Locations
Scriptorium
The former home base for the Arcane Registry in Kingdom Grand. In the century following the Dead Wars, it was repurposed into the Arcane Conservatory, a school for magic.

Items
- Arcane LibraryA laboratory run by the Arcane Registry, doing Weave research.
- Arcane Registry TowerThe Arcane Registry's main tower in the Scriptorium.
Featured In Modules
This lore entry is featured in the following adventure modules:
- Cold Case GrimoireSage Elbera of the Arcane Conservatory urgently hires the Adventurer's Guild to recover a stolen ancient Grimoire of Tyre and Merrick that belonged to Arcane Registry founder Tyre and was expanded by the leader Merrick.
- Dungeons and BiomancyMaster Thalin Fernstride sends adventurers with Sage Elbera to investigate a newly opened dungeon beneath the royal castle in Kingdom Grand. The dungeon contains strange stone containers filled with viscous liquid, moss-covered floors that induce madness, and shadows that move in the corners. They discover a laboratory with notes on biomancy experiments involving yetis, owlbears, and other monstrosities, as well as maps pointing to the door found in the Ancient Secrets adventure. In the central chamber, they find stone slabs depicting The Evil One creating an egg meant to destroy the world. They are ambushed by Hall Creepers that mimic their allies before escaping with evidence of recent cult activity.
- Evil from the PastThe four guildmasters of Kingdom Grand, Evenfell, Kdor, and New Arcanum send adventurers to Holt's abandoned laboratory beneath the temple of Vitalia, discovered through Sage Elbera's final intelligence. A magic mouth delivers Holt's farewell before vents release shimmering Lullwater that floods the chambers. Navigating rising water and failing magic, they recover Holt's journal revealing his childhood among the Molokite, his manipulation of their ancient desires, and his belief that their "god" was one of The Evil One's experiments—a creature grown from a tarrasque corpse through biomancy, controllable by the Lullwater. They escape the drowning ruin as the guildmasters prepare a full strike on Holt's camp at the dungeon gate.
- Mad MechsThe Adventurer's Guild is hired to escort travelers through the Mountain Pass between Kingdom Grand and Kdor while investigating rumors of bandits. The culprits are revealed to be Industrialist kobold raiders who have constructed a powerful, unstable Kobold Mech.
- Scribes and SwordsThe Adventurer's Guild tasks a party with investigating strange elemental signs in the Farmlands surrounding Kingdom Grand. Livestock and trees have been burned, and strange laughter is heard on the wind. The adventurers are paired with Sage Elbera, a researcher from the Arcane Conservatory, to investigate the matter.
- Stoned in the DungeonAt the request of Sage Elbera, the Adventurer's Guild dispatches a party to a newly discovered Ancient Dungeon in the Mountain Pass. This dungeon is believed to predate Dead Wars I. The party finds the ruin is already being looted by the newly founded Road Thieves Guild.