The World

The world of 99 Towers has many parallels to our own, but it’s definitely not the Earth you know. This Chapter will go over some of the information that will help both players and Game Masters engage with the people and places of Tera.

(Work in Progress – consider this section very much incomplete and I’m using it to capture ideas and themes)

Magic

Magic is very much a part of Tera. It can be taught, like a science, and anyone with the will to learn it can do so. Back in Areast, numerous schools and universities are dedicated to studying the magical arts. Long-standing friendly (and not-so-friendly) rivalries between schools are common, based on conflicting teaching methodologies.

Fewer places of learning are present in the West. The Wyndamere Academy in New Babylon has become a prestigious hub for learning due to its establishment on one of the most potent conjunctions of ley lines mankind has found anywhere, but fewer places of learning are present in the West. Shadow Hollow, located deep in the unsavory section of Port Trask away from the prying eyes of the Church, has a much more sinister reputation but nonetheless attracts many seeking less common knowledge.

Mankind feels the need to organize and classify things, which led to the six major schools of magic:

  • Fire
  • Earth
  • Air
  • Water
  • Light
  • Dark

Four of the types were based on ancient Teran philosophy (much like that of the real-life ancient Greeks, but without the concept of “opposing” elements). These sources of mana are thought to come from nature and Tera itself. Light magic works the same as elemental magic, but the source is the One. Dark magic was originally assumed to be created by the absence of the Light. Some now theorize that Dark magic’s source is some extradimensional plane of existence, the place where creatures of the Shadow are spawned.

General Questions

So if anyone can learn magic, why can’t my Career Officer/Sniper/Other learn it as he levels up?

Learning magic is time-consuming and requires dedication. So are those class paths. No multi-classing.

Is magic legal? Are there laws about it?

For the most part, magic is legal as long as it doesn’t harm others. You can’t use it to mind-control or influence people without getting in trouble, for example.

How does magic work? Do you chant spells or wave your arms?

Yes. All magic requires both vocal and mechanical components to focus and direct mana. The words or sounds and motions vary based on the school where the magic was taught. There are individuals who have learned to cast spells without being able to speak or while missing hands or entire limbs, but it’s very uncommon. Essentially, it is possible to bind and gag a magic user to prevent spellcasting.

Are magic items common?

Magical items are definitely not common. Most individuals will never own one.

How do people view “dark” magic in general?

Dark magic is generally shunned and considered evil. In many places, it’s considered illegal. The Church certainly considers it anathema and does what it can to persecute practitioners. Not all governments (like Port Trask) are as enthusiastic about stopping it.

So are witches and warlocks “evil” then?

No. However, between 760 and 820 AE (After-Establishment), the Church was more zealous during what is called the Purity Movement. There was a push by the Inquisition to force all mages to register and become licensed. Anyone who wasn’t willing to register with the Church was labeled a heretic or a witch or warlock. Some of that terminology lingers (like the Sanctioned Witch Hunter class), but there is a large variety of names used to label magic users and there’s no inherent “evilness” to anyone calling themselves a witch or warlock.

Necromancers, on the other hand…

Technology

One important note: No Steampunk.

Things that do exist:

Telegraph machines – Almost every town in the Far West has a telegraph office connected to a master network

Railroads – Mostly running from the east coast cities to the Midwest

Streetcars – Only present in the cities of the Six

Electricity – exists, but it’s not widespread.

Printing Presses – The printing press was invented in the 600s, and by the 800s, it had become a key technology for disseminating information and ideas.

Photography – The first photograph was taken in 820 and has become a popular medium for capturing images of people, places, and events.

Steamships – Steam-powered ships had been around since the late 700s, and by the late 800s century, they had become an important mode of transportation for goods and people.

Gas Lighting – Gas lighting was first introduced in the early 800s in Areast, and by the mid-800s century, it had become a popular way to illuminate homes, streets, and public spaces in both Areast and in the Six.

The 99 Towers

This part of the history of Tera is pretty much unknown. Unless you’re a GM, you may want to skip this section. If you read it, that’s fine… but your character won’t have any idea of what’s being discussed below.

