New Oasis

Where does one even begin? It seems as though every soul who matters, and even those who don't, has heard of New Oasis. The City on the Shining Banks. The Jewel of the Desert. The Beacon of Prosperity in a Sea of Death. From the far-flung Eastern Appalachians to the windswept Western Approach, even to the distant Isles of Loionsio, the light of New Oasis casts a long shadow. It is here that the New Age was born, and it is here that I, came into this world.

New Oasis was constructed upon the ruins of an Old World city, once nestled on the banks of the Colorado River. It now stands as the largest and most recognized landmark in the Scorched Lands—a city that pulses with the beat of science, economic promise, and the unrelenting hope for second chances. This is a place built on the belief that anyone, regardless of their past, can carve out a future. With a population of around 2.5 million, the city boasts a rich diversity. While it is predominantly home to Humans and Psions, nearly 30% of its inhabitants are newcomers—seeking refuge, opportunity, or reinvention.

But the dream of New Oasis is slowly crumbling. While the city once shone as a beacon of progress, it now mirrors the chaos that has long been absent from its external borders. Within its walls, rival gangs vie for control over the lucrative trade in alcohol and spice. Political factions battle for supremacy, their power plays driving deeper divisions. Industries, once symbols of innovation, now thrive by exploiting the labor of the desperate. Racial tensions—the clash between Humans, Chimerans, Psions, and every other race—have fractured the fragile harmony that once existed here.

Though New Oasis may be safe from the outside world, it is torn apart by its own internal strife. The violence, the division, and the decay are undeniable. The beacon that once promised prosperity now flickers dimly, casting its light on a city teetering on the edge of collapse.

A Brief History

Before New Oasis rose from the desert, there was Oasis City—an ancient hub of human civilization. Situated on the banks of the Colorado River, Oasis City was a prosperous trading post, a city where goods flowed freely from the distant East to the Western Approaches, connecting cultures and economies. The river, wide and strong, was its lifeblood, ferrying spices, fabrics, and metals to distant lands. Merchants, adventurers, and travelers alike found their fortunes in this bustling metropolis. But like all great civilizations, Oasis City too fell victim to time’s cruelty and the violence of the Great War.

The city was abandoned after the war, its once-grand structures reduced to smoldering ruins. The marketplace, once teeming with life, became a graveyard of forgotten relics, covered by the sands of time. The river, too, lost its vibrancy, its waters turning dull and lifeless, mirroring the decline of the world around it. Oasis City’s history faded into myth, and the remnants of the old world were left to crumble, forgotten by all but the brave few who dared to explore its depths.

The Accordance

It was amidst this backdrop of struggle and decay that the First Accordance was born. At first, it was nothing more than a simple trade agreement, a deal brokered between two groups: the human scavengers and the Psion merchants who ventured into the ruins of Oasis City. These groups, each desperate for resources, agreed to work together—sharing the bounty of the forgotten city. For the humans, it meant salvaging the remnants of the Old World, finding food, water, and tools. For the Psions, it meant access to the arcane artifacts and forgotten knowledge buried within the ruins.

As the salvage efforts continued, the city began to show signs of life once more. Over time, more and more groups arrived, drawn by the promise of resources, knowledge, and opportunity. The simple agreement between scavengers and Psions expanded, eventually becoming a formalized code of conduct and a legal framework for those who lived and worked within the city’s boundaries. This document, originally called The Accordance, would later evolve into what we now know as The First Accordance—a set of laws and guidelines designed to maintain order, regulate trade, and resolve disputes between the growing factions within the region.

The city, once a lifeless ruin, began to rebuild itself, its foundations now reinforced by the laws of the Accordance. As time passed, new settlers arrived—some seeking refuge, others seeking fortune. The idea of a new world born from the ashes of the old took hold, and what had once been a lawless land of scavengers became a thriving, albeit fragile, society.

Markets and Mayhem

New Oasis is a city born of trade, and its markets are where the pulse of the city beats strongest. The air hums with the vibrant chatter of street vendors, merchants, and travelers from across realms, each hawking their wares under the blistering sun or the cool shadows of towering structures. The markets here are not merely places to buy and sell—they are crossroads of culture, where ancient Talisman relics share space with the latest in Chimeran biotechnology, and foreign spices mingle with the rich aroma of ragged Shardsong performances echoing from nearby alleys. These open-air bazaars are a sensory overload, where merchants shout in languages foreign and familiar, and curious travelers barter not only for goods, but for stories and experiences.

