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08:28, 8th May 2024 (GMT+0)

Candlekeep Lore.

Posted by Dungeon MasterFor group 0
Dungeon Master
GM, 1 post
Wed 12 Jul 2023
at 21:47
  • msg #1

Candlekeep Lore

Candlekeep

Standing atop a rocky crag overlooking the Sea of Swords, a few days south of Baldur's Gate, the massive citadel of Candlekeep has endured the elements for centuries and defied the degradations of time. Visible for miles around, Candlekeep has an eye-catching silhouette: a high wall interspersed with towers. This wall encloses a large space from which more towers rise. Those who behold the edifice say it looks like nothing so much as a cake decorated with an overabundance of candles.

The entrance to Candlekeep is a double gate that stands at the end of the Way of the Lion, the only road that provides access to and from the outside world. The route follows a lonely path across the peninsula where Candlekeep stands.

Those who gain entry discover a cloistered community of scholars milling around inside Candlekeep’s walls, a place of enlightened conversation and friendly debate. No better place in the Realms exists for those who have a love for or a need of knowledge, and who want to pursue such interests alongside fellow seekers.

Candlekeep has the largest repository of written lore in Faerûn, including the collected prophecies of an ancient sage named Alaundo the Seer. Those compiled divinations make up a tiny fraction of the accumulated knowledge and secrets contained in the library’s vast collection.

Not all knowledge preserved in Candlekeep is of historical importance. The library holds thousands upon thousands of lost recipes, old songs, collections of folklore, and journals written by folks whose time has long since passed. The abundance of these ancillary works makes finding notable tomes an exercise in patience and perseverance. Fortunately, a legion of scholars and sages called the Avowed look after the library and remain vigilant in the care and cataloging of all the knowledge it holds.


This message was last edited by the GM at 10:58, Fri 14 July 2023.
Dungeon Master
GM, 5 posts
Thu 13 Jul 2023
at 11:46
  • msg #2

Candlekeep Lore

Geography

The region surrounding Candlekeep and Baldur's Gate is a diverse and vibrant area located on the southwestern coast of the Sword Coast, within the continent of Faerûn. Known for its rich history, stunning landscapes, and bustling cities, this region offers a captivating blend of natural beauty, ancient lore, and bustling urban life.

Just north of Candlekeep lies the iconic city of Baldur's Gate, a sprawling metropolis teeming with life and adventure. Nestled along the scenic Chionthar River, the city is a melting pot of cultures, drawing people from all walks of life. Magnificent merchant districts, bustling markets, and lively taverns line the streets, creating a vibrant atmosphere. Baldur's Gate is not only a hub for trade and commerce but also a center of political power, as it serves as the capital of the Western Heartlands and a stronghold for the powerful Baldurian dukes.

Venturing beyond the city walls, the region's landscape is varied and captivating. To the north, the Coast Way Road winds through picturesque farmlands, rolling hills, and thick woodlands, connecting Baldur's Gate to the neighboring settlements and fortresses. The wilderness offers ample opportunities for exploration, with hidden caves, ancient ruins, and dense forests harboring secrets and treasures waiting to be discovered.

Traveling to the west, the rugged cliffs of the Sword Coast provide a breathtaking backdrop to the expansive Sea of Swords. Secluded beaches, treacherous cliffsides, and hidden coves dot the shoreline, attracting adventurers, fishermen, and seafarers. The region's maritime trade flourishes along this coast, with bustling ports and fishing villages enriching the local economy and culture.

As one journeys inland, the landscape transitions into rolling plains and verdant farmlands, supporting agricultural communities and pastoral settlements. Farms and ranches stretch as far as the eye can see, contributing to the region's prosperity and providing sustenance to its inhabitants. Ancient burial mounds and forgotten battlefields serve as a stark reminder of the region's turbulent history and the struggles that shaped its present.


This message was last edited by the GM at 10:58, Fri 14 July 2023.
Dungeon Master
GM, 14 posts
Fri 14 Jul 2023
at 10:57
  • msg #3

Candlekeep Lore

Seekers and Avowed

The required entrance fee for admission into Candlekeep is a work of writing not already collected therein. Those who show up at the gates without such a gift are kindly but firmly turned away.

The enormous double gates of Candlekeep are three times the height of a human and wrought of black metal magically warded to foil attempts to damage them. Both doors are emblazoned with the sigil of Candlekeep. One of the two gates stands open far enough to admit visitors during the day, and the other is kept shut.

