Public Catalogue

New Haven
Alternate American frontier
An alternate telling of the history of the Wild West, where old empires conspired and warred to claim the lands of the uncharted territories of North America, importing clockpunk and steampunk technologies to further their goals.
Overview
In 1897, the west-northernmost region of America, Alaska - the Last Frontier -, has become the epicentre of geopolitical shifts in the north of the continent. After the Russian Empire uncovered large deposits of ores, it accelerated its colonisation efforts, pushing eastward and attracting the wanting attention and interest of the British and French crowns, the former through their Dominion of Canada, the latter with their French Protectorate of Quebec. With their territories threatened East and West, the native Inuit tribes were forced to unite so they could stand a chance against this new enemy. The Inuit tribes founded the temple city of Ataqatigiinneq in the North, which became both the political and spiritual heart of the united Inuit nations. Meanwhile, in the South, the American Union is still recovering from the Tri-Partite War that saw the Union, the Confederation and the Spanish-led nation of Mexico fight a bitter, decades-long war that left the Confederate territories barren and unfit for human settlement, having become the lands of many undead hordes and other dark entities. Wishing to replenish its resources, the American Union’s Congress approved an attempt at claiming Alaska for themselves too, becoming the fifth major power in the region. With so many belligerents fighting a underhanded cold war for supremacy came weariness and a longing for peace: Russian colonisers weary of the wars against the local tribes, British and French settlers who question the legitimacy of monarchs far across the ocean, American Unionist veterans who tire from the unending battles and blood-shed. All converged towards the South-West of Alaska, and over a decade a fragile truce was established, leading to the founding of New Haven, a large settlement claiming independence from all foreign powers and wishing to carve their own destiny in this vast and mostly uncharted land. Perched on the edge of glacial fjords and black-sand plains, New Haven rises from salvaged iron frames and riveted copper domes, its streets humming with steam trams and clockwork laborers that tick steadily through twelve-hour shifts. Fog curls around pressure valves and alchemical vents that vent green-tinged vapors into the cold air. The town pulses with refugees: Union vets with brass-nailed prosthetics, Russian engineers who defied conscription, French medics smuggling forbidden texts, and Inuit hunters trading seal oil for zinc-core batteries. At night, whispers pass through alleyways of a spectral network—spirit-marked messengers who carry thoughts between the living and the dead. Though no army claims it, every power watches it. A ceasefire holds here, not from trust, but because the ground beneath feeds them all.
Society
New Haven governs through a rotating council of nine: elected settlers, an Inuit runner, a Union medic, a British machinist, and others who serve six-month terms. Decisions require seven votes, forcing uneasy alliances. Firearms are banned within the walls, but spirit-marking is legal with registration. Alchemists must file dose logs or face exile. Most disputes end in public duels of engineering—machines pitted against machines in the Pit below the Foundry Plaza. Children as young as ten apprentice to rig prosthetics or decode spirit echoes from bone receivers.
Technology
Steam boilers power pressurized water systems and rail sleds that traverse icy passes. Clockwork orreries map celestial tides to predict permafrost shifts. Alchemical stimulants enhance strength and reflexes but degrade neural tissue after three uses. Prosthetics run on wound springs or heated mercury cores, needing daily rewinding. Magic relies on consensual spirit binding—subjects must speak a name aloud before enchantments take hold. Unauthorized hexing carries penalties up to forced spirit unbinding, a procedure that can erase memory.