The markets have witnessed their fair share of chaos over the years, shifting between moments of harsh regulation and laissez-faire neglect. Some years, the city’s enforcers crack down on the vendors, collecting exorbitant tariffs or closing stalls deemed ‘unsanctioned’; other times, the authorities turn a blind eye, and the marketplace becomes a sprawling labyrinth of black-market deals, illegal wares, and shadowy backroom trades. Regardless of the city's whims, however, the markets endure—a living testament to the resilience of New Oasis. Visitors may come seeking the finest luxuries of the known worlds, or they may stumble upon a rogue artifact from the depths of the Great War. But one thing is certain—what happens in the markets of New Oasis stays in the markets, and the stories they hold are as valuable as the goods that change hands.

Democracy in New Oasis: A Web of Power and Deception

Few places in the realms can claim true democracy, and fewer still can maintain it in a city as vast and divided as New Oasis. On paper, the city is a beacon of self-governance, a shining example of political freedom in the Scorched Lands. But in practice, it is a labyrinthine battleground of shifting alliances, backroom deals, and cutthroat maneuvering. Every election, every law, and every budget meeting is an arena where fortunes rise and fall, and where the line between legitimate governance and outright corruption is so thin it might as well be illusion.

The Mayoral Elections: A Three-Stage Gauntlet

At the center of New Oasis’s political machine is the Mayor, the highest-ranking official in the city, whose power stretches from military oversight to trade regulations. The election process for this coveted position is both grueling and theatrical, drawing intense public scrutiny and even fiercer private scheming.

The Forum: Power Struggles in the Heart of the City

Beneath the Mayor’s authority is The Forum, a legislative body composed of 33 elected representatives, three from each of the city’s eleven districts. While the Mayor may be the face of New Oasis, the Forum is its backbone—drafting laws, managing the city’s budget, and ensuring the bureaucratic machine continues to grind forward.

But the Forum is a den of political vipers, where alliances shift like sand in the desert winds. Every law, every funding decision, every appointment is a battle of influence. Representatives are often bought and paid for by corporations, guilds, or criminal syndicates, turning them into pawns for larger, unseen forces. Some members are genuine public servants, fighting for the people who elected them, but they are drowned out by the endless cacophony of corruption, personal ambition, and factional warfare.

The Mayor must navigate this volatile assembly carefully. While they can propose laws, it is the Forum that must pass them—and a weak Mayor, lacking allies in the Forum, will find their every initiative stalled, sabotaged, or twisted beyond recognition. The balance of power between the Mayor and the Forum is a delicate one, and many leaders have found themselves paralyzed by political gridlock.

Political Activist Organizations of New Oasis

Though political parties have been officially banned since the 2nd Accordance, the reality of New Oasis governance tells a different story. Political factions have simply rebranded themselves as "activist organizations," carefully avoiding the official label while still functioning as de facto parties. These groups wield influence in the city’s elections, backing candidates who align with their visions and quietly shaping policy through lobbying, public demonstrations, and—on occasion—more underhanded means.

Below are some of the most influential activist organizations operating within New Oasis:

The New Integrity Party (Reformists & Anti-Corruption Advocates)

A party of idealists, pragmatists, and ex-officials disillusioned with the corruption that plagues New Oasis. Their members range from genuine reformers to opportunists hoping to capitalize on the public's frustration with crime and corporate influence. While they present themselves as a stabilizing force, some critics argue their anti-corruption crusade is more about consolidating power under their own leadership.

Major Policy Goals:

“The dream of New Oasis is alive, but it is drowning in greed and lawlessness. We must save it before there is nothing left worth saving.” — Thomas Manwell New Integrity Candidate for Mayor

The Arcanist Party (Pro-Magic, Secularists, Standardization Advocates)

A faction primarily composed of mages, scholars, and psionicists who advocate for the unrestricted study of magic and the separation of church and state. The party is widely distrusted by religious conservatives, as its policies call for lifting the ban on worship of certain eldritch gods—a controversial move given the past horrors of cult activity in the Scorched Lands.

Major Policy Goals:

"Magic built this city as much as steel and sweat. We should not fear progress simply because it offends the sensibilities of the ignorant." — Elari Venross, Arcanist Spokesperson

The Mechanist-Mutant Alliance (Civil Rights Advocates for Chimerans & Machines)

Formed as an alliance between Chimerans, Machine Spirits, and other marginalized groups, this organization fights against systemic discrimination and advocates for a new constitutional reform (a 4th Accordance) to enshrine broader civil rights. While they push for social justice, they also seek to dismantle the city's oppressive policing system, which disproportionately targets non-human citizens.

