptation too much to bear.

Finally, diamonds. Diamonds are like Life, but crystallized. I have found no way to draw Life from diamonds, bar divine methods to trade them for a second chance. This, besides trying to include Divination within this interpretation are my current fields of study - when time permits.


On the benefits of this interpretation

This interpretation, if one understands its mathematics and geometry, can help guide spellwrights to design spells that are truly permanent, and spells to pierce abjurations. Finally, it can benefit those wishing to save gold on rare components by substituting them with gold.

It is a long-held interpretation of mine, sculpted over the years as my understanding waxed over new revelations, and waned through lack of opportunity to experiment.

I dedicate this work to the Mystic Seer, to the Lady of Mysteries, to the Sage at Sunset, and last but not least to the Lady in Silver.





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

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On Phaerimm: Scourge of Anauroch

By Noromical of House Kinsara


Phaerimm are an unusual race. Despite my travels across Toril, I’ve not quite found a race of creatures with an appetite as voracious as the dreaded Phaerimm of the Anauroch Desert. While creatures such as Gelatinous Cubes, Slimes, and Oozes posess the afiinity to digest vast amounts of material, they are however, limited by the size they grow, and the material these creatures are capable of injesting. Phaerimm differ from most species, in the sense that they lack a stomach, and do not actually feed on physical materials. At least, if they do, none have been observed doing such.

At a first glance, a Phaerimm appears to be a tube-shaped creature, with four limbs and a ring of teeth for a mouth. If anything, they appear quite flimsy. However, as with all things native to the Far Planes, these creatures are beyond what the eye can see. As previously noted, they are capable of feeding on life energies, by way of the life-draining, necromantic magics they wield. Unlike most mages however, this negative energy affects more than just living creatures. The magic used by the Phaerimm over the past few thousand years, has resulted in the Anauroch being turned into the great desert it is known as today. Phaerimm magic has quite literally, drained the land of it’s life.

However, this, at the end of the day, is just magic, what makes them truly unique, is their ability to devour magic energies from wards, and even Mythals. They don’t seem to invoke any spells when doing this, and instead, they simply, eat the weave. However, due to the nature of the Weave, this does not result in an anti-magic field, although I theorise that if one were contained within a small pocket plane for long enough, it would eventually devour any and all aspects of the weave within said plane, until it was reconnected to Toril.

The body of a Phaerimm, is very much flesh and blood, just like any Illithid; more commonly known, as a mindflayer. To this end, they can be killed by sword or bow, but their use of life-draining magic, makes them very difficult opponents to fight. This skin is usually a coppery-tan, much like a common human’s or even that of a surface elf. However, unlike such races, this coloration comes from a different compound that exists within their blood. I can only surmise that it is this compound that allows them to consume magic the way they do.

The four limbs on their body, are very skinny, with two stiff lengths of cartilage between the joints. Each arm does indeed have a “hand” however, there are only four fingers, each connected directly to the wrist, with no “palm” to speak of. As mentioned earlier, they are able to move these limbs and “fingers” with enough dexterity to perform the somatic components of complex magic. It should be noted, that the spells used by the Phaerimm, seem to posess no audible verbal component, and as such, cannot be replicated by any two-armed creature native to this plane, as any attempts to recreate the Phaerimm’s spells, even by those capable of casting without somatic components, have failed.

The purpose of the teeth remains unclear, as dissections of Phaerimm have led to a lack of a stomach, instead, they posess a gland, the extracts of which match the compound within their blood, and is capable of disrupting magic, converting it into other forms of energy. Furthermore, a series of sacs, each filled with gas, located on their underbellies, provides them with the ability to fly. Their backs are lined with spines, typical of prey-species native to Toril, suggesting that even within the Far Planes, there is a creature that preys upon the Phaerimm.

Phaerimm appear to possess no ocular organs, or anything that functions as an eye, thus rendering them blind. This does not, however, diminish the threat they pose. They are capable casters, able to use divination magics to detect living creatures, however, they are attracted to sorcerers, due to the high amount of magic running through their veins. Should you encounter a Phaerimm, protection from Negative Energy is required. Secondly, you should prioritize attacking the fleshy sacs on their underbellies, to prevent them from flying. Only then, will they be easy to kill. Their skin holds no unique protective qualities, however, the spines might still prove dangerous due to thrashing.

In conclusion, while a Phaerimm body is fragile, they should not be allowed near high sources of magic, and can pose a threat to the very land itself, in greater numbers.


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

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Tashara of the Seven Skulls - Written and Donated by Caelus Moon

Here find the tale of Tashara,
The Mage of Seven Skulls,
Who went toe-to-toe with Thayans,
And who rent beholders low.

Her power and her beauty
Conquered many hearts and minds;
While her vile necromancy,
Nearly conquered the divines.

But in her quest for greatness
She besmirched the Lord of Spells;
And drawing his cold ire,
Purchased passage to the Hells ...

Between 731 DR and 757 DR, the great King Strohm III and the elves of Shilmista combined forces to wage war against the five powerful beholders known as the Ring of Five Eyes, and their cultist followers ...


[ The book begins by describing the fall of the ruling house of Cortryn in eastern Amn in 731, destroyed by a group of beholders known as the Ring of Eyes. It then describes a war between the peoples of Amn and these beholders than wore on fore more than twenty years ... ]

In the end, it was not the combined armies of man and elf that put an end to the stalemate, but a mage of incredible power. Her name was Tashara of the seven Skulls, and she is said to come from Chessenta ...

