The Arcane Tower
The Arcane Tower was built by Master Arlen the Constructor over six hundred years ago. Its sole purpose is to educate those deemed worthy of the arcane knowledge accumulated by the first archmage and his successors. The arcane academy can accommodate thirty-two students and always has four academicians in attendance, one of them the official archmage of the tower and all Aglarion. Master Arlen set strict rules and obligations for those who attend the academy, including his notoriously difficult entry test, general academic principles, and the legal status of the organization. The most important of these is the fact that the Arcane Tower and all of its residents are bound to serve the kingdom when the ruling monarch orders them to do so.
Many of the students are from the neighboring Drayl city-states or lands even farther. The wizards of the tower live secluded lives and rarely interact with their surroundings, only when buying foodstuff and resources from neighboring farms or when collecting components. Graduated students leave the academy of the Arcane Tower after twelve years or longer with an academic degree.
The Arcane Tower is a tidy and well-kept academy, due to the strict house rules set by Master Zaophas, the magical servants, and the self-cleansing effects that were constructed into the building by Master Arlen. The facility provides for every need of its residents, letting them focus on their studies instead of menial tasks.
All rooms and corridors have a height of 10 feet on the ground, second, and third floors, and 20 feet on the fourth floor.
Doors and Double Doors. Doors open inwards and are made of thick, sturdy wood that has been fitted with iron hinges and handles. They feature masterfully crafted locks that can be picked with thieves’ tools on a successful DC 15 Dexterity ability check or forced open with a successful DC 15 Strength (Athletics) skill check. The doors have AC 15, 40 hit points, a damage threshold of 5, they have damage resistance against slashing and piercing damage, and damage immunity against poison, and psychic damage.
Windows. Windows are 10 feet high and wide. They open inwards and have stone frames and a single layer of thick glass. The wings are held together by iron latches that can be picked with thieves’ tools on a successful DC 15 Dexterity ability check or forced open with a successful DC 15 Strength (Athletics) skill check. The windows have AC 10 and 5 hit points.
Main Gate. This thick wooden gate is the size of a typical double door, but it is sturdier and its lock more complex. It can be picked with thieves’ tools on a successful DC 20 Dexterity ability check or forced open with a successful DC 20 Strength (Athletics) skill check. It has AC 15, 80 hit points, a damage threshold of 5, it has damage resistance against slashing and piercing damage, and damage immunity against poison, and psychic damage.
Magic Heating and Illumination. All areas of the Arcane Tower were fashioned by Master Arlen to be magically heated to 70 degrees Fahrenheit at all times. In addition, magical globes of light provide illumination, shedding light as hooded lanterns when touched. They can be dimmed, shut down, or re-activated by tapping them sequentially. Unseen Servants. An academician or apprentice of the Arcane Tower can summon an unseen servant at any time as if they have cast the unseen servant spell. One academician or apprentice can only have one unseen servant at their service at any time.
Water and Sewage System. Water is provided directly from a clean vein of pure freshwater from the Elemental Plane of Water. Master Arlen created and placed several taps all over the tower to connect to these elemental water reservoirs directly. The waste from the building, including toilets and trash collectors, is transported directly to the Elemental Plane of Fire. These planar portals are small, safely out of reach, and open only temporarily to a size where only a Tiny creature could squeeze through them.
Private Sanctum. The Arcane Tower is under the permanent effect of a private sanctum spell, blocking planar travel, teleportation, and divination spells, and prevents creatures from peeping or listening through its windows, except for the academicians of the tower and Master Zaophas, who are exempted from this effect. This effect also prevents the succubi and incubi within the tower from using their etherealness abilities.