the Ashen Coast
Terrain: a mountain range that shifts one pace every century.
Danger: rivers that reverse course at dusk.
World forge
A complete world seed in one click: three regions, five factions, one central conflict and three legends that characters will argue about.
Terrain: a mountain range that shifts one pace every century.
Danger: rivers that reverse course at dusk.
Terrain: a salt flat that reflects a sky with two moons.
Danger: rivers that reverse course at dusk.
Terrain: a high plateau where clouds pool like water.
Danger: ruins that rearrange themselves after dark.
Seat: a market town that moves with the caravan season.
Agenda: To to control every river crossing on the southern road.
Seat: a sealed city whose gates open once a decade.
Agenda: To to control every river crossing on the southern road.
Seat: a monastery built around a fallen meteor.
Agenda: To to collect debts owed by three generations of nobles.
Seat: a library carved inside a petrified tree.
Agenda: To to prove that the sleeping god can be woken safely.
Seat: a terraced garden that grows only at night.
Agenda: To to recover a relic lost during the last tribulation.
Two immortals have agreed to settle an old feud through proxies, and every sect in the region is being pressured to choose a side.
They say every ninth generation, one child is born with a map on their back, and every sect denies wanting to find them.
They say the mountain moved because a disciple refused to kneel, and the mountain agreed with him.
They say a fox spirit taught the founders of the oldest sect how to read the wind, and then asked for their shadows as payment.