Candlekeep Research

Research at Candlekeep

The Avowed in your employ, Orrin Glass and Fembris Larlancer, spent days scouring the collection at Candlekeep for the party’s searches. The search terms are listed out below with the related text that the Avowed brought to you, if the search turned up anything, from the table of contents.

1.       “Jeremius Mason” and “The Monarch” (Notable Waterdavians)

2.       “Platinum Mine of Innesbyr” (Mineral Wealth of the Western Heartlands)

3.       “Platinum Mining Trends” (Mineral Wealth of the Western Heartlands)

4.       “Metals industry trends and commodity cycles past 50 years” (Mineral Wealth of the Western Heartlands)

5.       “The Lords Alliance” (The Lords Alliance)

6.       “The Druid Neervala” nothing

7.       “Melarn” (Faerûnian Academies for Magical Training)

8.       “Bedouir Colain” nothing you don’t already know or didn’t learn at Melarn’s Door.

9.       “Mootscarp” nothing you don’t already know

10.   “Bhin, Evil Thief” nothing

11.   “Mind Flayers and Elder Brains” (Volothorp’s Guide too Monsters)

12.   “Road Building Techniques” (Conquerer’s Guide to Roadbuilding)

13.   “Fraz’Urb’Luu” (Demon Lords, Demonic Lore from the Demonomicon of Iggwilv, The Blood War: Demons & Devils)

14.   “The Demonomicon of Iggwilv” (Demonic Lore from the Demonomicon of Iggwilv)

15.   “Vallzan” nothing

16.   “Telloux the Pious” nothing

17.   “Talos” (Talos from a Critical Reckoning of the Gods and their Faithful)

18.   “Chaosborn and the Kulius of Calimshan” (The Sands of Chaos)

19.   “The Planes”

20.   “Faerun world axis cosmology”

21.   “Religion in the realms”

22.   “Magic in the realms”

23.   Proportional Faith Theory”

24.   “The Illithid Mind”

DISCLAIMER

This is a lot of information, likely with diminishing returns in terms of signal to noise. I present them here because you requested this research at the largest font of knowledge in Faerûn. But bear in mind that the way I’ve been DMing this campaign is pretty darn open-ended and as you add information you may be expanding it even further such that there are suddenly more threads to follow, many of which aren’t relevant (at least to Arumbelle, Doun, Monarch, Mind Flayers, etc. arc). In other words, you may end up putting thing on the table in your brain that don’t have any connection.

It is probably fairly obvious that the most important things throughout the campaign will be things I have written, not external sources. If you see something in an external source that seems critical or changes how you think about things, check in to make sure the way an anecdote or detail or how something works is the same for this campaign. I don’t adhere strictly to some of the details but they do form the basic backdrop / setting for the campaign and I have drawn on most of them at least in the abstract. Maybe another way to think about it is: not everything is related to your goals, there is a wide world turning out there, but that world should be internally consistent. 

In that vein, a lot of this stuff you can just google or look through Sword Coast Adventurer’s Guide or other source books – some of which I’ve just pasted or linked below. The blog has content that likely provides more targeted clues throughout, from day 1.

Contents

Proportional Faith Theory. 3

Notable Waterdavians. 3

Demon Lords. 4

Volothorp’s Guide to Monsters. 5

The Lords Alliance. 8

Demonic Lore from the Demonomicon of Iggwilv. 8

The Blood War: Demons & Devils. 10

The Sands of Chaos. 11

Talos. 12

Early History of the Savage Frontier. 13

Conqueror’s Guide to Roadbuilding. 13

History on High: Tribal Power Struggles of the High Moor. 14

Mineral Wealth of the Western Heartlands. 14

Faerûnian Academies for Magical Training. 15

The Planes. 15

Faerun world axis cosmology. 16

Religion in the realms. 16

Magic in the realms. 16

The Illithid Mind. 16

Proportional Faith Theory

Scribbles in a journal by A’lai Aivenmore

If magic is a thread called "the Weave", the gods tug on it to influence the inner planes. Proportional faith theory holds that there is some relationship between the strength of that tug and the strength of the faithful on Faerûn, the faith’s traditions, the existence of followers, or of those who mutter prayers to the deity, etc. Or maybe it's that the faithful providing a tautness to that thread such that the god has an easier time manipulating the material plane. So much of this exists in the abstract and beyond mortal ken (models to even describe models of the gods!) metaphor sometimes serves best but it doesn't help with the concrete. 

