The Mage Tower
“Naught but great wonders occur in that building, but I’ve also heard the occasional scream. I hear it rains in certain rooms, and is like the Thedan desert in others!”
-- Random Citizen on the Magian Tower
-- Random Citizen on the Magian Tower
The Mage Tower is the center of Mage activity and Life. It is the place where not only the Mages live, but eat and breathe their Magick and studies to control this ability that is apart of them. Through their studies given by the Masters of their talents, it also falls to the Mages to study and implement their lessons into every day living.
One of the most impressive structures in the Capitol is the Magian Tower. Extensively high, reaching a near thousand feet tall, it is a massive building dedicated to the five paths of magick that are taught. Every brick and window has a spell layered into it to defend and ward it against invasions or outside threats. The door itself is actually alive, like most of the doors in the Magian Tower, and is fully capable of intelligent conversation. Many strange and wondrous spectacles can be found within the halls of the Magian Tower.
First Floor: Elemental Magick
The first floor is dedicated to Elemental magick. After selected the marked stair case that shows the various elements, one will come to find that the elemental halls of the Magian Tower are rife with educational classes in how to wield magick, as well as examinations and even whole projects. While one room has a hurricane blasting through it, another may have fire erupting from the very walls. The Hall of Elemental Magick has dorms for those who wish to stay on the ground of the Tower and reside there, with all the accomodations that they could need. Their rooms match their elemental powers, there is also a communal library for all Elemental Spells known to the Magian that have existed in the Empire throughout time.
Second Floor: Demonology Magick
The sounds of threats and abuse rebound off the halls of the second floor of the Magian Tower. Dark Gothic Scripture and horrific looking statues, altars almost, and yet some are actually entombed demons, forever trapped inside to safeguard the Magian Tower. While there are dozens upon dozens of class rooms and lecture rooms, in each and every one, one can expect the statues to the student walk past, and the shadows whisper to the Magian Teachers. The library is a communal one, and every week a host is held for the Demonology Magian to further reinforce their bindings and commands of their magick. The doors that speak on this floor all have minor demons bound within to obey the commands of the residents.
Third Floor: Summoning Magick
The third floor could be seen as a sort of surreal environment of it’s own. While the paintings and floor and furniture is mostly real, there are many other things that are not. The Summoner’s Hall are ones that occasionally defy logic. One will find weird and imagined creatures summoned to life, from pixies, to unicorns, and all at the whims of the Magian within. The communal library is safe guarded by natural earthen spirits that will attack any who try to cause trouble within the main hall, not sanctioned by the Master Magian. Each room offers a different summoning lesson; ranging from how to summon simple furniture, to summoning fiends and friends to aid one another or even someone to talk to! It is no surprise to see strange creatures buzzing or running about, on some errand for their Summoner.
Fourth Floor: Conjuration Magick
While Conjuration is the magick of making something appear out of thin air, and creating nothing from something, the halls of the Conjurer are not any less amazing nor disorienting as any other. The walls seem to bend and shift, as though reality itself were not wholly fixed. Some furniture looks real but is not, while some furniture will simply disappear while you’re sitting on it. The wall drapes all seem to gently hum as one walks by. The living quarters are seemingly adjusted based on the Magian in Question’s taste, though the Master Magian Conjurer exists in their own quarters. It would not be surprising to see rugs flying past with Magian trying to accomplish their tasks.
Fifth Floor: Necromancy Magick
The first thing someone would smell when they enter the Halls of Necrosis is the stench. It’s the type of smell that wants to follow one home and make sweet and passionate love to them. The walls are all deformed with statues of clawed undead creatures in various forms, some simply combined because someone was twisted enough to come up with creatures that defied logic. The halls are utterly silent, save for the classes that can be heard, teaching young necromancers the art of mastery of the dead. While some focuses on manipulation, poisoning and destroying others with curses, the more adventurous sought out the ways of trying to raise the dead and master their own army. Undead minions could found wandering the halls aimlessly, as though simply awaiting orders on what to do. The communal library was filled with spells and texts that were only allowed by the Emperor and the Inquisition so long as they were in service to the Empire.
