Lok Magius, Rakore
The Mages' Academy / Fortress of Magic

General
Worship
Taverns/Inns
NPC's/Shops
The heart of all arcane studies in Rakore -- and in all the free world -- is Lok Magius:  the Fortress of Magic.  The Mages' Academy (as it is more commonly known) serves as a library, laboratory, training ground, and general purpose institution geared towards teaching magic in all its forms.  Access to Lok Magius is restricted, and only select people are allowed to even make the long journey up Mount Rilan to visit the Mages' Academy.

Founded in 1321 Avard by Mistress Brin of Vridara, the academy has grown from a collection of individual and unique towers, to a true fortress.  In 1316, when Chief Ulrich Graniteshoulders declared himself King of all Rakore, he foresaw the need for an institution of higher learning, dedicated to mages.  Funds were set aside, but a site was not found until 1320, when King Feldspar Graniteshoulders granted the Baron-and-the-Bishop Dwarfendale the lands surrounding Mount Rilan.  Dwarfendale's own fortress would guard the road leading to the Mages' Academy, and the site for Lok Magius was carefully surveyed.  A temporary set of towers, and an amphitheater, were crafted across from the pinnacle of rock that would become all of Lok Magius.  The towers -- varied in construction method, as well as height and function -- served as the Mages' Academy, while construction of Lok Magius went on under the supervision of the Baron-and-the-Bishop.  The facilities were completed in late 1328 Avard, and opened for use in early 1329 Avard.  The 'temporary towers' that had once been all there was of Lok Magius continue to be used as laboratories and storage facilities, despite the protests of the permanent guard.

The academy's defense is built around extremely stout and solid walls, and the myriad constructs that students build or help build.  The academy itself is on the edge of a cliff, with a 300 foot drop surrounding it on three sides, and a stout bridge 50 feet long to get to it.  The armory holds an arsenal of wands and scrolls available for use, and the permanent guard is always on standby for Inquisitors or even orc-laden rocs.

General Characteristics
Classification: Small Town

Population:  1, 500 (1,000+ mages of varying races, 50 cooks, 10 groundskeepers, 50 cleaning staff, 1 steward, 15 stable personnel, 1 head butler, 1 stable master, 15 smiths, 300 guards, 1 guard captain, 30 guard sergeants, 3 guard lieutenants, 12 clerics and healers).

Mage Breakdown:  190 1st-level sorcerers, wizards, bards, and multiclassed characters, 170 2nd-level, 205 3rd-level, 140 4th-level, 90 5th-level (Lucian Naillo), 70 6th-level (P'Arkon), 50 7th-level, 30 8th-level, 20 9th-level (Misstress Brin), 15 10th-level, 10 11th-level, 5 12th-level, 5 13th-level, 2 14th-level, 2 15th-level, 1 16th-level (Delbin Arcanus).

Spending Limitations: 250,000 silver maximum.

Economy:  The Mages' Academy is partially funded from the Rakoran treasury, from Gideon Enterprises, and from the personal funds of the Baron-and-the-Bishop Dwarfendale.  The academy does generate some of its own cash flow, from adventuring mages, the contributions of its tenants, and from selling magical items to approved customers.

Rulership: Lok Magius is run by Mistress Brin, the Head Mage.  Mistress Brin is a half-elven wizard from Vridara that fought her way free of the Inquisition, and helped in the founding of Rakore, and the academy.  Mistress Brin occasionally ventures out on special missions, but spends most of her time administering to the academy and its mages.  She is a combat-proven wizard with considerable back-up and contacts at her disposal.  Her familiar, a large Isboitan parrot named Oliver, is capable of casting spells with verbal components.

Mistress Brin reports to the Baron-and-the-Bishop, as well as the King of Rakore.

Alignment: The Mage Academy is an institution, dedicated to higher learning and the studies of magic.  As such, it is a Lawful Neutral alignment.

Defense: The positioning of Lok Magius on a pinnacle on the east side of the mountain makes it unassailable by any conventional army.  A small stone bridge connects the mountain road to the fortress' pinnacle, with a pair of golems and a pair of sentries on the mountain's side of the bridge.  The fortress itself is composed of three separate, walled enclosures, that slowly rise up to the top of the pinnacle some 80 feet higher than the bridge.  Each of the three walls is sturdily built, with nearly 50 feet between each wall.  The outer wall is 20 feet high and 10 feet thick.  Between the outer and middle walls lies the gardens, orchards, and gathering grounds.  The middle wall is 50 feet high and 20 feet thick; the middle wall has barracks inside the towers, with armories built into the towers.  Between the middle and inner walls lie the barracks, kitchens, living quarters, and stables of the fortress.  The inner wall is 100 feet tall and 50 feet thick; the inner wall is also honey-combed with corridors, apartments, and living quarters.  Inside the inner walls lies the mass of towers and buildings that make up the academy, including an amphitheater, the wells, cisterns, armory, and more, adding up to about 4 acres of well-trimmed, grown-in area.

