World premise
A playable world seed with consequences.
The year is 1878, and the island nation of Gran Morne—six hundred thousand souls squeezed between grey sea and misted hills—has just been struck by a horror no one anticipated. It began three days ago in the harbor district of Port Renn, when a trading ship limped into port with a crew that would not die and would not stop moving. Within hours, the dead were rising from their beds, their faces slack, their eyes empty, their hands reaching for the living. The first bites have already turned into a handful of new corpses, and those corpses are walking. As a captain in the island's small regular army, you have been called to Garrison Hill to help contain the outbreak. The governor is demanding order; the shipping masters are demanding their ships; the people are demanding salvation. The sea routes are the only certain escape, but every boat that leaves is a boat that cannot carry supplies back. If the infection can be sealed off in the harbor, Gran Morne may yet become a safe haven—and from here, a fleet might sail to bring hope to the mainland. But every hour the dead spread, and every decision you make will cost someone their life. Defend the living, hold the lines, and decide who gets a place on the last boats out.
Rising hardship is tightening daily margins across Port Renn as food and medical supplies dwindle.
Local survival pressures are reshaping who can take risks and who cannot, especially as refugees from the harbor crowd into Middle Town and The Ditches.
Authority, rumor, and household expectation are all moving faster than comfort allows, and soldiers are caught between orders and their own consciences.
Movement offers opportunity, but every outward step carries visible risk, and the roads leading from the city are already clogged with frightened people.