Geography of the Frontier
The land that fights back
This ain't the kind of land you settle. It's the kind that settles you—into the ground, usually. The frontier stretches across terrain that seems designed to kill: deserts that drink your water, bluffs that spit lightning, marshes where the dead don't stay buried, and plains where reality itself grows thin. Every rock, every river, every shadow carries the weight of violence that happened here and violence yet to come.
Major Terrain Regions
The Five Killing Grounds
The Ash Belt
Where Industry Meets Sorcery
Location: Northwest of Rustwater
Terrain: Volcanic soil, smoke-filled valleys, coal deposits,
devastated forests
Named for the perpetual haze of coal smoke and ash that hangs over the region. The Consortium and Covenant of Ash both operate here—mining operations and rail yards belch smoke day and night. The ground is rich with minerals but poor with life. Trees grow twisted and black. Water tastes of metal. Children born here often bear strange marks.
Settlements & Features
- Kessick: Major rail hub, choked in smoke and sorcery
- Cindralock: Mining town that burned twice, rebuilt both times
- Orvain: Consortium capital at eastern edge, more civilized
- Iron Mesa: Primary mining operation, workers die young
- Air quality: Toxic. Locals develop miner's lung by thirty
- Supernatural: Ley-engines hum constantly, reality feels greasy
The Scorchveil Desert
The Vultures' Kingdom
Location: Southwest frontier
Terrain: Sand dunes, rock formations, hidden canyons, impossible heat
Vast desert that kills unprepared travelers within days. Temperatures swing from scorching days to freezing nights. Water is more valuable than gold. The Dust Vultures know every hidden spring, every navigable canyon, every deadly shortcut. To outsiders, the desert is maze and tomb. To Maeve's people, it's home and fortress.
Survival Challenges
- Water: Springs hidden, often guarded, sometimes poisoned
- Heat: Travel only dawn/dusk, shelter during day mandatory
- Mirages: Natural and supernatural both—can't trust your eyes
- Sandstorms: Appear without warning, strip flesh from bone
- Ashborn: Dust-storm phantoms appear during worst storms
- Navigation: Landmarks shift, dunes migrate, trails vanish
Notable Locations: Greystone (cliff-town on desert's edge), Brannoch (saloon outpost), Durrant (cattle country at desert border). Few settlements survive deep desert—only the Vultures' mobile camps.
The Stormrise Bluffs
Where Lightning Walks
Location: Northeast frontier
Terrain: Rocky highlands, steep cliffs, perpetual storm clouds
Lightning strikes the Bluffs more than anywhere else on the frontier. Some days, the sky is more lightning than cloud. Stormcallers—lightning apparitions—patrol the heights, drawn to psionics and high emotions. The air itself feels charged. Metal hums. Hair stands on end. Even horses sense it and balk.
Dangers & Resources
- Lightning: Constant, unpredictable, attracted to psionics
- Stormcallers: Apparitions that circle riders during tempests
- Iron Deposits: Rich veins attract mining operations
- Altitude: High elevations, thin air, sudden weather changes
- Acoustics: Sound carries strangely—echoes that shouldn't exist
Key Settlement: Lathrop sits on a ley-line crossing in the foothills. Reality unstable—doors lead to wrong rooms, people age differently, time feels fluid. The rails avoid it entirely.
The Graven Plain
Where the Dead Gods Sleep
Location: Eastern frontier
Terrain: Rolling grassland marked by ancient stone monuments and bone-pale hills
Seems peaceful at distance—wide open grassland perfect for cattle and crops. But the ground is full of bones. Massive bones, too large for any known creature. The hills themselves are ancient burial mounds. Dig too deep anywhere and you'll find carved stones, ritual sites, evidence of civilizations that predated humanity. And sometimes those bones hum.
