Back to the indexThe Lands of the Fey and their Inhabitants
Lucia, Senior Seeker of Candlekeep
Illustrations by Rose Rivineth
Y 1357
Prologue – What are the Fey and why do they matter to us
Dryads and Pixies, Hags and Quicklings, the lands of the Fey are vast and diverse. Often called the Feywild, their plane is not too dissimilar to the prime in many aspects, with residents both Good and Evil. Why do the Fey matter to us though? Why is such a book useful for more than academic interest? Fey beings often visit our plane as they find it curious and intriguing. The vast majority of the Fey are whimsical, unpredictable and chaotic, acting upon impulse more so than planning. The goal of this tome is to present many of the more common Fey beings that are likely to visit us, and how to prepare in case you meet one.
Chapter 1: The Fey Courts
Inhabitants of the lands of the Fey are very often either members of the Summer Court, reigned by Queen Titania and King Oberon, often referred to as Seelie, or members of the Winter Court, ruled by the Queen of Air and Darkness, often referred to as Unseelie. Members of the Summer Court are commonly whimsical and playful, dancing in festivities and mirth, finding new ways to enjoy themselves and prank others. Members of the Winter Court are often malicious and cruel, finding enjoyment from torturing, killing or purposefully causing pain onto others. A key difference here is intent: All Fey are outsiders, what they consider playful and fun may be torture and suffering to us; the main difference is that the unseelie actively seek pain onto others while the seelie may cause this due to not being able to understand us and our plane. Like all outsiders, while common ground may be found, it should never be assumed that such beings are able to understand our ways and hence able to respect them easily.
Chapter 2: The Summer Court (a.k.a Seelie)
Here we will briefly discuss some of the prominent Fey, often members of the Seelie Court.
1) Beings linked directly to a physical natural area such as forests or rivers like Dryads and Nymphs, can sometimes be seen protecting such places. Their link to nature means that they will prioritise protecting their habitat more than anything else in most cases, so care has to be taken if one wishes to interact with them, be it to help or explore.2) Various types of Sprites, Pixies, Petals, Grigs and Nixies are often shy and elusive, sometimes appearing to aid those in need, or to use them as unwilling allies. They rely on illusion and enhancement to manipulate strangers and foes alike.Hidden: show3) Korreds are carefree beings, valuing nature and freedom, who usually grow extremely long hair and beards. Whatever you do, do not try to cut their hair! Deeply tied to nature, these beings will fervently protect their lands and ally with those who will do the same.Hidden: show4) Leprechauns are mischievous little beings who love treasure. Their prefer to deceive and mislead, playing pranks and stealing shiny baubles and gold, instead of direct confrontation. Playful and jovial, it is likely to find common ground with such a being, especially if you are willing to part with some – or all – of your coin.Hidden: show5) Satyrs love feasting, dancing and all kinds of debauchery! Hedonistic in nature, they prefer to charm or put their enemies to sleep, yet if they ram you with their head, do not say you were not warned. Many serve as protectors of nature or envoys of more powerful Fey beings.Hidden: show6) Faerie Dragons are tiny colourful Fey, resembling their larger draconic counterparts. Like many dragons, they tend to be pranksters, but faerie dragons are especially mischievous! Do not be fooled by their whimsical nature as they can use powerful innate magics to defend themselves or their allies if they are threatened.Hidden: show7) Treants are awakened trees that will defend their forest if they are threatened. Usually docile and peaceful, they will usually only become hostile to those carelessly using fire or endangering the woods.Hidden: show8) Hybsils are elusive residents of the forests, rarely wishing to interact with us due to fear of being hunted for their antlers. Showing you are not hostile to one will go a long way to try foster trust and avoid conflict should you come across such a being.Hidden: show9) Thorns act as guardians to other Seelie, protecting them from harm. As long as you do not threaten them or their allies, it should be possible to avoid conflict with such beings if you encounter them.Hidden: showHidden: showChapter 3: The Winter Court (a.k.a Unseelie)
Here we will note some commonly found members of the Unseelie Court.
1) Beings linked to strong negative emotions like abandonment for Boggles or murderous rage for Redcaps. Such beings will be irresistibly drawn to the emotions that brought them into being, and while they are able to feel other emotions, they will quickly revert to their primal state. Attempting to change one from their core emotion to another is not only a fruitless endeavour but it may lead to confrontation.2) Various different types of Hags with foul magics, drawn to creating misery and misfortune. Conniving and merciless, they may appear as simple or even beautiful women to lure the naive and unprepared. Have no doubt, such beings will be evil for the sake of evil itself, do not be fooled into trusting one, as it may lead to your demise.Hidden: show3) Several kinds of Gremlins like the Galltrit or the Jermlaine are small goblin-like malicious beings who will use various types of tricks to harm anyone in their path, like traps or trickery, more so than direct confrontation. They are surprisingly resilient and resistant to magic and mundane weaponry, so take care if you need to confront them.Hidden: show4) Darklings were cursed to age when exposed to light. Often thieves or assassins, beware of any you meet and if possible use bright light to your advantage. They often live underground or in caves due to this reason. Be warned that should you defeat one, it will explode, releasing all light it has absorbed while it was alive.Hidden: show5) Quicklings are murderous little Fey, hyperactive and rapid, they rarely slow down, even to think. They delight in causing discord and suffering, especially if the blame fell on others. Due to their speed they are dangerous foes who can appear out of nowhere to assault. Be warned: they want nothing more than to kill any humanoid they meet.Hidden: show6) Kelpies are dangerous beings of lakes which will charm and drown people, mainly males, by convincing them they are in danger and need to be rescued. Take care not to fall into their deception and magics.Hidden: show7) Ragewalkers are the embodiment of war and death. They seek to kill anyone capable of making war, in the pursuit of ending it. Their bloodlust is unquenchable, do not expect to be able to avoid deadly conflict.Hidden: showHidden: showEpilogue and Final Remarks
This tome has offered but a glimpse into the vast world of the Fey. It is not to be treated as complete, but merely a guide into what to expect when faced with such beings. It is noteworthy that various creatures often associated with the Fey or nature, such as Unicorns, are not actually Fey themselves but will often interact, sometimes exclusively, with Fey beings, commonly with common goal the protection of nature.
As a closing remark, whether the land of the Fey is a mirror of our plane or whether it is simply similar, and why it is possible to traverse to it without need for transitive planes, remain questions that the interested reader can contemplate upon, and the brave – or foolish – adventurer may wish to find out.
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Lucia -- Bunny of Candlekeep
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Back to the indexHeretic wrote: ↑Fri Jul 16, 2021 1:10 pmDreams of Dedandre II
By Netanya d’Abdelledion’dy’Quellium
This treatise is dedicated to my dear departed friend Lucy Hearfilia. It was through the series of events detailed in this treatise that our paths would once again cross.
Period: Fall 1356 DR
Prologue:
What started as a routine investigation into an alleged specter along the Chionthar riverside evolved into a matter involving the fate of a plane that had persisted far longer than any scholar would have anticipated with implications here on the Prime. What follows are the findings of an investigation conducted by Phoenix Company, with the assistance of representatives from Candlekeep, into this specter.
Dedandre:
The City Watchmen bestowed moniker ‘Morning Bride’ upon the specter, as the apparition had a white illuminous appearance and a female form. However our investigation soon revealed this entity was neither a specter nor some manner of apparition, rather was the product of illusionary and conjuration magic. A barely decipherable note we recovered from the scene of one of the specter sighting read as follows:
Dedandre: It was here where my path would unexpectedly converge with that already traversed by my dear, now long departed friend, Lucy Heartfilia. It was Lucy that authored the original book for which this treatise is named, ‘Dreams of Dedandre’, a book that would serve as a valuable tool to guide our investigation.“Escaped Dedandre and is … the staff was taken with her … leave no trace of … De Ma Eth Us.”
Lucy’s book doesn’t describe Dedendre in extensive detail beyond her personal experience during her journey to reach the ethereal city, with her colleagues from the now disbanded Silver Shields Mercenary Guild, circa: 1350 DR. Through our investigation we were able to cover additional facts about the nature of Dedendre, its purpose, and its current fate at the time.
Some time ago (we’re uncertain how long but likely not during the current era) a Nimbral Wizard, named Damaethus (yes the fractured name from the mysterious note), constructed a dream plane called Dedandre, as a sanctuary and to curry favor with the Nimbral Lords. Damaethus constructed Dedandre on an existing font of powerful magic. Dream planes tend to attract dreamers, that find themselves drawn to them, but such planes typically exist for less than a few hours before dissipating. Dedandre, (also known as the City of Mist) had existed exceeding far longer (perhaps due to the powerful magic at its foundation) and had served as a magnet for dreamers who find themselves permanently drawn there. As a result of this perma-existence an immense font of negative energy (the emotional by-product of dreamers) builds and must be periodically expelled from Dedandre which could potentially have adverse implications in the prime where we reside, particularly Baldur’s Gate, if that energy is harvested for nefarious means which we believed it likely would be. The term “Stalker” was somehow attributed to this negative energy, a term that initially confounded our investigation, as we thought it a mysteriously sinister sentient entity.
At the time of the ‘Morning Bride’ sightings Damaethus no longer had complete control of Dedandre. Evidence uncovered suggested that Dedandre had been annexed by a Thayan entity. We were unsure if this had been the work of a single Red Wizard, a small sect of Red Wizards, or an immense endeavor untaken by Thay. Likewise we were unaware what, if anything, Thayan Enclave knew about this endeavor. We speculated Damaethus, who had escaped Dedandre was being pursued by this Thayan entity.
Captain Tessa, a dreamer bound to Dedandre, was entrusted by Demaethus to protect him and Dedandre. She helped Damaethus escape the clutches of the Thayan entity that seized control of Dedandre and fled to Baldur’s Gate through the Ethereal to hide. The specter, known as the aforementioned ‘Mourning Bride’, was indeed Captain Tessa (she doesn’t have a mortal form) and she had been in possession of Demaethus (who also no longer possessed a mortal form).
Much of what we learned about Dedandre was obtained from historical records recovered from Candlekeep as well as retracing Lucy’s path to reach the dream plane where Dedandre resides (we reached as far as the city of Drael where most dreamers have to transit through to reach Dedandre). Retracing Lucy’s path required unlocking the mystery of the Sundials in Baldur's Gate that were mentioned in 'Dreams of Dedandre'. Resolving this riddle ultimately lead us to the dream plane upon which Dedandre resides, and the journey to reach it was was surreal as Lucy described it. We eventually discovered an alternative, and safer, means of returning to the dream plane. It was upon reaching the dream plane that we discovered it had been annexed by a Thayan entity. Back in the Prime we eventually established contact with the ‘Mourning Bridge’ (Captain Tessa) after previous failed attempts and reunited her with Damaethus (who’s current incarnation was that of a stave, the Mistcaller) after she hastily discarded him into a river out of initial fear that we were hostiles seeking to seize Damaethus.
It was through Captain Tessa that we learned the means by which control of Dedandre was wrested from Damaethus by the unknown Thayan entity, namely through the use of finely cut emeralds used to focus energy through a planar breach created between the Prime and Dedandre, energy capable of forming an anti-magic field when the emeralds were properly attuned. This anti-magic disrupted Dedandre’s protective wards and rendered its magical defenses inert. It was the goal of the investigative team from Phoenix Company to find this location of this breach and close it. Our concern being the aforementioned negative energy exhumed from Dedandre could be harnessed and weaponized with disastrous implications to the Prime.
