Aerdrie Faenya
The Winged Mother is a chaotic good intermediate elven deity of air, weather, avians, rain, and fertility. She dwells in Arvandor and embodies freedom, change, and the exhilaration of open sky.
This index collects the canonical people, places, items, organizations, and lore used across Quentin Lorekeeper Adventures. Adventure pages link these records directly into the text so a Dungeon Master can open table-ready details while running a chapter.
The Winged Mother is a chaotic good intermediate elven deity of air, weather, avians, rain, and fertility. She dwells in Arvandor and embodies freedom, change, and the exhilaration of open sky.
An uncommon silver-blue necklace whose clear pendant holds still air. Its wearer senses natural wind and hears meaning carried through moving air.
The quiet prophet whose writings and disciples transformed Candlekeep into a sanctuary of recorded knowledge.
A retired gnomish adventurer, illusionist, thief, and proprietor of the Friendly Arm, known for anticipating trouble before it reaches his door.
A prosperous, unwalled trade town on the Coast Way, south of the Candlekeep junction and west of the haunted ruins of Ulcaster's school.
Dark gold and obsidian cult regalia recovered from the heart shrine after the rite is broken.
A waxed courier tube containing a cipher key, roster, Mordas order, and Ulcaster reference.
A muscular human lumberjack and the only woodsman Aerdrie Faenya permits inside Still Grove. Branch gathers marked deadfall from its silver trees and can guide a party through the grove’s concealing magic.
Talkative, proud, and more confident than sensible. Bran found the damaged Netherese tuning fork, lost its active prong to Simone, and expects a life-changing payment for what he delivered.
A fortress-library raised on a volcanic crag above the Sea of Swords, protected by ancient wards and governed by the Avowed.
Listed among the magic items recovered after the Wreck Hall confrontation.
A bandit captain who sells robbery as a service. Calm, softly threatening, and practical enough to retreat when the odds turn against him.
Beregost's chief constable and leader of the roadside interception. His survival depends on the party's path.
A talkative Sword Coast fisherman and occasional guide who points the party toward the logger's trail, shares the bell rumors, and refuses to enter the Cloakwood himself.
Listed among the magic items recovered after the Wreck Hall confrontation.
A dense and dangerous remnant of an ancient forest along the Sea of Swords, known for hostile fey, predatory plants, and failing magical gates.
The principal trade road running south from Baldur's Gate through the Friendly Arm and Beregost toward Amn.
Shipment records connecting forge-work, escort strength, false produce accounts, and Voss's intelligence line.
A tally sheet matching stolen goods to Circle marks.
A heavy hand-forged spike dressed with protective thread, feathers, and herbs. Driven into a Fey-touched tree, it disrupts planar magic and directs that disruption inward.
A half-buried copper token stamped with a stylized eye. It is not magical, but the motif repeats deeper in the cave and links the pirate clues.
An uncommon cursed wondrous item. It grants advantage on one ability check, then imposes disadvantage on the next two. Once attuned, it teleports back if discarded until the curse is removed.
A frightened Southmarket warehouse factor who accepted Circle money, processed false papers, and remained after the bribes became threats.
A modest Beregost children's home whose residents notice far more street traffic than most adults realize.
Three holy triangular shields forged by Tyrran patriarchs to protect common folk from fiends summoned by Shoon nobles.
Thirteen Shoon-era diamond shields forged by Hilather to imprison fiends and place their defensive powers at the service of imperial summoners.
A small pouch of magical ash that functions as dust of disappearance, hiding the wearer in drifting soot for a moment.
Strong-legged, blunt, and already convinced she is right. She is tired of the road and determined that her child will not sleep in another ditch.
An old, comfortable Beregost inn favored by travelers who want quiet rooms, hot baths, careful service, and one of the town's better kitchens.
Jewelry taken from victims and never melted down, blackened by heat and worth 50 gp.
A quickling prankster who tests the party for amusement. If handled well, he confirms the tower is uphill where the air smells of iron.
