The Elder Games

Game Master wesF

Lots of casters in one spot. What could possibly go wrong?


formatting notes:

To help keep prevent misunderstandings on what can and cannot be heard please use the following formatting.

When the group gets split up please use tags at the beginning of posts to indicate where you are. For example Library

Speaking "Did you see that?"
Thinking ::Did I see that?::
Telepathy ::"Did we see that?"::


House rules:

Prime material creatures do not have alignments. Clerics and Paladin's are infused with their gods power, so they do have the appropriate aura. One's personality is far too complex to so easily define.

Universalist wizards can spontaneously use any metamagic feat they may have without paying the extra level cost up to Universalist wizard level per day. Only one metamagic feat can be added per casting in this way.

Undead are not powered by the original inhabitants creatures soul. They are powered by "something else." Definitely not something good, but not the soul of the bodies previous inhabitant.

First level powers usable X+Stat times per day are At will instead.


Academy Mythos:

TBD

NPC Cast:

Grand Master Gannis (unknown) - Powerful, but reclusive diviner. In charge of scheduling.
Polgara (half elf) - Gannis's assistant. Polite kindand warm. soft buttery voice.

Headmaster Barton (unk) - Contact of Alabasters father who facilitated Alabasters admission
Jack the page (human) - Met Alabaster and told him a little about the city.
Master
Dexter Hanibil (gnome)-Master of Mortuary sciences, Hemmick's mentor.
Nina - Elven "Mean Girl" leader
Becky - Uber perky "Bookstore" clerk. Sorceress, likes shape shifting.


Points of interest:

Foo dogs- Unique constructs said to have magic nullifying properties. They look like large mastiff statues, but with a human-like face and three eyes composed of gems. Typically green, but other colors are not uncommon.
Constructs- A number of constructs and animated objects are used on the grounds. The most visible are halfling sized stone statues. Very few people are aware of their exact function, but generally people give them a wide berth.
Anti-magic suppression- Several of the more dangerous rooms are fitted with a sprinkler system loaded with specially enchanted water. This slightly hazy water nullifies ongoing magical effects. It reverts to normal water when exposed to air for more than a few minutes.
Aqueducts- A system of aquaduts run from the highest plateau and come down to thevarious part of the city. No one is really sure where the water comes from, but it has been consistent for several lifetimes. The overall effect is that indoor plumbing and sanitation is common place. The city has a sewer system seperate from the clean water.
The Colosseum- Large arena with a zone of magics that make both weapon and spells merciful. The city uses this area for training and large events.
The foundry- Another name for the are of the city where magic item production is taught. Forges and labs are common.
The Watch- City guard. Composed of hired militia and volunteer students. This is how some students work off their tuition.
Source books/"Blanks"- Magical books issued to students. They are connected to the main library. Any book in the main library that has been appropriately catalogued can be accessed via the sourcebooks. Any non-dangerous knowledge is freely available, which includes most textbooks. Anything dangerous not linked to the blanks and must be accessed by visiting The Library proper. The writing is an illusion, but the information is the same as the original.
"The Library" - When people say The Library (as opposed to A library) they are referring to the massive underground complex for storage of knowledge. The rules are strict and not everyone can freely access it. Fire is STRICTLY FORBIDDEN in any form. The stacks (aka: non-filed books and scrolls) are only accessible by upper class men.