Through means I unfortunately cannot publicly disclose, the location of the planar breach was eventually discovered situated within an unexplored chamber in the upper Yaun-ti Temple in Serpent Hills. We (the investigative team from Phoenix Company and Candlekeep) eventually reached the breach and the mechanism created to channel anti-magic into Dedandre. We subsequently dismantled the mechanism which served to close the breach thus denying the Thayan entity the means to exhume control over Dedandre. Contol of Dedandre was ceded back to Captain Tessa and Demaethus who eventually returned to dream plane after their extended tenure in the Prime hiding from their pursuers.
As it stands Demaethus still exist, free from the agent that annexed it, however access to it has forever been severed. I later consulted the Thayan Embassy in Baldur’s Gate about the incident and they informed me the Thayan entity responsible for sizing control of Dedandre was a rouge Thayan clerk employed at the Embassy. Upon his superiors finding out about his unsanctioned project disciplinary action was initiated against him, though it was reported to me that he fled before discipline could be rendered. As it currently stands at the publication of this treatise he remains wanted by Thayan authorities.
So closes this chapter in the long history of Dedandre. I can’t portend if its fate will ever intertwine with that of the Prime ever again, I most certainly hope it shalt not in any adverse way. Sadly there were mysteries of the City of Mist our investigation never unlocked: Answers perhaps forever lost to time and space.
In conclusion I shalt never gaze upon the sundials in the Gate in the same fashion I once did before.
Epilogue:
I would like to offer my thanks to the many individuals in Phoenix Company and Candlekeep who helped advance this investigation and bring it to a satisfying conclusion. Special thanks to Daniel Weller, a wandering Shaman of distinguished renown, who’s Planar knowledge was instrumental in our efforts, and to Sister Ashenie of the Church of Ilmater, who was instrumental in helping us locate Captain Tessa.
Lastly should you happen upon strange glowing white orbs beckoning you to follow them consider doing so if you're exceptionally adventurous.
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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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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Laitae's Journal of Plane TravelArvandor
by Laitae Lafreth
I have been in Arvandor for about two ten-days now, and I thought I'd write about what I've learned and seen so far. Not many hours after I entered the plane, I encountered a celdarin wizard and bard, Menethir, who lives in an eldarin settlement here on Arvandor and offered to let me stay with him during my stay on the plane. For the reader of this journal, celdarin are almost to elves as aasimar are to humans. They are either half eldarin or simply decended from such. Menethir, for instance, says his great grandmother is an eldarin.
On Toril, most scholars call this plane either Arvandor or Arborea. In fact, Menethir told me that Arvandor is actually one of three layers of the plane Arborea. This layer is as far as I have seen a great, beautiful forest with large open spaces under the trees. Corellon Larethian, the creator of my people, along with the rest of the Seldarine all live on this plane, except Deep Sashelas, who mostly lives on the second layer. The second layer is Aquallor, a gigantic ocean.
The third layer is Mithardir is a great desert. Menethir says it used to be a great forest as well, and giants or titans used to live there and that one can still find towers and tombs from this civilization. It is apparently quite hostile these days, with severe storms, so not many explorers dare go there.
Personally I have only been on Arvandor thus far, and I don't plan on visiting the two other layers. The inhabitants here, who are mostly eldarin, go on hunts in the daytime or have other challenges that they seem to enjoy very much. In the evenings, there are feasts and telling of tales around a campfire. I am quite happy to learn about the two other layers from their stories rather than going there myself for now. I could stay here for years and listen to their stories, especially considering how welcome they make me feel. My bard friends on Toril would absolutely love this place. But I think it is soon time to see another plane, something I will have to discuss with Menethir.
Elemental Air
After suggestion from Menethir, and him offering to take me there and stay for a few days, I am now on the Elemental Plane of Air, living as a guest to a djinn merchant on one of four large floating djinn strongholds that are connected by short range portals to an even larger stronghold they all orbit. It's a magnificent sight that can hardly be described by words.
My host - Rashokh al Ezret, a good-hearted and cheerful jester of a djinn - and Menethir knows each other quite well, it seems. Menethir, being quite powerful in the Art, helps Rashokh analyze various artifacts he trades in as well as scribing various scrolls for further trade in exchange for whatever scrolls or spellbooks with new and unknown spells and books of arcane lore Rashokh manages to get hold of as a trader.
After three days here, Menethir had to return to Arvandor again, making me promise to keep in touch and tell him of where I went in my planar travels and to visit him again some day. I will, Menethir. By Mystra, I promise to visit lovely Arvandor again. But for now, I am on Elemental Air.
This plane is endlessly fascinating. There's no up or down, and gravity is subjective, meaning that each individual inhabitant decides which way is down. The exception to this, is these djinn strongholds and other floating islands – castles of powerful planar archmages and the like. Here, on these islands, gravity is like on the Prime. I suspect it is done like this to make it more bearable for visitors. These are merchants after all.
I haven't yet dared to leave the island and see it from afar. I've decided I'm not going to even try alone, in fear of being taken by the sudden strong winds or simply panicking at the lack of ground and plummeting one way or the other. I think I'll try to politely ask Rashokh if he can take me out and see the strongholds from afar. If not, I'll be quite content with sitting on the edge, peering out into the plane and watching the other floating islands.
Rashokh tells me that each djinn stronghold is ruled by what they call a sheik. They often ally themselves with other strongholds and become a confederation, ruled by a caliph. The largest island of these five connected ones, is home of one such caliph, who in turn serves a grand caliph who has his stronghold somewhere within two days flight.
I think I'll stay here for another ten-day or so, to learn more about the plane and decide where to go next. Rashokh said he planned to visit Sigil on the Outland on merchant business, returning the same day. I might join him there and back here again. Wouldn't want to go to Sigil without someone who knows how to get out again.
A trip to Sigil
I miss Candlekeep. I have learned much since I left Toril and I still hope to learn even more, but I miss the calm early mornings at Candlekeep while my fellow avowed are still asleep and I can sit on the tower balcony reading while the Sun rises, before watching the acolytes come out of the quarters to start doing their daily chores.
Rashokh al Ezret, my djinn host, took me to Sigil on the Outlands two days ago. He had some trade business there, and I asked if I could come along to see the famous City of Doors – the hub of all planar travelers. A usual tip for anyone who visits Sigil, is to get a guide. Especially for those who have never been there before. Because Rashokh was busy, I couldn't ask him to show me around. He mentioned Kylie, a tiefling who is quite well known as one of the best and most trustworthy guides in Sigil, and I managed to hire her.
She showed me around in the various so called Wards, the districts of Sigil. Seeing as I was there for only a day, I didn't learn much new from what I had already read about, and is information available in most books on planar travel. But seeing the city with my own eyes was still a great experience. Looking straight up and seeing another part of the city was absolutely fascinating.
I told Kylie that I was planning to visit more planes and that I was a bit unsure about where to go next, so she took me to a tavern where many plane travelers meet and exchange experiences. There we met two half-deva brothers, a paladin and a priest, both of Ilmater. They recommended I visit the plane Elysium. I didn't know much of Elysium, but knew it was supposed to be very beautiful and they say "it is a land so pleasant you may never want to leave". It sounded like the most promising of all the suggestions I got, but I think I'm going to see if Rashokh has some books on it or knows more about it himself.
Kylie then took me back to where I Rashokh had been doing his business, and we left Sigil and went back to Elemental Air. Right now, as I am writing, I am starting to get quite comfortable here, even sitting on the edge of one of the floating islands. I still don't dare to try flying off alone, though.
I'll need to decide where to go next soon, although I think that I'll soon miss Candlekeep so much that I'll just return home. And such a lovely home it is.
Last day on the Elemental Plane of Air
I wonder how Doron Amar is doing. It's been almost a month, so they have probably dealt with the Black Orcs by now, seeing as how apparently imminent the threat was. Or so Councilor Sywyn and his scouts said. I hope Silias isn't angry with me for leaving. Although, if I was wrong about Baelather, she's probably fine. If I was right, on the other hand – well, that's for another time.
I think I've fallen in love with the Elemental Plane of Air. It's so relaxing to just sit here on the edge of a large island floating around in the air with no ground in any direction. I am endlessly fascinated with sitting here on the edge and not being able to truthfully say that I am "looking down" from it. It is my last day here for this time, however. But I will most definitely come back.
After reading a bit more about Elysium, I learned that the sheer joy and beauty of the plane has captured travelers in the past, who after years mostly forget their former life and live in complete bliss on the plane. However tempting such infinite happiness might sound, I've decided not to go there. Rashokh said when I spoke with him about it, that it is a beautiful plane and me being an accomplished mage should have no problem gathering the will to leave the plane again, but I guess I don't have as much confidence in myself as others sometimes have confidence in me.
Instead, I've decided to go to the plane of Bytopia, also known as the Seven Golden Hills. The plane where the gods of the gnomes are said to have realms. But that is not why I am going there. What caught my interest, is the nature of Bytopia's two layers. They face eachother as the inside of a book. If you stand on one layer and look up, you can see the other one overhead. There's apparently about a mile between the two layers and some mountains reach so high on both layers that they meet in the middle and connect. I can't wait to see it!
But first, I need some hours of reverie.
A dream
Today I thanked Rashokh the djinn merchant for letting me stay with him on the Elemental Plane of Air and said that I would gladly come back again in a not very far future, to which he replied by laughing and saying I was welcome at any time. I then packed my things up and cast the Gate spell to take me to Bytopia.
I used to think it was only imagination, and only wishful dreams when I heard Mystra speak to me. And there's very few who know of it, as I've feared it would just be viewed as madness. I'm a wizardess, after all, and it is common for folk to think that we who practice the Art are or will become insane at some point in our lives.
I was entering reverie when I instead fell asleep, and then she spoke to me again, as she had done before. Clearer this time, and I thought I could see her. She spoke the words I have memorized and written on the front cover of my spell book, the words her priests teach us. And then it felt as though she 'touched' my mind. Granted me spells that I have never been able to cast before and that I know priests use.
I woke up and realized that it wasn't just another dream. It wasn't just my imagination. I could, and can still, feel the new magic that had been granted to me. Such a strange feeling. I don't have to memorize these. I don't have to study my spell book for them. They're just there. As I sit here on this mountainside on the plane Bytopia, I have a new, stronger sense of purpose that I've ever had.
Love magic for itself. Do not treat it just as a weapon to reshape the world to your will.
True wisdom is knowing when not to use magic. Strive to use magic less as your powers
develop, for often the threat or promise of its use outstrips its actual performance.
Magic is Art, the Gift of the Lady, and those who wield it are privileged in the extreme.
Conduct yourself humbly, not proudly, while being mindful of this. Use the Art deftly
and efficiently, not carelessly and recklessly. Seek always to learn and create new magic
Now I will wander Bytopia for a while, take notes and look at it's beauty. I think this is the last plane I will visit before I return home to Toril and Candlekeep. For this time.
Bytopia
I have spent the last few days walking the hills of Bytopia together with an old friend, a Celestial Dire Bear that I have called to aid me on the Prime now and then. He of course doesn't speak, but remembers me and knows the plane well, so he has acted like a guide and a guard in some ways.
As mentioned in my previous entry, Bytopia has two layers that face eachother separated by about a mile and connects some places with mountains stretching up from the surface of both layers and meets in the middle. I have spent most time on Dothion, the most populated and calm layer. This layer has large woods and farmlands with the occasional small towns connected to these farms. I have spent the nights in one of the largest towns, Yeoman. There's no moon on Bytopia and the only "stars" are lights from the towns on the layer overhead.
The second layer is Shurrock. The inhabitants describe it as savage and wild and there aren't many towns or farms there. I went there one day to see what Dothion would look like from there. Nighttime on Shurrock has many "stars", for instance, as there are much more towns on Dothion. The towns on this layer are mainly mining towns, for just beneath the surface there are seams of gold and gems.
