[Glantri] The Great School of Magic

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Robin
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Re: The Great School of Magic

Post by Robin » Sun Apr 02, 2017 4:16 pm

I am still busy, but it(the isometric drawings and interior too) goes well as planned. probably next week finished
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Re: [Glantri] The Great School of Magic

Post by Robin » Mon Apr 24, 2017 8:06 pm

Restoring the old isometric map :geek: and adding 2 new ones :o , while keeping Real Life issues intact took more time than expected. :? :oops:
Two Isometric maps on scale ready, working on the last, and the interior maps (architecturally sound :ugeek: ).
Awaiting some input of Bruce Heard on a very interesting bit of his latest map (the golden statue) :halo:
and need some input by Micky...but Until now I got no response :( ...So Micky ...are you still available? :| :?:

Eitherway...the maps will soon be finalized and revealed here. :lol:
give me some more time please... :| :mrgreen:
I'll add explanatory detailing to the various structures on the maps, based on logic/architecture/sociocultural structural behavior and such. :ugeek:
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Re: [Glantri] The Great School of Magic

Post by Robin » Wed Apr 26, 2017 8:09 pm

Micky...??? :?: :(
Where are you?? :shock:
I need your Input... :geek:
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Re: [Glantri] The Great School of Magic

Post by Robin » Sat Apr 29, 2017 9:45 pm

ok...even without Micky :oops: ;( I have to continue :o

Great School of Magic in Glantri City
All Canon information and sources together (page number or other location)
Gazetteer 3 Principalities of Glantri
- Glantri city resembles Venice in many ways.
- 10’ to 20’ deep Murky waters (38)
- Parliament Waterway, Citadel Waterway, Library Drain, Alchemic Duct, Chamberlain’s Channel, School Channel, Magistrate Passage never freeze due hidden gates letting water in from the Plane of Water.(38)
- Little room to spare within City walls. (38)
- Tuition 5Dc/day/Level student includes Board, Room, Use of School Library and Laboratories.(58)
- Classes; Agility Training, Conjure Companion, Languages, Mandragora, Meditation, Quick casting, Spell Combination.(59)
- “a gallery filled with stuffed creatures” (59)
- Duels At school cost 500Dc for a visitor to watch. Opponents prepare in separate rooms, wooden seats set up to 10 tiers high around battle area, Battle area prepared with pits, Hallucinatory terrain, invisible monsters, etc. battle area diameter 50’circle bordered by Antimagic wall(61-62)
- Graduation Ground; detailed area and room descriptions and Map. Located underground. (90-91)
- Scale Touring & Party Gondola, 5.5 cm=21’, & 8.9 cm=36’respectively. (63)
- Map GSM and general description of use of areas, 1 inch= 20’scale mentioned. highly detailed, reflecting architecture & use of exposed areas, railing, plants, etc. (inner back cover)
- Map GSM in Glantri City map. No scale mentioned. (Back Glantri main map.)
Glantri Kingdom of Magic
- 845 AC -875 AC Construction GSM. (5)
- Imposing Building, Dark Grey Stone, Covered with Plates of Bronze, and silver decorations, Bronze oxidized green, One covered entrance by Alexander Platz (39)
- Several towers of various heights and shapes rise above the school (39)
- Highest tower is used by Grandmaster of the GSM (formerly Ettiene D’Ambreville, currently as per 1010AC Harald Haaskinz) (39)
- Building protected by magic, wards and guards.(39)
- Main Classroom Building (73)
- Secret libraries in forgotten corners (74)
- Many libraries +1 to craft (74)
- Former laboratories magic vs. effects destructive(74)
- Classes; Alchemy, Ancient History, Astrology, Brewing, Cooking, Disguise, Ettiquette, Firebuilding, Gemcutting, Herbalism, Languages (old & new), Glantrian History, Meditation, Navigation land-based, read/write, Riding(griffon), spellcraft, spellflash. (74)
- Map GSM in Glantri City map. no scale mentioned. (Back Glantri main map.)
Travel Journal Dar Inberlon (Glantri Kingdom of Magic)
- All Glantrian City structures are mostly Stone (Sviftmont 2) I added mostly
- Entrances to buildings are 5’to 6’above (average) water level.( Sviftmont 2)
- Walkways vary in condition per city quarter.( Sviftmont 2)
- It is possible to “stroll” through the city quarters. (Sviftmont 2)
Test of Darkness (Glantri Kingdom of Magic adventure)
- Picture labelled Great School of Magic (3)
- General Knowledge classes; Biology, Physics, Chemistry, World History, Glantrian History (3)
- Labelled GSM functions; Faculty Grandmaster, Faculty Administrator, Master of Admission, Student Administration, Laboratory Administration, Master Enchantments, Master Transmutations, Master Necromancy, Master Conjuration, Master Evocation, Master Illusions, Master Divination, Master Abjuration. (3)
- A pit opens to lower underground river.(13)
- Map Wizard Warrens
- Growing Darkness feeding of the light.
- Rumor on Wizard Warrens; Test area (Items/Species), hoards, Laboratories, Menageries, Testing Grounds.
Bruce Heard’s redrawing The Great School of Magic http://bruce-heard.blogspot.nl/2017/03/GlantriGSoM.html
- Although “tweaked” like he says, some interesting features can be found.
- Significant relocation of towers (sizes do not match the Gaz 3 inner cover map).
- Significant alteration of surface areas (Roofs, garden, garden paths, well, battlements, etc do not all match the Gaz 3 inner cover map).

- New addition of a “Golden” Statue of a male human figure with right hand up holding a normal sword, and left hand pointing forward, above main entrance area. According Bruce as his answer to my personal request this is either an image of Alexander Glantri or Ettiene D’Ambreville.I liked this one thus much, that I added it to my isometric map. Although the size seems a bit short though when following Bruce's scale; squares of 5'...which seem to give it a base of 2 sq. x2 sq.=10 sq feet., as such I estimate the statue to be between 20' to 25'.. I have chosen Alexander Glantri from Bruce's suggestion, more or less similar like the drawing on page 14 of Glantri Kingdom of Magic boxed set. I also chose Alexander because the statue holds a sword, and could thus designate a symbolic chance of greatness to those who enter, and because Alexander Glantri it is as old as the school itself.
Dragonlord Chronicles and Mystara History
- The location of Glantri City was the muddy city of Braejr. The books reveal that although most of the city was mud, stone surfaces reaching above the mud were used to construct buildings on.
DMR-TSR2510-AD&D2-Mystara-Player's Survival Kit
- holds a Great school of magic Glantri Final report card (handout 3)http://oi66.tinypic.com/dgkkn8.jpg
Wrath of the Immortals (book 2)
- another map of Glantri city and GSM with another Scale https://i.imgsafe.org/9401931a2a.png(60)
Fanbased (more or less officialised)
- Glantri was originally the location of the city Redfen of the New Blackmoor colony on Brun before the Great rain of Fire.(I believe Sturm created this, and was expanded by others, and I used it in the history of the Broken Lands.)
- Blackmoor used Concrete, Armored concrete, Carbon, and magically created stone to build their cities on. Other materials would have been burned, molted, stolen, disintegrated by time, or eroded away (wood, plastics, exposed metals, other organics)
This suggestes that the raised surfaces in Glantri, and earlier Braejr, did exist before much longer ...befitting the fanbased source...concrete(or similar) foundations of the lost city of Redfen. Thus suggesting and explaining many of the lower areas. This however does not explain the weird to almost ridiculous idea of the energy immrtals to hide the Blackmoor reactor of the USS Beagle after its explosion underneath the Ruins of Redfen, aka Braejr, aka Glantri City....but the ways of the Immortals are fickle, weird, egoistical, and ridiculous at the same time.
the few sections in Red I discarded due being waaaaaaay to different from earlier canon sources (Bruce's description of GSM surface areas, towers, rooofs, garden, etc), & Test of Darkness depiction (by picture) of the GSM vs Gaz 3= gaz 3 winner :mrgreen: )
10-05-2017 added copy GSM final report card for reference of classes looked upon...and Masters.
Last edited by Robin on Wed May 10, 2017 4:41 pm, edited 9 times in total.
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Re: [Glantri] The Great School of Magic

Post by Robin » Sat Apr 29, 2017 9:50 pm

All these sources carry canon information leading to the GSM, its appearance, function , and use.
All these combined with the fact that Gaz 3 notions that Glantri resembles Real World Venice, I mold these together for the vertical information (which is not mentioned further in either source, but marginally described by material only).
As such.this building I used as a main vertical source in archtecture to create the GSM (i did not copy it, but used the architectural style)
Image


I know Thomas Pizard has already created a map of various levels of the GSM, http://pandius.com/14379618_10209684404 ... 2361_o.jpg, http://pandius.com/14352208_10209684470 ... 9475_o.jpg...and more) yet this does not reflect normal architecture laws of Foundation, and Bearing, Solidity, etc(walls are never lines for example, but are sturdy and have meaning and thickness). As such I had to also remap (fill in) the various interior maps , according to these real & physical laws.

As currently I work on these interior maps, add the lower maps of Test of Darkness, and Gaz 3 Graduation Grounds, while removing the last flaws and add the various sections together, which exceeded the width of my isometric sheets.
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Re: [Glantri] The Great School of Magic

Post by Hausman » Tue May 02, 2017 4:10 am

Robin wrote:Micky...??? :?: :(
Where are you?? :shock:
I need your Input... :geek:

Robin

The last time I contacted Micky was via PM on March 27, when I sent him a checklist - a short review list of the subjects he developed for glantri in 1020, so he would not forget anything about the completed plotline before sending ... but since So I had no return or reply from him .. probably there must have been some mishap that needed to move him momentarily away from the piazza ... it is still waiting for him. I hope he returns soon.

=/

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Re: [Glantri] The Great School of Magic

Post by Robin » Tue May 02, 2017 12:12 pm

Hausman wrote:
Robin wrote:Micky...??? :?: :(
Where are you?? :shock:
I need your Input... :geek:

Robin

The last time I contacted Micky was via PM on March 27, when I sent him a checklist - a short review list of the subjects he developed for glantri in 1020, so he would not forget anything about the completed plotline before sending ... but since So I had no return or reply from him .. probably there must have been some mishap that needed to move him momentarily away from the piazza ... it is still waiting for him. I hope he returns soon.