Major Policy Goals:

“For too long, this city has denied us our dignity. We demand justice—not as an act of rebellion, but as a promise of a better future.” — Echo, Chimeran Activist & Leader of the MMA

The Sovereign Party (Militarists, Nationalists, Financial Regulators)

A militarist faction that sees New Oasis as a fragile state, one bad crisis away from collapse. They advocate for a stronger central government, a powerful standing military, and tighter regulations on corporations and banks. Their critics fear they aim to replace democracy with an authoritarian rule, but their supporters argue that only decisive leadership can save the city from spiraling into anarchy.

Major Policy Goals:

“A weak city will be conquered. A strong city will endure. The question is, which do you want New Oasis to be?” — General Veydran Kassov, Sovereign Party Strategist"

Working in New Oasis: Industry, Wealth, and Struggle

New Oasis is a city that never stops moving, an ever-growing manufacturing powerhouse where industry and commerce fuel its expanding skyline. As the population surges, so too does the demand for housing, labor, and opportunity—though not all opportunities are equal.

Many residents find themselves working in vast warehouses, moving trade goods that flow into and out of the city with relentless efficiency. Others toil in the factories that shape raw materials into the steel, circuits, and machinery that keep New Oasis thriving. The work is grueling, and injuries are not uncommon—lost fingers, crushed limbs, and exhaustion-related accidents are whispered about, but rarely make it into official reports. While public scrutiny has forced corporations to appear as though they are improving working conditions, most incidents are quietly buried beneath mountains of paperwork and corporate silence.

Beyond the factory floors, the city’s finance and clerical sectors hold enormous sway. Banking, investment, and business administration are major industries, shaping the economic pulse of New Oasis. The KG Financial Building, a towering symbol of wealth and influence, at one point generated nearly 19% of the city’s total economic output—an astronomical figure, demonstrating just how much corporate wealth dictates life in the city. While manufacturing may keep New Oasis running, it is the financial elite who truly pull the strings.

New Oasian

Spoken in markets, back-alley deals, and council chambers alike, its influence has spread so far that many now mistake it for the Common Tongue itself. Fast-paced, rhythmic, and laced with slang born from centuries of cultural fusion, to speak New Oasian is to sound like the city itself—quick, sharp, and always moving forward. 


Cloud-Headnoun1.Referring to the Rich Elite who live in the cities Upper districts
"You’ll never see a Cloud-Head type down in the markets."
Ground-Bornnoun1.A term for the working class who live in the lower levels of the city.
"We Groundborn gotta hustle just to keep the lights on."
Choked the RiverPhrase1.Messed up badly2. Missed an opportunity by failing to act"We had that job in the bag, but Kresh just had to go and choke the river..."
Wraith WalkNoun (Wraith Walking) Verb1.To barely survive, to scrape by2. To be so hungry and starving that you resemble a spirit"Ever since those layoffs I feel like I've been Wraith Walking day to day. "
ChipsNoun (Informal)1.Informal name for New Oasian Coins, said to resemble casino chips."The bus is raising the fare again? This city is trying to squeeze every last chip out of us."
Clicker Noun (Derogatory)1.Name given to Psion's working for the NOPD or Iron Brigade2.  A snitch"Watch what you say, damn clickers are everywhere in this joint."
MuckerNoun (Derogatory)1.One who spreads rumors, a gossip 2.  One who digs up someones past for the purpose of blackmail"Don't trust a word that mucker Kelvax says, he just likes that tabloids"
SparkyNoun 1.One with mechanical enhancements or augmentations"Saw Jonah got that new leg, didn't take him as someone who'd become a sparky?"
Cold-WiredAdjective1. Having low quality genetic or mechanical enhancements that frequently cause issues"Watch out, Sparky here is as cold wired as they come, keeps twitching like a broken clock."

Living in the City: Density, Noise, and Survival

New Oasis is a city of endless motion, noise, and diesel, where space is precious, and personal comfort is often a luxury few can afford. The rapid population boom has stretched housing availability to its breaking point, forcing many into cramped, deteriorating apartments or, for the truly desperate, into repurposed industrial buildings, makeshift housing clusters, or the underground transit tunnels. Stack-tenements, towering blocks of modular housing units, loom over the skyline, their corridors packed with tenants who cycle in and out in shifts, their lives dictated by the demands of work.

