Upon the plains to the northeast of the town of Nanthalion, about five miles from the town, a Tower arises from the mists in a forest clearing. This edifice appears ancient, its rough stone structure having stood here for centuries. The style of the Tower harkens back to bygone days - it is roughly built and from outward appearances, its architecture is that of several hundred years in the past - broad based, and gradually narrowing as it rises perhaps eight stories to the crenellations of its fortress styled roof.

There is only one entrance to the Tower itself, a pair of huge wooden doors, fortified with bands of iron and studded with iron ornamentations. There is one outbuilding, a sturdily built stable of stone walls and thatched roof, where visitors may stable their mounts at their own care. No groom or stableboy here; those stabling their horses here must tend to their own animals. The massive doors of the Tower are almost never locked, except in times of deadly peril, when they can be physically barred from within by a team of mages. Entering within these gates, a short sturdy gateway leads into a large open foyer that is accessible to all. Ranged around the circumference of this large circular chamber with a vaulted ceiling are various open rooms which house all manner of magical facilities. Spell sellers, enchanters, dealers in animal familiars, and all manner of trade pertaining to the use of magic surround the open floor of the foyer, presenting the newcomer with the feel of an exotic bazaar. It is sometimes quiet, but at other times very busy with citizens buying and selling magical wares. In the center of this area there is an ancient well, from which clean water may be drawn, and grouped around this well are several stone benches on which the people may recline at their whim.

At the further end of the great foyer, a pair of doors are seen, and these doors may only be passed by those of a magical class. Newcomers of the magical class must learn the simple spell that unlocks these doors in order to pass beyond the foyer. This spell may be imparted by any mage of higher level, usually after some test of abilities has been given. Beyond these doors several dimly lit passageways lead into the depths of the Tower itself and afford access to the upper levels. Those that have gained admittance are able to find the stairways that lead to the upper levels. On every level, some of these passageways are always present - on the lower levels, the furthest to the left leading toward the Library, the passageway furthest to the right leading toward the practice chambers and laboratories. A central passageway on the second floor leads to the simple kitchen, and to the gardens beyond, a stone stairway leading down into the gardens. Other passageways may or may not be present depending on the whims of the Tower itself or on the personages that enter beyond the doors to the inner Tower. Certain corridors have been known to appear or disappear according to the seasons, the relative power of those present, or the whims of the Tower spirits. It is said that there is a passageway that leads down to a dungeon equipped with various devices of restraint and discipline. Other passageways have been known to appear, leading into winding corridors and mazes that may lead to strange adventures.

Beyond these doors, to the Library side and to the Training side (left and right , respectively) there are doors that may be opened to access the upper floors of the Tower. Again, these doors may only be opened by those that have gained the unlocking spells that allow for passage into the upper levels, and again, these spells must be gained from mentors of superior experience and would be gained upon attainment of the requisite magical skills. These doors open into narrow spiral stairways of stone - large enough to admit the largest of sentient species capable of magic (ie: trolls, ogres, wolven, minotaur). Apprentice magical class characters and those of higher level have access to the lowest level of the Library, to the practice chambers, to the kitchen, to common rooms, and to the gardens - all of these being located on the second floor of the Tower. Advancement in magical skills and learning of the unlocking spells gained through study under the guidance of a mentor will open access to the upper levels of the Tower to the student of magic.

The second through the eighth levels of the Tower may be accessed by those of sufficient skill, after training and advancement, and learning of the spells that unlock stairways to the upper levels. Each level opens further access to the upper levels of the Library, where more advanced tomes and scrolls are stored; and to laboratories and training facilities for those that have achieved further advancement in the magical realms.

The first level - the ground level - is the common area, open to all. All visitors to the Tower have access to the ground level - the services that are available to all citizens may be accessed. The second level is the Apprentice level and houses the kitchen, laboratories, practice chambers and temporary quarters for visiting mages. The third level is for the Senior Apprentices. The fourth level is for the Adepts. The fifth level is for Master level mages. The sixth level is for the Arch Mages, and the seventh level for the Senior Arch Mages. The eighth level is reserved for members of the Council of Arch Mages and houses a meeting room for their deliberations and suites of rooms for those that hold positions within. Each of the levels includes rooms that are available for the use of the student of magic on a temporary basis. It is important to note that such rooms may not be claimed by any individual mage for their exclusive usage. The rooms are available on a one day - one night basis only.

