[Glantri] The Great School of Magic

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Re: [Glantri] The Great School of Magic

Postby Robin » Fri May 19, 2017 12:13 am

Thanx Baron

The Isometric Maps I will not further digitize, but the internal maps I will.
I just need some time between my troublesome Real Life to fiinsh it, and compile all info together.

I truly hope you like the Isometric maps thus far.
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Re: [Glantri] The Great School of Magic

Postby Hugin » Fri May 19, 2017 1:39 am

Those are pretty wild, Robin! I'm really enjoying all the great work you're posting. Thanks!
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Re: [Glantri] The Great School of Magic

Postby Robin » Mon May 22, 2017 10:46 am

Thanx Hugin, You are gonna like the Inside then...coming soon. (real life is Image and hinders me greatly)
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Re: [Glantri] The Great School of Magic

Postby Robin » Sun Jun 04, 2017 8:30 pm

This map is a continuation in my research of the Great School of Magic.

As Bruce Heard wrote in Gaz 3; The Artifact producing the radiance was the central power source in a large alien spacecraft (read DA3 for details). It is a series of THREE nuclear reactors of advanced design, complete with tons of layers of protection, huge pieces of machinery, wires, pools of coolant, radiation zones, etc.
when the immortals of energy bestowed their magic upon it, the Artifact gained the ability to produce the radiance and enable mortals to attain immortality. unfortunately, immortals from the three other spheres intervened shortly thereafter and gave the Artifact a nasty side effect which consists of A permanent MAGIC DRAIN.
10.000 FEET BELOW GSM IN HARD ROCK
because the high radiations prevailing in this cave, any living being would have to make a saving throw vs. poison each round or die. After leaving this place; a visitor must save vs. poison aT-1/round of exposure or be permanently affected by the radiation. Failure death in 2d4 weeks. a wish or any high healing magic spell cures a victim,

Wrath of the Immortals detailed the Artifact a bit more, giving a map of the control chamber inside a section of the cave. It also stated that the stairs (9) reach catwalks (apparently above the control chamber) at altitudes, 10’, 20’and 30’. As the Artifact is 38’ wide x 98’ long according the 5’scale map there on page 63 of WotI, and the Large Alexander Glantri statue in the illustration on page 64, is a 24’tall Bronze golem (which by the way does more resemble Ettiene dÁmbreville than Alexander Glantri...if resembling it with the picture in GKoM page 14), and we see a large metallic grid around the rectangular shape of the Artifact, we must assume that not only this is part of the machinery, but it thus gives us a way to measure the Artifact’s height. Using perspective, and line continuation, we see the rectangle towershape of the structure rising 48% above the statue, which itself is placed on a pedestal of 5% of its height. Adding a total of 53% of the statues height gives us thus the height of the rectangle of 24’ x 1.48= 36.72’. This means the top catwalk at 30’ is only 6’ from the ceiling. As the art gives the control chamber a height (as estimated by the general character height of 6’) of no more than 8’. Using advanced architecture and techniques we could grudgingly accept that the interior walls are less than 1’, mostly of metals, ceramics and unknown other materials (like plastics, carbon fibres). this means the reactor itself is 35.5-8=27’tall, as according to canon it is place ON the cave floor and not within, there is no lower section.
As the map in WotI page 63, also give 6 seats of control and Bruce Heard dictated it had 3 reactors we can only assume that the chairs in the middle section, three on each side, back to back together connect to the respective reactors. Having visited a reactor a few years ago this is the absolute minimum even for an advanced technical construct, as far as we now know. As both real world as Bruce Heard pools of coolant needed to exist, I used the fact this has been a volcanic gas chamber, where collected steam has created a large pool

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Re: [Glantri] The Great School of Magic

Postby Baron » Sun Jun 04, 2017 8:55 pm

Very nice! You're really putting in a huge amount of work, but it's greatly appreciated.
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Re: [Glantri] The Great School of Magic

Postby Robin » Sun Jun 04, 2017 9:16 pm

thanx...but it is mostly just compiling, and expanding along the laws of architecture, logic, (in a magical way, but still :) )

one important not
several canon sources placed the chamber of the Radiance 500' or 1000' below the GSM/Glantri, while the original source clearly states it is 10.000'.
as i had overlooked this, i followed the same flaw, in my earlier notes, in an attempt to calculate the sphere of darkness.

recalculating this, and inserting this in my earlier timeline, commbining this with the entropy base link of the radiance in 1009AC(WotI), and later returning to energy (Poor Wizard Almanacs) I come to the conclusion that the sphere of Darkness in Test of Darkness GKoM, is actually only a shell, with a thickness of about 40'. As thus the circle of darkness on the map is measured at ground level of that underground level , and thus your feet can be in darkness while your head is above it, as the sphere curvature does end sooner than at ground level. This simple fact come from that the a large sphere will seem flatter the bigger the sphere is.
You could also assume that the circle is measured at average eye level, but then the ground radius of darkness will be rougly 40'further away.