Humans first developed in lands now called the West. Three thousand years ago, the human population was very small, spread out throughout the West. No major cities or grand architectural wonders were ever created. Small villages and towns thrived, and the number of people grew very slowly.

The people of that time were extremely proficient in the magical arts, with abilities far outstripping even the most capable of today’s mages. They lived in harmony with nature, finding balance in all things. There were no kings or emperors. The society was peaceful, and knowledge was sought out and treasured. The people did not know about religion and the One but they were still living according to those ideals. They were good people who did good deeds for good reasons.

An alternate plane of reality (what Teran people now think of as the Shadow) broke this peaceful lifestyle. A portal was opened up, a breach between worlds, and foreign denizens from another reality began to invade Tera. Unlike the people of today, the ancient humans were almost entirely immune to the corrupting effects of the Shadow, but they were also extremely unfamiliar with violence or war. Many were killed or abducted before people had a clear understanding of what was going on.

People fled east, away from the point of the incursion. A desperate plan was enacted to raise a barrier across the entirety of the continent, from north to south, to block the hostile invaders. One hundred towers were magically created in a rough line across the land to act as conduits for the arcane energies that would make up the barrier. There was a fatal drawback to the power needed to create the barrier: the magic demanded a sacrifice of life force in order to form a barrier against the Shadow. The people of the time knew of the cost and willingly sacrificed themselves so that some may live.

The barrier went up. Ninety-five percent of the population died. One of the towers was destroyed by the Shadow before it became operational, but the rest worked as expected. A magical barrier now stretched from the far northern wastes to deep in the deserts to the south. There were still some creatures of Shadow on the east side of the Wall, and the remaining humans were forced to flee across the sea to what’s now Areast.

Over time, that past history was forgotten by almost everyone. A few hung onto the ideals and memories of those that came before, and eventually, this formed the foundation of the Church and religion. The ideals of peace, balance, and self-sacrifice became central tenets of the faith, and the Church worked to preserve knowledge and learning as a way to honor the sacrifices of those who came before.

General Questions

Did the Wall stretch around the world and, if not, why didn’t the creatures of the Shadow just walk around it? Or go west instead of pursuing people fleeing east? You do know how spheres work, right?

The Wall did not stretch around the world. I do know how a sphere works. The Wall stretched up to the northern wastes, a bitterly cold and hostile area that not even creatures of the Shadow can survive. To the South, the Wall went across the desert to the southern tip of the continent. And guess what? In a big old deus ex machina, creatures of the Shadow also can’t cross the ocean.

Where are the towers? Are they also all the way in the north or the desert to the south?

There are a few towers in the northern wastes and in the southern desert. This means that some day people are going to have to mount expeditions into incredibly inhospitable territory to rekindle them.

Are the towers in a straight line or equidistant from one another?

No. The towers are spread out at various distances. They’re not in a straight line, but do run north-to-south.

Are the towers all identical?

Each of the towers was created by a different mage. They’re all different.

What’s in the towers?

From a metagame standpoint, I wanted each tower to be its own dungeon crawl. That’s the real point of “99 Towers”.

With that in mind, the mages made sure they protected each of the towers with traps and magical creatures designed to stop creatures of the shadow from breaking-and-entering the tower structures. In each tower (not necessarily at the top) is a strange metal lattice surrounding an ethereal crystal. Touching the crystal grants someone the knowledge of how to re-kindle that particular tower in a simple ritual. All 99 remaining towers get re-kindled, the Wall comes back and the cities of the West are protected. Yay!

What’s the catch? 95% of the ancient people had to die for a tower to come online.

Touching the crystal also grants you the knowledge that thousands of people will die, seemingly at random from anywhere on Tera, to re-power the tower. This is supposed to be a moral dilemma. To save four million people living in the West, tens of thousands of people will perish.

Plot twist!

 

 

The Story of Major Rogers Pembrose
The first successful expedition to one of the towers was led by Major Rogers Pembrose of the 1st Babylon Rangers. Nearly his entire force perished on the journey, ambushed at every turn by creatures of the Shadow, beset by corruption from within their own ranks, and finally besieged at the base of the tower itself. As Pembrose and his loyal companions desperately sought to uncover the tower’s purpose and how to activate it, the remnants of his army made a heroic last stand outside, buying precious time for their leader.