=/
Thanx Hausman. :lol:
My last contact was the 24th of march :( ...the breakoff of contact is so sudden, that I am a bit worried ;( . He may be a loonie,fun and nerdy weird, but I care about this person.So I hope he doesn't walk in seven ditches at the same time (a dutch saying) :evil: and he will eventually popup again. :lol:
It however slows me down a bit, and restricts me a bit also, as input by the other main source is more than welcome. :shock:
I don't really like these sudden moments of silence since the sudden blackout of Julius Cleaver where I worked together with on the Great Pass....this temporarily halted that project(until he returns or I find someother means to continue there)...and I don't want to repeat that feeling/breakoff here :geek: ...so eitherway I will continue here. :ugeek: ..

I will reveall all isometric and archtectural sound internal maps together when the last one is finished. ...including the lower grounds, side view detail, and cutthrough...and....detailed interior descriptions making the GSM not only 3D but more 5D.... :mrgreen:

And maybe :geek: :mrgreen: ...some inventive 3D printer addict can make a treu 3D image out of this work then, that can be printed on a 3d Printer....so you can have the GSM on your desk :ugeek:
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Re: [Glantri] The Great School of Magic

Post by Robin » Mon May 08, 2017 5:57 pm

Although the mystery of what has happened with our beloved Micky, I still continue with my work on the Great School of Magic.

In my research for the Great School of magic I had to inter the Test of Darkness adventure to know points of original access.
Test of Darkness warrens map reveals a map scaled 1 square of 5mm = 10’
It also thus reveals 25% of a darkened circle of which the center lies clearly within the corner below right.
The diameter of this circle is according the scale; 170mm =340’
It does NOT give a compass direction, as such was not needed by the adventure.

As the adventure describes that the heroes fell 30’deep in front of the administration tower in a water of 10’deep, we roughly gain a point of reference.
As the adventure begins in the underground river we thus know that this point of reference must thus lie IN this underground river. As the heroes follow the water down stream AND are fully within the eternal darkness.
There is also no reference of the darkness reaching the surface which is 30’higher, as thus we must assume that the globe of darkness is a globe segment of a greater globe of which the center lies deeper. The perimeter of darkness thus lies in an bend angle and NOT in a straight surface.
As such the diameter of darkness is affected by the angle of the globe’s surface; as thus the perimeter of the darkness as given on the map by a radius of 340’ can be assumed as reflecting the darkness at ground level, as such the perimeter of darkness at ceiling level thus would be less.

It can be assumed by the text of GKoM, Test of Darkness AND WotI, that the darkness is an effect caused by the radiance being turned to affect the sphere of entropy, and as the ToD adventure clearly states the Sphere is growing, it can best be assumed that each use of the radiance increases the sphere slightly.

As of 1010AC-1013AC (in which the adventure is based) the darkness has NOT yet reached the surface.
As according the WotI adventure the radiance lies 500’ deep, which is thus the center of the sphere.
The radius of the sphere is thus 500’. As this is stated canonically in several sources we must assume this is right.
However; the darkness affects the Wizardwarrens of ToD at -30’ , thus 470’ above the radiance.

Combining these sources we come to the mathematically fact that the darkness should have reached the surface significantly….which was clearly stated as being NOT the case.

As such we must assume that ToD must have some serious flaws;
At first the Size of the darkness sphere; 340’ is clearly too large. To prevent the darkness to reach the surface or other frequently used dungeons (at -10’according gaz3) below the GSM, the sphere must be either smaller and deeper.

This needs two possible solutions;
1; we alter the scale; best is to halve the scale; thus making 1 square 5’ and the other maps 1’ square 1.5’. Thus making the radius of the sphere 170’. This would top the sphere much lower also and keep it within the underground thus far.
2; we alter the depth of the adventure; according ToD 30’ can be increased to 50’. This enables to place the diameter of the sphere lower.
By doing both we enable all sources to be realistically (and mathematically) correct and feasible.

As working these readjusted data on the GSM maps (and estimating the hole created by the nemesis from the Administration tower by the art in ToD, as you see some of the GSM garden, and the average size of humans, you can calculate a lot to come to this.) the sphere of darkness will be 170’ at ground level of the ToD dungeon, 157’ at ceiling level(10’), yet still placing the Radiance below the GSM main building as suggested canonically in Gaz 3, GkoM and WotI.

If doing so we need to look at the given maps (Glantri city, GSM, and ToD warrens); we now know two points of reference; The administration tower and the hole caused by the ToD nemesis in front as point one and the rough location of the axis of the sphere right above the Radiance as being point 2. Which combined thus gives us a compass direction of the ToD warrens map top being directed almost South-Eastwards(5% off)

By doing so and referring to these the Axis must lie below the round tower on top of the GSM building.
If we overlay both maps we see some discrepancies between the canals and the airlock.
In the following map this overlap is visible, and the ToD wizard warrens map readjusted.
Funny things come out of this readjusted map; First much of the map is below Alexander Platz, the dead end on the warrens map is below the Silver Tower Inn; thus suggesting there was some connection before this way was closed off and became a dead end.
And as we lowered the warrens significantly, the canals still fit. The airlock at -50’ ends underneath Alexander Platz, and the Canals between Silver Tower in and the GSM are only 10-20’ deep as according canon sources
It also means the underground river originates somewhere North of the Silver Tower Inn and south of the Gorevitch-Voslany manor, which according canon could be the result of the water gates located her (this one would thus be located thus its direction causes flowing down old crevasses), but as this is elemental originated water and not local it does not cause a greater downflow and flooding below.

On the ToD map you see the black circle of the administration building right above the rectangular area with two tunnel next to eachother. This most probably has been the original point of entry, where one of the corridors had given acess to the upper areas....this acess is lost as the stairs have been removed (by whom is unknown, but the hole up in the ceiling might still exist but is shrouded in the eternal darkness. as thus I suggest of the two corridors the corridor most near the word "carrion crawler" had the former stairway.

Here the readjusted maphttp://6inchnails.deviantart.com/art/Re ... -679486390

As you see I dug a little deeper in the sources as expected.
And more...will come up .
There is some delay due RL though.
Hope this keeps you happy thusfar.
:? :lol:
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Re: [Glantri] The Great School of Magic

Post by Baron » Mon May 08, 2017 6:00 pm

Interesting. Although I once owned the 2nd ed boxed sets, I never read them.

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Re: [Glantri] The Great School of Magic

Post by Robin » Tue May 09, 2017 3:09 pm

intersting indeed, the deeper i delve, the more falls into place...
i went thus far, i now have compiled the history of the GSM in more detail.


