The Clean Water War
Stakes Control of mountain springs and old pumping stations will decide who survives the spreading toxic blight.
World Atlas·Sphere·A green continent, a poisoned half, and a mountain that is still turning.
Starting village and gateway to the western wilds · Lush temperate forest and mossy riverbanks
Hook
A tiny village survives beside a spring that keeps producing warm water during winter.
Turicum is a world divided by the Spine, a colossal mountain range that rose when an ancient network of magical engines broke beneath the continent. To the west lie lush forests, fertile valleys, and small settlements built around clean springs. Beyond the passes stretches the Ashland, a toxic wasteland of ruined roads, dead rivers, and desperate communities. Both halves depend on the same buried machines, and every attempt to repair them risks worsening the split.
Themes
Form · Sphere
Turicum is a spherical planet dominated by one continent split from north to south by the colossal Spine mountain range.
Traversal
Travel follows rivers, forest roads, mountain passes, caravan tracks, and dangerous tunnels beneath the Spine; airships are rare experimental craft.

Sphere

Magic
Common

Technology
Medieval

Death & Souls
First Age
The Green Crown
Second Age
The Breaking
Third Age
The Uneasy Reach
The Clean Water War
Control of mountain springs and old pumping stations will decide who survives the spreading toxic blight.
The Engine Question
Restarting the buried engines might heal the wasteland or poison the remaining greenlands forever.
Protect western settlements, restrict travel across the Spine, and keep control of the cleanest springs.
Recover the ancient engines and turn their power into a centralized industrial state.
Preserve Ashland communities through harsh law, salvage, and control of remaining water routes.
Find the original engine network and decide whether it should be repaired, dismantled, or buried forever.
Stakes Control of mountain springs and old pumping stations will decide who survives the spreading toxic blight.
Stakes Restarting the buried engines might heal the wasteland or poison the remaining greenlands forever.
Turicum was a broad, fertile continent of old forests, river towns, and mountain clans who learned to draw useful heat and motion from common magic.
A chain of subterranean engines failed beneath the mountains, splitting the continent and poisoning the eastern half with ash, fumes, and alchemical runoff.
Survivors rebuilt with timber, brass, windmills, and scavenged machinery while western settlements prospered and eastern communities fought over clean water, safe roads, and buried technology.
A village pump begins drawing clean water from a sealed shaft marked with the crest of the builders who caused the Breaking.
A caravan from the Ashland offers rare medicines in exchange for guides through a forest that has begun growing metallic leaves.
Three mountain passes open at once, revealing roads that should have been buried for centuries and leading toward a still-running engine.
A dying engineer claims the wasteland can be healed, but only if the western forests surrender their oldest magical roots.
The Breaking was caused by an intentional emergency shutdown, not an accident.
Discovery · Old maps show the mountain range as a flat valley covered in orchards.
Impact · The Spine was built rather than formed naturally, and its foundations can be dismantled.
The active engines are protecting a hidden city beneath the eastern desert.
Discovery · Certain poisoned plants grow in perfect circles around buried brass vents.
Impact · The wasteland is not spreading randomly; the engines are redirecting the poison toward selected regions.
Turicum's western prosperity rests on a slow, invisible poisoning.
Discovery · Healers find the same unfamiliar metal dust in both fresh springs and Ashland blood.
Impact · The greenlands are already being contaminated, though the change will remain hidden for years.