More information will come
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Re: [Glantri] The Great School of Magic

Postby Robin » Tue Jun 06, 2017 10:09 pm

Ok combining all the Canon and fanon sources together, linking them with the various classes I mentioned earlier, added some new names where there existed none, I get the following list of teachers and important personel of the GSM;



please not that this is as of date 1013 AC and beyond.
Harald Haaskinz is Headmaster since after WotI.
Most teachers attended for about a decade, some even more, some (especially Princes) attend once a month only.
As by Test of Darkness Miss Yriss Ghuth is banned from the School in 1014 AC.
Gaston VanderKlil is on a research adventure (see my Blog) but will eventually return.
This means 95% of this list is correct for the years between 990 AC and 1014 AC and may stay thus for several years to come.

07-06-2017 Readjusted gender/rank titles as advised by Chimpman
Last edited by Robin on Wed Jun 07, 2017 10:23 am, edited 3 times in total.
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Re: [Glantri] The Great School of Magic

Postby Baron » Tue Jun 06, 2017 10:24 pm

By "Miss" you mean a counterpart to "Sir?" All mages in Glantri are nobility, are they not, per GAZ 3? Or has that changed after WOTI <cough-blecch>?
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Re: [Glantri] The Great School of Magic

Postby Robin » Tue Jun 06, 2017 10:45 pm

Miss vs. Sir I just used to differentiate Gender.

it is reversed; All nobility is mage, not all mage is nobility.
however being mage enables you to climb the social/political ladder (read Gaz 3...excellently explained by our Bruce Heard).
Also being member of a noble family without being mage satill allows you several 'nobility 'rights but no actual power politically (however behind the scenes even non-mages draw terrible strings with great effects.
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Re: [Glantri] The Great School of Magic

Postby Baron » Tue Jun 06, 2017 11:24 pm

Well, per page 15 of GAZ 3, a wizard needs to achieve name level (9th) and graduate from the Great School, and then applies to the Council for nobility. That would seem a mechanism to allow for DM control, he gets to decide how and when his players advance. Page 56: Spell-casting children must be sent to the Great School. So, it's pretty much a pre-determined funnel. There may be wizards who aren't noble, especially foreigners who've settled there, but I would expect the vast majority of wizards in Glantri are noble. And until they are, they are Gents, per page 50. In any case, an instructor at the Great School, unless they're a teaching assistant, ought to have graduated by now. Ergo, IMO most if not all should be noble. Of course, you can write it up how you like, regardless.
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Re: [Glantri] The Great School of Magic

Postby Robin » Tue Jun 06, 2017 11:41 pm

I understand where you are going..yet you forget a few steps
As per GKoM Test of Darkness there is an admission test; if you fail you are not accepted, yet you are still a mage...but on self study or by a friendly mage but not on the GSM, the same goes if you flunk while studying, stop due lack of funds, or sociopolitical attitude. There will be many rop outs before during and even after school, yet they still are mages able (but not allowed if they can't pay the licenses) to cast magic.

I believe to remember that Micky once broke down the population of wizards and although I can't remember their ratio...I estimate that about 25% is capable of using magic, and less than 5% is noble wizard by ability and family, about the same % will be of common descent but with magical aptitude. especially this group will be accepted as being mage, but not accepted and thus greatly hindered by the nobility mages and many will stop or commence by themselves..
This means that about 15% is still mage but has not attended or finished the GSM and thus is not nobility

keep in mind that although children are socio-pressured to go to the GSM, they are not forced, as often it is the sociological structure and money which is the great restricting factor.

There will absolutely be name level mages who have never attended the GSM, have no interest in politics and the intrigue and commence their own studies (probably still under scrutiny of the princes and.or the GSM, but still.
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Re: [Glantri] The Great School of Magic

Postby Chimpman » Wed Jun 07, 2017 12:21 am

Actually I think the point that Baron was making was not about the general populace, but rather about the teachers at the GSoM. While I agree that some of the mages there might be "visiting" from other countries and invited to teach at the GSoM because of their skills, I also find it highly unlikely that a dropout (for any reason) from the GSoM would ever be made into a teacher. Therefore, most of the teachers would be of the nobility.

Of course you make a good point about not all mages (even those who go on to become experienced wizards) attending (and graduating from) the school. Again, I think there are probably some exceptions - famous adventurers for example - who might be able to get jobs as teachers at the school without having graduated* (and thus, they may not be nobility), however I think this is going to be a very small population. In general I find it likely that most of the teachers would themselves be graduates of the GSoM, and therefore be nobility (though not necessarily landed nobility).

The point of confusion with the list however, may be one of syntax (and this might be more nit-picky than anything else...). If you were trying to only denote gender, it may be more appropriate to use Mister/Miss. However the term Sir does denote some type of nobility. In that case to denote nobility+gender it may be better to use the terms Sir/Lady. That's just a preference on my own part.