And using the History of Mystara document posted in Pandius. Here excerpts related to Glantri and the GSM in specific, with some additions of my own, to explain missing parts.
[b]39?? BC[/b] |On the FSS Beagle the ship’s defences have been penetrated and looting has taken place by the planet’s natives quite regularly. From the engine’s core critical devices had been removed and that the ship was about to explode with such force that the entire planet would be vaporised. Somehow the energy of the explosion turned inward, so that the ship imploded and was destroyed. The engine survived the implosion and was driven several hundred feet into the ground. The powerful energy of the explosion transformed the engine into the Nucleus of the Spheres. All that was left was a big crater with a glass bottom. The next looting party to the valley concluded that the ship had taken off. [b]3500 BC[/b]| [u]Worldwide Update.[/u] Blackmoor Empire is flourishing. It conducts trade and intermittent warfare with the Evergrun elves. The Evergrun civilisation is at its peak. 4 clans of elves (Porador, Felestyr, Celebryl, Gelbalf) decide to colonise near the Blackmoor region. The elven colonists and their brethren in Evergrun embrace Blackmoor’s technology. Blackmoor’s priests declare holy war against the Borean Beastmen. Blackmoor hunts down Beastmen (BC 3500 – BC 3200). On the continent of Brun, a large resource of natural gas is located and soon harvested as fuel. [color=#FF0000]The location is called Redfen Foundry,[/color] as the area is a large wetland between the merging of two red glacial rivers. And as the wetlands were already subjected to regular flooding, and rising waters, the structures made of magical stone and (armoured) concrete slowly but irresistibly sank into the soft ground, new structures were created on top of the lower sunken ones. Finally from these stacked sunken buildings were made great elevated foundations with the use of magical stone and (armoured) concrete, with machinery on top and below to delve the gas, which was located in a deep rock chamber 500’ below. The highest building was a round stone (armoured concrete) seven tiers high keeplike structure dominating the city, which incorporated the drill and pumps further down. [b]Before 3050 BC[/b]| As technology and magic fused, powered by the knowledge the Ancients brought forth when their vessel crashed on Mystara, the world soon suffered from pollution by this technology, Resources rapidly dwindled and the gas mine on [color=#FF0000]Redfen[/color] was on the brink of shutting down. Nature minded people and elves desired other sources of energy, better for the world but without pollution. This was difficult, as the world was often in war, the humans versus the Beastmen, and nations against nations, all to acquire the technological might Blackmoor possessed. Then some scientists discovered that on some locations in the world the ground possessed great power generated by itself. As if this living planet had something like muscles, able to generate power to do things. This power could maybe harnessed and used. There was only one location that was easily accessible…The region West of Anur Lake…the New Blackmoor colony on the continent of Brun along the barren edges of the Northern ice was created with [color=#FF0000]Redfen as its capital city[/color]. As the population slowly became more environmental friendly, only a few structures were made of stone(as these dated 400-450 years earlier), the most were made of local wood, and only a few of Plastics, metals or carbon-fibres. In the southern Hills a lot of minerals important to their technomantic energy could be located, and as thus were of great import of the growth of both the Empire and the region itself. [b]3004? BC[/b]|[u]Blackmoor’s Scientists’ Discovery.[/u] Blackmoor’s scientists discover the workings of space ship engine, but find that Mystara’s high level of magical energy causes engines of this nature to be very volatile. The great Kingdom of Blackmoor created a great colony on the continent of Brun along the barren edges of the Northern ice. In the southern Hills(of today's glantri/broken lands) a lot of minerals important to their technomantic energy could be located, and as thus were of great import of the growth of both the Empire and the region itself. The humans, dwarves and yes, even elves worked together to create an immense machinery called the RCC (Regressive Colliding Collector), around the few underground cells that provided the energy they craved for. At several locations they erected huge factories of machinery, connected to each other in a large circle around these cells. The huge rock cells above holding the energy within, and nearby volcanoes enabling the energy being channelled outside to be harvested. Further details of this machinery is lost in time, and that may well be a good thing too. [b]Near 3000 BC[/b] |The Nucleus of the Spheres is discovered by an Old One under the Valley of the Ancients in former Blackmoor. The Old One marvelled at the device and its energy output, the Radiance, which could be a path to immortality in the Sphere of Energy without undertaking the Path of the Paragon [b]3000 BC 1 Nuwmont:[/b]| [u]The Great Rain of Fire.[/u] Some Blackmoor prototype nuclear engines explode, shifting the world’s axis 45 degrees anti-clockwise. Blackmoor shifts 10 degrees to the north, becoming the frozen wastes of Norwold (southern Great Bay shore), and its civilisation destroyed (not quite North Pole). It is submerged by ocean then set in ice. Ice sheets begin to recede from SE Brun (500 year process). One of the most dangerous of the Blackmoor devices (The RCC collider) is buried intact under the newly formed Broken Lands. New Blackmoor is forgotten and overrun by Beastmen and barbarians. Redfen is ruined and burned in the blaze, all remaining gas from below was the cause. Only a few stone structures remain, remaining metal corroded away in the centuries following or plundered, and all other material literally burned away. The RCC machinery was still in its try-out phase, when the Great Rain of Fire disaster struck. All over Mystara machines exploded that were connected to the Technomantic reactor, many people perished in an instant, cities, and villages were blown away in mushroom clouds. Why mushrooms? We really do not know, maybe the technomagic worked like a fungus, a disease; at least it brought a great disease. At the RCC machine, only the outside controlling towers suffered from the explosions, the machinery below survived, intact, and active until 1700 BC. [b]3000 BC[/b] |[color=#FF0000]Just after the Rain of Fire the Old One moved and modified the Nucleus of the Spheres to be placed in the former now empty 500’ high gas chamber 1000’ below the ruins of Redfen.[/color] [b]1700 BC[/b] |[u]Forming the Broken Lands disaster.[/u] Due triggering by some elves, the cells surrounded by the RCC device released all stored energy back into the cells were they derived energy from. This sudden instant backlash of energy caused the cells to chemically overload and explode. A huge local cataclysm rakes the region, the caves collapse and the force pushes the rocks on the sides outward and up. Volcanic activity underground and aboveground is abundant. Great depressions and upheavals change the whole region. The skies over the mountains were engulfed in flame, impenetrable clouds of smoke and ash, which did not dissipate for years. Gray dust fell from the sky. The grass of the steppes withered and died. In some places plants did never recover, and many humans, humanoids and animals fell sick or perished or are inflicted by a rotting plague, again!! The elves shelter themselves in the deepest caves of the Highlands. There they find an incredible series of caverns and begin a long migration. Even though partly affected by the radiation, this instant flight possibly saved them from extinction. The Land of Black Sand is formed, partially from the ashes attracted from the skies, the effects were devastating. [b]Between 1000 BC & 200 AC[/b]| On a dark sandy world, the Alphatian Flaems (Followers of the Fire) are enslaved by the Overlord through mind control. [b]Between 630 BC & 350 AC [/b]|Via deduction, Noumena, a Hierarch of the Sphere of Thought, discovers the Nucleus of the Spheres and the Radiance in the Highlands. He reports his discovery to the Council of Mystara where it is decided that the device must be altered to maintain the balance of the spheres. So they alter the Nucleus of the Spheres so that each use of it drains power from the Sphere of Energy. In this they accidentally melt the stone walls of the former gas chamber, and this forms Stalagmites, stalactites and even several stone columns of molten stone. [b]395 AC[/b]| The Overlord sends his Flaemish slaves from his desolate world to Mystara as an advance party to gather information for an invasion. The Flaems arrive on Mystara and settle in the Highlands, founding Braastar nearby their planar entry gate. The Flaems harbour natural shape shifters able to take boar and bear shape. They head for the hilly regions. The 7 tribes of the Flaems lead by Dukes found 7 duchies in the new lands. The Flaems settle at Aalbansford on the Aalban River. [b]Between 395 AC & 470 AC [/b]|The Flaems found settlements at Graez, Linden, Nordeen, Traagen, Beraan, Braastar and Terreja. Duchy of Aalban founded. Ryde Aalstren was part of the founding populace of Graez. [b]400 AC[/b] |The Flaems through explorers learn that there arch enemies the Air Wizards have already landed on Mystara and have established the mighty Alphatian Empire. Likewise the Alphatians learn that the Fire Wizards have made landfall in the Highlands of SE Brun. [b]450 AC; [/b] |[u][color=#FF0000]Braejr Built.[/color][/u] At the urging of the Fire Wizards, the Flaems build the [color=#FF0000]city of Braejr[/color] at the confluence of the Aalban (now Vesubian) and Areste (now Isoile) Rivers in the Highlands, [color=#FF0000]on the elevated stone ruins of the former city of Redfen. [/color]The Archduke (an elected representative among the seven dukes; his role was created to reduce the internal conflicts among the dukes) relocates his capital from Braastar to [color=#FF0000]Braejr[/color]. The city contains the Archduke’s Palace (location where currently the Parliament Building exists), the [color=#FF0000]Fire Wizard’s Academy (FWA) (Location where currently the GSM exists) [/color]to better control the Radiance (the Fire Wizards learned of the radiance before their arrival on Mystara, but as of 500 AC they don't know its origins, its scope and its major uses. Those which knew perished in the dragon wars), a park and palace (where currently the Great Library, and the Nobles Quarter exists) and is walled on the northern side. Smithies, warehouses and shops spring up in the southern district of the city (currently the Merchants, Port, Entertainment and Westside Quarters). The city had no canals like today, and the streets were regularly flooded by raised river levels. Braastar & [color=#FF0000]Braejr[/color] are free cities under the Archduke’s control. [b]492 AC; [/b]| The Dragonlord subdues the rogue dragon leader Jherdar and forces a truce. Jherridan Maarsten is crowned first King of Braejr and Thelvyn and Kharendaen take up residence [color=#FF0000]in Braejr[/color]. The current Middle-class Quarter and Nobles quarter came to be later, when population rose, and the gardens and other areas within the walls were needed. [b]497 AC Early Summer[/b] |On the night of the Flaemish summer festival, King Jherridan of Braejr receives the new ambassador from Darokin, Lord Derrick Mortrand. Mortrand is a senior diplomat and represents a strengthening of relations between the 2 states. [color=#FF0000]King Jherridan of Braejr[/color] appoints Thelvyn Fox-Eyes commander of the Highlands army and Captain Harl Gairstaan second in command. Byen Kalestraan and 4 other fire wizards polymorph into dragons, assault [color=#FF0000]the royal palace in Braejr (current Great Library)[/color], kill 40 guards and assassinate King Jherridan. They are then killed as the Dragonlord destroys their magic amplifying crystal which collapses the roof and destroys a quarter of the palace. The other 13 Senior Fire Wizards involved in the plot use magic to flee the [color=#FF0000]FWAcademy[/color]. Alessa Vyledaar assumes temporary control of the Fire Wizards. King Jherridan names the Dragonlord as his successor, so [color=#FF0000]Thelvyn reluctantly becomes temporary king of Braejr.[/color] [b]497 AC Mid Summer [/b] | The Dragonlord orders the withdrawal of the Highlands Army from the northern frontier to show the dragons that the Flaems are willing to pursue peace, but also to concentrate the Flaemish defence around Braejr. Ethengarian, Dwarven and Alheim armies approaches[color=#FF0000] Braejr [/color]to defend the city against the dragons. At the revelation that Thelvyn is a dragon in humanoid form, the alliance breaks up. The Ethengar are the first to leave, followed by the dwarves and Darokinians. Seeing the withdrawal of the allies, the dragons leave. Thelvyn abdicates as King of the Highlands and sets up a council to rule instead of a king. Solveig is elected Prime Minister of the Parliament. [b]498 AC Spring[/b]| Thelvaenir battles wills with the Overlord through Alessa’s brooch for the first time[color=#FF0000] in the FWA in Braejr[/color]. He breaks the Overlord’s control of Alessa Vyledaar and learns some secrets of the Overlord and his minions. Braejr hosts the War Council of Mystara aimed to form an alliance to defend the world from the Overlord’s invasion. The Masters transfer their forces and a fortress to the woods east of Braastar. They then march on Braastar. Mayor Kervaal of Braastar tries to organise the city’s defence despite the mind control tactics of the Masters. The Dragonking arrives to hold off the attackers whilst the city evacuates to Braejr. The dragons abandon Braastar to the invaders. 