New Braeton
New Braeton is a city choking on progress. Brick tenements rise beside iron foundries, factory whistles drown out church bells, and wealth concentrates in Highgate while districts like Dockside and the Tangle rot beneath smoke and neglect. The city’s population is divided not just by class, but by race—and the pressure is nearing a breaking point. Humans hold nearly all institutional power: the Watch, the Prophetics, the factories, and the courts. Voulmark—horned, ember-eyed descendants of ancient, half-forgotten pacts—are treated as near-demonic by popular belief and religious doctrine. Barred from entire neighborhoods and trades, many are forced into gangs, brutal labor, or lives on the run, despite their natural resilience and sharp survival instincts. Eldrians, pale descendants of old arcane bloodlines, are viewed with equal suspicion but different fear—seen as eerie relics tied too closely to magic in an age that claims to favor reason and industry. Their subtle talents make them valuable, yet never trusted. Players step into this city as small figures in a vast, grinding machine—caught between gangs fighting over scraps, a divided religious authority, an exhausted City Watch, and powerful industrial interests manipulating unrest for profit. Beneath debates over progress and faith, magic and science, something ancient stirs in forgotten places, feeding on fear, division, and neglect. As racial tensions rise and violence simmers, players must navigate prejudice, corruption, and hidden supernatural threats while choosing who to side with—or betray. In New Braeton, survival is political, neutrality is dangerous, and every decision echoes through streets already primed to burn.
