A hundred floors, a hundred worlds
The Tower does not have a theme, and that is deliberate. Some floors are wilderness.
Some are cities. Some are the remains of civilisations that failed on the way up. Some
are places somebody wished into being, and got exactly what they asked for.
So climbing is not a difficulty curve with new textures on it. Floor 2 is a cave system
where the work has stopped and the people are frightened. Floor 4 is farmland above the
clouds, run by a man who controls the only staircase and has read his own contract very
carefully. What each floor asks of you is different every time.
Nobody here is only an adventurer
People do not age in the Tower. They stop, or they slow. So the floors are full of
people who came in and never left, people who have lived here their whole lives, and
people born here who have never seen anywhere else. The woman at the forge has been
at that forge longer than your grandparents were alive, and she has opinions about
climbers.
Almost everybody profits from the climb continuing. The Houses profit from the system,
the Guilds depend on it, the Church turns it into religion, and the King's government
controls who is allowed to go up at all. Plenty of people benefit from climbers
trying. Very few benefit from one actually finishing.