Towers Title Graphic

Interactive History Data



The Free City of Towers was founded on the large island of Trollhaven, situated between the continents of Westland and Eastland. Towers recently gained its independence in the chaos that attended the fall of the White Horn Overkingom.

The White Horn Overkingdom sent its legions to Trollhaven Island four centuries ago. The native Islander kingdoms fought a bitter war, notable for the atrocities committed on both sides, and managed to stop the Overkingom's armies about halfway across the island. The Overkingdom established the City of Towers as its farthest outpost, intending to use it as a springboard to invade the rest of Trollhaven Island after a period of consolidation. The extremely warlike nature of the Islanders caused the Overkingdom to build the most advanced and extensive fortifications ever built. While the City of Towers prepared for the legions which would muster and eventually complete the conquest of Trollhaven, events on the Overkingdom's other borders constantly caused those legions to be diverted to more threatened borders. Eventually, internal weakness and civil strife allowed the barbarians on the Overkingdom's Eastern borders to break through it's defenses and sack the capital of White Horn.

In Westland, pressure from the migration of Beastman hordes caused Westmen to cross the Western Ocean and begin to drive the Islanders into the highlands of the South Coast. By the current date, the Westmen have settled the northern three quarters of Trollhaven Island. During these invasions, a group of Imperial Mages, fleeing the advancing barbarians of the East, moved to Towers and helped to create a haven of security around the city, engaging the help of Islanders, Westmen, and Overkingom refugees. Overkingdom refugees included a large number of Mages, lured by reports of a city where Mages were welcome. Over time, the mages became the aristocracy of the city. The three disparate cultures were forged into one stronger culture, incorporating the best elements of each.

Currently, there are ten states on Trollhaven Island:

  1. The Free City of Towers, occupying an area of the north coast of Trollhaven and the whole of Copper Island to the north.
  2. Gwynedd, occupying the highlands and coastal areas of the southeast, contains those remnants of native culture on Trollhaven Island most able to hold their own against the Westmen.
  3. Ceol Ric, occupying the northeast coast, receives aid from the Tarsian Hegemony, and uses their military aid to raid the Free City.
  4. Grim Ric, occupying the central hills of Trollhaven, tried to hold its borders against its neighbors. Observers do not expect the kingdom to last another ten years. At the moment, no one knows which of its neighbors will gain the bulk of the country, though the odds are in favor of Towers.
  5. The Trollgaard, occupying the southwestern quarter of Trollhaven Island.
  6. Skaghane, occupying the largest central western island.
  7. The Dwarfholds, scattered throughout the mountains of Trollhaven.
  8. Troicinet, occupying the largest southeastern island.
  9. Darkhaven, occupying Darkhaven Island.
  10. Neathara, occupying the central, virgin forestlands of Trollhaven.

Neighboring states on the Westland continent include Ivar, Southland, and Altland. Trollhaven's neighbors on the Eastland continent include the Tarsian Hegemony, Grand Duchy of Aquila, and the Tiloran City States. To the north, the Empire of Dakaad turns away all attempts at contact with increasing levels of force and decreasing levels of diplomacy in proportion to the persistence of interlopers.

During the latter days of the Overkingdom, a new religion began to spread throughout the East. The religion, originating in the provincial capital of Tarse, worshipped Fire as an incarnation of the Sunlord, called Pyremius. The religion swept through the Overkingdom, eventually becoming the Imperial State Religion. The Tarsian Fireworshippers, are known for religious intolerance and their missionary activities. The Godspeaker of Tarse became one of the most powerful individuals during the collapse of the Overkingdom, and the ecclesiastical bureaucracy was able to seize the reigns of power in the western provinces of the former Overkingdom. That state was named the Tarsian Hegemony by the Godspeaker of Tarse. The Godspeaker acts as president of the council of Metropolitans, who each rule a major urban center.



Society Age: 6

The nation of Towers was formed around 150 years ago, after breaking away from the much older empire known as the White Horn Overkingdom.


Philosophical Orientation: War

Orientation Aspects: Acquisition, Prevention

Towers must constantly defend itself against the states arising from the chaos of the White Horn Overkingdom's destruction. Several Trollhaven kings have attempted, so far without success, to plunder the Free City. In addition, the Godspeaker of the Tarsian Hegemony (a major Eastland theocratic state) has declared a holy war against the Free City. Towers expends its resources on the military and gaining the wealth and allies it needs to take the war to its enemies.


Isolation Value: 5

The Free City's location on an island, and the large tracts of wilderness, tends to isolate it more than would be the case if Towers was part of a greater continent. The Free City encourages trade, however, and her merchant fleet takes up the slack from a dearth of land trade routes. Trade with the kingdoms of Trollhaven is becoming more important, however, and land trade routes are opening up.


