settings:centralia:centralia_gow
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settings:centralia:centralia_gow [2015/03/09 17:04] – external edit 127.0.0.1 | settings:centralia:centralia_gow [2016/08/30 11:34] – NPC scizor021 | ||
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- Highest Ranking Fire Mage | - Highest Ranking Fire Mage | ||
- Highest Ranking Water Mage | - Highest Ranking Water Mage | ||
- | - The Seventh: A mage elected by the other six whom epitimizes | + | - The Seventh: A mage elected by the other six whom epitomizes |
In the event that The Seventh is elected from within ranks (hard to do since it is expressly forbidden to vote for ones self) then The Seventh is allowed to appoint his replacement (which may mean they are not even close to the highest ranking in their field, but The Seventh is trusted to know best in such situations). | In the event that The Seventh is elected from within ranks (hard to do since it is expressly forbidden to vote for ones self) then The Seventh is allowed to appoint his replacement (which may mean they are not even close to the highest ranking in their field, but The Seventh is trusted to know best in such situations). | ||
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====== Cost ====== | ====== Cost ====== | ||
- | For a sum of ten-thousand silver to join and per annum any person with the demonstrated ability to cast spells may join the Guild of Wizards. The fee to join must be paid either via silver or items. The ability to cast spells is an absolute requirement. This demonstrates that someone is at least willing enough to endure training for as long as it takes to cast a rank 1 spell. You cannot buy your way into the Guild. The annual fee will be waived in exchange for two weeks of service per year in one week time blocks which the guild will schedule in advance. | + | For a sum of ten-thousand silver to join and per year any person with the demonstrated ability to cast spells may join the Guild of Wizards. The fee to join must be paid either via silver or items. The ability to cast spells is an absolute requirement. This demonstrates that someone is at least willing enough to endure training for as long as it takes to cast a rank 1 spell. You cannot buy your way into the Guild. The annual fee will be waived in exchange for two weeks of service per year in one week time blocks which the guild will schedule in advance. |
====== Benefits ====== | ====== Benefits ====== | ||
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Sure, sure... in this modern world magicians living in towers seems a bit old fashioned and trite. However, there' | Sure, sure... in this modern world magicians living in towers seems a bit old fashioned and trite. However, there' | ||
- | The tower was the brainchild of Guillarmo Demonsbane* a wizard of small talent but great aspirations. While he may not have been the most powerful wizard of his time, he was unquestionably the biggest poser, possessing an almost unnatural flair for the dramatic. Most, non-mages, of the day were convinced that Guillarmo could split the planet with half a thought. While other mages might have possessed more actual spell casting ability they were also very jeleous | + | The tower was the brainchild of Guillarmo Demonsbane* a wizard of small talent but great aspirations. While he may not have been the most powerful wizard of his time, he was unquestionably the biggest poser, possessing an almost unnatural flair for the dramatic. Most, non-mages, of the day were convinced that Guillarmo could split the planet with half a thought. While other mages might have possessed more actual spell casting ability they were also very jealous |
* (thankfully today' | * (thankfully today' | ||
- | Any member of the Guild may request temporary work or sleep space within the tower. Members of long standing have permanent rooms, workplace and servants assigned to them (even the servents | + | Any member of the Guild may request temporary work or sleep space within the tower. Members of long standing have permanent rooms, workplace and servants assigned to them (even the servants |
All members are encouraged to show up for Guild parties and meetings (there is a meeting annually on Obern 1 to handle Guild business). | All members are encouraged to show up for Guild parties and meetings (there is a meeting annually on Obern 1 to handle Guild business). | ||
- | **The Entrance** - A relativly | + | **The Entrance** - A relatively |
**The (Smoking) Lounge** - Mostly a place where older mages discuss former glory, although very relaxing with couches and comfortable chairs. Lively conversations do occur and useful knowledge is often passed between adventuring and research mages. While food is served and eating common, sleeping in the room is considered rude unless the person is old. | **The (Smoking) Lounge** - Mostly a place where older mages discuss former glory, although very relaxing with couches and comfortable chairs. Lively conversations do occur and useful knowledge is often passed between adventuring and research mages. While food is served and eating common, sleeping in the room is considered rude unless the person is old. | ||
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The first thing you'll notice upon entering the library is that it appears way more vast than should be possible. Indeed several years back the original library ran out of room and an Otherworld portal was setup in the doorway. The Otherworld let to a gigantic rock of a dead world. The mages set to work hollowing it out, constructing shelves and setting up the appropriate protection and archival spells and wards. Once those tasks were completed all library materials were carted through to their new home. With so much extra space the mages went crazy trying to fill the library for a while. Then they got bored and went back to picking up cool material as they happened upon it. | The first thing you'll notice upon entering the library is that it appears way more vast than should be possible. Indeed several years back the original library ran out of room and an Otherworld portal was setup in the doorway. The Otherworld let to a gigantic rock of a dead world. The mages set to work hollowing it out, constructing shelves and setting up the appropriate protection and archival spells and wards. Once those tasks were completed all library materials were carted through to their new home. With so much extra space the mages went crazy trying to fill the library for a while. Then they got bored and went back to picking up cool material as they happened upon it. | ||
