Book IV: Marshal’s Almanac — Chapter 9
The Atlas
Five Killing Grounds, Major Settlements, Cursed Landmarks, and Travel Routes
— Old Pete Carver, Rustwater Barkeep
The Frontier is not merely a backdrop for violence; it is an antagonist. It is a land warped by the Rupture, where the laws of physics are suggestions and the geography is subject to the whims of the Current.
This chapter is divided into four sections: the five ecological Killing Grounds that define the terrain, the Major Settlements where fragile civilization clings to life, the Cursed Landmarks that scar the land, and the Travel Routes that connect them all—if you survive the journey.
Environmental Hazard Summary
| Region | Primary Hazard | Check | Failure |
|---|---|---|---|
| Ash Belt | Toxic air | GRIT TN 11/hour | 1 Strain + cough |
| Scorchveil | Heat / Thirst | GRIT TN 13/hour (day) | 1 HP |
| Stormrise | Lightning | 1d6/hour (metal armor) | 4d6 damage |
| Graven Plain | Psychic pressure | ECHO TN 11 (dusk) | 1 Strain, no sleep |
| The Fen | Time / Rot | 1d6/day | Time slip; rust |
Survival Costs by Region
| Environment | Water/Day | Special Requirement |
|---|---|---|
| Civilized Rim | 1 ration | None |
| Ash Belt | 1 ration | Filter mask |
| Scorchveil | 2 rations | Night travel only |
| Stormrise | 1 ration | No metal armor in storms |
| Graven Plain | 1 ration | Raised bedroll |
| The Fen | 1 ration | Salt for preservation |
Section I: The Five Killing Grounds
The Frontier is divided into five distinct ecological zones. Navigating between them is not just a change of scenery; it requires a change in tactics.
The Ash Belt
Where Industry Meets Sorcery
| Detail | Value |
|---|---|
| Location | Northwest of Rustwater |
| Terrain | Volcanic soil, smoke-filled valleys, devastated forests, coal deposits |
| Faction Presence | Consortium (heavy), Circle of Ash (hidden) |
Named for the perpetual haze of coal smoke and supernatural ash that hangs over the region, the Ash Belt is the industrial heart of the Frontier—and its most polluted organ.
The ground here is dead. Trees are petrified, twisted shapes of black carbon that shatter like glass. Water runs with an oily, iridescent sheen that tastes of copper and sickness.
Environmental Hazards
The Filter Rule
Every hour spent in the Ash Belt without a filtration mask (Cost 3) requires:
- Check: GRIT + Resilience (TN 11)
- Failure: 1 Strain + persistent cough (−1 die to Stealth)
- Long-term: After 1 week unprotected, gain “Miner’s Lung” (permanent −1 to Strain Cap)
Water Toxicity
- Finding clean water: SAVVY + Frontier (TN 15)
- Drinking unfiltered water: 1 Erosion (heavy metal and Current contamination)
Visibility
- Permanent smog caps visibility at Near range (20m)
- Sniping is useless; Far-range attacks suffer −4 dice
Threats & Features
| Feature | Effect |
|---|---|
| Ley-Engines | Building-sized pumps. Psionics cast within Near range automatically add +1 Tension Die. |
| Glass-Walkers | Crystallized predators. Move silently, reflect light like mirrors. Defense 11. |
| Smog Banks | Dense patches. Treat as Pitch Black (+4 TN) even at midday. |
Key Settlements
Kessick — Rail hub. Iron and soot. Only source of “clean” Consortium water (§5/gallon).
Cindralock — Mining crater-town. Burned down twice. No open flames after dark (superstition and law).
Orvain — The Consortium Capital. See Major Settlements.
The Scorchveil Desert
The Vultures’ Kingdom
| Detail | Value |
|---|---|
| Location | Southwest Frontier |
| Terrain | Shifting sand dunes, red rock formations, slot canyons |
| Faction Presence | Dust Vultures (dominant), Ironbrands (scattered) |
A vast, merciless expanse that kills unprepared travelers within days. Temperatures swing from 120°F at noon to below freezing at midnight. The sand seems semi-sentient, shifting to cover tracks or expose ruins.
This is the domain of the Dust Vultures, who have mastered “Sand-Sailing” using wind-skiffs.