Most of the inhabitants of Bytopia are celestials such as guardinals and archons, but also some planetars and solars, and a few eldarin. Other than that, there are many animals and several of them are, like my friend, the celestial variants of animals of the Prime.
Gravity is strange, as it is always down towards the layer you're closest to. And then, there is an invisible barrier in the middle of the two planes that when you cross it, you're suddenly falling down to the other layer. It's a strange sensation.
But I'm sated as far as planar travel goes for this time. Tomorrow I'll prepare to head home. I can't wait to see Candlekeep again.
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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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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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Back to the indexSolwyn Summer Songs
by Solwyn Astorio
Author's note
Hello my dear readers!
The following is a collection of songs I wrote late spring mid-summer of 1357. Quite a year for me. A lot of travelling, a lot of introspection, my return to Candlekeep and so much more. Hopefully I captured some of that in my writings.
Perceptive readers might notice that those songs are a tad less mopey than my previous works. And yeah - I had a lot of time to process myself and my feelings. While I wouldn't say that my mopey nature is gone, with help of time and great friends I've learned to appreciate myself despite my (real and imaginary) shortcomings - and I hope the book captures this growth.
Stay safe and don't forget to have fun!
Return to the Coast
*the music is relatively fast and somber, singer's voice filled with regret and notes of nostalgia*
After ages of strife
That pursues local life
Time has come for myself to return
to The Coast.
I've been hiding in vain
From my dearest old pain
I've been trying to run far away
from my worst.
*the singer's voice becomes more resolute and is no longer regretful*
And for naught - there's no use.
For there shall be no truce
With the fiery mess, that resides
in your soul.
*music becomes louder and more aggressive*
Does it roar! Does it burn!
It demands your return!
It shall never forget of the place
you've called home.
*the melody returns to its initial pace, singer seems to be calmer now*
It demands I come back.
And with that I must pack...
I'm aware - it's a story,
familiar to most.
After ages of strife
That pursues local life
Time has finally come to return
to The Coast.
Revelations of the wind
*The music starts slow, filled with anxiety over what is to come*
Under autumn black skies
Hiding flashing bright stars
Something grows, something starts,
Something powerful cries...
*melody slows down until only the single chord is sustained. Suddenly, the new melody arises strong and resolute*
Winds.
Blow so hard, making sure
There's naught in their way.
Try and hide. Try and pray,
Lest you go astray.
In the rain you won't find
Beauty nor romance.
But the brave may stand proud
Finding second chance.
*tune from the into returns, but it is now faster and quieter, serving as background fill. Singer's voice grows stronger, ready for any challenge now*
Can't
Quite withstand strengs and grace
Of this awful storm.
Seems I must make amends
Now before too long.
Thunder lights up a way,
Shining bright as day.
I must follow the winds
Lest it'd be too late.
Rain
Pours and pours, dragging all
In its cold embrace.
It's so grand. It's so comforting
In some ways.
*singer is now slightly regretful, yet grateful for the chance to see the tempest*
But alas! Just as I
Had accepted storms
They moved on, leaving nothing
In my poor soul.
*music calms down, getting slower and quieter, until the background fill becomes the main theme again. It sounds just like the intro did*
In the autumn black skies
Something terrible growls...
But fret not - it will pass
Maybe soon, maybe not...
I'm not
*the music is slow, but steady, rather resilient, but also not exactly joyful*
I'm not what you think I should be.
Don't care what you think
and I'm feeling alright.
I'm not someone one wants to see.
For you, anyway,
and for others - not quite!
*song continues without a pause, but music and singer's voice become more resolute*
I'm not your disgrace and I'm not a mistake
And it's not your decision to make!
*the music continues as in previous passage, keeping built up spirits*
I'm not what I could've become.
I could've been great!
Yet I'm better than that!
I'm not a purveyor of storms.
I'd rather be me
with my very own crafts.
I'm not your disgrace and I'm not a mistake
And it's not your description to make!
*the melody repeats itself, but a tad more slower and quieter*
I am but myself in this scary old world
And I'll never abide to your word.
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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Auntie Ed's Wands(TM): Saving the Coast one Protection from Evil at time.
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Back to the indexOrder of the Radiant Heart
by Lord Eldarian Al'maire
ORDER OF THE RADIANT HEART AUXILIARY
Motto: "A Loyal Heart and a Faithful Spirit."
Mission Statement: What is the ORDER OF THE RADIANT HEART AUXILIARY?
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .The ORDER OF THE RADIANT HEART AUXILIARY serves as Baldur's Gate's Auxiliary host to the chapter of the Most Noble Order of the Radiant Heart in Athkatla. The ORDER OF THE RADIANT HEART AUXILIARY is a valiant fraternity that dedicates itself to fighting evil and injustice, as well as maintaining peace and upholding moral, legitimate law. Its members are widely considered to be heroic ambassadors of good that strongly venerate the code of the paladin and hold themselves to rigorous oath.
What are the requirements of the Order?
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Requirements to join the ORDER OF THE RADIANT HEART AUXILIARY include:
- DEDICATION to the Dukes of Baldur's Gate and to the upholding of Ducal Law.
- OATHS of loyalty to the Most Noble Order of the Radiant Heart itself.
- HEART tuned to the service of goodness and lawfulness.
- WORSHIP of an acceptable, good-aligned deity.
. Deities commonly worshiped by the Order of the Radiant Heart Auxiliary include Helm, Torm, Tyr Lathander, Ilmater, Azuth, Mielikki, and Sune. other uncommon/non-human deities are rarely worshiped within the Auxiliary but still have a presence within the Order as a part of a spirit of fostering cooperation.
- TRAINING that embodies the traditional knightly/clerical idea.
. Members of the Order of the Radiant Heart Auxiliary are usually paladins or militant clerics, though the following avenues are allowable in combination with the above: Cleric, Man-at-Arms, Fighter, Monk, Ranger (if a candidate worships Mielikki), Wizard or Sorcerer (if a candidate worships Azuth), Divine Champion, Pious Templar, Anointed Knight, Hospitaler, Warpriest, Bodyguard, Hierophant, Morninglord of Lathander, Weapon Master, Dwarven Defender, Dragon Slayer, Dragon Warrior, Sacred Fist, Tempest, Eldritch Knight (if a candidate worships Azuth).
How does someone become a part of the Order?
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .An Aspirant to the ORDER OF THE RADIANT HEART AUXILIARY must demonstrate valor and dedication to the cause of righteousness. Those who wish to join must also have two sponsors ideally, one should be a member of the nobility or a representative of the temple of their faith and one should be an active member of the Radiant Heart Auxiliary. However, in cases where connections to the local branch of an Aspirant's house of faith are lacking, he or she may seek two active members of the Radiant Heart Auxiliary to vouch for their membership.
The Aspirant may wish to either send a letter to the Chapterhouse or seek out its members in person.
- DEMONSTRATE valor and dedication to the cause of righteousness
- ATTAIN two acceptable sponsors
- SEND word of interest to the Chapterhouse
THE PATH OF THE KNIGHT
An Aspirant Knight becomes a Squire when two sponsors have been attained, proof by way of a tithe in the amount of five bags of gold is given to show that their intent to serve outweighs a love for material wealth, and when the Squires Oath has been taken.
- ATTAIN two sponsors
- TITHE in the amount of five bags of gold in surety of service to the Order, nor personal gain
- SWEAR to the Squires Oath in ceremony before witnesses
What can cause punishment or removal from the Order?
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .EVIL ACTS, including but not limited to:
- Theft
- Treason
- Cowardice
- Betrayal
- Greed
- Cheating
- Blasphemy
- Harm
- Consorting with undead beings and those who summon them
- Consorting with devils, demons, and those who summon them
...are punishable by expulsion from the Order and/or trial and just execution.
CHAOTIC ACTS, including but not limited to:
- Disrespect
- Deceit
- Opposition to just authority
- Failure to uphold the laws to which the Order is sworn
...are punishable by rites of penance, administered either by a cleric of the offender's faith, the Champion of the Order, or a member of the Order's Council of Grand Knights.
MINOR ACTS, including but not limited to:
- Violations of personal disciplinary vows
- Uttering insults
- Sins of thought
...are punishable by the conscience of the offender, who may seek to enact self-administered penance.
Edelgarde Spades - Guide of Candlekeep and Deneirrath priest, still a Disney princess in the wrong tale.
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Auntie Ed's Wands(TM): Saving the Coast one Protection from Evil at time.
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Back to the indexThe Truth About Thay
by Saerthal Nhaalvahir'
Thay, the land of slavers and those obsessed with their maniacal pursuit of power. A land where worship of dark gods is not forbidden but allowed, freely. A land, where those above the common folk, may do as they please. A land where the poor suffer in horrible conditions, just to make sure their masters may bathe in their swamp of decadence and corruption.
But what would you expect, from those who see no harm in treating their kinsmen as animals? Whipping and torturing them, to force them to work endlessly? And what is their pay, if you may ask? Death and suffering, is their due.
Rashemen know this all too well. Thayans march on their lands, kill and pillage. And for what reason? To what end? For their own joy, of course, reveling in the pain and misfortune of others, which is their greatest pleasure, after all.
And all those who tolerate them, only make their land more prosperous, thus they may cause more and more suffering. When you see people deal with Thayans, treat them as the wicked creatures they are, as leeches on the less fortunate, servants of the vile spawns of Thay.
Suffer slavers not in your city, or you will soon find yourself in shackles, sold in markets. Stand tall, until you can, and drive the evil away from your city. Cleanse the streets of Thayans, and all their servants!
Make Thayans rue the day, when they set a foot on your land!
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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Back to the indexThe Tome of Osiris
Authored by Enenra Zizor'Grym
Published by Candlekeep
Distributed by your local librarian
Contents:
Page 2 - Of His Name: How is Osiris identified and spoken of?
Page 3/4 - Of His Nature: What does Osiris represent to the mortal world, and beyond?
Page 4/5/6 - Of His Presence: How is Osiris perceived?
Page 6/7 - Of priests and Clergy: Who are those who carry his will, as he whispers?
Page 7 - Of Temples and Shrines: Where is Osiris felt and witnessed?
Page 8/9/10 - Of Holy Orders: Who has been ordained to carry out his will with steel?
Page 10/11 - Of Acolytes and Followers: What kind of mortal follows the White Crown?
Page 11/12 - Of Celebrations: The yearly displays of the White Crown
Page 13/14/15/16 - Of His Law: How do we follow the path of the White Crown?
Page 16/17 - Of Rituals and Rites: The ceremonies of the devout to honor the White Crown
Page 18/19/20 - Prayers: What words shall I speak to the White Crown?
Page 20/21 - Closing: Final thoughts
--Of His Name--
Known by many titles, is the power Osiris. The White Crown. Reaper of Harvest, Lord of Nature, Judge of the Dead.
In many ways, his titles are very pragmatic for the reality of what worship of him brings to us mortals. He is indeed the Lord of Nature, the Judge of the Dead, the one we pray to as harvest season comes.
Known as Osirant in Thay and Ozrikotep in Unther, he watches over Mulhorand and all lands where the sons and daughters of the ancient Mulhorandi people tread.
--Of His Nature--
His influence has spread far beyond simply one people, and his divine essence has long been willing to embrace many peoples and many different kinds of blood. To this end, all willing can follow the path of the White Crown.
Osiris is said to be the son of Geb, the earth-father, and Nut, the sky-mother. He is the brother of Thoth, the lord of Magic and Knowledge and the wife of Isis, the Bountiful Lady. Despite the questionable nature of attributing such simple mortal relationships to the Divine Powers, perhaps such is the only way lesser creatures can attain a closer understanding to how they co-exist with one another.