What's more, this impact is likely to be on the margin, but when talking about gods, even a marginal impact of such power can be material on the, well, material plane.

For example, any god that is alive and well will be able to grant followers divine magic and a god is not destroyed or created by mere mortals willing them into existence.

However, a widely worshipped god with many temples, a well-followed dogma, rites and traditions, names on mortal lips, etc. may be able to produce a stronger avatar on faerun, grant followers more potent magics, more powerfully influence natural phenomena, or more directly speak to followers.  

A weak or barely living or trapped god may only be able to speak in whispers on the wind, through clouds clearing to reveal stars at just the right moment, in whorls of wood, if they are able to tug on that thread of the weave to influence the material plane at all

In each of these cases, as the "faith" ebbs and flows, those material plane abilities may increase and diminish

Notable Waterdavians

DR 1536

Volume 226

[Some sort of gossip rag for the idle – an annual publication that, among the pages of paid sponsorships, guild propaganda, rumors, gossip, and scandal, describes the “10 Most Notable Waterdavians of the Year”]

 

#7  -- From Mason to Monarch: The Academy’s Own Returns After Taming the Savage Frontier

 

Jermius “The Monarch” Mason

 

“I remember him from the Academy days – did well enough, but kept to himself. Then again he would, he didn’t come from a great family, last name of Mason, if you follow,” Lalaga Dio finishes a firewine as she recalls the former Academy classmate. “Seemed to have a chip on his shoulder, thought he could keep up with those of us who had better breeding, a bit too ambitious for his station, I recall.”

 

And it’s ambition that has finally paid off for Jeremius Mason, better known by his self-styled honorific, “The Monarch.” NB has done some digging, as we always do, and discovered some of the dirty details about the latest man about town.

 

·         Jeremius Mason grew up poor (in Field Ward! Imagine!), was promising enough to be a sponsee at the Academy, and once there was a loner recluse.

·         One classmate recalled a humiliating episode for the young Mason when his robes practically unraveled they were so shabby—imagine!.  

·         After he finished his wizarding studies, he left he traveled west to the Vostewylde (it was called the Savage Frontier back then).

·         He seemed to have abandoned his craft, (can you believe it? Forsaking everything his betters gave him!) to begin a new business venture—and a shady one!--engaging the outlawed practice of Underdark mining.

·         He grew wealthy over a couple decades of running a very successful Underdark platinum mine out of Innesbyr.

·         His wealth was so great he bought the frontier town and styled himself its Monarch. Innesbyr couldn’t have been worth much, it was probably no more than a few cow-pastured streets, but still!

·         The Vostewydlers were so provincial they started just calling him The Monarch, imagine!

·         Over the course of his reign, he cleaned up the Savage Frontier, renamed it the Vostewylde Alliance, and the towns in the region prospered.

·         Around 20 years ago he began a serious bid for the Vostewylde to enter the Lord’s Alliance.

·         One contact of NB reported that during one of these early visits back to Waterdeep he still looked uncomfortable in his formal dress – wearing the fashions from decades prior! Imagine! Poor thing.

·         But the Monarch’s platinum wealth and record on the frontier were impressive.

·         A few years later, the Lords Alliance sent a few dignitary inspectors (NB readers will recall Tufus Bell, #9 from Volume 203) to visit the Vostewylde and inspect the Innesbyr platinum mine. Surprisingly, they found it delightful. Evidently the safety record was unimpeachable, and so they agreed to overlook the illicit venture.

·         After finishing a tour of the region, including the sfos-addled degenerate commune town of Old Weir (imagine!), the delegation returned to Waterdeep and officially welcomed The Vostewylde into the Lords Alliance.

·         The Monarch “abdicated” his title a few years later to retire to Waterdeep and create a life he could never have dreamed of, renovating Boxwood Manse in Mountainside.