Environmental Hazards
The Sun Tax
Travel during peak hours (10 AM–4 PM) requires:
- Check: GRIT + Resilience (TN 13) every hour
- Failure: 1 Lethal Damage (heatstroke)
- Recommendation: Travel at dawn, dusk, or night only
Water Discipline
- Consumption: 2 rations per person/day (double normal)
- Missing consumption: GRIT check (TN 11) or 1 Erosion (hallucinations from dehydration)
The Shifting
- Maps are unreliable in deep Scorchveil
- Navigation requires a Seer or Lodestone Compass (Cost 4)
- Getting lost: SAVVY + Frontier (TN 13) daily or add 1d3 days to travel
Threats & Features
| Feature | Effect |
|---|---|
| Ashborn | Dust-spirits during storms. HP 2, Defense 11. Reform unless killed by water/magic. |
| Mirages | Current illusions. Interacting causes 1 Strain. Insight (TN 13) to identify. |
| Quicksand | QUICK + Athletics (TN 11) or sink. Allies can pull free with IRON (TN 13). |
Key Settlements
Greystone — Cliff-town on a mesa. Accessible only by winch-lift. Strangers wait 3 days at the bottom to “prove they aren’t Ashborn.”
Brannoch — Trail outpost. Fortified saloon and stable. Neutral ground for smugglers. “Ask No Questions, Tell No Lies.”
The Stormrise Bluffs
Where Lightning Walks
| Detail | Value |
|---|---|
| Location | Northeast Frontier |
| Terrain | Jagged highlands, granite cliffs, perpetual storm clouds |
| Faction Presence | Independent settlements, Circle of Ash outposts |
The highest elevation in the Frontier and the most volatile. The sky is a permanent bruise of purple and orange. Thunder is constant—you feel it in your teeth.
Environmental Hazards
The Metal Rule
Wearing heavy metal armor (AR 2+) during storms:
- Check: Roll 1d6 every hour
- On 1: Lightning strike (4d6 damage, usually fatal)
- Mitigation: Remove armor or seek shelter
The Hum
Static charge saturates the air:
- All Psionic Focus checks suffer −2 dice
- Hair stands on end; metal tastes sour
Acoustics of the Dead
Canyon walls carry sound impossibly far:
- Whispers travel miles
- Stealth base TN: 15 (sound echoes everywhere)
- Gunfire attracts attention from great distances
Threats & Features
| Feature | Effect |
|---|---|
| Stormcallers | Elemental riders of blue lightning. Hunt anything moving fast. Walk slowly to avoid. |
| Flash Floods | Not water—static discharge and fist-sized hail. GRIT TN 13 or 2d6 damage. |
| Ley-Line Crossings | Reality is broken. Gravity at 80%. Time moves strangely. |
Key Settlements
Lathrop — Built on a massive Ley-Line crossing. Gravity is 80% normal. People age differently depending on which side of the street. Rail Lines refuse to build here.
The Graven Plain
Where Dead Gods Sleep
| Detail | Value |
|---|---|
| Location | Eastern Frontier |
| Terrain | Rolling grassland, ancient stone monoliths, bone-pale hills |
| Faction Presence | Circle of Ash (Palomera), Redeemers (patrols) |
From a distance, the Graven Plain looks idyllic—an ocean of yellow grass. Up close, you realize the hills are burial mounds. The ground is paved with bones—rib cages the size of houses, femurs thick as oaks. Whatever died here was colossal.
Environmental Hazards
The Humming
At dusk, bones vibrate with a low-frequency thrum:
- Check: ECHO + Resilience (TN 11) at sunset
- Failure: 1 Strain, cannot sleep (no Strain recovery)
The Sleepwalker’s Curse
Sleeping on bare ground (without raised bedroll or wagon):
- 50% chance of sleepwalking toward nearest mound
- ECHO (TN 13) to wake before reaching it
- Those who enter mounds rarely return
Threats & Features
| Feature | Effect |
|---|---|
| Marrow Downs | Central hills. Digging releases “Grave Gas”—hallucinogen causing belief you are an ancient giant. GRIT TN 13 or 1d6 hours of delusion. |
| Stone Circles | Pre-human ritual sites. Magic cast inside is +1 Rank effect, but Backlash is doubled. |
| Disappearances | Children who roll down hills sometimes vanish, heard giggling underground for days. |
Key Settlements
Palomera — Hidden sanctuary for the Hollowborn. Protected by Circle illusion wards. Looks like a rockslide. You only find it if invited—or desperate.
The Fen of the Fallen
Where Death Doesn’t Stick
| Detail | Value |
|---|---|
| Location | Southern Frontier |
| Terrain | Stagnant swampland, mist-covered waterways, rotting cypress |
| Faction Presence | Independent (Fenwatch), Circle of Ash |
The drain of the Frontier. All water flows here, carrying silt, sins, and bodies. The Veil is thinnest here—tattered like lace. The boundary between living and dead is porous.
