Towers

After the war, and the raising of the citadel at the center of the world, the next act of the Biomancer was to start the construction of transportation towers. These 100 foot tall towers allow almost instant transport from one tower, to any other tower in their sphere of influence, as well as teleportation to any point that can be viewed from the top of the tower, that is also within the tower's sphere of influence. A tower's sphere of influence is roughtly 500 miles in most cases.

There is a caveat to line of sight teleportation: It is somewhat random where you will appear. Generally, a user will appear within 10 miles of their intended destination. However, unless the next user has attuned his link stone to the previous user, they almost never at the same random point It is assumed this is an intentional defect ingrained into the towers by the Biomancer, as it prevents mass movements of troops in a coordinated fashion via the towers, but still leaves the towers as an invaluable asset to travelers, merchants, and diplomats.

Only members of nations that are currently at war and anyone branded a criminal are prevented by the tower militia from tower use.

Edge Towers
The world is lined with Edge Towers. They are not widely spoken of, and many have forgotten they were even built. They stand watch, in the frigid lands of the rim. Ready to give warning if undead attempt to encroach upon the world. A mong the citadel militia, i t's seen as an honor to serve time as an edge guard. You must remain vigiliant and react quickly to crisis. As the closest sourse of living flesh, blood, and life force for the undead, the towers come under semi-frequent attack. It is a frightening and sobering thought, that this has been taking place for hundreds of years with, as far as anyone can descern, no new influx of bodies to bolster the ranks of the undead.

Edge guards are allowed no active Tower Stones, for fear that that if they're captured the undead might gain a powerful tool to invade the middle lands with.

The towers themselves are out of range to teleport to any other tower. If an undead hoarde moves past the tower, the guard are to teleport to the nearest town and raise a militia to fight them, securing aid from the nearest inward tower, which will bring swift support from the citadel.

If the tower is ever vacant of life, all guard Stones are absent/inactive, or the proper runes are triggered, the tower will self-descruct, sending up a lingering flash of brilliant light, that is able to be seen for hundreds of miles and give warning.