Interaction Value: 13

Towers has some trade routes with the more peaceful kingdoms of Trollhaven and extensive sea trade with friendly states of Westland and Eastland. In addition, several of the kingdoms of Trollhaven and the Tarsian Hegemony have fought with Towers over trade, territory, or religion. The merchant/adventurers of Towers are always seeking new trade routes, and the interaction value of Towers is increasing slowly but steadily.


Technology Value (average): 12

Rate of Advancement: 2 (Fast)

Rate of Assimilation: 4 (Above Average)

Towers has a technology level comparable to that of other nations of the region. It excels particularly in the areas of Maritime Transportation (14) and Shipborne Military Weaponry. Towers has a rich naval tradition, her ships are well designed, and her sailors are bold. Towers has learned the secret of mounting Mule Stonethrowers on her ships, making her Navy the most formidable in the area. Towers has a tradition of experimentation and practicality which translates into a rapid rate of technological advance. People know that they need to experiment and keep trying new variants and combinations of old ideas. The government of Towers pays a bounty to any inventor who creates a practical device, and a lesser reward to anyone who improves an existing device.


Subsistence Classification: Fully Agricultural

Societal Mobility: Sedentary

Towers grows its own food on dedicated freehold farms. Most of the population of the City State of Towers are farmers who work their land and only leave it for festivals in the nearby towns, and for the regular warfare Towers engages in. Towers has a large fishing fleet and some herding in the hilly and mountainous central regions.

Political Infrastructure: Aristocracy

Towers is ruled by an Aristocracy of Mages. Anyone with Magical ability is trained and raised to the rank of Mage upon completion of their apprenticeship. Since Magical ability can appear anywhere, the lowest beggar's child can become a Lord of Towers if they have the Magical power and political skills.


Legal Complexity: 7

Towers has inherited a comprehensive written legal code from the White Horn Overkingdom, modified to suit their strong Magical heritage, clan based social structure, and maritime traditions. The law codes of Towers have been written down, copied, and disseminated to all regional centers of government.


Kinship

Kinship Predominant: Matriarchal

Lineage Determinant: Unilineal (Matrilinial)

Inheritance Pattern: Impartable (Primogeniture)

To the clans of Trollhaven Island, the sexes have legal equality, although the eldest female is the traditional head of a family. Women tend to engage in those professions where manual dexterity, agility, or stamina are called for, while men tend to engage in professions where strength and aggressiveness are at a premium. In those professions where the use of the mind is paramount, both sexes are equally welcome.

Kinship is traced through the female line, since a mother always knows who her children are. As a result of this, a child will have a closer connection to the eldest uncle than the father, since kinship is traced through the females. A man marries into his wife's family, and takes her name. If the wife dies first, the man returns to his mother's family.

The clans of Trollhaven Island have strict rules of inheritance. All property belongs to the female of a family, and the bulk is inherited by the eldest daughter or the nearest female relative if a woman has no daughters. Provision is made for younger daughters, but families are careful not to squander their wealth by dividing it among all the children.


Economic Level

Exchange System: Currency

Economy Type: Market economy

Resource Value: 14

Exploitation Value: 9 (45%)

Trade Value: 11 (average)

The Free City of Towers has created an exchange system based on currency. There are several types of coins of copper, bronze, silver, and gold. Towers regulates the purity of the metal to consistently high standards, so that her coinage is sought by foreign traders.

Towers subscribes to a nearly free market economy. All foreign goods must pay tariffs, although these are not so burdensome as to discourage trade. All goods moving into the city must pay a moderate tax.

Trollhaven Island has abundant resources, including its wines, various precious metals mines, farmland, and a vast forest.

Towers is exploiting its resources as much as it can to fuel the engines of war. Towers is a relatively young political entity, and has been concerned with fighting off invaders for most of its history. During periods of relative peace, the exploitation value of Towers falls, as the Lords of Towers seek to limit the exploitation of the land.

Towers has an extensive merchant marine. The main barriers to more trade are the winter storms which make sea travel dangerous, the regular Westman raiding parties, and the hostile navy of the Tarsian Hegemony. Once these barriers can be overcome, maritime trade in Towers will probably explode.


Military Infrastructure: Standing Professional

Towers maintains a small standing Army trained to high standards, experienced in the constant fighting with raiders and Tarsian Hegemony invaders, and accustomed to victory. Towers requires all adults to undertake regular training in the Militia. The militia is of Fair quality, with some battle experience.

