The salt tax war
Stakes Who controls food, fuel, and safe passage between the coasts.
World Atlas·Sphere·A world where roads run on spells, and every promise has a price.
trade gate · cliff coast
Hook
A harbor built into colored stone where every dock has a price.
Valeforge is a bright, hard-used world where magitech keeps cities alive and old agreements still shape the map. Its people trust ledgers, wards, and witnesses almost as much as steel. The world’s central tension is simple: every useful spell can be built, traded, or stolen, and every region depends on the others more than its rulers admit. Adventurers move through a web of ports, mines, old roads, and stubborn folk trying to survive the next broken promise.
Themes
Form · Sphere
A single planet with dense trade belts, inland strongholds, and isolated edges linked by old roads and sea lanes.
Traversal
Travel follows continents, coasts, and weather like any globe, but magitech lifts, rune roads, and sanctioned gates make major routes faster than horses and safer than most ships.

Sphere

Magic
High

Technology
Magitech

Death & Souls
Age of Roads
The First Cart
Age of Lanterns
The Bright Accord
Age of Fissures
The Broken Pact
The salt tax war
Who controls food, fuel, and safe passage between the coasts.
The sealed deepening
Whether the old underworks are opened, sealed forever, or stripped for power.
The crownless league
Who gets to define law now that no single throne can enforce it.
Keep trade moving and collect every owed favor.
Control sanctioned spellcraft and prevent another collapse.
Defend sacred graves and manage the restless dead.
Break old monopolies and profit from unrest.
Recover buried fuel, relics, and lost engines.
Stakes Who controls food, fuel, and safe passage between the coasts.
Stakes Whether the old underworks are opened, sealed forever, or stripped for power.
Stakes Who gets to define law now that no single throne can enforce it.
Settlers, guilds, and mage-engineers linked distant coasts with skybridges and rune roads, turning scattered holds into a single market world.
City-states learned to share spellcraft, standardize trade, and bind spirits into engines, while quietly competing for mines, archives, and old vows.
A chain of sabotage and failed wards shattered trust between powers, leaving borderlands to raid, hoard, and improvise while the old accords still stand on paper.
A shipment of ward-stone vanishes on a trade road, and every city wants it found before the still week begins.
A drowned district rises on dry land for one night every month, and something inside is sending messages to the living.
A new engine promises to power whole districts, but it runs on a source that should not exist anymore.
Border towns beg for protection from raiders, yet the raiders claim they are fleeing a deeper threat in the mines.
The oldest trade routes are not roads at all, but buried gates built before the first guilds.
Discovery · A route ledger shows impossible shipment times between distant ports.
Impact · The world’s roads may rest on a hidden network of ancient teleport circles that someone is quietly reactivating.
A quiet clerical order has been hiding evidence that some souls never reach the Quiet River.
Discovery · Funeral records repeat the same dead names in different decades.
Impact · Someone is recycling souls through binding rituals, making inheritance, oaths, and resurrection far more dangerous.
The power source for modern magitech is not mineral or spell, but a sleeping force under the crust.
Discovery · Broken engines sing the same tune as certain ward stones during the still week.
Impact · The magitech economy depends on a living field beneath the world that can be poisoned, stolen, or awakened.