200 Masters leave Braastar with a force of about 50,000 to march on Braejr. The Dragonking orders the evacuation of[color=#FF0000] Braejr [/color]and Alessa Vyledaar agrees to let the dragon sorcerers study the Radiance (Hence Dragon’s know of the Radiance and some of its powers). Forces from Darokin, Alfheim and Dengar are on their way to Braejr. Eventually the war is won and the overlord defeated. [color=#FF0000]The knowledge of the Radiance is lost to most, although some students (including Etienne D’Ambreville) are aware there must have existed a reason that the FWA was created where it is. [/color] [b]730 AC[/b]| Settlers come to the Highlands from Alfheim, Traladara, Ethengar and the Thyatian colonies in Alasiya. They do not seek permission to settle from the [color=#FF0000]Kingdom of Braejr.[/color] The Ethengarian Virayanas are driven to the Highlands due to the strict regulation of wizardly magic use by the Khanates. Friction begins between the settlers and the Flaems. The Flaems call the settlers “Pale Ones” in disgust of their lack of skin colour. Morphail Gorevitch-Woszlany is responsible for convincing the Traladaran to migrate to the Highlands. Nouvelle Averoigne welcomes settlers and soon many Thyatians and Traladaran settle there and are absorbed by the Averoigne culture. [b]738 AC[/b] |[u][color=#FF0000]Braejr Settler Policy [/color] [/u] Baron Etienne d’Ambreville of Nouvelle Averoigne (also a former student of the FWA) convinces the Flaemish government to allow the foreigners to settle subject to oaths of fealty, pointing out it will benefit the Flaems. The government agrees, but may rank and file Flaems make life difficult for the settlers – higher taxation, harsher sentences, flaunting their magical superiority, etc. Tensions build. [b]747 AC[/b] |[color=#FF0000]The Braejr Council of Lords[/color] outlaws clerical teaching and magic with offenders to be burnt at the stake. The law was made to thwart the rise of Thyatian and Traladaran clerics. Simon d’Ambreville leaves for better lands to escape the new law. [b]785 AC[/b] |Flaems drive back a disorganised coalition of human and Elven settlers to the south at the[color=#FF0000] Battle of Braejr.[/color] [b]786 AC[/b]| Halzunthram, an Alphatian Grand Council member, arrives in the Highlands with Alphatian colonists (including the Aendyrs) and aids the settlers against the Flaems. His command prevents the settlers from being destroyed by the Flaems. Eventually the Flaems are pushed back north of the Vesubian River. [b]788 AC[/b] |Halzunthram leads the settlers to victory over the Flaems at the Battle of Braastar. The Flaemish defence is shattered. The Treaty of 788 is signed, giving the north to the Flaems (Province of Bergdhoven), the south to the elves (Province of Belcadiz), the west to the Thyatian settlers (Province of Caurenze) and the northeast to the Traladaran settlers (Province of Boldavia). A council is formed to govern the[color=#FF0000] city of Braejr[/color] and the 4 provinces. Nouvelle Averoigne was a separate dominion to the treaty. Later in the year, Halzunthram receives more troops from Alphatia, takes over the council and declares the Highlands a Protectorate of Alphatia. The elves claim independence, the Flaems and settlers revolt. Nouvelle Averoigne remains independent of Halzunthram. Etienne d’Ambreville negotiates an alliance between Nouvelle Averoigne, the Flaems, the settlers and the elves to fight Halzunthram. [u]The Forty Years’ War begins[/u]. [b]Between 820 AC & 828 AC[/b]| Lord Alexander Glantri wins the respect of the resistance to Halzunthram’s regime by speaking of the people of Braejr instead of their ethnicities. He changes tactics from ambushing Alphatians to sabotaging their economy – destroying mines and farms, and stealing livestock [b]828 AC[/b] |[u]Forty Years War End,[/u] the Thyatian settler and war hero, Lord Alexander Glantri, captures Halzunthram whilst hunting dwarves, ending the forty years’ war of independence. The Alphatians surrender and their army is disbanded. The Alphatians retreat to the Red River Valley and found Castle Silverston. Halzunthram is executed after a military trial. The populace names the land Glantri in his honour and renames The Highlands range, the Glantrian Alps. The last of the dwarves are expelled from Glantri, ending the Years of Infamy. The Flaems, having lost their capital and being pre-occupied with war, have by now forgotten the secret of the Radiance. [b]829 AC[/b]| Lord Alexander Glantri summons the nobles of the land to [color=#FF0000]Braejr [/color]and founds the Republic of Glantri and reforms the council. [color=#FF0000]The city of Braejr is renamed Glantri in his honour.[/color] [b]841 AC[/b] |Etienne d’Ambreville detects strong magic radiating from [color=#FF0000]Glantri City[/color]. [b]842 AC[/b] |Etienne d’Ambreville investigates the damaged ruins of his former study grounds; [color=#FF0000]the FWA buildings. Here he discovers the Nucleus of the Spheres beneath Glantri City.[/color] [b]845 AC[/b] |[color=#FF0000]Etienne d’Ambreville of Nouvelle Averoigne buys the land above the Nucleus of the Spheres in Glantri City (the former FWA) and sponsors the construction of the Great School of Magic thereon[/color], with all treasure he found below and already owns. Family grounds are taken as a guarantee, but within a few decades returned fully ownership to the Amberville family.. [b]845 AC - 875 AC [/b][color=#FF0000]|Construction GSM around and on the former Fire Wizard’s Academy right above the Radiance which knowledge is lost in time, and war, to all but Etienne. Etienne creates the dangling Globes of Light on the ceiling of the former gas chamber, so he can study the Radiance better, as thus they are similar to those used by the GSM up to this day.[/color]The former Palace is transformed into the Great Library. [b]841 AC-851AC[/b] [color=#FF0000]|removing the former garden and expansion GSM encompassing the 4 towers into the current main building.[/color] [b]850 AC[/b]| Etienne d’Ambreville has mastered the Radiance and uses its Transcend Life Force power to attain immortality in the Sphere of Energy. He takes the immortal name Rad. [color=#FF0000]Worship of Rad begins in Glantri.The whole GSM area was encompassed within a curtain wall, and a temple of Rad was created, [/color] [b]851 AC[/b]| A Boldavian Nosferatu discovers that Etienne d’Ambreville has gained control of an Artifact of great power. The Nosferatu tried to wrest the Artifact from Etienne, but was destroyed by Etienne. The Boldavian’s slave Lady Lillian Corran was free to escape to Glantri City. From there she watches construction of the Great School of Magic above the site of the Artifact. [b]858 AC[/b]| The parliamentary session known as the Light of Rad reserves nobility for wizards and grants council members the hereditary title of prince. Principalities of Glantri are founded. The Principalities are [color=#FF0000]Glantri City[/color] (Prince Alexander Glantri), Bergdhoven, Erewan, Caurenze, Boldavia (Prince Morphail Gorevitch-Woszlany).[color=#FF0000]In the GSM a wharehouse which was clearly needed is created. The round tower still harbours the kitchen and dining areas. in this time the celestial observatory was added to the old round tower.[/color] [b]898 AC[/b] |A new wave of immigrants settles in Glantri and mix freely with the locals. Racial tensions begin to decrease. [b] 875 AC [/b]|[color=#FF0000]GSM latest expansion; Guardhouse, Dining hall, kitchen and griffon stable created.[/color] [b]920 AC[/b]| Darokin and Glantri sign an economic agreement which allows free passage of all merchant caravans. Business is booming in Glantri City. Darokin was a collection of independent city-states at this time. Glantri made an agreement with Darokin’s main merchant houses and this agreement was then ratified by the Republic when it formed in 927 AC. [b]940 AC[/b] |The Principalities of Glantri makes a secret deal with High Gobliny, pledging trade goods to be sent to the goblins each year in exchange for a royal goblin hostage. The purpose of the arrangement is to stop the goblins from raiding the principalities [b]999 AC[/b] |Workers in [color=#FF0000]Glantri City[/color] dig waste pits where charmed black puddings are placed (Charm Pudding Spell). [b]1000 AC[/b] | In the Immortal’s City of Pandius, Ixion demands that the use of the Radiance be forbidden. Rad refuses to obey. Ixion forms the Ring of Fire to destroy Rad’s followers, Glantri. Rad forms the Fellowship of the Star to defend the Radiance. Hel forms the Brotherhood of the Shadow to fuel the conflict between the Ring and the Fellowship. [b]1001AC[/b] |Political lobbyists in Glantri introduce a parliamentary bill allowing the practice of clerical magic under very strict conditions. The cleric must obtain a letter of sanction from the relevant dominion ruler, Council of Princes or Parliament. Clerics still may not preach. The vote is split in the Council of Princes and is referred to the House of Lords where it passes. Sire Malachie du Marais votes against the bill. Boldavia does not acknowledge the law. [b]1004 AC Summer[/b]| The Alphatian Council of Wizards issues a document accusing the Glantrian Great School of Magic of harbouring followers of entropic immortals and using forbidden, evil varieties of magic. Prince Etienne d’Ambreville responds by declaring Glantrians do not worship any immortals and does not forbid the study of any magic. He also claims Alphatia has no right to dictate what Glantrian wizards can and can’t do. [b]1004-1009 AC[/b] | [u]Wrath of the Immortals,[/u] with, war, treachery, spies, plague, invasions, falling Meteor with impact storm, quake and falling dust, followed in 1009 AC by a mass attack of Alphatian mages and magic. All in all severely damaging Glantri city, this needs lots of restorations for the next decade or so to complete. [b]1011 AC Vatermont 13 [/b]| One of the biggest snowstorms in memory hits NE Brun. [color=#FF0000]Glantri is 2’ under snow[/color], Khanates up to 5’ under. Northern Darokin and Aengmor receive heavy rain. This snowstorm might be a side effect of the meteor dust in the upper atmosphere. [b]1011 AC Eirmont 6[/b]| To limit the loss of students to the new Karameikan School of Magecraft, Grand Master Harald Haaskinz announces that some Glantrian wizards will share some of their magical research and custom designed spells with select students at the Great School of Magic. [b]1012 AC Yarthmont 8[/b]| [color=#FF0000]Glantri’s canals are drying up,[/color] despite the high water levels of the nearby Vesubian and Isoile Rivers. The low water level has been caused by earth and water elementals summoned by a mage who they slew. The earth elementals have created cracks in the sewers and canal beds and they fight the water elementals. The bad thing is that the flow of the elemental gates flushed the city more or less “clean” of debris and filth. Now lots of handwork and magic is needed to do the same. This causes [color=#FF0000]Glantri city[/color] to turn in to a stinking mud-pot again (as [color=#FF0000]Braejr[/color] was earlier). [b]1012 AC Klarmont 15[/b]| Night of the Red Moon. [color=#FF0000]In Glantri City,[/color] many mages believe they see Etienne d’Ambreville. [b]1012 AC Felmont 21[/b]| Glantri’s Council of Princes vote to offer rewards to people who can build safe roads and wizards who can magically transport goods or people. The motion was opposed by Princess Dolores Hillsbury of Fenswick, Prince Brannart McGregor of Klantyre and Prince Morphail Gorevitch-Woszlany of Boldavia. Dolores is furious that Prinz Jaggar von Drachenfels of Aalban voted for the motion. [b]1012 AC Sviftmont 2 [/b]|A very heavy rainstorm that lasts all day, hits Glantri. The canals of Glantri finally fill up again. The Elementals have been slain or banished, at the cost of losing several of the gates to the Plane of Water. As of today only 3 gates remain (one North of the GSM, one SW of the Alexander Platz, and one west of the Great Library), which causes the water levels in the city to vary more by season. In summer the water is 1’ to 4’ lower than normal, while in autumn is as normal. In winter it is frozen, and although the ice does not reach the Elemental gates to 500 feet, frozen waters have now become a regular sight reaching even the greater buildings. In spring water rises 3’ to 7’, flushing much of the collected dirt and filth away. Mages think of recreating new Elemental gates where they were lost, but the uncertainty of risk, danger, and new elemental conflict causes the parliament to refuse to accept this to be done. [b]1013 AC Nuwmont 5 [/b]|A great snowstorm blankets [color=#FF0000]Glantri.[/color] [b]1013 AC Thaumont 7[/b]| Early thaw contributes to ice breaking on[color=#FF0000] Glantri City’s main canals [/color]causing 19 skaters to drown.
Last edited by Robin on Tue May 09, 2017 4:02 pm, edited 6 times in total.
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Re: [Glantri] The Great School of Magic

