The Scar Trade
Stakes Control of the old war scars means control of transport, healing, weapons, and the power to reshape nations.
World Atlas·Sphere·The world survived the war, but the war did not leave it alone.
Gateway for sea trade and relic salvage. · Storm-battered coast
Hook
Salvage crews harvest lightning from a scar that opens into a drowned city at low tide.
Woe is a battered sphere where civilization survives by mining the scars of an ancient war between beings too powerful to understand. Continents vanished, wastelands still whisper into explorers’ minds, and every city depends on dangerous relic-energy. The greatest threat is not another invasion, but the return of forces shaped as Sins and Virtues. Nations, churches, salvagers, and warlords argue over whether these powers can be controlled, while ordinary people live with their consequences.
Themes
Form · Sphere
Woe is a whole planet with missing continents, scarred oceans, and broad belts of magical ruin.
Traversal
Travel follows surviving roads, magitech rail, airships, and dangerous sea routes, while scars can shorten journeys at the risk of distortion.

Sphere

Magic
High

Technology
Magitech

Death & Souls
Before the War
The Open Age
The War
The Breaking
After the War
The Scavenger Years
Present
The Reckoning
The Scar Trade
Control of the old war scars means control of transport, healing, weapons, and the power to reshape nations.
The Seven Seals
If the sealed forces are summoned, they may grant miracles, destroy minds, or call the surviving Greater Powers back to Woe.
Keep the old seals intact, regulate scar mining, and prevent any single nation from controlling a Greater Power’s remains.
Use controlled Virtues to restore the ruined continents and create a society without hunger, fear, or private ambition.
Monopolize relic fuel, military engines, and the ruins beneath the Ash Wastes before neighboring states can reach them.
Break every seal, believing the Greater Powers will finish the war and cleanse Woe of its corrupted survivors.
Stakes Control of the old war scars means control of transport, healing, weapons, and the power to reshape nations.
Stakes If the sealed forces are summoned, they may grant miracles, destroy minds, or call the surviving Greater Powers back to Woe.
Human kingdoms, dwarven holds, and elven cities built a prosperous world around ordinary magic and early engines.
Colossal beings called the Greater Powers fought across the planet, erasing continents and leaving wounds where their virtues and sins took physical form.
Survivors learned to harvest war scars for power while fighting raiders, monsters, famine, and one another.
Magitech civilization is rebuilding, but rival powers now seek to awaken sealed Sins and Virtues as weapons.
A mining town’s scar engine begins speaking in the voices of people who died during the Breaking.
A sealed Virtue is being summoned to end a famine, but every miracle makes the region less merciful.
A lost continent has resurfaced as a chain of floating plateaus, carrying survivors who remember the Greater Powers’ final command.
A rival empire is buying memories from refugees to fuel a weapon that can erase an enemy’s courage.
The war scars are containment wounds, not battlefields.
Discovery · Ancient maintenance records contradict every surviving account of the Breaking.
Impact · The Greater Powers were not invaders, and their war may have been forced by something still beneath Woe.
The souls lost in the Breaking are forming a new consciousness.
Discovery · People revived near several scars share the same unfamiliar memories.
Impact · The dead are being gathered into a single mind that may awaken when enough scar energy is collected.
Every Sin and Virtue was engineered for war.
Discovery · A sealed Virtue reacts violently to speeches about peace and unity.
Impact · The Virtues are not pure ideals but living weapons designed to impose their meanings on reality.