[Book Suggestion] Various Titles
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Soon enough Erih arrives with another large bundle of various titles, she explains that she have edited some of the records from spelling mistakes and so on. While uncertain if some are suitable to be available for the public, Erih ask Tornald if any of the written work would be of interest to add to the Library.
CONFLUX POINTS
Conflux points, the intersection of planar lines, where the fabric between planes is weakened.
This often causes creatures of the planes involved to pass between the two (or more).
Many conflux points are very obvious when seen, especially those to elemental planes, by a mysterious surplus of the element in question. Others are more subtle.
The rest of the book appears to have been added by a later owner
Signs of an infernal conflux point
- Corruption of nearby creatures into fiendish variants.
- Dying or mutated plants and vegetation.
- Frequent eclipses or severe electrical storms.
- Attraction of plane-touched beings to a region.
Cormyr
- I believe at least five infernal confluxes lie within Cormyr. One is defiantly somewhere in the Stormhorns, another have been under House Bresk. Kanthea keeps guard on the one in Arabel. The other two are unaccounted for.
KAR'THAX'ALON, THE DARK FLAME, AND IT'S MINIONS
A grievous error by my adventuring party over a century ago led to this demon being called from the Abyss. We banished it at great cost, but it's found it's way back. Kar'thax'alon clings more strong to the element of fire than a normal balor. This leaves him susceptible to weapons of ice, particularly forged from the elemental ore Cold Iron, usually found in floating islands in the plane of Limbo (Careful of Gith presences).
"The Hand of Kar'thax"
Much research has led to varying conclusions. I believe this being to actually be some sort of hive of minuscule abyssal parasitic creatures, rather than a singular entity. It possessed Zachary and Zel by infecting them, like a plague, which also resulted in their transition from human into what seemed to be a tiefling. Presumably, I could banish it, or destroy it, but only by catching all the hive in one shot. Holding spells can't stop that many though, so how to freeze it in place is the problem. It seems to have a very powerful controlling conscience, presumably of a spellcaster, by it's ability to match my own and other war wizards spellcasting. I'm unsure how to handle that end.A later note is added "Freeze it in place, of course, I was thinking magic, and that would be involved, but the mundane is so much simpler"
"Spectral Bebilith"
Dangerous creature, but not insurmountable. I defeated it in those caves. Lighting it ablaze seemed to reveal it. None of my powers seemed able to destroy it, however. A priest would likely be of more aid, in defeating an undead being. Possibly lure it to assault with demons, which bebiliths eat, when living, any ways.
DISEASES AND PLAGUES OF THE REALMS
Written by the wizard Fento Grumblestick in 1362 DR, it details many diseases found across the realms, and ways to cure them. The book is found laid open on this page.
"A plague of Cacoethes Resurgo type is usually near impossible to cure without an effective cure that lasts long enough to prevent the victim from being infected again. The process for creating a long lasting cure for Cacoethes Resurgo requires a number of ingredients, an alchemical process and a divine enchanting. The ingredients are:
The remainder of the page is torn away.
STUDY ON FIENDISH BLOODLINES IN TORIL BY ZARACHAN NAEMAR
This seems to be a study in the various races created via cross-breeding, or as the writer puts it, "contamination" of native Faerun species by extraplaner fiendish entities.
"Half-fiends"
The general term for an offspring of a fiendish entity and human, these beings usally have immense powers, which only grow as they get older. Other than innate powers, often including death magic, destructive attacks, and mental affects of fear, they easily develop aptitudes for other disciplines such as sorcery, or the much unstudied "psionics", or pseudo-mystical combative disciplines. Half-fiends are often called Cambions, by lore masters.
Several more recent addendum's have been added
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The hand of Kar'thax, a possible Cambion, with shapeshifting aptitudes? (this has been crossed out at a later date)
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Xelenith, the "Steward" of the Grey Circle seems to have been one of these. His journals made references to serving his mother, by aiding them, a hidden infernal agenda perhaps?
"Durzagon"
Half-fiendish duergar dwarves, not much to be found in lore. Haven't encountered any either. Weaker offspring similar to tieflings, known as Derrzakar."Tiefling"
Descendants of humans and fiends, at least 3rd generation from the fiendish ancestor. Some minor powers. Sometimes referred to as "The Blooded" by demons.-A list of names seemingly related to Arabel follows-
Raven (deceased), Dark Leroule(moron), Cordak Thrul(fled country), Sekhemet Ahkmose(deceased), Kerier Sane(deceased), Durza Azurd(disappeared), Kothar Levethix(disappeared), Sidrollix(disappeared), Anichka Winterbourne(disappeared) Sori's of the East(active) Winter(Active) Amir (deceased)"Fetch"
-Mixed breeding of halfling and qusit lines. Rare, due to halflings inherent good nature. Found in Luiren, not noticeably dangerous."Jinx"
-Gnome/fiend interbreed, existence unconfirmed."Tanarukk"
-Orcish half-fiends, breed at full strength, even with mundane orcs. Very dangerous. Refugees from Hellgate Keep, leave it to the musical meddlers to miss a threat like that escaping.Thrax - Chieftain of a displaced part-Tanarukk clan brought to Cormyr by the Grey Circle. Deceased. Clan scattered, sent word to Thundersword the crusader to exterminate the remnant.
