1354 DR House of Wonder

From OakthorneWiki
Revision as of 12:53, 23 January 2019 by Oakthorne (talk | contribs) (New page: __NOTOC__ {{Realms Temple |templename=House of Wonder |image=300px |deity=Mystra |location=North Diamond Street, Sea Ward, Wate...)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigationJump to search
House of Wonder
Temple of Mystra
House-wonder.jpg
Founded 1215 DR
Personages
Population: 65 total
33 clergy (8 mages, 3 clerics, 5 bards, 17 priests; 25 ordained priests, 8 acolytes)
12 academy apprentices
20 temple guard (6 Knights of the Mystic Fire, 14 guards)
High Priest: Temple Magister Sendra Arunsun
Master of Acolytes: Candos Restlar
Academy Headmaster: Marwenna Wands
Captain of the Guard: Thalai Ogolakanu
• Noble Patrons: House Wands
Services
Apprenticeship (wizard), curse removal, healing, ritual, social
Faction Details
Common Descriptors: Arcane, spiritual, servant of the Mysteries
Primary Classes: Wizard (primary), cleric, paladin, sorcerer, bard, fighter (eldritch knight), rogue (arcane trickster)
Alignments: LN, N, NE
Faction Ranks
Servant of Mystery: Rank 1. You are a sworn servant of Mystra, and ordained as novice clergy within the temple. You aid higher ranking priests in the sacred rites of the temple, and perform some basic services for lay worshippers in need of one-on-one aid.

Lord/Lady of Mystery: Rank 3. You are a fully ordained priest of the temple's order, with the right to perform all the rites and services of the temple, save those reserved for the high priest or priestess.
Temple Magister: Rank 10. You bear the title of Temple Magister of the House, responsible for tending to the proper rites of worship to the Lady of Mysteries within these hallowed halls, and to the training of priests. Its success and prosperity are wholly within your keeping.

Waterdeep has a strong tradition of magery. Waterdhavians inclined to worhsip one of the "arcane" faiths have traditionally favored the Lady of Mysteries dating back to the establishment of the House of Wonder in the Year of Starlight (1215 DR).

In Waterdeep, the Church of Mystra has long played a secondary role to the Watchful Order of Magists & Protectors because the sale of spells and magic items is traditionally in the province of the guild, not the church. Waterdeep's Mystran church is closely allied with the Church of Selune, and the two faiths work together to battle the followers of Shar.

Temple Personages

Meleghost Starseer
Meleghost Starseer
Temple Magister • Rank 10
With a reputation for being both cruel and urbane, the necromancer Meleghost is the high priest of the House of Wonder, a position called "Temple Magister". He has long slender fingers, a shaven head and a neatly trimmed goatee. Given to long flowing robes adorned with runes, Meleghost is fiercely devoted to the Lady of Mysteries and her patronage of all avenues of arcane investigation, including necromancy. Meleghost is a close friend of the Dragon Mage Maaril, and the leaders of the Eltorchul family, but has never gotten along with Blackstaff Tower or the Wands family.
Ilbrost Mythyl
Ilbrost Mythyl
Lord of Mystery • Rank 8
One of the senior priests of the House, Ilbrost is an aging enchanter and cleric who deftly relies on his magic to retain a place in Waterdeep's social scene. He is always immacualtely groomed, with a thin moustache, sumptuous wizardly robes and slicked-back thinning grey hair. He is the nominal leader of the cleric faction seeking to unseat Meleghost, but his lack of personal ambition for the job has kept him from rebelling strongly against his superior.

Knights of the Mystic Fire

  • Dhaelos Marganathyr: Captain of the Guard. A senior Knight of the Mystic Fire, Dhaelos is a man well into his fifties, with a head of long white-grey hair already that he keeps pulled back in a pony tail. A paladin of some power, Dhealos has served at the House of Wonder since his initiation into the faith at the age of nineteen. He is also one of the few people that Temple Magister Meleghost does not seem to try and intimidate.

Services

Spell Cost
cure wounds (1st level) 10 gp
cure wounds (2nd level) 20 gp
lesser restoration 40 gp
prayer of healing 40 gp
cure wounds (3rd level) 45 gp
dispel magic 90 gp
remove curse 90 gp
speak with dead 90 gp
cure wounds (4th level) 100 gp
divination 210 gp
greater restoration 450 gp
raise dead 1000 gp
  • Apprenticeship: The House of Wonder and Watchful Order cooperate to teach those with promise the arts of wizardry, fostering in them Mystran morality and the Order's operational ethics as a basic part of their training. Its mentors come primarily from the Watchful Order, and its headmaster is both a priestess of the temple and a master in the Order. Most of the apprentices do not live at the temple, although those who need such accommodations are permitted space with the acolytes.
  • Ritual: The House of Wonder offers a variety of rituals for the adherents of Mystran and Azuthan faiths. Many of the standard rites of faith – birth celebrations, weddings, funerals – are performed, all with a distinctly magical flavor. But the House also offers rites for events unique to wizards and other magicians: celebrations of being accepted as an apprentice, offerings of thanks for mastering a new circle of magic, rites of passage from apprentice to journeyman to master levels of proficiency, rites of sacrifice for luck in creating a new spell or magic item, anointing of new familiars, and so on.
  • Social: The House of Wonder is always open to practitioners of the Art, with the express intention of building community among those who wield arcane power. Part of the temple's goal is to foster cooperative relationships among wizards and other magi, in the hopes that it will reduce the competitive and antagonistic relationships that often lead to spell-battle. A simple social is always held after every temple ritual, and the temple also frequently sponsors "wizards' balls," social events with music, dancing, and ample amounts of delightful magic to enhance the atmosphere.
  • Spells: The House of Wonder will cast the spells indicated in the sidebar.

