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#Post#: 1193--------------------------------------------------
Blood Sea Tower of High Sorcery
DIR By: Dungeon Master
Date: July 19, 2025, 2:29 pm
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[center]Blood Sea Tower of High Sorcery
Formerly the Istar Tower of High Sorcery- Remade by Nuitari
Sections of the Tower (Still defining the floor plans of the
tower-ongoing project.)
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422 AC -[/center]
The Tower is 400’ in height before the Pinnacle Towers add
another 100', making the Tower 500' high.
The Five Pinnacle Towers stretch upwards from the Blood Sea
Tower 100 Feet, Ten Floors each, rising to minarets at their
roofs, each containing a walkway.
Sun Tower -The minaret comes alight in illusory light when ships
enter a distance zone from the Island, to warn in the night.
Manned at all hours, it is the primary lookout around the
Island.
Night Tower -An observatory to view and chart the Stars,
Planets, and the Heavens, Apartments for Permanent and visiting
Guests
Black Tower -Contains Apartments for permanent and visiting
guests for Black Robe Wizards, Nalis Dark Elf, and Black Robe
Wizards' apartment
Red Tower -Contains Apartments for permanent and visiting guests
for Red Robe Wizards, apartments of the
Dreamshapers/Administrators of the Test of High Sorcery for the
Blood Sea Tower. (Their identities remain a mystery to all but
the Inner Circle)
White Tower -Contains Apartments for permanent and visiting
guests for White Robe Wizards, Vaylia, the White Robe
Representative's apartment
10th Floor
9th Floor
8th Floor
7th Floor
6th Floor
5th Floor
4th Floor
3rd Floor
2nd Floor
1st Floor
Roof: Roof-top courtyard, iron stands are symmetrically spaced
apart and light up with flames during ceremonies, the floor
contains glyphs corresponding to the heavens, the moons, their
phases, and a depiction of the night of the eye conjunction of
the three moons. There are three altars to each of the three
Gods of Magic.
The eastern side of the Tower houses the personal living space
and apartments, while small laboratories, work areas, and scroll
archives are located on the west side of the Tower.
Twenty-Sixth Floor: The Chamber of Eyes -Within this Chamber
rests a Magical Artifact created by the God of Black Magic,
Nuitari... The God's Eye is a Magical Artifact created by the
god Nuitari during the early Age of Mortals. He fashioned the
Eye to help find Krynn when Takhisis stole the world away. It
did not help him find Krynn, but it did become a valuable tool
for him. The Eye is a large Dragonmetal bowl. It looks like a
Dragon coiled up with its tail forming the bowl. The Eye allows
for scrying to be done on Krynn and other planes of existence.
If a normal liquid is used in the bowl, then it allows normal
scrying, like from a crystal ball. If fresh dragon blood is
used, then the user can scry any location on any plane. Also,
certain spells could be cast through the eye to the location.
The God's Eye can only be used by Clerics or Wizards. If a
Mystic or Sorcerer attempts to use the eye, then the liquid in
the bowl will boil away immediately. After Nuitari had the Tower
of the Blood Sea rebuilt, he placed the God's Eye in the Chamber
of Eyes.
Twenty-Fifth Floor: The Map Room, Another Library Wing, A
magical and mechanical Orrery model of Krynn and its Moons,
residences, and storage
Twenty-Fourth Floor:
Twenty-Third Floor: Master's Chambers, Master of the Tower's
Study - See description of Master Karnea's study, Master's
Laboratory
Twenty-Second Floor: Azura’s apartment, Azura’s personal
laboratory, studios, VIP guest chambers, Aravis
Twenty-First Floor:Library Floor 2
Twentieth Floor: Library Floor 1
Nineteenth Floor: Lady Selene Moonshadow's apartment and
laboratory, Kalana Hiewind's Apartment and Laboratory
Eighteenth Floor: Storage, Loft Apartment
Seventieth Floor: Open Garden, Large Meeting Room, Gathering
space, and a common place for dinner parties, breakfast and
brunch meetings, and other official meetings. The Garden
consists of rare plant spell components. Also, orchids and
roses, and it is the most well-lit room, with the assistance of
magic in the Tower.
Sixtieth Floor: Apartments and Laboratories
Fifteenth Floor:
Fourteenth Floor: Empty Apartment and Laboratory, Dalamar's
Apartment, and Laboratory
Thirteenth Floor: The Caretakers Apartments -Basalt Darkeye and
Cael's apartments, and laboratories
Twelfth Floor: The Apothecary Storage-Potion Master’s assistant
is assigned here, but sleeps on the 3rd floor staff chambers.
Eleventh Floor: Apartments, Orin Shaw -Potions, personal
laboratories, common space
Tenth Floor: Tower School Workrooms, laboratories, Page
Dormitories
Ninth Floor: Secret Testing Viewing Rooms
Eighth Floor: 2nd-floor Testing Chamber
Seventh Floor: 1st-floor Testing Chamber
Sixth Floor: Chamber of Destination
Fifth Floor: Apartments, Madon the Red has taken a Room and a
laboratory on this floor
Fourth Floor: Malakai the Viper's Chambers, Yap's Apartment and
Laboratory
Third Floor: Staff apartments, cook, servants, and Tower Storage
Second Floor: Guest Chambers, laboratory, and Tower Storage.
