World premise
A playable world seed with consequences.
Meridian City, 1820. Three years after the Cataclysm Rift tore the continent, the five kingdoms eye each other across fragile truces, and the streets hum with the tension of a war that never truly ended. I came through the Rift—the only one ever to do so—and I carry its secret like a second skin. The Adventurer’s Guild gives me cover, but the hunt is closing in. The Aurelian Inquisition seeks a divine champion, dragonblood warlords test every rumored anomaly, shadow elves whisper of Rift-spawn, Ironhold artificers crave my energy, and the fae sense something otherworldly in me. In this city of intrigue, every choice ripples across the continent. I walk a razor’s edge, hiding in plain sight, knowing that if I’m found, the fragile peace shatters—and I become the prize or the doom of the Shattered Realms.
A guild contract from an anonymous patron offers high pay for a 'Rift-energy sample'—but the method is suspicious, and the patron may not be who they claim.
A sudden lockdown of the Riven Market blocks off your usual routes, and a fellow guild initiate goes missing.
A street urchin delivers a cryptic message: 'The Cistern knows. Meet at sundown to buy the truth.'
Your Worldsense tingles with a familiar pulse—something from the Rift is stirring beneath the city.