The Savants Tower
Overview
The savants tower is a magical tower roughly situated within the Silver Peak, a breathtakingly big mountain in the far north. Silver Peak is within the Silent Mountains, a perilous mountain range where few climbers have ever been known to have returned from. The Mountains are steep and harsh, with strong winds whipping though them, though these winds are as quiet as death. At the summit of Silver Peak there is no wind as it emerges out of the clouds.
There are tales of mighty dragons living in caves in the greater mountains, forged perhaps to keep people away from the Savants Tower. The Savants Tower is only roughly situated in Silver Peak, as it is massively larger inside than it is outside. The tower is nearly impossible to break into or damage. Many thousands of ancient enchantments hold the magic of the tower inside. If a being of awesome power should break the tower, the release of energy would be so massive that the world would be instantly evaporated, and worlds across the sky would feel the shock wave.
The Savants Tower is a testing ground, accessible only though proof of worth. There is a single, small door at the bottom of the tower, which is rarely used. It is more for the visual appeal than use as a portal.
The owners of the Savants Tower are beings of great power. They are known as The Followers of the Greater Path. They are beings that ensure neutrality in the overall scheme of things. Those in charge of The Followers of the Greater Path are known only by few lower down in the organisation. They have great power to see into the future, and comprehend massive problems. Often, they will instruct their leasers to do something, that will only have any effect many million years into the future.
The followers that have progressed the furthest in the path are godlike. Some have progressed so far down the path that they comprehend the multiverses, though they deal with greater things, and are not troubled by the mere extinguishing of a universe.
The Tower
Inside the tower is an entrance hall, huge and stunning. Off that, a maze of corridors lead to an infinite number of rooms. Someone could get lost and never find their way back to the entrance hall again. The whole place has great visual appeal. It is not gaudy, but in each archway is a thousand tiny details, and the architecture is breathtaking.
There are rooms with accommodation for every race under the sun and more. Anyone could come in and find something for them. There are rooms with tables, rooms with everything anyone may need between tests. Nothing persists, and nothing can be taken out of the tower. Though you can leave equipment while leaving on a test, and be able to pick it up again after.
There is a man in the tower to guide those who come for testing. He has been alive since the tower was created back many millions of millennia ago. He can provide assistance for those being tested, though he will not give assistance relating to any of the tests in particular. He will explain how the testing works, though he will only explain little of the origins of the tower, and that is when those tested have made it though several tests. He comes and goes around the place as he pleases. You need but call, and he will come hustling down a corridor. He is equivalent to a level 20 Wizard, level 20 Monk. He will provide anything those tested require, such as food or water.
If he or the tower is threatened, those tested will be ejected from the tower into the middle of deep space, and will sustain massive damage, as the ancient enchantments come into effects.
Each test is though a door. The man will provide those tested with the location of each door to their next challenge. When the players go though the door, they appear in their test. They cannot go back until they complete the test. Should they die in the test their souls will be eternally trapped in that test. To complete a test, they must find the door out. It is obvious by the design of the door that it is the one. This door will need a key, which is equally unique. The door is near impossible to destroy, though if it is destroyed, the players are eternally trapped. The door can be moved with no problems.
Powers may be stripped or granted as players enter a test.
Test the First
The first test to undergo is a simple one, and one that many fail.
"You arrive in a large cavern. You are on a raised embankment running straight though the middle. The embankment runs all the way across the cavern to a distinct door in the rock. You notice a key hanging beside it on a long gold chain.. To either side of the embankment are a large number of villagers. They are tied up and some have been mutilated. They scream in terror as demonic creatures approach them. They slash them open, roaring in demonic laughter as they eat their flesh in front of others petrified in fear."
The monsters are not aware of those being tested. However if they leave the embankment or make any action against them, or wait too long and they run out of food, the monsters all instantly turn on them.
To complete this test is simple. Walk across the embankment, take the key, unlock the door and leave.
Test the Second
The second test is harder than the first, and longer.
"You step out of the door into a ship. Your hands are suddenly shackled, and your equipment disappears. You are now only dressed in a simple loincloth. There are others dressed like you in the ship's hold."
The players are enslaved. They are taken by ship to a fine city where they are sold to a lady to work her fields. If any require spell books to memorize spells, they find them in their sleeping pallets.
The door is on the slave ship, as they see at the beginning. They notice the key being locked away in their lady's safe.
Their lady's palace is medium in size. There are overseers watching the slaves. There are guards in the house and two guarding the lady's bedroom .(Lock pick DC 30). The safe is in her bedroom. It is very solid, and requires a key (Lock pick DC 30). The Lady has the only key.