False merchant papers found with stolen Beregost forge-work.
The inert half of the tuning fork retained by Bran. Near Simone it warms and hums, and a character can strike it against stone or a rail to force a resonance spike.
A walled hamlet and neutral caravan waystop on the Coast Way between Beregost and Baldur's Gate, centered on a former keep now operated as an inn.
A corpse-hung thicket dominated by a predatory hangman tree that turns the appearance of an execution ground into camouflage for a living hunter.
The foremost god of the gnomes, associated with wit, luck, craft, hidden value, protection, and the clever defeat of stronger foes.
A quiet, observant gnome priest of Garl Glittergold who founded the Friendly Arm's Temple of Wisdom and oversees much of the settlement's infrastructure, supplies, and long-term security.
Ancient layered defenses that protect Candlekeep's books, boundaries, and lower reaches.
The guarded hallmaster holding missing manifests at Beregost's Merchants' Hall.
A frightened Voss servant targeted for murder after trying to leave, and a valuable witness if the party keeps him alive.
A dark, turreted stone manor where the conjurer Thalantyr pursues his studies in guarded solitude.
Hilather's sole surviving record of the method used to forge the thirteen Demonshields, hidden inside an apparently worthless volume in a royal Tethyrian library.
The Circle's cipher-scribe, responsible for copying, concealing, and burning the last records in Voss House.
A child at Dawnbridge House whose observations can expose the Circle's courier route.
A quiet five- or six-year-old clutching a small toy and watching everything. The cart catastrophe puts the family in immediate danger.
Beregost's governor and the Most Radiant of Lathander, a former merchant who promotes trade, farming, and civic stability.
The only named shield from Hilather's set, an almost indestructible silver diamond shield that imprisons the glabrezu Kural'Risyk.
A dark red folio that once recorded passage through the ancient fire ordeal and was later corrupted into a Bhaalite register of condemnation. It can serve as a warlock focus and mark targets for judgment.
A luminous seal-token tied to the Wishing Well ward. Immediate return is simple, but carrying it beyond the landing sets the mark and makes restoration a later low-tide expedition.
Seraphel's murdered wife, found dead on the Coast Way after a brigand attack. She never appears alive in the adventure, but her death is the grief Seraphel has hardened into doctrine and the name he calls into the fire.
An erinyes operating through a human magistrate avatar. She wants Voss captured and returned to the Hells under infernal remand and intends to take Mordas alive if possible.
A goblin waitress, scout, and quiet trouble. She watches exits first, lies easily, wants quick coin, and serves as Orren Sable’s mobile ranged threat.
The proprietor of Feldpost's Inn, protective of her house and unwilling to let the party's conflict consume it.
Beregost's commercial record hall, where licenses, manifests, assessments, warehouse entries, and merchant disputes leave a paper trail.
A spectral dragon bound to eternal service as guardian of Candlekeep's lower reaches.
A hand-length silver-black Netherese chain that records a nearby spoken instruction and can press that command into a creature's recent memory when activated incorrectly.
A senior Zhentarim operator who used the Circle's thefts to finance an excavation and a written, repeatable attempt to manufacture a fourteenth Demonshield beneath Ulcaster.
Mordas's signed withdrawal order tells Voss to burn the Beregost records, move useful personnel and coin north, and shift the Demonshield operation to Ulcaster.
Mordas's working record of failed shield designs, lens calibrations, anchor geometry, material tolerances, and the corrections that make a fourteenth Demonshield possible.
A Circle cutout paid to accuse the party during the staged attack on Harl Brint, then vanish into the northside crowd.
A faceted Netherese focusing crystal that magnifies a wand's magic by consuming additional charges. Mordas has mounted one in a ritual frame to amplify conjuration instead.
An ancient and already-damaged artifact found by Bran near the coast. Its active prong fell into a feed bucket and was eaten by Simone.
A precise conjuration surveyor forced to stabilize Mordas's binding geometry. She will sabotage the ritual if the party gives her a credible route out.