"Fey'ri"
-Also escaped from Hellgate Keep. Half-fiend sun elves, descendants of an ancient elven house which breed with demons and fiends."Maeluth"
-Dwarve breed, similar to tieflings. Existence unconfirmed."Shadowswyft"
-Often confused with tieflings, not infernal, descended from shadow planar beings."Wispling"
-Unconfirmed cross-breed of halflings and devils."Mar-zhagul"
-Trolls, found mainly in Thay. Similar to Tanarukk in general. Extremely dangerous, acid or fire won't kill, divine energy or holy water applied to wounds will stop the regeneration."Tor-Gahazran"
-Myth? Fire giant cross-bred, if it actually exists, probably of extreme danger."Strange Giant"
-Attacked the lab, dispatched it, the Write worked on it, so it contained infernal blood. Never heard of such a breed though. It had broken restraints on it, and a number in infernal, #6 branded on it.GAMBITS OF THE GITHYANKI
"Githyanki are terrible marauders who dwell on the Astral Sea and travel in their terrible ships raiding the few islands that float in that mystical ocean. Githyanki as also been seen in large numbers within the lava-caverns in the Darklands region of the Underdark.
Githyanki are known for their martial spirit, but are innately cowards when not in large groups. They'll never attack forces larger than their own.
The Githyanki do have the ability to teleport during battle, but this power can only be used when it is dark and will fail under bright lights or if they have had light spells cast on themselves. This causes many sages to speculate that the Githyanki use some kind of dark mage to use this power.
Githyanki have been known to enslave young red dragons, but while these creatures make powerful slaves they are always disloyal to the githyanki and betray them at the first opportunity.
All sages agree the weapons of the githyanki are powerful magical artefacts, but githyanki have been known to destroy entire cities to recover lost blades that belonged to the heroes of their clans.
It is well known that the Githyanki are highly susceptible to sonic based attacks. This is likely due to the silence of the Astral Seas."
PERMUTATIONS OF CONTINUAL FLAME
The spell continual flame has long been a disappointment to wizards due to its limited adaptability. When originally researched, wizards found the spell useful for its ability to create a permanent white glowing light around any object, yet for wizards who wished to personalize a specific – in my case a royal purple glow to my black silk robes -- there was little option but to seek out a rare and expensive gemstone.
After years of research though, I've discovered the proper use of gemstones which will deepen the hue of any Continual Flame spell.
The spellbook continues with several new pronunciations of words which will allow a wizard to adapt the Continual Flame spell and a list of reagents necessary to enact the shift in the colour of a Continual Flame, they are garnets for red, malachite for green, flourspare for purple, amythyst for blue, fire agate for orange, and adventurine for yellow. The author of the spellbook indicates that he believes many spells could be adapted in a similar manner, including most summoning spells but he indicates he has no interest in spells that do not enhance fashion
ETHICAL NECROMANCY
By Myrleen of Silvery Moon
While many apprentices view the necromantic arts as "black magic" or simply a means of pursuing eternal life, there is obviously more to the pursuit including the application of spells controlling emotions such as fear, the manipulation of negative energy, the transfer of life energy, and the application of some curses, the animation and conjuration of undead also falls into this field.
Regardless, almost all apprentices believe any use of the undead is inherently evil. It may help to recognise that while Mystra, and many gods of magic tolerate evils acts as part of a greater cosmic balance between good and evil - there exist a number of acts so depraved that even evil gods shun their use but rarely does this include simple animations of bones and flesh. Most frequently, black magic is truly the practice of demonology.
Several gods, despite being aligned with the forces of evil, still actively view the creation - but not the use - of the undead as a foul practice which must be forbidden. That is not something we seek to argue herein, but this varies from faith to faith. The priests of Oghma, most knowledgeable on all subjects, tell us that while the creation of sentient undead against their will is certainly quite evil - the animation of sentient dead by request is a lesser crime - and the simply reanimation of bones and flesh less harmful still.
Beyond that, despite what some faiths may claim, the summoning and conjuration of spirits is not evil at all. There are surely risks to this path, not all spirits are friendly or can be controlled easily. However, the cosmic laws decree that the creation of undead is inherently evil; but the use and manipulation of them is not. This goes far to explain the legend of the Tyrran revenant.
Furthermore, many necromancers, including the famed Barastrando of Narfel, have utilized necromantic energies for the creation of constructs. Mixing necromancy and enchantment to utilize formerly living material in the creation of golems that are vastly superior to their earlier generations development of the flesh golem.
Finally, we must not presume all undead are evil simply for existing. This is a sophmoric belief and absurd! History teaches us that the elven nations once employed the baelnorn, a form of lich which neither rots and decays nor loses its own morality in the process of its creation. Elves mourn that the baelnorn's soul does not visit their afterlife, but accept its noble sacrifice therin to continue its pursuit of wisdom and the protection of its descendants.
We also have legends of a vampire dwelling near Daggerdale, a sun elf worshipper of Lathander who staved off the unholy unger of his curse before disappearing near Myth Drannor. A final legend whispered near the Sword Coast involves a revenant paladin sworn to Tyr's service who, even after death, held to fulfil his oath and found rest only in its completion when an avatar of Tyr is said to have physically carried the remains to the afterlife.