The armory is protected by an iron golem and a half-a-dozen guards, and stores scrolls of burn to bare rock, wands of fireball, scrolls of animate undead legions, enchanted ammunition and weapons, and several artifacts.  

The gates in the walls are off-set, with murder holes where the road goes through the walls.  The walls and towers have ballistae and light ballistae, as well as storage facilities for longbow arrows, ballistae bolts, and even crossbows with ammunition.  Many of the projectiles are upgraded with alchemist's fire, in addition to the murder holes full of pots of alchemist's fire.

The Mages' Academy has 300 dedicated guards, with 1/3 on duty, 1/3 on call, and 1/3 off at any given moment.  Each shift of is broken down into 3 platoons, each headed by a sergeant.  The 12 platoons are all headed by a leftenant and several aides.  The Captain of the Guard is a battle-hardened veteran of the War of the Undead, and appreciates mages and magical tactics.

300 Lok Magius Guards, human Ftr3: CR 3; Size M; HD 3d10+6; hp 28; Init +0; Spd 20 ft.; AC 17 (+5 breast plate, +2 large shield); Attack +5 melee (longsword, 1d8+2, crit19-20x2 or ranseur, 2d4, crit20x3), or +3 ranged (mighty composite longbow +2, 1d8+2, crit20x3, RI110ft); SV Fort +5, Ref +1, Will +1; AL LN; Str 14, Dex 10, Con 14, Int 10, Wis 10, Cha 10. Languages Spoken: Common. Skills and feats: Spot +2, Listen +2, Climb +8, Intimidate +6, Jump +8; Power Attack, Cleave, Alertness, Endurance, Weapon Focus (longsword). Possessions: masterwork breast plates, longswords, large shields, ranseurs, mighty composite longbows +2, longbow arrows.

30 Guard Sergeants, human Ftr4: CR 4; Size M; HD 4d10+8; hp 37; Init +0; Spd 20 ft.; AC 17 (+5 breast plate, +2 large shield); Attack +6 melee (longsword, 1d8+4, crit19-20x2 or ranseur, 2d4, crit20x3), or +4 ranged (mighty composite longbow +2, 1d8+2, crit20x3, RI110ft); SV Fort +6, Ref +1, Will +1; AL LN; Str 14, Dex 10, Con 14, Int 10, Wis 11, Cha 10. Languages Spoken: Common. Skills and feats: Spot +3, Listen +2, Climb +8, Intimidate +7, Jump +8; Power Attack, Cleave, Alertness, Endurance, Weapon Focus (longsword), Weapon Specialization (longsword). Possessions: masterwork breast plates, longswords, large shields, ranseurs, mighty composite longbows +2, longbow arrows.

3 Guard Leftenants, human Ftr6: CR 6; Size M (5'10", 170lbs); HD 6d10+12; hp 49; Init +0; Spd 30 ft.; AC 21 (+9 full plate +1, +2 shield); Attack +10/+5 melee (longsword +2, 1d8+6, crit19-20x2), or +6/+1 ranged (mighty composite longbow +2, 1d8+2, crit20x3, RI165ft); SV Fort +7, Ref +2, Will +2; AL LN; Str 14, Dex 11, Con 14, Int 11, Wis 10, Cha 10. Languages Spoken: Common. Skills and feats: Climb +6, Handle Animal +9, Jump +3, Listen +4, Ride +8, Spot +4; Alertness, Far Shot, Power Attack, Cleave, Great Cleave, Endurance, Weapon Specialization (longsword), Weapon Focus (longsword). Possessions: full plate +1, longswords +2, large shields, ranseurs, composite longbows +2, longbow arrows.