[ The book then turns its focus to Tashara of the Seven Skulls, its subject. This beautiful woman was said to have seduced many powerful archmages, killing them and reanimating them as lich-like skulls that served her in unlife. ]

And the Wizard of the Seven Skulls only grew in power. It is said that on entering any battle, she came armed with the might of seven willing liches, all casting at her will. Even the mighty Red Wizards of Thay were forced to cede the battlefield to her, when she slew three of their number in a great standoff at ...

[ The story continues that Tashara gained in power and skill and collected potent magics. But, like many who hunger for power, she wanted more. ]

That is when Tashara turned her eyes on the great temple of Azuth in what is today the Tunlands. Sacking the temple, she easily outmatched the priests who protected it. But when the high priest called for Azuth's aid, it is said he listened ...

[ The tale suggests that Azuth appeared in his temple's ruins and confronted Tashara. The confrontation came to an end when the Lord of Spells embraced the necromancer, at which point she erupted into flames and disintegrated into dust. ]

In the wake of the great burst of magic Tashara's death rent through the air, one of the seven skulls is said to have shattered. The remaining six, though, were scattered in all directions. Some say they remain, watching and waiting, in the world today ...

[ The book speculates on the odds of these six liches surviving and suggests a few locations they might have gone to if they did. Ultimately, it concludes there's no sure way of knowing. ]

Like all mortal beings, Tashara was a complex person of multiple facets. Was she a villain? Certainly. But was she also a hero? To the peoples of Amn and Tethyr, one must assume so, even if she is little remembered there today ...

[ The tome ultimately concludes that obsession with power, knowledge, magic, or love is dangerous, and that one must moderate their ambitions with wisdom and care. The text is signed by a Loremaster of Oghma by the name of Caelus Moon, 1356 DR. ]
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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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Thomas Wanderer
by Emrys Kerr


[This work is composed in two languages scribed parallel to one another, the traditional Waelan on the left and a conformance translation into Common on the right]

Out in shaded woodspan, dwelt the murderous
beast,
Eating on the sack-for-homes, gorge-laden
with his feast,
Stalking ‘tween the leafen glade, preying upon
the weak,
Glutting the hardy and the poor, even
dining on the meek.
And not there was, that brave the wood,
Not amidst the sword-handy and the good,
Except a gallant Knight from far Fenton,
Who rode along to lay sword on.
And young Thomas Wanderer, ignored his
mother’s tongue,
For Thomas he listened none, much so for
child young,
He hitched up his wooden horse, waving wooden
sword,
And skipped out to the woodspan,
foot-stepping Fenton Lord.
The sniveling Fool pranced at the bridge, and
cry cackle at the boy,
“Go skipping not with Beast of Teeth, you'll not
spill blood with some toy.”
But he was the Fool and none to mind, and
Thomas heeded not,
Slung himself on wooden horse and went West at
a trot.
Young Thomas spied the girthen oak and
tarried there a while,
Then instead of heading back again, Tom rid
another mile.
He cleft the black leaf shrubbery and swaying
blood-daubed vine,
Carefree took forth his luncheon-food and
settled there to dine.
The woodsman found young Thomas there, thrice
struck him on the ear
“Be fangs and claws for you, my kid, if
sunfall shrouds you here.”
With axe-haft pushing young boy’s hide,
the woodsman bade Tom home,
But Thomas was a stubborn kid, and so he
bid to roam.
Onwards and inwards, through clustered trunks
and threshy twine,
Thomas goaded stick-horse on, as ruddy sun
wed pale moonshine,
And there amidst the prickly bush, he spied
the lair of the brute,
Stepped out brightly upon his steed, through
groping branch and scraping root.
And there red-eyed the gruesome Beast, all
bloodied horns and claws and fangs,
Yet brisky Thomas ventured on, he couched no
dread, nor homeward pangs.
Though brave Knight bidden to the grave,
with wooden sword aloft
Plucky Tom brandished at the Beast, who
marred him with a scoff.
“What mires you here, young smoothskin-born?
Did not your mother about me warn?”
“I have no fear!” Tom cried aloud,
Horsing forward ‘til Beast he growled.
“I shall eat your flesh and snap your bones,
Sack your folkland burn their homes.
For mocking kid to dare my rage,
Your jibe it traps me like a cage.
The unclaimed ones must dread my kind,
Can never squander fear behind.”
So Thomas Wanderer was no more,
who never did no good,
So remember poor Thomas,
and roam not in the wood.

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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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The Adventures of Meredith
by Emrys Kerr


Meredith met an enormous bear,
Meredith, Meredith, didn't care;
The bear was hungry, the bear was ravenous,
The bear's big mouth was cruel and cavernous.
The bear said, "Meredith, glad to meet you,"
"How do, Meredith,now I'll eat you!"
Meredith, Meredith, didn't worry.
Meredith didn't scream or scurry.
She washed her hands and straightened her hair up,
Then Meredith quietly ate the bear up.
Once in a night black as pitch
Meredith met a wicked old witch.
The witch's face was cross and wrinkled,
The witch's gums with teeth were sprinkled.
"Ho, ho, Meredith," the old witch crowed,
"I'll turn you into an ugly toad!"
Meredith, Meredith, didn't worry.
Meredith didn't scream or scurry.
She showed no rage and showed no rancor,
But she turned the witch into milk and drank her.
Meredith met a hideous giant,
Meredith continued self reliant.
The giant was hairy, the giant was horrid,
He had one eye in the middle of his forehead.
"Good morning, Meredith," the giant said,
"I'll grind your bones to make my bread."
Meredith, Meredith, didn't worry.
Meredith didn't run or scurry.
She nibbled the bara brith she always fed off
And when it was gone, she cut the giant's head off.

-Emrys Kerr, 1355 DR
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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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