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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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