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Readjusted map Wizard Warrens Test of Darkness

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The Great School of Magic
Something bugged me a long time ago. It was the Gazetteer 3 Principalities of Glantri; a really outstanding work by our beloved Bruce Heard, our Mystara Spirit. The book gave us stacks of intense, and usable information. Yet it also gave some incomplete material. The AD&D2 adaptation of Mystara and the Glantri Kingdom of Magic, Wrath of the Immortals, Poor Wizard Almanacs, Castle Amber, DM Survival Guide and Players Survival Guide, added some more information, but holes stayed, or more were created due the awful AD&D2 conversion of GKoM. Many flaws have crept in, and areas left open. Areas you actually need in playing the Great School of Magic in Glantri on Mystara, BECMI style (or actually any D&D style)!!

I searched and searched, found and compiled, not only from the canon sources, but also with the help of some fan work. I earlier had created some Isometric maps of the Great School of Magic In Glantri City based on the initial interior cover map of the GSM. in 2016 I rediscovered these maps, and decided to make two more Isometric maps from other directions, enabling the Great School of Magic to be viewed from all directions. With this, more detail came on about the inside, and following the canon sources together with architectural laws for stability, strength, and consistency I now even created the inside floor plans, first in pencil, later clarifying with Windows Paint. Rereading all the canon and fanon sources, more information was added, a timeline came forth, and the various uses canonically of the rooms made even more clarity. 
Using the interior maps that came forth after the creation of the Isometric maps and using architectural sanity, I thus created the Great School of Magic of Glantri as presented canonically in the Mystara various compiled sources(including many more small bits & pieces from fans). I continued to stray further…and deeper, higher…a strange habit I know, but it brings even more clarity and depth, but specifically multidimensional reality. I expanded the Magical Circles, to bring more magic in the world. I also took many items and spells from other D&D sources, and some self-created to bring more magic use and feel.
without further ado; I am now ready to present you Glantri Great School of Magic In detail …and scent, and touch, and sight, and magic, and material, and use ….etc, as best I could compile and create together in 17.5 months of continuous work. 

One interactive PDF book; where each link clicked (with CTRL at the same time) directs you to sources of information. 
Each door is thus attached to a link within the document leading towards the room which door you have chosen, making it almost as if you really wandering through the whole structure.

55 maps and cutthroughs; including 3 Isometric maps of GSM, 1 Sideview Of GSM, 1 readjusted map of GSM Gaz3, 
several section maps of GSM, 6 Historic Maps of Redfen and Braejr, 2 future maps of Principalities of Glantri, 
1 cutthrough of the GSM with Shell of Darkness growth explained, 
408 new or adjusted spells (adjusted from AD&D2 to BECMI, or really new self-created), 
Expansion on the various secret craft mages of Glantri, 
Detailed information on elementals & invisible Stalkers & Faenare & Griffons, 
several New creatures,
100 new Magical items(adjusted from AD&D2 to BECMI, or really new self-created), 
1 Major Artifact with full campaign, 1 major dimensional room, 
common use of Dimension Doors (various types), 
34 stone colors/types, 23 Skills (new and older) updated and expanded, 
8 Diseases & afflictions, 
Information on mage Courtyard Arena battles, 
Several useful tables, 
The future of Glantri and the Radiance, 
74 adventure suggestions attached to the locations, 
and a lot more interesting stuff, secret stuff, wondrous stuff and obscure stuff...spread over 19 levels, 2 major locations, and hundreds of rooms and other areas.

in total 555 pages, 41.6 MB. 


All this you will find in "Glantri Great School of Magic in Detail".
see here too; pandius.com/gsomdtl.html for all combined maps

So have fun and enjoy this Compilation book.


In my research for the Great School of magic I had to inter the Test of Darkness adventure belonging to the Glantri King of Magic boxed set.(the original map belongs to TSR/WoC), but I used it here to explain location and readjustments.

In the update of 12-05-2017 I also placed the Testing Grounds and the rooms of the Secret Water Elemental craft on this level.