--Of His Presence--
Osiris has been known to grace mortals with his presence, to present some sort of divine Quest upon them or otherwise.
One form he often has been witnessed in, is the form of a Mulan warrior with green skin. He will be dressed in robes and upon his head will sit the white crown of a Mulhorandi pharaoh.
Another form he will often take, is that of one of his favored creatures, a royal Mummy. He has also been known to take the form of a grinning skull, to warn away grave-robbers from tombs under his protection, a man in the night who swings a scythe to represent the beginning of harvest season, as well as fierce winds which will lead someone to the intended burial ground for their own tomb.
His will is also communicated, often to those who are carrying out his will in the wild, via sentient plants or plant-like magical creatures. These signs are often reported by those who tread deep into the wilderness for the White Crown, rangers, druids and the like.
--Of Priests and Clergy--
The White Crown's clergy traditionally inherit bloodline from the Noble House of Osirant, with their men and women claiming the blood of Osiris in their veins, passed down by from ancient times.
Priesthood and those who serve with them typically help settle disputes and local court matters, as well as presiding over local burials performing funeral rites, and guarding places where the dead preside over to ensure they are not disturbed.
--Of Temples and Shrines--
Many crypts in lands where the clergy are present (usually Mulhorand) will have shrines dedicated to the White Crown in their tombs. In addition to his shrines, his two grandest temples are the Crypt of Shadows, located in Jhalhoran and the Gateway to the Afterworld in Mishtan.
--Of Holy Orders--
Aside from his nominal clergy, many holy orders dedicated themselves to the White Crown. Of note is the Order of the Risen Scepter, which draws its members exclusively from members who were slain by followers of the Divine Poweer Set, the Lord of Evil.
These followers of the Order of the Risen Scepter are raised from the dead, supernatural abilities infused into their essence thereafter.
They are often highly resistant to death magic and forces which sap their vitality from that point onward.
The method of resurrection was carried out spontaneously by the power of the White Crown after his follower was killed dishonorably by a follower of Set. Those risen from the dead were also often tasked with killing the one who had killed them in life.
The other principal order of the White Crown is the Brotherhood Who Smile In The Face of Death. These holy warriors serve as a militant arm of the Church of Osiris, enforcing their will as needed.
--Of Acolytes and Followers--
Of course clergy and orders alone do not make up all the White Crown's faithful. Those who roam the wild, those who seek to protect and honor the dead, those who bring justice to the living, all have a place with the White Crown.
Attorneys, judges, undertakers, followers of the Wild, guardians of tombs and burial grounds, watchers over the dead, seeker of vengeance, and those with like-minded hearts, minds, and souls to the above all dedicate themselves to the White Crown with or without lip service to match.
--Of Celebrations--
Followers of Osiris typically observe two central celebrations when it pertains to their faith.
The first is Higharvest, where a joyous celebration takes place, as thanks to the White Crown for the spring's bounty.
Midwinter, in contrast, is a solemn celebration, where tombs and burial sites are warded in order to protect from intruders. Previously warded sites are re-warded and watched over.
--Of His Law--
Followers of Osiris must honor the dead and those where the dead rest or preside. They must perform burial rites for the dead and aid in mummification ceremonies for the noble or wealthy dead. No follower of Osiris should partake in the looting of the dead or of burial grounds. All followers of Osiris should use their prowess to aid common folk and slaves alike in times of harvest.
Osiris does met out punishment upon those who do not live up to his divine laws, for in dead they will be denied rest as undead in service to him.
The Law of the White Crown also demands his followers observe Maat, his code of justice.
Goodness, honor, and order are the natural state and that which leads to evil, treachery and chaos is by rights unnatural and unlawful.
Goodness and harmony come from living within Maat rather than fighting it. An organized approach brings the most good for all. Laws exist to bring prosperity to those under them.
The justice of Osiris is a lack of partiality. When you hear a case from those you know, treat them as if you knew them not and those who are close to your person the same as those who are distant from you. Do not avoid a petitioner, but hear all cases with eagerness. Be not angered without justice.
Great is justice when it is even-handed; in the eyes of truth, the slave and the pharaoh are one.
--Rituals and Rites--
The most important ritual is the Passing to Eternal Contentment and Justice, where in a common, a slave and a noble are mummified and buried simultaneously, to signify the unity of Osiris' justice.
His prayer rituals are evoked during burial ceremonies, or by petitioners who travel in the path of the White Crown.
Evoke his name during an impromptu burial, when traveling the wild, when delivering justice, or when presiding over the harvest and feel his Divine Power echo through your work.
Burying the dead through mummification is a high honor that those who follow Osiris can bestow. Those buried through the correct rituals, using the finest of material to embalm and wrap the body, will be blessed with the means to defend their resting space upon hostile intrusion.
--Prayers--
I offer these words to you White Crown, in my hour of need. Place your blessings upon me and allow me to avenge myself with your justice. I banish Set from my heart and place myself beside you. I recognize Maat as the law which I will govern both my own heart and the actions of those under me. Osiris, hear my plea.
I offer these words to you, Reaper of Harvest. Allow our crops to grow with splendor and grace. Let us swing our scythes and plunder our fields of their bounty. Let the cutting and the seeds prosper in their tombs of earth, just as we shall in the end.
Osiris, hear my plea.
I offer these words to you, Judge of the Dead. Please guide our souls upon their journey to the next life, be it in your arms, alongside those we are judged with, or back on this mortal world. Let us be transformed together, and let our hearts be laid bare for you.
Osiris, hear my plea.
I offer these words to you, Lord of Nature. Allow the Wild to thrive, and let our hands guide our mission to spread and promote all that is natural to this world. Allow us to thrive in harsh reality, as the grass thrives under the snow, as the cactus thrives in the dry heat of the desert. Let us help the Wild grow as we grow with it, leading ourselves into the next dusk and dawn.
Osiris, hear my plea.
--Closing--
I leave you with the knowledge of the way of the White Crown. Learn from it, and if your heart is willing, live by it. Allow the Maat to enrich your existance, both in this life, and in the next. For in both live and death, we are bound by His Divine Will.
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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Back to the indexUnderdark Survival Guide Vol. 2
by Nawiel Jr'eine
The Mushrooms of the Underdark.
The fungi of the Underdark is possibly the second most known phenomenon of the dark world below. Primarily, because they are the most well known, and most common source of light.
There is no 'universal' way that these mushrooms glow. Some hold glowing 'ink' in the outer skin. Others glow as if by magic. The only common factor is, that they glow for a reason.
Reasons:
What is light in the Underdark? It is a point of interest. It is visibility. And no matter how light shy, eye straining or otherwise uncomfortable the denizens of the Underdark find the light, they still seek it. This, one will notice and sympathize with, if one ever travels the tunnels of the Underdark by oneself.
Now, why would mushrooms, growing in complete darkness glow in a way that is going to attract attention? The answer is simply 'need'.
The mushrooms require something that they cannot get by itself, and so, like a 'flower' it attracts the attention of what may pass by. Glowing gently in the dark, just enough to be noticed and seen, and a soft light so not to cause discomfort.
What is required?:
What the fungi may require is varied as the species themselves, and cannot be generalized to a simple answer. Some require feeding, attracting prey to kill and consume. This can take the form of spores, poisoned water or even the husk of old prey being used as 'hunters'. This being said, the majority of fungi found is harmless to most. Some preferring certain prey over others, or the reason for 'calling' may simply be to have spores attach themselves for transport.
Others may just need a fresh draft of air, and benefits from the current caused by movement. If this sounds dubious to you, then the endlessly still air deep in the earth are unfamiliar to you.
The only 'certain' thing one cay say, is that the mushrooms require something that it cannot get or do themselves. Therefore it is adviced a measure of forethought before heading towards the source of light on a whim. Take time to study the surroundings before getting too close to them.
Myconoids:
The Myconoids are the legendary, walking mushrooms that make for well adapted guardians of certain fungi fields. They can be large and small both, but all deadly and aggressive, should they see you as a threat. They speak the language of the fey, but does not use overly long sentences towards enemies. Neither do they welcome intrusions into their domain, and seldom remains docile in the face of threats. The danger they represent is more than just attacking, as the variety of Myconoids utilize specialized spores to weaken and confuse prey in the vilest of ways.
This all being said, they do die. Magic, swords, arrows work as it would, as the Myconoids are living beings as any other. Their skin can be thick and thin, depending on variety and size, and it is always preferable to avoid their lethal spores. As such, the majority of these creatures spreads their spores in close proximity, so arrows or magic is the best way to open. But never underestimate the mushroom men, as strains of them also delivers spores through the air to poison those weak of fortitude.
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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Back to the indexZathans Divine Comedy I
by Za'than Za'amal
INTRODUCTION:
Welcome -Dear Reader- to this guide, codex and manual to the understanding and introduction to the actual reality of the nine layers of Baator, also known to the average person as Hell.
Through these volumes I will explain the climate, denizen and Lords of the individual layers of hell, in case you should ever find yourselves in the misfortune of venturing there.
Knowledge is power and if you ever need to put the information in these volumes to use, power and knowledge is what you will need.
So without further ado, I ask of you to lean back and steel yourself. This is not for the faint of heart.
Your faithful writer.
Za'than Za'amal
Chapter One: Avernus
You now have -my Dear Reader- ventured into the first layer of the Baatorian plane. The realm is known as Avernus.
Climate:
A red sky covers the vast skyline, where orbs of fire seem to rain upon the land itself, as if an eternal war between earth and sky. There appears to be no intelligence behind this, as these balls of hellish flame explode wherever they impact. Rumors state these firey orbs are the rage-incarnate of the former Lord of the realm, "Zariel". Though no concrete evidence supports this claim.
The land below mirrors this never-ending onslaught well, as the entirety of Avernus is represented by an unending wasteland of rubble, charred grounds and ruinous formations. Amidst its heat, flame, dry weather and violated grounds, fire erupts unpredictively burning whatever is unfortunate enough to be in close proximity.
One should note the fetid river Styx, flowing through the entirety of this plane, as it does flow by all but a few of the lower planes. Its more popular name would be "The River of Blood". This particular river is well known, for it spans over not only Avernus but almost all known layers of Hell and the Abyss. Though some planes are known to be untouched by this river, its presence is but one of the mysteries of the planescape.
Chapter Two: Points of Interest
The Bronze Citadel:
This truly titanic fortress serves as the primary staging point of the armies of Hell. It is in magnitude what any nation could only wish to be. Massive walls, spires and fortifications mark this edifice of war and bloodshed. It is as vast as several of the largest cities of Abeir-Toril put together and it is unendingly undergoing through further fortifications and defensive parameters to ward it against attacks. It hosts the primary armies of Hell and untold warmachines. From here, the armies of Hell's nine-native planes march in unending legions to partake in the Blood War. An eternal conflict with the Demon Tana'ri of the Infinite Abyss.
Otherwise worthy of mention of the Bronze Citadel is that at its heart lies the supreme ruler of Avernus and Archdevil of the first layer of hell.
The Minor Godly Realms of Avernus:
Avernus also hosts several realms for other godlike entities. Since these do not go specifically under my area of expertise I have chosen to shortly summarize these realms hereunder.
1: Draukan - Realm of the Kobold Deity "Kurtulmak"
2: The Peackable Lands - Realm of goblin Deity "Bargrivyek".
3: Abthalom - The Neather Reaches - Realm of Tiamat, the dragon queen.