* Although at that point they may be awarded some form of honorarium and made nobility post facto.
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Re: [Glantri] The Great School of Magic

Postby Robin » Wed Jun 07, 2017 10:16 am

Chimps I can always count on you. Thanx for pointing the right gender designations...as nonnative english speaker, I really had forgotten these.

as to the Nobility of teacher, I now understand, and alter the table as thus.
Sir/Lady as nobility
Mister/Miss as non nobility. these are often the non spellcaster professional teachers
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Re: [Glantri] The Great School of Magic

Postby Chimpman » Wed Jun 07, 2017 4:50 pm

Robin wrote:Chimps I can always count on you. Thanx for pointing the right gender designations...as nonnative english speaker, I really had forgotten these.

as to the Nobility of teacher, I now understand, and alter the table as thus.
Sir/Lady as nobility
Mister/Miss as non nobility. these are often the non spellcaster professional teachers

No problem ;) I kind of figured that was what you were going for.
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Re: [Glantri] The Great School of Magic

Postby Robin » Sat Jun 24, 2017 1:20 pm

I have readjusted the underground map of the Wizard warrens a bit...to enable a better fit/use as combined with the higher underground levels and foundations....especially as seen in the light (viewtopic.php?f=3&t=17435&start=25#p195867) that these levels were once surface structures sunk into the soft ground in decades ages ago.

Here is the latest version
http://6inchnails.deviantart.com/art/Re ... -679486390

What did I do...as canon speaks of a dual stair down, I had to fit this right.
I used this picture as a guide
http://ic.pics.livejournal.com/kerb/72779464/123063/123063_900.jpg
I also added some more rooms to be used and probably will add a few more ...so keep looking here.. ;)

I am currently working on the other GSM structures (Temple/Kitche/Dininghall/Warehouse/guardhall/griffonhall/courtyard/administration Tower) and the first lower level....but it is hard to find canon sources...(I have to rely on half sentences sometimes in Gaz 3, GKoM, ToD, Dragonwar chronicles, Almanacs, other sources)

Some interesting facts I did find.
1 Below the temple are crypts used to store valuables/bury dead shephards,, which is guarded by horrible monsters....
2 There was massive damage to the temple during WotI.
3 There is a section of the lower areas beneath the Main Building that is off-limits and unaccessible due a flawed experiment. as if something roams around there.
4 There is a section of the lower regions which is much colder than normal

So my question is what kind of experiment went wrong and what (mutated mage or monster or magical effect) was created and apparently could not be battled (by the higher level wizard/teacher and guards) but only locked out ((Locked/blocked doors, walls, forcefields etc...i really don't know...I think a bit of all depending on the location).

So I am open to receive suggestion; Who did the experiment (and why), what went wrong, what roams still around, why could it not be battled but only locked in...

My thoughts at this moment are; a wrongfully summoned demon with massive cold powers, a variation of a Radiance Lich, a new construct, or something completely different...
As said I am open to any ideas...
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Re: [Glantri] The Great School of Magic

Postby Robin » Sat Jun 24, 2017 2:49 pm

Though I slowly crawl forth in my work on the GSM...I miss the input of Micky.
Though He would like my work thusfar...(i truly think he would).
I do like his input too, as being The Glantrian expert :)

SO MICKY......WHERE AR'T THOUGH????
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Re: [Glantri] The Great School of Magic

Postby Robin » Mon Jun 26, 2017 1:17 pm

Ok with Shawns Help I worked on the Dueling Grounds of the GSM.
As there was a lot unclear (and even illogical--for example a circular duelling ground of only 50' (=16.7 meter)diameter is way too small to enable a functional combat zone, even when fighting with small weapons, while many spells have a greater range or effect, ...so this I did reject and change) I came up with the following

Courtyard-Duelling Grounds Great School of Magic
According to Canon as per Gaz 3 page 61-62) and GKoM it says that the arena itself is 100 by 150 feet.
The courtyard is actually varying between 130 to 55 feet wide and 120 to 150 feet, according my adjusted GSM scale of 40' per inch gaz3 GSM cover map fitting perfectly. It is still small but now functionable.

http://6inchnails.deviantart.com/art/Courtyard-Duelling-Arena-688784391 here the map

This garden would consist only of flowers, low plant borders around several conifer trees...most of the area would be functional walking space (as per common socio-migration patterns by students and others in the GSM.) Some areas may have been restored with created stone (like in the Test of Darkness adventure) to close (and Hide) any cave-inns.
Anything damaged during a duel will be restored/replaced later

Duelling in the Courtyard arena
Wooden Tiers placed around the forcefield.
10 tiers high at 1.7’ variation per tier (standard in most official locations as due the average human measurements) the tiers would be standing tiers(brown/dark brown on map), but may have a seating accommodation in the exclusive ones (yellow/orange on map), which is actually nothing more than a leather covered foldable small board (just enough for the average butt). Totalling height 17'+6'for the top standing persons=26' and being 10x 2.5' thick =25' from the edge of the structures placed upon.
Administration Tower; 4 Tiers
Warehouse roof; 1 exclusive Tier with sitting accommodations + 3 Tiers
Dining Hall; 10 Tiers, Exclusive section; Tiers with sitting accommodation
Main Building; 4 or 6 tiers
Curtain Walls; 3 or 4 tiers including 1 tier exclusive