For the poorest residents, shared capsule housing has become the only viable option—windowless coffin-sized sleeping pods, stacked atop one another in endless rows, rented by the night or by the hour. The phrase “To Sleep Like a New Oasian” has become slang for resting in a claustrophobic, overcrowded space, a reality for countless workers who barely scrape by. Wealthier citizens live in the Central Housing District, where personal space exists but remains expensive, and even the well-off must contend with constant noise, power outages, and air pollution.

Despite the difficulties, New Oasians embrace the chaos, moving through life at a breakneck pace, seizing opportunities where they can. The streets are alive at all hours—food stalls and gas-lit vendor stands line the walkways, late-night bars spill laughter and music into the streets, and taxis screech through intersections like blood vessels carrying the lifeblood of the city. The constant press of bodies, the scent of sizzling spice-heavy meats and machine oil, and the never-ending hum of voices make the city feel more like a living organism than a place to live.

Even sleep is not guaranteed—the noise never stops, the lights never fade, and a quiet night is more concerning than a loud one. In some districts, rooftops and alleys become informal gathering places, where exhausted workers share drinks, talk politics, or stare up at the hazy, light-polluted sky. Those who have nowhere else to go find solace in the warmth of the crowds, in the sense that even among millions, no one is truly alone.

Entertainment in the City: Luxury and the Underground

For the wealthy and powerful, entertainment in New Oasis is a performance of status. The finest theaters showcase grand operatic performances, lavish casinos attract the most extravagant gamblers, and high-end clubs serve drinks worth more than a month’s wages. The city’s elite are encouraged to spend freely, indulging in a culture of excess that keeps the economy spinning.

For the working class, entertainment is more accessible but no less vibrant. New Oasis is home to street musicians, underground boxing rings, and spontaneous block parties where people drink, dance, and forget their troubles for a night. Parks become makeshift gathering places where Shardsong musicians and storytellers bring life to the restless crowds.

Beneath the city's surface, however, lies a world hidden from the public eye. Speakeasies, remnants of prohibition-era crackdowns, still operate in the shadows. Entry requires knowing someone who knows someone, and their locations shift frequently to avoid unwanted attention. Within these hidden spaces, illicit trades are struck, forbidden music plays, and the city's most dangerous conversations take place.

New Oasis thrives on motion, ambition, and survival. Whether you are building its future, drowning in its excess, or simply trying to stay afloat, one thing remains certain: the city does not wait for anyone.

Faith in New Oasis

Technically, New Oasis does not have an official state religion, and freedom of worship is enshrined in the city's laws. However, in practice, only one faith truly holds power—the Celestial Faith, a structured, institutionalized religion that dominates the spiritual landscape of the city.

The Celestial Faith enjoys privileges no other religion can claim—dedicated churches, tax-exempt status, government endorsements, and an overwhelming 74% of the city's population identifying as followers. Every mayor ever elected has either publicly followed the Pantheon or proclaimed no religious affiliation—never once has a candidate openly followed any other tradition and remained politically viable. The influence of the Celestial Faith is so deeply woven into the city's culture that many assume it to be the default belief system of New Oasis.

Of the Celestial Pantheon, Elix, Vend, Orakes, Uruk, and Dakoc are the most widely venerated in the city. Vend and Uruk have dedicated churches, while Elix has three major shrines scattered across New Oasis. The Grand Deacon of the Celestial Faith resides in Zolment’s Cross, where the faith maintains its secondary headquarters, overseeing doctrine and outreach efforts.

Non-Celestial Faith

Beyond the towering spires of the Celestial temples and the bright gleam of the city’s wide streets, other faiths have made their home in the shadows of New Oasis. These beliefs, though not formally recognized, continue to thrive in hidden corners—whispers of the past that refuse to fade.

In the quieter districts, tucked away between the relentless churn of factories and market stalls, small shrines to the Old Gods persist. These altars—hastily built from scrap metal or hidden beneath the shadows of abandoned buildings—serve as fragile beacons for those still clinging to ancient rituals. In the parks, in the quiet corners of libraries, and in the forgotten backstreets, gatherings take place under the dim glow of electric lights. It is here, in these hushed moments, that the city’s forgotten faiths endure, quietly but steadily pushing against the pressure to conform.