A Voss House scribe struck after trying to burn the wrong book.
The four rules every seeker must accept before entering Candlekeep.
A wary north-road courier carrying Voss's blue-wrapped tube, willing to trade the route and its records for a safe escape.
A waterlogged, incomplete scrap recovered after the sandbar fight. It foreshadows the outer caves’ long history of pirate use.
A surviving potion among the shrine's stores, particularly useful in a complex built around living flame.
A short message thanking Bran for his effort while stating that what he delivered is incomplete and does not serve Q’s purposes. The initial “Q” is left unexplained.
A young, ambitious bronze dragon who has spent years living as Quentin Lorekeeper, an eccentric scholar who regularly researches at Candlekeep and hoards ancient Netherese machines and artifacts.
A terse prepaid-lodging note from Quentin: the party has earned a bed and should try not to test the walls. The warning lands badly when the buried gate opens before dawn.
A skittish Coast Way traveler who practices knots while he speaks and has seen the strange effects surrounding Simone.
Old censers, incense braziers, and ritual vessels worth 150 gp to collectors or to temples that want the objects destroyed.
A dangerous Cloakwood passage used for an ambush.
Voss's disciplined guard captain, paid to hold chokepoints long enough for his employer and the last records to escape.
The sea west of the Sword Coast.
A controlled and secretive former Zhentarim factor whose respectable Beregost identity conceals a patient rakshasa and Circle asset.
A grief-struck cult heir who opens the Friendly Arm gate expecting Bentley to follow. A party member can help him accept Maelin's death, reject undeath, surrender, and face justice.
Tessa Vale's estranged, law-abiding sister and a Beregost evidence officer. She shares Tessa's fiery red hair, blue-green eyes, light freckles, and sharp Vale features, but her uniform and disciplined bearing mark the sisters' opposite choices. Dain keeps her off Tessa's arrest detail, and Brinna refuses to let family loyalty distort the case.
A Friendly Arm guard sergeant who restores order after the cart disaster, enforces the inn’s weapon and spellcasting rules, and treats the characters as one group.
An empire that ruled Calimshan and Tethyr from Shoonach between 27 and 450 DR, sustained by slavery, conquest, and the magic of fourteen spellcasting qysars.
A rubbing of a diamond shield built from triangular plates, tying the Circle's spending to Hilather, fiend-binding lore, and Ulcaster.
Eerie silver funeral masks stacked in a side alcove of the heart shrine. The group is worth 150 gp.
A mundane remnant left after Simone vanishes. It serves as proof of the goat’s identity and as a physical trace of the encounter.
A concealed coastal cove reached by a low-tide sandbar.
A working Beregost produce warehouse used as a covert Circle transfer point because legitimate carts, crates, and spoilage make unusual movement easy to disguise.
A concealed ancient forest east of the Coast Way, south of the Friendly Arm and north of Beregost. Its silver trees surround a dormant Fey crossing beneath the central pool.
The pale wood of Still Grove’s Fey-touched silver trees readily holds enchantment. Sword Coast craftspeople prize properly cured deadfall for magical bows, wands, instruments, and item cores.
A vain korred elder whose haircut bargain provides the clearest explanation of the bell: the nearer the tower, the stronger and longer the dead remain active.
The heavy grooming shears Strombo presents as part tribute, part test. The tool is mundane; the consequences of insulting its owner are not.
Strombo Hairyfluff's territorial gathering place.
A towering, soft-spoken master smith whose armor, weapons, and practical ironwork rank among the finest on the Sword Coast.
A gem-bright temple of Garl Glittergold inside the Friendly Arm, founded and led by Gellana Mirrorshade and protected by layered gnomish illusions.
A lockbox of old trade bars and stamped temple silver hidden behind a loose altar stone, worth 275 gp.
Brinna Vale's estranged criminal sister and the Circle wagon handler. She shares Brinna's fiery red hair, blue-green eyes, light freckles, and sharp Vale features, but favors black-and-crimson road gear and a calculated smile. Her capture, escape, death, and any warning sent to Voss depend on the party's recorded choices.
