Floor of Immortality

> *The culmination of one's life work of Ascending the tower, many consider this breakthrough to be the stopping point of their journey. This floor is considered (relative to it's level) to be the one of the "filter" floors of the tower. Ones designed by nature (in testing) to root out all weaker Ascenders. The trial of the immortals is a challenge designed to truly kill those who are unworthy of climbing the tower itself.*
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## Floor of Immortality

Some consider the title of this floor unfitting, as some would call it the city of Ascenders or perhaps the enlightened city. Most denizens of the floor spend their lives here amassing wealth and getting ready to move up the tower. ONLY Ascenders and those who are their children are allowed to live on this floor, meaning that the average citizen will be stronger than you, will have a contract and as well will be able to defend themselves from erroneous attacks.

### **Amenities & Resources**

The floor itself has a variety of scenic vistas and picturesque landscapes, well-designed cities and features all of the plentiful technology, magic and abundance of resources that the tower has to offer. All who make their wealth within the city are considered (in their own unique way) the best of the best at what they do. And so if you find a cobbler within the city, he will likely be the best cobbler of all of the Ascenders or at least within the top 2%.

## **LOCATIONS**

### **CITIES**

Within the floor itself, there are 3 main cities that are connected through folded-space matrices powered using a steady supply of Aether. **The City of Immeria** is referred to by many as the city of the trial, or perhaps the city of adventure. The Trial of the Immortal as well as various Ascender-Sponsored adventuring guilds are stationed within the city limits. **The City of Ae'mtaesh** (Aim-tesh) is referred by many as the gemstones of the tower; considered by many to be one of the most beatiful cities in the entire tower; resplendent and opulent. Filled to the brim with Ascenders looking to secure allies and form greater networking systems. Last but not least is **The City of Naei** (Nigh-ay) whose purpose is to hold Workshop #2, one of the tower's grandest and most elaborate workshops; those that live within Naei are those who have proven themselves worthy to begin creating new and consistently reproducible Workshop creations, inventors if you will.

### **NATURAL WORLD**

Within the floor, there are several locations that are uniquely influenced by the level of high-magic prevalent throughout the floor. The amount of usage of the weave has affected the very rock, and trees of the years. Flora that is unique to only this place and the Floor of Acers such as Weavewood and Weave-rock whose materials provide instrumental in the creation of unique artifice in the workshop. There are several interesting and unnatrualy biomes that exits here due to the unique nature of the

### **DUNGEONS**

Within the floor, there is of course the **Trial of the Immortal**, a dungeon whose tests involves perilous examinations of critical thinking, wit, luck and lastly contracted abilities in solving problems. In addition, there is the **Inverted Gardens of Sethaletaesh**, where the "true history" of the tower is stored, inscribed within a massive shard of Eldmetal; immovable and uncorrupted by the usages of Oblitus. Lastly, there is the Star-Port of Ae'mtaesh whose port allows entry & exit of Ascenders in and out of the tower within a Starskipper. The Outer Cosmos may be explored when one is able to procure a Departure Key - uniquely forged in the trials of the **Forge of the Outer Gods**. These keys that allow exit to the tower are individually made using biologically unique characteristics as well as the usage of the weave in order to bind someone to the key itself. Each of these dungeons provide unique resources, whether that be safe-passage, knowledge or immortality; and all will require bounds of preparation to be able to properly navigate them.