Forcefield; (pink line on the map) Antimagic wall blocking any passing magic and solid objects, however it does allow a natural storm to bring rain, cold, lightning if summoned. The forcefield is all along the courtyard and can be opened and closed on command off the Headmaster or any other appointed (agreement) Teacher. The forcefield is 150’ high and curves inward at a70 degree angle. The top is closed dome-like by the forcefield. This forcefield is a huge magical item merging several magical wall spells together (Forcefield, Anti-Magic Shell, Prismatic Wall, Mass Invisibility) making a clear magic wall blocking any magic and object from passing except weather from outside in. However Incorporeal Undead can pass too, but will be visible for a minimum of 1 day!!, becoming subject to attacks from teachers and others alike. Teleportation, Transport through..., can pass the wall too.
The forcefield is activated for 8 hours by a total of 100 gp of crystals. The average two mages battle lasts 3 hours. The average team battles last 4 hours, but may last much longer (the longest was in 1001 AC 14th felmont betwee Issu and Clement teams which lasted almost two days. As such each combattant is required to pay 50Dc in crystals to enable the forcefield to stay up for that time.
The forcefield can be cancelled by removing the crystals remaining (they eventually disintegrate. This can only be done from the outside, and is strictly controlled by the GSM headmaster or controlling duelling referee (any teacher)
Restriction; Magic Spellcasters only
Official date; 2d12 days after transferring challenge as decreed by administration
Duelling time; as chosen by challenger or challenging team
Preparation time GSM crew; 1 day setting up tribunal tiers
Preparation time combatants; 1 day (preparing items/components, etc)
Activation Antimagic forcefield; when both attendees have arrived (1 Turn before battle!!)
Cost non GSM viewers; 500 Dc/person; common places only, (these very steep prices will keep the commoners (muggles) out.
Cost GSM Personnel/Students 5Dc; common places, 100Dc exclusive places. No reservations!!
Private viewing locations around the GSM exist often (Alexander Platz Tribunes 1Dc/ tier height a person, many viewers in the canals/boardwalks nearby, roofs/nearby balconies Prices vary from 0 to 50 Dc. Though not all of the battle can be seen, it would not reduce the excitement...like football matches viewed from outside stadium...the sounds of the other viewers fill in the void. Crystal ball viewers anywhere in the nation also exist.
maximum Standing common places; Dining Hall;170 , Administration Tower;27 , Curtain Wall;9+32=41 , Main Building;33+64=97 , Warehouse; 34 = Total 369
maximum Standing Exclusive Places; Main Building 18, Dining Hall 40, Warehouse 13, = Total 71

Duelling by two mages.
Requirements; Official challenge to a duel received by opponent
Duration; until forfeited or defeat of one of the opponents
Traps; Standard but locations always vary. Pits; covered Portable Holes, Dart traps; (poison paralyzation, Petrification, sleep, weakening, to medium damage), Magic traps of Hold person, Entanglement, Web, etc.
Terrain; May be Hallucinatory changed with near to real effect by master illusionists at challenged mage wish. (Quicksand, Ice, Desert, Bushes, Forest) but it will always incorporate the normal vegetation within, making the difference between real and illusion the more difficult. Combatants (and most non-illusionists viewers) will not be able to distinguish this and may even climb illusionary objects.
Monsters; Invisible Stalker(s), Invisible large Spiders, Fairy(kin), invisible Humanoid (these are often trained or charmed to do as commanded but it is known for some to break free and act on their own (especially Fairy(kin).
Rules;
1 Non lethal finish (out of magic, KO or incapacitated as chosen by attendees) OR lethal upon acceptation both attendees
2 It is forbidden to fight in any form when no wall is raised, and then normal Laws apply which can be harsh and severe.
3 Any mage attending must have a Last Will presented and stored in the administration tower.
4 Forfeiting battle anytime possible (but having to suffer social disgrace)
5 Forfeiting battle automatically if arriving late or not at all (investigation will be incited though, and may be reason to exchange the winning title, great social disgrace, or even social banishment)
6 Opponents prepare in separate rooms. Combatants and their crew may not have contact during Preparation time; directly or indirectly—this may lead to disqualification and automatically forfeiting (investigation will be incited though, and may be reason to exchange the winning title, great social disgrace, or even social banishment)
7 If no forfeit is given and no winner, but all magic is used; physical attacks may be used (but frowned upon. The most socially disgusting battle is two mages in a fist fight or roll.
8 Attacking a forfeiting/surrendering mage or one clearly defeated is severely frowned upon, even in a lethal combat.
9 A fallen victim may not be disgraced or humiliated this equalized disqualification, but some humiliation caused by a magic attack (like a bad fall, becoming dirty, etc) will not be seen as thus. (This recent rule has been added after a male student used a Power Word Strip spell (suggestive 6th spell; instantly strip the victim of all Clothing/Armor/Jewellery) on a female victim bringing shame to a whole royal family.)
10 After the battle any victims will be relocated to the Infirmary, any fatalities will be turned to the family (NOT friends unless officially documented as being Last Will designees) to let them decide what has to be done.
11 A winner may challenge any other mage after a three week period, he may NOT challenge the loser for at least a whole year and without a good and official cause.
12 A Loser may challenge any other mage after healing AND an 8 week period. Losers may challenge the winner after healing and an 8 week period, but this chance may be only taken once a year.
13 Attendees enter circle blindfolded facing out. The forcefield is invisible and appears like a white line along the buildings on the ground.
14 In case of a tie a jury of 10 schoolmasters including headmastee decide winner
15 once a wizard surrenders others must immediately dispel ongoing attacks
16 pretend to surrender to surprise opponent is not allowed.
17 teleporting out(including leaving the Prime Plane) and later in is not allowed punishable by social rejection.
18 Outside help is not allowed and illegal, punishable by Law and social rejection.
19 Summoning unlisted items (any items brought into the field are listed and secretly marked (including clothing/Jewellry) by a special mark only for that combat) is not allowed and illegal, punishable by Law and social rejection.
20 Summoning uncontrolled monsters is not allowed and these will be dispelled within 1 round by the Teachers/headmaster and the summoner loses the battle. Summoning controlled monster will be allowed, and this can be seen by any active Detect Magic.