A Circle field token. Showing it to Voss told him the roadside crew had failed and that the party knew his name.
The reclusive conjurer of High Hedge and the foremost living scholar of Ulcaster's work, Hilather's binding magic, and the Demonshields.
Candlekeep's cloistered order of scholars, scribes, acolytes, guards, and officers.
A hidden shrine of Bhaal built over an older sacred fire-ring complex beneath the Friendly Arm.
Beregost's lively tavern, built into the fieldstone base of an old round tower just north of Wizards' Doom Creek.
Zarad Duskmarrow's isolated tower and the source of the necromantic bell pulses that distort the surrounding countryside.
A concealed, long-sealed gate beneath the Friendly Arm's kitchen that links the occupied keep to older underground sacred works.
A predatory stretch of the Cloakwood.
The prison chamber where the party finds Thols.
A Beregost roadhouse whose performance wing hosts the town's loudest music, dancing, and nightly revels.
An old trail leading into the Cloakwood.
Beregost's largest inn, favored by merchants who value quiet service, dry clothes, and private negotiations.
Beregost's rose-spired temple of Lathander, seat of Governor Kelddath Ormlyr and home of the militia that guards the town.
A warded shaft and pool beneath Smuggler's Hollow.
A lucid, distrustful flesh golem chained in the Iron Throat. If fully freed, he may leave Smuggler’s Hollow aboard the released Lantern of Iriolarthas.
Taerom Fuiruim's renowned Beregost forge, known for superb armor, rare ores, and precise practical metalwork.
The iron-scented hill holding Zarad's clocktower.
Road-thin and practical, with ink-stained fingers and a patched Coast Way map. Apologetic, tired, and focused on getting his family inside.
Cut korred hair that may become silver wire, mossy cords, or iron ringlets. A handful of these curiosities is worth about 25 gp.
An unstable magical remnant in Ulcaster's ruins that mimics a tall bearded wizard or a battered hat and discharges fragments of old spells.
The haunted remains of Ulcaster's conjuration academy, built over Hilather's older tower and destroyed by Calishite mages in 1106 DR.
A damaged body of conjuration research that tries to reconstruct Hilather's method for imprisoning powerful planar beings inside crafted objects.
A modern diamond shield fabricated from four riveted triangular plates. It is inert until Mordas's ritual binds a fiend inside it.
A cracked smoky-quartz charm from Bentley and Gellana's old sealing work. It survived the breach and can be thrown into the suspended ring to weaken or end the final rite.
A token left by Magister Vestra after the Voss investigation.
Voss's red-edged record cross-indexes infernal obligations, mortal aliases, compact witnesses, and the intelligence network he later placed at Mordas's disposal.
Seldran Voss's carefully maintained north-side Beregost property, respectable on the surface and arranged to support a life built on concealment.
The lone road from the Coast Way and Beregost peninsula to Candlekeep's black gates.
A small rivulet that rises on Ulcaster's hill, crosses the Coast Way, and marks the southern edge of the Burning Wizard.
The flooded chamber holding the wreck and Knee Deep's final confrontation.
Vestra's sealed writ temporarily places the party under Captain Ormlyr's authority for the Voss investigation while preserving every unresolved charge against them.
The elderly witch-warden of Still Grove. Her cold-iron cage stopped a corrupted spirit from reaching the Feywild but now poisons the grove and strengthens the prisoner.
Zarad Duskmarrow's severe apprentice, who rebound and annotated a damaged Netherese recurrence codex while adapting it to the clocktower.
A damaged Netherese recurrence codex rebound in black lacquered leather and heavily annotated by Ysuran. Loross formulae beneath his notes describe fixing one instant of death in magical time.
The undead architect of the clocktower, fused to the failing mechanism and obsessed with proving that death can be measured, fixed, and repeated.
A far-reaching mercantile, military, and criminal network that converts contracts, coercion, trade access, intelligence, and magical force into wealth and political control.