The Pillar of Skulls:
The Devils of Hell claim that when you die in the Blood War your skull becomes part of the Pillar of skulls. This ever-expanding, ever rising festering tower of bone, blood and rot is an entity clouded in mystery. Yet let not your curiosity fool you Dear Reader. If you venture too close to this endless mountain of bone and chattering, you may be absorbed into its endless depth and join the living skulls that decorate its entirety... Forever a prisoner, like the rest of its inhabitants. Though some claim this mountain of undeath is a near limitless source of information and knowledge... I will however, not advise you -my Dear Reader- to not attempt this. What the pillar may ask of you, one never knows and when in Hell, it is better not to risk your soul for temptations such as these.
The Maggot Pit:
Not far from the Pillar of Skulls and at the end of the largest series of astral conduits of Baator, you will find yourself staring at a truly ghastly sight. Before you will stand a huge sea of withering, crawling and otherwise squirming maggots. Withering in their numberless masses, multiplying, feeding from each other and forming a truly hellish sight. As if to state the obvious, one should avoid any contact with these festering depths, as these maggots may take up residence within the bodies of any who try to consume them for sustenance. My tip: -Dear Reader- bring your own food least you become someone/something else's.
The Dragonspawn Pits of Azharul:
Again not far from these infernal pits of larvae stands the Dragonspawn pits of Azharul. Jaggered mountains rise above you and the servitors of the Dragon-Queen herself flock these mountainsides. For the pits of Azharul host not only the Entrance to the second layer of Baator, yet standing guard over this staircase of Hell is none other than the five-headed Queen of Dragons herself. Perhaps as part of her dealings with Lord Bel, the Dragonqueen is tasked with guarding the passageway further into hell.
Chapter Three: Noteworthy denizens of Avernus:
Baatezu (higher-class Devil):
Abishai: Winged, six to eight feet tall. Comes in five distinct colors. Each more powerful than the other. From top to bottom: Red, Blue, Green, Black and White. They have a certain similarity to Cornugons, though are less powerful, and function as the primary subservients of Tiamat.
"The Rabble of Devilkin":
Former Baatezu of standing, who somehow dishonored their overlords. These devils have been stripped of their names making them unable to be called to any other plane of existence. Some have become insane, others scheme to reclaim their power. Best avoid these nameless devils if you can my Dear Reader.
The Armies of Hell:
As said Avernus is the staging ground for the Blood War, so sadly you may find yourself facing every ranking of Baatezu there is, as any and all capable of battling the endless armies of the Abyss, swarm to do the bidding of Hell's warmaster, Bel.
The Archduke of Hell:
Bel is a power to be feared. A pit fiend and former second-hand to Zariel, the former Lord of Avernus. Bel is a Baatezu of the "Pit Fiend" category: wings, burning aura, and a mind so sinister it shames most other pit fiends. He is known to be a master of dobble-crossing, strategic dealings and not to mention tactical command. He leads the armies of Hell in the endless Blood War against the Demons of the Abyss. He is known to have dealings with the lesser Gods of Avernus, for various reasons which one can only fathom. Though rumors state he is presently un-allied with any other Archdevils, all recognize Bel's value as a tactical commander and leader of the Dark Eight, the Sub-commanders of all of Hell's armies.
Final words:
This was the layer of Avernus. A loathsome plane of existence where one should never venture if avoidable. The locals of Avernus say that "Avernus welcomes all"... and "Fires from the Pit"... Each saying reflects the twisted truth of the first layer of hell. And of the endless armies that inhabit there.
It has been my pleasure to enlighten you to the dangers of the first layer of the Baatorian Realm. So until the next time - my Dear Reader- I am still humbly yours.
Za'than Za'amal.
Evoker and Researcher of the Baatorian and Abyssal planes and their Denizens.
Edited by Chambordin Baldinus.
Year - 1349
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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Back to the indexHerbalism Notes
by Scribe Edelgarde Spades, in collaboration with Sister Ashenie Darakh and High Druid Iolanna Arele
Kythorn 1357 DR
Introduction:
I always like to say that a good scholar should be involved in many different activities, that we should every now and then go back being students, lest we think we have all the answers. After the unfortunate events that unfolded in the Cloakwoods, that saw the men of the Flaming Fist afflicted by terrible wounds that could not be cured by magic methods and a consequent increase in the demand of healing herbs, I offered to contribute to the efforts of the healers and at the same time took the chance of expanding my knowledge. My role on this book is very minor, mostly of compiling, in fact the main sources were provided by the work of High Druid Iolanna Arele, Flora of the Sword Coast, and the precious notions provided verbally by Sister Ashenie. I would like to thank them both for their time and patience with such a novice student.
Common Herbs of the Coast:
The following section details the most common herbs on the Coast and expands the topics already covered in Flora of the Sword Coast. It is important to point out to the novice herbalist that every time something is taken, something must be given. Other than gathering, the herbalist should also replant and take care of the growth of the new plants to avoid overgathering and the consequent depleting of the resource.
Healing Moss:
Also known as Cevern Moss, an exhaustive definition of this plant is given by the High Druid in the first chapter of her work:
Uses and Effects:Pale green and spongy to touch, patches can spread up to 2ft in diameter and 1ft high. Highly absorbant and helps prevent infection.
She then continues explaining its uses:
This is also confirmed by Avowed Rania Ragnon, on her work "Basic Field Healing Tips", in the chapter dedicated to the treatment of minor wounds and cuts:A dressing to cure minor wounds and craft healing kits
Locations:3. Moss: Moss, particularly peat moss, makes an excellent blood absorbent. Often used in battle fields, rural clinics, and to aid women during their moon cycles, moon kills bacteria, preventing infection.
As the High Druid explains, this moss can be easily found in the bladeling cave in Hilltop Ruins and does not requires particular skills to be gathered. A large quantity can also be found underneath said cave, in a colony of friendly mychonids. Sister Ashenie suggests to facilitate its growth by planting fungi that render the rock moist.
Amentia:
Again, the description of this fungus is provided by the High Druid.
Uses and Effects:A red-capped mushroom with defined white gills and white spots, energises the body and improves bloodflow. Can be eaten raw, cooked into a meal, or brewed into a tea with honey to mask taste.
According to Iolanna, this fungus:
Location:Grants Animalistic power, increasing one's strength, dexterity, and constitution.
The High Druid reports Skuldask Water Cave as the location where these fungi grow and so far I have not been able to find samples elsewhere.
Crimson Cantharellus
The mushroom of neutralize poison is described as follows:
Unifor, deep red colour, identifiable for the wrinkles or ridges attached to the stem, but not true gills. Can be eaten raw, a touch bitter but not unpleasant.
Uses and Effects:
This mushroom can be used as:
Locations:A fast-acting antidote to most poisons and toxins when consumed. Can be brewed into tea.
The High Druid mentioned a colony of these mushrooms can be found in Skuldask Watercave, near the Amentia. Few samples are also present in the woods along the River Chiontar, near the stream.
Aloe:
Most Aloe species have a rosette of large, thick, fleshy leaves. Aloe flowers are tubular, frequently yellow, orange, pink, or red. A yellowish liquid can be found inside the leaves.
Uses and Effects:
Aloe is commonly used to treat wounds and can also be used to alleviate skin rashes. The ability of the gatherer and the freshness of the leaf greatly affects its effectiveness.
Locations:
Aloe is abundant along the River Chiontar and its affluent. A sample has also been found in Ulgoth's Beard, in an outcrop of the cliff.
Ragweed:
Also known as Stink Bomb, is described by the High Druid as follows:
Uses and Effects:A deep green shrub with star-shaped, seven-pointed leaves, grows to three or four feet tall. Very tough and woody plant with faintly unpleasant smell.
As suggested by Iolanna, this plant can be used as:
Locations:Grenade repellant. Crush leaved to activate and throw it - very quickly. Once activated produces a vile stinking cloud in the area.
The following locations are mentioned by the High Druid:
A sample can also be found in Ulgoth's Beard, near the cliff's edge, and deep in the woods along the River Chiontar.Scattered; sample found along the trade Way by a small bandit camp, and in the hills where Wyverns nest.
Stone Root:
Iolanna describes this plant as follows:
This plant requires great skills to be gathered. Sister Ashenie suggests gathering the seed and planting them in place of the gathered plant.Hard, woody shrub with sandy texture to the leaves and stone-like appearance. May appear dead or dying due to the dull grey-brown color. Stems from a short underground trunk, which branches into finger-like rhizomes
Uses and Effects:
Sister Ashenie explained that if cut, this plant releases a sap that can be applied for the skin to obtain an hardening effect. This sap can also be used to seal wounds.
Locations:
Iolanna Arele mentions that the stone root grows in the following locations:
Some of these plants have also been found in the woods along the River Chiontar and in Ulgoth's Beard, on a narrow path parallel to the path that leads to the sea cavern.Wyvern nesting grounds, though some have been known to grow near the Shrine to Eldath.
Other Herbs:
After observing first hand Sister Ashenie's work in sorting and preparing the herb, I have compiled the following section with the notions she so patiently shared.
Belladonna
Belladonna, or wolfsbane is a type of poisonous herb. Being a type of flowering plant, belladonnas produces delicate purple flowers.
Uses and Effects:
Belladonna is most famous for its ability to cure lycanthropy. However, it is also toxic - anyone eating it is likely to find themselves weakened physically. Consumption of its flowers is capable of inducing state of death-like sleep.
If a victim bitten by a lycanthrope eats a sprig of belladonna within an hour of the bite, they have a chance of not contracting the disease. The belladonna, however, has to be relatively fresh, not picked any later than a week prior.
Locations:
Belladonna is known to grow in Bloodbark Grove in the High Moor, as well as on the small Isle of Balduran, in the Trackless Sea.
Blushroom:
These mushrooms are small and light brown.
Uses and Effects
It massively upregulates the cardiovascular system causing increased endurance and the telltale blush of its users. Often used illegally on gladiator rings and other physical sports. If prepared properly (crushed into powder then steamed) it will increase speed and strength.
Cure-all
A highly-prized plant found in the Savage Frontier.
Uses and Effects
When its stem is boiled in a tea, drinking the resulting concoction results in a general restorative effect that, when combined with an attempt to relieve a malady, be it wound or disease, it benefits the result. The plant enhances the effect of any treatment, mundane or magical, to make cuts heal better and defeat illnesses faster.
Fleshwort
Fleshwort is a plant that can be used to aid in the healing of injuries. The stalks of fleshwort are gray and resemble celery.
Uses and Effects:
Fleshwort stalks can be sewn into the internal injury of any mammal to provide the raw materials for the body to grow new tissue.
Locations:
Fleshwort could only be found in areas where corpses, particularly from battles, were recently buried near the surface or left to rot aboveground.
Henbane
Henbane is a plant that is poisonous in large quantities. It is native to temperate areas of Faerun.
Uses and Effects
Used to alleviate pain from poultices made from the roots leaves and seeds of the plant. They can help against the sensation of pain.
Juniper Berries:
Junipers are a species of plant in the Realms that could be either a bush or a tree.
Uses and Effects:
Properly prepared, those berries can contribute to restore mind after shock.
Locations:
Junipers grow in the Methwood, the Desertsmouth Mountains, the Ice Spires, in the Calim Caliphates, around the city of Cursrah and the River Agis, as well as in the Western Heartlands.In the Unapproachable East, junipers grow around Lake Ashane.
Mandragora
Mandragora is a very variable perennial herbaceous plant with a long thick root, often branched. It has almost no stem, the leaves being borne in a basal rosette. The leaves are very variable in size and shape.
Uses and Effects
The sap of this root can be boiled with holy water and milk to create an essence that greatly enhances the regenerative capabilities of the body. More than one dose though can be fatal.
