World premise
A playable world seed with consequences.
The year is 1962. World War II ended with the Greater Germanic Reich dominating all of Europe. England is a hollowed-out puppet state, its sovereignty traded for a peace that looks more like a slow strangulation. London is a city of two faces: the pristine, swastika-draped corridors of the Chancery and the grey, crumbling tenements of the East End. While the Reich projects an image of invincibility—fueled by the gargantuan Atlantropa engineering projects that have drained the Mediterranean and reshaped the globe—the reality on the ground in London is one of scarcity, paranoia, and simmering resentment. Whether you are navigating the bureaucratic labyrinths of the Collaborationist Party or moving through the shadows with the HMMLR, you are operating in a pressure cooker. The old world is dead, and the new one is built on a foundation of informants, ration cards, and the cold steel of the Wehrmacht garrison.
A shipment of 'medical supplies' from the mainland has gone missing near the docks, and both the Gestapo and the HMMLR are looking for it.
A high-ranking Collaborationist official is looking for a 'discreet assistant' to handle sensitive records that shouldn't exist.
The winter of 1962 is the coldest on record, and the local block-warden is demanding bribes to keep the heating on.
A local resistance cell leader has been captured; his interrogation at the Westminster Garrison is scheduled for dawn.