Duelling by up to 10 mages in two teams.
as per two mages battling with the following changes/additions.
Duelling time; as chosen by challenging team
Duration; until forfeited or defeat of one of the Teams
Activation Antimagic forcefield; when both attending teams have arrived in full (1 Turn before battle!!) or upon mutual agreement by both teams and referee if late.
Rules;
1 In a team event each incapacitated victim will cause a pause to enable the others to recuperate and the victim to be removed, and then the magic wall will be replaced. In a Lethal team event each victim will NOT be called out until the battle is over.
2 Late attendees cannot enter the combat field once battle has started and may suffer social rejection (especially from his/her team)

New Magic Item for Mystara which was hinted at in various Canon sources
Portable Hole: A portable hole is a circle of cloth spun from the webs of a phase spider interwoven with strands of ether and beams of starlight. The same technique when used to create Bags of Holding. When opened fully, a portable hole is 6 feet in diameter, but it can be folded up to be as small as a pocket handkerchief. When spread upon any surface, it causes an extradimensional space 10 feet deep to come into being. This hole can be picked up from inside or out by simply taking hold of the edges of the cloth and folding it up. Either way, the entrance disappears, but anything inside the hole remains (wwith no additional weight).
The only air in the hole is that which enters when the hole is opened. It contains enough air to supply one Medium creature or two Small creatures for 1 Turn/10 minutes. The cloth does not accumulate weight even if its hole is filled. Each portable hole opens on its own particular non-dimensional space. If a Bag of Holding is placed within a portable hole, a temporary rift to the Astral Plane is torn in that place. Both the bag and the cloth are sucked into the void and forever lost. This rift remains open for 1 round only and closes audibly with a pop. If a portable hole is placed within a Bag of Holding, it opens a gate to the Astral Plane. The hole, the bag, and any creatures within a 10-foot radius are drawn there, the portable hole and bag of holding being destroyed in the process. This hole remains open for 1d8 Minutes, unless subjected to a Dispel magic or other nullifying magic.
Weight 400cn, Price 20,000 Dc. Illegal to unlicensed persons, Licence; 150 Dc/year
Last edited by Robin on Mon Jun 26, 2017 11:05 pm, edited 4 times in total.
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Re: [Glantri] The Great School of Magic

Postby Robin » Mon Jun 26, 2017 1:41 pm

One important note
During the Wrath of the immortals war with Alphatia the Forcefield of the arena was also used to protect the innocent from the magical Bombardment by the Alphatians, but though succesful, comfortable it wasn't and frightning for sure.
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Re: [Glantri] The Great School of Magic

Postby Baron » Mon Jun 26, 2017 3:20 pm

When your GSoM work is done, I hope you'll combine it all into a handbook for Vaults of Pandius! It will be a 'Great' resource! ;-)
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Re: [Glantri] The Great School of Magic

Postby Robin » Mon Jun 26, 2017 11:06 pm

Baron wrote:When your GSoM work is done, I hope you'll combine it all into a handbook for Vaults of Pandius! It will be a 'Great' resource! ;-)


Thanx
more will come here
so enjoy
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Re: [Glantri] The Great School of Magic

Postby Robin » Fri Jun 30, 2017 2:32 pm

As said above I need your help
Some interesting facts I did find.
1 Below the temple are crypts used to store valuables/bury dead shephards,, which is guarded by horrible monsters.... :shock:
2 There was massive damage to the temple during WotI. :?
3 There is a section of the lower areas beneath the Main Building that is off-limits and unaccessible due a flawed experiment. as if something roams around there. :o
4 There is a section of the lower regions which is much colder than normal :|

So my question is what kind of experiment went wrong and what (mutated mage or monster or magical effect) was created and apparently could not be battled (by the higher level wizard/teacher and guards) but only locked out ((Locked/blocked doors, walls, forcefields etc...i really don't know...I think a bit of all depending on the location).