As recounted in Chapter One:

There, on the top floor, the few survivors that remained found an ethereal crystal bound in an unbreakable metal lattice of unknown material. Those who touched the crystal were granted knowledge about “rekindling”, a process to bring the Wall back online. For the Wall to come back, all 99 towers had to get their crystal rekindled.

When Major Pembrose touched the crystal, he was confronted with the terrible cost of rekindling: activating a tower would cause thousands of people across Tera to die suddenly and without apparent cause. As his army fell outside the tower, Pembrose faced an agonizing decision. Ultimately, he chose to power up the tower, knowing it would save millions but at the cost of thousands of innocent lives. A bright light began to emanate from the top of the tower, and the creatures of the Shadow either fled or were destroyed.

It is widely believed that Pembrose perished in the expedition, though it was deemed successful. Survivors from the 1st Babylon Rangers returned to civilization and spread the tale of what had transpired. None of them ever saw Major Pembrose or the men who entered the tower with him emerge again.

However, Pembrose survived. Haunted by the decision to sacrifice thousands of innocents, he deserted his unit and concealed his identity. Despite his success, he knew that 98 more towers would need to be rekindled, or else those deaths would have been in vain. Now, he wanders the Far West, helping those in need as he seeks atonement for what he has done.

 

 

Areast

Most people think that humans developed in Areast. If you read the section above, you might know differently. If you are a player and skipped the above section, it’s certainly what your character believes.

Areast is about quadruple the size of the West and ten times the population. There are hundreds of different countries of different sizes and, like the Six in the West, most are made up of one larger city and the surrounding area. These city-states have various types of governments including monarchy, democracy, dictatorships, etc.

To the east of Areast is the Plaguelands. This area was the site of one of the worst wars in Areastian history roughly 300 years ago (known as the Plague War, of course). Unholy magicks were used, breaking the land and unleashing plague and pestilence. No one is allowed to enter the Plaguelands and the borders are patrolled heavily by both national militaries and the knightly orders of the Church.

General Questions

Is there anything on the other side of the Plaguelands?

Sure. I’m not telling you what though.

Any bad guys in the Plaguelands we should know about?

Nope. Everyone died. And there are no zombie hordes or twisted mutants waiting to invade Areast.

The West

People came (back) to the West around the same time as the Plague War was at its peak. Many were fleeing from the nations where the war was the worst, but they fled to other nations where they either weren’t welcome or there weren’t enough resources to help the refugees. The refugees were put on ships and sent west across the Great Ocean. Over time, more people came across from Areast, looking for an opportunity or a new life. Six large cities developed.

And because people are people, there was conflict between the Six. There were fights about resources, territory, and access to the Midwest and Frontier. Armies marched, towns burned, and people died. Some of those wars were at least partially caused by the manipulation of Areastian nations.

The worst of the conflicts started recently, in the year 850. Known as the Great Coastal War, every one of the Six was directly involved over the course of fifteen years. While the majority of the six great cities were mostly unharmed, with the exception of raids by spies and infiltrators, many of the smaller towns were destroyed in the fighting. Recovery is still ongoing.

 

 

The Great Coastal War (850-865AE)

The Great Coastal War was the most devastating conflict in the recent history of the West, involving all six of the major city-states—collectively known as “the Six.” This brutal, fifteen-year war reshaped the political landscape, deepened mistrust among the Six, and left scars on the land and its people that have yet to fully heal.

Causes of the War

The Great Coastal War was fueled by a combination of factors:

  • Resource Competition: As the populations of the Six grew, competition for resources, particularly fertile land, water, and access to trade routes, intensified. The Midwest and the Frontier, rich in untapped resources, became focal points of this struggle.
  • Territorial Disputes: The rapid expansion of the Six led to overlapping territorial claims. Skirmishes over borders and trade routes became increasingly frequent, eventually escalating into full-scale war.
  • Areastian Manipulation: The nations of Areast, seeking to extend their influence into the West, played a significant role in stoking tensions. Through covert operations, diplomatic pressure, and economic manipulation, these nations pushed the Six toward conflict, hoping to weaken them and make them more susceptible to Areastian control.
  • Historical Grievances: Old grudges and unresolved disputes among the Six—many dating back to their founding—were exacerbated by the pressures of expansion and competition. These long-simmering tensions eventually boiled over into open warfare.

