Memorized and then Given to Memory
There are two in the party that have taken sharp interest in the books found within the Spire. The first being (sensibly) the Tiefling wizard Alyks Askaria
, whose occupation prior to these adventures as a librarian of the Host Tower
(while studying Divination
wizardry as a student of the Arcane Brotherhood
) resulted in a deep fascination with rare books and scrolls - and indeed has been the grounds on which she and I have forged something of a professional friendship in sharing tales of The Netheril
, her chosen focus of study - nearly an obsession! In fact, the lass can even read Loross
(the language of the High Netheril
, which I am helping her learn to speak as well).
The second is the dark-yet-pale and cold-hearted Shadar-kai servant of the Raven Queen called Sudon
. Yet his interest is not his own, but in service to his patron - for the Raven Queen
is the keeper of the Fortress of Memories
within the plane called the Shadowfell
, home to the Shadar-kai. His intent has been made clear - the secrets and lost lore within the pages of the books that have survived will be claimed by him once reviewed by the others - and delivered by ritual to the Raven Queen, an essential part of his very purpose and quest in walking this world. Once the most essential items to be saved were stored within Alyks
' Ring of the Book of the Shadowy Ink
(or simply notes copied onto paper), the Shadar-kai formed a shrine out of the shadow of shadow, a darkness tied to the Shadowfell itself, and into that void disappeared the books, perhaps forever.
For this dedication, the warlock's power of calling forth a Specter was made instead Soul of the Raven : allowing him to take the form of a raven for stealth or flight in his ongoing quest. In addition, the Raven Queen whispers two revelations into the ear of Sudon Corvus:
- the Codicil of White
is written by the hand of the deity Auril
and a mortal mind cannot even perceive its words - these must be read by a mind that has passed into immortality. (As these words reached his ear, so did they tingle the remaining threads of my soul - a sensation I have not felt in centuries - a message itself regarding a part I may be asked to play.)
- The second revelation that there are far more true things than fictions in these books - truths whose dangers may well lie on the path ahead. After the Trance of a Long Rest, Sudon may call upon Elven Memory to try to remember things from these books. (Ask one question with simple answer if make History check vs. DC 8, then +6 difficulty for each additional question).
Books of Ancient Lore
- Magical Wonders of Netheril
. This book is a collection of interviews with Netherese archmages
, who discuss their studies of ancient elven magic and the creation of Mythallar
s. The book includes sketches of such devices.
- Mysteries of the Phaerimm
. This book sheds light on the phaerimm
—telepathic, funnel-shaped monsters of malevolent intellect
that lurk in the Underdark
—and includes disturbing sketches of them.
- Wizards in the Hollow
. The birth of the Netherese empire is chronicled in this otherwise dull, plodding story about the lives of three Netherese wizards
.
- Ajamar's Guide to the Phantastic
. This breezy, lighthearted treatise on illusion magic was required reading in many Netherese classrooms
. It describes clever ways to use common illusion spells.
- The Unfettered Mind
. This lunatic text discusses how one might exist solely as a disembodied brain, preserved for eons in a magical suspension fluid. It includes sketches of brains in jars
.
- Here Lies the King
. This
elaborately plotted novel features an illusionist
who uses magic to impersonate a prince, supplant a king, rule a fictional kingdom for sixty-one years, and fake his own death.
- Lost Scrolls of Sabreyl.
Written in Elvish, this scholarly tome copies and analyzes fragments of eight ancient scrolls left behind by a sun elf wizard who taught magic to the cloud giants of Ostoria, a bygone empire that collapsed 40,000 years ago.
- Ventatost
. This book uses
testimonials and conspiracy theories
to piece together events leading up to the destruction of a Netherese city called Ventatost
, which disintegrated as it flew over the forest of Cormanthor
nearly two thousand years ago, before the fall of Ythryn.
- From Shadow, Substance
. This speculative work discusses how one might harness the Weave to turn an illusory object or creature into its real counterpart
, with commentary and criticism from noteworthy Netherese illusionists. (And it would seem to have been the pursuit of this Netherese wizard - see below section: Of Mirages and Mortality).