Layout

Grounds & First Floor
Second Floor
Third Floor
Fourth & Fifth Floors

Grounds

The grounds of the House of Wonder are surrounded by a fine gate of wrought iron, each spoke in the gate topped with the Eightfold Star of Mystra at the crosspoint. The grounds themselves are wrought of fine white marble cobblestones, with blue-white cobbles forming the mosaic of the Eightfold Star from which rises the temple.

Three buildings are situated on the grounds: the Gatehouse, a defensive structure maintained by the Knights of Mystic Fire, Mystra's order of paladins; the Shrine to Azuth, tucked away at the rear of the compound; and the House of Wonder itself, a great circular tower.

Gatehouse

Headquarters for the local chapter of the Knights of Mystic Fire, the Gatehouse defends the sole entrance to the House of Wonder.

  • Gate House: First Floor. The gatehouse serves as the point of entry for the House of Wonder. A Mystran acolyte is always on duty here, ready to welcome those who come to the House, offering to help them with whatever their needs may be. Beyond the entry vestibule, a pair of Knights of the Mystic Fire await, prepared to defend the House and sound an alarm rousing their companions to the temples' defense.
  • Guard Room: Second Floor. There are always at least two guards on duty in the guard room, prepared to rush downstairs to the aid of their fellows and alert those paladins in the chambers above them. They are also the guards for the armory.
  • Armory: Second Floor. With armor stands supporting finely-wrought suits of chain and plate in the center of the room, and walls with many shields (all showing the sign of Mystra) and weapons, the armory is the responsibility of the Knights. Several of these items are magical, but properties of the room muffle any magical auras - only the Knights and upper clergy of the temple know which ones are enchanted.
  • Guard Quarters: Third Floor. The Knights of the Mystic Fire take five-day rotations of service in the House of Wonder. While all of them have quarters elsewhere in the city, when on duty, they dwell in one of the bunks in these quarters.
  • Captain of the Guard's Quarters:' Third Floor. The captain of the temple guard, Dhaelos Marganathyr, dwells here full time.

Shrine to Azuth

Like most temples to Mystra, the House of Wonder includes a small shrine to Azuth. The Waterdhavian shrine is home to a handful of Azuthan clergy, more than half of them mages, who tend to the needs of the faithful and stand out among the Mystran clergy by dint of their gray robes among the Mystran blue.

  • Sanctuary: First Floor. Here the faithful of Azuth and Mystra can frequently be found in contemplation and prayer. An altar burning with many candles in glass votives, each etched or scribed with a symbol that is a form of prayer, stands to one end of the sanctuary. Eight or so feet above the altar is a small shelf on which stands a statue of Azuth. Beside the door, a set of stairs rises to the gallery above. At least one Azuthan priest can be found here at all times.
  • Ikon of Azuth: Second Floor. Above the altar in the sanctuary is a statue of Azuth, long-bearded and hooded, holding a staff in one hand, and his other raised in benediction, forming the gesture that is his holy symbol, his hand alight with mystical flame.
  • Gallery: Second Floor. The gallery above the sanctuary is where the faithful are often taken to speak with clergy alone, or where the clergy remain during the rites to Azuth (which the faithful gather below), so that all eyes are upon the ikon of Azuth rather than his priesthood.
  • Meditation Chambers: Third Floor. The faithful are always permitted space here. Though it may be used for general meditation and contemplation, it also finds extensive use by Azuthan faithful, who offer instruction in the Art or demonstration of their own breakthroughs as part of their service to the faith.

First Floor

Set into the temple's foundation, this floor - which is wider than the others - serves as living space. Beneath it is a wide-open set of cellars, used for storage and occasionally for the teaching of the temple's acolytes.

  • Acolyte Dorms: Large open dormitories filled with bunks for the acolytes of the temple.
  • Mess Hall: Eating space provided to the temple's clergy and guardians. Food is prepared off-premises and brought here to be served.
  • Priest Cells: Though most of the temple clergy have dwelling places either in the nearby temple-owned row houses or simply in private dwellings elsewhere in the city, a handful of them maintain cells here. For the most part, these are either senior clergy or those responsible for teaching and overseeing the acolytes.

Second Floor

This is the main entry of the temple, a vast pillared circular chamber. In the center is a circular altar from which rises a flickering blue-white flame. Those who approach the altar find the flames parting, and the image of a serene, slightly aloof goddess - a depiction of Mystra - gazing at them from out of the flame, no matter which direction they approach the altar from.

Small side alcoves either provide access to the stairs up or down (and are usually watched over by an acolyte), or harbor small sitting areas with priests ready and able to discuss the needs of the faithful. The southermost alcove also holds a holy water font, where the faithful may purchase Mystran holy water from.

Third Floor

The Shrines of the Eightfold Star

Fourth Floor

Library & Labs

Fifth Floor

Ritual Chambers

Previous Eras