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Lordship status

The Legend of William Oh

Lordship status is the condition of ruling a Demesne within The Tower’s layered political and economic order. For William Oh, it transforms Climbing from a sequence of survival trials into a project of territorial sovereignty: he intends to reach an upper Floor, establish a Lordship, and use the wealth and Relics gained above to pacify and develop the land below. The status therefore joins personal advancement to administration, ownership, and the power to bind other people to a place.

Definition and Political Promise

Lordship status becomes available as part of the privileges attached to completing the Trial. The System permits a successful Aspirant to travel freely between Floors at Key Locations, receive Quests, form Parties, and petition to subjugate land. The last privilege is the institutional threshold of Lordship: advancement is no longer limited to the individual Climber’s body or equipment, but can become authority over territory and the people and resources associated with it.

William first imagines Lordship through the Uru Drake Sacrifice. He pictures the many powerful Abilities that the sacrifice might grant, followed by the acquisition of Relics, entry into the ranks of the Climbers, and the carving out of a large range on one of the upper Floors. In this fantasy, the endpoint is not merely survival or riches but becoming a Lord. His imagined rule even includes benevolence toward Saint Gertrude’s Orphanage: Lord William would send supplies and money back to the children forced to endure Gertrude’s sermons. The vision is grandiose, but it reveals that Lordship is meaningful to him because it could turn ascent into protection and material support for the community that raised him.

William Oh’s Goal and Method

Gertrude’s account gives William a distinction that reshapes his ambitions. Some Climbers pursue money and power, then stop somewhere between Floor Eight and Floor Fifteen after carving out a small kingdom for themselves. Others become addicted to the challenge of ascending and to uncovering The Tower’s mysteries. William answers this division by choosing a goal that combines territorial power with continued ascent. He declares that he will reach the Tenth Floor and carve out a Lordship there, then push farther upward while funneling money and Relics back down to his Demesne. His stated plan is to pacify the entire Floor, repeat the process above it, and continue until The Tower belongs to him.

This program makes Lordship a staged project rather than a final reward. A Demesne is both a base of operations and a reservoir into which the Climber can direct wealth from higher levels. William’s ambition depends on the feedback between conquest and ascent: control of land should provide stability and resources, while further Climbing should enlarge the ruler’s capacity to control more land. The language of pacification also exposes the coercive side of the ideal. His imagined benevolence exists alongside subjugation, and the same political structure that could distribute supplies can impose obedience.

The System’s progression repeatedly places William closer to that objective without granting it immediately. During the Trial, a failed attempt to generate a Class Seed from a small piece of pemmican leaves him without the expected Class, forcing him to proceed through an improvised path. Later, the System identifies him as a Resourceful Climber and requires him to choose his Primary Abilities. After completing the Trial, he receives permission to petition for land, but permission is not possession: Lordship remains an achievement requiring continued advancement, resources, and the ability to hold territory.

Rules, Contracts, and Competing Claims

Lordship status exists within several overlapping systems of authority rather than under one simple law. The Tower allows Climbers to petition to subjugate land, but local customs and practical force determine how claims are recognized. In the ruins of a dead city, William identifies himself and his companions as looters rather than falsely claiming responsibility for destroying the city. When a kobold leader asserts that the group’s discovery belongs to them, a Jibleya invokes Tower Law, stating that loot belongs to those who discover it. William counters that his group discovered the upper Floors first and therefore has a lawful claim to everything taken from them. The exchange shows how the same logic of discovery that governs portable treasure can support wider claims to priority, possession, and authority.

The boundaries of Lordship are also threatened by Vassalage. Steve Holland theorizes that powerful groups seize talented young Climbers, drag them to their Stronghold, and force them to become Vassals—or kill them. Becoming a Vassal effectively ends any possibility of Lordship, because the Climber’s future sovereignty is absorbed into another power’s hierarchy. William’s question about whether someone can simply be forced into Vassalage receives an answer through the circumstances around him: his own tomahawk has just been used to impose a lopsided arrangement on a Healer. The scene makes the contradiction explicit. Lordship is opposed to subordination, yet the methods used to secure one’s own position can resemble the coercion that produces Vassals.

Contracts provide another mechanism for managing the liabilities of power. When a priest of Andover dies while serving William Oh’s Party, the Temple of Andover explains that the guardianship paperwork makes the Party responsible for returning the corpse within thirty days or paying a fee based on the priest’s value. The Party then establishes an agreement with Steve Holland in which Steve promises to tell the truth, avoid attacking or abandoning them, guide them to his most valuable hidden assets, and let them use those assets. In return, the Party agrees not to kill him and to use the assets to pay his Corpse Fine, killing him only if raising the necessary capital becomes plainly unlikely within the deadline. Lordship is not directly created by this contract, but the episode clarifies the political world in which it must operate: authority is contractual, monetized, enforceable through threats, and constantly converted into financial obligation.

Resources, Reputation, and Governance

Lordship requires more than a title or an elevated Level. William’s progress through Quests gives him access to the larger political field: he receives an Establishing Quest to break the Kaith supply lines, later receives a Quest to ascend to the 2nd Floor, and reaches Level Five on his first Establishing Quest. These milestones make his eventual claim to territory increasingly plausible, while also showing that the system measures advancement through assignments, rankings, and controlled access. His performance places him at rank 1053 among that year’s Aspirants, a numerical reminder that future rulers are evaluated before they are recognized as rulers.

The practical value of information becomes part of this political economy. William understands that knowledge about The Floors is valuable because discoveries are difficult to obtain and those who find something new usually keep it secret to gain an advantage. After the group’s ice-cave adventure, he accepts a proposed arrangement involving a one-percent share, recognizing that information itself can generate continuing value even when the discoverers are not physically present in town. This is a crucial Lordship skill: a ruler must not only seize land but also control the flow of intelligence, goods, and opportunities that make the land worth ruling.

Lordship’s promised stability is therefore inseparable from violence and scarcity. A missing hand is identified as a permanent disadvantage because it means losing a Relic slot, and another Climber advises William to abandon the hope of becoming a Climber altogether. The warning treats the body as an administrative and economic resource, with injury translated directly into reduced political competitiveness. William’s continued pursuit of Lordship answers that logic through persistence, improvisation, and the willingness to turn disadvantages into workable arrangements rather than accept the status assigned to him.

Narrative Significance

As a status, Lordship gives The Tower a political horizon beyond individual leveling. The System’s abilities, Classes, Charges, Relics, and Quests may appear to organize personal progression, but the option to petition for land reveals that progression can culminate in hierarchy. Climbers do not merely become stronger; they can become rulers, while other capable people may be reduced to Vassals or trapped as Debtors. The world’s institutions thus convert adventure into governance and make every ascent a possible claim to power.

For William, Lordship status also functions as a discipline imposed by his own ambition. He begins with a comic fantasy of becoming a benevolent lord who sends money and supplies to Saint Gertrude’s Orphanage, but his later declaration is far more systematic: establish a Demesne on the Tenth Floor, fund it from above, pacify the entire Floor, and repeat the process until The Tower is his. The movement from imagined generosity to an articulated imperial program gives the status its decisive tension. Lordship promises security for those under a ruler’s protection, yet it is pursued through conquest, contracts, resource control, and the threat of force. It is the form William hopes to give his survival: not escape from The Tower’s hierarchy, but mastery of it.