Candlekeep
"Why, good evening young lady! My we're quite thankful to have met you on our way in. You look to be someone quite knowledgeable of this facility. Might we bother you with some questions? For instance, is this fine pinnacle of learning open to the public? As you no doubt surmised, we're currently predisposed to a rather wakeful state. Now, while I'm not one to complain, this does tend to leave us with a lot of time on our hands at night while our companions slumber. And what better way to cure that boredom than with knowledge, wouldn't you agree?
Those who destroy knowledge, with ink,
fire, or sword, are themselves destroyed
And trust me, whatever you are, harm one of our texts, and we will find out what you are and destroy you ourselves." She smiles a toothy grin. "Now, another rule is that you can't get through this particular door to the Inner Ward without written permission from the Keeper of Tomes, the First Reader, or one of the eight Great Readers.
However, you may go to the Pillars of Pedagogy." The dragonborn gestures to a series of towers on the north side of the Court of Air. "There, you can request almost any book from our collection, and an Avowed adjutant will fetch it for you to study."
The girl clears her throat.
"Friends of my father,
my sincerest apologies that I could not be there to meet you personally as you begin your journey. My new artificery business, ‘Tulfgar’s Toys’, is taking all my time. However, I am sending along Dieter to meet you. He’s handy with any weapon, and we all know how dangerous the Western Heartlands can be. The boy is like a son to me. I hope he learns a lot from you! If you find the time, please come and visit my workshop in Beregost. It would do this dwarf’s heart good to hear more stories about his father.
May the gods be with you!
Tulfgar son of Tulfgyr.
Gee, he sounds like such a nice fellow! I wonder what toys he has to sell. I wish I could go see!" Imoen looks wistfully at the letter, then tucks it back into the scroll tube and hands it to Dieter.
Bert lets out a low moan.
"Wait, she meant you Bert? Oh, that makes so much more sense. I was quite put out there for a second, quite incensed even, and I do apologize for my outburst. Bert, however, is quite monstrous... Well, it is true Bert, no hard feelings ol' chap. Actually, since you seem so reasonable miss, I'll let you in on a little secret."
Bert pulls up the lower half of his oversized hood enough to expose the little mace clenched between Bert's teeth. The mace isn't much bigger than a child's rattle toy, it has studs sticking out are mini skull and crossbones, and a small pyramid shaped spike at the base of the handle.
"Like you said, Bert here can't speak really, well I can understand him, but we have a certain bond see. Now an interesting question would be how I can speak without any fleshy mouth parts, but Bert here who has those parts is incapable. Quite a waste if I do say so myself."
Bert lowers the hood back into place.
As is easiest when the party splits up in a place like this, things will be a bit timey-wimey. That means we'll play loose with how much time has passed at any given moment, some activities might end up happening later than others, etc.
And just as an FYI, there is quite a bit to see and do, especially if your character is willing to spend some time reading and studying. And there are BENEFITS to doing these activities! You might pick up a new language or skill proficiency, possibly raise an ability score, learn an extra cantrip, or add new (NEW!) spells to your class list, etc. You never know what rewards you might get in Candlekeep!

This three-story bunkhouse in the Court of Air provides seekers with a place to rest and store their gear. The rustic accommodations include both private rooms and common rooms. In addition to comfortable lodgings, the House of Rest offers guests peace and quiet. Noisy patrons are directed to the Hearth if they want to continue their revels.
The Hearth
From outside, the Hearth appears to be a modest tavern of sturdy construction, with warm light emanating from a pair of small windows on either side of the front door. Upon entering the establishment, visitors quickly realize that it’s three times more spacious on the inside.
Bath and Steam House
Avowed and seekers alike use this building as a place to relax. Spacious rooms in the building contain heated pools for respite while engaging in casual conversation or debates with others. Side chambers hold hot saunas and massage parlors.
House of the Binder
A seeker can request a copy of any book or scroll in the library, and the work of creating copies is performed by scribes in the House of the Binder. The entire text must be replicated, since the Avowed insist on maintaining the scholarly intent and integrity of the original author.