Post by Robin » Tue May 09, 2017 3:20 pm

as such the order of buildings of the GSM can be seen clearly
0|3500 BC| [b]Redfen Foundry[/b]| the first concrete, armored concrete and magical stone structures are created but almost durectly a sinking of these structures into the soft and wet underground is noted. 1|3495 BC & 3470 BC|[b]Redfen Foundry;[/b]| Second and third layer of sinking structures; the local feel as if there is no end to it. 2|3451 BC-3445 BC| [b]Redfen Foundry[/b]| 4th and 5th layer; at 3445 BC the locals finally notice there is no more sinking. 3|3435 BC| [b]Redfen Foundry[/b]| the round drilltower is finally stabilized and finished,Produce of gas begins. Transportation by pipe, magic and trucks & vessels. Many smaller structures of wood (lower in weight are used to harbour the local workers and their families. |||[i]The round tower thus dating from before the Rain of Fire; Formerly a gasdrill factory but assumed by the current Glantrians as being an old keep, and mentioned as thus[/i] 4|3065 BC| [b]Redfen village[/b]|Redfen foundry notices the gasbubble empties, many small quakes cause damages to the local structures. lower sections are closed of either by goverment, or by nature.The locals have begun to use the local area for produce of food. 5|3050 BC|[b]Redfen[/b]|Redfen Foundry becomes Redfen city, capital of the New Blackmoor Colony. 6|3000 BC|[b]Great Rain of Fire[/b]| This disaster destroys Redfen, burns away the structures as the last gas explosively burns out. many structures damaged, most burned away, (even plastics and carbon based) no survivors. Metals corrode or are plundered by wandring barbarians in the following centuries 7|450 AC| [b]Braejr[/b]|the Flaems build the city of Braejr at the confluence of the Aalban (now Vesubian) and Areste (now Isoile) Rivers in the Highlands, on the elevated stone ruins of the former city of Redfen.The FWA restores the round tower (thinking it was a keep) but use it as study tower. 8|451AC-455 AC|[b]Braejr[/b]|FWA; The Large round tower, the hexagonal tower, the rectangular tower, and the eastern round tower date from the FWA era. 9|497 AC| [b]Braejr[/b]|FWA; Great damages in the Dragon Wars 10|750 AC|[b]Braejr[/b]|FWA; Soon the area became too small for its use and a larger rectangular-like shape was created around the great round tower.Upon the Round tower two small hexagonal towers were created to distinguish it in size from the other towers. 11|788 AC-828 AC|[b]Braejr[/b]|FWA; severe damages by the forty years war. 12|844 AC| [b]Glantri City[/b]|FWA; Removal of the former garden and FWA debris from the 40 years war, and creation of the restoration/creation plans for the new Main building. 13| 845 AC-851 AC|[b]Glantri City[/b]|FWA=GSM; with the creation of the [b]Great School of Magic [/b], the damaged larger structure, the hexagonal, round and rectangular towers were partially restored, altered and incorporated in a huge main building. The eastern round tower was slowly using its function. 14|850 AC|[b]Glantri City[/b]|GSM; the whole area is encompassed within a curtain wall, and a temple of Rad was created, 15| 858 AC|[b]Glantri City[/b]|GSM; A warehouse which was clearly needed is created. The abandoned eastern round tower now harbours the kitchen and dining areas. in this time the celestial observatory was added to the old round tower. 16|875 AC|[b]Glantri City[/b]|GSM; the latest additions were the kitchen, dining halls, griffon stable, and guardhouse.The old Redfen tower, within the incorporation into the GSM, became the tower of secret experiments, due its sturdiness.


10-05-2017 Corrected some flaws and addd some details
Last edited by Robin on Wed May 10, 2017 1:48 pm, edited 9 times in total.
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Re: [Glantri] The Great School of Magic

Post by Robin » Tue May 09, 2017 3:48 pm

I am currently working on the Administration tower, Wharehousem Griffon stable, Guardhouse, and the lower dungeons, as you could have presumed already by the Wuzardwarrens readjusted map.
I'll post these asap....together with the others, ..it is just that RL kicks in and delays me here way to much and too often.
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Re: [Glantri] The Great School of Magic

Post by Hugin » Tue May 09, 2017 3:57 pm

Robin wrote:as such the order of buildings of the GSM can be seen clearly...
That's pretty cool, Robin. I love to see how things grow and develop like this (be it in Mystara or our real world). And making it appear in Mystara goes a long way to making it more 'real'!

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Re: [Glantri] The Great School of Magic

Post by Robin » Tue May 09, 2017 4:06 pm

Hugin wrote:
Robin wrote:as such the order of buildings of the GSM can be seen clearly...
That's pretty cool, Robin. I love to see how things grow and develop like this (be it in Mystara or our real world). And making it appear in Mystara goes a long way to making it more 'real'!
tHANX hUGIN :P
That give me joy. :D :lol:
how hard it actually is..betwen juggling RL...and Mystara. :? :roll:
what comes out of this will be detailed as best I can. :mrgreen: :ugeek:
it just takes more time than I suspected :oops: ;(
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Re: [Glantri] The Great School of Magic

Post by Robin » Thu May 11, 2017 10:40 pm

Ok to find out how many classrooms are needed I compiled all the Canon information together

Enunciation
Penmanship
Somatics
Monster Biology & Ecology
Memorization & Meditation
Theoretical Metaphysics
Spell Artistry
Alchemy
Politics
History of Magic

Special project!!This must be the personal research the student has to do according GKoM and Gaz3, and Rules Encyclopedia)
Source; Psurvival card

Biology, Physics, Chemistry, World History, Glantrian History
Source; GKoM ToD

Alchemy, Ancient History, Astrology, Cooking, Disguise, Etiquette, Firebuilding, Gemcutting, Herbalism, Languages(old & New), Glantrian History,Meditation, Navigation Land-based, read-write, Riding (griffon), Spellcraft, Spellflash
Source; GKoM

Agility Training, Conjure Companion, Languages, Mandragora, Quick casting, Spell Combination
Source; Gaz 3



Then the fanon list of Hausman ;)
Alchemy, ancient history, Astrology, Brewing, cooking, disguise, etiquette, firebuilding, gemcutting, herbalism, languages(ancient&modern), Local history(glntri), meditation, Navigation, reading/writing, riding(airborne), spellcraft, spellflash

Specialty Mage Classes Available: Abjurer, Conjurer, Diviner, Enchanter, Illusionist, Invoker, Necromancer, and Transmuter.


From a Dragon magazine article (I believe to remember) the following;Typical Courses in a Typical Academy Curriculum
The course of study varies from academy to academy, but most include the classes described below. Usually, all of these classes are required to graduate, but they might vary according to the needs of a specific student or the educational philosophy of a particular faculty. The length of time necessary to graduate also varies from school to school, depending on the student's aptitude, the intensity of the training, and the quality of the faculty, but generally, four to six years of full-time study are required to graduate from an accredited academy. This period can be lengthened by as much as two to four additional years if the student specializes in a particular school. A student usually takes four to six courses per quarter, with each quarter lasting three months. A minor course, such as Survey of Literature, might last only a single quarter, while a major course, such as Spell Tutorial, might be taken every quarter until the student graduates. An average course lasts one to two hours per day, four to six days per week, one to eight years long. The curriculum of a typical academy of magic includes the following courses.
Physical Training: Various exercises and activities to improve physical fitness, with an emphasis on dexterity training for manipulation of spell components.
Philosophy of Magic: The study of logical methods of thinking with applications to practical problems of spell use. Exploration of metaphysics, theory of knowledge, and ethics.
Basic Astrology: The relationship of the stars, planets, and other heavenly bodies to magical processes. Topics include lunar phases, astral movement, and the influence of deities.
Spell Theory: How spells function; spell interaction with physical laws.
Fundamentals of Meditation: Basic technques for reaching higher levels of intellectual perception. Topics include transcendence, self-actualization, and dream analysis.
Language Instruction:Grammar, phonetics, and conversational idioms of human, humanoid, and Demihuman languages.
History of Magic: Overview of wizards and magic throughout the ages with an emphasis on historical breakthroughs in spell research.
Magic and Society: The wizard as viewed from a cultural perspective. A survey of societal relationships and cross- cultural comparisons of wizards around the world(s).
Power Thinking: Emphasis on increasing the student's understanding of thinking as a process to increase the strength of his cognitive skills. Topics include creativity, memory, concentration, and problem solving.
Survey of Literature: An introduction to the study of magic literature, with an emphasis on analysis. A broad range of authors from a variety of cultures and historical periods are examined in detail.
Library Instruction: A survey of research techniques, including classification systems, spell indexing, basic reference books, and assembling a personal library.
Fundamentals of Spell Transcription: Topics include penmanship techniques, paper and ink selection, proper structure, revision, basic calligraphy, and proofreading.
Principles of Casting:An introduction to basic casting techniques of low-level spells. Includes component theory, spell design, and safety procedures. Instruction for specific schools of magic are available for prospective specialists.
Spell Tutorial:An individualized course tailored to meet the needs of individual students. Students can concentrate on improving skills in specific schools of magic or explore techniques from all schools.
Spell Seminar:A discussion group addressing topics of special interest to students, with an emphasis on problem areas. Students are expected to conduct demonstrations for the group, with criticism periods to follow.
Spell Practicum: Addressing low-level spells, the Practicum provides students with the opportunity to practice their skills in both a laboratory setting and in the field. Emphasis is on creative application.
Formula Analysis: Theory of spell formulas, emphasizing techniques applicable to original research. Topics include elementary spell functions, tabular and graphical presentation, variability, and metaphysical equations. Basic alchemical principles are covered in subsequent sessions of this course.
Laboratory Techniques:Practical application of the principles covered in Formula Analysis. Topics include Herbalism, alchemical reactions, natural and unnatural metabolism, and basic scientific procedures (all alchemical processes described earlier in this chapter).
Introduction to 1st Level Magic: 1st level spell instruction. Includes casting techniques, practical applications, and general theory. Individualized instruction available.


Together we get the following classes combined, consisting of several subclasses.
I followed the Glantrian Diplome card from the Players survival guide as a base.


