Behold The Tower

## The New World, A.D. 1377

> *Who hath made haste to witness a locked door?*
>
>

A world very much like our own has seen a century of horror and millennia of troubles. Magic entered the world in full force when the city of Troy resisted a siege from its Greek rivals, and its people became the first elves. After its fell several hundred years later, the elves scattered and the site became a derelict valley of darkness ruled by eldritch forces.

Gradually, the cosmic powers that influence the rise and fall of nations made themselves known. By the onset of the 14th century, the oppressive spirits became all the more manifest and in many cases seized control of their respective territories. Many kings know their masters beyond the veil that divides this world and the Realm of Spirits, and a few empires are even ruled directly by such a being. With this came bolder incursions from previously reclusive entities, and the height of this terror came with the Black Death. Two-thirds of the human population disappeared in less than a decade, and the disease caused the dead to walk again among the living in hunger and hatred. Only by the combined efforts of holy men and the magic of the elves was the worst outcome avoided.

### Twin Rebellions

After the conclusion of an otherworldly nightmare, now the fates of Europe and Asia rest on a conflict taking place within and between the two lands. To the west, the Kingdom of France has erupted in an all-out civil war with the fate of King Charles V. To the east, the Ottoman Empire has suffered a bitter betrayal at the hands of an esteemed military commander.

In France, unhindered chaos has escalated and threatens the whole of Europe. Prominent noble families, lesser nobles and merchants, the lower class and the Church itself all compete for their own interests. After the death of Charles V at the hands of political radicals, the question is not in the right of succession but in sheer might: whoever can sustain the most stable regime will earn for themselves the rule of the most populous region in Europe. But things run much deeper below the surface. The most powerful families in France have their own qualms with the apparently rightful heir, Charles VI. A bitter and opportunistic England seeks to aid the class of lesser nobles and merchants for their own ends. The peasantry have formed into stark political factions, which are organized unusually well and prove to have more going for them than just their numbers. The Church too has political motivations that perch it dangerously close to a Schism in the West. What seems to be most urgent of all this is not only what is happening in France, but the burgeoning unrest throughout the rest of Europe coinciding with this revolution.

In the Ottoman Empire, the Grand Admiral revolted and claimed the region of Troadia for himself and his subjects. After a devastating battle between Serbia and the Ottomans in which the Sultan died in combat, Pasha Yigit amassed his own personal army of janissaries and took hostage the last son of the Sultan, leaving none with power to redouble against him. The region of Troadia is valuable for many reasons, not least of which is that within it is the former site of the city of Troy. It also affords the only water passage from the Black Sea to the Mediterranean Sea, and cleaves the empire in two. This sudden act of defiance has found support with two enemies of the Ottoman Empire, who are also enemies with one another: the Republic of Venice, and Byzantium. Its fierce campaigns of the past century has made Ottoman cohesion quite precarious, and with few allies to call on, the Troadian state seems to act as a proxy war for every major Mediterranean and Near East power.

These rebellions, independent of one another, have coalesced into a rapidly changing landscape across Eurasia, leaving it vulnerable to both external threats and the ambitions of the few. Whatever transpires next may well deliver a new era, whether the old era wants to leave or not.

### A prophecy for the age

This development also parallels a particularly well-known omen for the future, an apocalyptic text from a Sybelline Oracle in the once great city of Nicopolis.

The Sybelline Oracles are well-known for their portents, and the final oracle came in the year 399. It precisely named the one who would sack Rome a decade later as Alaric of the Visigoths. It also foresaw that in exactly 100 years an earthquake would strike Nicopolis, and only a bishop would survive. It also made a series of predictions further beyond, and once the oracle was proven right on two occasions, it was taken quite seriously. It is known today as the Nicopolis Utterance or the Last Sibyl.

## The Beginning of Magic

### The tragedy at Troy

Legend has that magic entered the world through a single golden apple, given as a gift to Paris of Troy. The legend goes that when the goddesses Hera, Athena and Aphrodite debated on who deserved a golden apple inscribed with "For the Fairest," the Olympians had permitted the mortal prince of Troy called Paris to judge between the three. Some stories have that Paris gave Aphrodite the golden apple in exchange for the eternal love of Helen, queen of Sparta, said to be the most beuatiful woman in the world. Yet our tale has a different conclusion, that Paris deemed none worthy of the golden apple. For his wisdom, the golden apple remained in his possession, and with it the already mighty kingdom became a potent threat. A failed but bloody siege led by its former Greek allies resulted in the death of the heir to the King of Troy, the tragic end to many legendary heroes. A near-fatal injury left Paris disfigured, but he was saved by his wife, a nymph who imbued him with innate magical powers that bonded the fairies of the wood to humans for the first time. Thus the first elves were born.

