The Light Tax
Stakes Control of stored sunlight could restore prosperity or place every harvest and spell under one authority.
World Atlas·Sphere·A world where every spell spends a little daylight.
Political heartland and birthplace of the united calendar. · Terraced river valley
Hook
The first daylight vault has begun choosing which families may draw from it.
Varand is a sunlit sphere whose people learned to store daylight in glass and spend it as magic. The practice built roads, cities, and empires, but a royal experiment dimmed the sun and left the world politically broken. Now farms depend on lantern reserves, border clans raid the trade roads, and every town argues over whether sunlight is a public necessity, a sacred gift, or private property. Heroes travel between rival communities where ordinary choices carry regional consequences.
Themes
Form · Sphere
Varand is a complete spherical world with broad oceans, one major continental belt, scattered islands, and polar ice.
Traversal
Travel follows roads, rivers, caravans, and coastal ships; sunlight reserves make long journeys possible after dark.

Sphere

Magic
Common

Technology
Medieval

Death & Souls
First Era
Sava and Orun
Second Era
The Bright Years
Third Era
The Long Dim
Current Era
The Restored Roads
The Light Tax
Control of stored sunlight could restore prosperity or place every harvest and spell under one authority.
The Border Roads
Raids, tolls, and disputed forts threaten the trade routes that hold the recovering world together.
Rebuild a centralized government and place all major sunlight reserves under royal law.
Keep cities independent and prevent any crown from controlling food, roads, or magic.
Profit from moving daylight, weapons, grain, and people while quietly preventing any lasting peace.
Recover lands lost during the Long Dim and force the settled kingdoms to honor older border rights.
Stakes Control of stored sunlight could restore prosperity or place every harvest and spell under one authority.
Stakes Raids, tolls, and disputed forts threaten the trade routes that hold the recovering world together.
The two rival river kingdoms joined after generations of war, creating the first roads, laws, and shared calendar.
Common magic spread through farms, cities, and armies while the united crown pushed settlements across the whole sphere.
A failed attempt to command the sun weakened daylight, caused years of poor harvests, and broke the old royal government.
Independent cities and border lords rebuild trade while arguing over who should control the damaged sun-magic.
A convoy carrying winter sunlight vanishes between two rival toll forts, and both sides blame the other.
A village harvest spell works perfectly but causes every child born there to remember the same unknown battle.
The Dawn Court offers peace if the heroes recover a royal lens buried beneath a city that rejects all outside rule.
A border clan raids only caravans carrying empty lanterns, suggesting someone is secretly collecting the glass itself.
The Long Dim was an act of sabotage by court officials who feared the crown had become too powerful.
Discovery · Old household charms begin repeating a forgotten royal name.
Impact · The sun was not damaged by the experiment; it was deliberately divided into living pieces hidden across Varand.
Souls do not simply depart after death, because the stored daylight has been trapping fragments of identity.
Discovery · Memory-haunted ruins contain records written in two different hands but sharing one set of dreams.
Impact · The Quiet Country is slowly overlapping the living world, threatening to make unresolved memories physically real.
The trade confederation secretly funds both raiders and fortress builders.
Discovery · Lantern Guild ledgers show identical payments to enemies on every side of the border.
Impact · The guilds have prolonged the wars to keep sunlight, grain, and protection profitable.