TEXT: T
  his bonus supplement, a full description of a temple to
  Oghma,, god of knowledge, was cut from the Faiths and
  Pantheons sourcebook for space reasons. We offer it here,
  including color map, NPC stats, and adventure hooks, as a free supple-
  ment to the product or for use in your FORGOTTEN REALMS® cam-
  paign. For more FORGOTTEN REALMS bonus material, visit the setting’s
  official website every week: www.wizards.com/forgottenrealms.
  The Temple
  The slim-spired temple of Oghma known as the Leaves of Learn-
  ing soars above the streets of Highmoon atop the southern end of
  Highmoon Hill in Deepingdale. One of the finest libraries east of
  Candlekeep resides in the stout stone chambers of the central tower,
  cloaked in the wards to reduce the threat of fire, water, or mold.
  The Tower of Tomes is flanked by a pair of cloisters that face
  inward toward a walled, forested garden where cascades of endless-
  ly pumped water babble past many small bowers and contemplation
  nooks. At the far end of the East Cloister is the Scroll House, where
  the temple staff dwell amid newly acquired books and scrolls to be
  repaired and cataloged.
  Under the leadership of Learned Father Hasicor Danali (who also
  bears the title High Atlar), the Binder’s clergy have assembled an
  unparalleled collection of written records of life in the eastern Heart-
  lands, many of them newly compiled, including diaries, war histories,
  and even campfire accounts from across the region. Clerics keep busy
  buying and reading new books brought to the temple and going out
  asking specific questions of the elder folk of the region and recording
  their answers. The Binder’s servants also copy out books and tracts
  for those who desire them and can afford to pay for their scribing.
  The Leaves of Learning are also famed for the Index of Danali, the
  inspired creation of the temple’s high cleric. The Index consists of a
  strictly ordered compendium of vellum sheets—one for each tome it
  covers—detailing subject matter and topics of interest. The genius of
  the Index of Danali is that it enables visitors to request exactly the
  book they wish to pursue; it lays out the information contained in
  2
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  Additional Credits
  A  FAITHS
  AND
  PANTHEONS
  WEB
  ENHANCEMENT
  BY ERIC L. BOYD
  the
  Leav es
  of
  Learning
  
  each listed volume so clearly, that very little knowledge remains lost
  or forgotten beneath dusty, unopened covers.
  Visitors to Oghma’s temple are welcome, and many travelers
  passing through Highmoon make a point of visiting this famed house
  of learning. Wizards unfamiliar with the temple’s reputation may be
  disappointed to learn that, as a matter of policy, the clerics here store
  no tomes of magic or even those discussing arcane matters within the
  library’s walls. (They believe this policy greatly reduces the number
  of thefts, attempted and successful.) There is always a bard or two
  about the premises, causing the sounds of gentle harp chords to waft
  over the gardens. Many inhabitants of Highmoon count themselves
  as parishioners, and most children born to Deepingfolk in the past
  decade have spent an afternoon hearing stories of adventure read by
  one of the temple’s bespectacled clerics.
  The Leaves of Learning is staffed by kindly old clerics, most of
  whom are absent-minded and prone to mumbling. They report
  directly to Danali. Their ranks are supplemented by a growing
  number of learned monks of the Children of the Passive Voice, an
  Oghmanyte order dedicated to defending libraries and abbeys. Lord
  Theremen Ulath also keeps a loyal detachment of the Tower Guard
  on hand to protect the temple as well. As in the rest of Deepingdale,
  humans, half-elves, and elves are all found within the walls of the
  Leaves of Learning, and most are of good alignment.
  Within the past few years, Danali’s tireless labors have extended
  his famed Index beyond the books found within the Leaves of
  Learning. Those in search of rare or unique books are increasingly
  likely to find a record of their last known location and a summary
  of their contents within the Tower of Tomes, even if that location
  is as far away as Silverymoon or Calimport. Those who do not wish
  to walk every last mile of Faerûn’s roads in search of some lost bit
  of lore usually find a consultation of Danali’s Index invaluable
  before beginning their search.
  Ceremonies
  Clerics and monks of Oghma observe two rituals of the faith each
  day: the Binding and the Covenant. The Binding is a morning serv-
  ice wherein the symbols of Oghma are written in ashes upon a stone
  altar while a silent prayer of loyalty and praise is made to the
  Binder. The Covenant is an evening service during which a passage
  from some work of wisdom is read aloud or recited from memory,
  a song or poem is offered up to Oghma, and some item of knowledge
  that the presiding clergy member has learned during the day is
  spoken aloud to the god and those present. During the latter cere-
  mony Danali has made a practice of reading aloud from each page
  added to the Index that day.
  The Leaves of Learning also celebrates all the holy days sacred
  to the faith, of which Midsummer and Shieldmeet are the two most
  important. As most contracts, bonds, and the like are signed on these
  two days, the temple staff stays very busy drawing up such docu-
  ments in weeks leading up to either Midsummer or Shieldmeet.
  Most such documents are picked up in person, at which time the
  claimants make a hefty donation to the church’s coffers. Danali tra-
  ditionally invites the public into the temple gardens on holy days,
  and many Deepingfolk take the opportunity to stroll in the cool
  shade among the temple’s bowers to the lilting strains of music from
  an assemblage of skilled harpists.
  Services
  The Leaves of Learning functions as one of the best libraries in the
  Dalelands. Almost any type of Knowledge check can benefit from a
  perusal of the temple’s tomes. Characters using the library for its
  reference books receive a +10 circumstance bonus to any Knowledge
  checks except Knowledge (arcana).
  Under the supervision of at least two members of the clergy, vis-
  itors to the Leaves of Learning can peruse tomes within the library
  for periods of up to a full day upon payment of 15 gp. (Worshipers
  of Oghma pay only 1 gp, a price that applies only to themselves and
  not their inquisitive friends.) Although reading and discussion of
  such books is allowed, copying is not permitted. The temple staff can
  make copies of selected pages on the following day for a fee of 1 gp
  per page and double that if the page contains maps, diagrams, sym-
  bols, or illustrations that must be reproduced exactly (copying by
  hand takes 1 day per 100 pages copied). Prices are negotiable for
  larger works. Books can be copied magically at a cost of 3 gp per
  page, minimum 50 pages. Doing so requires at least one day’s notice
  but takes only one day for any book up to 500 pages long (which
  would be a huge book, five times the size of a normal spellbook).
  All copies of maps sold by the temple are believed to be accurate
  or, if they err in some fashion, the best available. The temple’s cler-
  ics may also be engaged to decipher obscure passages in forgotten
  tongues, at a cost of 1 gp per hour of labor required, including
  research time, if any.
  The Leaves of Learning is home to some of the most skilled book-
  binders in the Dalelands. (See Magic of Faerûn, for further discussion
  of this skill.) As such, wealthy patrons from as far away as Sembia and
  Cormyr bring books to be restored within the temple walls. The cost
  runs between 10 gp and 100 gp, depending on the time and materials
  required to complete the restoration. In cases where no copy of the
  book in question exists within the library, the clerics usually waive the
  fee if the owner grants them permission to make copies.
  The Leaves of Learning
  3
  Lore Lost among the Librams
  The Binder teaches us that ideas have no weight, yet can move mountains; they have no height, yet can dominate a nation; and they have no
  mass, yet can push aside empires. Knowledge is our greatest tool, for ideas are the seeds of creation. Yet like plants grown from seeds, knowl-
  edge eventually will wither and be lost if not carefully tended. The mind stores some knowledge, yet the ravages of time exact their toll on
  individual memories, and death inevitably claims that which has not been shared and remembered. Other knowledge is inscribed in books, yet
  sheets of vellum are not immune to the toll of passing years and must be copied time and time again. Perhaps the greatest danger posed by
  books lies in the nature of their construction. Ideas placed within a book will die as if forgotten if that book becomes a dusty coffer, its con-
  tents locked away. Like gems, ideas will sparkle only if brought into the light of day. To that end we must make our libraries live, so that no
  book remains forgotten. It is for this reason that we labor so, to keep all knowledge accessible and all ideas alive.
  —Hasicor Danali, Learned Father and High Atlar
  
  The temple staff also prepares and sells paper (4 sp), parchment
  (2 sp), and blank books (5 gp, not appropriate for use as spellbooks).
  Upon request, the temple can create a book appropriate for use as a
  spellbook, and can even create more elaborate books with covers of
  wood, metal, or more exotic materials.
