The Brass Tower

"The Brass Tower is an amazing sight. Even from almost thirty miles away, from the shores of the lake, you can see the red flame atop. You can hear the thumping of the tower even as you board the boats. The smell of sulfur and burning metal hit you about halfway there. It's when you set foot on the shore of that unnamed island, though, that it really hits you how dangerous this little enclave is. The civilians are ecstatic for the protection of the tower, happy to work for them. The orphans are devoted to them, all dreaming of the glory of war. The sailors used to be these orphans, and they'll allow no ill talk of the warmages. This island feels like holy ground, laden with ashes of the tower's funeral pyres. The tower feels like an enormous temple, though rather than worshipping gods these wizards worship war.   "When you go into the tower itself, you see warrior-wizards or arcane knights training in the yards or engaging in 'friendly' competitions that make my bones hurt just watching. You also see the curious Manikins, bustling back and forth like serfs or castle servants.   "No doubt about it: that place has its secrets and mysteries. And I'll not be the one risking a stint on their bad side to find out what those are."   ~Abide Baht Mig, Merchant

Structure

The Archmage holds ultimate power. Beneath him are five Maguses, each oversee five Masters who have five journeymen. Journeymen see to the training of up to 60 apprentices. Apprentices come in three ranks: neophytes, tyros, and novices.   Attached to the Brass Tower is also an order of arcane warriors. A Master commands these knights in conjunction with a Field Marshall. The Field Marshall commands 5 commanders, who each command 6 captains. Each captain has 10 lieutenants, who each have 4 sergeants, who have 4 corporals, who have 5 lancers and 2 squires. Additionally, the tower seemingly has no trouble fielding as many Manikin levies as it sees fit, and always marches with a large number of them.   At the lowest end, the labor caste is the mysterious Manikins, doing the menial tasks of the tower's needs.

Public Agenda

The Brass Tower injects itself into various conflicts like a mercenary company, though they ask only their due in the form of battle loot and prisoners that they take. They claim to be seeking perfection through warfare.

Assets

Wealth 2d12+4.   The Brass Tower itself sits on an island in the center of Lake Uirebael. This island has a civilian population of 800-1200 people at any given time, usually refugees from various conflicts. The Hardened Heart Orphanage holds the unclaimed war orphans from across Maecodia, and is the largest facility of its kind. Many of the orphans become arcane warriors when they reach adulthood, volunteering for service. Many others become part of the Brass Tower's merchant or defense fleet, sailing around Lake Uirebael.   The Brass Tower is actually a massive machine powered by connecting a ley node in the sky with a node beneath the lake. The purpose of the machine is a closely guarded secret.   A small lake navy consisting of three battle ships, a dreadnought, twenty longships, and several dozen landing craft ensures that no attack on the island will be a surprise, or come without a cost just to reach the shore.   The army of the Brass Tower consists of 1500 war mages subdivided into five companies of 300 apiece which operate as units. Fifteen Journeymen are special partisans, each commanding 12 lower ranked mages recognized for their skill on raids to scour the roads and wilderness for bandits and other valid targets. Attached to the

Seek Perfection

Founding Date
Year 830
Type
Guild, Mages
Alternative Names
The Clockwork Tower, The Tower of War, The Spire
Demonym
Warmage, Brass Mage
Neighboring Nations

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