Among them, the Eldritch Faiths are perhaps the most insistent. There is no grand cathedral for Yog-Sangoth, no gilded altar for Kortaga. Instead, their followers gather in small, tight-knit communities, operating under the radar of the city’s prying eyes. On street corners, in the depths of market alleys, their pamphlets are handed out to the curious or the desperate. Their words—cryptic and unsettling—warn of powers beyond the city’s gleaming walls, of forces that twist the very fabric of reality. Their presence is tolerated, but not without suspicion. The Celestial Faith speaks of the dangers of such thought, claiming that to look too deeply into the abyss is to lose one’s grip on sanity. Still, the Eldritch faithful persist, their voice growing steadily, if softly, louder with each passing day.

Then, there are those who whisper of darker powers—the demons and devils whose worship is carefully hidden away from the city’s watchful gaze. They are elusive, known only by fleeting rumors that vanish as quickly as they arrive. Their rites are conducted in the deepest shadows: in private homes behind locked doors, in abandoned underground chambers, far from the judgmental eyes of the city. These worshipers of infernal beings, though few in number, have long existed in the veins of the city, slipping through cracks and crevices, unseen and unspoken. And while lesser demons may be tolerated—sometimes even overlooked—open worship of the greater powers is a crime that will see you dragged into the city’s unforgiving justice system.

Amidst this, the old ways of the scattered settlers still hold sway. Ancestor worship and traditional practices, passed down through generations, find themselves displaced in a city driven by the hum of industry and progress. These rites, rooted in communities far from New Oasis’ iron and glass, are fragmented in their practice. Families who once lived by the rhythms of the land now find themselves crammed into cramped apartments, trying to honor their past while living in the shadow of the future. Their gods—regional deities from forgotten places—are now whispered into the night, their altars hidden beneath the floorboards of homes too small to hold them. These worshipers struggle to maintain their ties to a world that feels more and more distant with every passing day.

The Forbidden and the Damned

But even in this maze of faiths, some gods remain utterly forbidden. They are beyond the margins—worship of them is considered anathema to the city itself. To speak of them is to summon the wrath of the law, to invoke memories best left buried.

Gulyathnera, the Chain of the Mind, remains a name that cannot be spoken aloud in public without the risk of being swept away into obscurity. Once, its cult brought the city to the brink of destruction, and now the authorities have erased it from the collective memory. Shrines to Gulyathnera have been destroyed, buried under the weight of New Oasis’ bustling streets. Its followers, once rabid in their devotion, are now hunted like animals—silent, scattered, and fading.

Then there is Lathall, the God of Murder—banned for the simple reason that its very existence challenges the moral order of the city. The followers of Lathall have never been numerous, but their devotion to the bloodiest of rites marks them as enemies of the peace that New Oasis so desperately clings to. Worshipers still exist, though their ceremonies are often carried out in total secrecy, hiding from the watchful eyes of both the public and the authorities.

Lastly, Slorb, the god of mutation and unchecked evolution, thrives only in the darkest corners, where biological corruption runs rampant. Worship of Slorb is most often seen during Darwinist outbreaks, when the city is overwhelmed with pestilence and mutation. As the streets flood with chaos, the Slorb faithful emerge to invoke the power of mutation, anointing their bodies with the marks of their god. Their practices are believed to empower the Darwinist threat, and so the city cracks down on these rituals during virulent outbreaks. 

"If you find yourself near the old park by Crescent Alley just after dusk, you might hear something strange on the wind—a low hum, a quiet chant. It is there that the followers of the Old Gods meet, their rituals blending with the rustling of leaves and the city's ever-present hum. They gather not in temples but in the bones of the old world, those cracked walls and crumbling ruins where no Celestial church dares to stand. "

The Underworld of New Oasis

New Oasis, for all its gleaming towers and bustling markets, is also home to a thriving, dangerous underworld where crime guilds reign in the darkest corners of the city. These criminal organizations have become so entrenched that they now exert a level of influence that rivals the city's largest corporations and political factions. The underworld is a world unto itself, driven by the pursuit of wealth, power, and escape.

Masters of Violence and Vice 

Organized crime in New Oasis is not a recent development, but in the past few years, the scale and sophistication of these criminal guilds have surged. These groups dominate every facet of the city's illicit activities, from drug trafficking to arms smuggling to illegal genetic experimentation. The city's underbelly has become a battleground, with crime syndicates constantly vying for control of the most lucrative markets. The desperate and disillusioned flock to these gangs, drawn by promises of wealth, power, or simply an escape from the harsh realities of life.

