The Tower of the High Guild Building / Landmark in Syann the world upon a Cosmic Beast | World Anvil
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The Tower of the High Guild

Purpose / Function

The initial guild hall for the newly formed High Guild of the Arcane Arts, the tower was designed in the traditional style of mage towers prevalent during that era. Its construction aimed to provide a fortified and magical space where the guild's leaders could gather, strategize, and govern their organization.   Over time, the tower has undergone significant expansion in both purpose and structure, transcending its original role as a wizard's tower. This growth is a testament to the guild's influence, the development of magical knowledge, and the changing needs of the magical community.   As the guild expanded its scope, the tower transformed into a multifunctional complex that serves various purposes. It has become a grand edifice that houses not only the guild's leadership and administrative functions but also an academy where aspiring wizards are educated and trained in the arcane arts.   As a bastion, the tower represents a stronghold of magical power and knowledge. It serves as a protective barrier against external threats that may seek to exploit or harm magic users. The guild leaders, who reside within its walls, work diligently to safeguard the interests of wizards and ensure the responsible and ethical use of arcane arts.   Being a sanctuary, the tower provides a haven for wizards seeking refuge or solace. It offers a space where they can find support, guidance, and camaraderie among their fellow practitioners. Within its walls, wizards can freely explore their magical abilities without fear of persecution or prejudice, fostering an environment of acceptance and understanding.   The academy aspect of the tower highlights its primary function as an esteemed educational institution. Wizards from far and wide journey to Degara to receive tutelage from renowned masters of the arcane arts. The academy's curriculum covers a broad range of magical disciplines, nurturing the talents and skills of aspiring wizards while instilling in them a sense of responsibility and ethics.   Moreover, the tower serves as the seat of local governance, consolidating both magical and civic authority. The guild leaders, in addition to their roles as guardians of arcane magic, oversee the city's affairs, ensuring that the interests of both wizards and non-magical inhabitants are taken into account.

Alterations

The continuous desire to alter and improve the High Tower throughout generations of magi showcases the ever-evolving nature of the guild and its pursuit of magical excellence. These endeavors to enhance the tower's facilities and functionality have yielded both successful and unsuccessful results, reflecting the experimentation and ingenuity of the wizards involved.   Some of these innovations have undoubtedly enhanced the overall experience within the tower. For example, the addition of a device that produces small cubes of ice to the dining area is a simple yet practical improvement. It provides a convenient way to cool beverages and adds a touch of luxury and comfort to the dining experience for the inhabitants of the tower.   However, not all innovations have been met with the same level of success. The introduction of moving stairs, for instance, may have initially seemed like a promising addition to improve accessibility or ease of movement within the tower. Unfortunately, the moving stairs proved to be hazardous and resulted in multiple minor injuries. As a result, they were deemed too dangerous and subsequently removed for the safety of the tower's occupants.   These instances highlight the delicate balance between innovation and safety in the pursuit of improvement. The magi's aspirations to enhance the tower's features and functionality must be tempered with careful consideration of the potential risks and unintended consequences that may arise.   The process of refining and adapting the tower's architecture and infrastructure is an ongoing one, driven by the experiences and insights of each new generation of magi. The lessons learned from past innovations, whether successful or unsuccessful, help inform future decisions and ensure that the tower evolves in a way that prioritizes safety, practicality, and the well-being of its occupants.

Architecture

The architecture of the Tower of the High Guild of the Arcane Arts is truly extraordinary, with its unique placement on a floating archipelago of islands that are tethered to the land below being a rare sight even in a world where magic is common place.   The initial acquisition of one floating island to build the first tower was a remarkable feat in itself. The island, believed to be made of floating stone, was carefully transported and tethered to the mainland to provide a stable foundation for the tower. This integration of a floating island into the architecture allows the tower to hover above the city of Degara, defying the laws of gravity and creating a striking visual spectacle.   As time progressed and the needs of the guild expanded, additional floating islands were drawn or purchased from the elemental planes. These islands were brought into the orbit of the main tower, forming a connected archipelago. Each island, with its own unique characteristics and features, contributes to the grandeur and functionality of the overall structure.   The evolution of the design elements within the grounds of the Tower of the High Guild of the Arcane Arts is a testament to the passage of time and the incorporation of diverse architectural styles. Over the span of five centuries, the tower has witnessed expansions, additions, and modifications that have resulted in a harmonious amalgamation of different periods and cultures.   As new towers, buildings, courtyards, and other structures were added to accommodate the growth of the guild and its activities, each new addition embraced the architectural style of its respective period. The architects and craftsmen involved in these expansions having drawn inspiration from the prevailing architectural trends and cultural influences of their time.   For instance, in the early stages of the tower's development, the design was influenced by mage war eara towers, with tall spires, narrow windows, and defensive elements. As time progressed, Renaissance and Gothic styles have influenced subsequent expansions, leading to the incorporation of pointed arches, intricate ornamentation, and expansive stained glass windows.   The expansion of the tower over the centuries has also been influenced by the cultural diversity within the guild itself. As wizards from different regions and backgrounds joined the High Guild, their architectural traditions and aesthetics have influenced the design choices. Elements from various cultures from across Syann can be seen in design influences with in the Tower of the High Guild.   The courtyards within the tower grounds might showcase elements of landscaping and horticulture that have evolved over time. From formal gardens with meticulously manicured hedges and geometric patterns to more naturalistic and organic designs, the courtyards would reflect the prevailing landscaping trends of each era.   Despite the amalgamation of styles and periods, the design elements within the tower grounds somehow maintains a sense of cohesion and harmony. Skilled architects and craftsmen have carefully integrated the new structures while considering the existing aesthetics and architectural language of the tower. The result is a complex that showcases the evolution of architectural styles over time while still retaining an overall sense of unity.

