Like this, but a little taller. Credit Maksym Harahulin |
When you see it come over the horizon, you can't help but rub your eyes. It's a little like having an eyelash slowly drop down into your eye, but no matter what you do, it doesn't go away. It stretches up to the clouds and beyond, a flaw in the sky, an error in reality, an impossible structure that should collapse like a castle made of needles stacked point-to-point.
But it endures. Cannon has been brought to bear against it, once. Just once.
The nobility hate it. Peasants will drop tools and wander over from a town across, and flood in through whichever snarling visage the gate presents itself as that day. A couple come out bearing obscure trinkets or bizarre pieces of furniture. Some come out scarred and torn, missing limbs, missing memories. Most don't come out at all.
The rules:
- Each room contains a small golden key and a wooden door
- Touching the key to the door causes both to be destroyed
- They key is immune to all spells, and breaking the door reveals only solid rock
- The first floor has one obstacle (a pair of elements) the tower adds an additional obstacle every three floors
- The key will usually be visible, but not always. The door will usually be visible, but not always. The room will usually be well-lit, but not always. Enemies will usually stay on their floor, but not always
- No floor is a puzzle, there is not a hard-coded solution, merely things that are in the way of you getting the key and getting to the door
- The Tower and everything in it resets each visit
- A few items are specifically "loot" items, you will be told if this is the case
- Everything else is "furniture", and will crumble to ash when removed from the tower
- "Furniture" especially includes trap components, enemies, recruited allies, corpses and chunks of wall
- Each entrant is permitted to bring a single item of "furniture" out of the Tower without it being destroyed
- Speaking your true name has greater magnitude equivalent to the highest floor you have reached
Gallery
Tower Der-Nin. Mark Makovey |
Kévin Barbot |
The Babel Project. Leon Tukker |
The button next to each floor swaps the contents out, useful if the entry is gibberish or boring
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