World premise
A playable world seed with consequences.
It is March 2010 in Georgia, and the infrastructure of the modern world has been decapitated. The 'Ravaged'—the reanimated, hungry dead—have turned dense urban quarters into labyrinths of rot. In the vacuum left by the state, a predatory social order has emerged where patronage is bought with service and survival is dictates by the whims of local strongmen. The Iron Guard and various opportunistic 'Rats' enforce a brutal, patriarchal tribalism where sexism and exploitation are systemic realities. You begin in a landscape where the living are often more dangerous than the dead, and your life depends on navigating a social field of uneven leverage, material pressure, and the constant threat of violence.
Rising hunger is tightening margins, making the weak more vulnerable to predatory 'protection' rackets.
Local warlord pressures are reshaping who can move through the city and who is confined to the slums.
The Iron Guard's consolidation of power is making household independence nearly impossible.
Survival depends on finding a niche—carrying bodies, running messages, or scavenging—under the gaze of those who hold the guns.