The War of the Broken Seasons
Stakes Control of the seasonal crossings could determine the climate, harvests, and political order of the entire world.
World Atlas·Sphere·Every season has a throne, and every throne is beginning to burn.
Industrial frontier and primary theatre of the war against winter · Boreal tundra, glacier valleys, and frozen industrial towns
Hook
A Thorne fortress-school melts prisoners into living batteries for a weapon aimed at the Winter Queen.
Valleneer is an Earthlike world where magic is common enough to light streets, mend tools, and shape daily labor, while truly powerful sorcery remains rare. Its nations were built around treaties with seasonal fey courts, and those treaties now unravel. Industrial armies, militarised schools, monster-haunted frontiers, and rival courts struggle over the borders between spring, summer, autumn, and winter. Every battlefield is also a dispute over what kind of year the world will have.
Themes
Form · Sphere
Valleneer is a spherical, Earthlike world with familiar continents, oceans, climates, and horizons. Its geography is ordinary in form, but seasonal magic creates local exceptions where forests, glaciers, storms, and heat obey supernatural powers.
Traversal
Travel follows roads, rivers, railways, sea lanes, and mountain passes. Fey crossings provide faster routes between seasonally aligned places, but they open according to bargains, festivals, weather, and the will of nearby courts.

Sphere

Magic
High

Technology
Renaissance

Death & Souls
First Age
The Common Season
Second Age
The Crowned Seasons
Third Age
The Iron Thaw
Current Age
The Fractured Year
The War of the Broken Seasons
Control of the seasonal crossings could determine the climate, harvests, and political order of the entire world.
The Beltane Intelligence War
What begins as festival reconnaissance may expose the supply routes, commanders, and hidden alliances shaping the wider war.
The conglomerate seeks to replace seasonal treaties with engineered climate control, placing weather, trade, and military power under its command.
The Winter Queen wants to restore an older balance by freezing the roads, breaking mortal industry, and reclaiming lands lost to summer and iron.
Arthur's knights defend summer-bound cities, ancient roads, and the old laws that keep fey courts from ruling mortal settlements outright.
The Belmont War Host seeks conquest through disciplined armies, holy campaigns, and control of the western trade routes.
The raiders exploit the seasonal war, selling captives, weapons, and stolen relics while searching for a route into the richest fey crossings.
Stakes Control of the seasonal crossings could determine the climate, harvests, and political order of the entire world.
Stakes What begins as festival reconnaissance may expose the supply routes, commanders, and hidden alliances shaping the wider war.
Magic settled into the world as naturally as weather, entering wells, crops, roads, and bloodlines. Early nations learned to bargain with seasonal spirits, while ordinary folk adapted to a life where small spells were as common as tools.
Mortal rulers bound great fey courts to treaties of harvest, war, and winter. The agreements built prosperous kingdoms, but they also divided Valleneer into regions whose politics and fortunes followed the powers of the seasons.
Renaissance industry transformed common magic into engines, firearms, railways, and siege machines. The Thorne Conglomerate rose in the north, militarised schools spread across the world, and old seasonal treaties began to fail.
Winter advances across the north while autumn raiders strike the western seas and summer courts defend their fading influence. Nations prepare for a war that may decide whether Valleneer remains governed by mortal law or seasonal power.
The Commander sends the party to the Beltane fire as guests, but their real mission is to identify enemy agents before the festival ends.
A Thorne magitech engine has stopped a winter front for three days, leaving villages trapped between unnatural heat and killing cold.
Arthur's knights request aid against the Belmont War Host, but the autumn sea raiders are secretly supplying both sides.
A dead officer returns with memories belonging to three different soldiers and claims the Quiet Country is being occupied.
The seasonal courts were divided by mortal rulers, not by nature.
Discovery · Ancient treaty stones bear identical names in several distant regions, though each court insists the others are forgeries.
Impact · The seasonal powers were once a single alliance, and restoring it could end the war or give one court authority over every season.
Thorne industry is secretly built from stolen fey power.
Discovery · Thorne engineers hide failed prototypes beneath military schools and erase the memories of surviving test subjects.
Impact · The Conglomerate's climate engines are powered by fragments of living fey sovereignty, making every victory strengthen the Winter Queen's eventual claim.
The afterlife has become another contested front.
Discovery · Some revenants speak of roads beneath the world where the dead march under armed guard.
Impact · A faction is occupying the Quiet Country and redirecting souls toward future armies, threatening the boundary between death and war.