HOW IT BEGINS
A small morning, in the smallest district, and then the floor tilts.
It starts domestically. Your mother in the kitchen. Your sister needs walking to school. Your father is at work and has been promising you something for weeks.
By the end of that first day you are registered, you have a Zyrex, and an old Warden at the hall has agreed to teach you what the registration did not — which is everything.
The first district is small on purpose. Every system in the game is taught to you there by a person who lives there, and each of them will remember you for it. Then a road opens south, and the second district is not small, and it is already in trouble when you arrive.
What happens to your family. What the Seers are building. Who is missing from the ten seats. What the Challenge actually asks for. What you turn into, twice.
All of it is in the game, in the order it is meant to arrive.
Ten districts. Ten Gemlords. Sixty-three signatures and a cult with a plan.
Go and find out.