The Tower of Thunder and Gold was established five hundred years ago following a catastrophic wizarding war. The land was devastated, and many talented mages were killed. Much magical knowledge was lost, and magic all but fell into a dark age. A few mages banded together, and sought what magical knowledge they could find lest their art die out.

The single structure they raised with sorcerous might was the Tower of Thunder and Gold, crafted of green veined marble, and accented with finials and a dome of gold, it was a beacon to those who would become magic users. The few founding magi, their names etched into the stone of the tower, and into the history of magic, gathered every book, every tome, every grimoire they could lay hands on.

By the time the last of the founders passed away, the single tower had grown greatly. Nearly 150 wizards of varying skill called the tower and the small town growing around it home. Cabals of wizards explored rumors of fallen manses and sorcerous domains, while others sought the goodwill and advice of spirits who were on friendly terms with the magi.

The Blooding
The Blooding was the school's baptism by fire. Not all wizards thought the school was a good idea, and being such a repository of magical wealth, it quickly became a target. Thieves were thwarted with cunning traps and wards, and advancing on the island with a military force was difficult at the very best. An evil sorcerer sought the secrets of the island and would destroy those who opposed him and his drive for power.

The heads of the each magical curiculum were drawn into the terrible battle with the demon-evoking sorcerer, but it came to an end when the magus Moloch shattered the evil sorcerer's most powerful demon. Moloch then bound each piece of the demon into an amulet and hid them within the school, in secret places.

The nations and kingdoms understood that the Tower of Thunder and Gold was not an evil institution, but a place of truely higher learning. It soon became vogue to send heirs and golden children to the school. Those who could become magi did, and those who could not, still learned from the best and brightest minds and what magic can and cannot do.

Plot Hooks

Before we start here, the Tower of Thunder and Gold is not Hogwarts. It is a place of deep contemplation, magical research, and is at times a very dangerous place to be. More like MIT, CalTech, or perhaps Los Alamos Nuclear Laboratories. Thank you, onto the hooks.

- An all mage/sorcerer game where all the players are initiates and must deal with their powers, and how to deal with each other without resorting to violent magics.

- The PCs have been induced into snooping about the place, and trying to either gather information, or steal an item out of a strong room, or a laboratory.

- PCs in need of a magic spell, an arcane bit of lore, or temporary use of a magic item might petition the school for it's help. This might be more realistic than the old skool magic weapons and items shop next door to the blacksmith and tavern.

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