Lore · §1

Core identity

Emotional pillars: 1. VERTIGO 2. CURIOSITY 3. OPPORTUNITY.

Human world: grounded low fantasy, broadly medieval. Tower frontier: medieval humanity distorted by Tower resources. Inside Tower: increasingly alien/high-fantasy in physical possibility, but visually grounded.

Everyone is looking at the Tower. The image should too.

Amended D-292 No single reason pulls the world to the Tower. Each faction wants it for its own ends: state control, trade, the dead, knowledge, navigation (§27). The world does not agree on what the Tower is for, and that disagreement is the premise. Individuals climb for every reason (§11).

Amended D-290 The world is written as wonder with cost (§24).