  Spell scrolls of clerical spells can be purchased at the Leaves of
  Learning as well, although the clerics remain so busy with other
  activities that they produce fewer such scrolls than do other temples
  of the Binder. Typically available divine scrolls include comprehend
  languages, detect magic, detect poison, detect undead, divination, find
  traps, glyph of warding, make whole, read magic, and tongues. Some-
  times passing Harpers and bards leave scrolls on consignment with
  the temple that are available for sale as well, although in very lim-
  ited numbers. Typically available bard or Harper scout scrolls
  include comprehend languages, detect thoughts, identify, locate object,
  magic mouth, read magic, and tongues.
  Hierarchy
  In addition to Learned Father Hasicor Danali, the Leaves of
  Learning houses seven elderly clerics of the Binder and five Ogh-
  manyte monks of an order whose members protect many libraries
  and abbeys. Among the clerics, four Seekers report to two Lore-
  keepers, who in turn report to Lorekeeper Venturer Tessele White-
  horn. The leader of the Children of the Passive Voice is Lorewarden
  Rowan Silvercrown. Both groups in turn report to Danali, although
  in truth daily life at the temple largely runs itself. The clerics are
  very set in their ways, and probably would continue their daily
  activities even if Highmoon was in danger of being overrun by a
  horde of orcs. Danali largely delegates the temple’s security con-
  cerns to Rowan, leaving the monks free to protect the complex
  however they see fit.
  In addition to the followers of Oghma, Lord Theremen Ulath
  (the ruler of Highmoon) keeps a small contingent of Tower Guards
  at the temple. Guard shifts at the temple last eight hours before the
  next detail arrives to offer relief. Sergeant Mourn Deepwood, a wor-
  shiper of Oghma, commands the guard contingent and lives on site
  at the temple; the guards live off site.
  Finally, Those Who Harp keep a close but informal watch on
  activities at the Leaves of Learning. There is usually one Harper on
  or about the premises on any given day. Of late, that Harper is usu-
  ally Jhenna Iliathor, who all but lives at the temple when she is not
  away on Harper business.
  k Learned Father High Atlar Hasicor Danali: Male human Clr9 of
  Oghma/Dis3 of Oghma; CR 12; Medium-size humanoid; HD
  12d8–24; hp 30; Init –1; Spd 30 ft.; AC 15, touch 9, flat-footed 15;
  Atk +7/+2 melee (1d8/19–20, +1 everbright longsword); SA Turn
  undead 6/day; SQ Divine emissary, imbue with spell ability, sacred
  defense +1; AL LG; SV Fort +7, Ref +3, Will +14; Str 8, Dex 8, Con
  6, Int 19, Wis 20, Cha 16.
  Skills and Feats: Concentration +4, Craft (bookbinding) +16,
  Craft (weaving) +12, Diplomacy +8, Heal +7, Knowledge (arcana)
  +6, Knowledge (geography) +13, Knowledge (the Dales history)
  +14, Knowledge (the Dales local) +13, Knowledge (the Dales
  nature) +13, Knowledge (the Dales nobility and royalty) +12,
  Knowledge (the Dales religion) +14, Perform (glaur, longhorn
  flute) +5, Spellcraft +9; Craft Wondrous Item, Education (the
  Dales history, the Dales religion), Forge Ring, Martial Weapon
  Proficiency (longsword), Scribe Scroll, Skill Focus (Craft [book-
  binding]).
  Divine Emissary: Hasicor can telepathically communicate with
  any outsider within 60 ft. who serves Oghma or is of lawful good
  alignment.
  Sacred Defense: Hasicor gains a +1 bonus on saving throws
  against divine spells, as well as the spell-like and supernatural abili-
  ties of outsiders.
  Spells Prepared: (6/8/6/6/5/5/3; base DC 15 + spell level): 0—
  cure minor wounds (2), detect magic (2), read magic (2); 1st—detect
  chaos, detect evil, detect secret doors*, divine favor (2), doom, sanctu-
  ary, shield of faith; 2nd—aid*, augury, find traps, hold person, lesser
  restoration, shield other; 3rd—prayer, remove blindness/deafness,
  remove curse, remove disease, searing light, suggestion*; 4th—discern
  lies, divination*, neutralize poison, restoration, tongues; 5th—com-
  mune, healing circle, raise dead, scrying, true seeing*; 6th—find the
  path*, geas/quest, heal.
  The Leaves of Learning
  4
  Everbright: Weapon Property The sun elven smiths of Evermeet
  know the secret of forging everbright into blades. These weapons are
  as bright and shiny as polished silver. They never tarnish and are
  immune to corrosive attacks. The weapon flashes with a brilliant
  light up to twice per day upon the command of the wielder. All
  within 20 feet except the wielder must make a Reflex saving throw
  (DC 14) or be blinded for 1d4 rounds.
  This weapon property first appeared in Magic of Faerûn.
  Caster Level: 12th; Prerequisites: Create Magic Arms and
  Armor, spellcaster 12th level+, blindness/deafness, searing light;
  Market Price: +2 bonus.
  Ring of Lore
  A creature wearing this ring can cast legend lore and stone tell each
  once a tenday with a command word, and may find magical traps cre-
  ated through glyphs, runes, sigils, and symbols with a successful
  Search check, just as a rogue does.
  Caster Level: 12th; Prerequisites: Forge Ring, legend lore, stone tell,
  find traps; Market Price: 23,250 gp; Cost to Create: 14,750 gp + 680 XP.
  Robe of Many Sigils
  This garment is a black robe filigreed with mithral threads woven
  in the shape of dozens of runes and sigils. The spells laid on the
  robe enable the inscription of spells into the fabric as if it were a
  scroll. 
  The wearer can cast the inscribed spells as if using a scroll,
  although his hands remain free, and he can cast scrolls from any
  part of the robe, even the back. Inscribed spells can only be cast
  from the robe by its wearer.
  Inscribing a spell onto the robe requires the Scribe Scroll feat and
  8 ranks in the Craft (weaving) skill. It otherwise follows the rules for
  inscribing scrolls. The robe can hold up to 10 inscribed spells at a
  time. Once a spell is cast from the robe, another can be inscribed in
  its place.
  In addition to its other properties, the robe allows the wearer to
  read magic three times per day.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, Scribe
  Scroll, read magic; Market Price: 7,300 gp.
  Danali’s Equipment
  
  The Leaves of Learning
  5
  In the Stacks
  Here is a sampling of titles found within the Tower of Tomes:
  Title
  Vols.
  Published
  Author
  A Dove at Dawn
  1
  1329
  Ardreth, High Harp of Berdusk
  A Harper’s Guide
  1
  1264
  Alustriel, High Lady of Silverymoon 
  A Harper’s Song
  1
  ?
  Storm Silverhand
  A Merchant Master’s Life
  1
  ?
  Asargrym of Baldur’s Gate
  A Merchant’s Sagacity
  1
  ?
  Blackthorn Belgadar
  A Merchant’s Tale
  1
  ?
  Jarn Tiir of Lantan
  A Myth Drannan Amphigory
  3
  1337
  Elminster of Shadowdale
  A Ranger’s Road
  1
  ?
  Thaulavvan Tridentstar
  A Small but Treasonous Chapbook
  1
  1359
  Albaertin of Marsember
  A Treatise toward Unity: Comparisons of
  the People and Humanity in Art and Life
  2
  503
  Arun Maerdrymm of Myth Drannor
  A Warrior’s View
  1
  ?
  Galgarr Thormspur, Marshal of Maligh
  A Wayfarer’s Belt-Book of Advice
  1
  ?
  Rasthiavar of Iriaebor, Sage
  An Old Warrior’s Way
  1
  ?
  Dathlance of Selgaunt
  Ballads and Lore of One Dusty Road
  2
  1350
  Sharanralee
  Battered Bones and Scattered Skulls: 
  The Life of a Dwarven Champion
  3
  ?
  Rauthglur Ormyndake
  The Book of the Coast
  1
  ?
  Mespert of Baldur’s Gate
  Dolorous Days in Daerlûn: My Exile from Cormyr
  1
  ?
  Jalduth Mimbraer
  Falcon Fun
  1
  1344
  Edwin Narlok of Waterdeep
  Folk of Renown
  3
  ?
  Glasgert Himlothrith, Scribe of Iriaebor
  The Golden Age of Goblins
  1
  1289
  Artur Shurtmin, Loremaster of Berdusk
  Harping by Moonlight: Approaches to Life
  1
  ? (c. 1330s)
  Elminster of Shadowdale
  I Am Reminded: Memoirs of a Dragonslayer
  2
  ?
  Aernstag Oeblym of Starmantle
  I Harp as I See It
  1
  1365
  Abranthar “Twoquills” Foraeren
  Just Another Tome Among So Many: 
  Last Leaves of a Librarian
  1
  ?
