Tower

Like a finger pointing skyward, the tower rises from the ground as a solitary sentinel watching over the countryside. Should a mage live there, the tower sometimes is lit with strange lights at night. Small explosions rock the ground. Unearthly roars betray the presence of alien beasts in the cellar.

Anyone can construct a tower. And while they have defensive properties that might help soldiers, these tall, cylindrical strongholds mostly attract those who require solitude to pursue their occult or arcane studies.

There certainly are towers that have a strictly military purpose, serving as a kind of miniature keep. A small garrison of soldiers can easily watch the surrounding countryside from a tower's heights.

However, it is typically, sages, seers, and wizards who build and live in towers. This eccentric lot fill towers with arcane libraries, alchemist laboratories, magic circles, mechanical wonders, and sundry oddities.

Tower residents might employ apprentices, guards, and constructs to run and defend the tower. Not surprisingly, wizards prefer strongholds as do other arcane spellcasters, such as sorcerers and warlocks. Still others are interested solely in the tower's defensive capabilities, such as fighters and paladins.

Construction Cost. 15,000 gp

Construction Time. 100 days

Upgrade. A tower can be upgraded to a keep for 35,000 gp in 300 days.

Tower Features

Industry Score Increase. Your settlement's Military and Lore scores each increase by 1.

A Little Magic. Anywhere in this settlement, as a bonus action, you can call for aid and, in 1d4+1 minutes' time, a 2nd-level spellcaster sidekick appears to aid or fight for you.

You cannot use this feature again until the sidekick dies or is dismissed.


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