Start here

  1. Read the selected Tower’s rules.
  2. Coordinate the required clan force.
  3. Check your own contribution separately from the total garrison.

Common mistake: A Tower is clan-owned; its shared army does not become one ruler’s personal force.

Actual Crownlands game tower details interface with fictional example values
September 20 game capture with fictional demonstration state and simulated battles. Guide text reviewed against the September 30 web build; older screenshot values may differ.
  1. The physical wall has its own integrity.
  2. The combined garrison includes clan contributions.
  3. Your contribution remains yours to withdraw.

Select the image, then choose View full size to inspect details. Scroll or swipe inside the enlarged image.

A holding owned by the clan

The Core has four named Clan Towers: Ravenwatch, Highguard, Blackthorn, and Stoneward. These holdings are clan objectives. A controlling clan's heraldry identifies the Tower; a neutral Tower has no clan owner.

Open a Tower on the map to inspect its Overview, garrison, construction, and applicable rules. Unlike a personally held Stronghold, a Tower's controller is the clan. This changes who can manage it and how contributed troops are represented.

Your soldiers stay yours

The Tower garrison lists each contributing ruler and that ruler's stationed troops. Outgoing orders from a Tower use your personally stationed soldiers, not the clan's entire combined garrison. Membership and Tower eligibility still matter.

Attack and troop movement begin from the Tower's map controls using the normal order flow. The details window explains the holding; it is not a separate army composer. Scouting chooses an eligible nearby source, which may include a Tower where you have personally stationed troops. There is no manual Scout From Tower button.

Prepare a Tower campaign

A Tower attack requires at least three eligible clan members, including the rally leader, each contributing troops and marked Ready. New members face 24 hours of Tower participation probation. This differs from the ordinary two-member minimum for Stronghold and Citadel rallies.

A clan can own only one Tower. You may attack another while holding one, but victory cannot transfer ownership: normal battle damage and losses resolve and surviving attackers return. If your clan has no Tower at resolution, an eligible victory can capture one and its surviving attackers remain as personally attributed garrison troops.

A neutral Tower begins with 10,000,000 defenders and a full Level 1 wall. Scout, coordinate assembly and plan the defense after capture. A won battle and a new clan holding are different outcomes; read the report before committing a second force.

Fund construction through the Treasury

All members can donate personal Gold in Clan → Rewards → Treasury; donations cannot be withdrawn. Leaders and Officers may spend the balance. Each member’s daily donation allowance is twelve hours of raw Gold production, fixed by the first successful donation of that UTC day.

Tower walls have no maximum level and can queue up to ten upgrades. Each costs five times the equivalent regular-city wall upgrade. New wall jobs use a scaling timer and the completed Engineers’ Workshop reduction; already-paid jobs keep their committed timing. Repairs are manually funded, and walls must be fully repaired before another upgrade starts.

Capture removes five wall levels with a Level 1 floor, leaves zero wall integrity and cancels queued work without refund. New construction cannot start under attack. Existing repair continues, while construction pauses. The Clan Tower buildings guide explains the Shop, Workshop, building costs and the paused Training Grounds and Infirmary.

Use the currently available Veil controls

A Tower Veil is a Tower-specific protection action. Read the current cost, eligibility, timer, and remaining-use information before activation. Do not confuse it with the personal Veil of Silence item or a Peace Shield.

Tower Veil lasts ten minutes, is paid for when activated, and can be activated up to three times per Tower per UTC day. Buying charges in advance and storing them for later is a planned addition, not currently available.

Keep the clan plan explicit

Agree on who commands the rally, who supplies a lasting garrison, and who funds construction. Each contributor should know where their troops will be committed. Losing membership can change Tower access; moving a soldier into the shared garrison does not transfer ownership of that soldier to the leader.

When a rule, control, or eligibility message differs from your expectations, stop and read the current panel. Tower systems are distinct from regular-city support and ordinary rallies. Consult the clan guide for those baseline rules.

Put this system into practice