One of the most profitable—and most dangerous—markets in New Oasis is the trade in illicit substances. Alcohol and Spice, though not unknown to the city’s elite, are mass-produced and sold in the streets at dangerous levels, offering an immediate escape from the brutal monotony of the everyday. However, it's the more insidious drugs, like Arcane Miasma, that have a stronger grip on the city's underworld. This strange and highly addictive substance is believed to temporarily enhance a person's magical abilities, though it comes with severe side effects, often driving its users insane.

For the Cloud-Heads who reside in the Upper Spark, this craving for excess knows no boundaries. The wealthy elite of the city will pay any price to indulge in the strange and the forbidden. Forbidden experiences are no longer limited to personal luxury; they’ve become a means of proving one’s status, as well as a form of escapism from their own hollow lives.

Black Markets and Dangerous Goods 

The city has become a hotspot for illegal genetic experimentation, as wealthy patrons seek to enhance their own bodies or create twisted, mutated creatures for sport. Black markets for genetic material thrive in the back alleys of New Oasis, with dealers promising access to rare and exotic biological samples from across the realms. These high-risk operations often involve creatures with extraordinary abilities—beasts from other worlds, eldritch horrors, and even rare mutations created from magical and mechanical crossbreeding.

The allure of creating monstrous, powerful hybrids has attracted the attention of the most dangerous scientists, arcane researchers, and even those on the run from the law. With the proper connections, anything can be had. But the consequences of these experiments are often far-reaching and catastrophic. Plus, the risk of being converted into the Darwinist Brood is never zero....

Piracy, Protection, and the Mercenary's Creed

The vast wealth of New Oasis has created a market for pirates, mercenaries, and other outlaws looking to make a quick fortune. These ruthless operatives, often former members of the Iron Brigade or other mercenary organizations, have found themselves without work in a city where danger lurks at every corner. But rather than return to a life of lawlessness on the edges of the city, these hardened warriors have embedded themselves deep within the criminal guilds.

Using their military tactics, magical expertise, and experience with weapons, these ex-soldiers have helped create some of the most formidable gangs in the city. They now act as enforcers, charging protection money from local businesses, keeping the streets in a state of fear, and occasionally turning their guns on anyone who dares to oppose their rule.

These mercenary-backed syndicates are deeply embedded in the city’s darker corners. They prey on anyone who crosses their path: from the desperate citizens who need help, to the wealthy elite who wish to hide their illicit dealings. The protection money they extort is often the only thing standing between a struggling shopkeeper and complete destruction.

The Power Struggles

Some of these criminal guilds have grown so powerful and entrenched that they can now compete with the city’s corporate and political powers. They have gained footholds in every sector of the economy—from the factories that churn out goods to the streets where power brokers make deals. These organizations are as cutthroat as they come, and their influence reaches into the city’s most prominent institutions. Some even have links to corporate executives, government officials, and police officers, making them nearly untouchable.

While the Celestial Faith tries to maintain order, and the corporate elite hide behind their luxuries, the criminal underworld thrives, free from the shackles of laws and morality. Here, the only law is power—and those with the means to buy it can create their own version of justice.

The city's ruling factions may pretend the underworld doesn't exist, but the truth is that the criminals have become an undeniable force in the ongoing battle for control of New Oasis. Whether they’re dealing in drugs, stolen goods, or even people, the crime guilds have staked their claim. And, like the city itself, they’re here to stay.

Criminal Organizations

The Red Roses

The Red Roses are a name spoken in hushed tones, often accompanied by a nervous glance over the shoulder. Once a mere criminal syndicate, they have since transformed into a dynasty of terror, their roots entwined in the very foundations of New Oasis. They are the most feared organization in the city, not only for their ruthless enforcement and bloody conflicts but for what lurks at their core—a dark secret hidden even from many of their own members.

The Roses are structured like a crime family, but they are more than mere mortals playing at power. At the top of each "Family" sits a Vampire Spawn, remnants of a terrible past tied to the fall of New Oasis into the depths of the Cryptokeep. Ikaia Ezzlar, once one of the most powerful vampires in the underworld, was slain during the city's descent, but her progeny—her thralls, bound in undeath—were freed when their master perished. What had once been mortals indebted to crime became monsters masquerading as men, their hunger driving them to seize power in the only way they knew how: through blood and control.