Passion Flowers' Berries:
The majestic passion flowers offer berries that can be reaped and prepared into brews and teas to soothe the mind. In addition to the restful sleep effect that they can bring, the berries can be eaten to mend hysteria, fears, nervous ticks, seizures and shingles.
Vervain
This plant has lobed, toothed leaves, and silky, pale-purple flowers.
Uses and Effects
Used in many blessings and protective rituals, as incense or woven into tokens and talismans. Additional uses in treating women's cramps and to stimulate lactation.
Witchweed
The roots of this plant, if burnt, produce vapors very painful to inhale.
Uses and Effects
This plant enhances divination and can be consecrated.
Edelgarde Spades - Guide of Candlekeep and Deneirrath priest, still a Disney princess in the wrong tale.
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Auntie Ed's Wands(TM): Saving the Coast one Protection from Evil at time.
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Back to the indexLitany of Sune's Dogma
by High Lady Alyssia Leonhart
Transcribed by Scribe Edelgarde Spades
Halls of Inner Light, 22nd Eleasis 1357
Thank you all for coming this day, I welcome you all to an in depth conversation and litany on the Dogma of Lady Firehair. Afterwords there will be drinks and food offered in the Heartfire Tavern below, along with myself being available to answer any questions you have about today’s discussion.
We’ll start first with the first two lines of Firehair’s dogma:
Beauty is more than skin deep. It issues from the core of one’s being and reveals one’s true face to the world, fair or foul.
These lines are simple but most often overlooked, and easily so. Most assume that Sunites and the rest of our faith only care about outward appearances. But it is the character of heart, your deeds, your actions, your words, all matter to create a truly beautiful person. And those are what make a person beautiful, elegant, and worth protecting and defending, and calling friend, ally, and lover. These more then any other line in the dogma, speak to a person’s character, their heart, where their beauty or ugliness truly lie. This is why they are first in the dogma, and should be kept first in the hearts of our faith.
Believe in romance, as true love will win overall.
Love is a powerful emotion, it can stir and drive people to greatness, help others find their true path in life, and be inspired to be better for those they love. Those whom truly find love are made better for it, as they not just have themselves to live for, but to live for those they love, and this can drive them further along in life, growing, and bettering themselves against any challenges faced. That allows them to conquer any difficulties they my find in their path, and as such win over any difficulties along the road of life.
Follow your heart to your true destination.
Have convictions, follow them, be true to yourself and follow that path to whatever ends. You will always be where you need to be should you follow your heart, and be true to yourself first and foremost. Believe in the path you are on, in yourself, and you will always be where you deserve to be.
Love none more than yourself except Sune, and lose yourself in the love of the Lady Firehair.
At face, a rather narcissistic command, however, its meaning is far deeper then first glance. How can others love you, how can you inspire them to love, to greatness, if you cannot find it in yourself to be loved? And if you find yourself in such a way, believe and love Sune, for she is the guiding light of the faith, dive deeply into her love, be inspired by it, and find a better path forward. Be better so that you are worthy of Her love, and in turn can find a reason to love yourself, so that others might see the reason to love you.
Perform a loving act each day, and seek to awaken love in others. Respond to love at least once a day.
We now are in the commandments of what Firehair asks of us. The first seems simple, yet broad and reasonably so. A loving act can be as simple as giving a warm welcome to those whom need it, a comforting shoulder and ear to those lost in despair and frustration. By performing loving acts, it seeks to inspire people to love and be loved. To show the way to a better path, to find a new bounce to their heavy steps, a new lease on life. As you give love to others, and inspire it within them, they in turn may direct their own love upon you, accept it willingly and fully, so they are comforted in the fact that their own love is accepted and welcome.
Encourage beauty wherever you find it. Acquire beautiful times of all sorts, and encourage, sponsor, and protect those who create them.
Encourage beauty, and as we look back to the first two lines of the dogma, we know that it comes from within, more so then from the outside, those whom have the love of Sune, and perform beautiful and loving acts from within their own heart, and encourage it. Those whom create beauty, through song, poetry, art, and their own actions, encourage them, sponsor them, promote them, and protect them as others will covet their beauty, and seek to ruin it, or take it for themselves. People whom pour their heart into such works leave themselves vulnerable to criticisms and they should be protected from harm, as they bring beauty and light into the world from those that would snuff it.
Keep your own body as comely as possible and as attractively displayed as situations warrant. Let hairstyle and clothing best suit your personal appearance, striving to stir and delight others who look upon you. Moreover, hide not away, but always seek to present yourself to those around in a pleasing variety of garbs and activities so as to move them with love and desire.
And here is the commandment that most think of when you think of a Sunite. Well within and near the end of the Dogma. Looking back to the first two lines again, true beauty comes from within, however, we strive to look our best, to be an inspiration, to show our beauty clearly on the outside as we are on the inside. We use our appearance, our demeanors, and our actions to inspire love, stir and muse others to great heights, to perform great actions, and to create wonderous beauty throughout the world. But we also do so with subtly, mindful of the situations we enter, and adjust our clothing and armor as needed to personal taste and the situation before us. We should never hide ourselves, keep our beauty and actions to ourselves, but always keep them on display as an inspiration to others. To be a guiding beacon of what can be accomplished if we follow our hearts, and be a kind, loving, and beautiful soul.
Love those who respond to your appearance, and let warm friendship and admiration flower where love cannot or dares not.
For those we manage to inspire to be better, to find love, to create beauty, return their love to them, and even if we find ourselves on opposing sides or factions, be friendly and warm to them when the situation allows, appreciate such actions as so they will continue and know that such deeds are welcome and should continue to do so, even if we cannot dedicate ourselves to them.
Thank you all for coming and listening to me today, and I welcome you all to join me in the Heartfire for food and drink, and to answer any questions you may have about today’s service and my Faith in general.
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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Back to the indexThe Knights of the Ebony Scepter
by Vigilator Barristan Schulltze
The Elite Order of the Knights of the Ebony Scepter, Enforcers of Bane
Their Virtues, Laws, and Rites.
Reprinted by Boris Vyacheslav of Darkhold and the Black Abbey on the 10th of Tarsakh 1355 for the Glory of the Tyrant Lord.
Serve no one but Bane. Fear Him always and make others fear Him even more than you do. The Black Hand always strikes down those who stand against it in the end. Defy Bane and die - or in death find loyalty to Him. He shall compel it. Submit to the word of Bane as uttered by His ranking clergy, since true power can only be gained through service to Him. Spread the dark fear of Bane. It is the doom of those who do not follow Him to let power slip through their hands. Those who cross the Black Hand meet their doom earlier and more harshly than those who worship other deities.
---- The Six Virtues of the Ebony Scepter ----
PRIDE OVER HONOR -
"Pride in my reputation, vengeance on those who would besiege it."
PASSION OVER KINDNESS -
"From my passions, I find strength. Through strength, I shall be reborn."
CUNNING OVER HONESTY -
"By my words, and acts, my cunning will expose and rebuke the heretic."
WRATH OVER MERCY -
"Let those who seek my mercy, be shown the sword."
SELF OVER SACRIFICE -
"Preserve the self, expend the slave."
SUPREMACY OVER JUSTICE -
"Supremacy over all adversaries."
---- The Six Laws of the Ebony Scepter ----
ONE: "A Dread Knight must never offer quarter to a foe, unless through that quarter they may be deceived or killed."
TWO: "A Dread Knight must never evoke the name of Bane in vain."
THREE: "A Dread Knight may never lay bare flesh against the symbol of a god other than Bane."
FOUR: "A Dread Knight must never kill a true follower of Bane, unless through their death the agenda of the Church is furthered."
FIVE: "A Dread Knight must always observe the coming of midnight with prayer."
SIX: "A Dread Knight in violation of any of the Six laws must atone through personal sacrifice."
---- RITES OF THE EBONY SCEPTER ----
---- The Rite of Tyranny ----
A tyrant is born from the blood of his subjects. Three subjects, endorsed and approved by the Clergy of the Black Hand, must give a pint of their own blood in devotion to you as a Dread Knight.
---- The Rite of Fear ----
A dread Knight must be fear incarnate, for fear in him is fear of Bane. A petitioner of lesser gods must willingly mutilate himself, out of fear in the Dread Novitiate's acts, or force of his personality.
---- The Rite of Strife ----
Strife is at the most pure when it lies between brothers, and rivals. A Dread Novitiate must defeat another Dread Novitiate or Knight in mortal combat, under supervision of the Clergy of the Black Hand. The Dreadmasters hold the final word on who reigns victorious, as well as if the opponent is a suitable rival.
---- The Rite of Challenge ----
When the before mentioned rites have been completed, a Dread Novitiate earns the right to undergo the Right of Challenge.
The Rite of Challenge is a very personal and arduous pursuit, unique to each who takes it. The Dread Novitiate must select a Dread Knight or Dreadmaster of his choosing and complete whatever task he is assigned by said individual. The Rite of Challenge may take years, or minutes. When completed, the Dread Novitiate must debrief the Dread Knight or Dreadmaster that provided their challenge. At the conclusion of which, he may then rule on the Dread Novitiate's success or failure.
At the conclusion of the final Rite of Challenge the Dread Novitiate will ascend to the rank of Dread Knight of the Ebony Scepter.
HAIL HORROR, HAIL BANE!
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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Back to the indexA Guide to the Ladies of the Coast, Part Two
by Reiker Vexx
That's right! After the smashing success of the first published book in his guide to dating, Author Reiker Vexx is back again with his extended series, hold on to your hats people this is part two in the series "An Explorers Guide to the Ladies of the Coast" and boy do we have some exotic choices for you inside! As always the Author is not responsible for any damages to people or property resulting from use of this guide. Without further delay, lets get to the ladies.
Genasi:
Looking for something different? Does the usual comely lass just not do it for you anymore? Well worry not for these next four ladies are like nothing you have ever seen before!
Fire Genasi: These women are the definition of hot hot hot, literally and figuratively able to set your heart ablaze and possibly everything you own should you get on their bad side. With an attitude that is as passionate as the flames they have in the place of hair this is one spicy lady. When it comes to the old adage "Behind every man is a very dangerous woman" nothing could be closer to truth with these women.
Tips and Tricks: A few well placed wards will help when things get too hot to handle. Other than that there is nothing a good cleric can't fix.
Water Genasi: On the cooler side of things we have these sweet sirens of the sea. Many have features resembling creatures of the ocean and quite often accompanied by the smell of sea air. If you enjoy the sweet taste of seafood then this is the woman for you.
Tips and Tricks: Trust me if she is wet, it's not because of you.
Air Genasi: Now this is a woman who will blow you away... no seriously. Get on her bad side and she will send your ass flying as quick as a kite in a hurricane wind. Soft blue hues of skin or whispy locks of static and air often telltale signs that the woman you are looking at is an Air Genasi.
Tips and tricks: Carefree in the streets and electric in the sheets! Hope you don't mind being shocked once or twice if you do decide to do dirty dance with one of these women. Whole new meaning of the term "Blow Job".
Earth Genasi: These women could almost be mistaken for human from a distance with their earthy coloured skin, that being said some look a little more like statues made of bronze or steel but don't let they put you off! There is nothing more stable and sturdy than a woman who is literally down to earth... or is it part of earth? Eh details.
Tips and Tricks: While they may seem like they are made of steel and stone often all it takes is a firm set of hands to turn these powerful women into clay in your hands... possibly even literally.
