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settings:centralia:centralia_gow [2016/08/30 11:22] – [Wizard University] scizor021settings:centralia:centralia_gow [2016/08/30 11:22] – formatting issues scizor021
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 Amarsonia: Amarsonia:
-         Amarsonia is the place that most college mages strive to get to, and can be obtained by anyone who puts forth enough effort. Inside, there is a grand castle that stretches for mets in each direction. To this day the mages guild still hires parties of adventurers to investigate the deeper and farther halls of the castle. It was previously owned by a Hirudo lord, but was reclaimed. Inside the castle, many more classes are offered, with mages specially taught to teach every spell group, as well as a special section dedicated to mages who are learning new and upcoming (public) spell groups, so that they may offer classes and training in those spells. Adventurers (PC's) are commonly asked to also visit and teach their spells, or just assist in training of younger students. There is also a section of the castle marked off for more research of new spell groups, due to the 3rd floor of the guild's tower becoming cramped. There is also a section of the castle set off for housing and rooming, with each mage being granted a room, that from the outside looks small, but is significantly bigger on the inside. They come complete with running water, and electricity upon request.+Amarsonia is the place that most college mages strive to get to, and can be obtained by anyone who puts forth enough effort. Inside, there is a grand castle that stretches for mets in each direction. To this day the mages guild still hires parties of adventurers to investigate the deeper and farther halls of the castle. It was previously owned by a Hirudo lord, but was reclaimed. Inside the castle, many more classes are offered, with mages specially taught to teach every spell group, as well as a special section dedicated to mages who are learning new and upcoming (public) spell groups, so that they may offer classes and training in those spells. Adventurers (PC's) are commonly asked to also visit and teach their spells, or just assist in training of younger students. There is also a section of the castle marked off for more research of new spell groups, due to the 3rd floor of the guild's tower becoming cramped. There is also a section of the castle set off for housing and rooming, with each mage being granted a room, that from the outside looks small, but is significantly bigger on the inside. They come complete with running water, and electricity upon request.
                    
 Amarsonia has some special attributes to it, in that people on the plain have the ability to alter overload checks by 1 passively, regain units at a significantly accelerated rate of 1/minute, which greatly assists in training, because this allows for much more trial and error, rather than having to get it right the first time. These units are temporary and cannot be transferred off plain by spells or magical effects. Lastly, the mages guild has set aside 3 central large rooms, one of which is encased in teresium, which has a major function. It works as a holding cell for rogue mages, since it drains units incredibly fast (20/round). The second room down the hall also has warning signs on it, and inside is a "no magic zone". meant to remove or temporarily alleviate magical effects should a spell have gone horribly wrong. Lastly is a room marked for infirmary, which is directly across the hall. It is constantly staffed by at least 3 Isisites, and has significant warding and effects on it, all of which when combined, make death inside the room near impossible by normal means. It is also a clean room, and is quarantined from bacteria and viruses. Amarsonia has some special attributes to it, in that people on the plain have the ability to alter overload checks by 1 passively, regain units at a significantly accelerated rate of 1/minute, which greatly assists in training, because this allows for much more trial and error, rather than having to get it right the first time. These units are temporary and cannot be transferred off plain by spells or magical effects. Lastly, the mages guild has set aside 3 central large rooms, one of which is encased in teresium, which has a major function. It works as a holding cell for rogue mages, since it drains units incredibly fast (20/round). The second room down the hall also has warning signs on it, and inside is a "no magic zone". meant to remove or temporarily alleviate magical effects should a spell have gone horribly wrong. Lastly is a room marked for infirmary, which is directly across the hall. It is constantly staffed by at least 3 Isisites, and has significant warding and effects on it, all of which when combined, make death inside the room near impossible by normal means. It is also a clean room, and is quarantined from bacteria and viruses.
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 Section for PC's: Section for PC's:
-        The guild will offer silver CREDIT at a rate of 5000 per month for dedicated teaching of spells, with researched spell groups being in high demand. Teaching spell groups also may count towards the 2 week service time yearly to the guild. Teaching spells will essentially take all the time between games that a PC has, with the only time off being adventures themselves. The guild expects to be notified if possible.+The guild will offer silver CREDIT at a rate of 5000 per month for dedicated teaching of spells, with researched spell groups being in high demand. Teaching spell groups also may count towards the 2 week service time yearly to the guild. Teaching spells will essentially take all the time between games that a PC has, with the only time off being adventures themselves. The guild expects to be notified if possible.
 ===== Magic Item Identification ===== ===== Magic Item Identification =====