  Beldrim Bessart of Baldur’s Gate
  Lessons to Children
  7
  ? (c. 1310s)
  Aglasz Jhavildar, Sage of Teziir
  Letters to a Sheltered Son
  1
  ?
  Oblut Thoim, Master Merchant of Teziir
  Lyres, Harps, and Horns: 
  Sixty Years at Court in Suzail and Elsewhere
  3
  ? (c. 1360s)
  Aglasz Jhavildar, Sage of Suzail
  Musings on the Realms
  1
  ?
  Oren bel Dannar, Sage of Triel
  My Adventures in the Realms
  6
  ?
  Dathlyr “The Hammer” Graybold
  My Journeys Around the Sea of Fallen Stars
  3
  1298
  Nelve Harssad of Tsurlagol
  None but the Undying: 
  My Days Driving Down Those Who Walk
  2
  ?
  Alabaer Dree, Scourge of Undead
  Posthumous Musings of a Zhentarim Mageling
  1
  1350
  Destrar Gulhallow
  Raging Blades: A Tale of the North
  1
  ?
  Halvidon Maeraed, Bard of Elturel
  Slumbertime Stories for Sprigs
  1
  c. 1330s
  Syluné of Shadowdale
  Speeches of a Most Worthy Sage
  1
  ?
  Thargrin “Threeboots” Ammatar
  The Steel Princess’s Field Guide 
  to Tactics of the Purple Dragon
  1
  1364
  Her Royal Highness Princess Alusair Nacacia Obarskyr of Cormyr
  The Strings of a Shattered Lyre
  1
  1342
  Tammarast Tengloves, Bard of Elupar
  Talk of the Taverns
  1
  ?
  Tasagar Winterwind, Scribe to the Guilds of Selgaunt
  Tall Tales: A Ranger’s Life
  1
  ?
  Amhritar the Tall
  Teachings of the Morning’s Glory
  4
  ?
  Thorndar Erlin, High Priest of Lathander
  Thoughts on a Better Faerûn
  1
  1340
  Albryngundar of the Singing Sword
  To Harp and to Help
  1
  1271
  Alustriel, High Lady of Silverymoon 
  To Rule a Realm, from Turret to Midden
  1
  1346
  Ralderick Hallowshaw, Jester
  Treatise on Good Wifery
  1
  1298
  Miriam Buttercake of Ashabenford
  Treatise on the Flora of the Barren Wastes
  1
  1313
  Gaspaeril Gofar of Arabel
  Unholy Rites of Bhaal
  3
  c. 200s+
  Anonymous clerics of Bhaal
  Valorous and Vanquished: The Dead Heroes of Faerûn
  1
  ?
  Glimmerdarth Gulprin, “the Gnome Sage”
  Volo’s Guide to Cormyr
  1
  1367-1368
  Volothamp Geddarm
  Volo’s Guide to the Dalelands
  1
  1368-1369
  Volothamp Geddarm
  Volo’s Guide to the Moonsea
  1
  1357-1358
  Volothamp Geddarm; unreleased and suppressed by Zhentil Keep
  Volo’s Guide to the Vast
  1
  1358-1360
  Volothamp Geddarm; unreleased
  Volo’s Guide to Westgate and the Dragon Coast
  1
  1360-1362
  Volothamp Geddarm; unreleased
  Why I Am a Harper
  1
  1366
  Belbradyn Tralaer
  The Words of One Dwarf
  1
  ?
  Salhmitarr “Sage” Sorndar
  
  *Domain spell. Deity: Oghma. Domains: Charm (+4 bonus to
  Charisma 1/day as a free action for one minute), Knowledge (cast
  divinations at +1 caster level), Luck (good fortune 1/day).
  Possessions: +2 mithral shirt, +1 everbright long sword, longhorn
  flute, ring of lore, robe of many sigils.
  The Learned Father has spent nearly all his life within the walls of
  Highmoon, yet he rarely emerges from the innermost chambers of
  the Leaves of Learning. For more than 40 years he has been active-
  ly engaged in creating his Index, quiet back-room work that has
  earned him Oghma’s strong approval. The Binder has appeared in
  visions to the church hierarchy time and again, each time instruct-
  ing his followers to promote this favored cleric. As a result, many
  Oghmanyte delegations from other temples, including much older
  and larger ones, come to Highmoon to see the result of Danali’s
  labors. Danali now serves as high priest of the Leaves of Learning.
  Danali’s position protects him from most dangers, but he seems
  quite willing and able to defend his beloved library whenever the
  need arises. He always has a large arsenal of spells available to him
  by means of his robe of many sigils, and he is quite proficient with
  his elven longsword. (The blade was one of several gifts sent by
  Queen Amlaruil of Evermeet in thanks for the Learned Father’s
  work in restoring several elven religious tomes lost during the fall
  of Myth Drannor.)
  Despite his severe expression, the balding Danali is quite fun
  loving and somewhat of an innocent at heart. Of late, he has finally
  met a woman capable of drawing him out from the stacks, if only for
  a few hours, and he now spends most evenings in the temple garden
  accompanying Jhenna Iliathor’s harp with his longhorn flute.
  k Lorekeeper Venturer Tessele Whitehorn: Female human Clr5 of
  Oghma; CR 5; Medium-size humanoid; HD 5d8–5; hp 17; Init –1;
  Spd 30 ft.; AC 12, touch 9, flat-footed 12; Atk +3 melee (1d6–1,
  masterwork quarterstaff); SA Turn undead 5/day; AL LN; SV Fort
  +3, Ref +0, Will +8; Str 8, Dex 8, Con 8, Int 17, Wis 18, Cha 14.
  Skills and Feats: Craft (bookbinding) +9, Gather Information +3,
  Knowledge (arcana) +5, Knowledge (geography) +12, Knowledge
  (nature) +8, Knowledge (the Dales history) +8, Knowledge (the Dales
  local) +12, Knowledge (the Dales nobility and royalty) +8, Knowl-
  edge (the Dales religion) +6; Skill Focus (Craft [bookbinding]), Skill
  Focus (Knowledge [geography]), Skill Focus (Knowledge [the Dales
  local]).
  Spells Prepared: (5/5/4/3; base DC 14 + spell level): 0—detect
  magic, light, mending, read magic, resistance; 1st—bless, charm
  person, command, comprehend languages, divine favor; 2nd—augury,
  calm emotions, resist elements, silence; 3rd—clairaudience/clairvoy-
  ance*, magic vestment, suggestion.
  *Domain spell. Deity: Oghma. Domains: Charm(+4 bonus to
  Charisma 1/day as a free action for one minute), Knowledge (cast
  divinations at +1 caster level).
  Possessions: +1 leather armor, masterwork quarterstaff, circlet of
  comprehending languages and reading magic (as the helm), goggles of
  minute seeing, oil of timelessness, scroll of make whole, scholar’s
  outfit.
  In her youth, Tessele Whitehorn was a legendary adventurer,
  renowned for her wild exploits and her beauty, with a steady stream
  of men in her life. Eventually, she fell in love with one of her
  adventuring companions, only to see him die in the jaws of a dra-
  colich on what would be her last adventure. Brokenhearted, Tessele
  retired to the Leaves of Learning and adopted a life of quiet con-
  templation for many years. Now in her sixties, she has found joy in
  the simple pleasure of going out into the community and recording
  the stories of those who have seen many years.
  Although it has been quite some time since she wielded her quar-
  terstaff in combat, Tessele’s wits remain keen, as does her knowledge
  of battle tactics. She keeps her trusty leather armor oiled and insists
  that her fellows join her in a daily exercise regimen.
  Recently, Tessele experienced a series of troubling visions, most
  of which show a falling star crashing into a great forest, engulfing
  the trees and the elves who dwell among them in a great conflagra-
  tion. Unbeknownst to her, her dreams bear witness to the fall of the
  Lorelands of Uvaeren, an elven civilization dedicated to both mag-
  ical and mundane knowledge that thrived where Mistledale now lies.
  Uvaeren’s founding and fall preceded the raising of the mythal over
  Myth Drannor by millennia. What these dreams portend is known
  only to the Binder.
  k Lorekeepers (2): Male and female human Brd1/Clr2 of Oghma;
  CR 3; Medium-size humanoids; HD 1d6–1, 2d8–2; hp 9; Init –1;
  Spd 30 ft.; AC 12, touch 9, flat-footed 12; Atk +0 melee (1d6–1,
  quarterstaff); SA Turn undead 5/day; SQ Bardic music 1/day (coun-
  tersong, fascinate, inspire courage), bardic knowledge +8; AL LG;
  SV Fort +2, Ref +3, Will +10; Str 8, Dex 8, Con 8, Int 16, Wis 17,
  Cha 15.
