Community world · Custom Region · 1820

gods fanasty stuff, 1820

Urban pressure, Survival focus

gods fanasty stuff but still our world and yo ucan become a god

Created by Kit

Runs

3

Likes

0

Locations

6

Characters

4

World premise

A playable world seed with consequences.

Custom Region, 1820. The gods are real, the divine is within reach, and you could become one—but first you must navigate the crushing pressure of daily survival. The opening weeks begin in a dense urban quarter shaped by day-to-day survival under pressure, where the player starts with little certainty and immediate social pressure.

Rising hardship is tightening daily margins across Custom Region.

Local survival pressures are reshaping who can take risks and who cannot.

Authority, rumor, and household expectation are all moving faster than comfort allows.

Most openings depend on local trust, timing, and somebody else's favor.

Map

Locations

urban

Tarnished Temple

An abandoned temple where fragments of divine power are rumored to remain, drawing seekers and scavengers.

market

Godwhisper Alley

A cramped alley where relics, forbidden texts, and rumors of ascension are bought and sold.

residential

Pilgrims' Lane

A street of cheap lodgings housing those who have come to seek signs or await a miracle.

authority

Seers' Square

Where the city's inquisitors examine claims of divine power and mete out judgment.

social

Asylum of Whispers

A gathering place for secret cults and those who hear the gods, hidden in plain sight.

travel

Great Road

The road leading out of the city to wild places where ascension is said to be possible.

Power

Factions

economic · influence 66

Relic Traders

Merchants dealing in divine artifacts and rumors, their profit tied to the hunger for godhood.

political · influence 63

Inquisitorial Office

Officials tasked with suppressing false miracles and controlling the flow of divine claims.

social · influence 55

Cult Neighborhoods

Ordinary citizens balancing daily survival with secret prayers and offerings to nascent gods.

Pressure

Opening rumors

Credibility 68

market talk

Scavengers claim fragments of divine power have been uncovered in the Tarnished Temple ruins, drawing seekers and Inquisitors alike.

Credibility 57

street gossip

Whispers say an inspection or accounting sweep may land on the wrong households first, especially those harboring unlicensed cult gatherings.

Credibility 52

travelers

Local cult neighborhoods are rumored to be gathering offerings for a new patron; those who refuse may face cold shoulders or worse.

Begin

Start a life inside gods fanasty stuff, 1820.

More worlds to play

The North Philadelphia, 2005

Spring 2005 in North Philly finds a neighborhood trapped in the 'War on Drugs' era. As school budgets are slashed and the police employ aggressive zero-tolerance tactics, the open-air markets of the Badlands offer the only path to mobility. The protagonist, a student at Stovall Secondary, must navigate the crumbling infrastructure of the city and the absolute laws of the street where institutional failure is the only thing guaranteed.

Aetheria, 1420

Aetheria is a vast medieval fantasy world where humans coexist with many intelligent species, including elves, dwarves, halflings, catfolk, foxfolk, wolffolk, beastfolk, orcs, lizardfolk and dragonkin. No species is inherently good or evil, and cultures differ greatly between regions. Magic exists with rules and costs, shaping daily life, trade, and politics. Technology is pre-industrial. On the frontier, trade routes, resource pressures, and shifting alliances define daily survival. The world evolves around you: wars may begin, businesses fail, rumors spread, and opportunities vanish as quickly as they appear.

The Tangle of Chionthar, 1492

In the dense, magical periphery of the Wood of Sharp Teeth near Baldur's Gate, the reach of the Flaming Fist is thin. Settlers and outcasts struggle against encroaching fey-corrupted flora and the economic squeeze of city-state tariffs while surviving on the edge of the Coast Way.

France from 1910 to 1945

Beginning in 1910, France prepares for the industrial storm. As the timeline marches toward 1945, the player navigates the rigid social stratification of a nation at war. The lower class faces the meat-grinder of the trenches unless they can prove industrial utility; the middle class keeps the gears of the Meuse-Argonne turning or finds themselves in the secondary support lines; the upper-class elites command the economy and government from safe havens, their lives shielded by mahogany and influence. From the Belle Époque's end through the Great War and into the shadow of the second global conflict, status is the only shield against the mud.

Germany, 1935

Starting on December 11th, 1935, you enter the soot-thick air of the Ruhr Valley. Whether toiling in the coal dust of a factory floor, managing a family farm, or navigating the machinery of local politics, your path leads toward the high-stakes world of state contracts and technological breakthroughs. Between 1935 and 1945, you can amass wealth in Reichsmarks, invent history-altering machinery, or build a personal industrial empire, all while balancing the rigid demands of a nation preparing for total war.

Germany, 1941

In March 1941, an unidentified celestial object impacted the Rhineland, carrying a mutagenic pathogen termed Necrosis Rabies. As a resident of a rural hamlet near the impact site, you have precisely one week to stockpile rations, fortify shelter, and navigate the rigid pressures of wartime Germany before the first 'biters' emerge from the crash site. The infected are driven by a metabolic frenzy and must consume flesh to avoid expiration.