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Sure, sure... in this modern world magicians living in towers seems a bit
old fashioned and trite. However, there's something about a Wizard's Tower
that calls up visions of power, mystery and elitism. Exactly the image that
the Guild wishes to convey. 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 of Guillarmo's fame and wealth. When Guillarmo put forth the idea of building his greatest vision yet, wizards from all over threw their resources behind the project... hoping for fame through association. The Lords of Centralia gave their blessing to the project and construction was started in X and completed Y years later in Z. * (thankfully today's mages have mostly given up the fanciful names... if only the warriors would take the hint there wouldn't be 5000 guys wandering around calling themselves Mighty Vlad the Kingslayer) 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 must be spell casters but work off their annual fee by acting as menial servents and test subjects for the masters of the tower). 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 small room with an intricately carved wooden front desk similar to a hotel... No non accompanied spell casters allowed, and only one may travel with each mage. 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 Board - a board where items, high level spells and adventuring mages (help wanted/offered) are posted.
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The Guild is always trying to acquire more books/scrolls/etc...
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 and checkout. They have built entire spell groups around the process of keeping track of where their materials are (both while they are in the library and when they are on loan to Guild members).
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 given the job of archiving the information within it. This library typically hold records that are still sealed, but may also contain information that the Guild feels is too dangerous for the general public.
Within this section, dubbed the Observatory, are a myriad of lensed telescopes and other equipment for studying the night sky and surrounding areas. There is a subsect of Wizards who are strong believers that the celestial bodies guide and fortell our fates.
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.
A couple of Wizards keep an eye on Bastador to have an early warning in case of another invasion.
The services offered are: casting spells including spells above rank 12, the creation and selling of magic items, and the purchasing of nomadic incants. The prices change frequently based on the number of people offering a service and the number of people requesting services.
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