Yet conflict was not over for Troy. Three parties formed within the city: those who supported Paris by right of birth; his brother Deiphobus, by right of conquest in defeating the Athenian League in the absence of Paris; and Helenus, by right of marriage to Andromache, Hector's wife. They came to an acceptable convention for all three parties: they divided the world between Europe and Asia, with Deiphobus ruling Europe, Helenus ruling Asia, and Paris ruling them both. They rapidly expanded, and by the use of this fairy magic, quickly wiped out the Hittites, conquered northern Greece, took the west marches of Assyria, spread across the islands of the Mediterranean and encroached upon mighty Egypt.

Troy abandoned its old system of worship and no longer paid sacrifices to their gods, which led to the flight of their prince Aenaes to Italy. Centuries passed and his descendant King Numitor and his grandsons Romulus and Remus came into contact again with the city of their origin. In respect for their rights as their relatives, they granted special priveleges under their kingdom so long as Numitor called himself prince and not a king, deferring to King Priam. Numitor hesitantly agreed.

#### The Second Trojan War

This came no sooner than the granting of sovereign kingship to the nation of Atlantis to the west, and feeling slighted, Numitor sent Remus to confirm this status with Atlantis. This kingdom, also a dominion of magic, was favored and seen as equal with Troy while Numitor's realm was all but spat upon by the brothers Paris, Deiphobus and Helenus. Worst of all, according to Remus, as a token of friendship the image of Athena – the Palladium – was gifted to Atlantis for its enduring protection.

Upon hearing this, Numitor declared himself king and called for enmity with Troy from all its nations. He allied himself with Assyria, Egypt and the many city-states of Greece to revolt against the princes of Troy. The conflict appeared one-sided at first. However, military command was assumed by Romulus who leveraged cunning over might. Knowing the powerful and unaging princes of Troy would earn ire from their sons and brothers, who sought their own independent interests, colluded with several of the esteemed patriarchs of Troy to uproot the princes.

Troy's allies and subjects deteriorated as the number of dissenters increased, until only Atlantis and Troy remained in alliance. Despite being outnumbered by this time, their prowess in direct conflict was unmatched and their treasuries unending. Many of the allies Numitor had gained withdrew from the battle except for a few city-states and their friends within the walls of Troy. An amphibious assault on the shores of Troy resulted in an incredible victory along the Scamander river, and a permanent foothold was leveraged for a final push on Troy. The combined forces made it north and beset Troy before Atlantis could sail east or Troy's army could regroup.

#### Treachery and the Siege of Troy

By this time, four of the six Trojan royal houses sought to overthrow the princes of Troy: House Heragon, House Kobalos, House Moirai and House Hyperion. House Priamer, the house of the three princes, stayed loyal to princes until the end. House Rheanone, a priestly family, also never defected.

Each of the four traitorous patriarchs not only had problems with the apparently invincible Paris who defended the kingship of his father, but further took umbrage with the fact that all worship had ceased. Independently, each patriarch had begun worshiping new gods in secret, and these gods sought their interests in the magic manifest in Troy. Working closely with Remus, Romulus conspired with the four traitors Heragon, Kobalos, Hyperion and Moirai to open the city and allow them to overtake it; the patriarchs convened to elect themselves as a replacement council for the three princes in power.

With the start of the siege, Heragon and his army went outside the city to attack the Priamer armies, and were able to only match their strength. The Atlanteans met the league of Greek reinforcements in battle, who were also aided by Moirai's fleet. Atlantis was decisively routed and their Palladium was taken by Athens. Kobalos and his army began slaughtering the Priamer citizens within the city walls, ultimately culminating in an attempted extermination of the House. However, they further seized the opportunity and attacked Hyperion citizens in the city, including noncombatants. Hyperion and his army stayed behind to rebuff the attack and had their women and children escape into the mountains to the east and its caves. The Hyperion men were slain utterly.