Once on each landing, a statue of the Master of the Tower of
Istar once lined the landings, but there was only one problem
for the Prince of Darkness: they were all White Robes. And so,
according to the Prince of Darkness, the Great Wizards rest on
each landing. Agree, or Disagree, at least they are not all
White Robes. For a full list of what Nuitari picked for the
Tower landings, that is coming.
First Floor: Entrance into the Tower via the North and South
Round Doors. Entryways lead into the cloakroom and from there
into the Grand Open Hall. The spiral staircase runs from the
basement levels to the roof at the center shaft of the Blood Sea
Tower. It is set up much like the Tower of Palanthas (Nighlund).
The Grand Hall contains a statue (Brass Golem) modeled after
Asanta, circa 2550 PC, the creator of the Tower, an Audience
Chamber(Nuitari's Throne Room), Hall of Records -Archivist,
Meeting Rooms, Common Room, Hours 6-12 Cafeteria -Anyone in the
Tower is permitted to partake, though most often it is the
residents of the Tower, as well as visiting Black Robes, Kitchen
Cooks, Storage Rooms
The hallways and chambers of the Tower are grand and sumptuously
appointed, archives and museums, each more wondrous than the
last, intermingle with private apartments and studies.
There are Teleportation Rune Circles on nearly every level of
the Tower with an identifying rune sequence for each Circle.
This goes for inside the Tower and certain locations around the
Island for ease of transport.
Tower Guardians, the statuary of the Tower, and throughout the
different locations around the port, the town, and the tower are
enspelled Golems and other types of Guardians, all with the sole
purpose of defending the Tower of High Sorcery.
The subfloors include the Wizard Crypts, the Tower Vaults, the
Dungeon Level, and the torture chambers, and other levels
include the Vaults of Summoning, the Blood Sea Tower's
Heartchamber, and the Underwater Observatory with a secret
entrance/exit for underwater trade.
Tower Grounds Outside
The Quad Grounds around the Tower
North of the Tower
Three-story metal-framed Greenhouse structure -Inside, there are
extensive gardens, plant spell components, spices and herbs, and
a fruit tree grove, with lemon, orange, and apple trees.
Flowers, rare plants, Beekeepering Hives
The Stable -Contains Undead Oxen that the staff uses to pull
carts and collect goods from the docks from the mainland, the
Butcher, and the Fish Market.
Balakan Grove
The protective grove surrounding the Tower of Istar is known as
the Balakan Grove. Balakan, in the language of magic, means
“memory,” and that was the nature of the grove’s magic. The
grove was formed of gnarled olive trees, which hung heavy with
green and black fruit that never fell. Wild animals roamed
through the undergrowth. Songbirds flitted from branch to
branch, their wings flares of color among the green-gray leaves
Unlike its cousin at Palanthas, the Balakan Grove was not
terrible to behold. The enchantment within it was strong,
however, and unsettling to those unused to the ways of magic.
Because of this, the people of Istar did not look at it
directly, nor did they get too close — particularly as the
church’s enmity toward the Orders grew. The magic of the Balakan
was subtler, but no less potent, than that of the other groves.
Those who trod its spiderweb of lanes and walkways through the
Grove — which appeared and disappeared as the wizards of the
Tower willed — felt a strong compulsion to leave the trail and
walk among the trees. Whispering voices called, “Turn, turn.”
Some heard children crying for help, or saw the shapes of
beautiful women or men beckoning to them. Even those invited to
the Tower often succumbed to these temptations and became lost
among the olive trees. Those who strayed from the path slowly
forgot why they had come or where they were going.
Some even forgot their own names. Intruders emerge from the
grove shaken and uncertain, and with no desire to step into the
Balakan again. Afterward, lost memories would return, but the
grove’s victims never fully recalled their experiences inside
the grove itself.
The worst fate awaits those who dare to eat the trees’ fruit.
Such unfortunates lost all their memories forever. They emerge
from the grove with their minds wiped clean, unable even to
recall how to speak, or the faces of those who loved them.
Fortunately, such cases were extremely rare, but everyone became
a part of Istaran legend, yet another reason to hate and fear
those who dwelt within the Tower.
Vision of Dusk's Eye is an Abjuration spell that a Mage who is
Master of the Tower of Istar may cast upon someone in order for
them to pass through the Balakan Grove. The spell will last for
only one passage through the Grove; after that, the mage will
have to cast the spell again. The Master can teach his or her
favored apprentices to do this spell also, but they cannot teach
others. The magic user must say the spell correctly and complete
the appropriate hand gestures in order to cast the spell.
Vision of Dusk's Eye
Abjuration
Level: Wizard 7
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Special; see text
Saving Throw: None
Spell Resistance: No
Similar to the spell Kiss of Night's Guardian, this spell is
known only by the Master of the Tower of Istar/Bloodsea. When
this spell is cast, you allow the target to find her way through
the magical grove surrounding the Tower of Istar. This spell
grants a +10 circumstance bonus against the powerful suggestion
of forgetfulness, imbuing the magical grove surrounding the
Tower. Once the target has traversed the grove, whether entering
or leaving, the spell expires, and the target is subject to the
normal effects of the grove. See Kiss of Night's Guardian for
information about spells relating to other guardian groves.
A Black granite 5' wall encircles the Grove with its four gates
aligned with the four cardinal directions. Every Gate is made of
Silver and is indestructible by Magic.[/center]
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