The Sixth Floor: The Master Magian Council Offices
The last floor is dedicated to the five Master Magian that devise the Magian Council of the Empire. Each Master Magian is entitled to act with the full authority of their station over their path and magian disciples, however in order for something to be fully passed (without a command from the Emperor, and with necessary approval from the Emperor) the council must vote on a majority for it. The offices of the Magian Council connect in a five pointed sigil with the center of it dominated by the one meeting room that they all met in. It was as heavily guarded and warded against intruders as the others, perhaps more so. When the Magian Council Meets, the matters are generally of a dire nature.
The Hidden Floor: Illusion Magic
A hidden door at an unknown location of the Mage Tower is believed to hold the secret passageway to the Illusion Magick level. This level can only be found by those who have an ability for Illusion. Those that do, will be able to learn everything of illusionary magick from hiding a pendant, to changing the very look of themselves. Illusion magick is the ability to create illusions that are so real to the Mage and others, that it seems real beyond a doubt.
Armory
The Magian Tower is equipped with several of it’s own armories both in each floor, and in two armories underneath. A wide variety of magickal weaponry can found, from enchanted swords, to enchanted musical items and ancient relics. The Armory is heavily guarded by four Automatons who have learned the five paths of Magick and are entrusted to only allow those to enter when they know that there is a dire threat, or a request from the magickal signature of the Magian Council or the Emperor. Such weapons exist in the armory that could burn holes clean through mountains or part entire oceans with but a whim of the user. There are security wards and ancient bindings that reinforce the door.
Secret Passages
The Magian Tower would not be such an amazing and wondrous place and be complete without secret passages and hidden dangers. Where they are, only the Magian Occupants and the Royalty themselves know. However it is rumored that among many various trapped creatures and fed creatures, there are many terrible spells and hexes, curses and dangerous skin shaping spells that are prepared to hurt the poor unsuspecting fool that doesn’t tread lightly.
The Garden
The garden is used and grown in the center of the main floor of the Magian Tower. It helps to provide produce to the Capital and the Empire, and it also helps to provide herbs and plants for the various divisions for their need. The Garden can be found to be tended by Seelie Faerie, and each one protective of the contents. Within it are gryphons, lions, and other assorted supernatural creatures that simply enjoy the peaceful sanctity of it. One disturbs it at their own peril…
One of the most impressive structures in the Capitol is the Magian Tower. Extensively high, reaching a near thousand feet tall, it is a massive building dedicated to the five paths of magick that are taught. Every brick and window has a spell layered into it to defend and ward it against invasions or outside threats. The door itself is actually alive, like most of the doors in the Magian Tower, and is fully capable of intelligent conversation. Many strange and wondrous spectacles can be found within the halls of the Magian Tower.
First Floor: Elemental Magick
The first floor is dedicated to Elemental magick. After selected the marked stair case that shows the various elements, one will come to find that the elemental halls of the Magian Tower are rife with educational classes in how to wield magick, as well as examinations and even whole projects. While one room has a hurricane blasting through it, another may have fire erupting from the very walls. The Hall of Elemental Magick has dorms for those who wish to stay on the ground of the Tower and reside there, with all the accomodations that they could need. Their rooms match their elemental powers, there is also a communal library for all Elemental Spells known to the Magian that have existed in the Empire throughout time.
Second Floor: Demonology Magick
The sounds of threats and abuse rebound off the halls of the second floor of the Magian Tower. Dark Gothic Scripture and horrific looking statues, altars almost, and yet some are actually entombed demons, forever trapped inside to safeguard the Magian Tower. While there are dozens upon dozens of class rooms and lecture rooms, in each and every one, one can expect the statues to the student walk past, and the shadows whisper to the Magian Teachers. The library is a communal one, and every week a host is held for the Demonology Magian to further reinforce their bindings and commands of their magick. The doors that speak on this floor all have minor demons bound within to obey the commands of the residents.
Third Floor: Summoning Magick
The third floor could be seen as a sort of surreal environment of it’s own. While the paintings and floor and furniture is mostly real, there are many other things that are not. The Summoner’s Hall are ones that occasionally defy logic. One will find weird and imagined creatures summoned to life, from pixies, to unicorns, and all at the whims of the Magian within. The communal library is safe guarded by natural earthen spirits that will attack any who try to cause trouble within the main hall, not sanctioned by the Master Magian. Each room offers a different summoning lesson; ranging from how to summon simple furniture, to summoning fiends and friends to aid one another or even someone to talk to! It is no surprise to see strange creatures buzzing or running about, on some errand for their Summoner.