Mysteries & Dangers
- Marrow Downs: Pale hills where bones push through earth
- Stone Circles: Pre-human ritual sites, ley-line markers
- The Humming: Bones vibrate at dusk, sound carries for miles
- Children's Disappearances: Kids roll down Marrow Downs, don't get up
- Archaeology: Circle of Ash studies sites, Redeemers destroy them
Settlements: Palomera (Hollowborn refuge hidden in valleys), Holtrass (forgotten trail town on southeastern fringe). Most towns cluster near Current's Bend, avoiding the deep plain.
The Fen of the Fallen
Where Death Doesn't Stick
Location: Southern frontier
Terrain: Swampland, mist-covered waterways, rotting vegetation
No one goes to the Fen willingly. It's where the Veil is thinnest, where the dead walk more often than not, where Fen-Wraiths whisper bargains in the fog. The water is black and still. Trees grow pale as bone. Paths shift overnight. Compasses spin uselessly. Time moves differently—spend a night in the Fen, emerge to find a week has passed.
Supernatural Hazards
- Fen-Wraiths: Marsh spirits offering power for anchors in flesh
- Walking Dead: Drowned folk wander when river reverses
- Thousand-Lantern Fen: Floating lights that trap souls
- Two-Mouth Spring: Water by day, black bile by night
- Time Distortion: Hours become days, or days become hours
- Navigation: Impossible without Fenwatch Warden guides (expensive)
Settlements: Bellhaven (pilgrim waystation at northern edge, half-sanctuary/half-trap), Mournstead (plague-shadowed town deeper in, cemetery larger than settlement). No sane person lives deep in the Fen. Only Fenwatch Wardens patrol its depths.
Towns That Cling to Survival
Every settlement on the frontier exists in constant negotiation with death. They rise around water sources, mineral deposits, or strategic crossroads. They fall when those resources dry up, when factions fight over them, or when the supernatural decides they've overstayed their welcome.
Rustwater Basin
The Crossroads • Population: ~5,000
Neutral ground where all roads meet. No faction truly controls it, making it last free town—or first to burn. The water runs red with iron, and the town runs on commerce, vice, and violence. If you're headed anywhere on the frontier, you pass through Rustwater. Old Pete's tavern serves as informal information hub.
Distance from Rustwater: 0 miles (central hub)
Ash Belt Settlements
Kessick
Rail Hub • Population: ~3,000
Major rail junction choked in smoke and sorcery. Time kept by train whistles, not clocks. Consortium and Covenant of Ash both maintain heavy presence. Air quality toxic—everyone coughs. Children born here often show strange marks. But work is plentiful if you don't mind dying young.
Distance from Rustwater: ~50 miles northwest
Travel Time: 1.5 days horseback, 4-6 hours by train
Cindralock
Mining Town • Population: ~800
Burned down twice—foundry fire first time, mysterious blaze second. Rebuilt both times because coal deposits too valuable. Folk joke the place is "cindered and locked in ash" but stay for wages. Dangerous work, short lives, but steady pay.
Distance from Rustwater: ~65 miles north
Travel Time: 2 days horseback
Orvain
Consortium Capital • Population: ~15,000
The closest thing to civilization on the frontier. Glass towers, paved streets, gas lamps, running water. Consortium headquarters. Where decisions are made in boardrooms that result in blood on dirt roads three hundred miles away. Walled, guarded, expensive. Most frontier folk will never afford to enter.
Distance from Rustwater: ~75 miles northwest
Travel Time: 3 days horseback, full day by train
Desert Frontier
Greystone
Cliff Town • Population: ~600
Built into cliffs on Scorchveil's edge. Named for black-streaked boulder that lightning struck repeatedly. Paranoia thick as dust—everyone carries iron, trusts no one. Supplies come through Brannoch. Serves as last outpost before deep desert.
Distance from Rustwater: ~60 miles southwest
Travel Time: 2 days horseback
Durrant
Cattle Country • Population: ~400
Ranching community on grassland corridor before desert. Where Duncan investigated cattle dying and walking. Practical folk, hard workers, suspicious of outsiders. Marcus Kellan's ranch is largest in area. Short rail spur connects to Rustwater.