Major Campaigns and Battles

The Great Coastal War was marked by several key campaigns and battles:

  • The Siege of York (852 AE): One of the earliest and most brutal confrontations, the Siege of York saw the city-state of New Babylon attempt to force York into submission by cutting off its trade routes and besieging its walls. The siege lasted nearly a year, with both sides suffering heavy casualties. Ultimately, York’s defenders managed to repel the attackers, but the city was left devastated.
  • The Battle of Redwater (854 AE): This pivotal battle took place near the Redwater River, a vital artery for trade and transportation. Forces from Kingston and Saint Alexander clashed in a bloody struggle for control of the river, which was crucial for supplying their respective war efforts. The battle ended in a stalemate, but the river ran red with blood, giving the battle its name.
  • The Burning of Port Trask (857 AE): In a daring raid, forces from Kingston set fire to large portions of Port Trask’s docks and warehouses, crippling the city-state’s economy. The attack was motivated by longstanding animosity between Kingston and Port Trask, dating back to their founding. Kingston’s leaders saw Port Trask’s expansion into the southern territories as a direct threat to their own ambitions, and the raid was intended to weaken their rival’s influence in the region. While Port Trask eventually recovered, the attack deepened the enmity between the two cities and further fueled the broader conflict.
  • The Skirmishes of the Frontier (859–862 AE): As the war dragged on, many smaller towns and settlements in the Midwest and Frontier became battlegrounds for the warring city-states. These skirmishes were often fought by irregular forces and mercenaries, leading to widespread destruction and depopulation of the region.

The End of the War

The Great Coastal War finally ended in 865 AE with the signing of the Treaty of Hargraves. This uneasy peace was brokered in the neutral town of Hargraves after it became clear that none of the Six could achieve a decisive victory. The treaty established new borders and trade agreements, but it did little to address the underlying issues that had led to the conflict.

  • Territorial Adjustments: The treaty redrew several borders, with each city-state making concessions. However, these new borders remained contentious and were the source of continued tension.
  • Economic Reparations: Port Trask, heavily damaged by the war, was awarded economic reparations from Midgaard and Kingston. These payments were intended to help rebuild the city’s infrastructure and economy, but they also sowed seeds of resentment.
  • Military Reductions: The treaty included provisions for the reduction of standing armies, as the prolonged conflict had severely drained the resources of the Six. However, these reductions were unevenly enforced, and many of the Six maintained large forces under the guise of “militias” or “defense forces.”

Aftermath and Legacy

The Great Coastal War left the Six deeply scarred, both physically and politically:

  • Mistrust and Rivalry: The war deepened the mistrust among the Six, making future cooperation nearly impossible. Even in the face of the growing threat from the Shadow, the city-states remain reluctant to work together.
  • Economic Recovery: While the larger cities like New Babylon and York were able to recover relatively quickly, many smaller towns and settlements were left in ruins. The economic impact of the war is still felt in the Frontier and Midwest, where rebuilding efforts have been slow.
  • Cultural Impact: The war has become a defining event in the history of the West, shaping the identities of the Six and their inhabitants. Songs, stories, and memorials to the war’s heroes and victims are commonplace, and the conflict remains a potent symbol of both the potential for greatness and the destructive power of unchecked ambition.
  • Ongoing Tensions: Although there are no current wars between the Six, the peace is fragile. Border skirmishes, trade disputes, and diplomatic incidents are still common, and many fear that it is only a matter of time before another major conflict erupts.

There are no current wars between the Six, but none of them trust one another. Even with the threat of the Shadow, they still refuse to cooperate.

 

 

The Neutral Rails Accord

In the aftermath of the Great Coastal War, the six city-states of the West recognized the critical importance of maintaining reliable transportation across the vast and often dangerous territory. The war had ravaged much of the infrastructure, and the railroads were no exception. The destruction or sabotage of key rail lines during the conflict had brought many regions to the brink of collapse, cutting off vital supplies of food, medicine, and military aid. The railroads, once symbols of progress and unity, had become strategic targets in the conflict, leading to widespread devastation and civilian suffering.