·         Since then he has been seen about town, in the latest fashions, with a few buxom women at his side, including the famous Partridge Strom.

·         Rumor has it, he stole the halfling from Tufus – imagine!—slighting the man who was responsible for getting him into the Lords Alliance! Bad boy, Mr. Mason!

·         The Academy has on record the Monarch giving a few guest lectures about the intersection of business and wizarding, something often overlooked by the spellcasting purist…until it is too late and they find themselves casting prestidigitation on the street corner for coppers! IMAGINE!

 

Demon Lords

[an excerpt from the revered Mordekainen’s Tome of Foes]

While the demons fight for domination among their own kind in the Abyss, the Material Plane is the most fertile ground for demons to acquire followers. Even a relatively weak demon can demand obedience and worship from humans and other mortals through the threat of force. In turn, its magical abilities allow it to impart boons to its servants, making them more useful and better able to pursue the demon’s goal in the world.

Sects dedicated to the worship of the various demon lords are spread across the mortal worlds of the multiverse as well as the Abyss. In return for a cult’s adoration, a demon receives allies in its struggle against its rivals. To show their reverence, cultists might offer sacrifices of treasure and magic items that the demon can use. Taking advantage of that same reverence, a demon might send its cultists into battle to soften up an enemy before the demon enters the fray itself.

Many cultists gravitate to a demon lord out of a desire for power. Others find themselves captivated by a demon’s narcissism, so that their minds and worldviews become twisted into a pale version of their master’s.

Fraz-Urb’luu

The most deceptive of all demons, Fraz-Urb’luu is a master illusionist and weaver of lies. He thrives by luring his cultists and his enemies alike into lives of self-delusion. He can take on nearly any form, usually appearing in whatever shape is most pleasing to a potential cultist.

Fraz-Urb’luu considers himself the smartest entity in the cosmos, the only one who can see through all of reality’s lies and understand the truth that lies beyond them. Yet the truth that he sees remains known only to him. He utters cryptic remarks about a grand design that guides the cosmos toward some unknown end, but none can say whether these statements are another layer of deception or evidence of a true insight.

Those who worship Fraz-Urb’luu fall into two camps. Most of his so-called “cultists,” rather than being true volunteers, are unfortunates duped into honoring him because they listened to his lies. Fraz-Urb’luu might appear to a desperate paladin and claim to be a saintly figure, or contact a wizard while in the guise of a wise sage. He tells these folk whatever stories and promises they want to hear, playing to their needs and slowly drawing them into his circle of influence. He especially enjoys using the arrogance and vanity of good folk against them, helping to bring about their downfall.

A few of his followers are illusionists, deceivers, and con artists who seek him out. Fraz-Urb’luu makes use of their talents, and rewards these supplicants appropriately, as long as they follow his example in the campaign to bring about the downfall of all that is lawful and good.

In this regard, Fraz was closely aligned with the god Felak’Doun, before the latter’s death during the Time of Troubles.

 

Volothorp’s Guide to Monsters

[the colorful Volo’s entry on Mind flayers]

Mind Flayers, The Scourge of Worlds

Mind flayers, also known as illithids, are horrific, alien humanoids that lurk deep within the Underdark. Masters of psionic energy, they use their mental powers to dominate other creatures. The fortunate among their victims are slain, their brains devoured. The unlucky ones have their psyches warped, leaving them as mindless slaves with little hope of being rescued.

A Culture of Fugitives

Despite all their unique and overwhelming abilities, the mind flayers are a race on the edge of extinction.

Thousands of years ago, the illithids were the dominant power of the Inner Planes. From their astral domains, they launched flying vessels called nautiloids, able to cross between planes, so that they could harvest intelligent humanoids from hundreds of worlds.

The mind flayers relied on a slave race, the gith, to provide physical labor and sustenance when other sources of food grew thin. Eventually, the gith revolted. Whether the mind flayers became decadent or the gith discovered a weakness, none can say. What is known is that after centuries of domination, the mind flayer empire collapsed in less than a year. The gith rose up, slaughtered their masters, and destroyed almost all traces of the illithids’ astral domains.

