The Dam War
Stakes Whoever controls the river gates can starve whole regions, redirect trade, and decide whether the rising waters save the world or drown it.
World Atlas·Sphere·Every road finds a river, and every river remembers where it came from.
Trade hub and political crossroads · Broad temperate floodplain
Hook
A wealthy port town sits atop older streets that appear whenever the river drops.
The Riverbound Sphere is a round world threaded by one vast network of navigable rivers, each current eventually joining the next beneath unfamiliar stars. Towns measure wealth by boats, bridges, and clean wells, while common magic makes every ferry crossing and harvest a small act of wizardry. Now the rivers are rising, old ruins are surfacing, and rival powers argue whether the flood is a warning, a weapon, or the world's attempt to correct an ancient mistake.
Themes
Form · Sphere
The world is a true sphere whose continents are organized around a globe-spanning river network, with currents linking distant climates and cultures.
Traversal
Travel follows navigable rivers by barge, ferry, and sail, while roads and mountain paths connect the short gaps between watersheds.

Sphere

Magic
Common

Technology
Medieval

Death & Souls
First Age
The Finding
Middle Age
The Shared Banks
Current Age
The High Water
The Dam War
Whoever controls the river gates can starve whole regions, redirect trade, and decide whether the rising waters save the world or drown it.
The Missing Headwaters
The source of the world's rivers has vanished from every map, and both sides fear that finding it will reveal who is causing the flood.
Keep river trade open while placing loyal wardens at every major crossing.
Build a chain of dams and forts to turn the rising water into a weapon against its rivals.
Protect rivers as sacred beings and prevent anyone from reaching the hidden headwaters.
Sell spells, pumps, charms, and enchanted tools while quietly studying the flood's source.
Stakes Whoever controls the river gates can starve whole regions, redirect trade, and decide whether the rising waters save the world or drown it.
Stakes The source of the world's rivers has vanished from every map, and both sides fear that finding it will reveal who is causing the flood.
The first settlers followed a silver river from the eastern sea and discovered that every major waterway crossed the whole globe, joining distant lands in one living circuit.
River towns grew into leagues, roads became secondary, and common magic spread through ferrymen, healers, farmers, and soldiers who learned to draw power from flowing water.
A strange rise has filled rivers beyond their old courses, exposing buried ruins while rival powers fight over dams, crossings, and the right to control the world's flow.
A dry channel opens through a market town, revealing a road that leads toward the missing source of every river.
A chain of river gates begins opening by itself, sending a destructive wave toward three populated valleys.
A dead ferryman returns as a ghost and claims someone has stolen the river's final destination.
The Tidecallers offer the heroes safe passage if they recover a sealed barge from beneath a flooded temple.
The Riverbound Sphere itself is alive, and the current flood is its fever.
Discovery · Flooded carvings match symbols found on ferries, grave markers, and royal seals.
Impact · The rivers are not natural waters but the exposed veins of a sleeping world-sized creature.
Souls can no longer reach their final destination.
Discovery · Ghosts vanish when carried beyond the world's known coast, leaving behind wet footprints.
Impact · Death has begun failing because the unseen sea is being blocked by an ancient machine.
A vanished land still exists beneath the sea.
Discovery · The oldest maps show a fourth region where open ocean now lies.
Impact · Restoring the lost region could stabilize the rivers, but it would displace every modern settlement along the coast.