In response to this chaos, the leaders of the Six came together in a rare moment of cooperation to negotiate the Neutral Rails Accord. Signed in the neutral town of Hargraves, the Accord declared all railroads and rail infrastructure in the West as neutral territory, off-limits to any form of military action or sabotage. This agreement was driven by the understanding that the railroads were the lifeblood of the West, essential for the survival of both civilians and economies alike.

Independent Ownership: The Lone Engines of Tera

Unlike the railroads themselves, which are maintained and protected by neutral entities, the trains that travel these iron roads are privately owned, each with a unique history and purpose. In the West, the concept of large railroad companies owning fleets of trains never took hold. Instead, the trains are owned by independent entrepreneurs, small companies, or even wealthy individuals. This system mirrors the maritime practices of the 19th century, where individual ships were often owned by private entities rather than large conglomerates.

Reasons for Independent Ownership

  • Economic Opportunities: The frontier mentality of the West has fostered a culture of individualism and entrepreneurship. Owning a train is seen as a prestigious and lucrative venture, offering opportunities for wealth and influence. Each train owner can negotiate contracts for transporting goods or passengers, making deals directly with towns, businesses, and even governments.
  • Risk and Reward: The dangers of operating in the West—ranging from bandit attacks to Shadow incursions—mean that the risks of train ownership are high. Large companies have historically been reluctant to invest heavily in an environment where entire trains could be lost. As a result, independent operators, willing to take on these risks for the promise of high rewards, have come to dominate the industry.
  • Flexibility and Specialization: Independent ownership allows for greater flexibility in the types of services offered. Some trains are designed for luxury travel, catering to the elite of the Six, while others are rugged, heavily armored freight trains built to withstand attacks in the Frontier. This specialization has allowed train owners to carve out niches in the market, serving specific needs that a large, centralized company might overlook.
  • Cultural Prestige: In the West, owning a train is more than just a business venture; it is a symbol of status and power. Train owners are often seen as modern-day captains of industry, commanding respect and wielding considerable influence in their communities. This cultural prestige has encouraged many wealthy individuals to invest in their own trains, further reinforcing the trend of independent ownership.

The Railroads as a Unifying Force

Despite the many conflicts that divide the Six and the threats posed by the Shadow, the railroads remain a unifying force in Tera. The Treaty of Neutral Rails stands as a testament to the collective understanding that some things are too important to be torn apart by war. As independent train owners crisscross the continent, they help to bind the disparate regions of the West together, ensuring that trade, communication, and cultural exchange continue even in the darkest of times.

 

 

Cities and Geography

The Six

Kingston

Population:

Government:

Military:

Commerce:

Organizations:

Crime:

Geography:

 

Midgaard

Population: 36,200

Government:

Military:

Commerce:

Organizations:

Crime:

Geography:

 

New Babylon

Population: 90,000

Government: Governor, elected every 6 years

Military: 3,000

Commerce: Commercial trading of goods from Areast to the West and vice-versa.

Organizations:

  • Wyndamere Academy – College of magical learning. Largest and most prestigious university for studying the arcane arts in the West.

Crime: Minor

Geography:

 

Port Trask

Population: 20,000

Government: Governor, elected every 6 years; Hidden Council (unelected)

Military: 3,000

Commerce: Southern port city-state doing commercial trading of goods from Areast to the West and vice-versa.

Organizations:

  • Shadow Hollow – A university of magical study with a sinister reputation for allowing dark magic to be taught and practiced.