So I am open to receive suggestion; Who did the experiment (and why), what went wrong, what roams still around, why could it not be battled but only locked in...

My rambling thoughts at this moment are; a wrongfully summoned demon with massive cold powers :twisted: , a variation of a Radiance Lich (not like Brannart McGregor but different,draining magic as power) :evil: , a new dangerous construct :roll: *(i though on the Adaptoid..every attack it mimicks in reverse to adapt it into an immunity or return the favor), or something completely different... :ugeek: Whatever, it is something that the mages with all their experience and magic can't kill, but only keep out of the way by solid matter spells(walls etc).
As said I am open to any ideas...
Please everybody put your ideas here.
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Re: [Glantri] The Great School of Magic

Postby Baron » Fri Jun 30, 2017 7:42 pm

The only thing I can imagine that the mages of the GSoM had to wall away would be some sort of godling, something with a divine spark of immortality. (Use the label "Immortal" if you must, purists.) Anything mortal should've been beatable.
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Re: [Glantri] The Great School of Magic

Postby Robin » Sun Jul 02, 2017 1:53 pm

That was my idea too ;)
tit has to be someting mages are terrified off

maybe something like a rustmonster for fighters but then immortal...


i feel the most for a (new)special demon(demons are in Mystara Immortal (like) creatures with cold powers, probably locked by the same spells it was summoned by??
een bodytakeover/change which absorbs magic and heat, yet then there must be some incentive why it desires to stay (as of yet)
a severely resistant and strong construct which absorbs magic and heat but without intelligence/will to desire to leave
or the adaptoid construct i suggested earlier;...which instantly reflects the spells /weapons and makes a resistance or immunity out of it, but even this could be destroyed

yet i am totally confused...i need input from others to make it fit...the source was only one part of a sentence and not continued ..so it must be invented by me/others

so help me please...anybody
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Re: [Glantri] The Great School of Magic

Postby Baron » Sun Jul 02, 2017 5:49 pm

Maybe it drains some aspect of a mage's magic ability, similar to level-draining. Perhaps the only way to 'banish' it would be for it to absorb a certain amount of magical ability from mages, something that can't be replaced. Intelligence? Learned spells? Maybe each magical attack puts another ceiling on how high in levels that mage can ever go. So a mage with the potential to reach 36th level gets hit -- bam, can only get to 35 now. Second round of combat, gets hit again, bam -- can only ever achieve 34 now. Something like that.
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Re: [Glantri] The Great School of Magic

Postby Robin » Mon Jul 03, 2017 10:44 am

Interesting idea;

With help here(thanx Baron) and from my gamers I came up with the following story.
Please if any of you finds some flaw please inform me


