World premise
A playable world seed with consequences.
The opening weeks find your fallen Norse house crowded into a rented room above a smithy in Jorvik's densest quarter. The ash of your old hall still seems to cling to your clothes, but here the only smoke that matters is from the cookfires of neighbors who owe you nothing. You have a name, a few rings, and enemies who are learning to smile in daylight. The city hums with trade and rumor, but every door seems to close a little tighter each day.
Rising hardship is tightening daily margins across Jorvik.
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.