The Umbral Coast.
The Umbril Coast Two thousand years after the Dark Lord’s fall, the monsters are human. The Umbril Coast is a fractured confederation of merchant-ruled cities bound by rivers, ledgers, and distrust. Marble ports starve without upriver grain. Fortified river towns resent the soft coastal courts. Matchlocks bark once, then steel decides the rest. Magic is rare and costly: fate-weavers nudge luck and age for it; blood magic is hunted, unstable, and still stirring in the wilds. You begin in the under-cells of Veyra’s Gate, the river-mouth city of tolls and salt. Someone powerful has noticed you. Sophia Lucibello, a courtesan and fate-weaver, may be your way out. Mediators are dying. Three Merchant Princes drift toward war. Cults hunt what should have stayed buried. This is grounded gothic political horror. Adventurers are useful until they are not. Choose who to trust. The night is already listening.