Test of Darkness warrens map reveals a map scaled 1 square of 5mm = 10’
It also thus reveals 25% of a darkened circle of which the center lies clearly within the corner below right of the original map (here the red dot).
The diameter of this circle at this level is according the scale; 170mm =340’
It does NOT give a compass direction, as such was not needed by the original ToD adventure.
As the ToD adventure describes that the heroes fell 30’deep in front of the administration tower in a water of 10’deep, we roughly gain a point of reference.
As the ToD adventure begins in the underground river we thus know that this point of reference must thus lie IN this underground river. As the heroes follow the water down stream AND are fully within the eternal darkness.
There is also no reference of the darkness reaching the surface which is 30’higher, as thus we must assume that the globe of darkness is a globe segment of a greater globe of which the center lies deeper. The perimeter of darkness thus lies in an bend angle and NOT in a straight surface.
As such the diameter of darkness is affected by the angle of the globe’s surface; as thus the perimeter of the darkness as given on the map by a radius of 340’ can be assumed as reflecting the darkness at ground level, as such the perimeter of darkness at ceiling level thus would be less.
It can be assumed by the text of GKoM, Test of Darkness AND WotI, that the darkness is an effect caused by the radiance being turned to affect the sphere of entropy, and as the ToD adventure clearly states the Sphere is growing, it can best be assumed that each use of the radiance increases the sphere slightly.
As of 1010AC-1013AC (in which the adventure is based) the darkness has NOT yet reached the surface.
As according the WotI adventure the radiance lies 10.000’ deep, which is thus the center of the sphere.
The radius of the sphere is thus -10.000’. As this is stated canonically in the first sources(Bruce Heard) we must assume this is right. Ceiling cave located at -9500’.dating; natural gas chamber 
However; the darkness affects the Wizardwarrens of ToD at -30’ , thus 9970’ above the radiance.
Combining these sources we come to the mathematically fact that the darkness should have reached the surface significantly….which was clearly stated as being NOT the case.
As such we must assume that ToD must have some serious flaws;At first the Size of the darkness sphere; 340’ is clearly too large. To prevent the darkness to reach the surface or other frequently used dungeons (at -10’according gaz3) below the GSM, the sphere must be either smaller and deeper.

This needs two possible solutions;

1; we altered the scale; best is to halve the scale of all TOD maps; thus making 1 square 5’ and the other TOD maps 1 square is half the given number. Thus making the radius of the sphere 170’. This would top the sphere much lower also and keep it within the underground thus far.

2; we altered the depth of the adventure; according ToD -30’, which is increased to -50’. This enables to place the diameter of the sphere lower.

By doing both we enable all sources to be realistically (and mathematically) correct and feasible.
As working these readjusted data on the GSM maps (and estimating the hole created by the nemesis from the Administration tower by the art in ToD, as you see some of the GSM garden, and the average size of humans, you can calculate a lot to come to this.) the sphere of darkness will be 170’ at ground level of the ToD dungeon, 157’ at ceiling level(10’), yet still placing the Radiance below the GSM main building as suggested canonically in Gaz 3, GkoM and WotI.
If doing so we need to look at the given maps (Glantri city, GSM, and ToD warrens); we now know two points of reference; The administration tower and the hole caused by the ToD nemesis in front as point one and the rough location of the axis of the sphere right above the Radiance as being point 2. Which combined thus gives us a compass direction of the ToD warrens map top being directed almost South-Eastwards(5% off)
By doing so and referring to these the Axis must lie below the round tower on top of the GSM building (Museum of Monsterology).

If we overlay both maps we see some discrepancies between the canals and the airlock.
In the maps this overlap is visible, and the ToD wizard warrens map readjusted as to be fitting best.

Funny things come out of this readjusted map; First much of the map is below Alexander Platz, the dead end on the warrens map is below the Silver Tower Inn; thus suggesting there was some connection before this way was closed off and became a dead end.
And as we lowered the warrens significantly, the canals still fit. The airlock at -50’ ends underneath Alexander Platz, and the Canals between Silver Tower in and the GSM are only 10-20’ deep as according canon sources
It also means the underground river originates somewhere North of the Silver Tower Inn and south of the Gorevitch-Voslany manor, which according canon  could be the result of the water gates located her (this one would thus be located thus its direction causes flowing down old crevasses), but as this is elemental originated water and not local it does not cause a greater downflow and flooding below.
DON"T FORGET TO FOLLOW THE DISCUSSION ON THIS MATTERGlantrian Great School of Magic