Only the mind flayers that had infiltrated the worlds of the Material Plane survived, and their safety was short-lived. Both the githzerai and the githyanki, two factions that arose from the victorious gith, sent hunting parties to root out and slaughter the remaining mind flayers.

To this day, isolated clutches of mind flayers remain in hiding, seeking ways to recapture their former glory but hampered by their paranoia of being discovered and destroyed by their enemies.

The Elder Brain

Mind flayers use telepathy to communicate with each other and with other creatures. Among their own kind, they form a network of minds. Each mind flayer is an individual node of the network, taking on specific tasks, sharing information, and so on. At the center of this network is the elder brain. The elder brain is the most powerful member of a mind flayer colony. Just as mind flayers treat thralls made from captured humanoids, an elder brain expects perfect obedience from the illithids that dwell in its colony.

If a single mind flayer in a colony sees or hears something, the elder brain and the rest of the illithids in the colony learn of it immediately. The colony relies on a collective memory, composed from the knowledge, experiences, and skills of all of its members and stored within the elder brain.

In some ways, a mind flayer colony is like a great library of lore stored within its members’ minds, with the elder brain as its librarian. Each individual illithid represents a category or subsection within the library. One mind flayer might specialize in biology, while another is an expert in defending the colony. Given that an individual mind flayer has a near-genius intellect, the extent of its knowledge is equivalent to the highest levels of scholarship attainable by humans.

There are limits to a colony’s reach. An illithid can be part of its colony’s network of minds only while it is within five miles of the elder brain. Beyond that distance, it is on its own. Mind flayers that venture away from the colony do so only under strict orders from the elder brain. Although such missions risk attracting unwanted attention, they can yield a treasure trove of knowledge and insights to be shared throughout the entire colony when a roaming mind flayer returns.

It is convenient for humanoids to understand a mind flayer colony by thinking of it as a single individual — the elder brain — directing a number of subservient, remote minds, which are the individual mind flayers. Perhaps at one time each mind flayer was independent, but now the elder brain is the only true power. The illithids know that their continued survival and their eventual return to power are possible only though perfect coordination and absolute obedience to the elder brain.

An elder brain is arrogant, scheming, and power hungry, yet quick to flee or beg for mercy in the face of a powerful foe. It has no conception of joy, sympathy, or charity, but is well acquainted with fear, anger, and curiosity. It is an intellect utterly incapable of empathy or concern for creatures other than itself.

An elder brain has a perfect recollection of its race’s history. Consequently, it views itself as both a refugee and a victim, forced into hiding by barbaric monsters. An elder brain also sees itself as a savior of the mind flayer race and a living memorial that preserves the memories of the mind flayers’ prey. By its twisted logic, humanoids whose brains are devoured by the colony are rendered immortal, their memories preserved forever in the elder brain’s labyrinthine mind.

When a mind flayer grows old, becomes infirm, or is grievously injured, the elder brain absorbs it — another form of immortality, as the mind flayer’s mind dwells within the hive mind forever after.

Mind Flayer Thralls

Mind flayers never truly ally with any creatures. They either attempt to seize control of a population by subverting its leaders, or they use psionics to dominate a humanoid and turn it into a thrall.

Illithids sometimes infiltrate an Underdark tribe of humanoids and use their superstitions and traditions as tools to make them useful followers. A mind flayer might use its psionic ability to send visions to a humanoid shaman, causing it to proclaim the mind flayers as emissaries of the gods. With that ruse in place, the “gods” then dictate strict rules that cause some members of the tribe to be branded as heretics, to provide the pretense for occasionally seizing a humanoid and devouring its brain. After the colony depletes and demoralizes the population sufficiently, the illithids might move in en masse and attempt to turn the remaining followers into thralls.

The process of transforming a creature into a thrall requires the entire colony’s energy and attention, making it no small matter. Although it takes only one mind flayer to perform the process, any illithid not directly involved in the process is required to donate its psionic power to the effort while otherwise remaining inactive.