Main Subject|Subclasses|Classrooms suggested|on school Libraries suggested [b]Languages[/b]|read/write,Enunciation,Languages Ancient(read/write only), Languages old, Languages Modern|3|2 [b]Fundamentals of Spell Transcription[/b]|Penmanship,Magescript, Spellbook, Scrolls, Inkmaking|2|1 [b]Physical Training[/b]|Somatics,agility training, Quick casting,Formula Analysis|3|0 [b]Monster Biology[/b]|Biology, Ecology, Monster Lore, Animal Lore|2|1 [b]Power Thinking[/b]|Meditation, Memorization|1|0 [b]Theoretical Metaphysics[/b]| Physics, Planar Geography, Elemental knowledge, Astrology, Astronomy, Herbalism, Mandragora,conjure companion|6|4 [b]Spell artistry[/b]|Philosophy of Magic,Spell Theory,Principles of Casting,Spellcraft, Spellflash(GKoM), Spell combination,Spell Tutorial,Spell Seminar,Spell Practicum|3|1 [b]Alchemy[/b]|Alchemy,Chemistry,Brewing(potions etc),Animated objects,Item creation, Apothecary,Laboratory Techniques|3|3. [b]Magic and Society[/b]| Ettiquette, Politics, Dancing, Disguise|2|1 [b]History[/b]|Ancient History, Glantrian History, World History, History of Magic|2|3 [b]Basic Crafts[/b]|Fire Building, Navigation(land based),Riding (griffon),Riding (horse), Drafting(wagon) Cooking,Gem-cutting|4|2 [b] |[u][b]Total[/b][/u][/b]|[u][b]31[/b][/u]|[u][b]18[/b][/u]


Specialty Mage Classes| Abjuration, Conjuration, Divination, Enchanting, Illusionism, Invoking, Necromancy, and Transmutation.|7|7
Secret Crafts| Dream Masters(is connected to the Illusionist), Witches, Alchemists(connected to Alchemy), Dracologists, Elementalists (Earth, Air, Water, Fire), Cryptomancers (Runemasters), and the Necromancers(connected to to the Necromancy)|7|7[/table]
If we add Specialty mage classes and secret crafts to this list a total of 45 classes and 32 libraries exist.
important remark to these though, that the secret crafts will have most probably secret rooms hidden below the GSM, outside the GSM(example cryptomancers), or even outside the Prime Plane (example Elementals and dream masters). Also note that some crafts are more or less connected to specialty classes and so may share some rooms/libraries.
As such I downplay the classrooms/libraries in total to 37/25...of which 30/18 would/could exist on the GSM grounds (including basements)...outside classes(not secret craft) are on a Dependance a few miles north of Glantri, due to space needed in these classes or outside forces/variations; Fire Building+Navigation(landbased)+Drafting(wagon) and Divination are taught there. There is magical Transportation between the GSM and this dependance).

Library Instruction and Survey of Literature will be teached at the Great Library and is a seperate series of lessons how to use the Library and to use books.On school libraries (excluding Great Library) follow the basic same logic, but may vary greatly as being often private collections given as gift to the school

How do you think about this?
17-05-2017 added Dependance info
Last edited by Robin on Wed May 17, 2017 2:12 am, edited 2 times in total.
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Re: [Glantri] The Great School of Magic

Post by Baron » Thu May 11, 2017 10:50 pm

Kind of hard to comment. The Gaz was geared to Basic, and KoM was geared towards 2nd ed AD&D. I play 1st ed AD&D, so I gloss over mechanics that don't fit my system. If your supplement is all fluff, it doesn't really matter, but if things get too specific to a rules set, then I can't use it. For instance, I've never used the Gaz special abilities, and I don't use 2nd ed's specialized magic-users or kits. The most I might consider is gaining a specific non-weapon proficiency, if I could get it to fit 1st ed's system. So, that's pretty much all I have to offer. Unless you were planning to introduce such a heresy as to include cleric spellcasters in the Great School!

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Re: [Glantri] The Great School of Magic

Post by Robin » Thu May 11, 2017 10:52 pm

Baron wrote:Kind of hard to comment. The Gaz was geared to Basic, and KoM was geared towards 2nd ed AD&D. I play 1st ed AD&D, so I gloss over mechanics that don't fit my system. If your supplement is all fluff, it doesn't really matter, but if things get too specific to a rules set, then I can't use it. For instance, I've never used the Gaz special abilities, and I don't use 2nd ed's specialized magic-users or kits. The most I might consider is gaining a specific non-weapon proficiency, if I could get it to fit 1st ed's system. So, that's pretty much all I have to offer. Unless you were planning to introduce such a heresy as to include cleric spellcasters in the Great School!
i do agree to a point;
it is a means for me as an attempt to deciphere the amount of classrooms, and other rooms within the GSM
i absolutely agree that the D&D-AD&D2 conversion even as canon made a mess (especially as GKoM changed a lot), however, in my attempt to combine these, this seems to fit well and being compatible.
also the proficiensies you speak about are mostly converted back to skills as according the Rules Cyclopedia.
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Re: [Glantri] The Great School of Magic

Post by Robin » Thu May 11, 2017 11:09 pm

By the way the Gaz 3, GKoM have all extra skills
There exist several Intelligence and a few other skills usable by mages or wizard specialists which are more or less usable in their craft. Some examples are given here,in normal BECMI format.

Alchemy(IN)
This skill provides the character to recognize and identify common alchemical substances, potions and poisons. Success with this skill will allow a character to create an antidote potion for one specific poison type when possible. Alchemy is an integrated part of the profession skill Alchemist. Identifying will take 1 round to one turn, depending on the rarity of the product to be identified, and the accessibility to a laboratory and its quality (DM!!). A traveling alchemy-box will induce a penalty of 5 in addition to other penalties. This penalty will be raised by 1 for each test done after the box is first used, unless restocked (a box can generate the materials for 10 tests at most). Making alchemical substances can take much more time, ranging from one turn to several days, depending on the alchemical substance, the accessibility and its quality of a laboratory (DM!!). Antidotes to poisons can be created with at least an alchemy box at hand, at –5, or in a well-stocked laboratory. This takes 1d10 hours minimum, for each success roll smaller than 8 , add one hour, and the need of extra components in 1d4 hours minimal, or fail.

Alternate Magics(IN)
This skill gives a character basic familiarity with Magics that are not related to spellcasting. It includes knowing many magical abilities of well-known monsters of the Prime Plane and some of the Extra-Planar Planes or Immortal beings. The more common the creature, the more knowledge is accessed by use of this skill. The more rare the creature the longer it will take to identify the effect, or by the effect identifying the monster. The minimum is 1 round and this can take up to several hours when given access to a well-filled library.

Ancient History(IN)
This skill gives the character detailed knowledge of the history of a specific region, and general knowledge of the races living along the borders of the region. The character has learned the legends, lore, and history of some ancient time period globally or all history of a specific region. The knowledge must be specific in era or region. The knowledge acquired gives the character familiarity with the principal legends, historical events, characters, locations, battles, scientifical, cultural and magical breakthroughs, unsolved mysteries, crafts, and oddities of the time. The character must make a skill roll to identify places or things he encounters from that age. This skill take at least one round to use, but can take much more. This skill may be used a second time if a sufficient library is available, there it will take 1 hour + (20-1 Turn per point the skill was made successfully).

Astrology(IN)
This skill will give the character some understanding of the supposed influences of the stars and other celestial bodies. Knowing the place and time of birth of any person, the astrologer can study the stars and celestial events and then prepare a forecast of that person. The astrologer’s insight is normally limited to two moons (2x28 days) and the knowledge will be vague at best. When the skill check is made successful the astrologer can foresee some general event. (DM). This skill will also give the character a +1 bonus with the navigation skill. Astrologists dislike Astronomers, who they see as blind men with the light in front of them. Kings and other rulers use astrologers, therefore the profession skill Astrologer will also have Etiquette and Psychology, so they know how and when to tell how and what, be it real, wrong or just manipulative. This skill will take a lot of time; roll 2d30, this will be the amount of calculating hours needed to make a Horoscope or prediction.

Astronomy(IN)
This skill will give the character some understanding of the movement of the stars and other celestial bodies. Movements of celestial bodies, planets, comets, stars, and such can be precisely calculated. The astrologer’s insight is unlimited in time but the more calculation will be needed. The skill will also reveal how exact the astronomer has calculated the information. When the skill check is made successful the astronomer can foresee some general event, be it a conjunction of stars or planets, a comets coming, or a meteor. (DM). This skill will also give the character a +1 bonus with the navigation skill. Astronomers dislike Astrologists, who they see as fantasist. The astronomer will also have knowledge of the Planes as they are an intricate part of the Multiverse.. This skill will take a lot of time; roll 2d30, this will be the amount of calculating days needed to make a basic calculation.

Dowsing(IN)
The character has been trained in the use of a divining rod. While all Rhabdomancers begin with the spell to craft an effective rod, this skill covers the insight necessary to interpret the finer meanings of the wood’s tugging and twitching. Apprentice Rhabdomancers are taught in the guild the following tenant: The fork is held by the two limbs, one in each hand, with the point going first and the rod held horizontally. Then the Rhabdomancer walks gently over the places where he seeks an object or affection. He should walk with care to not risk dispersing the emanations that rise from the spot where these things are and would cause the rod to slant. For example, if the Magician is seeking a deposit of gold ore, upon finding a vein a successful dowsing check reveals the purity of the metal. The skill also affects the casting of various divination spells. Some of these are blocked by stonework, thick wood, or metal deposits. A skilled Rhabdomancer is able to pierce these “walls” with a successful dowsing check. Also, using this skill a Rhabdomancer can locate the proper sapling with which to craft a suitable divining rod. This skill takes as much time as the character uses the rod, but a survey can take from a Turn to several Turns.

Knowledge of… (IN)
The character is an expert in one field of study such as the culture or geography of an area, history, legends, theology, etc. A character can usually make his living by teaching his skill or acting as an expert on the subject; with a successful roll, he can make expert commentary on information relating to his skill. The skill must be specified to what knowledge it is directed. Of course can a character have multiple skills in different fields of study. Knowledge of Tribal Culture is the main ability of tribal sages versed in the tribal history, in most of the more primitive cultures, tribal history and culture are not written down, but are transmitted by word of mouth from sage to sage. The skill uses normally one round to know something or not, but when a suitable library is at hand a secondary check can be made, which takes 8 hours + 1 hour by which the skill rolled, to find the knowledge wanted if available. To tell the stories of culture or history it takes one to 5 hours, depending on the story.

Spellcraft(IN)
Although this Skill does not grant the character any spellcasting powers, it does give him familiarity with the different forms and rites of spellcasting. If he observes and overhears someone who is casting a spell, or if he examines the material components used, he can attempt to identify the spell being cast. A Skill check must be rolled to make a correct identification. Wizard specialists gain a +3 bonus to the check when attempting to identify magic of their own school. Note that since the Spellcaster must be observed until the very instant of casting, the Spellcraft Skill does not grant an advantage against combat spells. The Skill is quite useful, however, for identifying spells that would otherwise have no visible effect. This spell takes a minimum of 1 round per casting Time of the studied spell.

