The forest line war
Stakes If the old woods fall, the land loses its water, game, and the last barriers against the dark wells.
World Atlas·Sphere·In a world where oaths hold back the dark, mercy is the rarest magic of all.
frontier coast · fjord coast
Hook
The icebound waterway is calm only when the old oaths are spoken aloud. When the words are forgotten, something beneath the black water begins to answer in a human voice.
Lordea is a grim realm of storm coasts, black forests, and barrow hills where human settlements cling to life under the gaze of old gods. The land is shaped by Norse and Celtic echoes, so oath, kin, and place matter as much as sword and spell. Darkness is real here, but so is mercy, and the best heroes are those who can still choose it.
Themes
Form · Sphere
A single sphere of cold seas, forested interiors, and ancient highlands where every border touches a road, river, or tide.
Traversal
Travel follows coast roads, river crossings, longships, and pack trails; storms, sacred sites, and oath-bound ferrymen can make distances feel shorter or longer by the will of the land.

Sphere

Magic
Common

Technology
Medieval

Death & Souls
Age of Roots
When the woods walked
Age of Oaths
When crowns were forged
Age of Ash
When the dark wells opened
Age of the Red Vigil
Now
The forest line war
If the old woods fall, the land loses its water, game, and the last barriers against the dark wells.
The broken oath of the high kings
Whoever binds the coast and river roads will control trade, tribute, and the right to call on the gods in war.
The sleeping wells
The ancient dark magic beneath the land can heal a realm or drown it in ruin if awakened too far.
Keep the land alive by preserving old pacts, even if it means harsh costs.
Expand settled land, tax the roads, and tame the wild for grain, timber, and law.
Feed on fear, rot, and broken burial rites to spread through the cracks of the world.
Raid, take tribute, and win glory before winter and blood feud catch them.
Stakes If the old woods fall, the land loses its water, game, and the last barriers against the dark wells.
Stakes Whoever binds the coast and river roads will control trade, tribute, and the right to call on the gods in war.
Stakes The ancient dark magic beneath the land can heal a realm or drown it in ruin if awakened too far.
The first people lived by pact with the old gods, and the land was divided between sacred groves, stone circles, and tidal halls. Hunt, harvest, and burial were watched by powers that answered in signs, not speeches.
Clans and jarls raised walls, roads, and keeps to survive raiders, winters, and each other. The old gods withdrew from daily life, but their marks remained in wells, bloodlines, and border stones.
A buried magic rose from marsh, barrow, and sea cave, twisting beasts and folk alike. Since then, every realm has prospered by taking from the wild and paid for it in fear, debt, and missing children.
Human settlements endure behind pale woods, ringforts, and longships, while the old gods still send omens and champions. Some want to seal the world against the dark, and some want to bargain with it before it breaks loose again.
A sacred grove is dying, and every village that depends on its spring will be forced to choose between famine and a forbidden bargain.
A jarl offers unity against the raiders, but his war banners are stitched with signs from a power no priest will name.
Children taken by sea mist are returning changed, and they remember a road beneath the waves.
A hill barrow has cracked open after lightning struck it three nights in a row, and something inside is asking for names.
The gods of sea, grove, and hill once acted together against the dark wells, and their failing bond is what lets the rot spread.
Discovery · Old songs in three regions share the same missing verse.
Impact · The old gods are not separate powers here, but fragments of one wounded covenant keeping the realm from collapse.
The dead are being called back in numbers because a forgotten burial road has been deliberately unsealed.
Discovery · A drowned stone appears during low tide with fresh blood on it, though no one touched it.
Impact · Someone is reopening the path between the living land and the buried underworld.
One of the realm's strongest mortal powers is secretly tied to the barrow cults.
Discovery · A lord's war horn is carved from a bone no smith can identify.
Impact · A respected ruler may be receiving aid from a force that will demand a kingdom in return.