Bedecked in purple vestments, five Avowed priests of Deneir (god of writing) oversee the front gates, examining and discussing written works presented by hopefuls trying to gain entrance. If a question arises, the Avowed send a runner to consult with a sage in the library. The runner eventually returns bearing a missive of acceptance or denial. Visiting scholars experienced in this procedure often bring a selection of possible donations to ensure admittance. Despite the stringent entrance requirements, the Avowed do accept rare editions of tomes already in the collection, journals of those who recount unique or insightful experiences, or the odd work that has been annotated by a prominent scholar outside the library. Once granted admission, visitors quickly discover that it’s wise to assemble a “wish list” of works that members of the senior staff are interested in collecting, potentially reducing the guesswork of readmission on future visits.

Those admitted to Candlekeep, referred to as seekers, can request the assistance of an Avowed adjutant who acts as a guide and research assistant for the duration of their visit. This guide has access to all the resources of the library, with the exception of the vaults that contain the rarest and most dangerous works. Seekers can appeal to higher-ranking Avowed for permission to peruse these off-limits works.

Avowed Ranks
  • Keeper of Tomes (Governor of Candlekeep)
  • First Reader
  • Great Readers
  • Master Readers
  • Scribes
  • Acolytes

Other positions (non-ranked)
  • Chanters
  • Gatewarden
  • Watchers
  • Keeper of the Emerald Door

Dungeon Master
GM, 15 posts
Fri 14 Jul 2023
at 11:00
  • msg #4

Candlekeep Lore

Orders of Accordance

All who enter Candlekeep must agree to the Orders of Accordance, rules set forth by the senior staff to prevent misconduct. Violating one or more of these orders results in banishment from Candlekeep, and the banished are seldom allowed to return. The rules are simple:

No fighting. All arguments must follow the rules of cordial debate and discussion. Violent altercations are not tolerated.

No stealing. This rule applies to all objects in the keep, not just the library’s works.

No copying. Visitors are permitted to take notes while studying the library’s works, but anyone who wants to make a full copy of a work must pay to have the manuscript created by scribes at the House of the Binder.

No damaging, marking, or otherwise modifying the works. This rule doesn’t apply to privately owned books, scrolls, and other documents that aren’t part of Candlekeep’s collection.
Dungeon Master
GM, 17 posts
Fri 14 Jul 2023
at 16:22
  • msg #5

Candlekeep Lore

The Court of Air

Immediately beyond the imposing front gates was the Court of Air, a vast cobblestone courtyard around which were Candlekeep's establishments and amenities that catered to visitors and Seekers; those who arrived with the purpose of finding knowledge and wisdom.

As one enters the Court of Air, a serene atmosphere washes over them, suffused with a gentle, golden glow. Sunlight dances through stained glass windows, casting celestial scenes and intricate constellations upon the cobblestone pavement. The air itself carries a subtle shimmer, invoking a sense of tranquility and inspiration.

Within the Court of Air, stands a modest temple to Oghma the god of knowledge; its architecture blending harmoniously with the celestial theme. Dedicated to the pursuit of knowledge and enlightenment, this temple provides a sanctuary for introspection, meditation, and spiritual reflection. Scholars and visitors alike may seek solace and guidance within its sacred halls, paying homage to the higher pursuits of the mind.

There is also the House of Rest a three-story bunkhouse in the Court of Air providing seekers with a place to rest and store their gear. The rustic accommodations include both private rooms and common rooms. In addition to comfortable lodgings, the House of Rest offers guests peace and quiet. Noisy patrons are directed to the Hearth if they want to continue their revels.

From outside, the Hearth appears to be a modest tavern of sturdy construction, with warm light emanating from a pair of small windows on either side of the front door. Upon entering the establishment, visitors quickly realize that it’s three times more spacious on the inside. An intricate clockwork device is suspended in a two-foot-diameter, faintly glowing crystal orb embedded in the ceiling over the bar. The Avowed call this device a geometric amplifier.

Within the Court of Air are also a Bath and Steam House, and the House of the Binder where a Seeker can request a copy of any book or scroll in the library. There are the Pillars of Pedagogy where Seekers engage in quiet study and research within this austere cluster of closely huddled, flat-topped towers of varying heights. Each tower contains private rooms, available by reservation only, that feature permanent silence spells, allowing their occupants to read without disturbance.

Finally, there are the Smithy and Stables, as well as the Erudite Outfitters & Clothiers where Seekers and members of the Avowed can buy new robes or have their well-worn clothes mended at this modest exchange.

In order to enter further into Candlekeep, beyond the Court of Air, one must pass through The Emerald Door at the western end of the Court of Air - the main point of access to the Inner Ward. It is fifteen feet tall and made of a translucent dark green stone that glows with an inner light. Keepers of the Emerald Door politely dispel any mistaken notions seekers might have about passing through the Emerald Door and exploring the Great Library beyond. The Inner Ward is off limits to seekers without special dispensation, which must come from the Keeper of Tomes, the First Reader, or one of the eight Great Readers.
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