The old Belfry rises high above the academy's dark stone roofs and is one of the school's most impressive sights. The tower is built of the same heavy, dark granite as the rest of the castle, but is crowned by an enormous, intricate dome of brass and smoky glass. Halfway up the tower's facade sits a gigantic, amber-glowing clock whose brass hands move with heavy, mechanical thuds.
Inside the tower, a narrow, circular, cast-iron spiral staircase leads up to the clock room. The walls are lined with exposed, spinning clockworks, heavy plumb bobs, and gigantic hourglasses filled with glittering, amber-colored sand. At the very top of the dome hangs the great academy clock, cast in a rare fey metal that causes its sound to vibrate through marrow and bone without damaging the ears of anyone standing nearby.
The atmosphere in the tower is hypnotic. The entire building breathes in time with the rhythmic, dull ticking of the thousands of gears. The light that seeps in through the smoky glass creates a beautiful pattern of gold and shadows that dance across the floor.
It is this clock that controls the entire daily life of the academy. When it strikes, it calls for classes, meals in the Dinning Hall, and warns the students when it is time to retreat to their meeting rooms for the night. But because the school is located in the Crossroads, right where the magical currents meet, the clock does more than just tell the hours - it synchronizes and stabilizes the flow of time for the entire school district.
The tower is maintained by strict instructions and magical focus.
Time Regulation: The clockwork is loaded with advanced chronomancy. If the time disturbances from the citadel or the lawless swamps outside become too strong, the clock's hands begin to shake. It takes deep stillness and focus from the school's time wizard to recalibrate the gears so that the entire school doesn't end up in a time loop.
Student Hideout: Although the stairs to the bell room are officially locked after sunset, The Old Belfry is a notorious place for students (especially from The Arcanum) to sneak up to. The view of Venna Lake and Avondale Forest in the moonlight is unbeatable, and it's said to be the best place in the entire school to sneak a kiss or drink stolen mead in secret.
The Day Stopped: In the middle of breakfast in the Dinning Hall, the clock strikes a strange, cracked chime - and stops completely. Suddenly, the seconds stop ticking in the school; the tea stops in midair as it's poured and the dust particles freeze. The players (who are magically immune to the freeze) must rush up to The Old Belfry to clear out a mechanical parasite, a cog-eating fey insect, that has become lodged in the main wheel.
The Secret Signal: The players need to get a specific student out of Ironhall without the guards noticing. The student has told them that if the players can sneak up to the tower and make the clock strike three quick strikes prematurely, it will be interpreted as an emergency fire signal, creating just the distraction they need. But can they figure out how to manually operate the gigantic mechanism without damaging the clockwork?