History Main / MageTower

4th May '18 8:40:08 AM ZuTheSkunk
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* In ''VideoGame/RavenswordShadowlands'', the [[BigGood Archmage]] lives in one.
30th Mar '18 2:19:40 PM costanton11
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[[caption-width-right:256:"[[Film/{{Shrek}} Sure it's big enough, but look at the location]]!"]]

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[[caption-width-right:256:"[[Film/{{Shrek}} [[caption-width-right:256:"[[WesternAnimation/{{Shrek}} Sure it's big enough, but look at the location]]!"]]
20th Mar '18 8:14:16 PM Tacitus
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* ''VideoGame/WorldOfWarcraft'': Whenever a mage or group of mages are based somewhere, you are guaranteed to find one of these.
** The most notable by far being Karazhan, formerly owned by the wizard [[DemonicPossession Medivh]] (one of the most prominent figures in the Warcraft and Warcraft 3 eras), which featured both as a mission in the original Warcraft and also as one of the first Raid instances in [[ExpansionPackWorld Outland]].
** The mages tower in Stormwind is probably the second most notable examples, as it's design is unique (All the other mage towers have the same model, more or less). Only one mage is actually in the tower, though. To access the others, you have to pass through a portal leading to a small room (the Portal and teleportation spells also leads to it). ''Where'' said room is, no one knows.
** In the second game, the Mage Tower was the training/upgrade building for mages, replaced by the Arcane Sanctum in the third. It feeatures an item called an Ivory Tower, but it only serves to build a human Scout Tower without requiring a WorkerUnit.

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* ''VideoGame/WorldOfWarcraft'': Whenever a mage or group of mages are based somewhere, you are guaranteed to find one of these.
** The most notable by far being Karazhan, formerly owned by the wizard [[DemonicPossession Medivh]] (one of the most prominent figures in the Warcraft and Warcraft 3 eras), which featured both as a mission in the original Warcraft and also as one of the first Raid instances in [[ExpansionPackWorld Outland]].
** The mages tower in Stormwind is probably the second most notable examples, as it's design is unique (All the other mage towers have the same model, more or less). Only one mage is actually in the tower, though. To access the others, you have to pass through a portal leading to a small room (the Portal and teleportation spells also leads to it). ''Where'' said room is, no one knows.
**
In the second game, ''VideoGame/{{Warcraft}} II'', the Mage Tower was is the training/upgrade building for mages, Human spellcaster units. It's replaced by the more esoteric Arcane Sanctum in ''Warcraft III'', which has a shorter stone base under a sort of arcane orrery.
* ''VideoGame/WorldOfWarcraft'' uses some of
the third. It feeatures an item called an Ivory Tower, but it only serves to build same building designs from its precursor games, so whenever there's a group of mages somewhere, odds are good that they'll be in a tower.
** The mages' tower in the
human Scout Tower without requiring capital city of Stormwind is a WorkerUnit.noteworthy example since its design is unique, with a twisting, freestanding ramp leading up to its top level. There's only one mage in the tower itself, however, the rest of the spellcasters are found in a room accessed through a portal in the tower or a mage's Teleport and Portal spells. No one's sure where that room is in relation to the rest of the tower.
** Karazhan is an ominous tower in the middle of Deadwind Pass, an EldritchLocation that's the nexus of all the world's magical ley lines. The place had a sinister reputation even before Medivh, its last occupant, fell victim to DemonicPossession and helped the Orcish Horde invade Azeroth. It was the site of a mission in the original ''Warcraft'' and served as a memorable raid instance in ''World of Warcraft''[='s=] ''Burning Crusade'' expansion. Karazhan is a place where time and space get twisted, and there's said to be an "inverted" tower extending into the earth beneath it.
20th Mar '18 2:27:30 PM Vox
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[[caption-width-right:256:"[[Film/{{Shrek}} Sure it's big, but look at the location]]!"]]

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[[caption-width-right:256:"[[Film/{{Shrek}} Sure it's big, big enough, but look at the location]]!"]]
18th Mar '18 1:53:22 AM Ramidel
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* In ''Literature/{{Darkover}}'', the Towers are the homes and workplaces of [[PsychicPowers psychic professionals]]. The Towers are originally developed due to the pragmatic needs of matrix work, but this leads to them developing a separate culture from the rest of the Comyn, which later develops into ritualized laws of their own until Jeff Kerwin and Cleindori Aillard finally force Arilinn Tower to go back to basics.
25th Feb '18 5:49:27 PM nombretomado
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* Fumblemore from ''ShadowOfIsraphel'' lives in one.