Crime: Major

Geography:

 

Saint Alexander

Population:

Government:

Military:

Commerce:

Organizations:

Crime:

Geography:

 

York

Population: 120,000

Government: Governor, elected every 4 years

Military:

Commerce:

Organizations:

Crime:

Geography:

Minor Cities of the West

Bloodivy

Bruinston

Burke

Hargraves

Lochaber

Mallister

Redsprings

Cities of the Far West

Blackwood

Grimchapel

Hickory

Lagers

Limbo

Madrigan

Thorn

Ulysses

Organizations

Hidden Mendicants

  • Overview: A secretive network of wandering mystics and healers who operate outside the bounds of the established Church. The Hidden Mendicants are believed to possess ancient knowledge of both light and dark magic, passed down through generations. They offer their services to those in need, often in remote or dangerous areas where traditional healers won’t go. While some view them as benevolent, others see them as a threat to the established order.
  • Goals: To preserve and practice ancient magical traditions that predate the Church and to aid those who have been marginalized by society.
  • Key Activities: Healing the sick, performing rituals, safeguarding ancient knowledge, and occasionally intervening in conflicts where their principles are at stake.

Lightbringers

  • Overview: The Lightbringers are an extremist cult that broke away from the Church of the Eternal during the Purity Movement. They are fanatically devoted to the ideals of purity and righteousness, often taking extreme measures to purge what they see as corruption or heresy. The Church exiled them for their radicalism, but they continue to operate in secret, seeking to bring about a “cleansing” of both the West and Areast.
  • Goals: To purify Tera by eradicating all forms of perceived corruption, including dark magic, heretical beliefs, and moral decay.
  • Key Activities: Assassinations, sabotage, spreading propaganda, and inciting violence against those they consider impure.

New World Redemptionists

  • Overview: A reformist movement with a focus on reshaping society in the West. The New World Redemptionists believe that the old ways, including the influence of the Church and the remnants of Areastian politics, should be cast aside in favor of a new order based on equality, self-determination, and technological progress. They are a mix of idealists and radicals, with some advocating peaceful change and others supporting more aggressive tactics.
  • Goals: To create a new social and political order in the West, free from the influence of the Church and the old powers of Areast.
  • Key Activities: Organizing protests, disseminating literature, building alliances with disenfranchised groups, and occasionally engaging in acts of rebellion or sabotage.

Silent Saints

  • Overview: The Silent Saints are the covert military intelligence arm of Port Trask, specializing in espionage, assassination, and clandestine operations. They operate in the shadows, ensuring the security and influence of Port Trask both within the city and abroad. The Silent Saints are feared for their ruthlessness and effectiveness, and their agents are known to be masters of disguise and deception.
  • Goals: To protect Port Trask’s interests through covert operations and to eliminate any threats to the city’s stability or prosperity.
  • Key Activities: Espionage, targeted assassinations, sabotage, counterintelligence, and blackmail.

The Church of the Eternal

  • Overview: The only official religion in Areast and the West, the Church of the Eternal wields significant influence over political and social life. The Church preaches the ideals of peace, balance, and self-sacrifice, and it serves as a unifying force across the continent. However, its power is constrained by the need to avoid unifying Areastian nations against it, leading to delicate political maneuvering and occasional conflicts with secular authorities.
  • Goals: To spread the faith and maintain the moral and spiritual order across Tera while carefully navigating the political landscape.
  • Key Activities: Religious services, education, diplomacy, charity work, and occasionally sanctioning military or inquisitorial actions.

Twenty Covenants

  • Overview: An ancient and enigmatic organization, the Twenty Covenants are a group of powerful individuals and families who hold sway over various aspects of Tera’s society. Each covenant is dedicated to a different aspect of life, such as trade, magic, warfare, or knowledge. The Twenty Covenants are believed to influence events from behind the scenes, using their vast resources and connections to shape the future of Tera.
  • Goals: To maintain their influence and power across Tera, ensuring the continuation of their legacies and the fulfillment of their specific agendas.
  • Key Activities: Political manipulation, secret alliances, economic control, and safeguarding arcane or forbidden knowledge.

Famous People

Major Rogers Pembrose

Timeline

(Unknown ancient history)

-2130 AE – The initial breach occurs, and hostile invaders swarm out from a portal, marking the beginning of the Shadow’s incursion into Tera.

-2128 AE – The Wall is created to contain the invaders. Thousands perish in its creation, resulting in the loss of 95% of humanity.

-2127 AE – The remaining humans flee the West for what will eventually become Areast.

(Known history)

0 AE – The Church of the Eternal formally organizes and is recognized by the majority of Areastian nations, marking the start of the After Establishment (AE) calendar.