Distance from Rustwater: ~35 miles west
Travel Time: 1 day horseback, 3-4 hours by train
Brannoch
Trail Outpost • Population: ~200
Little more than saloon with attached buildings. Named for Scottish immigrant whose establishment was only refuge on southern trail. Now serves travelers, traders, and outlaws with equal hospitality (if you can pay). Ask no questions, tell no lies.
Distance from Rustwater: ~50 miles southwest
Travel Time: 1.5-2 days horseback
Stormrise Region
Lathrop
Ley-Crossing Town • Population: ~1,200
Reality doesn't work right here. Doors open to wrong rooms. People age differently. Time feels fluid. Ley-line crossing makes the town valuable to Circle of Ash, terrifying to Redeemers. Stroud plans major cleansing. Folk nail symbols to doors to keep from wandering at night. Rails avoid it entirely.
Distance from Rustwater: ~45 miles northeast
Travel Time: 1.5 days horseback (no rail access)
Brimstead
Mining Town • Population: ~2,000
Never sleeps, just twitches and mutters. Miners cough black dust, die young. The Lanterns tavern serves as saloon and courthouse. Dogs bark till throats give out. When law fails, they send for men like Duncan Maddox. Where the story begins.
Distance from Rustwater: ~40 miles north
Travel Time: 1.5 days horseback
Graven Plain Settlements
Palomera
Hollowborn Haven • Population: ~500
Hidden valley settlement cloaked by psionic veils. Refuge for Hollowborn fleeing persecution. Circle of Ash maintains protective rituals. Name from old word for "dovecote" but settlers misused it for canyon where pigeons roosted. Dust Vultures protect it; Redeemers hunt for it.
Distance from Rustwater: ~70 miles east (winding trails)
Travel Time: 3 days horseback (terrain difficult)
Holtrass
Forgotten Trail Town • Population: ~300
Name garbled from "Old Trace," vanished trail that once cut through valley. Maps kept wrong spelling. Town survives on stubbornness and isolation. Few visitors, fewer amenities. Folk who want to disappear end up here.
Distance from Rustwater: ~85 miles southeast
Travel Time: 3.5 days horseback
Fen Region
Bellhaven
Pilgrim Waystation • Population: ~700
Chapel bell once guided pilgrims across ford. River flooded, carried founder away, but name softened to Bellhaven. Half-sanctuary, half-trap. Mother Elaine runs waystation offering refuge to travelers. Raiders lurk near holy ground. Always tension between sanctuary and violence.
Distance from Rustwater: ~40 miles south
Travel Time: 1 day horseback
Mournstead
Plague Town • Population: ~400
Church settlement struck by plague. Cemetery grew larger than town itself. Name became identity. Everyone knows someone buried here. Atmosphere heavy with grief. Some say the dead whisper at night. Most avoid it unless desperate.
Distance from Rustwater: ~95 miles south
Travel Time: 4 days horseback (swamp roads slow)
Places That Shouldn't Be
These are the landmarks that define the frontier—not because they're useful or strategic, but because they're warnings. Places where the Veil tears, where reality bends, where the land itself has gone wrong. Every one has claimed lives. Every one will claim more.
Ojo del Diablo
The Devil's Eye
Circular sinkhole lake in the Scorchveil. Water so black it drinks sunlight whole. At night, reflects stars that don't match the sky overhead—different constellations, twisted and mean. Locals throw offerings (coins, knives, teeth, even fingers) hoping the Devil looks away. Bodies found forty miles from the Eye, killed by things that shouldn't exist.
Warning Signs: Animals won't approach within a mile. Water never ripples even in wind. Temperature drops twenty degrees near the edge. Some swear they hear whispers in languages older than humanity.