- | The Guild has a very sophisticated system of catalogging | + | The Guild has a very sophisticated system of cataloging |
- | In addition to the public section of the library, the Guild has a restricted section the is only available to the Center and mages specifially | + | In addition to the public section of the library, the Guild has a restricted section the is only available to the Center and mages specifically |
===== Observatory ===== | ===== Observatory ===== | ||
- | The top section of the tower is reached via a winding staircase and utlimately | + | The top section of the tower is reached via a winding staircase and ultimately |
- | Within this section, dubbed the Observatory, | + | Within this section, dubbed the Observatory, |
More mainstream Wizards make star maps and chart the movements of asteroids and other heavenly bodies for more mundane purposes such as pursuit of knowledge and to determine if their movements have any effect (scientific or magical) on Jaern. | More mainstream Wizards make star maps and chart the movements of asteroids and other heavenly bodies for more mundane purposes such as pursuit of knowledge and to determine if their movements have any effect (scientific or magical) on Jaern. | ||
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===== Magical Research ===== | ===== Magical Research ===== | ||
- | The Guild encourges | + | The Guild encourages |
===== Guild Market ===== | ===== Guild Market ===== | ||
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===== Wizard University ===== | ===== Wizard University ===== | ||
- | Nothing yet. | + | The Wizards University was proudly opened during the 3 day holiday of the Festival of Foretelling (At' |
+ | The Wizards University is located partly in a large, ornate, building which has been placed directly behind the Wizards Guild tower. Inside, the guild puts on display some of the lesser artifacts and magic items they have, to promote a sense of awe and wonder with the guild, and the capabilities of magic. This is also to the extent where the front half of the building is more of a museum, than a school. | ||
+ | |||
+ | The school itself is located in the building, as well as past a plane shift ring which leads to a much larger castle on a magically charged world, named Amarsonia. Inside the Jaernian building is located the lesser classrooms, which are specifically set aside for non-mages and commoners to learn their first spells. This is one of the few places non-mages are allowed without constant escort. Once it has been proven that a student in one of the base classes has learned their first spell. They are allowed to enroll in higher classes, as well as buy their way into the guild if they so choose. Other classes that take part in this area of the building are basic courses in Core Elemental Magic, Air Magic, Earth Magic, Water Magic, and Fire Magic. All these groups are only taught up to 12 ranks in the outer building. Psionics are also taught on a rotating monthly schedule, with the order going: | ||
+ | Clairsentience | ||
+ | Metacreativity | ||
+ | Psychokinesis | ||
+ | Psychometabolism | ||
+ | Psychoportation | ||
+ | Telepathy | ||
+ | |||
+ | Psionics are also only taught up to a maximum of 12 ranks here. | ||
+ | |||
+ | Once it has been clear that a student has shown magical potential in the form of learning up to rank 12 in a spell group, has purchased their entrance to the guild, as well as has a recommendation from a previously accepted, well standing mage, they are allowed to enter 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' | ||
+ | |||
+ | 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. | ||
+ | |||
+ | There is a central area near the entrance that is set aside for teleportation magics, meaning that this is where all planeshifts and otherports will end up, even if the chosen destination was somewhere else. This can be bypassed, but it requires proper approval from the authority figures of Amarsonia. | ||
+ | |||
+ | 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. | ||
===== Magic Item Identification ===== | ===== Magic Item Identification ===== | ||
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* 5,000sp gets you the previous level of identification (non-standard items (artifacts) can be identified to a certain level, all of the above effects are also revealed. In addition items flaws are also revealed.) | * 5,000sp gets you the previous level of identification (non-standard items (artifacts) can be identified to a certain level, all of the above effects are also revealed. In addition items flaws are also revealed.) | ||
- | Members receive a 20% discount on all identication | + | Members receive a 20% discount on all identification |
+ | |||
+ | ===== Other Services ===== | ||
+ | |||
+ | The guild provides many other services, listed on this the [[other_cmg_services|Other Wizards Guild Services]] page. | ||
+ | |||
+ | ===== Guild NPC's ===== | ||
+ | |||
+ | Donningham Vadon - Currently a mage serving in the guild as one of the research assistants. He will commonly help out other mages with their journals and menial work, such as documentation and cleaning. All in all, hes also a great help to have around, as well as someone nice to talk to, as he has seen his fair share of ' | ||
+ | |||
+ | Greg Davis - Greg is one of the bookkeepers that takes care of the office work for the guild. His name appears on far more rental rooms than he has ever actually used. In all, he is a very honest mage, and keeps his head down to avoid ruffling too many feathers. | ||
+ | |||
+ | Joanne Louis - Joanne works in the guild as a direct assistant to the highest ranking air mage, hoping to one day ascend to the position herself. She is very proficient in all air magics, as well as has been researching the dimension magics and a new group of "storm magic", | ||
+ | |||
+ | Sylvannis Hedron - Sylvannis is a psionic prodigy who has been a part of the guild for years, donating her research in psionics and researching her own groups. She has been going for position 7 in the arch-mage council for years, but has been declined several times. Within the past year, her presence has all but disappeared from the guild, which has been written off as "field work". She is a very tall half elf, half human, with a pale green tint to her skin, and silver/ | ||
+ | |||
+ | Markov Steele: Markov is currently one of the higher ranking mages, not quite yet a part of the council, but he is in charge of the University. He is the one that people need to speak to for changes and alterations of Amarsonia, although menial tasks are generally passed down to his assistants. He is a very proficient fire mage. |