The Well War
Stakes Control of the remaining clean wells will decide who can farm, heal, travel, and rule the dying world.
World Atlas·Sphere·Every spell saves someone by hurting somewhere else.
sea trade, fishing, and the first warning of northern storms · cold northern coast
Hook
Whalers vanish near a lighthouse whose flame burns with stolen memories.
Mara's Scar is a dark world where magic comes from wells beneath the earth and every spell leaves a wound behind. Villages use small charms to mend roofs, preserve meat, and birth children, while great powers drain entire regions for war. The land remembers abuse through blighted fields, haunted roads, and weather that behaves like grief. Trade, faith, and survival depend on deciding which scars people can live with and which must finally be closed.
Themes
Form · Sphere
A single habitable sphere with one broad ocean, scattered continents, and deep magical wells threaded through its mantle.
Traversal
Travel follows old roads, rivers, caravan routes, and coastal waters; damaged regions may require permits, guides, or risky well-magic crossings.

Sphere

Magic
Common

Technology
Medieval

Death & Souls
Founding
The First Wells
Expansion
The Open Roads
Decline
The Withering
Present
The Failing Age
The Well War
Control of the remaining clean wells will decide who can farm, heal, travel, and rule the dying world.
The Black Harvest
A spreading blight can turn food stores into cursed flesh and force whole provinces into famine or conquest.
To centralize the cleanest wells, regulate spellcraft, and restore a stable realm under military law.
To keep wells local, defend village rights, and sabotage any ruler who tries to own the source of magic.
To seal corrupted wells and prepare the living for a world without magic, regardless of the suffering caused.
To cultivate the blight until it consumes civilization and leaves the earth free of human magic.
Stakes Control of the remaining clean wells will decide who can farm, heal, travel, and rule the dying world.
Stakes A spreading blight can turn food stores into cursed flesh and force whole provinces into famine or conquest.
Early peoples learned to draw magic from deep springs beneath the world, building towns around wells that healed, warmed, and armed their communities.
Roads, forts, and trade leagues spread across the continents, while careless spellcraft began poisoning soil, bloodlines, and weather.
The wells turned bitter, harvests failed, and many kingdoms survived by taxing access to clean magic and abandoning ruined provinces.
Magic remains common but dangerous, and every region now argues over whether the wells should be sealed, shared, or exploited before they die.
A village well heals the sick but quietly removes one cherished memory from every patient.
A road appears overnight across three provinces, carrying travelers who died generations ago.
The Ashen Church plans to seal a major well, knowing the act will save the region from corruption but kill its crops for decades.
A noble army is using bound ghosts to power siege engines, and the ghosts are beginning to remember who murdered them.
The central wells are fed by the memories and life force of nearby people.
Discovery · Maps made before the Withering show no wells beneath the cities now richest in magic.
Impact · The great powers are not finding new wells; they are secretly draining the oldest ones beneath their own populations.
The Lantern Star is not a destination but a prison holding an ancient intelligence.
Discovery · Ghosts from unrelated regions repeat the same final sentence in different languages.
Impact · The dead are being pulled toward one hidden place, where something is learning to wear human souls.
The world beneath the scars is alive and may be trying to heal itself.
Discovery · Children born near sealed wells dream of green fields no living person has seen.
Impact · Sealing the wells may not destroy magic but redirect it toward a buried, healthier layer of the world.