The War of Unkept Words
Stakes If the old treaty collapses completely, whole regions may be rewritten by the promises that once governed them.
World Atlas·Sphere·In Veyra, every promise leaves a mark on the world.
political and commercial center · river valley and walled farmland
Hook
A prosperous city discovers that its founding charter is quietly changing one word each night.
Veyra is a fertile world held together by promises. Roads, borders, harvests, and even weather respond to vows spoken before witnesses, making law and magic inseparable. For centuries, sworn charters kept kingdoms stable, but a failed peace compact has left reality fraying at the edges. Adventurers travel between tense cities, haunted farms, and lawless frontiers, deciding which promises deserve to survive and who must pay when they do not.
Themes
Form · Sphere
Veyra is a round earthlike planet with broad oceans, several continents, and a continuous network of charter roads connecting its settled regions.
Traversal
Travel follows roads, rivers, coasts, and mountain passes, while sworn waystones can shorten journeys when travelers honor their terms.

Sphere

Magic
Common

Technology
Medieval

Death & Souls
First Age
The Naming
Middle Age
The Charter Years
Recent Age
The Broken Compact
The War of Unkept Words
If the old treaty collapses completely, whole regions may be rewritten by the promises that once governed them.
The Road Tolls
Control of sworn roads determines who can move safely, trade freely, and reach places where reality is coming loose.
Restore the old compact under its own authority and make every settlement swear loyalty again.
Break the monopoly of kings and let each town choose which promises bind it.
Profit from broken vows by selling names, forged charters, and magical loopholes.
End all binding promises so the world can become wild and honest again.
Stakes If the old treaty collapses completely, whole regions may be rewritten by the promises that once governed them.
Stakes Control of sworn roads determines who can move safely, trade freely, and reach places where reality is coming loose.
The first peoples learned that spoken names and sworn promises could shape land, weather, and law, so settlements were founded around public vows.
Cities joined into leagues, binding roads, rivers, and trade under shared charters while oath-mages made everyday magic reliable.
A failed peace treaty shattered trust between the great powers, and broken promises now produce storms, monsters, and contested borders.
A village's harvest oath has been broken, and every crop now grows into weapons during the night.
A dead diplomat appears at crossroads demanding that the heroes carry his unfinished treaty to three hostile rulers.
A thieves' guild has stolen the true name of a major city and plans to sell it to a rival empire.
A dark seam in the sky is widening above an ancient road, releasing creatures shaped from abandoned promises.
The original compact was not between kingdoms but between humanity and the living world.
Discovery · The oldest surviving charter bears fingerprints from people who died centuries apart.
Impact · The world may be governed by one continuous promise, and breaking it could erase every current border.
The power behind spoken vows is conscious and has begun choosing new witnesses.
Discovery · Certain ruined shrines still answer questions when addressed by a name no modern language can pronounce.
Impact · The first oath-mages may have been servants of an older intelligence that wants its authority returned.
The Oathbreakers are being funded by a hidden faction inside the Crowned League.
Discovery · A broken promise leaves matching scars on a person and on the nearest marked stone.
Impact · Someone is deliberately engineering local failures to redraw the map and seize entire regions.