Where the River Went Backwards
The Uphill River
Dried riverbed in the Graven Plain. Most years stays empty. But once every couple decades, water returns—flowing uphill, defying gravity itself. When that happens, drowned folk walk with it. Pale as moonlight, eyes bulging, mouths open but silent. They stagger from the banks seeking something. Whole villages board up doors until water dries. Some drowned find their way inside anyway.
Last Occurrence: Eight years ago. Current predictions suggest it'll happen again within two years. Settlements near the bed are already nervous.
The Place Where Nails Grow
Iron's Harvest
Barren patch in the Ash Belt where iron spikes push out of soil like weeds. Farmers harvest them, get good money. Problem: anything built with these nails ends badly. Barn roofs collapse. Nails twitch in wood like maggots. Blood stains appear. One farmer built barn with harvested iron—roof fell, killed his youngest. He claimed boy "weren't meant to live past thirteen anyhow."
Current Status: No one farms near there anymore. Except fools.
Marrow Downs
The Humming Bones
Hills pale as bones in the Graven Plain. Dig anywhere and you'll find massive skeletal remains—not buffalo, not cattle, bigger. Bones hum at dusk, sound carrying miles. Children roll down the slopes laughing. Sometimes they don't get back up—just lay there, humming with the ground. Parents carry them home stiff as driftwood.
Theories: Pre-human burial mounds. Dead gods' skeletons. Gateway to something below. Circle studies them. Redeemers want them destroyed. Neither has answers that satisfy.
Two-Mouth Spring
The Split Water
Spring in the Fen runs sweet water by day, black bile by night. Town built near it once—every inhabitant gouged their own eyes out by year's end. No one knows why. Spring still runs. Some mad bastards drink from both mouths hoping for visions. Only visions they get are of their own graves.
Duncan's Legend: They say he drank from both sides and lived. Spent a week raving afterward, speaking in two voices. Folk claim his eyes changed— one clear, one black. He keeps his hat brim low so no one can confirm.
Thousand-Lantern Fen
The Soul Lights
Swamp in the Fen of the Fallen where floating lights drift—too steady for fireflies, too restless for lanterns. Hunters disappear following them. Each light is supposedly a trapped soul. Catch one in a jar and you own it. One man did, started feeding it scraps. Then opened the jar and poured it into his mouth. Spoke in three voices after— none his own.
Crown of Crows
The Black Crown
Basalt outcropping shaped like broken crown in the Bluffs. Thousands of black birds roost there, darkening the sky. Not normal crows—too many at once, never starving, never dying. If a crow lands on you there, you'll be cold in the ground before year's out. Folk avoid it even during storms. No whiskey's worth that risk.
The Stairs That Sank
Gateway to Nothing
Stone staircase in middle of Scorchveil Desert, leading down into sand. No house, no ruins, just steps. Daytime: harmless stone. Nighttime: they go deeper, like sand parts for them. Folk sleepwalk there. Families wake to find sons, daughters, wives gone. Tracks lead to the stairs, then vanish. Best advice: don't dream near them.
Red Mother's Teeth
The Bleeding Cliffs
Jagged crimson cliffs near Stormrise resembling mouth full of fangs. When lightning strikes, the stone bleeds. Not rain—blood. It pools at bottom, thick and coppery. Cattle won't drink it. Desperate people do. It fills them with rage, makes them tear at their own kin. Whole family lines wiped out that way. But some say it makes a man near unkillable—at least till the rage burns out.
Bell-in-the-Black
The Obsidian Tower
Monolith of black obsidian in the Graven Plain. No entrance, no carvings. Every storm, it tolls like church bell, echo rolling for miles. Sound isn't just heard—it speaks. Not in words you understand, but in words you remember anyway. They lodge in your skull like hooks. Old Pete Carver still wakes sweating, hearing that bell saying his name.
How to Cross the Killing Ground
Travel on the frontier ain't just dangerous—it's an art form. Know your routes, know your speeds, know your risks. Miss any of those and the land claims another body.
