Welcome to Pyre, friend. A city like no other, built on the ruins of the New World and thriving in the shadows of the old. This place? It’s alive, and I don’t just mean the people. The Soulscar—that jagged tear in the sky—keeps the dead closer than they should be. By day, it’s all trade and deals in the bustling markets, but when the sun sets, you’d best watch your back. Spirits prowl the streets, and possession is a constant fear.
The alleys whisper of ancient religions and forgotten gods, their shadows etched into the stones. The air hums with ambition and desperation. Souls here aren’t just for living—they’re fuel, distilled into Ectoplasm to power machines, magic, and plenty of vices. There’s blood magic in the gutters, Corpusmancers twisting themselves into horrors, and Sentia addicts chasing emotions they can’t feel anymore.
It’s a city of endless opportunity if you’ve got the guts—or the madness—to take it. Pyre’s a hungry beast, though. It devours the weak and leaves the rest clawing for survival. Me? I make my way like anyone else, trying not to get caught in the jaws. How about you?
Contractors from Pyre: City in Flames
Are NOT portable, and may NOT visit other Playgroups to participate in Contracts.
Pyre: City in Flames grants 6 Experience points to GMs who achieve the Golden Ratio.
The year was 1852. Pyre, already centuries old, stood as a proud bridge between the Old World and the New. Ships filled its harbors with gold, spices, and whispers of undiscovered lands, while its streets teemed with ambition, intrigue, and invention. The alchemists and scholars of the time sought not just to tame the natural world but to pierce the mysteries of death itself. They constructed the Soulspire, a towering machine meant to harness the energies of the afterlife.
It worked—until it didn’t. The Soulspire erupted in a cataclysm that shattered the Veil between the living and the dead. Its remnants now hang above the city as the Soulscar, a vast, glowing rift that pulses with a light both terrible and beautiful, especially at night. The dead poured into Pyre, and with them came the rise of ghosts, possessions, and unexplainable horrors.
The supernatural is no longer a shadowy secret but an undeniable reality woven into the fabric of life. Ghosts roam the alleys, drawn by the Soulscar’s call, and ectoplasm—harvested from spirits through grim ingenuity—powers much of the city’s industry. Blood magic, whispered about in dark corners, grants unimaginable power at unspeakable costs. Yet even as the arcane grows commonplace, humanity’s greed and ambition push ever forward.
Pyre itself is a city of contradictions. Built on the bones of forgotten gods, its gothic spires and smoke-choked factories are home to both untold wealth and grinding poverty. The Blood Market thrives with forbidden trades, and radium-lit towers flicker against the eternal dusk. Ships pour in daily, flooding Pyre with the riches of the New World, but the city’s foundations are cracking under the weight of the sins of the old.
Long have the cabals, cults, and secret societies of Pyre worked in the shadows, pulling strings behind its gilded facades. But the Soulscar has upset the delicate balance. Ambitions rise. Secrets unravel. And something stirs beyond the Veil—a force older than the city itself, watching, waiting, hungering for the moment to return.
The world is changing. Ghosts whisper in your ear, forgotten gods lurk in alleyways, and the air tastes faintly of blood and soot. Pyre burns, in its heart and its soul. And yet, life goes on, the city remains.