A thrall-to-be is first rendered docile through psionic means. Using a low-power version of its Mind Blast ability, the mind flayer bombards the victim with energy that washes through its synapses like acid, clearing away its former personality and leaving it a partially empty shell. This step takes 24 hours. Over the next 48 hours, the illithids rebuild the victim’s memories and personality, and the victim gains the skills and talents it needs to perform its intended function.

The process that creates a thrall changes almost everything about the victim. The creature retains its Hit Dice, hit points, racial traits (but not proficiencies granted by race), and all of its ability scores except for Intelligence. After the first stage of the process, the creature’s Intelligence is halved; when the second stage is over, its Intelligence score increases by 1d6.

To complete the process, the thrall receives a new set of proficiencies, a new alignment, and a new personality. Some colonies have learned how to salvage a victim’s psionic abilities during the process or how to implant psionic powers into their thralls. Also, some colonies know how to leave a victim’s persona intact while infusing it with a fanatical loyalty to the colony’s elder brain as well as telepathic power that allows the victim to communicate with its new masters as if it were a mind flayer. This sort of thrall makes a perfect spy, since most would never suspect its true nature.

A thrall can be restored to its former self through a combination of spells and ministration. The thrall must have regenerateheal and greater restoration cast on it once per day for three consecutive days. The victim is restored to normal when the final round of spells is cast.

Mind flayers vastly prefer to use humanoids as thralls, since they have a good balance of physical attributes and proper anatomy. Animals, in contrast, require a lot of direct oversight and lack the ability to use tools to help maintain the colony. Among the variety of humanoids available to the illithids, they have some preferences and tendencies.

 

The Lords Alliance

[a short pamphlet on the Lord’s Alliance and its bylaws: from this tome you get the sense that the Lords Alliance is made up of noble cities devoted to the protection of the realms and prosperity of their people]

The Lords’ Alliance is a coalition of rulers from cities and towns across Faerûn (primarily in the North), who collectively agree that some solidarity is needed to keep evil at bay. The rulers of Waterdeep, Silverymoon, Neverwinter, and other free cities in the region dominate the Alliance, and every lord in the Alliance works for the fate and fortune of his or her own settlement above all others.

To ensure the safety and prosperity of the cities and other settlements of Faerûn by forming a strong coalition against the forces that threaten all, eliminate such threats by any means necessary whenever and wherever they arise, and be champions of the people.

More information can be found here

 

Demonic Lore from the Demonomicon of Iggwilv

[This book describes lessons learned about demons and devils, the hells and the abyss, from the historical sections of the Demonomicon of Iggwilv]

Spawned in the Infinite Layers of the Abyss, demons are the embodiment of chaos and evil — engines of destruction barely contained in monstrous form. Possessing no compassion, empathy, or mercy, they exist only to destroy.

Spawn of Chaos. The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss.

Capricious Elevation. Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon’s status grows with the blood it spills; the more enemies that fall before it, the greater it becomes.

A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring.

By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon’s deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power.

Abyssal Invasions. Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin.

Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free.

Signs of Corruption. Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered.

Eternal Evil. Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can’t stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed. The only way to truly destroy a demon is to seek it in the Abyss and kill it there.

Protected Essence. A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon’s abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing.

Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds — or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day.

Demonic Cults. Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord’s ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss.

Demon Summoning. Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release.

Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another’s will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath.

Bound Demons. The Book of Vile Darkness, the Black Scrolls of Ahm, and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend’s return to the Abyss.

An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder.

Demonic Possession. No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form.

As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host.

DEMON TRUE NAMES

Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of the most powerful demons.

A mortal who learns a demon’s true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife.

The Blood War: Demons & Devils

For more on Demons and Devils, see Mordekainen.

 

The Sands of Chaos

By Ittack Kulius

[from a collection of poetry from around Faerûn]

Sand sifts down, one grain at a time,
forming a small hill. When it grows high
enough, a tiny avalanche begins. Let
sand continue to sift down, and avalanches
will occur irregularly, in no predictable order,
until there is a tiny mountain range of sand.
Peaks will appear, and valleys, and as
sand continues to descend, the relentless
sand, piling up and slipping down, piling
up and slipping down, piling up - eventually

a single grain will cause a catastrophe, all
the hills and valleys erased, the whole face
of the landscape changed in an instant.

