World premise
A playable world seed with consequences.
The late winter of 1875 clings to Veridian Province like a damp shroud. The war, a distant roar on the horizon for years, is now a constant pressure in the air—a knot of fear in the stomach, a shadow over every transaction. In the labor district, the Hollow Square, the bells of the Iron Chapel mark the hours, but the real rhythm is set by the hiss of steam, the clang of hammers, and the shuffle of feet seeking work that grows scarcer each day. Here, in the soot-stained heart of the city, a hard-eyed demon auctioneer sells salvage from the front lines next to an elf herbalist hawking tinctures for the cough that plagues the tenements. A skeletal clerk, his bones clicking as he moves, keeps ledgers for the War Contractors, while a wolf-eared demihuman porter hauls crates of rifles through the crowd. Everyone is watching, calculating, surviving. The old certainties of the Covenant Faith—duty, honor, charity—are fraying under the weight of necessity. A misplaced word, an unpaid debt, or a note from the Provincial Command can unravel a life in days. The city is a machine of iron and desperation, and you are a small, necessary part of its workings, here in the spring of 1875, on the edge of a new season that promises no relief.
Rising hardship is tightening daily margins across Veridian Province.
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.
