The Route War
Stakes Control of the planet's spell routes will decide who receives power, food, travel, and access to recorded souls.
World Atlas·Sphere·Every spell leaves a mark, and the world remembers who made it.
Source of route maps and highland spell metal · Wind-scoured highland
Hook
A route tower reroutes itself each night, leaving travelers stranded beside doors that open onto different valleys.
Lume is a living planet whose buried spell network remembers every powerful act performed upon it. Cities thrive along luminous routes, using magitech built from stored memories, while remote communities fear becoming part of the system. The network is now changing its paths without warning. Trade fails, old machines awaken, and the dead sometimes return as imperfect voices. Every region depends on Lume, yet every region debates whether the world should be healed, controlled, or allowed to forget.
Themes
Form · Sphere
Lume is a spherical planet with ordinary continents wrapped around a deep, luminous network of living spell veins.
Traversal
Travel follows roads, rivers, sky barges, and charged route lines; crossing an active line can shorten journeys but may alter memories or destination.

Sphere

Magic
High

Technology
Magitech

Death & Souls
First Era
The Waking
Second Era
The Bright Years
Third Era
The Fraying
The Route War
Control of the planet's spell routes will decide who receives power, food, travel, and access to recorded souls.
The Quieting
One side wants to preserve every mind in the planetary network, while the other wants death to remain final.
Unify every major spell route under one regulated system, claiming only centralized control can prevent famine and war.
Keep local control of wells, roads, and memories while trading with anyone who respects city laws.
Destroy the deepest routes so Lume can no longer store minds or steer human history.
Preserve every soul and memory inside the planetary network, even if living people lose the right to forget.
Stakes Control of the planet's spell routes will decide who receives power, food, travel, and access to recorded souls.
Stakes One side wants to preserve every mind in the planetary network, while the other wants death to remain final.
Lume's buried engines stirred beneath the crust, drawing magic through mineral veins and making the first cities possible.
Settlements learned to build machines that stored spells, copied memories, and crossed oceans on light-driven engines.
The planetary network began changing its routes and moods, disrupting trade, war, weather, and the boundary between living minds and stored souls.
A dead engineer's voice begins issuing accurate warnings from public spell lamps across three regions.
A major route shifts beneath a city, cutting off its food supply while opening a sealed ruin beneath the streets.
A memory house offers to restore a beloved dead person, but the returned soul remembers a crime nobody else committed.
Veinbreakers hire the party to destroy a route station before the planetary network can copy an entire town.
The planetary network is the damaged nervous system of an ancient world-sized organism.
Discovery · Route engineers notice that every major rerouting follows the same pattern as a human nervous system.
Impact · Lume is not merely alive; it may be trying to repair itself by replacing parts of civilization.
Some lost cities were not destroyed but stored inside Lume.
Discovery · A recovered soul-record contains memories of a city that exists nowhere on current maps.
Impact · The network has been copying entire settlements into hidden memory spaces, where their inhabitants may still be living.
Hook is an ancient machine aimed at Lume, not a natural moon.
Discovery · The two moons appear in old records with different names and different orbital paths.
Impact · The moons may be artificial route regulators, and one has begun drifting toward a deliberate impact.