Walking yesterday, my heels crushed a cardamom pod
and released intoxicating memories of Cailmshan.
Earlier this week, I wrote an old grandfather, flooded
with need to connect to the Kulius. Last month I felt our legacy -

one grain at a time, a pattern is formed,
one grain at a time, a pattern is destroyed,
and there is no way to know which grain
will build the tiny mountain higher, which
grain will tilt the mountain into avalanche,
whether the avalanche will be small or
catastrophic, enormous or inconsequential.

We are always dancing with chaos, even when
we think we move too gracefully to disrupt
anything in the careful order of our lives,
even when we deny the choreography of passion,
hoping to avoid earthquakes and avalanches,
turbulence and elemental violence and pain.
We are always dancing with chaos, for the grains
sift down upon the landscape of our lives, one,
then another, one, then another, one then another.

Somewhere in sands of the desert
Blood out of entropy,
A gaze blank and pitiless as the sun,
Is moving, swilring, while all about it
Reel shadows of the indignant desert birds.
The darkness drops again; but now I know
That centuries of stony sleep have shape.
Its hour come round at last.

Today I rose early and walked by the sea,
watching the changing patterns of the light
and the otters rising and the gulls descending on Calimport

and the boats steaming off into the dawn,
and the smoke drifting up into the sky,
and the waves drumming on the dock,

and I sang. An old song came upon me,
one with no harbour nor dawn nor dock,
no man walking in the mist, no gulls,
no boats departing for the shoals.

I sang, but not to make order of the sea
nor of the dawn, nor of my life. Not to make
order at all. Only to sing, clear notes over sand.
Only to walk, footsteps in sand.

Only to feel the Sands of Chaos swirl within me.

Only to live.

 

Talos

Stormlord, the Destroyer

Talos is the dark side of nature, the uncaring and destructive force that might strike at any time. He is the god of storms, forest fires, earthquakes, tornadoes, and general destruction. He counts the ravager, the raider, the looter, and the brigand among his followers. Those who favor him see life as a succession of random effects in a sea of chaos, so the devout should grab what they can, when they can — for who can say when Talos will strike and send them into the afterlife?

Talos is portrayed as a broad-shouldered, bearded young man with a single good eye, the other covered by a dark patch. He is said to carry a collection of three staffs, made from the first tree cut down in the world, the first silver smelted, and the first iron forged. He uses these staffs to raise destructive winds, cause terrible storms, and split the land in acts of rage. The three lightning bolts of his holy symbol represent these staffs, and when he vents his wrath on the world, he is thought to hurl them down from the sky as lightning strikes.

Although Talos is a popular deity, his name is invoked more often out of fear than out of reverence. He does have priests, mostly traveling doomsayers, who warn of disasters to come and accept charity in exchange for blessings of protection. Many of his faithful wear a black eyepatch, even if both eyes are intact.

More here.

Early History of the Savage Frontier

[pre-Monarch…here for more on the Vostewylde]

Conqueror’s Guide to Roadbuilding

There was no ‘one-size-fits-all’ technique for building roads. Their construction method varied depending on the geographical location, terrain morphology, geological structure and available material. For example, different technical solutions were required to build roads in marshy areas or in areas where the road passed through a bedrock. Nevertheless, there were certain standard rules that were followed.

The average width of an ancient Roman road was between 5.5 to 6.0 m, and they consisted of several characteristic load-bearing layers, regardless of the base on which they were built.

Foundation soil – the base on which a road was build was compressed to be compact and to avoid structure settlement and then covered with sand or mortar.

Statumen – a layer that was laid on compacted foundation soil, consisting of crushed rock of minimum granularity of 5 cm. The thickness of this layer ranged from 25 to 60 cm.

Rudus – a 20 cm thick layer consisting of crushed rock 5 cm in diameter in cement mortar.

Nucleus – a concrete base layer made of cement, sand and gravel; 30 cm thick.

Summum dorsum – the final layer consisting of large 15 cm thick rock blocks.