Pillars of Pedagogy
Seekers engage in quiet study and research within this austere cluster of closely huddled, flat-topped towers of varying heights. Each tower contains private rooms, available by reservation only, that feature permanent silence spells, allowing their occupants to read without disturbance.
Most research conducted by seekers happens in these towers. Seekers at the Pillars must rely on their Avowed guides to retrieve or return specific works from the Great Library to assist with their research. Most seekers never pass through the Emerald Door into the library proper.
Temple of Oghma
This modest stone temple is dedicated to the god of knowledge. Its bronze bell announces the beginning of services.
Erudite Outfitters & Clothiers
Seekers and members of the Avowed can buy new robes or have their well-worn clothes mended at this modest exchange.
Smithy and Stables
A gold dwarf named Khe’ril Hammerbind oversees the smithy, which adjoins the stables. The stables accommodate a wide range of mounts. Most of the stalls are designed for horses and ponies, but specialized stalls offer secure lodging and care for hippogriffs, griffons, and wyverns as well.
I get up to slowly follow Dieter out of the room, using the my training as a paladin to overcome and ignore any pain that could be lingering. Once I leave, I go in search of someone to with access to any knowledge of the iron issue maybe I’ll check with the smith for this or why the gibberlings would be migrating. I also ask someone to let Dieter know of my plan to join him in retrieving the wagon or it’s contents, as well as informing him of where I can be found.
And with that Bert grunts, waves, and they head toward the Pillars.
He scratches the back of one scaly leg with his toe claws. They could go anywhere? Do anything? He glances around and immediately notices what looks to be a well-kept tavern.
His mother would HATE it if he went in there.
With a big smile, he walks through the front doors and is amazed by the sheer size. It's bigger on the inside? How is that even possible?
Walking to the smithy takes only a minute or so. Since it's attached to the stables, Runeson recognizes the two horses from the caravan as he passes. One of the horses appears badly injured, and so must be the one that helped save his life last night.
Khe'ril is at work sharpening a sword when Runeson arrives. "Blasted iron... This blade cannae hold its edge!" The dwarf looks up at the paladin and startles. "Well hello now! What can I be doin' for ye this fine day?"
A young man approaches Bert, speaking quietly. "Well met, Seeker! I am Mesen." He wrinkles his nose. "I apologize, I'm not sure what that smell is. I'll have one of the custodians in here right away to clean up whatever it is. How can I be of assistance today? Is there a book or topic that interests you?"
Then he sees the ogre.
The monster must be nine or ten feet tall when it’s standing, but even sitting down like it is makes it entirely too tall for comfort. It holds a book, tiny by comparison, in its thick fingers and appears to be reading with great interest.

Bert sits down, pulls off the hood, pulls Ossein out if his mouth and sets him on the table.
"Ah, that's much better. I apologize, but I believe the smell is likely Bert here. It's a bit difficult to get around without legs or help when you're in my condition, if you catch my drift. I travel around this way so I don't scare the superstitious and little children. Since you're a man of learning, I'm sure you'll hold judgment until after you get to know me. Luckily, I don't have a sense of smell."
Bert moans.
"Well, I told you that so you didn't feel bad. Honestly, how would I know you smell like fresh fish?" I just assumed since we were just in the lake. Anyway, you can ignore him, he's still a bit sensitive because the last person we spoke to called him a monstrosity, but he'll soon be over it, Bert's a very forgiving lad. Oh right, books! Yes, I'm interested in the following topics, and keep the books coming until it's closing time. Hoar and his followers, ummmm, necromancy, sentient items, errrrr, magic I suppose, and uhhhhhh *whispers* .....romance novels. Anything from that list is great, please keep that last one to yourself, it's for Bert and he's a bit sensitive about it.
A pang of regret runs through her; at this rate, she could have brought her viol and it would have been fine. Though, this isn't the only place we'll be... so it's probably the right call in the long term.
Exiting the shared bedroom alongside her friends and Kay, Wirrow overhears the absurdly-dressed young man addressing the group.
Retrieving the contents of a lost caravan? That sounds like a quest! My first real adventure; that would be a great step towards proving I can be independent! She glances over at Aiwe, the group's de facto leader in her eyes, looking for some kind of confirmation towards the idea of them joining.