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Longroad

Longroad

World AtlasSphereEvery road remembers who broke faith.

Sphere
1

The Drowned Coast

A dangerous sea gate for northern trade · Cold coastal forest and rocky bays

Hook

A harbor town is safe only while its lighthouse keeper refuses to speak the name of the drowned fleet.

Seed

The World

Longroad is a broad northern continent shaped by promises. Its rivers, passes, and roads remember what people swear, and broken oaths can reroute a trail, sour a harvest, or raise a dead traveler from the roadside. City leagues, river nations, raiders, and mercenary companies compete to control these living routes. Magic is common enough for farmers and soldiers to know its signs, but power belongs to those willing to bind themselves publicly and pay when their words fail.

Themes

sword and sorcery
frontier tension
old promises
hard-won alliances

Form · Sphere

Longroad is a spherical world dominated by one broad northern continent, with recognizable oceans, mountain chains, rivers, and climatic bands.

Traversal

Travel follows coasts, rivers, caravan roads, mountain passes, and oath-roads that may shift when promises are broken.

At a Glance

ShapeSphere
MagicCommon
TechnologyMedieval
Regions12
Powers4
Conflicts2
Ages4
Current EraThe Long Reckoning

World Forces

World core

Sphere

Magic sigil

Magic

Common

Technology sigil

Technology

Medieval

Death & Souls sigil

Death & Souls

Timeline

  1. First Era

    Before the Lines

  2. Second Era

    The Marking

  3. Third Era

    The Broken Roads

  4. Present Era

    The Long Reckoning

Powers

The Crowned Leaguemerchant monarchy
The Free Companiesmercenary confederation
The River Nationsalliance of tribal confederacies
The Red Sashesplague cult

Active Conflicts

The Road War

Control of the moving roads would decide who can trade, invade, or escape across the continent.

The Broken Treaty

A buried agreement could either calm the land or force every old betrayal into open war.

Secrets

3hidden truths buried in this world

Powers of the World

The Crowned League

merchant monarchy

The League wants to standardize the roads, tax every crossing, and make oath magic answer to written law.

The Free Companies

mercenary confederation

The Companies seek contracts, plunder, and enough leverage to rule towns without holding them openly.

The River Nations

alliance of tribal confederacies

The River Nations defend ancestral waterways and punish outsiders who claim land without permission.

The Red Sashes

plague cult

The Red Sashes want every broken oath exposed, even if the resulting wars destroy the old cities.

Active Conflicts

The Road War

The Crowned League
The Free Companies
The River Nations

Stakes Control of the moving roads would decide who can trade, invade, or escape across the continent.

The Broken Treaty

The Treaty Houses
The Red Sashes
The Unsworn Clans

Stakes A buried agreement could either calm the land or force every old betrayal into open war.

The Ages

  1. Before the Lines

    First Era

    The first peoples traveled by river, coast, and trail, treating landmarks as witnesses and promises as law.

  2. The Marking

    Second Era

    Settlers, raiders, and city builders carved roads across the continent, binding distant communities through sworn routes.

  3. The Broken Roads

    Third Era

    A generation of rulers broke their treaties, and the land began shifting paths, rivers, and borders to expose every betrayal.

  4. The Long Reckoning

    Present Era

    Trade and war continue across a continent where old oaths still alter the ground, making every alliance a practical gamble.

Plot Hooks

The Road That Moved

travel

A trade road has shifted overnight, stranding three towns on opposite sides of a new canyon.

The Witness Returns

mystery

A dead treaty-maker walks each night from the coast toward the capital, leaving wet footprints and fresh accusations.

Terms Without Witnesses

intrigue

A mercenary captain offers peace between rival towns, but every witness to the agreement vanishes before signing.

The Bitter Fields

wilderness

A farming valley is turning to salt because its founders broke a promise made to the river.

Secrets

The first roads were built to imprison something beneath the continent.

Discovery · The same road appears in unrelated maps under different names, always ending at a sealed stone door.

Impact · The continent's roads may be parts of one ancient binding circle, and opening the door could free every broken oath at once.

A forgotten ruler escaped death by giving the roads his name.

Discovery · Old graves contain travelers buried with no bodies, only boots packed with local soil.

Impact · The dead are not merely haunting roads; they are slowly rebuilding a route to the place where death itself was first denied.

The land recognizes an older people whose claim was erased from history.

Discovery · Children in distant regions repeat the same rhyme despite having no shared language or trade.

Impact · The rhyme is a legal claim older than every current nation, and speaking its final line can transfer ownership of a whole region.

Regions
Powers
Conflicts
Ages
Secrets
Plot Hooks

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