  Skills and Feats: Craft (bookbinding) +11, Gather Information
  +3, Knowledge (geography) +8, Knowledge (nature) +6, Knowledge
  (the Dales history) +9, Knowledge (the Dales local) +9, Knowledge
  (the Dales nobility and royalty) +8, Knowledge (the Dales religion)
  +5, Perform +6; Iron Will, Lightning Reflexes, Skill Focus (Craft
  [bookbinding]).
  Bard Spells Known: (2; base DC 12 + spell level; 15% chance of
  spell failure): 0—detect magic, light, read magic, resistance.
  Cleric Spells Prepared: (4/4; base DC 13 + spell level): 0—detect
  magic, guidance, mending (2); 1st—bless, detect secret doors*, entrop-
  ic shield, sanctuary.
  *Domain spell. Deity: Oghma. Domains: Charm (+4 bonus to
  Charisma 1/day as a free action for one minute), Knowledge (cast
  divinations at +1 caster level).
  Possessions: Studded leather armor, quarterstaff, headband of the
  Binder, scholar’s outfit.
  k Seekers (4): Male and female human Clr1 of Oghma; CR 1;
  Medium-size humanoids; HD 1d8–1; hp 3; Init +0; Spd 30 ft.; AC
  12, touch 10, flat-footed 12; Atk –1 melee (1d6–1, quarterstaff); SA
  Turn undead 5/day; AL LG or NG; SV Fort +1, Ref +2, Will +5; Str
  8, Dex 10, Con 9, Int 16, Wis 17, Cha 15.
  Skills and Feats: Craft (bookbinding) +7, Gather Information +3,
  Knowledge (geography) +6, Knowledge (history) +6, Knowledge
  (nature) +5, Knowledge (nobility and royalty) +5, Knowledge (reli-
  gion) +6, Knowledge (the Dales local) +6; Lightning Reflexes, Skill
  Focus (Craft [bookbinding]).
  Spells Prepared: (3/3; base DC 13 + spell level): 0—light,
  mending, read magic; 1st—bless, charm person*, comprehend
  languages.
  The Leaves of Learning
  6
  Headband of the Binder
  This circlet of blue-green metal is stamped with the blank-scroll
  symbol of Oghma. In addition to allowing the wearer to read magic
  three times per day, a bard wearing the headband gains a +4 sacred
  bonus to her bardic knowledge rolls.
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, read
  magic, creator must be a bard; Market Price: 2,600 gp; Weight: —
  .
  
  *Domain spell. Deity: None. Domains: Charm (+4 bonus to Charis-
  ma 1/day as a free action for one minute), Knowledge (cast divina-
  tions at +1 caster level).
  Possessions: Leather armor, quarterstaff, necklace of prayer beads
  (blessing), scholar’s outfit.
  k Lorewarden Rowan Silvercrown: Female human Mnk4; CR 4;
  Medium-size humanoid; HD 4d8+0; hp 18; Init +2; Spd 40 ft.; AC
  16, touch 15, flat-footed 14; Atk +4 melee (1d8+1, unarmed strike)
  or +5 melee (1d6+1, masterwork siangham); SA Flurry of blows,
  stunning attack (4/day); SQ Evasion, fast movement, slow fall (20
  ft.), still mind; AL LN; SV Fort +5, Ref +7, Will +8; Str 12, Dex 14,
  Con 10, Int 14, Wis 16, Cha 10.
  Skills and Feats: Balance +10, Climb +7, Concentration +2, Craft
  (bookbinding) +4, Hide +4, Jump +6, Knowledge (geography) +4,
  Listen +9, Move Silently +8, Perform (glaur) +1, Spot +5, Tumble
  +9; Deflect Arrows, Dodge, Expertise, Improved Unarmed Strike,
  Mobility.
  Flurry of Blows: Rowan may use the full attack action to make
  one extra attack per round with an unarmed strike or a special monk
  weapon at her highest base attack, but this attack and each other
  attack made that round suffer a –2 penalty apiece. This penalty
  applies for 1 round, so it affects attacks of opportunity she might
  make before her next action. If armed with a kama, nunchaku, or
  siangham, Rowan makes the extra attack either with that weapon or
  unarmed. If armed with two such weapons, she uses one for her reg-
  ular attack and the other for the extra attack. In any case, her
  damage bonus on the attack with her off hand is not reduced.
  Stunning Attack (Su): Once per round (but not more than 4/day),
  Rowan can stun a creature damaged by her unarmed attacks. The foe
  so struck must make a Fortitude saving throw (DC 15) or be
  stunned for 1 round in addition to suffering normal damage from
  the attack. Creatures immune to critical hits cannot be stunned with
  this attack.
  Evasion (Ex): If Rowan makes a successful Reflex saving throw
  against an attack that normally deals half damage on a successful
  save, she instead takes no damage.
  Slow Fall: When within arm’s reach of a wall, Rowan can use it
  to slow her descent while falling. She takes damage as if the fall were
  20 ft. shorter than it actually is.
  Still Mind: Rowan gains a +2 bonus to saving throws against spells
  and effects from the Enchantment school.
  Possessions: Bracers of armor +1, masterwork siangham, cloak of
  resistance +1, masterwork glaur, monk’s outfit.
  Born in Ordulin, but raised in Tegal’s Mark, Rowan is the daughter
  of a bookbinder who instilled in her a love of books and an abhor-
  rence of those who would destroy them. She joined the Children of
  the Passive Voice at a young age and rose quickly within the order.
  In combat, Rowan prefers to quickly size up her opponents
  before leaping into and out of the fray. She finds that if she con-
  centrates on avoiding an opponent’s attacks, her chance to strike a
  telling blow inevitably occurs. Like most members of her order, she
  favors “Oghma’s quill” (a siangham) as a weapon.
  The Lorewarden treats her responsibility for defending the
  Leaves of Learning very seriously and often finds fault with mem-
  bers of the Tower Guard posted at the temple who do not show the
  same degree of vigilance. She is somewhat of a mother hen to the
  aged clerics of the temple, keeping close watch over them when they
  stray beyond the temple walls.
  k Children of the Passive Voice (variable): Male and female human
  Mnk2; CR 2; Medium-size humanoids; HD 2d8+0; hp 9; Init +1; Spd
  30 ft.; AC 15, touch 14, flat-footed 14; Atk +3 melee (1d6+2,
  unarmed strike); or +3 melee (1d6+2, siangham); SA Flurry of
  blows, stunning attack (2/day); SQ Evasion, fast movement; AL
  LN; SV Fort +3, Ref +4, Will +8; Str 14, Dex 12, Con 10, Int 13,
  Wis 16, Cha 10.
  Skills and Feats: Balance +3, Climb +4, Concentration +2, Craft
  (bookbinding) +2, Hide +3, Jump +4, Knowledge (geography) +3,
  Listen +6, Move Silently +4, Perform (glaur) +1, Spot +5, Tumble
  +5; Deflect Arrows, Dodge, Improved Unarmed Strike, Iron Will.
  Flurry of Blows: The monk may use the full attack action to
  make one extra attack per round with an unarmed strike or a special
  monk weapon at her highest base attack, but this attack and each
  other attack made that round suffer a –2 penalty apiece. This penal-
  ty applies for 1 round, so it affects attacks of opportunity the monk
  might make before her next action. If armed with a kama, nun-
  chaku, or siangham, the monk makes the extra attack either with
  that weapon or unarmed. If armed with two such weapons, she uses
  one for her regular attack and the other for the extra attack. In any
  case, her damage bonus on the attack with her off hand is not
  reduced.
  Stunning Attack (Su): Once per round (but not more than 2/day),
  the monk can stun a creature damaged by her unarmed attacks. The
  foe so struck must make a Fortitude saving throw (DC 14) or be
  stunned for 1 round in addition to taking normal damage from the
  attack. Creatures immune to critical hits cannot be stunned with this
  attack.
  Evasion (Ex): If a monk makes a successful Reflex saving throw
  against an attack that normally deals half damage on a successful
  save, she instead takes no damage.
  Possessions: Bracers of armor +1, siangham, glaur, monk’s outfit,
  potion of cat’s grace, potion of cure light wounds, and potion of spider
  climb.
  k Sergeant Mourn Deepwood: Male half-elf War2; CR 1; Medium-
  size humanoid (elf); HD 2d8–2; hp 7; Init +1; Spd 20 ft.; AC 17,
  touch 11, flat-footed 16; Atk +3 melee (1d8/19–20, masterwork
  longsword); or +5 ranged (1d8/x3, masterwork longbow); SQ Half-
  elf traits; AL LG; SV Fort +2, Ref +1, Will +0; Str 10, Dex 12, Con
  9, Int 10, Wis 10, Cha 12.