Captain of the Guard Errol Helmbreaker, male slate human Ftr12:  CR 12; Size M (5'8", 190lbs); HD 12d10+36; hp 117; Init +4 (Improved Initiative); Spd 20ft, fly 90ft (perfect); AC 24 w/ damage reduction +5/magic (+10 invulnerable dwarven plate +2, ring of protection +2, amulet of natural armor +2); Attack +23/+18/+12 (keen greatsword +2, 2d6+10, crit15-20x2), or +12/+7/+2 ranged (mighty composite longbow of distance +5, 1d8+5, crit20x3, RI220ft); SV Fort +11, Ref +4, Will +5; AL NG; Str 21, Dex 10, Con 16, Int 12, Wis 12, Cha 10.  Languages Spoken:  Common, Dwarven.  Skills and feats:  Climb +9, Handle Animal +8, Intimidate +15, Swim +9, Jump +9, Ride +9, Craft (Trapmaking) +4; Cleave, Combat Reflexes, Diehard, Endurance, Great Cleave, Greater Weapon Focus (Greatsword), Greater Weapon Specialization (Greatsword), Improved Bull Rush, Improved Critical (Greatsword), Improved Initiative, Power Attack, Weapon Focus (Greatsword), Weapon Specialization (Greatsword).  Possessions:  custom invulnerable dwarven plate +2 (23,500gp), custom keen greatsword +2 (10,000gp), custom ring of protection +2 (8,000gp), custom amulet of natural armor +2 (8,000gp), custom winged boots (12,000gp), custom gauntlets of ogre strength (4,000gp), custom mighty composite longbow +5 of distance (2,600gp).

An eclectic collection of golems guards the academy, as well, from golem swarms to stone golems, shield golems to iron golems. The most common are the shield guardians, of which there are probably close to seventy.

Shield Guardian: medium-sized construct (6ft, 850lbs); HD 6d12; hp 71; Init +0; Spd 20ft; AC 34 (+22 natural, +2 shield); Attack +14 melee (fist, 1d6+10, crit20x2) or +14 melee (shield bash, 1d6+10, crit20x2); SA Construct special traits, Darkvision 60ft, 360-degree vision; SV Fort +2, Ref +2, Will +1; AL TN; Str 30, Dex 10, Con NA, Int 2, Wis 8, Cha 2. Skills and Feats: Improved Shield Bash, Improved Unarmed Strike.
Construct Traits: Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Cannot be raised or ressurected. Cannot heal damage on its own, but can be repaired by exposure to magical fire, or through the use of the Craft Construct feat. Does not eat, sleep, or breathe. Has Damage Reduction 15/Adamantine. Immune to all mind-affecting effects, such as charms, compulsions, phantasms, patterns, morale effects, and illusions. Immune to effects requiring a Fortitude save (unless it affects objects, or is harmless). Immune to poisons, sleep effects, paralysis, stunning effects, disease, death effects, and necromancy effects. Immune to most forms of magic (Ex). Not at risk from death due to massive damage -- but is destroyed when reduced to 0hp.

A myriad of spells protects the academy, as well, from glyphs of warding to explosive runes.  The mages and clerics of Lok Magius routinely refresh the spells. The inner facilities are protected from teleportation and dimension door, save for a special teleportation circle linked to the Silver Gauntlet in Rilan.


Worship
The only temple in all the fortress is a general chapel, tentatively dedicated to Agincoth, the Goddess of Magic.  Several people question whether she actually died or not, during the Storm Wars, and several debates have arisen over the topic.  Regardless, the dozen or so general healers and clerics are led by Lilliana Ravenwind, a dynamic young elven lady that enjoys learning about magic, and fiercely protects 'her' mages.  In most cases, Lilliana bows to Mistress Brin's wishes, but sometimes has to 'do what needs doing'.

Lilliana Ravenwind, female sylvan elf, Clr12:  CR 12; Size M (5'0", 85lbs); HD 12d8; hp 59; Init +3 (+3 Dex); Spd 40ft; AC 17 (+4 mithral shirt, +3 Dex); Attack +9/+4 melee, or +12/+7 ranged; SV Fort +8, Ref +7, Will +12; AL CG; Str 10, Dex 16, Con 10, Int 12, Wis 19, Cha 14.  Languages Spoken:  Elven, Common.  Skills and feats:  Heal +12, Knowledge (religion) +11, Spellcraft +5, Concentration +14, Knowledge (arcana) +4, Craft (painting) +5, Knowledge (history) +3; Athletic, Craft Wand, Extra Turning, Improved Counterspell, Scribe scroll.  Domains:  Magic, Knowledge.  Spells:  6/6+1/5+1/5+1/4+1/3+1/2+1.  Possessions:  boots of striding and springing, mithral shirt, ring of feather falling, minor ring of spell storing.


Taverns and Inns
The Bad Brew (tavern):  Deep in the basement of the main tower lies The Bad Brew.  It has several tables for familiars, which routinely engage in discussions about their owners.  It also serves what can only nominally be described as ale, as well as special wines and rott-gutt.  The privvies have been considerably enchanted by a number of apprentices, and even a few drunken arch mages; patrons are advised to use them with caution.  The bar keep is a sprightly woman named Camariel Tone (whose sister sails for Gideon Enterprises), who delights in displays of magic and drinking with her patrons.

