The Road Tax War
Stakes Who controls travel between regions controls food, coin, and the right to move armies.
World Atlas·Sphere·A world where roads are holy, magic is licensed, and every border is a promise waiting to fail.
Trade capital and treaty seat · capital plain
Hook
A city of toll gates where every road ends in argument.
Arda is a bright, crowded world held together by roads, vows, and shared fear of what happens when magic goes unpaid. The continents are old, but every coast, pass, and river bend still feels contested because the leylines make power easy to reach and hard to keep. Kings, temples, guilds, and raiders all claim they are preserving order, and all of them are partly right.
Themes
Form · Sphere
A single planet with broad oceans, clustered continents, and long trade routes that make distance matter.
Traversal
Travel follows ships, roads, passes, and ley-touched sea lanes; weather and tolls shape movement more than simple miles.

Sphere

Magic
High

Technology
Medieval

Death & Souls
First Age
Age of Bright Oaths
Second Age
Age of Wind and Iron
Third Age
Age of Broken Roads
Fourth Age
Age of the Open Hand
The Road Tax War
Who controls travel between regions controls food, coin, and the right to move armies.
The Salt Church Schism
The fate of the dead and the authority to bless magic are both being contested.
The Emberwood Claim
A living forest hides ward-stones that keep the coast safe from storms and fire.
Keep trade moving, tolls paid, and border wars limited.
Control blessing rights, funerals, and soul-binding rites.
Profit from caravans, shipping, and protected passes.
Take tribute, seize land, and prove old claims by force.
Keep the wild places sealed and the oldest wards alive.
Stakes Who controls travel between regions controls food, coin, and the right to move armies.
Stakes The fate of the dead and the authority to bless magic are both being contested.
Stakes A living forest hides ward-stones that keep the coast safe from storms and fire.
Small city-states and shrine roads rose under open magic, and the first pacts between crown, temple, and guild held the world together.
Trade, war, and shipbuilding stitched the continents together as sorcerers and kings learned to harness leylines for power and conquest.
Plague, raiders, and failing wards shattered old trust, leaving each region to bargain, raid, or beg for survival.
Today every realm depends on shared roads, fragile treaties, and licensed magic, while old powers quietly test how much fear the world will bear.
A leyline map stolen from the temple names roads that should not exist anymore.
Several border lords hire the party to guard the same relic on the same night.
A quiet plague returns wherever old battlefield graves are reopened.
A sea lane opens only during moonless tides, leading to a lost harbor full of living debt.
The world’s busiest roads sit atop ancient soul routes, and someone has been quietly reopening them.
Discovery · A temple ledger and a caravan map share the same erased river names.
Impact · The major trade roads were laid over older ritual paths that can still wake if restored.
The afterlife is leaking because an old compact among the temples was broken generations ago.
Discovery · The dead speak differently in regions where burial rites are ignored.
Impact · Unquiet spirits are not random hauntings but the result of a hidden bargain with the Salt Deep.
Arda was once joined by a magic network more stable than its roads, and fragments still lie under ordinary soil.
Discovery · Rare storm debris contains carved stone from the same vanished site.
Impact · A shattered sky-road once linked the regions, and rebuilding it could unite the world or crack it open.