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DMMetalaane

DMMetalaane

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••¤(`×[*(*l||l°)¤]×´)Roster(`×[¤(°l||l°)¤]×´)¤••


Faeyrin Inimica: M-4, A-4, D-4, R-4, N-4

Mattis Callen: M-4

Sadi Inimica: M-3

Valerie Grimm: M-2

Ka'ra*kah: M-2

Nawar Abadi: M-2

A*ahna Scaravian: M-3

Carey: R-2

Amanda Inimica: Tower Blacksmith

Simon Roce: D-2

Kalasin Verlaine: M-3

Rhydian Hyde: N-4

Ana Jenneson: M-2

Zed Romulus: M-3, A-2

Joanna Elizabeth Lavelle: M-3


Certifications for each path are divided into Novice, Apprentice, Warlock, and Warlock Supreme . Next to each name is the initial of the path they have a certification in, and their certification level. Novice is 1, Apprentice is 2, Warlock is 3, and Warlock Supreme is 4 .
Save yourself.
Savior self.

03-Apr-2016 03:55:32 - Last edited on 07-May-2016 05:12:36 by DMMetalaane

DMMetalaane

DMMetalaane

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••¤(`×[*(*l||l°)¤]×´)Flow of Operation(**[¤(°l||l°)¤]×´)¤••

The hierarchy of the Wizards' Tower is uncomplicated and unfettered by stringent regulation. Its functions are simple and fair. There are only a few bullet points to keep in mind.

* One's certification in a path are determined by the collective opinion of those higher in the path. When the time comes that one wishes to graduate, they go about setting a date for counsel with those above them and then they are tested.

* There are no explicit "teacher" roles. The structure is organic and open ended to allow everyone to teach everyone, and everyone to learn from everyone. The usual way of things would naturally be those with higher certifications teaching those with lower certifications, there is no enforcement of curriculum. No two souls know exactly the same thing, and it would be a shame to waste that potential. An Archmage (one designated as Warlock Supreme in all paths) could teach a single Novice, but that Novice may well know a trick that an Archmage doesn't!

* Significant decisions affecting the institution are voted on with a democratic procedure, weighted by merit. Everyone has a vote, but their vote has more sway the higher they are certified. A single Novice has a weight of 1, while a double Warlock Supreme has a weight of 8. The only ones excluded from the democratic procedure are Archmagi, as their excessive sway would surely override any other opinions.

* However, should there come a time that the structure of the institution is deemed inefficient, the Archmagi have the right to revise it as they see fit.
Save yourself.
Savior self.

03-Apr-2016 03:55:42 - Last edited on 24-Apr-2016 01:34:41 by DMMetalaane

DMMetalaane

DMMetalaane

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••¤(`×[*(*l||l°)¤]×´)Uniforms(**[¤(°l||l°)¤]×´)¤••

Virtually, there are none at the moment. However it would be appreciated if everyone at least looks the part of a magi so that there is a little cause for confusion. Additionally, wearing the colors of the organization (purple and gold) while on official business outside of the tower is recommended.
Save yourself.
Savior self.

03-Apr-2016 03:56:17 - Last edited on 24-Apr-2016 01:12:32 by DMMetalaane

DMMetalaane

DMMetalaane

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••¤(`×[*(*l||l°)¤]×´)The Tower Itself(`×[¤(°l||l°)¤]×´)¤••

Below
Below the ground level resides the ruins of the first tower. It's mostly unremarkable, vacant, and useless. However there is an unshakeable and unmistakable ominous aura down there. A feeling between something lurking in the shadows and something about to happen . Inquiries about this phenomenon are answered with shrugs. No one seems to know why this is. Further below the ruins is the Enchanter's Workshop which fortunately doesn't have the odd aura of the floor above it. Rumor has it that it is a facility created in the same vein as the legendary Elemental Workshop and may in fact be the only other facility that can craft elemental metal. Furthermore it seems as though the Tower's beam extends yet further below, but attempts to travel deeper into the mysterious floors that are tantamount to dungeons have so far been unsuccessful.

Tower Grounds

The Tower Island houses a considerable amount of spellwisps, enabling members to practice combative magics anywhere on the island. A summoning obelisk also now sits on the south-west side of the island, near the fairy ring (which is under constant watch lest anything unsavory make its way into Gielinor through it). Pillars with glowing blue lights sitting atop them (akin to those on the bridge) are dotted around the edge of the island, specifically to ensure no-one falls into the water at night. The collective lighting scheme adds a good deal of light pollution to the night sky and one would find difficulty in even knowing it was night time if they didn't look up.
Save yourself.
Savior self.

03-Apr-2016 03:56:36 - Last edited on 11-Apr-2016 01:08:29 by DMMetalaane

DMMetalaane

DMMetalaane

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••¤(`×[*(*l||l°)¤]×´)The Tower Itself(`×[¤(°l||l°)¤]×´)¤••

First Floor

The ground floor remains mostly unchanged from its in-game design. The statue of Saradomin in the lobby has been replaced with a stone sculpture of an abstract geometric symbol lacking explanation. Many tables are free to use for studies and copies of all the books that are found in the library upstairs are also found in the floating book columns in the main hall.