550 – 602 AE – The Plague Wars devastate the entire eastern part of Areast. What began as small skirmishes escalates into a large-scale war, with unholy magicks wreaking havoc across the land.

560 AE – The first boats of refugees from Areast reach the West, establishing the settlement of New Hope, which will later be renamed Saint Alexander.

564 AE – The cities of New Babylon and York are founded.

574 AE – Kingston is founded.

575 AE – Exiles from Kingston, after setting fire to much of the city, flee west and establish Port Trask.

760 – 820 AE – The Purity Movement gains power within the Church. This period is marked by decades of repression, witch hunts, and persecution led by the Inquisition. The Knightly Orders’ power is drastically reduced. The movement eventually turns on itself, leading to the collapse of the Inquisition from within.

868 AE – The Wall collapses, allowing the Shadow to once again encroach upon Tera.

870 AE – Major Rogers Pembrose rekindles the first tower, beginning the effort to restore the Wall and protect the West from the Shadow.

Businesses

Cobblestone Shipping and Supply

Seller of trade goods and major transportation company (especially for mining, logging, and farming), one of the largest in the Far West, with strong ties to the railroads

Transportation and Economy in the West

In the world of 99 Towers, horses are not the common mode of transportation they were in the real Wild West. Instead, they are considered an expensive luxury item, owned only by the wealthy elite, military leaders, and influential organizations. This scarcity has far-reaching effects on the West’s culture and economy:

Impact on Travel

  • Common Transportation: Without widespread access to horses, most people in the West rely on other forms of transportation, such as walking, wagons, and riverboats where available. Railroads, which connect the eastern cities to the Midwest, are heavily relied upon for long-distance travel.
  • Travel Speed: The absence of horses as a common means of travel slows down movement across the vast stretches of the West. This makes journeys more arduous and time-consuming, and the need for rest stops, inns, and waystations is greater.
  • Caravans: Merchants and settlers often travel in large caravans for safety, using oxen or mules to pull their wagons. These caravans are essential for transporting goods and people across the difficult terrain.

Economic Implications

  • Horse Trading: The horse trade is a lucrative and highly controlled market. Breeding and selling horses is a business reserved for the wealthy or those with connections to powerful factions.
  • Status Symbol: Owning a horse is a sign of significant wealth and status. Horses are often bred and kept for show, racing, or ceremonial purposes rather than practical travel.
  • Military and Law Enforcement: Horses are primarily used by the military, high-ranking law enforcement officials, and elite groups such as the Silent Saints in Port Trask. Mounted units are rare but highly effective, giving those who possess them a considerable tactical advantage.

Cultural and Social Effects

  • Social Stratification: The rarity of horses further emphasizes social stratification in the West. The ability to afford and maintain a horse sets the wealthy apart from the common folk, reinforcing class divisions.
  • Legends and Myths: Horses may be romanticized in the culture of the West, appearing in stories, songs, and myths as symbols of freedom, power, and adventure. The image of the lone rider or the cavalry charge takes on a legendary quality.

Substitutes for Horses

  • Mechanical Alternatives: In cities like New Babylon, where technological advancement is more pronounced, there may be early mechanical vehicles, such as steam-powered carts, used by the wealthy or as public transport.
  • Beast of Burden: Mules, oxen, and other pack animals are more commonly used for pulling wagons and transporting goods. These animals are more accessible to the general population and are crucial to the West’s economy.

The Shadow

This section is for the Game Master only. Players should have no knowledge of what the Shadow truly is.

The true nature of the Shadow has been deliberately vague, shrouded in mystery to create a sense of dread and the unknown. Throughout the chapters, it’s described how normal men and women can be corrupted by its influence, with agents of the Shadow potentially reaching as far east as the coast. The first rekindling of one of the 99 towers by Major Rogers Pembrose and the 1st Babylon Rangers nearly ended in disaster due to an onslaught of “shadow creatures.” In Chapter 1 – Basics, it’s revealed that “Shadows manifest and become corporeal, twisted versions of man and beast alike, all with a hunger to destroy or corrupt the Real.”