Fourth Floor: Conjuration Magick
While Conjuration is the magick of making something appear out of thin air, and creating nothing from something, the halls of the Conjurer are not any less amazing nor disorienting as any other. The walls seem to bend and shift, as though reality itself were not wholly fixed. Some furniture looks real but is not, while some furniture will simply disappear while you’re sitting on it. The wall drapes all seem to gently hum as one walks by. The living quarters are seemingly adjusted based on the Magian in Question’s taste, though the Master Magian Conjurer exists in their own quarters. It would not be surprising to see rugs flying past with Magian trying to accomplish their tasks.
Fifth Floor: Necromancy Magick
The first thing someone would smell when they enter the Halls of Necrosis is the stench. It’s the type of smell that wants to follow one home and make sweet and passionate love to them. The walls are all deformed with statues of clawed undead creatures in various forms, some simply combined because someone was twisted enough to come up with creatures that defied logic. The halls are utterly silent, save for the classes that can be heard, teaching young necromancers the art of mastery of the dead. While some focuses on manipulation, poisoning and destroying others with curses, the more adventurous sought out the ways of trying to raise the dead and master their own army. Undead minions could found wandering the halls aimlessly, as though simply awaiting orders on what to do. The communal library was filled with spells and texts that were only allowed by the Emperor and the Inquisition so long as they were in service to the Empire.
The Sixth Floor: The Master Magian Council Offices
The last floor is dedicated to the five Master Magian that devise the Magian Council of the Empire. Each Master Magian is entitled to act with the full authority of their station over their path and magian disciples, however in order for something to be fully passed (without a command from the Emperor, and with necessary approval from the Emperor) the council must vote on a majority for it. The offices of the Magian Council connect in a five pointed sigil with the center of it dominated by the one meeting room that they all met in. It was as heavily guarded and warded against intruders as the others, perhaps more so. When the Magian Council Meets, the matters are generally of a dire nature.
The Hidden Floor: Illusion Magic
A hidden door at an unknown location of the Mage Tower is believed to hold the secret passageway to the Illusion Magick level. This level can only be found by those who have an ability for Illusion. Those that do, will be able to learn everything of illusionary magick from hiding a pendant, to changing the very look of themselves. Illusion magick is the ability to create illusions that are so real to the Mage and others, that it seems real beyond a doubt.
Armory
The Magian Tower is equipped with several of it’s own armories both in each floor, and in two armories underneath. A wide variety of magickal weaponry can found, from enchanted swords, to enchanted musical items and ancient relics. The Armory is heavily guarded by four Automatons who have learned the five paths of Magick and are entrusted to only allow those to enter when they know that there is a dire threat, or a request from the magickal signature of the Magian Council or the Emperor. Such weapons exist in the armory that could burn holes clean through mountains or part entire oceans with but a whim of the user. There are security wards and ancient bindings that reinforce the door.
Secret Passages
The Magian Tower would not be such an amazing and wondrous place and be complete without secret passages and hidden dangers. Where they are, only the Magian Occupants and the Royalty themselves know. However it is rumored that among many various trapped creatures and fed creatures, there are many terrible spells and hexes, curses and dangerous skin shaping spells that are prepared to hurt the poor unsuspecting fool that doesn’t tread lightly.
The Garden
The garden is used and grown in the center of the main floor of the Magian Tower. It helps to provide produce to the Capital and the Empire, and it also helps to provide herbs and plants for the various divisions for their need. The Garden can be found to be tended by Seelie Faerie, and each one protective of the contents. Within it are gryphons, lions, and other assorted supernatural creatures that simply enjoy the peaceful sanctity of it. One disturbs it at their own peril…
Mage Responsibilities
1. Mages should attend two (2) classes a week to further their study.
Awards: If chat room is open and lecture occurs in open play, the Mages receive learning toward the next rank.
If class is done on message board, the Mage must make three (3) posts per week toward rank advancement.
Mages Participating in Minor Storylines
A Mage must use at least three (3) different spells.
Mage Participating in Major Storylines
A Mage must use at least five (5) different spells.
1. Mages should attend two (2) classes a week to further their study.
Awards: If chat room is open and lecture occurs in open play, the Mages receive learning toward the next rank.
If class is done on message board, the Mage must make three (3) posts per week toward rank advancement.
Mages Participating in Minor Storylines
A Mage must use at least three (3) different spells.
Mage Participating in Major Storylines
A Mage must use at least five (5) different spells.