Mages do not live at the Tower of Unigo - permanent rooms are available at the Inn, and properties are available through the real Estate Office for the purpose of permanent residency. These rooms are simple and austere, containing only the basic amenities of a bed and study table, though it is said that the higher level rooms are a bit more spacious and better appointed. The rooms are unlocked by the same spell that admits the student to that level of the Tower. They may be bolted from within for privacy, they may be exited from within at any time by the occupant(s), and they are self cleaning when vacant, the spirits of the Tower leaving each room ready for use by the next occupant. Each level also contains, at its center, a larger room with a large table and several chairs that can be used for meetings of the mages. The eighth level contains a few apartments for those that manage the magical powers within the Kingdom of Belariath, and a conference room used for meetings of the Council of Arch Mages.

Areas Within the Tower

The Foyer - This area is accessible to the general populace and contains the Apothecary.

Areas Within the Tower - Beyond the Foyer

Library - This area has at least six levels that are accessible to the magical classes based on their advancement in magical skills. Access to the upper levels is by knowledge of the unlocking spells that allow for admittance to each level of the Library. Each level opens further advancement of magical research to the user. The skills of reading magical scripts and conducting magical research is gained through the mentoring process.

Illusion Rooms - These rooms may be activated with Tower illusions by those who are attuned to the tower.  Practice scenes are of an illusionary nature, but wounds suffered are felt as though real while the illusion is ongoing. Once the illusionary scene is terminated, all hurts are negated and full health is restored.  The following uses are authorized for use within the illusion rooms:

Training Purposes

The highly sophisticated magics within Unigo are capable of projecting realistic illusions within special rooms that were specifically designed for magical experiments and training. These rooms will continue to serve that purpose, but I feel as if they could use a bit more advertising and an explanation. So without further babbling.

The illusion rooms can only be run and operated by those who are attuned with the tower (in other words, those employed to the tower). Unigo, being the magical masterpiece that it is will know whom is who and despite how powerful a mage is, only those with such attunement can even begin to think about mastering the tower's magics.

The illusion rooms may be restricted as far as controller and operator but anyone can participate within the illusion so long as an operator is present to do so. The illusion rooms will not be used to live out some strange fantasy that you may have or desire. They will be used for combat and research scenarios only. Anything beyond this basic usage will have to be okay-ed by those in charge of the tower, that being either the Headmaster or Assistant Headmaster. The inside of each illusion room is warded by the tower's powerful magics so that the spells strewn about won't bring harm to the inside of the room, nor will they be able to break outside of the walls. The magic is able to absorb the spells that hit the ground, wall, and even the ceiling, which distributes the magic back into the tower itself.

So how does this all work? Well for starters, the Operator will have to be familiar with the combat system and more specifically, the !combatdice system. Why? because the operator is going to be in control of the illusion that the victi-err I mean the challenger will be facing. So lets break the system down into parts.

Challenge selection: What exactly you'll be fighting. It can be another person, or a monster, even something as legendary as a dragon, though you may want to have more challengers for such a feat. The challenge should be fitting for the person that will be fighting. In this phase, the operator will choose the stats of the challenge, that being Str, Int, Res, Sta, and HP. IT is to the discretion of the operator if they wish to OOCly reveal the HP of the current challenge. There can also be more than one challenge at a time (for instance 3 goblins attack!) and if so, the Operator needs to keep track of these totals. The Operator can choose to go stamina-less which means that both the challenge and the challenger will never have to worry about stamina costs.