Books of Spells and Rituals
Most of the magical scrolls and spellbooks of the place had suffered the ravages of time sufficiently to be dangerous to employ. A missing word in lore would not result in the sorts of disaster possible with a mistaken word of power in working the weave of magic. Yet within the library there was a viewing machine that helped temporarily work out some of those inconsistencies. This resulted in the wizards Alyks
and Dex
carefully deciding on what to capture into portable form for learning upon reaching their next level of mastery in spellcasting. Spells of potential interest carried exciting notions - such as Far Step, Legend Lore, Phantom Stairs, Telepathic Bond
, and Mislead
, while others the very core talents of the arts of a Diviner
(such as "Scrying
") and Necromancer
("Negative Energy Flood
") - and even names that would seem to promise terrifying wrath, such as Enervation
and Immolation
.
I look forward to seeing what they have selected and how these will change our fortunes in the stories ahead!
Scrying through Shards of Glass
The ever-curious young wizards, Alyks
and Dex
, thoroughly investigated the more arcane and magic-sensing upside-down rooms of the ruin. Almost missed, but for the uncanny intuition of the Divination Wizard
, the two and myself entered a doorway more like crack in the world itself, reachable only by those adept in the spellweave of reality, we discovered a tiny "demiplane
" - little more than a room, but certainly less cramped than a Bag of Holding
. The room itself further distorted visual senses (which I have already had to adapt to being within a glass sphere!) with windows looking out upon far-off places, but cracked and fallen and at odd angles - particularly with the room being upside down, of course. After a significant use of time and adaptation of the room, we came to confirm this was a Scrying Chamber
- able to be tuned for viewing other places (and somewhat disturbingly - other times - for at one point we saw ourselves approaching the shard itself, though days past.)
Piecing together the glimpses catching our attention in this wilderness of mirrors... what we found to be of importance or usefulness:
Pushing perceptions from the Shield Guardian Amulet, Alyks's Divination arts sought out where she believed to have seen it - the goblin fortress of Karkolohk east-facing off the heights of the massive mountain of Kelvin's Cairn. A tragic story then played out through the shards. The goblins faced a dire threat from caverns below and appealed to the Children of Auril for aid. While the goblins could force a stalemate against the hyena-humanoids called Gnolls, these creatures were led by dark forces the goblins' witches could not counter. The goblins worked with the Frost Druids to capture a legendary giant polar bear, which was to be Awakened by Auril's magic and made their defender against the attacks, but the ritual was interrupted by Phantom - charging through the ranks of the Frostwardens to shove the Frost Druid off the mountainside (see Spare the Bear!). This assistance no longer to come, the goblins withdrew their troops aiding Auril against the exploration of the tundra, retreating to defend their fortress, but too late, only to find it taken over by the gnolls and their dark leader, and pressed into supplying troops to that dark cause down tunnels into the Underdark, along with the malfunctioning Shield Guardian. Two splinters divide from this vision - one carrying attention to the falling Frost Druid a futile transformation as she falls into the form of a walrus, while the other splinter follows the path taken by the Shield Guardian machine.

The perspective changes to complete darkness, and a loud THUMP followed by cracking noises, as the darkness splits exposing far above the aurora of Auril and a clear starry sky. This dimmest of lights shows the viewer to be Vellynne Harpell, waking briefly from her frigid sleep to note the body of a woman in white furs slipping through a fresh crack in the ice above, to fall to the floor of the cavern in which she was lost and disoriented. She casts a spell to gather dying life energies from the fallen Frost Druid, then returns to her sleep. The split perspective sees the golem-like Shield Guardian, feet dragging as its head and torso are carted through deep passages of the Underdark. Pulled by a team of goblins, motivated by whip-cracks of gnolls, the machine is delivered to hard-working Duergar, who then take it to a workshop (not unlike the one in the Sunblight Stronghold). The view passes through earth and stone upwards through mineshafts and passages and rooms to the surface, where a tower of blood-red stone has been constructed, looming over the ruins of what must be Caer Konig. (And the new seat of power for Xardorok Sunblight!). The tower is readying for battle - forces approach from the west, a small army from Caer Dineval, ranks of the Knights of the Black Sword, with siege engines and the albino Tiefling wizard Avarice readying siege.