It was in the year 1002 AC 15th Thaumont when Ludo Kolchitschki, a master Alchemist specialized in protection/Abjuration magic infused his magical essences together. He just recently had discovered a strange yet very powerful source of magic being centred on the Great School of magic, probably from below. He also discovered that crystals seemed to be in tune with this unknown source. He had investigated, and listened, but never spoke a word. When his research went deeper he was suddenly threatened by unknown mages and barely succeeded an assassination attempt in the Silver Tower Inn. He deduced correctly that this was due the magic source and that people wanted to keep it secret, and had discovered his attendance at their secret meeting through the crystal. His research was public, and all documentation was open to the public, who almost ate the revealed knowledge, the secrecy the secret mages so enjoyed would become more and more spoiled with each step he went deeper in his research. Using ancient spells and rituals from a book from the Fire Wizard’s Academy from 456 AC he commenced. He did all well actually; his Thaumaturgical circles of protection were strong and powerful, he was experienced enough to hold the power and knew the spells needed. He no longer used the crystal to prevent the secret mages from spying on him. But within a few days Etienne ordered him to seize his research on school grounds using school funds. He was instantly aware that the voice he had learned through the crystal was a slightly different voice, but exactly the same word use and dialect as Etienne; He was the one known as Rad. As such his investigative mind paused and pondered; if Rad was Etienne, and the Temples of Rad are thus following Rad through crystals, and the Crystal convening mages follow a voice known as Rad, then Etienne has a very great finger in the porridge known as Glantri. But then the power he discovered was named the Radiance by these crystal mages; Rad Etienne, Radiance, Crystals, Temple of Rad.
His research further learned that there were Alphatian spies delving on the same matter, and Shadow Elves (who also did something obscure almost religiously with crystals) also investigated in Glantri. He spoke with several of these in secret to find out what they did know. From the Shadow Elves he learned that their Immortal the holy Rafiel spoke often with another Immortal named Rad about the Great Source of magic on the world; The Radiance. Although this elf thought Rad had created the Radiance, Rafiel tried to pluck the knowledge and power from underneath him and enable it to be used unrestricted also by the Shadow elves.
When in such a conversation with an Alphatian he suddenly heard a familiar male crackling, Klantyre voice, Prince Brannart McGregor, never before noticed in the rural domains of the city and apparently he was in search of him, but due the crowdedness in the pub, they managed to escape by use of a Teleportation.
What the Alphatian later explained, made him realise that his discoveries lead to assume Brannart McGregor was also one of these crystal mages, or Radiance users as he named them, but had so much power absorbed that not only he was super-strong in this vile magic, he became an Undead. Ludo knew Brannart being very ugly, but never assumed he was an undead.
Slowly all information fell together; Rad aka Etienne had discovered this Radiance, an unknown source of magic predating the FWA and GSM, probably this was the reason the FWA and the GSM were created on their location, the Princes have contact through the Radiance and manipulate the population by the Temples of Rad, and although there are no clerics, he discovered there exists an Immortal Known as Rad. As such it must be that Etienne IS the immortal Rad and through guise and manipulation he controls the land and population.
Now it became logical why religion was illegal; they were competition to Rad. Now it became clear why the most powerful mages live closer to Glantri; they use the Radiance. In order to know more he needed to investigate the source itself; The Radiance. Etienne was actually doing High Treason in Ludo's opinion.
While he did this the War with Alphatia started and the world turned into turmoil. It was this turmoil which caused the Radiance users no longer to intervene with his research, or at least they seemed to refrain from doing so. His thoughts became more and more upon the lies Etienne had spun, and how he secretly created a religion around himself thus gaining power. Ludo was unknown if Etienne ever had been a mortal, or that everything was an Immortal spun lie from the beginning.
He was also unknown what the Radiance actually was but by now suspected it was also responsible for the warped mutation found in several Princes. His assumption was some unknown crystal being the source. The war and the political debates made everything even more clearly; apparently this source of magic was THE source of magic for the whole planet, and who controlled it had the might on all others, of course something the Glantrians under Etienne’s rule would not let go easily, and the Alphatians, and many others coveted.
Then came the great bombardment of Glantri and the GSM. This was his opportunity, so Ludo thought, everybody being distracted in one way or another. He went to this experiment room and started the magical rituals to summon the Radiance. Yet beyond his will and knowledge a group of Immortals and some adventurers caused something to happen to the Radiance; Alphatia sank, a week of no magic came, and they altered the source of the Radiance from Energy to Entropy. It was in this week Ludo did his experiments. Deadlocked when all magic suddenly disappeared, he had prepared everything in such away that when magic would return (as it normally did in Day of Dread) he could instantly summon his magic in an attempt to take control of the Radiance.
He thought it had a moment of vulnerability directly after the day(s in this case) of Dread. And so he did, his spells and rituals were a success, and would have indeed brought him control over the Radiance, if not for the unfortunate effect that the source of the Radiance was altered. Now Entropy was drained to restore the Radiance to its former level of power, and in this Entropy washed over and through the delicate magic Ludo had woven, and it was Entropy which took control over him…or better said Ludo lost all control in the waves of entropic chaos, and the magic of the Radiance washed over him with all might. The combination of the magic and the entropy altered him. Within a few minutes he transformed into something similar to Brannart McGregor; a Radiance Lich...yet the Entropy changed his body and magic a bit further.
In effect he became a reversed Radiance Lich. With all the normal powers of a lich (his spells and now Undead powers), but also something completely different; he leaches on Radiance magic