In the initial breach, three thousand years ago, a portal was opened up, a breach between worlds. This breach led to the Plane of Shadow, a dark and twisted dimension. The portal was created by a conclave of magic users who sought to expand their knowledge of the arcane. However, their experiment went catastrophically wrong. The conclave was destroyed, and the vile tide of darkness flowed through the portal, unleashing a malevolent force upon Tera.

Initially, the invaders met little resistance, as the ancient inhabitants of Tera were unprepared for war and violence. The corruptive influence of the Shadow seeped through the breach, twisting animal and plant life into grotesque forms and tainting the very land.

In the area where the Shadow has bled through the most, west of the Wall’s location, colors have gradually faded, leaving the landscape in shades of browns and grays. Storms rage violently, but their rain offers no sustenance. Stones twist into bizarre shapes, some marked with patterns that are painful to behold. Food and drink, even when brought from outside the Shadow, become tasteless or turn to ash.

Creatures of the Shadow

Prior to the Breach, most of the lands beyond the Wall were desolate. The Wall had successfully contained the majority of the Shadow’s forces. Only a few of the most powerful creatures—those responsible for the ruin of the ancient civilization—remained on this side of the barrier. These beings, unable to return to the Plane of Shadow, gradually descended into madness over the three thousand years they were trapped.

The rest of the dimensional invaders either went back through the portal or faded into nothingness on this side of the breach upon realizing there was no way past the Wall.

When the Wall fell in 868 AE, the invasion resumed, and the corruption began to spread eastward once more.

The Shadowlords

The Shadow’s forces are led by a number of generals, princes, and sorcerer-kings, collectively known as the Shadowlords. These ancient and highly intelligent beings are united by their desire for conquest, but their ambitions are hampered by their inability to cooperate meaningfully. Each Shadowlord believes itself to be the chosen of the dead gods who rule the Plane of Shadow, leading to constant infighting and betrayal both in their own dimension and on Tera.

Five Shadowlords have made their way to Tera:

  • The Abyssal King
  • The Unfettered
  • The Crow King
  • The Black Archon
  • The Ashen Prince

Each Shadowlord commands its own forces, which are as diverse and deadly as they are loyal to their dark master.

Armies, Agents and Minions

Only a limited number of creatures have managed to pass through the portal to Tera. Each Shadowlord competes to bring as many of its troops through as possible, but the process is fraught with violence and shadowy negotiations. Countless minions are slaughtered in the Plane of Shadow before they even reach Tera, victims of the ceaseless power struggles among the Shadowlords.

he majority of the Shadow’s forces on Tera consist of the Drudge, barely sentient foot soldiers driven entirely by the will of their Shadowlord. These creatures possess almost no intelligence and serve as the rank and file of the Shadow’s armies.

Other notable agents under the Shadowlords include:

  • Revenants: These are shadows made solid, humanoid in appearance, mimicking the traits and appearances of Teran fighters such as knights and gunslingers. Revenants possess only modest intelligence and free will, acting primarily as dark reflections of Teran heroes.
  • Banelords: The captains of the Shadowlord forces, Banelords are deadly creatures in their own right, often encountered leading groups of lesser minions.
  • Reanimators: Tied closely to the grave, Reanimators are able to bring the dead back to life, similar to Teran necromancers. These creatures are responsible for raising the fallen to fight once more for the Shadow.
  • Skinshifters: Shapeshifters that can take on the memories and appearance of those they kill. They are used for infiltration and sowing discord among Terans.
  • Fell Saints: Priests of the dark gods, Fell Saints wield dark magic and are typically more loyal to their pantheon than to any Shadowlord. They serve as the spiritual leaders and dark prophets within the ranks of the Shadow.

Other creatures include:

  • Blighters: Twisted beings that corrupt the land they touch.
  • Dark Colossi: Massive, towering creatures of immense strength.
  • Darkslingers: Shadowy gunslingers who embody the essence of death and decay.
  • Forsaken: Once-human beings who have been fully consumed by the Shadow.
  • Gunshades: Spectral figures who haunt the battlefields, drawn to conflict and death.
  • Lurks: Stealthy predators that hunt in the darkness.
  • Shades: Ghostly apparitions that serve as scouts and spies for the Shadowlords.
  • Shadowcloaks: Elusive assassins who strike from the shadows.