Skip to content
CreatePricing

New Old Earth

World · A round world

New Old Earth

One continent, many bargains, and roots that remember every border.

Overview

New Old Earth is a single vast continent, once joined by roads and ports and now taken over by fae and magical growth. Human settlements endure through bargains, practical magitech, and stubborn local customs. Skye floats in the northern sky, the Tine burns in the south, and the Void hangs beyond the map, connected by paths that refuse to stay put. Every community must decide what it will yield to survive.

The world

ShapeA round world
What it is likeNew Old Earth is a spherical world whose main landmass forms one vast, joined continent; the Void hangs detached beyond its mapped edge.
How people travelRoads cross the continent, ships follow the Brine coast, and magitech lifts reach Skye; fae paths offer shortcuts but may shift their destinations.
Themes

Heroic adventure, Fae bargains, Living wilderness, Magitech frontiers

Laws of the world

The rules

MagicMagic is strongest where old roots, springs, or fae paths converge; spells work reliably, but bargains and careless harvests leave lasting marks.
TechnologyMagitech combines practical craft with runes, water power, and small bound spirits; it aids travel and work but needs local materials and maintenance.
Death and soulsThe dead pass beyond the reach of the living, though fae can bargain for memories and ghosts may linger where a promise was broken.

Special rules

Fae paths can shift their destinations after sunset.
A sworn promise made beneath a living tree binds the speaker until fulfilled or formally released.

The skies

SkiesThe sky is usually blue and broad, especially above the floating land of Skye; at the world's far edge, the detached Void hangs like a black starry vortex.
Moons and stars

The Sun, The Moon, The Void

SeasonsThe year has four familiar seasons, but fae influence makes local weather irregular; time passes normally except near the Void, where nights can seem to stretch.

Ages

3 ages
Communities now rely on magitech and uneasy treaties, while changing borders and the rising Void threaten old agreements.

Powers

4 powers · 2 conflicts

Powers

  • Skye MootCouncil of island communities
    Reach: The floating land and its trade links with the north.Keep their floating settlements independent and preserve the old agreements that hold them aloft.
  • The Green CourtsFae alliance
    Reach: Fae paths and wild growth across the continent.Extend their living borders while avoiding a war that would poison their own groves.
  • The Drow HousesDrow city-houses
    Reach: Mountain caves and the underground roads beneath the east.Protect their eastern passages and bargain for surface goods without surrendering their homes.
  • Brine CaptainsMaritime league
    Reach: The Brine's shores, islands, and wreck fields.Keep ships moving, recover salvage, and secure fair access to the island harbors.

Conflicts

  • The Boundary Dispute
    Sides
    • Human towns seeking stable land grants
    • Fae courts defending their living claims
    • Local wardens trying to keep both sides talking
    Broken treaties could unleash wild growth across farms, roads, and settlements.
  • The Deep Road Feud
    Sides
    • The Drow cave-houses
    • Eastern surface communities
    • Trade captains seeking open passages
    Control of underground routes decides who can move goods and refugees across the continent.

Atlas

8 regions
Northern refuge and aerial crossroads

Land of Skye

Floating highlands, cloud meadows, and wind-cut cliffsIrish-style stone villages cling to floating slopes where a failing lift threatens the land's trade with the ground.Where: Far north, suspended above the continent
Next to

Secrets

Secret 1 · GM only
Secret 2 · GM only
Secret 3 · GM only

Plot hooks

4 hooks
  • 1
    Wrecks on the New RouteExplorationA ferry crew vanishes among the Brine's wrecks, where a newly opened route seems to lead toward the Void.
  • 2
    The Moving BoundaryNegotiationA town's land grant is challenged after a fae grove grows through its boundary stones overnight.
  • 3
    The Cold SpringInvestigationA Tine spring has gone cold, and rival caravans blame one another for breaking the local compact.
  • 4
    The Falling LiftRescueA magitech lift to Skye is failing, and its keepers suspect someone has altered the runes from below.

Media

0 images

No images yet.

Visual sheet

Turn New Old Earth into a sheet

A high-res, share-ready sheet you can post or print.