Anima
It appears in the clinic, locomotive, utility line, factory, and military supply ledger. Most citizens meet its service before they meet its source.
1926 / Opening campaign anchor
ATLAS-02 / AGE OF ASHGLASS
The First Anima War is over. Trains run, homes warm, medicine works, automobiles appear, and automata enter public life. Wherever Anima is spent, Ashglass remains.
Not Victorian steampunk
The Age of Ashglass is not brass goggles pasted onto feudal fantasy. It is a post-war society with industrial utilities, class systems, consumer comfort, public transport, early automobiles, automata, computation, monopoly power, and political memory.
It appears in the clinic, locomotive, utility line, factory, and military supply ledger. Most citizens meet its service before they meet its source.
It remains after Anima use: worked into useful and beautiful objects, handled as waste, and found wherever the age spends power.
Its name reaches the meter, ticket, machine, automobile, and bill. Refusing the company can mean refusing an ordinary service.
It appears as an open ledger, repair crew, meal, room, route, and public claim when a promised service fails to arrive.
At street level
A worker can ride a tram, visit a municipal clinic, eat a hot meal, see an automobile pass, and still be one missed payment from losing access to the systems that make those comforts possible.
That tension is playable. The party meets households, engineers, guild officials, refugees, machines, couriers, owners, healers, and clerks before it meets an abstract ideology.
Three doors into 1926
Dragons, gods, dungeons, tyrants, and liches still belong here. So do meters, clinics, factories, records, labour, and the people waiting for a service to work.
The manifest is correct, the cabinet is empty, and three organisations insist the missing medicine was somebody else’s responsibility.
Its maker, owner, operator, witness, and damaged neighbour give five different accounts of what happened.
A small clerical error closes a service. Fixing it means finding where a person became a number and who can change the record.
One Age in a longer history
The Age of Ashglass has a war behind it and three later camera positions beyond it. Read each Age as a place to enter, not a forecast of what your character must discover.