  Skills and Feats: Handle Animal +2, Intimidate +2, Listen +3,
  Ride (horse) +4, Search +1, Spot +1, Swim +1; Weapon Focus (long-
  bow).
  Half-Elf Traits: Immune to magic sleep spells and effects; +2
  racial bonus to Will saves against enchantment spells or effects; low-
  light vision (can see twice as far as a human in low-light conditions);
  +1 racial bonus to Listen, Spot, and Search checks (already figured
  into the statistics above).
  Possessions: +1 chainmail, masterwork longsword, masterwork
  longbow, glaur, potion of cat’s grace, potion of cure light wounds (2),
  quiver of 20 arrows, traveler’s outfit.
  k Tower Guards (8): Male and female human War1; CR 1/2;
  Medium-size humanoids; HD 1d8+3; hp 7; Init +2; Spd 20 ft.; AC
  14, touch 10, flat-footed 14; Atk +1 melee (1d8/19–20, longsword)
  or +2 ranged (1d8/x3, masterwork longbow); AL LG; SV Fort +2,
  Ref +0, Will +0; Str 11, Dex 11, Con 11, Int 10, Wis 10, Cha 10.
  Skills and Feats: Handle Animal +2, Intimidate +2, Ride (horse)
  +3, Spot +4, Swim +1; Blooded, Toughness.
  Possessions: Scale mail, longsword, masterwork longbow, glaur,
  potion of cure light wounds, quiver of 20 arrows, traveler’s outfit.
  k Jhenna Iliathor: Female half-elf Brd7/Hpr5; CR 12; Medium-size
  humanoid (elf); HD 12d6; hp 42; Init +3; Spd 30 ft.; AC 20, touch
  13, flat-footed 17; Atk +9/+4 melee (1d8+1/17–20, Cormanthyrian
  elfblade); or +11/+6 ranged (1d8/x3, composite longbow); SQ
  Bardic/Harper knowledge +14, bardic music (countersong, fascinate,
  inspire competence, inspire courage, suggestion) 7/day, Craft Harper
  The Leaves of Learning
  7
  
  Item, Denier’s eye, favored enemy (Cult of the Dragon +2, Zhen-
  tarim +1), half-elf traits, Lliira’s heart, Tymora’s smile; AL NG; SV
  Fort +3, Ref +12, Will +11; Str 10, Dex 16, Con 10, Int 14, Wis 10,
  Cha 18.
  Skills and Feats: Balance +4, Bluff +9, Concentration +5, Deci-
  pher Script +4, Diplomacy +16, Disguise +9, Gather Information
  +11, Hide +5, Intimidate +6, Jump +1, Knowledge (the Dales local)
  +9, Listen +6, Move Silently +8, Perform +16, Search +5, Sense
  Motive +5, Spellcraft +7, Spot +3, Swim +2, Tumble +8, Use Magic
  Device +9, Wilderness Lore +2; Alertness, Blooded, Iron Will, Mar-
  tial Weapon Proficiency (composite longbow), Martial Weapon Pro-
  ficiency (longsword), Skill Focus (Gather Information), Skill Focus
  (Perform), Track.
  Bardic/Harper Knowledge: Jhenna may make a bardic knowledge
  check with a bonus of +14 to see whether she knows some relevant
  information about local notable people, legendary items, or note-
  worthy places.
  Bardic Music: Jhenna can use her song or poetics to produce these
  magical effects on those around her:
  •
  Countersong (Su): Jhenna can counter magical effects that
  depend on sound by making a Perform check for each
  round of countersong. Any creature within 30 ft. of her
  who is affected by a sonic or language-dependent magical
  attack may use Jhenna’s Perform check result in place of
  his or her saving throw if desired. Countersong lasts for 10
  rounds. 
  •
  Fascinate (Su): Jhenna can cause a single creature within 90
  ft. that can see and hear her to become fascinated with her.
  Jhenna’s Perform check result is the DC for the opponent’s
  Will save. Any obvious threat breaks the effect. Fascination
  lasts 7 rounds. 
  •
  Inspire Competence (Su): An ally within 30 ft. who can see
  and hear Jhenna gets a +2 competence bonus on skill checks
  with a particular skill for as long as he or she can hear the
  music. 
  •
  Inspire Courage (Su): Allies who can hear Jhenna receive a +2
  morale bonus on saves against charm and fear effects and a
  +1 morale bonus on attack and weapon damage rolls. The
  effect lasts for 5 rounds after the ally can no longer hear her. 
  •
  Suggestion (Sp): Jhenna can make a suggestion (as the spell)
  to a creature she has already fascinated. A Will save (DC
  17) negates the effect.
  Craft Harper Item: This specialized form of the Craft Won-
  drous Item feat allows Jhenna to create magic musical instru-
  ments, Harper pins, and certain potions (Charisma, detect
  throughts, tongues, and truth). This ability replaces the need for any
  item creation feat for the item. Her caster level for these items is
  12. All the normal requirements for an item (such as race or
  spells) remain the same. All other rules for creating wondrous
  items or potions apply.
  Denier’s Eye (Su): Jhenna gains a +2 sacred bonus on saving
  throws against glyphs, runes, and symbols.
  Favored Enemy: Jhenna has chosen the Cult of the Dragon as her
  first favored enemy and the Zhentarim as her second. She gains the
  listed bonus on Bluff, Listen, Sense Motive, Spot, and Wilderness
  Lore checks, as well as melee weapon damage rolls (and ranged
  damage rolls for ranged attacks within 30 ft.) made against mem-
  bers of these groups.
  Half-Elf Traits: Immune to magic sleep spells and effects; +2
  racial bonus to Will saves against enchantment spells or effects; low-
  light vision (can see twice as far as a human in low-light conditions);
  +1 racial bonus to Listen, Spot, and Search checks (already figured
  into the statistics above).
  Lliira’s Heart (Su): Jhenna gains a +2 sacred bonus on saving
  throws against compulsion and fear effects.
  Tymora’s Smile (Su): Once per day, Jhenna can add a +2 luck
  bonus to a single saving throw. This bonus applies after the die is
  rolled and after success or failure of the unmodified result is deter-
  mined.
  Bard Spells Known: (3/4/3/1; base DC 14 + spell level; 20%
  chance of spell failure): 0—daze, detect magic, ghost sound, pres-
  tidigitation, read magic, resistance; 1st—expeditious retreat, feather
  fall, mage armor, sleep; 2nd—cure moderate wounds, eagle’s splen-
  dor, mirror image, whispering wind; 3rd—haste, scrying.
  Harper Spells Known: (2/2/1; base DC 14 + spell level; 20%
  chance of spell failure): 1st—change self, charm person, comprehend
  languages, spider climb; 2nd—cat’s grace, darkvision, detect thoughts,
  see invisible; 3rd—suggestion, tongues.
  Possessions: +2 elven chainmail, composite longbow, Corman-
  thyrian elfblade (+1 keen longsword) with symbol of House
  Iliathor, lesser Harper pin (functions as a ring of mind shield-
  ing), Rhingalade’s harp, potion of Charisma, potion of glibness,
  potion of truth,, salve of minor spell resistance, quiver of 40
  arrows.
  Jhenna Iliathor is a talented performer whose bardic skills are well
  appreciated in the southern Dalelands and the cities of Sembia.
  Like most bards of the region, many suspect she is tied in some
  ways to the Harpers, although few realize the true extent of her
  involvement. Jhenna oversees the activities of Those Who Harp
  throughout Deepingdale and the Lake Sember region, seeking to
  ensure that the region remains true to the original Dalelands com-
  pact with the elves of Cormanthor.
  Although no stranger to combat, Jhenna prefers to work
  through more indirect means, such as gathering information
  about the Followers of the Scaly Way and then ensuring it falls
  into the hands of those whose interests are opposed to the Dragon
  Cult’s activities. When combat is inevitable, the Harper favors
  her bow and spells enabling her to avoid closing with the enemy.
  Only rarely is she forced to employ her ancestral blade, but, when
  she does, she wields it with the skill and grace of her elf predeces-
  sors.
  Of late, Jhenna has been spending a great deal of time at the
  Leaves of Learning, all but living with the Learned Father.
  Brought together by their love of knowledge, the two have found
  themselves unexpectedly drawn to each other.
  The Leaves of Learning
  8
  Jhenna’s equipment
  Rhingalade’s Harp
  This masterwork harp (+2 circumstance bonus to Perform (harp)
  checks) is carved with images of a multitude of harpists playing in
  a chorus. Once per day it can be played to invoke a simultaneous
  blink and mirror image spells upon its wielder (both effects end
  after 6 rounds). Use of this item requires at least 1 rank in Perform
  (harp).