The Red Roses operate in separate but connected families, each with its own sphere of influence, its own method of maintaining control. Some run smuggling operations, moving illegal goods and weapons through the underbelly of the city. Others control the drug trade, selling substances potent enough to numb even the horrors of New Oasis life. Still others extort, bribe, and assassinate, ensuring that even the city's wealthiest figures bend to their influence.

Rumors abound that the Red Roses have struck deals with powerful arms manufacturers, trading wealth and influence for advanced weaponry capable of giving them an edge over their rivals. If this is true, it could explain how they have remained a dominant force despite the growing power of their enemies.

Now, they find themselves in a deadly war with the Faceless. The conflict is unlike any they have fought before—one where the enemy cannot be seen, cannot be hunted in the traditional way. Their frustration grows with every missing soldier, with every "accident" that wipes out one of their key enforcers. The Red Roses are used to waging war with bullets, blades, and fire, but this is a war fought in the shadows—and even monsters fear the dark.

The Faceless

They are everywhere and nowhere, their faces as fleeting as smoke. The Faceless are not an organization in the traditional sense—there is no central hierarchy, no known headquarters, no faces to attach to their crimes. Instead, they are a network of assassins, con artists, and infiltrators, weaving seamlessly into the crowds of New Oasis, striking without warning, and vanishing before authorities even realize a crime has taken place.

Their members are recruited almost exclusively from Changelings, Olevase, and other shapeshifters, individuals capable of assuming new identities at will. Some say that even within their own ranks, the Faceless do not know each other's true forms. Others claim they have a leader—an enigmatic figure known only as The Hollow Man, or perhaps The Unseen, though no proof of such a figure has ever surfaced.

What is known is their calling card—a simple, unmarked white rectangle, left behind at the scene of their most high-profile crimes. A bank vault emptied overnight. A politician assassinated in their own home. A merchant's entire wealth wiped clean from existence. The Faceless leave behind no traces, no motives, only the lingering unease that they could be anyone, anywhere.

Now, however, the Faceless find themselves locked in a brutal, clandestine war with the Red Roses, a conflict that has turned New Oasis into a chessboard of shifting allegiances and whispered assassinations. The streets do not echo with their battles—there are no shootouts, no bloody standoffs. Instead, figures simply disappear, accounts are drained, power shifts without warning. And through it all, the Faceless remain unseen, moving like ghosts through the heart of the city.

The Shahvick Syndicate

Not all criminals were born in the slums of New Oasis. Some came from beyond the city, beyond even the Earth Realm, bringing with them a legacy of piracy and lawlessness. The Shahvick Syndicate was once nothing more than an Elsen corsair crew, a band of ruthless raiders who plundered trade routes between the Void and Earth Realms. Over time, they evolved from a scattered fleet of mercenaries into something more—an empire of vice dealing in pleasures beyond the earthly. 

New Oasis provided them with the perfect port—a city where law enforcement was fractured, where corporations were as corrupt as the criminals, and where desperation fueled an endless demand for Arcane Miasma, the most addictive and dangerous substance in the known realms. The Syndicate controls much of the Miasma trade, targeting struggling Elsen immigrants who came to the city seeking refuge, only to be ensnared by the very people who should have protected them.

Their leader, Baron Prince Karimix, is a name known in both Voidborn courts and criminal dens alike. A former pirate lord, Karimix has fashioned herself into something far more refined—a warlord who lives as her ancient people once did, draped in silk and blood, and as charming as she is ruthless. Her Tidemasters are equally formidable, comprised of Voidborn exiles, former warlocks, and hardened Elsen killers who would rather die in combat than suffer defeat.

The Shahvicks have made powerful enemies—not just in New Oasis, but across the realms. The Voidborn authorities have placed bounties on their heads, seeking to bring them to justice for their crimes against inter-realm trade. But inside the city, the Shahvick Syndicate continues to thrive, untouched by outside forces. Their influence spans across the black market, from weapons smuggling to human trafficking, and even deals with rebel factions in the Void, providing them with weapons and Miasma in exchange for loyalty and control.

The Iron Sledge Cartel

If the crime syndicates of New Oasis are defined by deception, secrecy, and intrigue, then the Iron Sledge Cartel stands apart for its brutal honesty—they are warlords in the truest sense, and they make no effort to hide it. Unlike the Red Roses, who thrive on subtlety, or the Faceless, who kill unseen, the Iron Sledge thrives in the open, operating like an occupying army within the city’s slums and industrial zones. Their philosophy is simple: might makes right, and those who resist are crushed under the weight of their steel boots.

