World premise
A playable world seed with consequences.
The spring thaw of 1820 has turned the Borderlands of Lormere into a muddy, restless expanse. Your family's carriage—a cramped but sturdy home on wheels—sits at the edge of Riverbend Port, its wheels caked with the muck of the North Road. Your father's books are stacked beneath the driver's seat, their pages marked with his careful notes on trade, law, and the shifting moods of small towns. Your mother, still young and striking in a way that draws both admiring and wary glances, watches the market from beneath her bonnet, calculating the cost of flour, the price of oats, and the distance to the next potential patron. The inheritance is modest—enough to keep the horse fed and the wheels turning for a season, but not enough to buy a roof in a town that distrusts wanderers. Every day is a calculation: which errand can you run, which favor can you call in, which road leads to work and which to ruin. The port smells of fish and rope, the High Street buzzes with rumor, and the Tax Hall looms like a reminder that nothing in Lormere comes without a price—especially for those with no fixed address and a mother who turns too many heads.
The spring thaw is making roads bad for travel, but good for 'lost goods' and accidents; your carriage is both shelter and liability.
A new levy from the Harbormasters' Guild threatens to raise the cost of every errand and delivery you can find.
The County Court's interest in itinerants could turn your lack of fixed address into a fine or worse.
Your father's books contain notes on local trade routes and contacts; your mother thinks one of them may still be alive in Riverbend Port, but she’s reluctant to say who—and why she left that name out of the will.