The Navy of Towers is large, experienced, and battle hardened. They are in a constant state of warfare with raiders and the Holy Tarsian Navy (The Towers Navy has a number of jokes about this name...). Their superior tactical doctrine and shipboard weaponry has enabled them to gain and hold the upper hand, but they are hampered by the greater numbers of their enemies. Occasional raids and invading forces slip past them, giving the Army and Militia a chance to defeat their enemies on land. Towers is beginning to build a fleet of troop transports to invade the most troublesome of the Trollhaven Kingdoms by sea.

The navy is organized into a Fleet, under the command of the Captain General of Towers. The Fleet is divided into Squadrons, commanded by Squadron Captains, and then into individual ships, commanded by Ship Captains. The navy of Towers has extensive rules for taking prizes on the ocean, designed to make captains aggressive in the pursuit of enemy shipping.

The Army of Towers is modeled on the White Horn Overkingdom Legions, and is commanded by the Marshal of Towers. The Army is consists of a Legion of 4800 to 6000 soldiers, under the Marshal of Towers. The Legion is divided into 10 Regiments of 480 to 600 soldiers, each under a Regimental Commander. Regiments are divided into 6 Companies of 80 to 100 soldiers, each under a Company Commander. There are other ranks and auxiliary units, including the Militia, Cavalry, Pioneers, Artillery and Mage Corps.


Religion

Religious Tolerance: 10

Religious Prevalence: 9

Religious Diversity: 6

Towers is home to the religions of the native Islanders, Westmen, and remnants of the Imperial State Religion. The Westman religion is prevalent because the Westman culture dominates the Island, but the enclaves of Islanders have maintained their own religion intact. The old Imperial religion is practiced by many mages and most Eastmen.


Arts

Arts Tolerance: 13

Arts Prevalence: 13

Arts Diversity: 8

Towers has a thriving artistic community, and artists are well regarded by the people of the city. The city will occasionally commission artists to beautify certain sections of the city, either with statues, bas reliefs or paintings on government buildings. Civic minded residents are also known to commission artwork for the enjoyment of the people of Towers. Many a rich citizen of Towers has enhanced his or her popularity and status by such commissions.

There are two major art forms recognized in Towers. The first is the art of music and storytelling, practiced by the Bards and Skalds of Trollhaven. Both Islander and Westman culture have strong traditions in this art form, and its practitioners enjoy the protection of taboo. It is a serious breach of the mores of either culture to offer harm to a Bard or Skald. The offender is usually killed on the spot by outraged bystanders.

The second art form practiced in Towers is sculpture and stone carving. The Westmen, Islanders, and Imperials all have a tradition of stone carving. Originally, carvings were made on standing stones by the Islander and Westmen cultures. Recent Imperial influence has introduced bas reliefs and statuary carvings, a trend native stoneworkers have adopted with enthusiasm.

Painting is usually done in abstract patterns used to enhance the looks of buildings and the stone carvings.


Scholastics

Scholastic Tolerance: 14

Scholastic Prevalence: 9

Scholastic Diversity: 9

Scholastics in Towers are generally well regarded, due to the influence of mages on the society. Since much of a mage's time is spent in research, the scholastic mind set is well entrenched in the ruling class. Teachers are accorded almost as much respect as mages, since they are wise in other arts. Learning is considered good in and of itself, and sages are able to make good livings consulting with the less learned.

Schools and academies are relatively common and accessible to about half the population. Semi-literacy is the norm, and most people can read signs in front of shops, and sign their names. Anyone with talent and intelligence can find someone to sponsor him or her into an academy. Clans usually set aside money to help their brighter members.


Magic

Magic Tolerance: 18

Magic Prevalence: 19

Magic Diversity: 18

Mages are the ruling class of Towers. There are many orders, lodges, and societies for a mage to choose from. Some are exclusive, precluding membership in any other group, others are social gatherings, or charitable institutions, which place no restrictions on members.

Towers is home to the Academy of Magic, where the common form of Magic in Towers is taught to students from all over the world. A student of the Academy may pay his or her tuition in cash if they do not plan to settle in Towers. Students who wish to stay in Towers and enjoy the benefits of membership in the aristocracy receive their training at no charge.

Mages are expected to perform service for the government, and in return, their clans are granted estates and titles. High government offices are occupied by mages, though the day to day work is done by their Stewards, and approved by them.