Any hit by on his body, or by his hands, weapons, or even spells drains Radiance based magic away from the victim into his body. This causes a rapid regeneration (of 3 hp per spell level or equivalent drained…(example; a continual light gem and a stone giving continual light both will give him a regeneration buffer of 6 Hp instantly, A sword +3 gives him a regeneration of +9, a potion of healing triples its usage on him, a staff with 20 charges gives him 60 extra Hp, an Armor+3, +4 vs.….. gives him +12 Hp). Also each physical attack causes him to wipe a mage head clear of spells and give him the respective levels he restores his cast spells with. This is thus strong that he can create an unlimited buffer of hp and spell levels each drain lasting 24 hours or until used (whichever first). If there is no Radiance based magic available he will drain intelligence and wisdom instead, where each point drained gives him a spell level and 3 hp to regenerate. This loss is permanent and can’t be restored except by special magic.
It was Brannart McGregor who became (with his crew) the first victim of Ludo’s now bestial attacks. Brannart had discovered the mage still continued his forbidden research, as Rad had told him through the radiance crystal. So he decided to kill Ludo. He entered the basement of the great school, where several students fled in panic. Investigating he noticed the remnants of the experiment, several lab animals dead turned in to dead husks. He went through the classroom where several dead students lay around, going through the other open door, he went down to the 4th layer of the basement where he met Ludo. The two Liches against each other, and a magical combat ensued. Though not physically hit, his crew was. And the spells he did cast made Ludo even stronger. Ludo had defensive spells memorized so he was extra resistant to physical attacks, invulnerable to magic attacks and healing faster than a troll on feeding frenzy. Meanwhile several other mages, spurned by the overall panic had come to assist, but nothing seemed to help. The guards died one by one and several mages followed. Noticing that Ludo had no real magic against matter, Harald Haaskinz decided to use Stoneform spells and prevents him from fleeing. As Stoneform matter is maybe magically created, it will lose its magic without losing its existence. With the use of a few mages knowing this spell the 4th level of the basement was secured. While Brannart slowly retreated, the 5th level was prepared, only the arches of the lower hall were still open. Ludo approached Brannart who just got out of range by using a Dimension Door spell. He almost had no spells left from his formidable magic arsenal, all used in vain. While Ludo was slaying the last guards and mages of Brannart, the arches were closed and Ludo was enclosed forever. To prevent magical transportation all walls and floors around the area were enchanted with Wall with No Doors spells. The cost was high; nine mages perished, 6 students, and 11 guards, and several guard hounds and lab animals. To keep it all under social control; it was decided this had been an attack by Alphatians, and so this disaster was put under the rug of secrecy of the GSM and Glantri. Ludo indeed did not have the means or knowledge to pass the doors. He could not memorize any other spell, as if his spells were burned into his brain. And he never had the strength to begin with. Slowly he turned bestial and began feeding on the corpses. Later he learned that it was the Radiance which changed him and kept him alive. All he could do was roam about in the hope somebody would end up here enabling him to escape.
Ludo has normal 27th Level/HD Lich statistics (as per MMMC Undead http://pandius.com/Monster_Manual_4.pdf page 1361 to 1369), with the above additional powers. As such he is immune to all Radiance based magic, and thus can survive the final explosion when the radiance is drained completely. However, as all magic then is not Radiance based anymore, he will have nothing to this immunity, and in fact his extra ability of regeneration and spell replenishment will be gone. Magic will again have effect upon him. He will now though be able to roam about as a normal lich, which is powerful on itself. Ludo Has ST 7, IN28, WI 26, DX 8, CO 9, CH 6 the only spells he has available are; 1st level (7); Read Magic, Remove the instrument of Death, Soothe the Beast, Sorcerous Transcription, Spirit of Servitude, Wandbane, Analyze, 2nd level(7); Invisibility, Mirror Image, Web, Detect Invisible, Detect evil/good, Continual Light, 3rd level(7); Brannard’s Acidic Grip, Cloak against all Peril, Torrent of Death, 4th level(6); Counter spell immunity, Elude the Deathblow, Ice Storm, Wall of Ice, 5th level(6) Lapis Bonds, Cloudkill, Magic Defiance undone, 6th level(5) Lower Water, Anti-magic spell, Cleave the magical Union, 7th level(5); Amplify Mystical Endeavours, Consume the Wealth of Wisdom, Power Word Stun, Summon Object, Reverse Gravity 8th level(5); Dance, Explosive Cloud, Mind Barrier, Power word Blind, 9th level(5); Pierce Any Shield, Heal, Power Word Kill, Create Any Monster. Most of these spells reflect the defensive means he tried to use against any averse effects by the radiance, as such his offensive spells are low, however, he took care to at least know some rapid offensive spells if he was to be disturbed by any Radiance mage or hired assassin.
Until the Radiance is gone he has no connection to Limbo, and can’t be turned either. In fact as Clerical magic also has been affected by the Radiance Turning will give him 1 hp/level of the cleric, and any other spell will aid him as with normal magic. When the radiance is gone (or when he meets an opponent not using radiance affected magic) he will be having only the normal lich resistances, and having contact with Limbo. As there are no scrolls or books left below (he accidentally destroyed many, bookworms run rampant here, and those he did access he already knew) Ludo can’t learn new spells, but when having access to new sources he could learn new spells as any other mage, and would become even more a dangerous foe. (All spells mentioned above are derived from Glantri Kingdom of Magic and the Rules Cyclopedia). Ludo dislikes warmth for some reason and many areas are frozen, with walls of ice or snow coatings caused by Ice storm magic. He also drains warmth from the environment. As such all rooms enclosed are no warmer then just above freezing, some even below.
Ludo disdains insects and spiders and leaves them alone, the rats and mice strolling around he kills if possible.When the Darkness envelopes this area, he will be reacting similar like all others; with fear, and research. Eventually he will discover that he can see (as being an Undead) in this darkness as if it were lit by candles, and come to peace with it, until even that passes. He will feel the entropy in the darkness and doubts if this is another effect of the Radiance or an attack form by Rad/Etienne. Ludo has become thus mentally unstable he will think everybody is an agent of Etienne, and after his hide/knowledge, especially Brannart McGregor. He will never believe Etienne is disappeared, believing this to be yet another lie. Soon he will think that the Radiance did not affect him, and assume he never changed at all, but other are changed. As thus he will kill anybody venturing in his enclosed domain.
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