Who owns the roads
Stakes Trade, taxes, and safe travel across the realm.
World Atlas·Sphere·Every road is a promise, and every promise can be broken.
capital and road fortress · roaded highlands
Hook
A fortress city taxes every traveler and claims the ancient roads still belong to the crown.
Milebound is a globe of road cities, toll forts, and far-flung frontiers held together by an ancient network of oathstone highways. The old roads still carry wards, messages, and luck, so power belongs to whoever can keep travel safe or make it dangerous. Kings, guilds, priests, and raiders all fight over the same thing: the right to move people and goods across a world that still remembers being one empire.
Themes
Form · Sphere
A single planet covered in continents, seas, and the remnants of an imperial road web that still marks the land like scars.
Traversal
People cross by road, river, ship, and overland march; long travel depends on the old highway chain and the safety of its mileposts.

Sphere

Magic
Common

Technology
Medieval

Death & Souls
Age I
The First Roads
Age II
The Crowned Roads
Age III
The Broken Mile
Age IV
The Open Way
Who owns the roads
Trade, taxes, and safe travel across the realm.
The failing mileposts
The old magic that keeps roads safe may be dying.
Border fire
Whole regions could be cut off and starved if the frontiers collapse.
Keep travel lawful and predictable, even if that means harsh tolls and hard justice.
Control trade by owning ferries, wagons, inns, and post stations.
Preserve oathstone rites and guide the dead to rest.
Take tribute from weak border towns and vanished roads alike.
Restore imperial authority through old laws, old maps, and new steel.
Stakes Trade, taxes, and safe travel across the realm.
Stakes The old magic that keeps roads safe may be dying.
Stakes Whole regions could be cut off and starved if the frontiers collapse.
The first settlers linked towns with stone roads and sworn mileposts, and travel became the basis of law, trade, and peace.
An empire unified the continent by controlling the road network, raising tolls, forts, and courts at every crossing.
The empire fell when oathstones failed, roads cracked, and raiders, smugglers, and local lords carved the map into fiefdoms.
Now every power fights to restore, seize, or bypass the roads, because whoever holds safe passage holds the world.
A string of mileposts has gone dark, and every caravan route near them is starting to fail.
A rival power offers to reopen an old imperial route through your lands, but the toll will not be coin.
A broken imperial bridge is said to hide a map to every wardstone in the world.
Raiders are guiding monsters onto the roads, and someone in the Roadwardens is paying them.
The imperial roads were laid atop a hidden web of prehuman paths that can redirect travel and memory.
Discovery · Old mileposts whisper the same route in different languages when the moon is high.
Impact · The original road network was built over something older, and it still wants to be followed.
The Ash Chapel knows how to bind souls to messages, gates, and mileposts.
Discovery · Dead couriers sometimes arrive at their destinations before their bodies are found.
Impact · Certain oaths can force the dead to keep serving the living.
A missing corridor connects the realm to a forgotten power center beyond the known roads.
Discovery · A full survey of the road network shows one major route that does not exist on any map.
Impact · Someone has been erasing an entire region from trade and history.