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*TTRPGs General
How does a player go about starting a Wizard's Guild?
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<blockquote data-quote="EricNoah" data-source="post: 1895107" data-attributes="member: 4"><p>My AU group is about to start helping an NPC who wants to start a magic guild. Their first task is to clear out a suitable location -- an old fort that once served as a wizard guild. The upper levels were "public access" areas -- shops and public libraries and dining areas for visiting nobles. There were also forges for making magical armor and weapons, alchemical and herbal laboratories, quarters for students of magic, and elaborate quarters for the leaders of the guild. The upper areas could be scried by means of a special device kept in one leader's room. The lower level, beneath the surface, had summoning areas, a magical garden, private magic libraries, portals to other parts of the world, "firing ranges" for spellcasting practice, more workshops/labs with homunculus assistants, and a fairly elaborate series of defensive glyphs all powered from a central "generator room." This room has four holding tanks with walls of transparent, magical crystal. Inside are summoning circles that repeatedly summon energons (xag-ya and xeg-yi or whatever they were called in the old days). When an energon appears in one "cell" of the holding tank, it sees a rival energon through the transparent wall of the adjacent tank and rushes toward it. When it hits the crystal wall, it dies, and its energy is dispersed into the crystal, which is connected throughout the lower levels of the guild and provides magical power for traps and other gizmos. Also parts of the lower level allow "enhanced" magic to be cast (in AU parlance, characters can cast heightened versions of spells without using a higher level spell slot if they make a certain skill check). </p><p> </p><p>Of course in my game, all of this is in the past and now the traps are all screwy, some of the energons have escaped, a fiend lives in the upper levels, etc.</p></blockquote><p></p>
[QUOTE="EricNoah, post: 1895107, member: 4"] My AU group is about to start helping an NPC who wants to start a magic guild. Their first task is to clear out a suitable location -- an old fort that once served as a wizard guild. The upper levels were "public access" areas -- shops and public libraries and dining areas for visiting nobles. There were also forges for making magical armor and weapons, alchemical and herbal laboratories, quarters for students of magic, and elaborate quarters for the leaders of the guild. The upper areas could be scried by means of a special device kept in one leader's room. The lower level, beneath the surface, had summoning areas, a magical garden, private magic libraries, portals to other parts of the world, "firing ranges" for spellcasting practice, more workshops/labs with homunculus assistants, and a fairly elaborate series of defensive glyphs all powered from a central "generator room." This room has four holding tanks with walls of transparent, magical crystal. Inside are summoning circles that repeatedly summon energons (xag-ya and xeg-yi or whatever they were called in the old days). When an energon appears in one "cell" of the holding tank, it sees a rival energon through the transparent wall of the adjacent tank and rushes toward it. When it hits the crystal wall, it dies, and its energy is dispersed into the crystal, which is connected throughout the lower levels of the guild and provides magical power for traps and other gizmos. Also parts of the lower level allow "enhanced" magic to be cast (in AU parlance, characters can cast heightened versions of spells without using a higher level spell slot if they make a certain skill check). Of course in my game, all of this is in the past and now the traps are all screwy, some of the energons have escaped, a fiend lives in the upper levels, etc. [/QUOTE]
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How does a player go about starting a Wizard's Guild?
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