World premise
A playable world seed with consequences.
It is the spring of 1337 on the Ravaged Frontier, a world where the biological heritage of Earth’s most intelligent lineages—the matriarchal Elephant-kin, the seafaring Dolphin-tribes, and the nomadic Corvid-clans—has diverged into a high-medieval struggle for survival. Here, humans are but one thread in the 'Loom' of sapient life, all huddling behind lead-lined granite walls to escape the Aether-storms. These violet Glimmer-Fronts do more than kill; they warp the very flora and fauna into monsters, leaving the landscape unrecognizable after every passage. You begin your journey in a rural district defined by the distance between fortified groves and the safety of the Basin's walls. As a member of a local household, you must navigate a land where movement is a gamble, magic is a rare burden of the 'Touch-gifted', and the social pressure of your kin is as heavy as the impending storms.
Rising hardship is tightening daily margins across the Ravaged Frontier, making communal food-stocks a point of contention.
Local exploration pressures are reshaping who can take risks and who cannot, as the Tusk-Guard seeks new 'Storm-Chasers'.
The warding-incense at your household's gate is running low, and the next shipment from the Low Bazaar is 'delayed'.
A neighboring Kinship Pod has gone silent since the last violet clouds passed over their grove.