 

Roads were purposely inclined slightly from the center down to the curb to allow rainwater to run off along the sides, and for the same purpose many also had drains and drainage canals. A path of packed gravel for pedestrians typically ran along each side of the road, varying in width from 1-3 meters. Separating the path from the road, the curb was made of regular upright slabs. Every 3-5 meters there was a higher block set into the curb. The block would allow people to stop, mount horses or load animals into carriages.

History on High: Tribal Power Struggles of the High Moor

This book provides useful insight into lore, culture, and history of the Jooschaggi (Hark), Red Tusk, Night Wing, and Serpent Sons.

The basic background may come in handy if a need arises to interact with the tribes (if you are reading this you can add a feat to your character sheet giving Advantage on History checks made about the High Moor and the tribes in particular).

Mineral Wealth of the Western Heartlands

Platinum Mine of Innesbyr (in a section title “Platinum and Paltinoids”)

The Platinum Mine of Innesbyr (PMI) first began producing in the 1490s after what some might call a reckless venture into the Underdark to chase the mercuruial veins of platinum sighted in the nearby Greypeaks. Jeremius Mason, with the help of his right-hand man, Ol’Kes Rett, founded the mine despite Underdark mining being outlawed in most lawful civilizations. PMI began producing quite quickly and bountifully, and made Mason and Rett quite rich. They more or less bought the town of Innesbyr (later the entire region) and began calling themselves the Monarch and the Captain. They recruited locals and paid them handsomely. It was a boom time for the region and many sought the steady wages and guaranteed work in the mines. Becoming an Innesbyr miner in the Monarch’s employ was considered a well-respected and cushy position.

Surprisingly, the mine prospered without mishap, which most attribute to the skilled troops in the Captain’s employ. Owing to this, the PMI was able to extend deeper into the alluvial sands of the subterranean rivers below the Savage Frontier. There, the quality of the platinum was rich – mostly cobaltic with some ruthenic and barely any serpentine formations. At first survey, the mine was expected to last 30  years, but with the Monarch’s bold or reckless plunge ever deeper to follow the seams, the mine’s lifespan may end up being 1 and a half times that.

Despite the glut of platinum from the prosperous mine, platinum and platinoid prices remained quite steady in the region. Our analysis points to three factors: the quality differentiation of the PMI’s platinum (it was purer), word-of-mouth marketing and fashion (elite trendsetters insisted on PMI metal), and steady exports (they distributed the glut across Faerûn. Eventually, however, platinum prices did come down, though not in any sort of crash. The PMI seems to have had a much lower operating cost as well, and was better able to weather price dips than more-costly-to-run mines. The higher quality, both real and perceived of PMI platinum also helped in this regard.

[The book goes on to describe other metal and gemstone mining trends in the Western Heartlands region, though none seem particularly notable or coincident with the PMI]

 

Faerûnian Academies for Magical Training

[an excerpt on the wizard Q’arlynd Melarn, a drow wizard who worshipped Eilistraee, and the founding of Melarn’s Door]

…chance led him to the surface, where he eventually swore an oath to Eilistraee. It was during this time that he discovered his heritage which led him to the High Moor. He was at this time seeking patronage to start his own school, The College of Ancient Arcana, but instead learned of an ancient college called Kraanfhaor’s Door run by his people. He set about looking for clues to its location, eventually finding the spot, some buried riches, and funds enough to re-found the college. This time it was called Melarn’s Door.

 

 

The Planes

https://www.dndbeyond.com/sources/phb/appendix-c-the-planes-of-existence

Faerun world axis cosmology

https://forgottenrealms.fandom.com/wiki/World_Axis_cosmology

Religion in the realms

https://www.dndbeyond.com/sources/scag/welcome-to-the-realms#ReligionintheRealms

Magic in the realms

https://www.dndbeyond.com/sources/scag/welcome-to-the-realms#MagicintheRealms

If magic is a thread called "the Weave", the gods tug on it to influence the inner planes, they can also travel there and take on physical form (called an avatar)

 

The Illithid Mind

By Jeremy Mizzen

This notebook contains details on illithid abilities, their thinking, and their motivations. It is an amateur work, clearly written in a very young voice. The poor young author seems to hold them in quite some esteem.


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