A noticeboard is in the entrance hall as well. Please keep a good look out on this for events and other things so that you are well informed about everything that goes on in the Tower. Outsiders of the Tower are free to post a job or a chore they deem fitting for the Tower on this as well. Jobs that are too unfitting for the Tower will be left up for fun to see if members are stupid enough to accept them, and joke fliers are eventually taken down by the anyone who doesn't find the joke funny.

Floating blue flamed torches keep the place bright and vibrant during the night times as well as the beam, that always radiates bright blue during all hours of the day.

The two statues in the back would be heroically positioned marble pieces of art, depicting unknown but super cool looking magi.
Save yourself.
Savior self.

03-Apr-2016 03:57:41 - Last edited on 11-Apr-2016 01:14:35 by DMMetalaane

DMMetalaane

DMMetalaane

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••¤(`×[*(*l||l°)¤]×´)The Tower Itself(`×[¤(°l||l°)¤]×´)¤••

Second Floor

Generally speaking everything on the second floor is scaled and used by a multitude of Tower people.

Northward there is a...Arcane Device..thing. No doubt it serves a useful purpose! Below that we have the hall of the elements. Entrapped nodes of Runic energy are being kept on display here so they may be siphoned to empower wands and staves. Be sure to check out the display of butterflies, too!

East of the beam is a locked door. Nothing is heard behind it, nothing is seen through the lock and the door itself is made out of a thick metal material.

West of the beam are offices of the senior members. A small knock on the door after being called by the staff member asking you to come in will always be appreciated. Seriously, always knock.

South of the beam there are two small labs. Both are free to use for all members of the Tower during all hours of the day. Potions can be brewed, metal can be mended and items can be enchanted in these extra thick walled rooms in which one can experiment to their hearts content. After you’re done in the labs, cool down on the balcony close by. Fresh air really helps after burning your eyebrows off, you putz.
Save yourself.
Savior self.

03-Apr-2016 03:57:51 - Last edited on 11-Apr-2016 01:22:45 by DMMetalaane

DMMetalaane

DMMetalaane

Posts: 2,905 Adamant Posts by user Forum Profile RuneMetrics Profile
••¤(`×[*(*l||l°)¤]×´)The Tower Itself(`×[¤(°l||l°)¤]×´)¤••

Third Floor

The dorm floor for members whom choose to lodge in the Tower, which also holds the frequently used infirmary. Questionable thumping noises behind closed doors is just as common as pained moans here. At least the injured are taken great care of, so that they can go back out there and get injured...again. Don't worry about those thumping noises, though. Probably experiments! One would do well to remember the rule about knocking on closed doors.

The two statues next to the beam would be heroically positioned marble pieces of art, depicting two unknown but super cool magi. This time they are accompanied by two busts towards the south of the same duo, placed next to the doors of the Archmage his office.

To the north of the beam is the well sorted and nearly never quiet Tower Library. Members can borrow books here and take them anywhere they want in the Tower or just sit in one of the many conveniently placed floating chairs. A small cabinet of drinks and pipeweed has been placed underneath every coffee table as well.

It would be noted that the third floor is apparently a lot bigger on the inside than it should be, and that's because it is. Space compression magic is at work here, allowing for plenty of space for all of the faculty to reside in.
Save yourself.
Savior self.

03-Apr-2016 03:58:01 - Last edited on 06-May-2016 10:02:09 by DMMetalaane

DMMetalaane

DMMetalaane

Posts: 2,905 Adamant Posts by user Forum Profile RuneMetrics Profile
••¤(`×[*(*l||l°)¤]×´)The Tower Itself(`×[¤(°l||l°)¤]×´)¤••

Fourth Floor

There's not much to say for the roof. It's a good roof. A good roof with three portals. Two of which lead to the Runespan, a dedicated realm for the training of Runecraft and any sort of odd activity that won't have to worry about collateral damage. The third and central portal leads to the Runecrafting Guild, operated by the Runic Path.
Save yourself.
Savior self.

03-Apr-2016 03:58:08 - Last edited on 24-Apr-2016 01:36:47 by DMMetalaane

DMMetalaane

DMMetalaane

Posts: 2,905 Adamant Posts by user Forum Profile RuneMetrics Profile
••¤(`×[*(*l||l°)¤]×´)The Tower Itself(`×[¤(°l||l°)¤]×´)¤••

The Library

Among the seemingly endless number of tomes in the Tower, one may happen onto some of the more eye catching titles listed below.


- Slaying For Newbs, by Ruthven Galand and others.



The requirement for adding your book to the list is that it is actually a book that you have written, not just what you claim your character has written.
Save yourself.
Savior self.

03-Apr-2016 03:59:55 - Last edited on 06-May-2016 10:07:58 by DMMetalaane

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