#### The golden apple disappears

Romulus left others to command the assault outside while he took a small party, including Remus and Numitor to the Trojan Palace. Helenus, a seer, informed Paris of the betrayals of the four houses; Deiphobos defended the Sanctum against the invaders while Paris worked with the golden apple to attempt a last resort to secure victory. Things became more manic when Deiphobos was slain by Romulus, and Paris acted rashly. The results were sudden and unexpected: an earthquake struck, and Paris vanished in the chaos. While the earth continued to shift beneath their feat, only Remus and Romulus entering the Sanctum with the golden apple. They killed an unarmed King Priam and Helenus without mercy.

Remus recommended the golden apple's immediate destruction, but Romulus wished to consult with Numitor, so he entrusted Remus with the golden apple and went to speak with Numitor outside the Sanctum. Agreeing to preserve the golden apple in case Paris and his brothers returned, they went back to retrieve the golden apple but Remus refused to relinquish it. Romulus slew Remus, and at this point it disappears from historic record. Once the golden apple left the shores of Troy, the city was swallowed up in a final earthquake, forming the Mouth of Dis, and beginning the Tower-Lights.

On the outside, things were transformed forever. The traitorous houses were all cursed according to their new gods, who deemed their loss of the golden apple to be deserving of punishment, compounded by the effects of the Paris using the golden apple in the Sanctum. Hyperion remained elves, as they had never fully betrayed Troy, but were cursed to live underground in hiding, where they plan their vengeance. Moirai fought against Atlantean allies but not elves directly, so they became the muezza – like elves, but not entirely. Heragon committed the worse crime in fighting the Priamer and Rheanone armies directly, and became the orcs, who were far removed from the elves and truly a savage race. Finally, the cruel sons of Kobalos became goblinoids, as wretched slayers of innocents.

## World Mechanics

### Piety

Piety is a standard for good and evil actions. Piety works like a reputation system, where Heaven bestows indirect blessings while demons and the like might increase the frequency of their attacks. Piety measures your devotion to your religion as well as your knowledge of it. It also reflects how you see others' piety.

Piety is based on your Intelligence, Wisdom, or Charisma modifier, whichever is lowest. It operates on a scale from 1 to 100. For the most part, this can be quantified just by assuming a loss in piety over time (-1 per day, -5 per week) and deliberate actions increase it suddenly (+5 usually). Committing a mortal sin (something grave in matter, willful and knowingly sinful) puts one in a mortal state. While in this state, the loss of piety is doubled and no piety can be gained, save for severe acts of sacrifice or absolution. Be careful not to enter a mortal state for too long, as attempts to raise those who died unrighteous will fail.

Piety can be used when your understanding of a situation is murky and the righteous action is unclear. It can also play a role when interacting with spirits and otherworldly beings. You might need to make a piety check to influence someone else with an appropriately high or low piety, navigating a complex situation in line with your religious instruction, trying to determine another character's piety or remembering specific prayers and devotions.

You might need to make a piety saving throw on occasion, such as if you are resisting temptation, recognizing temptation or accidentally committing a mortal sin.

### Lunar phases

The phases of the moon correspond to particular woes and weal for magic and men.

* New Moon
* Waxing crescent
* First quarter
* Waxing gibbous
* Full Moon
* Waning gibbous
* Third quarter
* Waning crescent

Special astronomical events, such as an eclipse, also act upon the fortunes of men in unpredictable ways.

### Tower-Lights

Ever since the Bronze Age Collapse and the Fall of Troy, cyclical, supernatural events referred to collectively as the Tower-Lights have occurred throughout the world. Named for the last line of the Last Sybil, these events occur infrequently and devastate the region when they do transpire. This mysterious cycle is seen as a portent for many world events, and are minded by the most powerful supernatural entities in contact with humans. It signals both divine judgment and also the possibility for repentance. The known types of Tower-Lights are listed below, from most frequent to least frequent, from shortest duration to longest duration and from smallest area affected to largest area affected.