Defenses

The defenses of the Tower of the High Guild of Arcane Arts are indeed formidable and shrouded in mystery. The wizards who originally crafted these defenses ensured that they remain hidden, known only to those initiated into the secrets of the tower. These defenses, both overt and covert, work in harmony to protect the tower and its inhabitants from external threats.   The incorporation of magical wards into the very design of the tower showcases the intricate and sophisticated defensive measures in place. These wards are likely enchanted spells or barriers that act as a shield, preventing unauthorized entry and safeguarding the tower against magical assaults or intrusions. The magical nature of these wards may render them impervious to conventional means of bypassing or dismantling them.   The idea that foundations and walls of the tower could serve as massive summoning circles highlights the potential for summoning otherworldly creatures to defend the tower. By binding these creatures to the tower through powerful summoning rituals, the wizards ensure an additional layer of protection. These summoned beings could act as guardians, defending the tower against any threats that may arise.   The concept of seemingly inanimate objects, such as statues, display armor, or rain spout gargoyles, being constructs or golems capable of swift and deadly retaliation adds an element of surprise and danger to potential intruders. These hidden defenders could be activated at a moment's notice, catching would-be thieves or adversaries off guard and swiftly punishing their actions.   Even paintings within the tower hold hidden dangers. The occupants depicted in these enchanted paintings might be capable of emerging from their two-dimensional confines to engage foes or ensnare them within dangerous illusions. The paintings themselves may possess magical properties, serving as conduits for spells or traps, further complicating any attempts to bypass the tower's defenses.   The comprehensive and intricate network of defenses within the tower ensures that nearly anything and everything can become a hazard at the behest of its occupants. The ability to command the environment and objects within the tower allows the wizards to adapt and respond to threats in creative and unpredictable ways.

History

The tumultuous years following the casting of The Land Shatter and the formation of the High Guild of Arcane Arts undoubtedly left a profound impact on the development of the High Tower and its role within the city of Degara. As the guild, city, and nation evolved, so too did the tower, reflecting the ebb and flow of magical discoveries, training, and the diverse paths pursued by its inhabitants.   Throughout its history, the High Tower has been a hub of innovation and magical study. Countless breakthroughs and advancements in various fields of magical research are believed to have originated within its walls. The tower's extensive libraries, laboratories, and lecture halls have provided a fertile ground for wizards to explore new theories, experiment with spells, and push the boundaries of magical knowledge.   The tower has also played a pivotal role in training generations of mages, shaping their skills, and honing their abilities. From novice apprentices to accomplished masters, many great and powerful wizards have walked the halls of the High Tower, each leaving their mark on its legacy. Their collective wisdom and expertise have contributed to the tower's reputation as a renowned center of magical education.   However, like any institution of power and knowledge, the High Tower has had its share of shadowy aspects. It is known that not all wizards who have passed through its halls have pursued noble and virtuous paths. Some have delved into forbidden and dark arts, seeking to wield magic for personal gain or nefarious purposes. The tower has witnessed the birth of clandestine affairs, hidden agendas, and whispered secrets, as power and ambition often breed intrigue and secrecy.   While the precise extent of the tower's influence, the discoveries made, and the dark dealings conducted within its confines may remain elusive, it is undeniable that the High Tower holds a complex and layered history. It is a place of light and shadow, of knowledge and mystery, where the pursuit of magical enlightenment has led to both great accomplishments and dubious deeds.

Tourism

The High Tower of the High Guild of Arcane Arts is primarily reserved for the exclusive use of its members, with limited opportunities for outsiders to visit. The stringent access control is in place to maintain the sanctity, security, and secrecy of the guild and its activities. However, there are select individuals and entities who may be granted the privilege to visit the tower under specific circumstances.   Friends of the guild, individuals who have established close relationships with the guild members or have provided significant contributions to the field of magic, may be extended the invitation to visit the tower. This recognition acknowledges their support, trustworthiness, and alignment with the guild's values and objectives.   Respected academics, scholars, and researchers who have made notable contributions to magical knowledge may also be granted access to the tower. Their expertise and dedication to the pursuit of magical understanding align with the guild's mission, making them potential candidates for a visit to exchange ideas, share insights, or collaborate on research projects.   Craftsmen or artists with exceptional skills in their respective fields may be invited to showcase their work or collaborate on artistic endeavors within the tower. The guild recognizes the value of diverse talents and the potential for cross-disciplinary inspiration, fostering an environment where different artistic expressions intersect with magical endeavors.   Powerful magical beings, such as ancient dragons or other formidable creatures, might be allowed entry to the tower due to their inherent magical prowess and potential for meaningful interaction with the guild members. These beings, with their immense knowledge and power, may engage in discussions, share wisdom, or contribute to the magical discourse within the tower.   However, it is important to note that even those who are granted access to the tower will likely be subjected to stringent security measures and protocols. The guild values the protection of its secrets and the well-being of its members, ensuring that any visitors are carefully screened and monitored to prevent any potential breaches or harm.   Overall, while tourism is minimal within the High Tower, specific individuals who are recognized as friends to the guild, esteemed academics, skilled craftsmen or artists, or powerful magical beings may be welcomed into its hallowed halls. Such visits serve as opportunities for collaboration, knowledge exchange, and fostering relationships that align with the guild's dedication to the pursuit of magical excellence.
Founding Date
10 Age of Shattered Destiny
Alternative Names
The Triple Tower, The Grand Academy of the Arcane
Type
College / Academy
Ruling/Owning Rank
Owning Organization
Related Tradition (Primary)

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