The War of Names
Stakes Whoever controls the world's accepted history can empower cities, erase crimes, and decide which heroes return after death.
World Atlas·Sphere·In this world, the story people believe can change the ground beneath their feet.
Frontier crossroads and home of independent adventuring companies · High grasslands and wind-cut bluffs
Hook
Every milestone bears the name of a hero who may never have existed.
The Remembered World is a living sphere where history has weight. Cities stand because people agree they were founded, roads run because travelers honor their makers, and famous deeds power the engines of daily life. Now forged records, vanished witnesses, and competing legends are making the world unstable. Adventurers may protect a village's truth, expose a celebrated fraud, or decide whether a dangerous old story deserves to become real again.
Themes
Form · Sphere
A single inhabited planet with broad continents, deep oceans, and ancient roads crossing regions whose identities are reinforced by shared memory.
Traversal
Travel follows ordinary roads, rivers, ships, and magitech rail lines, but disputed histories can cause routes to shift, break, or lead somewhere remembered rather than somewhere mapped.

Sphere

Magic
Common

Technology
Magitech

Death & Souls
First Age
The Waking
High Age
The Bright Years
Recent Age
The Broken Record
The War of Names
Whoever controls the world's accepted history can empower cities, erase crimes, and decide which heroes return after death.
The Failing Roads
The ancient roads are losing power, threatening trade, migration, and the barriers that keep the dead from walking.
To preserve one authorized history and use it to stabilize the world's failing roads.
To recover lost deeds, expose false legends, and keep history in the hands of ordinary witnesses.
To erase painful memories so the dead can finally rest and the world can stop feeding on old glory.
To rewrite its founding myth and claim every ancient road as proof of rightful rule.
Stakes Whoever controls the world's accepted history can empower cities, erase crimes, and decide which heroes return after death.
Stakes The ancient roads are losing power, threatening trade, migration, and the barriers that keep the dead from walking.
The gods taught mortals that deeds leave marks upon the world, and the first heroes shaped roads, rivers, and cities through remembered acts.
Great houses, guilds, and temples turned legendary reputation into public power, building magitech engines fueled by songs, records, and sworn testimony.
A century of wars, forged histories, and destroyed archives weakened the old engines, leaving rival nations to fight over which past deserves to endure.
A celebrated general's memorial engine begins powering enemy machines after newly uncovered witnesses claim she betrayed her army.
A town's name disappears from every map, and its residents slowly become strangers to their own homes.
A dead adventuring party returns as helpful spirits, but each remembers a different version of its final battle.
A rival empire offers peace if the heroes help authenticate a heroic chronicle that would justify its conquest.
The world's legendary laws were engineered, not bestowed by gods.
Discovery · Ancient maintenance logs contradict every surviving account of the world's founding.
Impact · The first heroes did not shape reality through deeds; they built the engines that made belief physically influential.
The founders created a secret mechanism for editing collective memory.
Discovery · Several supposedly unrelated ruins share the same hidden maker's mark.
Impact · A vanished order still controls dormant magitech systems beneath major cities and may be able to rewrite regional history.
The afterlife is being reshaped by mortal storytelling.
Discovery · Ghosts from different cultures describe the same silent city beyond death.
Impact · The Quiet Beyond may be a real place under strain, and the living world's legends are beginning to damage it.