Spellflash(IN)
A particularly ‘Glantrian” skill, this showy ability allows a character to cast a spell in a flashier, more dramatic, and visually impressive manner. Casting brighter, more colorful fireballs, dazzling dancing lights, and fabulously intricate illusions result from spells cast after a successful skill check. Using this skill does not affect game mechanics in any way (except maybe morale by awe). Glantrian wizards merely use the skill in attempts to impress and outdo their fellows. About 75% of the time, a non-wizard will not even notice the extra dazzle. This skill takes no extra time, nor affects the casting time of any spell.

Mandragora (Wis)
This allows the Mage to recognize Mandragora plants, and safely harvest them. The roots can be used to make soporic or hallucinogenic drugs. A victim of the drug must make a Constitution check ; if failed he will fall asleep for 1d6 days, or answer the truth to 1d6+6 questions the Mage asks. Later can be learned to make a Manakin from the root of the plant. The locating of the root in its correct landscape (swamp, wet-forest, moor, bog, dead river-arms, etc.)will take 24+2d30 days. The harvesting (only at a full moon) will take at least 4 hours (a black dog, a rope, wax are needed). The making of the concoction (choose while making what sort of effect is wanted) will take 4 hours. The concoction will be usable for 1 moon at most or turn into a poison BB.

Meditation (Wis) (known only in the Great School of Magic, or by teachers from the GSM)
This helps the character reach a higher level of intellectual perception. After an hour of preparation (absolutely quiet=not silent) the wizard gains a modifier to his Intelligence check according following table. Inform the DM before meditating what problem is wished to be solved. This effect lasts until the ability check meditated for is attempted. Meditation improves chances of discovering new spells, enchanting items, or conjuring a companion. Only one meditation check must be made each waking period, but each day the ability meditated for is used, must also be meditated for. This will prolong the ability by 1 hour each waking period.
Level|Adjustment
1-5|+1 6-10|+2 11-15|+3 16-20|+4 21-25|+5 26-30|+6 31-35|+7 36|+8
Quick casting (Wis) (known only in the Great School of Magic, or by teachers from the GSM)
This allows a magic-user to cast spells more quickly. If at the beginning of a round, the magic-user states that he has everything ready to cast the spell intended and succeeds this skill roll the intended spell is cast +1 on initiative faster than normal. Spell that take longer than 10 rounds casting time are improved by 5%, spells that take more than 1 Turn are improved by 10%. If he changes his mind he must shuffle his components and break of the spell he was casting an can’t do anything else that round or let it go off as intended beforehand. This skill in itself doesn’t take time to use.

Spell combination/mixing (Wis)(known only in the Great School of Magic, or by teachers from the GSM)
This technique allows a magic-user to mix his spell-levels in any combination, so long as the total spells do not exceed his capacity or the maximum spell allowed each level based upon his Intelligence (see spell miscasting). For example; a level for wizard normally casts 2 1st level spells, 2 2nd level spells (for a total of 6 spell levels ) with this technique , he can choose to memorize 6 1st level spells or 3 2nd level spells, or any appropriate combination. This skill doesn’t need to be rolled for. It is automatically infused in the meditation of the spells as normal, as long as it is known, and the meditation for spells is undisturbed. This skill does take no time to use.

Agility Training (Dex)
This allows the Magic-user to be able to cast spells while moving. This can only be done at normal walking pace, riding a mount or dodging attacks will impose a severe penalty (up to –10) on the check. If the check is failed the spell is disturbed. The usage of this skill takes no time, but can only be done when able to move and act normally.

Language(IN)
The character can speak, understand (and read, and write if his Intelligence is high enough) a language. The language use this way is more slowly, and simpler. If the character is listening to someone who is excited or using technical speech, he must make his skill roll to understand the language. Failure means he did not understand what was said. The character speaking a skill language communicates in the same way. When he is struggling to explain something fast, complicated, or technical or when flustered or excited, he must make a skill roll to get the idea across.
Languages, Ancient: The character has mastered a difficult and obscure tongue, now primarily found in the writings of pedantic sages and sorcerers. The main use of the language is to read tomes of ancient secrets written by long-dead mystics. This Skill enables the character to either read or write or speak the language (his choice, but enough Intelligence is needed).
Languages, Modern: The character has learned to Speak/Read/Understand/Write a language of the known world. To do so, there must be a teacher available.
Languages, Modern Basic; the character has spent lifetime studying languages and their origins. On a successful check, the character picks up a few words of a conversation or manages to say a word in a language he’s otherwise not familiar with. Modifiers are applied to the frequency of the language. For instance, when the character hears harsh guttural words and recognizes it as Orcish, she could make a check against this skill as she speaks no Orcish. If successful, she could make out words like “prisoner” and “door”. Later she runs across some Gnolls, an uncommon race. As they come to attack, she makes a check at –2 to say “friend” in Gnollish, the check fails, and her cry of “cheese” does nothing to stop the Gnolls. This skill takes as much time as the normal conversation would, but a minimum of 1 round or 10 sentences to listen.

Magic Energy Conservation (IN)
This skill can only be taken by magic Spellcasters. It’s learned primarily at the Alphatian University of Magic in Sundsvall until 1009 AC. After the destruction of Alphatia, only survivors on other continents still know this skill. Even the Glantrian Great School of Magic, and other Magic Universities are unaware of it. When in 1011AC the new Magic School of Karameikos (Krakatos) is opened by the former Alphatian Great Master, the skill becomes more widely known. It allows the Spellcaster to conserve energy that normally is wasted, by not casting spells. The energy is collected for use as Cantrips. Each day, a character with this skill may freely cast one cantrip spell for each 9 not cast spell-levels, the day before sleeping. The usage of this skill takes 1 Turn of memorization prior Spell memorization of that day.

Magic Trivia.(IN)
This skill allows the character to develop a hint as to the contents of a magical scroll, tome, or rune prior to using a read magic spell. The hint is vague but still useful. Further, the character may make use of knowledge possessed by the player with respect to magical effects encountered in the game, in the same manner as is done for the Monster Trivia skill. Usage is 1 round minimum.

Magical Engineering(IN)
This is the ability to recognize the basic principles of some unfamiliar magical devices. It does not include practical training in design or fabrication magical artifacts. It does allow the character to recognize uncommon magical items or to distinguish trapped or cursed items from safe ones. This skill will take 20 - the difference of success in rounds of time.

Planar Geography(IN)
This skill gives the character a general knowledge of the Prime, Inner, and Outer, Astral and Ethereal Planes. This skill includes knowledge of techniques of survival or travel among the Planes and common inhabitants of these Planes. The greater the distance the more difficult the skill becomes, for each Border crossed the character get a penalty of 2. This skill takes 1 Turn at least to use, when equipment is used; the time is doubled for each piece of equipment used (like maps, astrolabe, etc.).

Science (choose type)(IN)
The character is an expert in one branch of scientific study such as Astronomy, Geology, Metallurgy, etc. Characters with this skill can make their living with it, usually as specialist in large cities. This skill is greatly unknown in unschooled areas, like the wilderness, and even marginally known in areas outside the great cities. The more civilized the area is the more reasonable it is for a character to have this skill. The character can have several Science skills in different fields. Astronomy, Biology, Geology, Metallurgy, Avialogy, Meteorology, Sociology, Psychology, Theology, Anatomy, Topography, Technology, Oceanography, Botany, Ecology, Zoology etc. The usage of this skill takes upon the task, the accessibility to a library, and other circumstances. This can take from one turn to several hours.

I know this is a bit sidetrack of the topic, but I explains the skill use of these skills as extra above what is mentioned in the RC, Gaz3, GKoM, making it more usable.

More on the GSM soon
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Re: [Glantri] The Great School of Magic

Post by Hausman » Fri May 12, 2017 2:56 am

This is really getting very good, Robin !

= )

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Re: [Glantri] The Great School of Magic

Post by Robin » Fri May 12, 2017 4:36 pm

Thanx Hausman ;)

As my research continues I had to readjust my readjusted Test of Darkness map, by adding the Testing Grounds from Gazetteer 3, and some rooms for the Secret Water Elemental Craft.

The first I added here as the size of the room , but also its shape reflected more the technical use of the former Blackmoor era in their gas drill and machinery. The round rooms instantly resembled to me temporary storage units for gas, like they did in my Real Life Province of Groningen Netherlands.
I had to readjust the size to fit the GSM scale of 1 inch =40 feet, as I did with the ToD map.
The chambers of the Secret Craft of Water Elementalism I placed here too as the water coming and going through Elemental Water gates would surely attract the mages working with this nearby.
http://6inchnails.deviantart.com/art/Re ... -679486390

As my research continues, I seem to be delving deeper also.