  Caster Level: 6th; Prerequisites: Craft Wondrous Item, blink,
  mirror image; Market Price: 5,400 gp.
  Salve of Minor Spell Resistance
  This salve is based on a drow formula. It requires a full-round action
  to spread on the skin, after which it grants SR 17 for five minutes.
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, spell
  resistance; Market Price: 1,250 gp
  
  Initiation
  The Binder welcomes all true seekers of knowledge into his church,
  and the Leaves of Learning is no exception to this practice. All that
  is required to worship or study at the Leaves of Learning is a true pro-
  fession of faith in the Binder’s teachings (see the discussion below of
  the zone of truth spell that permeates the temple compound) and a
  willingness to contribute to its storehouse of knowledge. The latter is
  usually interpreted as the gift of some book or scroll whose contents
  are not as yet found within the walls of the temple library. However,
  those who lack the wealth to make such a donation can instead con-
  tribute an old tale or bit of song to be recorded by a temple.
  Of course, such openness is not without risk, and all who are not
  well known to the clergy are carefully watched during their stay
  within temple walls. The Children of the Passive Voice have even
  been known to discretely follow suspicious persons after they leave
  the temple grounds to see if they are who they claim, a practice jus-
  tified by Rowan with a wink as “the further pursuit of knowledge,
  which the Binder says cannot be a sin.”
  Allies and Enemies
  The folk of Highmoon, now a growing, bustling center of culture,
  are justly proud of the reputation of sophistication that the clerics
  at the Leaves of Learning have given their town. As such, the
  temple has earned the strong support of the population, who will
  brook no plot to undermine their beloved library. Lord Theremen
  Ulath is also a strong backer of Danali’s endeavors, contributing
  both his political aid and a detachment of troops to ensure the
  temple’s continued success. Those Who Harp maintain a benevolent
  watch as well over the Leaves of Learning, for Oghma is one of the
  divine patrons of the Harpers and the temple furthers the preser-
  vation of tales and lessons of the past, one of the chief goals of that
  fellowship.
  Despite such allies, the temple is not without its foes, for not
  everyone is enamored of the continuing spread of knowledge.
  Thieves are the most common threat, dispatched by Sembian mer-
  chant lords, Cormyrian nobles, or various secret societies to
  retrieve or destroy some obscure bit of lore that might invalidate
  some claim or reveal some secret of their lineage they might
  prefer to go undiscovered. Greedy wizards are far less of a threat
  than one might otherwise imagine, for members of the clergy have
  widely advertised the fact that they have not a word about magic
  within their walls.
  The greatest long-term threat to the Leaves of Learning
  comes from an unexpected quarter. The illithids of Oryndoll, a
  subterranean city that lies deep beneath the Shining Plains far to
  the south and west of Highmoon, have a highly developed, theo-
  logically based culture that incessantly plunders knowledge and
  hoards it within their temple. The illithids seek to acquire knowl-
  edge at the exclusion of all others, and thus oppose the efforts of
  Oghma’s priesthood to disseminate knowledge as widely as possible.
  Word of Danali’s Index has recently reached the illithid leaders of
  Oryndoll, who have recognized the threat it poses to their city’s
  ambitions. As such, the quiet, unassuming temple at the heart of
  Highmoon has become the unwitting target of the plots of one of
  Faerûn’s oldest cultures.
  Map Key
  The Leaves of Learning is dominated by the Tower of Tomes, the
  full bulk of which rises six stories and whose roof is topped by a
  parapet and a smaller tower spire. The Tower of Tomes overlooks
  a large forested inner court, dominated by small pools and wind-
  ing paths. Within the inner court lies a free-standing two-story
  wood structure known as the Monks’ House. A narrow parapet-less
  wall, two cloisters, and the inner wall of the Scroll House encircle
  the garden.
  The Leaves of Learning
  9
  
  1. ENTRY HALL
  Visitors to the Leaves of Learning are greeted in the entry hall
  of the Scroll House, a simple chamber. When the temple is open
  for visitors, at least one monk and at least one Tower Guard
  remain on duty here. At other times, it is only infrequently visit-
  ed by Tower Guard patrols. The duskwood doors normally stay
  unlocked during the day and are barred each evening with a stout
  duskwood bar.
  2. CONTRACT ROOM
  The ornate Contract Room in the Scroll House boasts finely
  carved wood paneling depicting scenes from the holy texts of
  Oghma. The room itself is dominated by several writing desks sur-
  rounded by chairs. Visitors who wish to draw up a contract, deed,
  or other document are escorted into this room to consult with one
  of the clerics. Usually at least one of them works in this chamber
  during the day.
  3. DINING ROOM
  The large, wood-paneled dining room looks out into the inner court.
  In the summer months, the doors usually stay open to let in more
  light and a small breeze. Two large wooden tables dominate the
  center of the room. A narrow stairway leads up to the second floor
  of the Scroll House. This room is usually occupied only at meal
  times and in the evening, during the winter, for it is one of the
  warmest rooms in the house. Otherwise, the Tower Guard patrols
  here infrequently.
  4. KITCHEN
  A large walk-in fireplace and two preparation tables dominate the
  Scroll House’s kitchen. The walls and ceiling are hung with cooking
  implements and fresh stores. The door between this room and the
  dining room usually stays open, both to allow easy passage by
  tressyms into the pantry (see area 11) and because cooking at the
  temple is a communal affair with a great deal of traffic between the
  kitchen and the dining area. Several clerics and/or monks occupy
  this room prior to each of the three daily meals, but otherwise the
  Tower Guard patrols it only infrequently.
  5. PANTRY
  The Scroll House’s dark, cool pantry is used to store foodstuffs. As
  the Leaves of Learning lies within a large town, the inhabitants
  of the temple do not need to store large amounts of food here.
  Most of the foodstuffs are roots or grains of various sorts. The
  door to this room usually stays open to allow the tressyms of the
  garden to hunt rodents that make their way in here. The Tower
  Guard patrols the pantry infrequently;  otherwise residents visit
  this room only when meals are being prepared or during food
  delivery.
  6. CLERIC’S QUARTERS
  Seven chambers on the Scroll House’s second floor serve as quarters
  for the venerable clerics who live at the temple. Aside from the
  rooms above the kitchen, they can get quite cold in the winter, as
  they lack fireplaces. Each room is adorned with a bed, a simple book-
  shelf filled with the books the clerics are currently studying, a dress-
  er for storing possessions, a wash basin, and a small stone altar.
  Chamber pots lie under each bed. Most quarters are empty except at
  night, when their inhabitants are reading or sleeping.
  7. DANALI’S QUARTERS
  The Learned Father’s quarters are identical to those of the other
  clerics; they occasionally house Jhenna Iliathor in addition to
  Danali. It is the only bedroom with a window opening onto the inner
  court. With a bit of pluck, it is easy to step out of the room’s window
  onto the roof of the East Cloister. The Learned Father is known to
  take a blanket out and look at the stars on perfect summer nights,
  despite the admonitions of the Lorewarden.
  8. BINDING ROOM
  The largest room on the Scroll House’s second floor is used for cat-
  aloging and repairing newly acquired tomes and scrolls. Much of the
  temple’s bookbinding work is performed here as well. Four large
  workbenches, piled high with a riot of books and scrolls, dominate
  the room. During the day, one of the monks and at least two of the
  clerics are usually found within. At night, wandering guard patrols
  visit it infrequently.
  9. EAST CLOISTER
  A simple portico connects the Scroll House to the Tower of
  Tomes. Four pillars run along the south edge of the East Cloister,
  enabling passersby to look into the forested inner court. Each
  pillar is carved with elaborate scrollwork that intertwines with the
  carved vines that adorn the underside of the cloister roof. During
  the day, this portico sees a lot of traffic as clerics, monks, and vis-
  itors pass back and forth between the Scroll House and the Tower
  of Tomes. At night, a Tower Guard is usually stationed on the roof
  of the East Cloister, in part to deter Danali from risking a fall in
  order to reach this place.
  10. WEST CLOISTER
  A simple portico identical to the East Cloister, but less trafficked,
  connects the Tower of Tomes to the west wall of the temple. Sev-
  eral wooden reading benches make the West Cloister a quiet con-
  templation nook. It is rarely unoccupied during the evening, as
  some of the clerics or monks usually avail themselves of the quiet
  seclusion. At night, one of the Tower Guards is usually stationed
  on the roof of the West Cloister, reached by climbing the branch-
  es of a nearby tree.