Camariel Tone, female slate human Com2: CR 1; Size M (5 ft., 5 in. tall); HD 2d4; hp 5; Init +0; Spd 30 ft.; AC 10; Attack +1 melee, or +1 ranged; SV Fort +0, Ref +0, Will +0; AL CG; Str 11, Dex 10, Con 10, Int 11, Wis 10, Cha 10.  Languages Spoken: Common.  Skills and feats: Craft (Brewing) +3, Craft (Winemaking) +3, Listen +7, Profession (barkeep) +4, Spot +2; Alertness, Endurance.  Possessions:  ring of antimagic (SR 41).


NPCs & Shoppes
The Hoard:  Lok Magius is perhaps the one place in all the world that magical items can be freely bought and sold.  The Hoard is run by a huge barbarian from the Tarsis Forest, known as Thedlar Doomar.  Thedlar towers over most people at six feet and six inches, and dresses in sleeveless shirts and loose-fitting pants.  A massive girdle and thick boots complete his barbaric appearance, which Thedlar uses to his advantage.  Though he gives people the impression that he is a simple barbarian, he is anything but -- for he is a powerful sorcerer with the blood of demons roaring through his veins.  Inside the well-guarded Hoard, one can purchase many of the magical items created by Lok Magius, as well sell or identify stranger items.  Thedlar likes to haggle, usually charging twice the list price for items, before eventually 'settling' on the list price.  Good hagglers get a discount!

Thedlar Doomar, male slate human Brb3/Sor6:  CR 9; Size M (6'6", 302lbs); HD 3d12 + 6d4 + 36; hp 76; Init +1 (Dex); Spd 40ft; AC 14 (+3 armor, +1 Dex); Attack +11/+6 melee (grapple), or +7/+2 ranged; SV Fort +9, Ref +4, Will +7; Str 20, Dex 12, Con 19, Int 10, Wis 12, Cha 15.  Languages Spoken:  Common.  Skills and feats:  Bluff +6, Concentration +13, Craft (leatherworking) +5, Intimidate +14, Listen +11, Spellcraft +5, Suvival +6; Alertness, Combat Casting, Craft Wonderous Item, Improved Unarmed Strike, Quicken Spell.  Possessions: amulet of health +4, belt of giant strength +4, boots of the winterlands, bracers of armor +3, ring of regeneration.

The Hoard has all items listed in the Dungeon Master's Guide, up to 250,000sp (25,000gp) in price.  Items that cost more, or custom-made items, are available only for those characters that have accomplished some task for Lok Magius, Rakore, Gideon Enterprises, the Baron-and-the-Bishop, or for similar actions for which the players have received special dispensation.

Cooks The lead cook is Theanna Ho (Exp5), a Sholin woman as large as her kitchen staff.  Theanna fears no man and nothing, brandishing a huge wooden spoon like a scepter and a mace, while drawing smiles from her staff and gasps from her patrons.
Grounds Kendemon (Drd9) is the lead groundskeeper, and head of the local druids.  A sylvan elf with many years on him, Kendemon is a quiet, gentle spirit, whose staff both respect and fear him.  One Seeker that snuck into Lok Magius was eaten by Kendemon's favorite tree.
Laboratories The custodian of the extensive laboratories is Danaka (Wiz5, Exp4), a Toomaran woman with a passion for teaching and glassmaking.
Libraries The Head Librarian is Selera an Hakiel (Wiz7, LoreMaster3), an older Al Fahiman woman.  Selera quizzes anyone who enters the library, and if they fail to answer whatever question she poses, the Lore Master bars them from entry for a day.  Example questions include:
What color nimbus arises from abjuration enchantments under detect magic? (blue)
What is the focus component of Melf's acid arrow? (dart)
How long does arcane lock last? (forever, until dispelled)
Stables Standenar (Exp5) is both the farrier and the stable master for Lok Magius.  An older Toomaran man, he enjoys high quality barding and horse-items -- particularly magical ones.
Staff & Steward The steward is Krevlikair Arthmodine (Exp7), a Vridaran-trained servant of the highest caliber.  When his last client was slain by the Inquisition in Trevitt, Krevlikair calmly boarded the next ship west to serve the mages that fight the Inquisition.  He is the soul of discretion, and rumored to be telepathic, compelling the staff to do their duties with arched eyebrows and coughs.


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