Standard Travel Times
Movement Rates
- Walking: ~15 miles/day average (rough terrain slows further)
- Horseback: ~25-30 miles/day, faster if pushing hard
- Carriage/Wagon: ~20 miles/day on good road, less in mud or fen
- Train: ~12-15 mph average (stops and conditions vary)
Major Routes
The Silver Line
Primary Rail Route
Main rail artery: Orvain → Kessick → Rustwater Basin → Iron Mesa. Consortium's spine of control. Well-maintained, heavily guarded, regular schedules. Also: expensive, monitored, and you're stuck with whoever else bought tickets. Bandits rarely hit Silver Line trains—Ironbrands response is too brutal.
Travel Time: Orvain to Rustwater ~8 hours. Rustwater to Iron Mesa ~6 hours. Total journey one full day with stops.
The Dust Trail
Southern Caravan Route
Main wagon trail: Rustwater Basin → Brannoch → Desert edge settlements. Unpaved, unreliable, prone to raids. Stones piled at intervals mark safe paths. In Scorchveil, storms erase trail overnight. Need local guide or you'll die of thirst three days out.
Caution: Travel in groups of minimum six wagons. Single travelers don't return. Dust Vultures own this route.
Current's Bend
River Route
Navigable river running through Rustwater Basin. Flatboats and rafts move goods but risk Stormcallers and Fen-wraiths. Safer than trails in some ways—harder for bandits to ambush water traffic. More dangerous in others—supernatural threats drawn to flowing water.
Best Practice: Hire Fenwatch Warden guides for Fen channels. Extortionate prices but you'll survive. Probably.
The Bluff Roads
Mountain Passes
Winding trails through Stormrise Bluffs. Treacherous: steep drops, sudden weather, lightning strikes. But sometimes faster than going around. Local guides essential—they know which passes stay clear, which avalanche, which attract Stormcallers.
Warning: Never travel Bluff roads during storms. Lightning drawn to psionics and emotions. Stay calm, stay grounded, carry iron.
Travel Survival Guide
Essential Supplies
- Water: Carry double what you think you need (desert), quadruple (Fen)
- Salt: Wards off spirits, purifies dubious water, marks safe trails
- Iron: Nails, horseshoes, whatever you can carry—keeps supernatural at bay
- Fire Materials: Matches, tinder, oil—never camp without flame
- Ammunition: More than you think. Then double it.
- Medical Supplies: Bandages, whiskey (painkiller and antiseptic)
- Maps: Multiple sources if possible—one might lie
Survival Rules
- Never travel alone: Minimum two, preferably four or more
- Trust your horse: They sense things men can't—if mount balks, listen
- Throw salt after crossing water: "Seals the path" behind you
- Never whistle at night on the road: It "calls someone"
- Camp with fire always: Lantern Man won't approach flames
- Check your reflection in mirrors: If it moves wrong, run
- Respect local warnings: Superstitions are survival guides
Hiring Guides
Psionic Trackers: Expensive, distrusted, but can sense supernatural
threats before you see them. Worth the cost if traveling near ley-lines.
Local Scouts: Know terrain, water sources, safe camps. Verify their
reputation first—some "guides" lead you to ambushes.
Fenwatch Wardens: Only ones who navigate Fen safely. Charge fortune
but you'll live. Refuse to work with psionics or Redeemers.
The Land That Remembers
The frontier isn't passive terrain waiting to be conquered. It's active, aware in its way, marked by every massacre, every betrayal, every desperate prayer. The Veil grows thin where violence concentrates. Ley lines form along old battlefields. Supernatural phenomena cluster near sites of trauma.
Understanding this land means understanding it's not just geography—it's history written in blood and carved into stone. Every landmark has a story. Every settlement exists at the intersection of human desperation and natural hostility. Every mile traveled is negotiation with death.