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Inside The Tower of Wayreth

Inside The Tower of Wayreth

Update: 2025-10-28
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Description

The mysterious Tower of High Sorcery has been the home of arcane magic for millennia. Let’s take a look inside the tower and see what secrets it holds. Buy Towers of High Sorcery: https://www.dmsguild.com/en/product/2940/towers-of-high-sorcery-3-5?affiliate_id=50797


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Video Script


Cold Open


We have been granted special access to the Tower of High Sorcery in Wayreth Forest. Let’s take a look inside!


Intro


Welcome to another DragonLance Saga episode. My name is Adam and today I am going to talk about the inside of the Tower of Wayreth. I would like to take a moment and thank the DLSaga members, and invite you to consider becoming a member. I’ve also started a Patreon account, both links are in the description below. You can even pick up Dragonlance gaming materials using my affiliate links. I am referencing The Atlas of the Dragonlance World, The Last Tower, and Towers of High Sorcery sourcebooks for this information. If I leave anything out or misspeak, please leave a comment below!


Discussion


Welcome, honored guest, to the Tower of Wayreth. A figure approaches you dressed in a silver-robe, holding a mahogany staff tipped with a bronze dragon’s claw clutching a glowing crystal. He bows slightly and says, I am the Master of the Tower, the living will of High Sorcery. It seems the forest of Wayreth has found you, and its enchanted paths have led you to our gates. Let me guide you through the inner sanctums of this ancient citadel, a place where magic breathes in every stone. Prepare yourself—the Tower is alive, and its corridors are vast and ever-shifting. Stand Close.


We stand before the silver-and-gold gates, delicate as spider silk yet impervious to any siege. They glide open soundlessly, revealing the courtyard of smooth gray flagstones, polished by unseen steps. The air hums with residual magic—faint echoes of sending-spells ripple like whispers, and you may sense unseen eyes watching from the ether. The courtyard feels both empty and teeming, as if invisible mages pass just beyond your sight, their robes brushing the air.


First, we enter the Fore Tower, a slender spire that guards the threshold. Its anteroom is intimate, its walls draped with tapestries depicting the three moons in their celestial dance, woven with threads that shimmer under arcane light. A mosaic floor swirls with patterns of stars, subtly shifting as if charting the heavens in real-time. Oak tables bear silver trays that magically replenish with fruits, bread, and crystal decanters of elven wine for visitors. Above, guest suites offer velvet-draped beds, enchanted hearths that burn with smokeless azure flames, and orbs for scrying the Testing Levels. Non-mages linger here, forbidden to venture deeper, where only the initiated tread.


Now, step into the heart of the Tower: the twin obsidian cones, each 250 feet tall, their glassy surfaces etched with silver and crimson runes that pulse faintly under Solinari and Lunitari’s light. From outside, they seem to lean, an illusion to unsettle intruders, but within, they stand unyielding. The interior defies logic—corridors stretch impossibly far, rooms multiply beyond the Tower’s apparent size, a testament to spatial enchantments woven at its founding.


In the North Tower, we ascend to the Highmage’s quarters, where Palin Majere reigned. His study is a circular chamber with walls of polished obsidian, reflecting candlelight like a starry void. Shelves groan under tomes bound in dragonhide, their titles glowing faintly. A rosewood desk holds quills that write without ink and a scrying pool rippling with visions of distant lands. Invisible balconies open to panoramic views of Wayreth Forest, its trees blooming vibrantly below. Alchemical arrays bubble with iridescent liquids, and artifacts—a staff tipped with a unicorn horn, a crystal orb swirling with storm clouds—hum with power. Below lies the Highmage’s laboratory, its air thick with ozone and the tang of spell components. Iron cauldrons simmer over ever-burning flames, while shelves hold jars of glowing herbs and phials of liquid starlight.