Halflings:
These ladies look a lot like someone took a human and hit them with a reduce person spell. Good natured and often quite the pranksters people often overlook these short stacks simply because they are below waist level. While this may seem like a good thing in some people's minds its a double edged sword as they are right where they need to be when you piss them off.
Tips and Tricks: Don't get on her bad side or she may just steal the family jewels.
Dwarves:
It has come to the Author's attention that he isn't actually sure dwarven females exist as he is yet to see a dwarf who doesn't have a beard. Some speculate that this is because there are no dwarf women only men and that when a beard gets to a certain length it simply falls out and becomes a new dwarf.
Tips and Tricks: Don't shave the beard!!!
Gnome:
No not the kind you stick in your garden to ward off bad luck, these little ladies look like small beardless dwarves. Incredibly smart and with an affinity for magic they are more than capable of adjusting to any situation and are the definition of "Pocket sized fun". Great for parties.
Tips and Tricks: Most gnomes prefer quite out of the way places, if you are looking for a good place to take her try a library. Also toys... lots and lots of toys... gods even I don't have this many toys.
And there you have it! Some of the most exotic women you may meet on the Coast, luck ever be in your favor should you choose to date one of these fascinating ladies.
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
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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Back to the indexThe Tears of Ilmater
The Tears of Ilmater
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A comprehensive lecture of the Ilmateri Dogma.By Sister Ashenie of Baldur's Gate
Ilmater, the Crying God, endures the Suffering of this World in the name of Justice, Fairness, Compassion or Care. A God described as Broken intrigues as it could seem opposed by essence:
A God is a Greater Being, unlikely to be diminished enough to be Broken. Through His teaching, it seems that this diminished aspect hides Sacred Virtues, He cries for others, and each of His tears shares a fragment of pure compassion.
Help all who hurt, no matter who they are.
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No discrimination of any kind between those who hurt may alter the help Ilmatari offer. No religion, nature, choice, skin color, gender, backstory, sins, virtues, deeds, social status, destiny, name, inner or outer traits should nor could deny the help vowed to those who hurt.
Those who hurt do not have to express or perceive their own suffering to hurt. Suffering may appear in various shapes, from physical anguish to mental distress, from corruption to alterations, so that those who hurt may not perceive it anymore. The ranges of sufferings are endless, encompassing inner and personal sufferings, mind and soul's suffering, physical suffering, heartaches, losses... There is no precision about the symptoms nor the nature of those sufferings in the dogma.
No words come to precise the nature of the Help offered either, allowing any follower, any order to deliver Help in the ways they believe appropriate and fitting.
The Holy Warriors of Suffering have a tendency to view Help as Protection and Care for creature in distress, while they see the Help vowed to creature causing harm as deliverance through death, undertaking the suffering they cause instead of others.
The Followers of the Unhindered Path would tend to see Help as healing, caring, mending, no matter who hurts. They may heal both sides of a war conflict, they may reach goblins to heal them, or welcome lawbreakers in their hospices. The Disciples of Saint Morgan tend to see help as empowering and delivering those who hurt and are oppressed, giving them enough so they can help themselves.
All those visions cherish a common virtue. The belief that the Dignity of the living has to be preserved and restored inspires many Ilmatari to perform this duty in meaningful ways. Because the wounded cannot defend themselves or act properly, because suffering alters dignity, and because each and every living being deserves to be treated with dignity, it becomes important to mend the scars of harm and pain.
The Truly Holy Takes on the Suffering of Others.
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Service defines "The Truly Holy", Taking on the Suffering of others is a task perceived as holy by Ilmatari.
Charging the shoulders of Ilmatari, the Suffering takes various forms. There is no hierarchy between different kind of suffering. Holy Scriptures only defines it through appartenance, which do not belong to the one who would be truly Holy, but to others.
There is nothing determinating that suffering should be better taken from one instead of another, or that anyone is undeserving of it.
The virtue of Compassion teaches how none should suffer alone. Suffering, when shared upon willing shoulders, does not weight for both parties.
To take on this Suffering is not to save, to mend, to heal, nor share. Taking on means to charge the self instead of the other, fully. There is no middleground for the Truly Holy. Other means could be Holy, but the Truly Holy takes it on.
Between the lines, and since Ilmatari believe the Broken God is Truly Holy, it also indicates that Ilmater takes on the Suffering of Others. He embodies The Faith He inspires. As Ilmatari take on the burdens of others, the healing powers of Ilmater grows, bestowed upon the needy.
If you suffer in His name, Ilmater is there to support you.
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These words are a promise of support from the Broken God. He is there, no matter the suffering, no matter who you are, as long as the sufferer intends to endure in His name. This can also mean that Ilmatari suffer in His stead, and thus, sharing the burden of the world He undertakes, with His support.
The support He offers remains only defined through a presence. He is there, meaning that no suffering is undertaken alone. It is an ideal of unity, reducing suffering to the minimal, faced in harmony. Support bears a myriad of faces, not necessarily finding expression in alleviation. He can grant the power to heal, He can alleviate the suffering, He can help endure it, He can be the support to remain standing, He can lead and show the way, He can simply be there and inspire Faith, or whatever support is needed. Faith may enlight those lines.
Stick to your cause if it is right, whatever the pain or peril.
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These words draw the virtues of Determination and Endurance. No pain, and no peril should alter the dedication of one who undertake a task in the name of a right cause. This means that peril and pain should not be considered as obstacles in the service of a cause judged right. The threat of death, or judgement, of disgrace, of wounds, of suffering, and even of loneliness and exclusion are only burdens along the path. How one should stick to a right cause is only expressed in refusal of abandonment.
The rightful aspect of a cause remains undefined. While it can be tied to morality, it is also implied that a right cause might be lectured according to the Dogma of the Broken God.
There is no shame in a meaningful death.
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A meaningful death is not to be feared, as it does not alter the Dignity of the sufferer. Shame does not weight the shoulders of those who die for a meaningful purpose. Death is often seen as a end, purposes are discouraged if it is risked. The sacred scriptures indicate the importance of a meaningful path over death.
How a death can be meaningful is not precised. Who determines the meaningful aspect of a death, and how, remains unspoken. Facing the judgement of Ilmater, and the Holy Triad, would ultimately provide the answer. Death is meaningful beyond its immediate end. It becomes clear that such path holds no shame, despite any blame that could be addressed to the sufferer. Those words draw the virtues of abnegation.
Stand up to all Tyrants, and allow no injustice to go unchallenged.
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An absolute remains in this doctrine. No Tyrant should not be opposed. No injustice must be ignored. The expectation does not rely on result, but rather on the means of opposition and challenge set to honor the Broken God's ideal of Justice. Opposing all Tyrants in great or small ways is needed. The modus operandi remains undefined and unclear: The ways of opposition and challenge are not shaped into a single way to act.
The Disciples of Saint Morgan The Tacitum stand up to Tyrants by delivering those who are chained and reduced to servitude. They act in the shadow of Tyrannic laws to remain uncaught, and help as many people as they can.
The Holy Warriors of Suffering challenge injustice by facing it no matter what pain is inflicted upon them. They therefore embody the challenge, should they die in their willingness to stand for Justice.
Tyrants and injustice are not explicitly defined beyond their common meaning. Those concepts implicitly refer to Justice and Fairness through Judgement. As injustice is defined as such after having been judged so, or being in obvious and clear contradiction with the principle of Justice.
The belief in a fair society that benefits all and leaves none aside can help find the courage needed.
Emphasize the spiritual nature of life over the existence of the material body.
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Spirituality is to be honored, for it paves the path of Holy Deeds. The spiritual nature of Life encompasses countless symbols. This is not only about deeds, or spiritual endeavors, but about Life itself. It implicitly states that there is a spiritual part of life, and that this part not trapped in the existence of materiality. Spirituality allows to perceive another layer of reality. Symbolic deeds, Vows and Oaths, Beliefs about Death and Afterlife, Spirits, and Faith are example of the spiritual nature of Life. It is precisely revolving around Life according to the scriptures.
The existence of the material body implicitly refers to materiality. It can also refer to the body of the Broken God, wounded and covered by countless scars in a symbolic lecture. Materiality requires less attention than spirituality, for the emphasis is not upon the material existence of the body. This also means that, should a choice befall, spiritual endeavors prevail over the well being of the body. Damages, and even the whole existence of the body, should not stop spiritual endeavors.
This is how the suffering Ilmatari undertake may not weight, nor alter the deeds of The Truly Holy.
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
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
- Almarea90
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Coastal Chronicles - 1357 DR Year of the Prince
Scribe Edelgarde Spades
Hammer
The Three Kings and the Seven Sons, an artifact of Tymora, make their appearance on the Coast but are ultimately lost. The Three Kings talked of a Gond set known as the gift of the Gods.
Alturiak
Violent storms, mundane and not, ravage the Ducal Land compromising the harvests. Portals open in various location of the Coast and undead affiliated to Orcus pour out of them. The Yuan-ti broodmothers ally with the forces of Orcus.
Rumors see Orcus allied with the lich Polvich.
In the meantime, drow and spiders attack the Reaching Woods in great numbers, to the point that the Hellriders begins offering bounties for the spiders' mandibles.
The lich Polvich is rumored to be active again.
Towards the end of the month, an Aboleth causes people and livestock to start disappearing in Ulgoth's Beard.
13th Alturiak - Undead commanded by a Balor appeared in the Highmoor. They attacked a group from the Halls of Inner Light, who had to retreat across the Boareskyr Bridge. Reinforcements from Kraak Helzak, Radiant Heart and others arrived and a battle enraged. The defenders penetrated the Highmoors and fought three balors and a demilich before closing the portal, which left behind the fragment of a rune.
22nd Alturiak - Two Balors affiliated with Orcus attack the Darius Estate destroying it almost completely. They spawned from the runes recovered from the portals. Those wounded by the Balors' swords sported burns impossible to heal until the sword is destroyed.
24th Alturiak - The forces of Orcus suddenly disappear, leaving only a presence on the Serpent Hills.
Ches
The demon attacks and the food shortage cause unrest in the population of Baldur's Gate and angry crowds gather near the Darius Estate. Violence ensues against tieflings and pacted mages.
Successive scryings by the High Lady reveal that Morgan Blackrose is allied with Orcus. The visions aid in locating one of the balor swords which is purified by Sister Ashenie.
The attacks of spiders and drow cultists continue in the north of the Sword Coast and many guilds and factions join the efforts against them.
11th Ches - Three of the runes were destroyed and the Balor Thrax was killed.
21st Ches - The forces of the balors Garganix and Lithira clashed at the Speartop. Garganix fled, while Lithira was slain by the combined forces of the Green Enclave, The Radiant Heart and the White Dragon that inhabits the peak. Its blade was recovered.
22nd Ches - In the attempt of dispatching the Aboleth in Ulgoth's Beard, the councilor of Doron Amar Alarielle Nu'leiren and another elf named Ytarya cast an Hellball in the water disrupting the wildlife in the area.
23rd Ches - The Yuan-ti and the demonic forces of Orcus amass in the Highmoors and attack Boareskyr Bridge, but are pushed back by the Soubar militia and a group of adventurers. This attack is believed to be only a test of the defenders' strength. In the following days, the forces of Orcus keep pushing at the bridge and even though the Garrison, aided by the Ebon Blades, the Blackrose and Zhentarim forces, resists they take heavy losses. At this point, their numbers are not enough for an attack to the Highmoors.
The Dreadlady Evania Numah fell in battle and the recently returned former Dreadlord Selengil Harkonis took her place in command.
During a lull in the battle, a fight erupted between the drow Aunrae Selmiyeritar and the dwarf Dral Winterward. This caused Hanner Blackrose to put a bounty on Dral.
