Who Owns the Light
Stakes Control of the beacon network decides trade, weather, and who can keep whole towns alive.
World Atlas·Sphere·A world held together by failing lights and the people who fight to keep them burning.
trade gate · river delta
Hook
A trading maze where toll chains can starve a city in a week.
Tarhe is a globe of old roads, failing beacons, and weather that no longer trusts the calendar. Its people still live by caravan, river, and oath, but every trade route depends on ancient lights that can calm storms, guide armies, and mark safe harvests. Adventurers are hired to escort, repair, steal, or defend those lights while rival powers argue over who should rule the land they keep alive.
Themes
Form · Sphere
A single habitable sphere with clear poles, broad trade belts, and old beacon routes that circle the globe like scars of light.
Traversal
Travel follows roads, rivers, coasts, and caravan routes across the surface, with sea lanes and passes making some regions far faster to reach than others.

Sphere

Magic
High

Technology
Medieval

Death & Souls
Ancient
The First Hearths
Classical
The Road Kings
Recent
The Fractured Years
Who Owns the Light
Control of the beacon network decides trade, weather, and who can keep whole towns alive.
The Quiet Plague
A wasting sickness spreads along roads and river ports, and each cure seems to demand a hidden price.
The North March
If the frontier falls, grain routes and winter stores will be cut for the whole realm.
Protect the routes that keep Tarhe fed, even if it means ruling from behind the road shrines.
Control river tolls, ferries, and cargo seals so no army or famine moves without them.
Take grain, captives, and iron from the south while the border is weak and winter stores are low.
Cure the wasting sickness, then use the fear it creates to expand their shrine law.
Stakes Control of the beacon network decides trade, weather, and who can keep whole towns alive.
Stakes A wasting sickness spreads along roads and river ports, and each cure seems to demand a hidden price.
Stakes If the frontier falls, grain routes and winter stores will be cut for the whole realm.
Cities grew around old beacon-stones that steadied weather, crops, and travel, and the early clans learned to bargain over light instead of land.
Caravan lords and river princes linked the beacons into a common order, and Tarhe became rich on tolls, maps, and careful peace.
The beacon network weakened, seasons drifted, and local powers armed themselves while arguing over who should mend the old system.
A dead beacon on the frontier begins shining at night, and three powers send agents to claim it first.
A river city offers rich pay to escort a spring grain fleet through raider country and plague checkpoints.
A temple asks the party to recover names carved from a burial road before the dead lose their way.
Border lords hire deniable blades to stop a war that would start if a disputed light tower changes hands.
Tarhe's beacon network was never meant to guide roads alone; it was also a lock on something buried beneath the world.
Discovery · Old beacon maps show a missing link between three regions that no one officially names.
Impact · The lost link could restore stable seasons or give one faction a monopoly on travel.
The gray plague is tied to a buried oath that the Ashen Chapel is quietly trying to break.
Discovery · Plague victims sometimes dream of a road under the sea and wake speaking in the same unknown place-name.
Impact · The sickness may be a call from an ancient power, not a natural disease.
The first beacon builders did not found the ruling houses, they replaced them.
Discovery · A few very old tombstones bear the same merchant seal as the Beacon Houses.
Impact · The great houses may have inherited their authority by hiding a much older crime.