Hierarchy of Social Estates

Status Foundations

The main determinant of status in Towers is Magical Ability. Mages are automatically elevated to the ruling class after being trained at the Academy of Magic. A mage's status within the society of mages also depends on his or her Magical abilities. The higher the mages skill level, the higher the mage's status. Among mages, status is also determined by the responsibilities a mage has been given. After training, mages are assigned duties and responsibilities in line with their abilities. Those mages with duties to the government, or who have been given official posts are generally more esteemed and have more privileges than those who do not. Among non-mages, a person's status depends on the clan to which they belong, their position within that clan, and their relations to mages. Status within a clan is enhanced by the services performed for the clan, or by the wealth and power gained for the clan.

Freedom Aspects

Privileges and Responsibilities for Mages. Traditional rights for non-mages.

Mages in Towers have immense freedom of action as well as responsibilities. All mages are agents of the government in some way, and are all assigned duties upon graduation from the Academy of Magic. Non-mages have traditional rights, such as the right to self defense and to own property.

Custom of Status: 7

Anyone born with magical talent automatically joins the ruling class. Births of those with magical talent can appear anywhere and among any social class. It does not appear to be hereditary, since mage's offspring are no more likely to be mages than anyone else.

Rigidity of Status: 3

Among non-mages, it is not difficult to rise within the clan structure. Status within the clan is heavily dependent on services performed for the clan. Enhancing the wealth and power of the clan will always be rewarded with higher status. Among mages, status is based on magical ability and responsibility. Magical ability can be improved by any mage, so status may be improved with enough work.


Status            Vocational          Sample                  Status
Archetype         Cluster             Occupations             Level

Ruling Agency        Arcane (I)              Lords of Towers              20

Ruling Class         Arcane (II)             Mages                       19-16

Privileged Class     Political (I)           Mage Stewards                15
                     Warrior (I)             High Military Officers      14-13
                     Political (II)          Clan Leaders                14-13
                     Ecclesiastical (I)      High Priests, Grand Masters  12
                     Academic (I)            Sages, Great Philosophers    12
                                             and Inventors
                     Professional (I)        Captains, Great Merchants    12
                     Arcane (III)            Mage Students                11

Professional Class   Academic (II)           Inventors, Professors,
                                             Tutors, Librarians           10
                     Ecclesiastical (II)     Clergy, Church Officials      9
                     Warrior (II)            Professional Soldiers        9-8
                                             and Sailors
                     Professional (II)       Lawyers, Architects,          8
                                             Physicians, Shipwrights
                     Merchant (I)            Merchants and Traders         7
                     Artisan (I)             Craftsmen and Masters.        7
                     Arts (I)                Artists                       7
                     Bureaucratic (I)        Civil Servants                6

Labor Class          Warrior (III)           Common Soldiers and Sailors   5
                     Professional (III)      Apprentices                   4
                     Merchant (II)           Apprentices                   3
                     Artisan (II)            Apprentices                   3
                     Labor (I)               Unskilled, Semi-skilled,     1-2
                                             Manual Laborers

Marginal Class       Fringe                  Criminals, Fugitives,         0
                                             Beggars

Status Archetypes

Ruling Agency: The ruling agency of Towers is the Lords of Towers, a council the nine most powerful mages in the city-state. Their identities are secret, hidden behind masks of office in nine different colors: black, red, orange, yellow, green, blue, brown, violet, and white. They each rule one of the nine outlying province of the city state from the Citadel in the heart of the city.

Ruling Archetype: The ruling class of Towers are drawn from the mages who live there, and their immediate families. All political offices in Towers are given only to one who is a mage. Each office also traditionally has a Steward who performs the routine duties of the office so that the mage may concentrate on improving her art. If a mage receives an office due to the demise, retirement, or resignation of the previous mage, she has the right to choose a new steward (the steward also has the right to resign). This decision is traditionally delayed for a year and a day after the mage has taken office, in order for the old steward to prove himself or to choose and train a successor. Mages are responsible for any act performed by the steward in the mage's name.

Privileged Archetype: Outside of the cities and towns, this class is made up of the landed gentry who are not mages and wealthy merchants. These are often people who are more distantly related to a mage, or their descendants, who were able to parlay their relation into wealth and privilege without squandering it.

Within the towns and cities, this class is made up of the most powerful merchants, guildmasters, religious officials, high military officers, clan leaders, the most highly placed academics and successful inventors.

Professional Archetype: These are the skilled professions who have organized themselves into guilds, such as glassblowers, taverners, innkeepers, jewelers, shipwrights, courtesans, moneylenders, lawyers, etc.

Labor Archetype: These are the semi-skilled or unskilled manual laborers, such as farmers, fishermen, herdsmen, servants, prostitutes, cooks, etc.

Marginal Archetype: This group includes those criminal or morally questionable occupations, such as the thief, fence, black marketeer, beggar, etc.


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