SAIGO-NO-HEATS
A drifter, returned
Plot: The Story begins in the wake of the Battle of the Green Plain. A disastrous and indecisive battle that has left both alliances disorganized. At the moment the Army of Preservation is scattered, but attempting to withdraw into its own territory to lick its wounds and heal. Despite not being much better off, some champions of destruction have given pursuit, hoping to pick the off isolated warbands.
In the grand scheme of things, the Alliance of Preservation debates what to do next from its seat at the Tower of the mind. While they've resolved to try and find an opening and swiftly put an end to the Destruction Faction as quickly as possible, the increased use of terms like "Cult" and "Heresy" have led many of the more level headed heroes to worry that their time in this world is turning the fascination and academic interest in the towers into religious adulation.
Meanwhile the Alliance of Destruction looks to place agents among the Preservationists, with the ultimate hope of turning more of their heroes to their own side before the Preservationists can bring their greater numbers to bear against them.
Preservation or Destruction: The Twin Philosophies are the root of this endless war, but the ideas behind Preservation and Destruction run deeper than good and evil. Both find their origin in the mysterious Tower Glyphs, ancient murals and pictographs scattered around the world detailing parts of the towers functions and the nature of the world around them.
Preservation believes that the Towers are key to the survival of both the Valhalla world and the escape of heroes trapped within. their interpretation of the glyphs leads them to believe that they must find a way to unite the energies of the towers in order to prefor a ritual which will allow them to separate themselves from this purgatory. The ritual is currently unclear however, and only through gathering all the glyphs will they be able to decipher it.
Destruction, conversely believes that the Valhalla World is Illusory. A false construct with the Towers acting as the Chains that hold the box together. Their interpretation of the glyphs has lead them to decide that the only way to escape back to their own lives is to find a way to destroy the towers entirely. No known power exists that can so much as scratch them however, but they believe that once they control all 3, they'll be able to find the weaknesses for each in the energies of the others.
The Towers: Vast, Ancient, Eldritch structures that scrape against the heavens. The towers of Mind, Body, and Soul warp and twist the land around them in fantastic ways. The tower of the Mind dots the land with Massive and beautiful crystalline formations that pulse with power. The tower of the Soul sits at the heart of a primeval forest, and ghostly fires and phantom travelers are common sights. While the Tower of the body renders most of the land around it inhospitable with great storms and titanic mountains.
Each tower is large enough to act as a small nation on its own, and people live both in cities at the bases of each as well as in terraces and towers that exist along the body.
It can take weeks for a normal person to travel from the base of the tower to the top, though heroes can often shorten this time for themselves significantly.
Each of the towers is much more than they would seem however. And once the truth surrounding them becomes better understood, it may be difficult for the petty and simplistic alliances to retain their forms.
Lesser Spirits: Heroes are not the only inhabitants of this land. Far from it in fact, aside from relatively normal humans who make the Valhalla World their home, virtually all creature of human imagination can be found amid the vast wilderness that stretches between wilderness.
All of these creatures, mortal or otherwise view both the heroes and the Great Towers with an almost religious reverence. Even hostile creatures will often bow to the will of a hero who they view as worthy of their respect and none are equal to a hero on their own. Naturally the worst of heroes come to see these reverent followers as little more than fodder for their own goals and desires. And Even the best among them can come to see these faceless masses as little more than tools on the quest for their own freedom.
In the grand scheme of things, the Alliance of Preservation debates what to do next from its seat at the Tower of the mind. While they've resolved to try and find an opening and swiftly put an end to the Destruction Faction as quickly as possible, the increased use of terms like "Cult" and "Heresy" have led many of the more level headed heroes to worry that their time in this world is turning the fascination and academic interest in the towers into religious adulation.
Meanwhile the Alliance of Destruction looks to place agents among the Preservationists, with the ultimate hope of turning more of their heroes to their own side before the Preservationists can bring their greater numbers to bear against them.
Preservation or Destruction: The Twin Philosophies are the root of this endless war, but the ideas behind Preservation and Destruction run deeper than good and evil. Both find their origin in the mysterious Tower Glyphs, ancient murals and pictographs scattered around the world detailing parts of the towers functions and the nature of the world around them.
Preservation believes that the Towers are key to the survival of both the Valhalla world and the escape of heroes trapped within. their interpretation of the glyphs leads them to believe that they must find a way to unite the energies of the towers in order to prefor a ritual which will allow them to separate themselves from this purgatory. The ritual is currently unclear however, and only through gathering all the glyphs will they be able to decipher it.
Destruction, conversely believes that the Valhalla World is Illusory. A false construct with the Towers acting as the Chains that hold the box together. Their interpretation of the glyphs has lead them to decide that the only way to escape back to their own lives is to find a way to destroy the towers entirely. No known power exists that can so much as scratch them however, but they believe that once they control all 3, they'll be able to find the weaknesses for each in the energies of the others.
The Towers: Vast, Ancient, Eldritch structures that scrape against the heavens. The towers of Mind, Body, and Soul warp and twist the land around them in fantastic ways. The tower of the Mind dots the land with Massive and beautiful crystalline formations that pulse with power. The tower of the Soul sits at the heart of a primeval forest, and ghostly fires and phantom travelers are common sights. While the Tower of the body renders most of the land around it inhospitable with great storms and titanic mountains.
Each tower is large enough to act as a small nation on its own, and people live both in cities at the bases of each as well as in terraces and towers that exist along the body.
It can take weeks for a normal person to travel from the base of the tower to the top, though heroes can often shorten this time for themselves significantly.
Each of the towers is much more than they would seem however. And once the truth surrounding them becomes better understood, it may be difficult for the petty and simplistic alliances to retain their forms.
Lesser Spirits: Heroes are not the only inhabitants of this land. Far from it in fact, aside from relatively normal humans who make the Valhalla World their home, virtually all creature of human imagination can be found amid the vast wilderness that stretches between wilderness.
All of these creatures, mortal or otherwise view both the heroes and the Great Towers with an almost religious reverence. Even hostile creatures will often bow to the will of a hero who they view as worthy of their respect and none are equal to a hero on their own. Naturally the worst of heroes come to see these reverent followers as little more than fodder for their own goals and desires. And Even the best among them can come to see these faceless masses as little more than tools on the quest for their own freedom.
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