Descend a spiral stair to the Testing Levels, a shifting maze of illusion. To one apprentice, it might appear as a cavern of molten lava, bridges crumbling underfoot; to another, a fog-choked labyrinth where voices whisper their deepest fears. Each chamber is conjured to test resolve—spells falter, forcing wit over magic, and spectral foes drawn from the initiate’s nightmares demand combat. A final trial might pit love against ambition, forcing an agonizing choice. The walls, alive with magic, shimmer with glyphs that shift to match each test, and the air grows heavy, as if the Tower itself judges.


Cross to the South Tower, its seventeen floors a bustling arcane hive. The lower levels house neophytes in spartan chambers—simple cots, desks cluttered with parchment, and warded niches for spellbooks. Casting chambers here are circular, their floors inlaid with silver runes to contain errant spells; scorch marks and frost patterns hint at past mishaps. Higher up, senior mages dwell in opulent apartments. One such suite boasts a crystal chandelier that floats without chains, casting prismatic light, and a private museum displaying relics like a phoenix feather or a shard of the Graygem. Laboratories hum with experiments—levitating orbs, conjured mists, or caged elementals snarling softly. Guest suites for visiting Conclave members feature beds that adjust to the sleeper’s form and windows showing illusory vistas of Qualinesti or ancient Istar.


The Hall of Mages, spanning the South Tower’s first four floors, is a vast obsidian dome, 45 feet wide and 60 feet high. A sourceless, cold white light bathes the gray marble throne of the Highmage, veined with red, white, and black, while twenty shadowed chairs—sometimes carved stone, sometimes gleaming metal—form a semicircle. The walls vanish into gloom, and the air thrums with the weight of historic debates: laws forged, renegades judged, wars planned. No doors breach this chamber; only sending-spells grant entry, and the silence feels alive, as if past Conclaves linger.


Above, the Library of Wayreth sprawls across five floors, a labyrinth of knowledge. Ebony shelves twist like living roots, holding spellbooks with covers that snap at careless hands, scrolls that whisper incantations when touched, and treatises on arcane theory organized by lunar cycles or elemental affinities. Navigation requires mastering a cryptic system—books shift places unless addressed with the right passphrase. Wards spark at theft attempts, and traps like illusory pits or binding glyphs deter the greedy. A central atrium, lit by floating orbs, houses a massive crystal globe mapping Krynn’s ley lines, pulsing faintly.


Below, via the Rear Tower’s shadowed stair, lie the dungeons and  . The dungeons are whispered of—cells warded to hold rogue mages, or sealed vaults hiding things best forgotten, their doors etched with runes that burn to the touch. The Crypts’ central dome, 65 feet across, glows with an illusion of the night sky, stars racing through centuries in minutes. Golden slabs, enameled by robe color, mark archmages’ tombs—Corenthas, Par-Salian, even Shaud, whose sacrifice birthed me. Branching catacombs hold lesser mages, their treasures gifted to the Tower, leaving only bones and legacy.


Finally, the Nether Path, Fistandantilus’s secret: a tunnel from a forest cave, its entrance veiled by shifting trees, leading to the Tower’s core. Its walls glow faintly with moss, and the air grows colder as it burrows beneath the Crypts, emerging in a hidden chamber lined with faded runes.


This is Wayreth’s heart, alive with magic’s pulse. Depart with care, for the Tower remembers all who walk its halls. May the moons guide your path. The master of the Tower turns and slowly begins to walk away as the Tower of High Sorcery disappears, and you find yourself standing in the dark and twisted Wayreth Forest.


Outro


And that’s all to say about Inside the Tower of Wayreth. Have you ever entered it in your home games? Do you think it will ever come under assault? And finally, who is the Tower’s master in your home games? Leave a comment below.


Once again, I would like to let you know that I have started a Patreon account. If you appreciate the various projects I produce, I would like to invite you to consider becoming a patron on Patreon. Thank you to my Developer Patron Chris Androu.


And finally, please consider subscribing to this YouTube channel, ringing the bell to get notified when upcoming videos drop, and clicking the like button. It all helps other Dragonlance fans discover this content. Thank you for watching — this has been Adam with DragonLance Saga, and until next time, remember:


The blade must pass through the fire, else it will break.


Notes


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Inside The Tower of Wayreth

Inside The Tower of Wayreth

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