Ars Magica Digital Codex

Selecting the Site

A tower of unearthly proportions needs to be built on solid ground to support its size and weight. It also needs to be accessible, or made accessible, to the scores of craftsmen needed to build it and the raw materials that they need. Wherever the troupe chooses to erect the Great Tower, there are stories to be told in finding the right location.

The Ruins of Babel

Perhaps the most obvious site for the building of this Great Tower is the site of its inspiration, Babel itself. But to rebuild the tower, its location must first be found. The account of its building places it in the land of Shinar, between the Tigris and the Euphrates, in the Mythic Middle East. Little more than this is known, and magi need to explore if they are to find the ruins.

Finding the ruins is only the start. As the site of a Divine intervention, the power of the Dominion is likely to be strong, both in terms of the aura and, possibly, of the lasting effects of God's miracle. Do the magi find their revered Latin taken away from them, replaced by multiple unintelligible languages? Do the ghosts of those killed by the sundering of the tower still haunt the ruins as a warning to those who would repeat their mistake? Or can those same ghosts be drawn into rebuilding the tower?

And what if the Dominion continues to prevent anything from being built there? Does the mortar refuse to set, do the stones crack and crumble as they are

laid? What do the magi need to do to find an accord with God?

But if the difficulties can be overcome, the ruins of the Tower of Babel could carry immense magical resonance; the site itself may generate an Aligned Aura (Realms of Power: Magic, page 15) with bonuses for the art of Terram or the Driven personality trait, or even any magic that assists in the construction of the Great Tower.

High in the Mountains

If the aim is to build the highest tower ever known to mankind, magi could look to the mountains for their site. Already