The Warmth War
Stakes Control of the last reliable heat sources will decide which regions remain inhabited through the next deep winter.
World Atlas·Sphere·A dying sun leaves one narrow road between ice, ash, and the dead.
Political heart and chief food source. · Cold grassland and fortified farmland
Hook
A crown granary burns without smoke, and the grain inside keeps whispering after harvest.
Greater Midgar is a sphere trapped beneath a failing sun. Its peoples live along a narrow belt of tolerable dusk, while frozen dark covers the northern half and scorched glare ruins the southern half. Every city measures survival in lamp oil, peat, and grain. The old kingdoms have become competing heat-holds, road leagues, and shrine territories. The central question is no longer who should rule, but whether the world can be warmed without waking what sleeps beneath it.
Themes
Form · Sphere
Greater Midgar is a single spherical planet whose livable settlements form a narrow ring around its middle latitudes.
Traversal
Travel follows heated roads, guarded passes, and coastal routes; crossing the frozen north or scorched south requires prepared expeditions.

Sphere

Magic
Low

Technology
Medieval

Death & Souls
First Era
The Bright Years
Second Era
The Long Dimming
Third Era
The Ash Winters
Present Era
The Held Night
The Warmth War
Control of the last reliable heat sources will decide which regions remain inhabited through the next deep winter.
The Grave Census
If the dead are being gathered for a purpose, every village may already be part of a plan no living ruler understands.
Keep the habitable belt united under one ration law and recover the lost sunstone before rival regions seize it.
Trade fuel, grain, and guarded passage while quietly replacing royal roads with routes they can tax.
Prove that the dead can be questioned without corruption and expose whoever caused the Long Dimming.
Break the heat-holds open, seize their stores, and settle the frozen north once the Crown collapses.
Stakes Control of the last reliable heat sources will decide which regions remain inhabited through the next deep winter.
Stakes If the dead are being gathered for a purpose, every village may already be part of a plan no living ruler understands.
Midgar once turned beneath a steady sun, and its peoples built roads, farms, and old stone cities across the whole sphere.
The sun lost its strength after a failed royal rite, leaving half the world in cold twilight and driving whole nations toward the warm side.
Famine, raiding, and corpse fires reshaped the surviving realms while practical magic became feared, licensed, and tightly controlled.
The world now survives in a narrow belt of livable dusk, where rulers fight over heat, grain, and the secret cause of the dimming.
A convoy carrying the last royal sunstone vanishes on a road that now repeats the same mile forever.
A village's dead return peacefully, each carrying a confession that implicates a different living ruler.
Miners uncover warm black glass beneath the ice, and every fragment whispers the name of a nearby child.
The Red Mile brightens over one remote valley, promising crops but causing every shadow there to move on its own.
The failed royal rite was a sacrifice that sealed something beneath the planet.
Discovery · Ancient eclipse charts hidden beneath ordinary farm ledgers show the Pale Sun was deliberately weakened.
Impact · The Long Dimming was not an accident, and restoring the sun may be more dangerous than enduring the cold.
The rising dead are being prepared for a common purpose.
Discovery · Bodies from unrelated regions are found with identical coal dust packed beneath their tongues.
Impact · Someone is moving souls through the dead, possibly to power a buried machine or awaken an imprisoned intelligence.
The next generation carries a natural connection to the failing sun.
Discovery · Children born during the brief thaw cast no shadow until their seventh year.
Impact · These children may be able to cross the scorched south and reach the sealed engine beneath the world.