The grain war
Stakes Whoever controls harvest stores will decide which settlements live through winter.
World Atlas·Sphere·A world where law is old, hunger is real, and the dead still demand their due.
trade gate and tax house · river delta
Hook
A flooded grain port where every boat is weighed against its taxes.
Tharn Vale is a human world built on the remains of an older order. Its roads, toll stones, and burial laws still shape daily life, even as lords, priests, and war bands strip them for power. Magic is scarce and feared, death is practical and costly, and survival depends on keeping old obligations one winter more.
Themes
Form · Sphere
A single inhabited sphere of broken empires, old roads, and hard borders.
Traversal
Travel follows rivers, roads, ferries, and seasonal passes across the globe.

Sphere

Magic
Low

Technology
Medieval

Death & Souls
First Age
The Crown Roads
Second Age
The Long Famine
Third Age
The Ash Years
The grain war
Whoever controls harvest stores will decide which settlements live through winter.
The old tolls
The ancient roads can still bind the realm, or choke it into fragmenting again.
The burial debt
The dead are vanishing from the pits, and with them the social order built on proper rites.
Keep the roads open, tax the grain, and restore enough order to survive another generation.
Control burials, omens, and the rites that keep the dead quiet.
Profit from unrest by moving food, weapons, and people between rival powers.
Seize border land and tribute by force before the next famine.
Stakes Whoever controls harvest stores will decide which settlements live through winter.
Stakes The ancient roads can still bind the realm, or choke it into fragmenting again.
Stakes The dead are vanishing from the pits, and with them the social order built on proper rites.
A loose human empire linked river cities, stamped weights, and oaths carved into stone. Law mattered because harvests were measured and armies could move. Its roads still bind the world long after the court is gone.
Black blight, bad winters, and border wars broke the old order. Lords hoarded grain, villages burned ledgers, and the dead were buried in haste. People learned to fear both hunger and the men who tax it.
The empire's heirs became rival crowns, temple estates, and mercenary houses. Trade survives, but only under threat, debt, and hostage. Every region now pays for peace in coin, blood, or children.
A broken census stone has started naming the wrong dead, and every family it marks fears what comes next.
A granary town will open its stores only if a hostage is delivered before the first snow.
A border road has reappeared after decades under mud, and every power wants the toll rights.
A priest asks the party to recover bones stolen from a mass grave before the spirits wake hungry.
A minor lord offers land to anyone willing to clear raiders from a ruined watch chain.
The roads were built on a buried registry that can bind land, labor, and inheritance even now.
Discovery · Old toll stones sometimes whisper the same names at dusk.
Impact · The empire's founding census still exists somewhere, and it could legitimize or ruin every claim of rule.
The dead are not resting because the old burial debt was paid with false ashes.
Discovery · Fresh graves in three regions are opening from the inside.
Impact · An ancient famine rite was never ended, and it may be calling the hungry dead back to work.
There is a hidden route through Stone Gate that can shift the balance of the whole realm.
Discovery · Caravan masters quietly avoid one pass every winter.
Impact · A rival power is using the pass to move soldiers and prisoners unseen.