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Broadwake - AI-generated fantasy World

Broadwake

World · A round world

Broadwake

Every safe road rests on a promise someone must keep.

Overview

Across Broadwake, old roads and town walls endure because generations of people swore to keep them safe. Those promises became wards, and the wards made travel, trade, and settlement possible. Now harvests fail, rulers dispute their obligations, and the protections are thinning. Each breach lets danger into the world, but repairing one takes more than a spell: communities must decide what they are willing to promise, and to whom.

The world

ShapeA round world
What it is likeBroadwake is a temperate sphere with broad oceans, a northern mountain spine, and settled river valleys across its middle latitudes.
How people travelTravel follows rivers, coastal ships, and maintained roads; warded routes are safer, while broken promises can make familiar crossings dangerous.
Themes

Heroic fantasy, Communal duty, Frontier danger, Political bargains

Laws of the world

The rules

MagicMagic is common and potent, fueled by spoken promises; faithful vows steady spells, while betrayal twists them into dangerous effects.
TechnologyMedieval tools, ships, mills, and arms are widespread; skilled mages aid construction and healing but do not replace ordinary labor.
Death and soulsSouls pass beyond the sky after death, but a person bound by a broken oath may linger until someone sets the matter right.

Special rules

Public vows can reinforce a settlement's ward, but every signer shares the consequences if it fails.
A broken promise leaves a visible mark on the land, often drawing monsters to the breach.

The skies

SkiesClear skies are common, but ward failures bring strange green auroras and distant thunder without clouds.
Moons and stars

The Sun, The White Moon

SeasonsThe year has four familiar seasons; harvest and treaty days mark local calendars as strongly as the solstices.

Ages

3 ages
A generation of failed harvests and disputed treaties has weakened old protections, and monsters now cross borders once thought safe.

Powers

4 powers · 2 conflicts

Powers

  • The Ford CouncilTown alliance
    Reach: A league of river towns and their surrounding farms.Make every settlement contribute labor and supplies to a shared ward network.
  • The Salt CrownMonarchy
    Reach: A coastal monarchy with influence over ports and royal roads.Claim sole authority to judge which vows bind the realm.
  • The Cleared MarchFrontier compact
    Reach: A loose compact of border villages, scouts, and local landholders.Keep the frontier alive without accepting distant rulers' taxes or terms.
  • The Cutpurse RingCriminal guild
    Reach: A thieves' guild with agents in market towns across the realm.Profit from ward failures by selling protection, stolen relics, and forged oaths.

Conflicts

  • The Ward Levy
    Sides

    The Ford Council, The Salt Crown, Free town leagues

    Who must swear to maintain the failing wards, and whether small communities can refuse the cost.
  • The Broken March
    Sides
    • Border villages
    • Raiders from the dry grasslands
    • The Cleared March
    A neglected frontier ward is opening, threatening farms and giving every side reason to seize the surrounding land.

Atlas

12 regions
Trade crossing

Long Ford

Temperate farmlandA market town's ancient ward is failing just as rival claimants arrive to collect its unpaid levy.Where: Western coast, at a broad river crossing
Next to

Secrets

Secret 1 · GM only
Secret 2 · GM only
Secret 3 · GM only

Plot hooks

4 hooks
  • 1
    The Village's WorddiplomacyA village ward is failing, and the only surviving copy of its founding oath is held by a raider chief who claims the town broke faith first.
  • 2
    Road Through the GroveexplorationA new road promises to link isolated towns, but its builders plan to carve through a protected grove whose ward depends on an older pact.
  • 3
    The Healer's Last PromisemysteryA beloved local healer has died, yet their oath-bound spirit keeps the settlement safe and refuses to leave.
  • 4
    The Treaty StonerecoveryThe Salt Crown hires the party to retrieve a treaty stone before rival towns use its inscriptions to challenge the kingdom's claims.

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