World premise
A playable world seed with consequences.
The spring air of 880 AD is cold and heavy with the scent of wet earth and woodsmoke. While King Alfred’s peace with the Danes holds at the borders, the rural districts of Wessex remain haunted by the ghosts of the Heathen Army. You stand on the muddy Hamtun Road, a man whose faith is as sharp as his seax, viewing the slow reconstruction of the land not as a season of peace, but as a period of necessary purification. In the rural shadows, away from the King’s new burhs, the old holy sites sit desecrated and the 'reclaimed' Anglo-Danish households are watched with burning suspicion. You have little to your name but your convictions and the weight of your gear, and the local Reeve is already eyeing your lack of a steady lord with growing administrative hostility.
Rising hardship is tightening daily margins across Kingdom of Wessex, making piety a luxury many cannot afford.
Local exploration pressures are reshaping who can move through the borderlands and who is confined to the burhs.
Authority, rumor, and household expectation are all moving faster than the church’s ability to mediate.
A local Fyrd-man’s widow is searching for someone to 'reclaim' a family relic from a farmstead now held by Anglo-Danish settlers.