World premise
A playable world seed with consequences.
Brassgate, 1820. The city breathes steam and coal dust. Industrial captains rule from gilded towers, workers toil in the Ironfoundry's relentless clangor, and a handful of sentient automata—self-named the Metal Sons—walk the streets demanding recognition. The social order is a powder keg; class tensions simmer, and every workshop, tavern, and alley is charged with the threat of open conflict. Spring 1820 brings a volatile mix: rising bread prices, unsettled labor, and the persistent spark of rebellion. In this courtly-adjacent city, power flows through patronage, reputation, and enforcement. Your household's name, your connections, and your ability to navigate the unspoken rules of deference and favor determine your place. The opening weeks begin in the Ironfoundry District, where the smoke of foundries never clears and every favor, rumor, and promise carries weight.
The Ironfoundry District is bracing for a wage cut that could push workers from grumbling to action.
A sentient automaton is rumored to be hiding in Tanglewarren—both the constabulary and the machine-cult are looking for it.
The Union Hall is planning a secret meeting that could spark a city-wide strike if the captains don't back down.
A rise in crime is making the constabulary more desperate, leading to random identity checks that affect everyone's daily movements.