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Earth - AI-generated fantasy World

Earth

World · A round world

Earth

Old roads cross a world whose rulers cannot agree who owns them.

Overview

Earth is a familiar world in the year 867, where Roman roads cross lands ruled by young kingdoms, ambitious counts, and communities that remember older borders. The Frankish empire has fractured, Norse ships probe rivers and coasts, and the church binds distant peoples without settling every dispute. Most people farm, trade, pray, and bargain for protection. Magic is rare enough to inspire argument, while a bad harvest or broken oath can alter a whole region's fate.

The world

ShapeA round world
What it is likeEarth is a round planet with familiar continents, seas, and climates; these regions mark a western and central European campaign frame.
How people travelTravel follows roads, rivers, coasts, and seasonal passes; journeys are slow, dangerous, and shaped by tolls, weather, and local protection.
Themes

Borderland politics, Hard travel, Faith and doubt, Community under pressure

Laws of the world

The rules

MagicMagic is uncommon and subtle: charms, relics, visions, and healing rites may work, but no one can command reliable spectacle.
TechnologyMedieval tools and transport define daily life: ironwork, timber halls, sailboats, horses, mills, and scarce written records.
Death and soulsMost believe the dead await judgment, though local customs persist; restless spirits are rare, feared, and difficult to distinguish from rumor.

Special rules

A sworn oath before witnesses carries serious social and supernatural weight.
Relics may inspire devotion, but their powers are disputed and inconsistent.

The skies

SkiesA familiar sky of shifting cloud, sea mist, and long winter darkness; people read weather and birds as signs, though such signs are uncertain.
Moons and stars

The Sun, The Moon

SeasonsThe year follows four seasons and the church calendar, while local planting, harvest, and sailing customs set the practical measure of time.

Ages

3 ages
Charlemagne's empire united much of the west, then split among heirs; Norse raids and rival noble houses now test its borders.

Powers

4 powers · 2 conflicts

Powers

  • The Frankish CourtsRival dynasties
    Reach: Western and central kingdoms, with influence carried by counts, bishops, and royal agents.Keep the divided empire's lands and titles under their own control while claiming the authority of Charlemagne's legacy.
  • The Latin ChurchReligious institution
    Reach: Bishoprics, monasteries, and local parishes across much of western Europe.Protect church holdings, extend Christian rule, and arbitrate disputes where secular rulers cannot agree.
  • Norse Sea-KingsRaiding coalitions
    Reach: The North Sea, Baltic coasts, and navigable rivers.Win land, tribute, and trade through raiding, settlement, and alliances with local rulers.
  • The Border LordsRegional nobility
    Reach: Marches and contested territories from the Pyrenees to the eastern forests.Preserve local law and autonomy while profiting from the rivalries of larger powers.

Conflicts

  • The Frankish Inheritance
    Sides
    • Frankish kings and their claimants
    • Local counts and dukes
    Control of royal lands, tolls, and the loyalty of communities caught between distant rulers and nearby lords.
  • The North Sea Raids
    Sides
    • Norse raiders and settlers
    • Coastal rulers and monasteries
    Whether river mouths and coasts become raiding grounds, trading routes, or lasting Norse settlements.

Atlas

12 regions
Contested royal heartland

Neustria

Atlantic coast and river valleysFrankish counts contest tolls where Norse crews can sail inland.Where: Northwestern Frankish lands
Next to

Secrets

Secret 1 · GM only
Secret 2 · GM only

Plot hooks

4 hooks
  • 1
    The Missing ParishinvestigationA monastery's charter could settle a border dispute, but its surviving copy names a village that no longer exists.
  • 2
    Terms at the ForddiplomacyA Norse crew offers safe passage upriver in exchange for a local lord's hostage, forcing uneasy negotiations.
  • 3
    The Empty GranariescommunityA count's tax collectors arrive during famine, and villagers ask the party to find grain before revolt begins.
  • 4
    The Saint's BonemysteryA relic draws pilgrims and armed protectors, but a healer insists its supposed miracle came from ordinary herbs.

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