The other maps (thusfar in this series are in the following Links; (if not visible use the dowload button right to open a new screen to view and download)
Cover; www.deviantart.com/6inchnails/…
Isometric Maps; NE/SW; www.deviantart.com/6inchnails/…
Isometric Maps;SE/NW; www.deviantart.com/6inchnails/…
Isometric Maps;SW/NE;www.deviantart.com/6inchnails/…
Level 1 All;  www.deviantart.com/6inchnails/…
Level 1 main building;  www.deviantart.com/6inchnails/…
Level 2 All; www.deviantart.com/6inchnails/…
Level 2 Main Building; www.deviantart.com/6inchnails/…
Level 3 All; www.deviantart.com/6inchnails/…
Level 3 Main Building; www.deviantart.com/6inchnails/…
Level 4 All; www.deviantart.com/6inchnails/…
Level 4 Main Building; www.deviantart.com/6inchnails/…
Level 5 All; www.deviantart.com/6inchnails/…
Level 5 Main Building;www.deviantart.com/6inchnails/…
Level 6 Main Building; www.deviantart.com/6inchnails/…
Level 7 Main Building; www.deviantart.com/6inchnails/…
Level 8 Main Building; www.deviantart.com/6inchnails/…
Level 9 Main Building; www.deviantart.com/6inchnails/…
Level 10 Main Building; www.deviantart.com/6inchnails/…
Level -1 All; www.deviantart.com/6inchnails/…
Level -1 Main Building; www.deviantart.com/6inchnails/…
Level -2 All;www.deviantart.com/6inchnails/…
Level -2 Main Building;www.deviantart.com/6inchnails/…
Level -3 All;www.deviantart.com/6inchnails/…
Level -4 All;www.deviantart.com/6inchnails/…
Level -5 All;www.deviantart.com/6inchnails/…
Courtyard; www.deviantart.com/6inchnails/…
Courtyard Buildings; Temple;www.deviantart.com/6inchnails/…
Courtyard Buildings; Kitchen:www.deviantart.com/6inchnails/…
Courtyard Buildings; Dining Hall;www.deviantart.com/6inchnails/…
Courtyard buildings; Secret Nightmare Abode;www.deviantart.com/6inchnails/…
Courtyard Buildings; Administration Tower;www.deviantart.com/6inchnails/…
Courtyard Buildings; Warehouse/Griffon Halls;www.deviantart.com/6inchnails/…
Courtyard Buildings; Earlier Griffon Halls; www.deviantart.com/6inchnails/…
Courtyard Buildings; Guardhall;www.deviantart.com/6inchnails/…
Courtyard Buildings; Secret Earth Elementalists ;www.deviantart.com/6inchnails/…
Alexander Platz; Secret Dragon Master Chambers; www.deviantart.com/6inchnails/…
Silver Tower Inn; Secret Cryptomancer Chambers; www.deviantart.com/6inchnails/…
Canals; www.deviantart.com/6inchnails/…
Above in the Sky; Secret Aeromancer Stronghold;www.deviantart.com/6inchnails/…
Forgotten Lower Chambers; www.deviantart.com/6inchnails/…
Toxic Lake; www.deviantart.com/6inchnails/…
Cutthrough with Shell of Darkness Diameters;www.deviantart.com/6inchnails/…
GSM Dependance; www.deviantart.com/6inchnails/…
Old Redfen Map;www.deviantart.com/6inchnails/…
Logo Sideview; www.deviantart.com/6inchnails/…
Pyromancer Stronghold in Plane of Fire; www.deviantart.com/6inchnails/…
Cutthrough Glantrian Region with Shell of Darkness Diameters;www.deviantart.com/6inchnails/…
Chamber of the Radiance;www.deviantart.com/6inchnails/…
Historic Maps
Map 1    Redfen                                    3470 BC                Redfen 3470BC
Map 2    Redfen                                    3452 BC                Redfen 3452BC  
Map 3    Redfen                                    3435 BC-3050 BC    Redfen 3435BC
Map 4    Redfen                                    3050 BC-3000 BC    Redfen 3050BC       
Map 5    After Great Rain of Fire              3000 BC to 450 AC  Stodos Era 3000BC-450AC
Map 6    Braejr                                     450 AC-845 AC       Braejr 450AC-829AC
Map 7    Glantri City                              845 AC-1000 AC+    Glantri City (expanded, as per Gazetteer 3)

Image size
6805x6664px 17.94 MB
© 2017 - 2024 6inchnails
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