The Spires
The Spires are structures leftover from a previous age, one where the gods still walked Esperia, and warred relentlessly. Their creators, and even their divine patrons, have been lost to time, leaving only these towering symbols embedded deep into Esperia’s firmament. A handful of these monoliths jut up across Lightbearer territory.
Spires behave along a few lines:
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Arcane Lodestones: Each Spire emits a very short range, constant field of magical energy. Spells cast within a Spire’s field do not simply follow the caster’s intent—they interact with the ambient resonance of the structure itself. This energy is severely diminished in the present compared to what past records indicate.
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Amplification: Even the smallest magical effort can produce powerful, disproportionate results. In ancient times, the Spires were instruments of divine Edict: famine, plague, storms, and other catastrophic acts of will. This energy is severely diminished in the present compared to what past records indicate.
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Claim and Influence: Spires seem to respond to those who have “claimed” them, though the requirements for such a bond are obscure. In the past, cults and ambitious mages have holed up in the few accessible Spires, unleashing devastation before being driven out. In the present age, the potency of this adaptability is limited. Their current occupants work around the layouts put in place by previous tenants.
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Modern Occupation: In the present day, the few accessible Spires are occupied by Spire Mage groups, serving as centers of magical governance and research. These mages, trained in the high, abstract theory of magic, act as arcane architects—they design, regulate, and test magic within the Spires’ amplified fields. The Spires now function as both laboratories and bureaucratic centers: hubs where magical theory is codified, experiments are conducted, and law is enforced. Small settlements exist around the Spires, supporting this work.