World premise
A playable world seed with consequences.
The autumn of 1242 arrives in Oakhaven not with a harvest, but with the scent of wet iron and cold sulfur. Perched on the ragged edge of the Iron Marches, Oakhaven has transitioned from a timber town into a jagged, soot-stained bulwark—a collection of reinforced stone and desperate timbering meant to catch the teeth of the Ashen Veil. Here, the rhythm of life is dictated by the rasp of sharpening stones and the tolling of the watch-bell. The mud of the perimeter trenches never truly dries, and the looming presence of the Marshal Tower ensures that every scrap of grain and every able-bodied soul is tallied for the defense. Beneath the surface of this grueling endurance, a new chill has taken root: the demonic beasts that once charged the walls in mindless frenzies have begun to linger at the treeline, watching, waiting, and learning the gaps in the town's weary armor.
The Refugee Warren is nearing a flashpoint as the winter food rations are cut to prioritize the militia.
A vital shipment of siege oil and warding-thread is missing on the road from the interior, and the forest is getting louder.
The Marshal is offering 'clemency' for minor crimes to anyone willing to scout the Grey-Woods Fringe for signs of a massing horde.
A sanctioned mystic has gone missing near the Shattered Gate, leaving a gap in the town's early-warning system.