  11. INNER COURT
  The forested inner court is dominated by beetle palms, gleaming
  blueleafs, arrow-straight duskwoods, vinelike helmthorns, curving
  hiexels, squat laspars, towering phandars, roseneedle pines, giant
  weirwoods, and even a single transparent chime oak, transplanted
  from the east starwood of Cormanthor. Beneath the trees are an
  even wider variety of flowers, bushes, ferns, and other plants. The
  wide variety of species is greater than one might find naturally in
  such a small area, but all are native to the Dalelands or Cormanthor.
  Although the followers of Oghma are not the equals of Chauntea’s
  clerics, they do know a fair bit about tending to vegetation, and most
  of the clerics and monks spend several hours each day outdoors
  working on their forested garden.
  A maze of narrow paths loops through the walled forest, con-
  necting the cloisters, the Scroll House, the Monk’s House, and the
  Reflection Pool. Small bowers lie within each glade of trees, and
  wooden benches sit beside each pool, offering opportunities for
  peaceful contemplation, writing, or casual reading. A network of
  hidden pumps built by a Gondar engineer ensures that a network of
  tiny streams interlaces the paths of the inner court.
  The Leaves of Learning
  10
  
  Several wild tressyms escaped here after being brought to Deep-
  ingdale from Eveningstar by Cormyrian traders to be sold in the
  High Market. Now they make the inner court of the Leaves of
  Learning their home. They are much beloved by the inhabitants of
  the temple and have been known to alert one of the inhabitants
  when a visitor is doing something suspicious or on those rare occa-
  sions when an interloper makes it over the temple walls.
  The Tower Guard patrol the inner court in pairs of two both the
  day and night, a tour of duty said to be one of the most pleasing
  guard rotations in all the Dales.
  12. TOOL STORAGE
  In the northern half of the Monks’ House’s first floor, temple resi-
  dents store gardening implements and other tools used to maintain
  the temple grounds and buildings. It is only rarely occupied or visit-
  ed by patrols.
  13. GUEST CHAMBER
  Although nominally a chamber for honored guests, in practice this
  room within the Monks’ House quarters the sergeant of the Tower
  Guard. It is adorned in a fashion similar to the clerics’ quarters (see
  area 6). Sergeant Mourn Deepwood is found here most nights, but
  guards visit the room only infrequently.
  14. MONKS’ QUARTERS
  The second floor of the Monks’ House serves as both sleeping quar-
  ters and a training room. The monks each have a simple pallet that
  they roll up every morning before exercising. The floor of the room
  is covered in hay, and simple training weapons—clubs, daggers,
  kamas, light crossbows, nunchakus, quarterstaffs, and sianghams—
  adorn the walls. At night sleeping monks occupy this room, and in
  the early morning the Children of the Passive Voice practice their
  daily training regimen here. Otherwise, few visit it except the occa-
  sional guard patrol.
  15. TOWER OF TOMES: SHELVING FLOORS
  The first, third, and fifth floors of the Tower of Tomes are known
  as the Shelving Floors. Each level contains a metal spiral staircase
  leading up through a hole in the center of the floor (except the first
  floor) to a hole in the center of the ceiling. The rest of the floor is
  taken up by rows and rows of bookshelves, each stretching 15 feet
  high. Book ladders line each shelf, enabling the temple inhabitants
  to reach the topmost shelves. At the end of each shelf is a coffer
  filled with neatly cataloged vellum sheets, part of the legendary
  Index of Danali. (Copies of all sheets comprising the Index that
  were completed through the end of the last tenday are stored at the
  Tower of the Rising Moon in Highmoon as well.) During the day,
  these floors are regularly visited by the clerics as well as wandering
  patrols of the Children of the Passive Voice. At night, only the
  monks pass through, making their rounds.
  The first Shelving Floor has smaller stacks than those above it.
  Two duskwood doors, barred from within by a duskwood bar at
  night, lead out to the East and West Cloister.
  16. TOWER OF TOMES: READING FLOORS
  The second, fourth, and sixth floors of the Tower of Tomes are
  known as the Reading Floors. Each level contains a spiral metal
  staircase leading up through a hole in the center of the floor to a
  hole in the center of the ceiling. The rest of the floor is divided into
  four chambers and a cross-shaped hallway. Every wall, even within
  the Reading Rooms, is lined with bookshelves, stretching up to 15
  feet in the air. Book ladders line each shelf, enabling the temple
  inhabitants to reach the topmost shelves. Within each room and at
  the end of each hallway is a coffer filled with neatly cataloged
  vellum sheets, part of the legendary Index. At the center of each
  Reading Room is a wooden table and several chairs. Visitors to the
  library are brought to one of the Reading Rooms, allowed to consult
  the appropriate sheets of the Index, and then brought the book they
  request to peruse. During the day, these floors are regularly visited
  by the clerics as well as wandering patrols of the Children of the Pas-
  sive Voice. At night, only the monks pass through, making their
  rounds.
  17. TOWER OF TOMES: ROOF
  The roof of the Tower of Tomes consists of a small chamber at the
  top of the spiral staircase leading up from below. The room is dom-
  inated by various sacred, nonmagical relics of the Binder and serves
  as a private chapel for the inhabitants of the temple during religious
  services.
  A single door leads out on to the parapet, from which one can
  look out over Highmoon. Atop the small chamber is a slender spire
  that reaches some 30 feet above the parapet. Two members of the
  Tower Guard are usually stationed atop the parapet at night or
  during the day. From the parapet they can easily signal for rein-
  forcements from the Tower of the Rising Moon or from the Lord’s
  Barracks down the hill, using a glaur.
  Breaking In
  Most folks find that access to the fabled libraries of the Leaves of
  Learning is most easily achieved by knocking on the temple’s front
  door during the day and being admitted by one of the resident cler-
  ics. Although the cost of perusing tomes within the temple’s
  archives is steep for most people, it is not enough to make pilferage
  a reasonable alternative for the risk.
  Those who do attempt to breach the temple’s wards or infiltrate
  the grounds by posing as a visitor find that the entire structure lies
  within the area of a hallow spell to which a zone of truth has been
  fixed, making false professions of faith in the Binder’s teachings dif-
  ficult. The inner and outer walls of the temple are carved with
  runes, many of which are nonmagical but some of which act as
  glyphs of warding, usually triggered by someone trying to scale the
  wall or pass through an area without speaking the proper pass
  phrase. Glyphs on the external walls and in common areas usually
  trigger cause fear or hold person. Glyphs in areas of the library
  restricted to the clergy might trigger blinding/deafness or hold
  person without the proper pass phrase. Should intruders cause an
  alarm to be raised, the simple sounding of a glaur (many of which
  are hung decoratively about the temple) brings guard reinforce-
  ments running from the nearby Tower of the Rising Moon and even
  summons the Watchmen of Highmoon up from their barracks
  down the hill.
  Infiltrating the Leaves of Learning is particularly troublesome
  given the closeness of the small-knit community. One approach
  might be to join the Watchmen of Highmoon and hope to be
  assigned to the Tower Guard, a process that could take months. Even
  then, it might not succeed, for senior members of the Tower Guard
  claim most rotations at the Leaves of Learning. Another approach
  might be to masquerade as an elf of the Semberholme region. Some-
  times the Fair Folk slip out of the nearby woods late at night,
  uncomfortable at the thought of entering Highmoon during the
  hustle and bustle of daytime activity, and make a midnight knock
  on the door of the temple. Because of such cultural differences,
  Danali has instructed the clergy to admit the Fair Folk at all hours.
  The Leaves of Learning
  11
  
  This gives rise to the possibility that a sleepy guard might forget to
  request an oath to the Binder from the midnight visitor or nod off
  instead of supervising the visit appropriately. The dream of many a
  would-be thief is to sneak into the dungeons beneath the Tower of
  the Rising Moon and make their way up into the temple via a long-
  forgotten tunnel. However, if any such tunnel exists, it has never
  been found.
  Adapting the Temple
  Temples of Oghma are found within many major cities and not a
  few large towns as well, and the Leaves of Learning can be easily
  moved to such locales simply by renaming the temple’s inhabitants
  as appropriate for the region. The temple could be turned into an
  abbey set in the wilderness as well, but, if so, its defenses should be
  significantly enhanced, perhaps by placing it within a larger
  enclosed structure staffed by many defenders.
  The Leaves of Learning is easily adapted to other faiths as well,
  particularly those of a more scholarly aspect. All the comments
  about other locales above apply to temples of other faiths as well.
  Simply update alignments, favored weapons, and dogma. If the
  temple lies in a wilderness area or belongs to a less benevolent faith,
  replace the spell glyphs with more deadly spells as well. If the faith
  is of a chaotic bent, replace the monks with rogues or fighters.
