The Shadow Tithe
Stakes Who controls the dead shadows that power cities, armies, and mythic magic.
World Atlas·Sphere·Every grave leaves a shadow, and someone is always mining it.
A watchful port guarding the western sea routes. · High moor and wind-cut cliffs
Hook
A lighthouse burns with the shadow of a dead admiral who warns that the sea is rising from below.
Morrow is a dark-fantasy world where every death leaves behind a physical shadow filled with memory and regret. Kingdoms mine these remnants to light cities, raise wards, and fuel mythic magic, while priests and rebels argue that the practice keeps souls from resting. Across the globe, exhausted mines are failing, old battlefields are waking, and ordinary people must decide what they owe the dead before the dead collect it themselves.
Themes
Form · Sphere
Morrow is a natural spherical planet with one broad temperate continent, scattered island chains, and a southern ocean that conceals drowned roads.
Traversal
Travel follows ancient roads, river barges, mountain passes, and guarded sea lanes, while shadow wards make some routes safe only at certain hours.

Sphere

Magic
Mythic

Technology
Medieval

Death & Souls
First Age
The Living Earth
Second Age
The Black Harvest
Third Age
The Debt Years
Present Age
The Unburied War
The Shadow Tithe
Who controls the dead shadows that power cities, armies, and mythic magic.
The Emptying Mines
If the mines collapse, fortified towns lose their protections and the dead may walk openly.
To preserve the shadow economy and keep the old kingdoms dependent on its mines.
To end the harvesting of death and return all shadows to the places where they were made.
To win fair wages and legal protection for miners before the mines collapse.
To recover their regrets, names, and unfinished lives from the people who use them.
Stakes Who controls the dead shadows that power cities, armies, and mythic magic.
Stakes If the mines collapse, fortified towns lose their protections and the dead may walk openly.
Human kingdoms, old forests, and giant clans shared a fertile world before death became dangerous.
A failed rite made every death leave behind a physical shadow, and rulers learned to mine those shadows for power.
Cities prospered by harvesting the dead, while wars, famines, and rebellions spread the burden across the world.
The dead are growing restless, shadow mines are failing, and every power must choose between ending the harvest or feeding it.
A mining town's protective shadow goes silent, leaving its gates open to something buried beneath the streets.
A noble heir inherits hundreds of stolen memories and begs the party to find the graves that can restore their identity.
The Church of Last Mercy plans to destroy a royal shadow reserve, knowing the blast may erase an entire capital.
An ancient battlefield offers a way to end shadow harvesting, but only if its dead commanders are convinced their war truly ended.
The dead shadows are fragments of the Red Star, which fell into Morrow before recorded history.
Discovery · Ancient burial maps show the first mines were built around a single hidden crater.
Impact · The world's shadows may all come from one wounded celestial body rather than individual souls.
The Crowned Houses secretly use shadows to manufacture believable memories and erase political crimes.
Discovery · Different mines contain matching memories from people who lived centuries apart.
Impact · The ruling houses have been editing history by blending and rewriting harvested memories.
A hidden force beneath the world feeds on the passage between souls and shadows.
Discovery · Some peaceful ghosts refuse to leave even after their regrets are answered.
Impact · Ending the shadow harvest may not restore the old order, because something else is keeping the dead attached to the world.