Born from the embers of failed wars and abandoned causes, the Cartel was forged by disillusioned soldiers and discarded mercenaries—former Iron Brigade operatives, ex-military commanders, and hardened war veterans who refused to fade into obscurity. Instead, they turned their battlefield tactics inward, carving out their own empire of blood, extortion, and paramilitary dominance. Many of its members bear the scars of past conflicts—some wear augmentations from limbs lost in battle, others carry the dead-eyed look of soldiers who never truly left the war behind.

The Cartel functions less like a gang and more like a standing army, complete with command structures, discipline, and military hierarchy. Their enforcers do not brawl in the streets like common thugs; they march in formation, execute precision strikes, and neutralize threats with the efficiency of a trained special forces unit. They are meticulous in their violence—if they want someone dead, it is not a chaotic street killing. It is an execution.

Their business interests are vast, spanning protection rackets, illegal arms trades, drug distribution, and high-stakes underground gambling rings. But their true domain—their crown jewel of brutality—is the fighting pits.

The Pits: Where Flesh Meets the Arena

Beneath the industrial sprawl of New Oasis, hidden in repurposed factories and old wartime bunkers, lie the fighting pits, where men, mutants, and monsters are thrown into blood-soaked arenas for the entertainment of the wicked and the desperate. Some fighters enter voluntarily, lured by promises of wealth and fame. Most are forced—captured debtors, traitorous mercenaries, or those who simply had the misfortune of crossing the wrong people.

The rich and powerful wager fortunes on these bloodbaths, watching from shadowed balconies as augmented soldiers, mutated horrors, and spellbound killers tear each other apart. And at the top of it all, watching his empire expand like a spreading oil stain, is General Victor Torlan—the Iron General.

There was a time when Victor Torlan was a respected military strategist, a commander of men, a leader of armies. But war does not let go so easily. When his last campaign ended in a slaughter, his men left to die in a ruined city while the world moved on, Torlan refused to accept defeat. He rebuilt himself, fusing his shattered body with augmentation, shedding the last vestiges of humanity in favor of steel, circuitry, and unrelenting purpose.

Now known as the Iron General, he rules the Cartel with absolute authority, his soldiers treating his word as law. He sees corrupt politicians as weak-willed commanders, corporate leaders as incompetent warlords, and the other criminal guilds as enemy forces. He does not seek mere power—he seeks dominance, a New Oasis where order is imposed by force, where war is the law, and where only the strong survive.

The Upper Spark

Once nothing more than a salvager’s camp, a place where the Psion survivors of the Great War picked through the wreckage of a ruined civilization, the Upper Spark has since transformed into one of New Oasis' most affluent and enigmatic districts. Towering glass-and-steel skyscrapers define its skyline, gleaming in the desert sun, reflecting the city’s promise of progress and prosperity. But beneath the shining exterior lies something far older, something far more potent—the Pulse.

The Oasian Psychic Network (OPN) originates here. Built as an attempt to recover what was lost to Yog-Sangoth’s corruption, the network has expanded beyond its original intent, becoming a living conduit of psychic power that blankets not just the district, but the entire city in an unseen, ever-present hum. Those attuned to the psychic arts can feel it thrumming in the air like a heartbeat, and even those without psionic sensitivity can sense something unnatural in the charged atmosphere of the district. Strange glows flicker in alleyways, shadows move just a second out of sync, and whispers that no one spoke drift through the air like echoes of thoughts never meant to be heard.

Despite—or perhaps because of—this latent power, the Upper Spark is the beating heart of the city’s prestige. It is home to corporate titans, political elites, and Psionic aristocrats, all of whom have capitalized on the district’s unique energy to build an empire of innovation and control. Business deals made here are sealed with both ink and telepathic intent, and every skyscraper is wired into the city’s greater psychic web, making espionage a game played not only with words and secrets but with intrusions into the very fabric of the mind.

Many of the Psion bloodlines that helped found New Oasis still live here, their families old, powerful, and deeply entrenched. They speak in riddles, deal in futures rather than present currency, and have a knack for always knowing what their opponents will do before they do it. To an outsider, the district may seem eerily perfect, almost too pristine, but behind the glass facades and well-dressed professionals, the power struggles here are some of the most ruthless in the city.

For the average citizen, the Upper Spark is a place of wonders and untouchable luxury. It is a district of private skyrails, levitating gardens, and silent conversations that do not require words