28th Ches - House Blackrose issues a call to arms to fight the armies of Orcus.
29th Ches - A battle between Polvich's necromancers and drow necromancers took place in Baldur's Gate's sewers.
Tarsakh
This month is marked by the disappearance of some of the baldurian homeless population and mysterious murders. The famine continues, even though mitigated by donations and druidic rituals, with frequent episodes of violence towards tieflings and pacted mages. The city prepares its defenses even though the followers of Orcus have yet to be seen in Ducal Land.
It was discovered later on that the murdered victim were members of the Menekka family and the murder attributed to Slaadi magic.
The forces of Orcus arrive in sight of Soubar, which counts only a hundred defenders mostly wounded, and whose gates are yet to be completed.
It becomes clear that the Broodmothers need to die in order to render their pact with Orcus void.
The skirmishes on the Boareskyr Bridge continue, now arcane golems and oozes are seen among the forces of Orcus.
The reports of spiders attacks increase by the day and towards the end of the month, a group of adventurers trapped between a large number of spiders and the Undercity was rescued by the Phoenx Company and their allies.
11th Tarsakh - A toxic green mist envelopes the Boareskyr Bridge, likely due to the corruption of the invading forces.
12th Tarsakh - The druids perform a ritual to aid the harvest.
18th Tarsakh - It is revealed that the Slaadi responsible of the murders in Baldur's Gate were controlled by the Loviatari Brachina Cadwiel, whose purpose is to corrupt the devoted of Ilmater pretending to be an angel of mercy. She was responsible of terrifying nightmares targeting planar touched people in the year 1355 DR and was subsequently devoured by the abomination Buldoth. When Buldoth was destroyed, she was freed.
24th Tarsakh - The Scales of Justice, one of the Gifts of the Gods, was recovered by the Phoenix Company and other allies.
Mirtul
Numerous skirmishes take place in the Cloakwoods between the Flaming Fist and the Gnoll. The Fist starts hunting extensively and gathering wood there to sustain its men, greatly displeasing the druids.
After a generous donation, the Hellriders reinforce their defenses in the fort of Triel.
A mysterious poisoner introduced poisoned elixirs in various auction houses.
12th Mirtul - The First Company of the Flaming Fist, led by Lieutenant Nails, arrives at the Cloakwoods, which became home of gnolls marked by red skulls and devoted to Bhaal.
16th Mirtul - The Blue Dragon slaver Azurel Sunderspark was defeated by the Brass Dragon Lyvinicus Drycus with the aid of the
27th Mirtul - A severe fight takes place in the Cloakwoods between the gnolls, accompanied by a chosen of Bhaal and the Flaming Fist. The former employed weapons made of green steel, capable of inflicting wounds that cannot be healed by divine magic. Lieutenant Nails and some of this men are severely wounded by such weapon, however they managed to defeat the Bhaalist and secure the weapon.
31st Mirtul - Two companies of the Flaming Fist guided by Captain Norton depart Baldur's Gate to join the fight in the Cloakwoods.
Kythorn
House Blackrose, the Ebon Blades and the Zhentarim reinforce the defenses at the Boareskyr Bridge.
2 Kythorn - After an incident that involved the exposition of petrified creatures by the Red Wizards, a law was drafted preventing the exposition of such statues within Ducal Land.
11th Kythorn - A vision sent by the Loyal Fury to Ser Alexander Holgart shows that the gnolls kidnapped a child, and likely using him for nefarious purposes.
12th Kythorn - Cadwiel was defeated by the Temple of Ilmater and other allies.
18 Kythorn - The green steel weapon secured by the Flaming Fist is displayed in the Temple of Mystra and studied by various scholars.
Flamerule
A fort is built by the Flaming Fist at the edge of the Cloakwoods. After long negotiations, the druids agree to the construction as long as the wood is given back to the forest once the Fist leaves the post. Not long after, the druidic order Anachaine opposes and hinders the efforts of the Flaming Fist.
The Fist starts branding whoever is caught opposing their efforts as follower of Bhaal.
A mysterious rot starts expanding from the heart of the woods towards the outskirts of the Cloakwoods.
Due to the continuous attacks, the temple of Ilmater is closed at night.
The orc Shamble starts terrorizing the Reaching Woods.
House Divine becomes progressively known as a prominent Fashion House in Ducal Land.
8th Flamerule
The population of Ulgoths Beard drop significantly after the attack of a dragon. The presence of the necromancer Batibat Kok-Lir Kasdeya was also witnessed and a fight between her and some members of the Security Council ensued.
26 Flamerule - A chosen of Bhaal attacked the temple of Ilmater, but was killed by Ser Alexander Holgart, with the aid and ultimate sacrifice of a Celestial.
Eleasis:
After months of silence, the Yuan-ti stir once again accompanied by Undead, even though their presence is not as threatening as when Orcus armies were in full force.
4th Eleasis - Shamble defeats the dwarf Doan.
10th Eleasis - The Ilmateri Rolas is crucified by Shambles in the Reaching Woods after his disappearance days prior. He was found by a group from Baldur's Gate and raised by High Lady Alyssia Leonhart.
29th Eleasis - The two remaining broodmothers are slain in a two-pronged attack between the Blackrose, Zhentarim and Radiant Heart militias. With these victories, the last lingering influence of Orcus upon these lands dissipates. With the forces in the High Moor defeated, the Radiant Heart dismantle their small compound by the Boarskyre Bridge, returning to their homes in Baldur's Gate. The forces of the Blackrose and the Zhents remain stationed at Bridgefort for now, and continue to secure the area, making sure no stragglers are left behind.
Eleint
Undead activity increases in the Undercity, culminating with the attack of a Lich. The Flaming Fist was sent down to dispatch the undead that reached the sewers of Baldur's Gate. The are between the Forest of Wyrms and Misty Forest is stalked by a pack of angered werewolves, shortly after rumors of an interrupted ritual spread around Soubar.
Fenix Wandersoul becomes the first tiefling lord of Baldur's Gate.
20th Eleint - The Phoenix Lodge was attacked by a horde of undead, likely sent by Polvich.
Marpenoth
The unrest in Baldur's Gate escalates and angry mobs gather in protest in front of the ducal palace.
A quarter of the Flaming Fist stationed at the Cloakwoods is called back to Baldur's Gate.
The attacks of the malarite pack of werewolves continue at the expenses of caravan and undefended villages between Nashkel and Soubar, to then move further south, likely intending to spread their curse.
A coven of hags is active on both surface and Underdark.
16th Marpenoth - Polvich's lair in the Upperdark is raided by a group of adventurers and the lich destroyed. There was no trace however of his phylactery nor his Mirror.
17th Marpenoth - The chosen of Bhaal in the Cloakwood is defeated by the Flaming Fist and various reinforcements. A child is rescued from their clutches.
22nd Marpenoth - A dagger with an encased tooth recovered by the Phoenix Company in 1356 was revealed as Polvich's phylactery during a ritual performed by Jergalites. A joined effort of the Phoenix Company and Candlekeep saw the tooth destroyed.
23rd Marpenoth - A large number of druids defeat once and for all the evil thta was stalking the Cloakwoods and begins a process of healing for the forest.
27th Marpenoth - The first residential house is built in Soubar and assigned to a family of wererats.
Uktar
Due to the bad harvest, the recent wars and unrest, the economy of the Ducal Land takes a bad blow. Many shops and commercial activities close or move somewhere else, leaving many unemployed. The food prices are at an all-time high, while the price of weapons, iron, steel and alchemical silver plummeted due to the market being saturated with them. There is also an increase in the price of minor magical items, as their popularity grows, and even more in luxury items as the numbers of foreign traders in the city decreases. As time passes, food becomes more and more scarce due to stockpiling, while inns and taverns continue supplying it but at exorbitant prices.
The triadic temples, the Halls of Inner Light and various trade Houses make a collective effort to mitigate the crisis.
A Bhaalist named Rennek takes advantages of the situation and goads the crowds in committing murders to appease the Lord of Murder.
Following the annexation of Tilverton, King Azoun the IV of Cormyr had declared war upon Zhentil Keep. This initiative greatly disrupts the caravans and supply lines leading Westward towards Darkhold.
After suffering many losses, the malarite pack moves back north and disappears in the Highmoors.
The Flaming Fist's camp near the Cloakwoods is dismantled as the soldiers leave.
According to some, after a clash between an avatar of Sylvanus and Captain Norton, now chosen of Garagos, caused the relationship between the Fist and the druids to go sour. The wood of the dismantled camp is sold to charcoal burners.
Shamble allies himself with the drow Urfindir and clashes with the Whitewood Vanguard in a few occasions.
14th Uktar - The deep gnomes of Rockrun suddenly abandon the settlement. Three forces move towards the not empty location: the duergars of the Titanfist Clan, a group of mindflayers in service of Supreme Mindlord Scperxatl and the mercenary Company of the Blue Lantern guided by the half dragon General Morex Ulharaurix.
16th Uktar - After a fire erupts in the outskirts of Nashkel and a body is found tied and carbonized, unusually cold winds, avalanches and blizzards start ravaging the nearby mountains.
Nightal
Shortly after the fury of the elements unleashes in Amn, the appearance of towering trolls from outside of the region is registered. The wildlife becomes more and more scarce as dead animals are found near streams. Even though the trolls were dispatched in great numbers by the Whitewood Vanguard, that did not prevent them from occupying the trade routes connecting Nashkel to the rest of Amn.
Attacks from the Cult of the Salamander, an order devoted to Kossuth, have been registered in the mountains south of Nashkel.
The storms ravaging the Coast and the predictable freezing of rivers and harbors causes some caravans to search for alternative routes through the Uldoon's Trail.
In the middle of the month, the Bhaalist Rennek is defeated by the forces of Baldur's Gate.
Shamble's activity in the Reaching Woods ceases suddenly.
4th Nightal - The Flaming Fist and some members of the Security Council of Baldur's Gate descend in the Undercity to stop the coronation of Batibat Kok-Lir Kasdeya as underqueen.
6th Nightal - A ship loaded with coffins and military supplies arrives overnight in Baldur's Gate. Even though officially this ship was bringing back dead soldiers after a battle overseas, according to some witnesses the ship sported the symbols of the Zhentarim and House Nightgale, a known house of vampires, who attacked at the purpose of creating new spawns and recruiting new members. On the same night, farmers were found dead and completely drained of their blood. The men of the City Watch who went to investigate never came back.
The Whitewood Vanguard reaches Nashkel and starts patrolling the nearby area in order to address the Trolls problem.
8th of Nightal - Battle of the Bridge. A great battle ensues between the Whitewood Vanguard and a seemingly endless army of trolls near Nashkel. The Vanguard and the Militia pushed the creatures back, but suffered great losses. A fight ensues between a caravan of merchants and the Salamander cult after the guards attacked him. One of the caravan men was rescued by Kiyoshi Konosuba, although he was badly burned.
before the 21st of Nightal - The thayan merchant and slaver Arthur Canos was convicted in Nashkel on the charges of illegally enslaving people from the village of Nythul.
12th of Nightal - The hag located in the Cloakwoods was killed by the combined effort of the Radiant Heart and the Whitewood Vanguard.
21st of Nightal - Siege of Nyush. The Whitewood Vanguard rebuked the trolls sieging Nyush. Casualties were minimal as most of the city was evacuated before hand. Scattered undead were spotted walking through the region.
30th of Nightal - Bekkregard is threatened by trolls. A wagon of undead appears at the gates of Nashkel. A battle ensues between the undead and the guards. There are also reports of a fire.
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Last edited by Almarea90 on Mon Jan 03, 2022 2:03 pm, edited 1 time in total.
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
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