* **Medalus**
	+ Spans a small, localized area rarely more than a mile north-south
	+ The place becomes a perverse mockery of itself, becoming warped due to the presence of some evil force
	+ Effects on the location vary widely, from mass psychosis to the earth itself eating its inhabitants
	+ Lasts up to one year, ending sooner with the intervention of religious leaders
* **Mehacus**
	+ Spans the immediate region, about 10 miles north-south
	+ A red mist settles on the ground, and harrowing storms gather and disperse in week-long tempests
	+ The air becomes bitterly chilled, and the heavy rains cause widespread flooding and crop failure
	+ During this storm, magic that has a chance of failing will always fail, and magic failures will cause madness
	+ Those in a mortal state cannot be cured of curses, poison, diseases or foul conditions while in the region
	+ Lasts up to 50 years, ending sooner if due repentance is offered by the people of the land
* **Anartus**
	+ Spans a large contiguous region, usually the size of a small nation or duchy
	+ The afflicted area becomes suffused with the severe wounds felt in the region by a traumatic event such as war
	+ Trees, rocks, rivers and other natural phenomena will awaken and take on a mind of their own
	+ Depending on the cause, people in the region will experience painful headaches or other types of mental anguish
	+ Lasts over a century, though more intense events can extend to several hundred years
* **Titanartus**
	+ Spans a large contiguous region, usually the size of a small nation or duchy
	+ The afflicted area produces a dragon, a manifestation of severe wounds felt in the region by a traumatic event such as war
	+ Dragons are an oppressive force that terrorize people who dwell in close proximity to its lair
	+ Depending on the cause, the region will experience unexplained weather events or far worse
	+ Lasts until the dragon is destroyed or forced to depart, sometimes up to 500 years
* **Nelamehacus**
	+ Spans about 700 miles north-south
	+ The afflicted area rapidly cools over the course of a few decades as the heavens diminish their light
	+ Rainfall increases and becomes debilitating, with widespread flooding in lowlands
	+ Famine is a constant and at best a recurring phenomenon
	+ Winters become treacherously cold, and frozen bodies of water are more common
	+ The movement of glaciers destroys settlements in more polar regions
	+ Lasts half a millennium, lightly easing over this period until it finally returns to warm conditions

## Thoughts on Alignment

Alignment holds an important place in the role-playing aspect of this game and as such, requires a bit of modification with the change of setting. I am drawing much of these ideas from virtue ethics and its concepts of tradition, rationality, goods and justice, which I believe describe our world in an intelligible way and as such can be fit for this purpose.

**Law and chaos** describe a sense of self either tied to shared histories and traditions or a self that exists outside and irrespective of definition. Think of it like this: what do you owe and who do you owe? Law demands that a person has obligations to their relationships, and must fulfill them. If you are a man, you are also a husband, a son, a brother, a friend and a citizen. As such, the law motivates you to fulfill your duties as each of these, given that all that you are resides in these relationships. Conversely, chaos prescribes that the self is a sort of spirit or transient thing that owes nothing to any but itself. Before a chaotic man is a husband, a son, a brother, a friend or a citizen he is himself. Another way to contrast the two is to think of how the two might process information. The lawful look into the context and history of things to understand a thing, as they understand that relationships define a thing. Yet the chaotic will use only their own relationship to the thing and their perspective to evaluate it.

**Good and evil** are respective of moral excellence and moral failure. That something has the faculties of will, by extension, requires that it also understands its own good and the highest good. No single action makes one good or evil, it is the direction and inclination of the self that directs one toward good or evil that defines us. A person who takes pains to pursue excellence for its own sake can be therefore called good, and evil is anything less. This can only be really understood in the context of law and chaos. The lawful pursue good for their communities and collective relationships, and their failure to do so results in their being evil. The chaotic pursue good for the intangible self and that they are unwilling to do so renders them evil.

## Campaign Concept

*How far underground you are, you cannot be certain. Where you are on Earth, you cannot be certain either. All you can gather is that you are locked within a lightless dungeon, wardened by cruel tormentors who drag away helplesss prisoners to an unseen end. While on a pilgrimage, you and a few other victims were captured by unknown oppressors, and now sojourn in a veritable Hell on Earth with no obvious way out. It might have been hours, days or even years since you first arrived here. It might be hours, days or even years until they finally come for you.*

*Yet not all hope is lost, because among your fellow prisoners is a puzzling figure who has a plan for escape. He seems to know more about your circumstances than he lets on, though with scant few options, you may have to trust this stranger with your life.*

The basic concept here begins with a twist on the classic "you are a prisoner" plot hook, in that your initial sessions will be heist-like instead of a mad dash for the nearest source of light. From there, expect a traversal in foreign and hostile territory that will equip you with some early allies (or rivals) as well as tie you to larger subsequent world events.