Layering the layers below the GSM
[b]Floor Cave of the Radiance[/b]| dating; natural gas chamber (millions of years ago), accidentally changed by the Immortals, molten-solidified floor. |Located at -1000’ |Containing; [color=#0000FF]Radiance (nuclear engine of the FSS Beagle[/color] changed by Old One near 3000 BC, and Immortals between 630 BC and 350 BC). [b]Ceiling Cave of the Radiance[/b]| dating; natural gas chamber (millions of years ago), accidentally changed by Immortals between 630 and 350 BC, molten-solidified walls (stalactites/stalagmites/columns)| Located at -500'below Water level|Containing; [color=#0000FF]molten metal drills of Redfen Foundry (3435 BC) and at least one hidden opening (by fate and chance behind a molten column) leading to chamber 000. [/color] [b]Chamber 000[/b] |dating; 3435 BC: Damaged; 3065 BC and 3000 BC| located at: -480’ below water level.| Containing; [color=#0000FF]Gas drill tubing, material check-up chambers, one control room, residential area(3 chambers)[/color] [b]Chamber 00[/b] |dating; 3435 BC: Damaged; 3065 BC and 3000 BC |located at: -265’ below water level. |Containing; [color=#0000FF]Gas drill tubing, material check-up chambers, one control room, residential area(3 chambers)[/color] [b]Chamber 0[/b] |dating; 3435 BC: Damaged; 3065 BC and 3000 BC| located at: -125’ below water level.| Containing; [color=#0000FF]Gas drill tubing, material check-up chambers, one control room, residential area(3 chambers)[/color] [b]1st layer[/b]| dating;3500BC: Sunk between 3500BC and 3445 BC|located at: -75’ below water level. |Containing; [color=#0000FF]Gasdrill tubing, material check-up chambers, one control room, residential area(18 chambers[/color] [b]2nd layer[/b] |dating 3495 BC: Sunk between 3494 BC and 3445 BC|located at: -60’ below water level.| Containing; [color=#0000FF]Gasdrill tubing, material check-up chambers, residential area(28 chambers)[/color] [b]3rd layer[/b]| dating;3470 BC: Sunk between 3468 BC and 3445 BC| located at: -45’ below water level.| Containing; [color=#0000FF]Gasdrill tubing, material check-up chambers, residential area(28 chambers)[/color], incoming elemental gate of water and river, Wizard warrens, Testing Grounds, secret craft rooms Water Elementalism. [b]4th layer[/b] |dating; 3451 BC: Sunk between 3448 BC and 3445 BC| located at: -25’ below water level. |Containing; [color=#0000FF]Gasdrill tubing, material check-up chambers, residential area(35 chambers)[/color]Lower Classrooms, secret craft rooms (various) [b]5th layer[/b]| dating; 3445 BC: Sunk between 3441 BC and 3445 BC| located at: -10’ below water level. |Containing; [color=#0000FF]Gasdrill tubing, material check-up chambers, residential area(49 chambers)[/color], Lower Temple, GSM dungeons, Lower Classrooms, Storage basements, Lower rooms, [color=#0000FF]forgotten material check-up chamber below “Old Keep”.[/color] [b]Topping (5’ thick)[/b]| dating 3435 BC, (but with many newer restorations of 450 AC, 750 AC, 845 AC, and some even recently in 1010 AC due erosion and war)| located at: +5’ above water level.| Containing; entrances to lower Temple (by temple entrance), GSM dungeons (by closed off stairway GSM), lower classrooms (by GSM), storage basements (by kitchen and dining hall), lower rooms (by archives tower).
I have colored blue those designations dating from the Blackmoor era, these are unknown, and if found, not understood as such by today persons.
Keep in mind that not only the deeper regions are less known and used, but are also subjected more the effects of the Radiance (first of all its radiation/wasting Disease..which can be contracted in all areas below chamber 00, not above as their is a natural layer of rocksalt blocking the effects somewhat, but enough to prevent the radiation's direct effects.)
Of course, I will update this list with further designations, but until now this is as far as I compiled from the canon sources.

There only stays one question;
The ToD placed a sphere of Light-absorbing Darkness in the area, this was suggested to be linked to the Radiance further below. However, it also seems that this darkness first came to be at the end of WotI, when entropy was used instead of Energy to drain from.
This poses for some troubles thou; as each drain of the radiance by its users increases the diameter of this sphere of Light-absorbing Darkness somewhat, it will already affect the lower dungeons severely, and eventually even the upper dungeons, until it breaches the surface affecting the GSM more and more.
However, As I noticed there are also mentions that the Radiance drains anew from Energy instead of Entropy, it deems me that OR this sphere of Light-absorbing Darkness is only a shell shaped sphere of Light-absorbing Darkness instead a full globe, OR it already ceased to be in 1013 AC just after TOD was set(1010-1013AC).
How do you think about this??
  • Would the sphere of Light-absorbing Darkness still exist and grow? and thus nullifying the affected areas its use.
    Would the sphere of Light-absorbing Darkness be a shell of a specific width(reflecting the time it was draining from Entropy--estimating a 20-40')..this would limit the nullifying use to the affected areas, but the deeper areas would become usable again.
    Would the sphere of Light-absorbing Darkness cease to exist, and become energized again, preventing light to be absorbed.
The first two choices would eventually in the future deem of nation charisma as negative as it swallowed up all by darkness.
If it is the first option, this would become a haven for undead and creatures with infravision, as they can still see as normal

http://vignette2.wikia.nocookie.net/und ... 0929142543
So this is my pondering on a nasty issue, what are your thoughts on this?
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Re: [Glantri] The Great School of Magic

Post by Baron » Fri May 12, 2017 5:28 pm

I don't play WOTI, my campaign is more steady-state. Any changes to our world will be made by the actions of my players, or by my own development. That being said, I'd still avoid placing yet another mechanism that changes the setting for the players. Therefore my suggestion would be that if there is a Sphere, it stays below ground and is static.

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Robin
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Re: [Glantri] The Great School of Magic

Post by Robin » Sat May 13, 2017 10:34 am

Baron wrote:I don't play WOTI, my campaign is more steady-state. Any changes to our world will be made by the actions of my players, or by my own development. That being said, I'd still avoid placing yet another mechanism that changes the setting for the players. Therefore my suggestion would be that if there is a Sphere, it stays below ground and is static.
There is nothing wrong with playing a static world where all seems to be turning around the PC's or caused by them. :o ;)
However, as Mystara is a living world, where like the real world, lots and lots of things happen beyond the scope of the NPC's and the DM, if rightly played gives, in my humble opinion, much more satisfaction. :ugeek: :lol:
Of course there are holes in what is created, like the Great School of Magic; its detailed exterior, Interior, History, and use.This is what I intend to display following all compiled Canon leads from all Mystara sources, however minute, and then add some fanon sources, followed by some artistic input by my own phantasy.
Of course I hope players and DM's using Mystara (BECMI style---but adaptable easily to AD&D1 & 2, and some more DM work even D&D 3rd,3.5th, 4th, 5th, D20.)wil enjoy my compilation input.
I at least enjoy creating and compiling it, and the create further. Due this I not only make a flat 2-dimensional (maybe eve 1-dimensional linear) source, but I intend to make it 3-dimensional, and by inserting materials, scents but especially Time and its influences, a 5th dimensional version....just like I try to do with all my works.

as such I cherish any input usable....and compile it together.....as far as Real Life enables this.
so keep up coming those ideas :mrgreen:
My Deviantart page; http://6inchnails.deviantart.com/ For Mystara hexmaps and Fantasy art (to see all fantasy art; enter and declare you are an adult...frigging exposure rules)
My personal Mystara Blog;http://breathofmystara.blogspot.nl/

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Re: [Glantri] The Great School of Magic

Post by Robin » Tue May 16, 2017 4:39 pm

As I worked on the Isometric map, and inspected the details I came up with this on topic sidestep; A sideview of the South west corner of the GSM as seen from the south.
As Glantri is based on Venice, I based the basic architecture on Venice.
This sideview I based on the work of (venice_doge_s_palace_by_herbertrocha-d751j9v), which I could alter reasonably easily to what My Isometric maps of the Great School of Magic had already givem and now I placed the details; Silver filegree wall decoration, Dark Grey stone, Corroded copper plates, and some frther detailing.

Hope you like this. :o :? :lol:
http://6inchnails.deviantart.com/art/Gr ... -680929667
My Deviantart page; http://6inchnails.deviantart.com/ For Mystara hexmaps and Fantasy art (to see all fantasy art; enter and declare you are an adult...frigging exposure rules)
My personal Mystara Blog;http://breathofmystara.blogspot.nl/

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Re: [Glantri] The Great School of Magic

Post by Robin » Fri May 19, 2017 12:02 am

Ok.. Finally :o I succeeded in digitizing (JPG) my restored and redrawn Isometric maps of the Great School of Magic :lol: :lol: :mrgreen: :o

Something bugged me a long time ago. It was the Gazetteer 3 Principalities of Glantri; an outstanding work by our beloved Bruce Heard, our Mystara Spirit. The book gave us stacks of intense usable information, yet it also gave some incomplete material. The AD&D2 adaptation of Mystara and the Glantri Kingdom of Magic, Wrath of the Immortals, Poor Wizard Almanacs, Castle Amber, DM Survival Guide and Players Survival Guide, added some information, but holes stayed, or more were created due the awful desecration of Gazetteer 3. Many flaws have crept in, and areas left open. Areas you actually need in playing the Great School of Magic in Glantri on Mystara, BECMI style (or actually any D&D style)!!

I searched and searched, found and compiled, not only from the canon sources, but also with the help of some fan work. It was in those days I created some Isometric maps of the Great School of Magic In Glantri City. The difficulty was that various canon sources gave various scales to work upon, and Bruce Heard added yet another. Combining size and reason/logic together I came finally upon the scale of 1 inch =40 feet (1mm= 1.27 feet) to be used from the original map in the inside cover of Gazetteer 3, instead 1 inch =20’. From this size I had made an simple Isometric version of the same map. And I already started to make the vertical information, according to canon sources…then Real Life kicked in, and I had to store my stuff. Here the maps were damaged by moisture and mice. Just recently I rediscovered these maps, and decided to restore or redraw them. I actually went beyond that, I made two more Isometric maps from other directions, enabling the Great School of Magic to be viewed from all directions. With this more detail came an about the inside, and following the canon sources with architectural laws for stability, strength, and consistency I now even created the inside floor plans, first in pencil, later clarifying with Windows Paint.


Rereading all the canon sources, and the newer fanon sources, more information was added, A timeline came forth, and the various uses canonically of the rooms made even more clarity.

These map are thus large in size that If you can't view this map here, try the download button right(green arrow button), of the picture, then it will open a new screen where it can be viewed and downloaded.

The other maps (thus far) in this series are in the following Links;
(Their orientation is as seen towards the first compas note and from the second compas note)
Glantri Great School of Magic isometric NE-SW http://6inchnails.deviantart.com/art/Gl ... -681339156
Glantri Great School of Magic isometric SE-NW http://6inchnails.deviantart.com/art/Gl ... -681340444
Glantri Great School of Magic isometric SW-NE http://6inchnails.deviantart.com/art/Gl ... -681340746

Basement level 3rd layer; Wizard Warrens; GSM lower 3rd Wizard Warrens;http://6inchnails.devia ... -679486390

Sideview Southwest corner GSM;SideviewGSM Sideview; http://6inchnails.deviant ... -680929667

I am currently working on the handmade maps of the internal areas (architecturally sane and stable :shock: ), and making them digitally representabl ;) e....and doing some other related stuff :twisted: .
I hope you will like these too, like I do... :mrgreen: .



As to Shawn; If you post these on Pandius keep them together if possible, as some more maps will be added, possible with the text.

To Bruce Heard; Thanx for writing Gazetteer 3, and communicating with me on the scale and some details. Please enjoy .

And to Micky...I hope you are well enough to see and enjoy these
Last edited by Robin on Fri May 19, 2017 12:11 am, edited 1 time in total.
My Deviantart page; http://6inchnails.deviantart.com/ For Mystara hexmaps and Fantasy art (to see all fantasy art; enter and declare you are an adult...frigging exposure rules)
My personal Mystara Blog;http://breathofmystara.blogspot.nl/

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Re: [Glantri] The Great School of Magic

Post by Baron » Fri May 19, 2017 12:09 am

Wow, that's exciting! I'm really looking forward to the digital versions!

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