We see the prison Dex names as "Revel's End,", become a massacre (see Horrifying Halls) with screams accompanying alien sounds meant for none of this world to hear. As some of the most securely-fashioned cells deteriorate, powerful beings they were designed to contain attempt an escape - most fall to the Oblex creature that consumed and then puppeted other prisoners and the guards - but not all. Dex and Alyks remark to each other there were curious references in the report made by the Lords Alliance envoy from Silverymoon, Estilël Farwind - of fugitives of concern. A vaguely rabbit-shaped blur hops from a crack in one of the walls, then streaks across the icy tundra southward, fading from view, but leaving a sense of it descending into the Underdark, and then a place beneath the ruins of Caer Konig.
The times of these visions are unclear as we view them, some are surely in the past and some surely in the future - what is "now" in this place is unclear, perhaps this place exists across all these times?
Thinking on the spirit of Meltharond and the path ahead for Dzaan-turned-Meltharond, Dex's attention carried a viewpoint far and far across the ice to offer glimpses of the lairs of the White Dragons of the Frozenfar: Arveiaturace (the ancient White Wyrm, Meltharond's friend) in the dormant volcano of Ice Peak Island at the edge of the Sea of Moving Ice. Chasing another shard-crack, Dex saw what must be the lair of one named Arauthator, called Old White Death - upon an iceberg floating upon that sea. Though not known to the scrying wizards, this glimpse comes out of their tie to a Tiefling seen in his company, their friend from the Arcane Brotherhood's Host Tower: Maccath the Crimson.

Also afloat in the Sea of Moving Ice, the briefest of scenes plays out showing Zaknalimar, Aelar, and Agaric - with a dwarven warrior confronting a mighty Frost Giant within a skull-shaped castle of ice on a massive sheet of ice shaped with perfect symmetry as a snowflake - the Isle of Solstice, and grave danger they face in their pursuit of the Codicil of White. (See: Auril's Abode).
Other adventurers bravely work against dark forces - countering the Zhentarim rise in Ten Towns through the Chardalyn Syndicate, increasing attacks by gnolls and Reghed tribesfolk from the south and east - and orcs and trolls from the north and west. Who now stands with or against Auril has become confused and blurred. Among the heroes are the race of Goliaths of the Spine of the World, like the one befriended and rescued from the dungeon of Sunblight Stronghold who called himself Kapanuk Talltree Thuunkhalaga - these mighty but primitive people, seemed able to tame griffons as steeds to ride into battle, as a group is seen flying north from the mountains to join with the forces attacking Caer Konig.
The last of the visions seen within that room brought into focus the urgency that we should quickly finish our tasks in that ruin while we still had time. Visiting and event of the near future - but how near unknown and too dangerous to chance, we watched as a great tremor of power washed over the entire continent of Faerûn. We saw but a flash of its cause, the use of a great artifact called the Draakhorn, sounding a signal bringing millions of creatures to halt a moment as it passed like a prickly wave of warning out and out and out across the lands and water. In some places the earth itself slipping and quaking, cutting off passages, collapsing towers and caverns, or opening others. In the Frozenfar, beneath Kelvin's Cairn, forges of the shield dwarves collapse while southward in the underdark beneath Caer Konig, another opens, lined with runes of deep red and a sense of a dread gateway. Something too awful for the mind to recognize twitches beneath the colossal Reghed Glacier to the east. Vellynne's sealed-off tomb-within-ice opens a route for escape, into the Underdark. In the skull-palace of Auril, great icicles and tumble and walls crack. But most concerningly for us, a crack long still preventing this very shard from diving deep beneath the ice into an unknown abyss shifts just enough to swallow the Netheril's lost spire. And so, we fled the room to hasten Dzaan to conclude our business in the magical chamber, that we might flee before that disaster!