Open the Center
Stakes Whether the capital remains a neutral heart or becomes the source of a new weapon that could control every borderland.
World Atlas·Sphere·A country built in a ring, with every road leading toward the silence at its heart.
Undead frontier and source of forbidden funerary knowledge · Arctic tundra and glacial valleys
Hook
Dead villagers march south each spring, carrying tools for a town nobody remembers building.
Land and Sea is a circular country on a bright, temperate planet, built around a capital beneath an unnervingly empty sky. Its broken mountain ranges spiral inward like old roads, separating four dangerous borderlands: undead tundra, a desert beside the western sea, southern plains around a vast lake, and eastern forests tangled with marsh. Common magic and Renaissance technology keep daily life prosperous, but every frontier claims the center is changing.
Themes
Form · Sphere
A spherical planet contains the circular country, whose regions form a ring around a clear central capital and spiral mountain system.
Traversal
Travel follows old border roads, lake routes, caravan trails, and mountain passes, but stillturns can alter distances near the center.

Sphere

Magic
Common

Technology
Renaissance

Death & Souls
Founding
Land and Sea
Expansion
The Spiral Works
Present
Keep the Ring
Open the Center
Whether the capital remains a neutral heart or becomes the source of a new weapon that could control every borderland.
The Dead Do Not Leave
If the undead cross the circular border, death itself may become a political resource rather than a final boundary.
Keep the capital independent, preserve the circular border, and prevent any region from controlling the center.
Open the mountain routes and seize the crystal engines beneath the capital before the borderlands collapse.
Recover the memories lost from their dead and force the living to acknowledge northern claims.
Profit from controlled trade between the sea, lake, marshes, and capital while preventing open war.
Stakes Whether the capital remains a neutral heart or becomes the source of a new weapon that could control every borderland.
Stakes If the undead cross the circular border, death itself may become a political resource rather than a final boundary.
Settlers, sailors, and sky-engineers joined their territories around a natural circular frontier, creating a country whose roads and laws all point toward the clear center.
Renaissance guilds mined the broken mountains, built observatories, and spread common magic through farms, ships, and artillery.
The borderlands now strain against the capital as undead gather in the north, desert fleets vanish in the west, and eastern wetlands resist every road.
A cartographer proves that the country's circular border is slowly shrinking, and only the party's maps show where the missing land went.
An undead envoy arrives carrying proof that northern corpses are being manufactured in the capital.
A western desert fleet returns with its crew alive but unable to remember the sea.
The great lake drains overnight, revealing a buried road spiraling toward the capital.
The country is enclosed by an enormous dormant device buried under its border.
Discovery · Ancient survey stones beneath the mountain passes bear measurements from a world twice the country's size.
Impact · The circular border is not natural, and the country may be a controlled experiment inside a planetary machine.
A hidden third celestial body is nearing the planet.
Discovery · The capital's observatory records a third sun visible only during stillturns.
Impact · The clear center may be a viewing window for an approaching celestial body rather than a safe homeland.
The undead were created to protect the country from something outside the ring.
Discovery · Undead leaders remember serving the first builders and fear the capital's oldest bells.
Impact · The northern dead may be guardians whose orders were deliberately erased from living history.