Variable selection: So, you have what you are going to fight, now you need to decide where it is you are going to fight. Again what the surroundings look like is up to the imagination of the Operator. It can be inside a castle, inside a cave, a flight based fight in the sky, the deck of a ship, etc. Now where the variables come in, if one is chosen, is in the sense of either a debilitating effect, or a bonus to the individual challenger. There are numerous variables that could be listed so I will only list a few to give examples:

Debilitating Variables: Extreme heat: +2 to all stamina cost
Slippery conditions: 10% chance to slip and cause loss of turn
Poisoned room: loss of Hp each turn

Helpful Variables: Full moon: Bonus damage to all water spells
Underwater: + to all rolls for sea based beings.
Blessed: gain of HP each turn

Variables are not necessary during a session, but is an option that can add to the challenge. Variables can be as ridiculous or as tame or as non-existent as the operator likes. Under no circumstance should the Illusion room training be used to deliberately kill someone. The variables must be stated and agreed upon (OOCly) before the challenge may begin.

Combat Rules: as previously stated the !combatdice system will be in play for the operator (lazy challengers can still use !clophyatk system if they don't care for or don't have any extra stats). All normal combat rules apply with one exception.

Limiter: The Tower is equipped with a limiter that prevents those within from dying. Anyone dropped to 0 life is removed from the room and healed back to full HP and stamina. Up until that point, the injuries are very much real. For those wishing a true challenge, the limiter can be released (OOC consent must be given by all challengers and operator) and this will cause those involved with the fight to experience true death once 0 HP is reached.

The Operator can, if need be, participate in the challenge as well, but it must be stated that the limiter should never be taken off in such a scenario as serious damage can come from this should things go south for those within. Free Form and quest dice can also be used for this system but only if both Operator and all challengers agree to do so, otherwise, regular/combat dice rules must be enforced.

Research purposes

This is obviously opened to researchers only. Once attuned to the tower, those who have full time research positions (assistants cannot use this feature) are able to use the illusion rooms to help in their creation of various spells, potions and enchantments. What this means is that it is possible to work on spells that would normally be considered out of sphere thanks to the tower's magics. Outside of the tower and outside of the illusion room, the researcher obviously losses this ability. This also means that the researcher can use the illusion room to test his or her research either on one of the illusions or within controlled environments.

Laboratories - These rooms are available to all that may pass beyond the foyer for the purpose of research and experimentation with spells, potions, charms, special effects and the like.

Kitchen - This area is accessible to all that may pass beyond the foyer and is generally stocked with standard food items and facilities for cooking and preparation of meals. There is a large wooden table with benches in the center of the kitchen area at which mages may eat basic meals. This is a spare, basic kitchen with no fancy accomodations - just basic fare for the mages that might be spending a day or a night at the Tower. Characters are expected to clean up after themselves.

Gardens - This area is within the Tower walls and appears to be open to the sky, but it can only be entered from the Tower - a character with flight cannot fly out of the gardens, nor land within the gardens from the outside - it can't be climbed into or out of from the exterior of the Tower. The gardens are a maze of standard and exotic vegetation surrounding a central fountain. They appear to be climate controlled and are in full growth year round - some of the plants reacting to seasonal variations of light and temperature.

Dungeon - It is rumored that the Tower has a well equipped dungeon beneath the ground floor level. Access to this area is gained only by knowledge of the unlocking spell which has to be earned through the mentoring system. It may be available at certain times and unavailable at other times according to the whims of the Tower itself.

Student Rooms - These are simple chambers of about fifteen feet square with a bed comfortable for two at most, a table and two chairs for study, and perhaps a small closet for hanging of clothes. At each level, they are unlocked by the same spell that admits students to that level, and they can be bolted from within to prevent others from interference with activities within the room. Such rooms may be used for a few hours, or even overnight, but they may not be claimed by any individual. There are no permanent residences at the Tower of Unigo - these are available at the Inn or by purchasing property and having a domicile built thereon. It seems likely that the upper levels of the Tower contain larger rooms, still basic in amenities, but perhaps providing slightly better creature comforts.

Meeting Rooms - There is one meeting room on each level of the Tower (second through eighth) for the purpose of conducting discussion with others of that level or lower. A large and well appointed meeting room is in place on the uppermost level - the eighth floor - this being the meeting room of the Council of Arch Mages, a body that meets occasionally or in times of crisis to make determinations for the Tower of Unigo.