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Rainturn - AI-generated fantasy World

Rainturn

World · A round world

Rainturn

When the rains turn late, every gate becomes a choice.

Overview

Rainturn is a globe crossed by a wandering belt of immense storms. For generations, people have cut canals, built gates, and raised roads to carry the water inland before it runs to sea. The name recalls the year the belt changed course, though outsiders insist it was named for a turning point in the world's orbit. Now the rains are late, old channels are failing, and every town must decide what it owes its neighbors.

The world

ShapeA round world
What it is likeRainturn is a spherical world with familiar continents, seas, and a storm belt that circles the globe.
How people travelTravel follows paved rain roads, canal barges, and coastal ships; beyond maintained channels, dry-country crossings depend on wells and local guides.
Themes

Heroic fantasy, Shared resources, Frontier adventure, Civic duty

Laws of the world

The rules

MagicMagic is common and practical: trained people mend tools, call small flames, find seep water, or invoke greater spells through study, faith, or innate talent.
TechnologyMedieval tools and transport prevail, supported by water mills, canals, paved rain roads, and widespread low-level magic.
Death and soulsSouls pass beyond the world after death; they may answer brief calls from clerics, but no spirit can remain indefinitely without a willing anchor.

Special rules

Rain drawn from the storm belt carries enough magic to power wards and healing rites.
Canal gates are treated as public law; magically forcing one open is judged as an assault on every downstream settlement.

The skies

SkiesThe sky is broad and familiar, but a dark rain belt circles the globe and can be seen gathering on the horizon for days.
Moons and stars

the Sun, the Moon

SeasonsMost regions count a year by the rain belt's passage: a wet season follows its arrival, then a long, locally variable dry season.

Ages

3 ages
Storms now arrive weeks late, and old agreements over water are fraying as towns compete to keep their fields alive.

Powers

4 powers · 2 conflicts

Powers

  • The Canal WardensCivic order
    Reach: A chain of gatehouses and engineers along the old rain roads.Keep the main gates working and enforce the shared water laws, even when local needs clash.
  • The High Fields LeagueRural compact
    Reach: Farm towns above the main canals.Secure more water for upland farms before the storm belt shifts again.
  • The Siltbank raidersRaider bands
    Reach: Mobile bands along the lower channels and dry margins.Take water by force where old treaties leave their camps dry.
  • The Roadside shrinesReligious network
    Reach: Small temples and wayhouses distributed across the rain roads.Preserve the old agreements and mediate disputes before they become feuds.

Conflicts

  • The Canal Dispute
    Sides

    the Canal Wardens, the High Fields League, independent valley towns

    Who controls the remaining flow may decide which communities survive the coming dry season.
  • The Floodgate Rising
    Sides

    the Siltbank raiders, the Low Road villages, the Canal Wardens

    A captured gate could flood a chain of settlements or leave them without water for a year.

Atlas

8 regions
Canal crossroads

Gateford

Temperate river plainA gate settlement faces sabotage just as the delayed storm reaches its reservoir.Where: Western plain at the head of the main canal
Next to

Secrets

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

Plot hooks

4 hooks
  • 1
    The Gate KeyDefenseA gate town hires the party to recover its stolen key before raiders divert the next storm's water.
  • 2
    A Channel ThroughMoral dilemmaA new channel promises to save a dry valley but will drain the wells of several settlements downstream.
  • 3
    The Quiet ShrineInvestigationA shrine's rain ward has gone silent, and its keepers fear someone has trapped the storm's magic underground.
  • 4
    The Buried FlowExplorationA survey crew finds an old canal beneath the dry ground, still carrying water toward a place erased from every map.

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