Arcanix

Village, Population: 800  

According to the Book:

  The village of Arcanix, located along the southeastern banks of Lake Galifar, is known for the floating towers of wizardry that surround it. These towers serve as places of arcane learning, where the tower mentors help train the next generation of magewrights and wizards. The village also houses the Arcane Congress, a think tank of wizards and sorcerers charged with improving life through the application of magic. The members of the congress oversee the towers of wizardry, advise Aundair’s queen on all things magical, and confer with colleagues in the other nations—despite a rivalry with the wizards of The Twelve.   At the beginning of the Last War, Arcanix was located in western Thrane, but in 895 YK an offensive by Aundair's King Wrogar under the command of Haldren ir'Brassek took control of the lands south of Passage to the Blackcaps and from Ghalt to the shores of Lake Galifar. Since this time, Arcanix and the Arcane Congress have been part of the nation of Aundair.   Apprentices come from all over to train as magewrights at the mentors’ sides, and much of the village’s economy revolves around providing for the students. Fewer are the students selected for wizard training, because the mentors hold every candidate to the highest possible standards. While traders and the occasional visitor pass through Arcanix, most of the common folk steer clear of the magically volatile village and the area around it.   Arcanix has thirteen floating towers. Tower Arcanix serves as the main campus and dormitories for the first and second year students. Eight of the remaining towers are dedicated to the pursuit of knowledge in a specific school of magic. The list of towers are as follows: Tower Summonere (Conjuration), Tower Vokare (Evocation), Tower Recantare (Abjuration), Tower Xavier (Transmutation), Tower Hope (Divination), Tower Chirm (Enchantment), Tower Miraculous (Illusion), and the ruins of Tower Dredd (Necromancy). Mordenkainen Hall is the University's bardic college and center for the arts. Glarehold Hall is a monastic sanctuary for spiritual enlightenment, catering to clerics, paladins, monks, and others. Amber Hall is a druidic preserve that also trains some rangers and students of unique alchemical talents. Finally, Wynarn Hall is an artificer's enclave that creates awe-inspiring technical marvels, and serves as a training ground for the martially adept.

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