Community world · Custom Region · 1820

Brassgate, 1820

Courtly pressure, Politics focus

A steampunk city with class struggles, rampant industrial innovation, and the constant threat civil war between the working class, the captains of industry, and the small number of automata that have gained sentience.

Created by Nope Wolf

Runs

1

Likes

0

Locations

6

Characters

4

World premise

A playable world seed with consequences.

Brassgate, 1820. The city breathes steam and coal dust. Industrial captains rule from gilded towers, workers toil in the Ironfoundry's relentless clangor, and a handful of sentient automata—self-named the Metal Sons—walk the streets demanding recognition. The social order is a powder keg; class tensions simmer, and every workshop, tavern, and alley is charged with the threat of open conflict. Spring 1820 brings a volatile mix: rising bread prices, unsettled labor, and the persistent spark of rebellion. In this courtly-adjacent city, power flows through patronage, reputation, and enforcement. Your household's name, your connections, and your ability to navigate the unspoken rules of deference and favor determine your place. The opening weeks begin in the Ironfoundry District, where the smoke of foundries never clears and every favor, rumor, and promise carries weight.

The Ironfoundry District is bracing for a wage cut that could push workers from grumbling to action.

A sentient automaton is rumored to be hiding in Tanglewarren—both the constabulary and the machine-cult are looking for it.

The Union Hall is planning a secret meeting that could spark a city-wide strike if the captains don't back down.

A rise in crime is making the constabulary more desperate, leading to random identity checks that affect everyone's daily movements.

Map

Locations

industrial

Ironfoundry District

The rattling heart of Brassgate industry, where steam hammers pound day and night and the air tastes of coal smoke.

market

Gearsmith Market

A warren of stalls and workshops where parts, rumors, and tempers change hands at breakneck speed.

residential

Tanglewarren

Overcrowded tenements and winding lanes where worker families share walls, secrets, and desperation.

authority

Director's Spire

The glittering tower of Brassgate's industrial masters, ringed by private guards and watchful lenses.

social

Union Hall

A smoke-stained meetinghouse where the Workers' Coalition gathers, always aware of eyes in the shadows.

travel

Railhead Depot

A soot-grimed terminal of iron and glass, where trains arrive with goods, strangers, and the possibility of escape.

Power

Factions

economic · influence 88

Industrial Captains

Owners of the great factories, obsessed with profit and production, quick to crush anything threatening their dominion.

social · influence 70

Workers' Coalition

An underground network of laborers risking arrest to demand fair wages, safer conditions, and a voice.

social · influence 45

Metal Sons

A growing brotherhood of self-aware machines, forging their own identity and demanding recognition as more than property.

political · influence 62

City Constabulary

The official keepers of order, underpaid and overstretched, often caught between the powerful and the restless.

Pressure

Opening rumors

Credibility 62

market talk

A batch of new automata in the Ironfoundry have started acting 'uppity'—some say they're planning to march on the Director's Spire.

Credibility 71

workshop gossip

The foreman at the main foundry is keeping a secret list of workers who've been overheard talking about the Union Hall; those on it will lose shifts first.

Credibility 68

dockworkers

Coal prices are about to spike—the captains are stockpiling, and the next round of wage cuts is being planned to cover it.

Credibility 55

street preacher

The Old Church is quietly funding a campaign to have all automata decommissioned, calling them 'abominations'—the Cult of the Machine plans a counter-protest.

Begin

Start a life inside Brassgate, 1820.

More worlds to play

The Bulwark of Oakhaven, 1242

In a medieval world where magic flows like unseen currents beneath the earth, and where ancient beings still whisper in forgotten tongues, the frontier town of Oakhaven stands as the kingdom’s first—and often only—line of defense. Perched along the rugged borderlands known as the Iron Marches, Oakhaven lies directly in the path of recurring incursions of demonic beasts from the Ashen Veil. Now, the threat has evolved: the mindless hordess have become observant, probing defenses with a chilling, newfound intelligence.

ROTK, 190

In 190 CE, the Han capital Luoyang is a collapsing stage for the Romance of the Three Kingdoms. The child emperor sits under the shadow of Dong Zhuo's sword, while ministers scheme, generals march, nobles bargain, and warlord rulers eye the throne from beyond Hulao. Every title, marriage, edict, and grain cart is a political weapon, and the city burns with rumor, ambition, and violence.

A magical alternate Earth, 1337

In a 1337 where humanity is but one of many sapient lineages—alongside the matriarchal Elephant-kin, the seafaring Dolphin-tribes, and the nomadic Corvid-clans—the world is defined by high-medieval survival. Lethal Aether-storms sweep the Ravaged Frontier, birthing warped monsters and shifting the landscape. Magic is rare and dangerous, seen as a burden of the 'Touch-gifted' who must guide their kin through a wilderness that is as sentient as it is hostile.

The Division, 1970

The Berlin Wall is a decade old, hardening the divide between the socialist GDR and the capitalist West. In East Berlin (the Capital of the GDR), the Mark der DDR fuels a command economy defined by shortages and Stasi surveillance, while West Berlin sits as a subsidized democratic island within the Soviet bloc. Players navigate the frictions of the Cold War, from the Intershop's lure of Western goods to the quiet pressure of the SED party apparatus.

Create a living Lord, 1000

Create a living Lord of the Rings roleplay in Middle-earth during the Third Age. I control one original character. I am not a chosen hero. My importance comes from my actions. The world is a sandbox and continues without me. Kingdoms, rulers, armies, nobles a...

Moscow, 1991

Moscow, capital of the Soviet Union, two months before its collapse. Ministries still issue orders. Factories still operate. Police still patrol. Yet supply chains fail, authority fractures, and survival depends on access, trust, and timing inside a system that is ending.