The Turris Seclusa
After the Deus Mori, everyone assumed it was over, until a year later, the gates of Turris Umbra burst open and the city of Iron Isle was invaded by the 'Fallen Gods' army.
Luckily, they had enough Holymen and Adventurers to hold off the encroaching forces, but it taught them a lesson: the towers must be monitored.
The Five Sealing Towers
The “Turris Seclusa” — The Sealed Towers
Purpose: To contain the remnants of the Shadow-Flame Demon Legions.
Problem: The monsters inside reproduce relentlessly. If their population grows too large, the seals weaken and they burst forth.
Solution: Adventurers enter to reduce the population, harvest their Arcus Stones (mana-stones formed in demonic cores), and sell them to fuel magic across the world.
Inside each tower, natural law is bent by divine binding magic — weather, seasons, terrain, and gravity are unstable and violent.
TOWER I – Turris Ignis (The Inferno Tower)
Domain of the Fallen Fire-God Ignivarus. Created by Luxinar.
Location: The port city of Valecrown
Floors resemble volcanic caverns, molten rivers, burning storms.
Even stone glows red from heat; water evaporates instantly.
Fire Demons, magma beasts, drakes, and ash-born spawn populate it.
Safe Floors exist as obsidian temples, cooled by the last mercy of Aquilonis.
Special Resource: Ember Arcus Stones — valuable for forging magic weapons.
TOWER II – Turris Umbra (The Shadow Tower)
Domain of the Fallen Darkness-God Tenebrix. Created by Aquilonis.
Location: In a crater-shattered valley permanently twilighted.
Floors are labyrinths of void mist, living shadows, pitch-black halls where light bends and dies.
Weather: Absolute darkness, hallucination fog, whispers.
Populated by Wraithspawn, Shadefiends, Rakshasa-like nobles, and memory-hunting demons.
Safe Floors are dim temples lit by spectral lanterns that reject all lies.
Special Resource: Noctis Arcus Stones — used for illusions, stealth magic, and forbidden enchantments.
TOWER III – Turris Sylva (The Verdant Prison)
Created chiefly by Silvestra.
Location: A colossal, vine-wrapped ruin deep inside the Emerald Expanse.
Floors resemble jungles, swamps, rot-gardens, bone jungles.
Weather: Acid rain, choking pollen, carnivorous flora.
Inhabitants: Demon beast-kin, fungal titans, corrupted treants.
Special Resource: Viridia Arcus Stones — extremely valuable for alchemy and healing magic.
TOWER IV – Turris Ventus (The Storm Tower)
Created by Ventaros.
Location: The centre of the Dwarven Country
Floors are vast expanses of storm-cloud planes and razor-wind cliffs.
Weather: Hurricane winds that tear flesh and stone.
Inhabitants: Sky devils, storm wyverns, thunder-mad gargoyles.
Special Resource: Aeris Arcus Stones — used in teleportation, enchantment, and spell conduction.
TOWER V – Turris Lux-Ferrum (The Shining Iron Tower)
Created by Ferrudan.
Location: In the center of Iron Isle.
The only tower partially civilized.
Early floors are training halls, shops, guild facilities.
Deep floors descend into crystal caverns and angelic ruins where fallen celestials mutated into demon-horrors.
Special Resource: Ferrus-Lux Arcus Stones — used to power city infrastructure and divine magic relics.