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* Fumblemore from ''ShadowOfIsraphel'' ''Machinima/ShadowOfIsraphel'' lives in one.
15th Feb '18 11:15:30 AM DaibhidC
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** Possibly during the events of ''Sourcery'', or maybe at an even earlier time, an unknown wizard built a now-abandoned tower about half way between Ankh-Morpork and Sto Lat. According to the Smoking Gnu in ''Discworld/GoingPostal'', it was considered for use as a clacks tower, but there was still some old magic hanging about, and anyone staying there too long went mad. [[spoiler: Moist and the Gnu use it to spoof the next clacks tower along in the finale.]]
20th Jan '18 4:37:01 AM KingLyger
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[[caption-width-right:256:"[[Film/{{Shrek}} Sure it's big, but look at the location]]!"]]
6th Jan '18 4:32:19 PM ViKomprenas
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May originate from the fact that many traditions link magic with astronomy or astrology, making the top of a tower a commonsense place for a mage to hang out. A high tower also conveys a sense of isolation from "normal" people, which the magician can use to study in peace, much the same way that religious gurus are often depicted praying on mountaintops. In another sense, [[TheTower high towers]] are ancient [[TowerOfBabel symbols of arrogance and hubris]]. Or simply extreme isolation.

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May originate from the fact that many traditions link magic with astronomy or astrology, making the top of a tower a commonsense place for a mage to hang out. A high tower also conveys a sense of isolation from "normal" people, which the magician can use to study in peace, much the same way that religious gurus monasteries are often depicted praying on mountaintops. In another sense, [[TheTower high towers]] towers are ancient [[TowerOfBabel symbols of arrogance and hubris]]. Or simply extreme isolation.
hubris]].
27th Dec '17 2:47:31 AM SebastianGray
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* ''TabletopGame/{{Warhammer}}'' has them by the bucketload, at all levels of grandeur and sophistication. The most impressive is undoubtedly the White Tower of Hoeth in the kingdom of Saphery, where the greatest mages of the High Elves study and perfect their craft. The White Tower is several miles high and home to the greatest collection of magical artefacts and lore in the known world, as well as a vast community of mages, loremasters, scholars and academics. It is guarded by powerful spell walls, illusions and sorcery, and if those fail it is also home to an order of supremely capable warrior-ascetics who are themselves seekers of arcane knowledge.
** There are rules for wizards' towers as battlefield features in both the main rulebook and the Storm of Magic supplement, and several official model kits for these terrain pieces, including Witchfate Tor, Skullvane Manse and the ruined tower of Dreadstone Blight.

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* Creator/GamesWorkshop games:
** In ''TabletopGame/{{Warhammer}}'', ''TabletopGame/WarhammerAgeOfSigmar'' and ''TabletopGame/Warhammer40000'', the most powerful and favoured followers of Tzeentch, the [[GodOfEvil Chaos God]] of Magic, often reside in the arcane Silver Towers of Tzeentch. These daemonic [[OminousFloatingCastle floating fortifications]] are also home to covens of Thrall-wizards and are held aloft by the power of its sorcerous residents and the energies of enslaved daemons.
**
''TabletopGame/{{Warhammer}}'' specific examples:
*** The Warhammer World
has them by the bucketload, many examples at all levels of grandeur and sophistication. The most impressive is undoubtedly the White Tower of Hoeth in the kingdom of Saphery, where the greatest mages of the High Elves study and perfect their craft. The White Tower is several miles high and home to the greatest collection of magical artefacts and lore in the known world, as well as a vast community of mages, loremasters, [[MagicKnight loremasters]], scholars and academics. It is guarded by powerful spell walls, illusions and sorcery, and if those fail it is also home to an order of supremely capable warrior-ascetics who are themselves seekers of arcane knowledge.
** There are *** Later editions of the game include rules for wizards' towers as battlefield features in both the their main rulebook rulebooks and the Storm ''Storm of Magic supplement, and Magic'' rules supplement. There are also several official model kits for these terrain pieces, including Witchfate Tor, Skullvane Manse and the ruined tower of Dreadstone Blight.
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