  Azuth: The Patron of Mages instructs his clerics to gather and
  archive all manner of spells, so that no workings of the Art are lost
  when a wizard dies or vanishes. The temple becomes a repository of
  arcane knowledge and precious spells, with attendant security to
  match. Replace the Children of the Passive Voice with wizards and
  sorcerers, some of whom are arcane devotees.
  Deneir: The Leaves of Learning can serve as a temple of the
  Lord of All Glyphs and Images almost without change. Simply
  replace the Children of the Passive Voice with the more militant
  members of the Preservers of the Ordered Way.
  Milil: The Leaves of Learning also can serve as a temple of the
  Lord of Song. Simply restrict the library’s contents to poems, songs,
  and eloquent speeches, and replace the Children of the Passive Voice
  with the fighters, paladins, and bards of the Harmonious Order.
  Shar: The Mistress of the Night’s temples contain many secrets
  of the Shadow Weave and are guarded by monks of the Dark Moon
  order. The temple becomes a forbidding fortress cloaked in darkness
  and stalked by shadows and other shadowy horrors in the night.
  Waukeen: Some temples of the Merchant’s Friend operate as
  contract houses, where bills of sale, deeds, wills, and contracts are
  stored and archived so as to promote the orderly pursuance of com-
  merce. Simply replace the Children of the Passive Voice and the
  Tower Guard with hired mercenaries, and restrict access to the
  temple to those whose business requires access to specific pieces of
  documentation.
  Getting the Players Involved
  The Leaves of Learning can serve as an important resource for
  characters based in the Dalelands, western Sembia, or northern
  Cormyr. Initially, the temple can serve as a storehouse of informa-
  tion for characters seeking adventure in the surrounding region,
  providing reasonably accurate maps leading to partially explored
  dungeons and spellbooks to wizards just starting their adventuring
  career. Later, characters might sell books they have acquired in
  dusty crypts or abandoned mansions or exchange such tomes for
  useful scrolls. They might also use the temple’s library to learn more
  about allied or enemy groups, such as the Cult of the Dragon or the
  Harpers, whose paths they have crossed. And finally, the threat the
  illithids of Oryndoll pose to the Leaves of Learning might slowly
  enmesh the characters, as mysterious attacks against the temple
  slowly increase, forcing ever-heightened security measures and
  undermining the role the temple was meant to serve.
  A MISLEADING MAP
  The Binder insists that his clergy only sell copies of maps that accu-
  rately depict their subject or, if known to contain inaccuracies, rep-
  resent the best available depiction. Late one afternoon, a member of
  the Company of the Silver Shaft discovers an old map tucked within
  the pages of a volume he paid to peruse and then manages to hide it
  under his shirt after his venerable escorts nod off in the midst of
  their duties. At dawn the following morn, the Company of the Silver
  Shaft is off to plunder the lost elven city of Tsornyl in the woods
  north of Highmoon and east of Lake Sember.
  Word does not reach Danali until the following afternoon that
  a drunken member of the company let slip the group’s “discovery”
  to a tavern wench at the Oak and Spear. The Learned Father imme-
  diately recruits the first available band of adventurers he can find
  to chase after the Company of the Silver Shaft. Danali explains that
  the map is an old fake designed over a century ago to lure adven-
  turers to their deaths in the heart of the Darkwatch and that its
  presence in the book was overlooked during cataloging. Letting it
  leave the temple, even if it was stolen, is a sin in the eyes of the
  Binder that must be immediately remedied by warning the unlucky
  thieves of the peril they face. (Whether or not they heed that warn-
  ing is not Danali’s concern.) Of course, since the temple does not
  have a true map of the Darkwatch, if the characters would mind
  compiling one during their pursuit, Danali would be doubly grateful
  and willing to reward them accordingly.
  SPELLFILCHERS IN THE NIGHT
  Despite widely circulated reports that the Leaves of Learning con-
  tains no tomes of arcane lore, there are always wizards who believe
  such rumors simply indicate that all manner of books of magic lie
  hidden within the spired tower of the Leaves of Learning. Of late,
  a rumor has been spreading through streets of Highmoon that
  Danali has made an exception for the collection of spell tomes
  amassed by the late Rhauntides, despite more truthful tales that
  sage’s legacy now lies in the dungeons beneath the Tower of the
  Rising Moon. By chance, the characters learn of an apparent infil-
  tration attempt by a noted sorcerer/rogue from Saerloon and have
  the opportunity to foil the attempted theft. Assuming they succeed,
  Danali hires them to supplement the tower’s guards until such talk
  dies down, and, over the next tenday, no fewer than 12 separate wiz-
  ards or their agents attempt to seize Rhauntides’s library from the
  Leaves of Learning.
  INKSHADOW
  Although the Leaves of Learning contains no tomes of arcane
  lore, the knowledge it does contain can be dangerous to possess
  nonetheless. Several days ago, the temple received a consignment
  of books from House Ithivisk of Selgaunt in payment for several
  contracts rendered that cemented a trade alliance between the
  Sembian merchant house and the Silverhand House coster of
  Highmoon. Among the dry accounts of trade agreements and daily
  life dating back more than a century was a small book, long for-
  gotten. Titled Songs of the Bitter Heart, the book contained the
  dark and melancholy songs of Esvele Ithivisk, the long-dead great-
  aunt of the current patriarch. In cataloging Esvele’s writings, one
  of the clerics briefly paged through the book before showing it to
  Jhenna Iliathor to get the bard’s opinion. Jhenna agreed that the
  book was of little import, and Esvele’s labors were promptly cata-
  loged, shelved, and forgotten.
  The Leaves of Learning
  12
  
  Unbeknownst to Jhenna and the cleric, both were afflicted by a
  supernatural contact poison known as shadowspawn that lay latent
  within the chapbook’s ink. Prompted by the whispers of Shar, Esvele
  had concocted the poisonous ink as a trap for the lover who had
  spurned her, in hopes he would suffer as much as she after reading
  of her travails. Esvele’s plot never came to fruition, however, for
  her former lover died at sea before she could deliver him the book.
  Esvele herself died soon after of a wasting disease, and her book was
  shelved away unread.
  Shadowspawn affects only warm-blooded creatures, disjoining
  their shadows from them as they sleep. Each night at dusk the
  victim falls into a tortured slumber, temporarily losing 1d6 points
  of Strength. They cannot be awakened until dawn. During this time
  their shadow transforms into the undead creature of the same name
  and stalks the surrounding area. All successful attacks against the
  shadow are reflected as bloody wounds upon the victim’s body and
  inflict like amounts of damage. If the shadow is destroyed by any
  means, the victim is dead. If the victim is ever reduced to 0
  Strength, they are dead and their shadow becomes a free-willed
  undead creature. Daily application of spells such as lesser restoration
  and restoration can keep the victim alive by restoring lost Strength,
  but do not end the ravages of shadowspawn. Only by casting nega-
  tive energy protection and neutralize poison on the victim can the
  supernatural poison’s ravages be ended, a cure known only to certain
  followers of Shar.
  On the night following the chapbook’s arrival, both Jhenna and
  the cleric fall ill and cannot be awakened. Meanwhile, their shadows
  begin stalking the residents of the temple. Danali destroys the
  cleric’s shadow before the tie between each shadow and victim is 
  realized, causing the cleric’s death. Once they realize the danger,
  Danali orders the other inhabitants to flee the temple, leaving only
  himself to watch over his beloved. The cycle continues over the next
  several days, as Jhenna grows progressively weaker and Danali
  cannot find a cure. Then one night several of the temple’s glyphs of
  warding are triggered and Danali observes several people fleeing
  into the darkness. Knowing that the elderly clerics of the temple and
  Tower  Guard are not up to the task, the Learned Father instead
  recruits a band of adventurers brave and trustworthy enough to
  guard the temple against interlopers while fending off Jhenna’s
  shadow without killing it. He then closets himself in the temple
  library in the desperate hope of finding a cure. Unbeknownst to
  Danali, the interlopers are monks of the Dark Moon order who have
  been instructed by their dark mistress to recover the long-lost book,
  considered a sacred text by the faithful of Shar. They return the fol-
  lowing night prepared for the temple’s wards and engage the char-
  acters in a running battle through the Leaves of Learning. If the
  characters determine the object the intruders seek or track them
  back to their master, Danali has a hope of discovering the chap-
  book’s poisonous secret and curing his beloved.
  About the Author
  Eric L. Boyd is a name well known to Realms fans for his work in
  the previous edition of the campaign setting as well as the new edi-
  tion. Eric coauthored Faiths & Pantheons and is currently detail-
  ing the human ethnic groups and dwarven subraces for a future 
  FORGOTTEN REALMS sourcebook.
  The Leaves of Learning
  13
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 3rd Edition/WOTC Web Archive/Web Enhancements/The Leaves of Learning.pdf