[This chapter is a guide to the world of the Towers. Information is revealed gradually and may be repeated for convenience. Contains no spoilers about the protagonists.]
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The World at Large
The Towers appeared 27 years ago. Their origin is unknown. According to legends, a powerful entity called the Nameless One appeared in the world and proclaimed:
"You are incapable of true harmony. Your hearts will be tested. Only the survivors will learn the price of power."
Towers are living structures that alter space and time. Each floor is unique: corridors and rooms reconfigure themselves, monsters adapt to human actions, remembering their habits and weaknesses.
If a Floor is not cleared in time, the monsters from that level are unleashed into the real world, bringing destruction.
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The Scourge-Clearsers
People who enter the Towers are called Scourge-Clearsers. They receive a personal interface that displays:
· Health and fatigue level
· Energy, hunger, and thirst
· Strength points and experience
· Inventory and items
Progress depends on physical strength, intellect, observation skills, and moral choices.
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Scourge-Clearser Ranks
· F — Novices. Minimal skills and preparation, almost always perish at the first sign of danger.
· E — Weak. Basic abilities, vulnerable to traps and monsters.
· D — Basic Combatants. Can survive with caution and attentiveness.
· C — Experienced. Can handle most threats.
· B — Strong. Confidently overcome dangers but can be defeated by high-level entities.
· A — Experts. Possess unique abilities and strategic thinking.
· S — Saints. Individuals who have transcended human limits, nearly invincible.
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Human Classes
A Class is a manifestation of a person's specialization and power. It can be obtained upon awakening in the Tower or granted by a Patron.
❖ Common Classes
· Aegis-Walker — Defender, skilled at creating barriers and blocking threats.
· Breach-Sunderer — Brute-force class, destroys structures and obstacles.
· Shade-Walker — Reconnaissance, stealth, ability to bypass traps.
· Mind-Stalker — Tactical analyst, enhances allies, plans maneuvers.
· Path-Guide — Adaptive, survives in any conditions, can change tactics on the fly.
❖ Named Classes
Rare individuals can receive power from Patrons (Flowers, Crystals, Masks, Symbols).
· The Patron grants a code name and a unique class.
· Such classes ignore rank limitations but impose a severe flaw.
Examples:
· "Ashen Gardener"
· "Void-Bearer"
· "Keeper of the Silent Hour"
· "Nameless Heir"
❖ Cursed Classes
The Tower can force a class upon a person:
· Power grows but is unstable
· Extreme mental pressure
· Loss of bodily control is possible
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Monster Classes
Monsters are classified by rank, class, and threat level.
❖ Monster Ranks
· Hollow — Weak, almost random creature.
· Vitral — Adapts quickly, learns fast, cautious.
· Crusher — Pack leader, possesses strategic intelligence.
· Foul — Aggressive, uses traps and tactics.
· Benefactor — The strongest on a level, can alter the environment.
· Glutton — Chaotic, extremely unpredictable.
· Boundless — The rarest, near-divine level of destructive power.
❖ Monster Classes
· Root — Standard, physically strong, hunts in packs.
· Scar-Monger — Dangerous, uses traps and strategy.
· Screecher — Magically enhanced, manipulates space.
· Caller — Intelligent, communicates, rallies other monsters.
· Ravager — Destroys structures and people with incredible force.
· Drifter — Nearly invulnerable, induces fear, alters reality around it.
· Echo — Ancient and powerful, controls other creatures and space.
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Time and Floors
· 1 hour inside the Tower = 3 days in the real world
· The higher the floor, the stronger the monsters and the more complex the traps
· The Tower reacts to the actions of Clearsers, sometimes altering space, monsters, and trials
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The Great Event of August 19th
Every 5 years, on August 19th, the Supreme Tower appears:
· The most dangerous and powerful Tower possible
· Exactly 24 hours are given to clear it
· If the Tower is not cleared — it unfolds completely and annihilates a country
· Known as the Day of Silence, it forces even enemies to unite.
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Fundamental Rules of Survival
· Every action has consequences.
· The death or destruction of a creature can alter subsequent floors.
· The Tower "remembers" actions.
· Each floor tests morality, strategy, and adaptability.
· Within the Tower, there is no good or evil, only consequences.
That is all.