Environmental Hazards
Time Slip
Time moves sluggishly and erratically. Roll 1d6 for each day spent:
- 1: Lose 1 day of “real time” (the world moved on without you)
- 6: Gain 1 day (you emerge before you entered—disorienting)
- 2–5: Normal
The Rot
Accelerated decay affects everything:
- Non-magical metal rusts overnight (weapons jam on 1–3 until cleaned)
- Food spoils in 1 day without salt preservation
- Salt is the only preservative that works
Threats & Features
| Feature | Effect |
|---|---|
| Fen-Wraiths | Primary inhabitants. Ethereal. Barter power for “Anchors” (living flesh). |
| The Walking Dead | When Two-Mouth Spring flows backward (night), drowned dead emerge. They’re confused, sad, and want warmth—will hug you to death. |
| Thousand-Lantern Fen | Floating corpse-candles. Following them leads to deep water and drowning. Insight TN 13 to recognize the trap. |
Key Settlements
Bellhaven — Waystation on stilts above black water. Run by Mother Elaine, a Flesh Shaper who treats “Fen-Rot.” Half-sanctuary, half-trap.
Mournstead — Town overshadowed by its cemetery (3× the size of the living district). Locals work as grave-tenders, keeping the dead weighted with iron chains.
Section II: Major Settlements
— Consortium surveyor’s log (found bloodstained)
Despite the horrific attrition rate of the Frontier—where disease, monsters, and madness claim lives daily—the population continues to swell. Every month, massive Consortium Labor Trains arrive from the East, offloading thousands of debtors, refugees, and dreamers. For every soul the Veil consumes, the East sends two more to take their place.
Settlement Quick Reference
| Settlement | Population | Control | Atmosphere |
|---|---|---|---|
| Rustwater | ~12,000 | Contested / Neutral | Desperate, muddy, loud |
| Orvain | ~55,000 | Consortium | Oppressive, industrial |
| Palomera | ~1,000 | Circle of Ash | Quiet, magical, hidden |
| Greystone | ~1,800 | Independent / Ironbrand | Paranoid, vertical |
| Kessick | ~6,500 | Contested | Smoky, violent |
| Bellhaven | ~1,200 | Independent | Damp, eerie |
Rustwater Basin
The Crossroads
| Detail | Value |
|---|---|
| Population | ~12,000 |
| Faction Control | Neutral Ground (Contested) |
| Atmosphere | Desperate, muddy, loud |
Rustwater is the heart of the Frontier, located at the intersection of the primary rail lines and old dust roads. A chaotic sprawl of corrugated iron, adobe, and stolen generators. The water runs red with iron oxide, giving the town its name and its citizens a permanent metallic cough.
The only place where a Dust Vulture can drink next to a Consortium Enforcer without immediate bloodshed.
Districts
The Iron-Lung District (North): The open-pit mine dominates. Red dust everywhere. Miners live in company barracks. Hazard: The Red Cough. 1 week exposure without filter → GRIT TN 11 or chronic cough (−1 Stealth).
The Strip (Center): Main street. Saloons, gambling halls, general stores. Bright and dangerous. Key Location: The Lanterns Saloon—de facto town hall. Only building with reliable electric lights. Run by Maeve Callahan (former Mindweaver, knows everyone’s secrets). Strict “No Magic” rule inside.
The Salt-Ghetto (South): A sprawling tent city of 4,000+ refugees and new arrivals waiting for work. Redeemers run a soup kitchen, trading food for sermons. Cults recruit openly.
Local Laws
| Law | Consequence |
|---|---|
| Neutrality Tax | Open faction warfare banned. Damage the Rail or Mine → hanging. |
| Water Tithe | Water controlled by Consortium. Stealing water → hanging. |
| Armed Peace | Open carry legal. Drawing on someone requires cause. |
Key NPCs
Sheriff Crowe
Elite- Tired, corrupt, but effective. Takes Consortium bribes; uses money to arm deputies against Vultures.
- Stats: Pool 6, Defense 10, HP 12, Mettle 2
Doc “Sawbones” Holliday
Soldier- Unlicensed Flesh Shaper in a butcher shop back room. Reattaches limbs for §50. Keeps the off-cuts.
- Stats: Pool 5 (Channel), ECHO 3
Maeve Callahan
Elite- Former Mindweaver, now saloon owner. Knows secrets. Sells information. Enforces neutrality.
- Stats: Pool 7 (Channel), Defense 11, Mettle 3
Plot Hooks
| Hook | Description |
|---|---|
| The Empty Train | Silver Line arrives with engine running, no passengers. Cargo hold sealed from inside. Consortium offers bounty to open it. |
| The Red Leak | Water pump pulls up black bile. Town engineer missing. Is the mine alive? |
| The Duel | Famous Ironbrand called out a Vulture warlord. High noon. Someone’s rigging explosives. |
Orvain
The Cage
| Detail | Value |
|---|---|
| Population | ~55,000 |
| Faction Control | Consortium (Total) |
| Atmosphere | Oppressive, industrial, smog-choked |
The Consortium’s headquarters in the West. A fortress-city built into Black Iron Mountain. Gas lamps burn constantly because smog blocks the sun. Streets are paved, water is filtered, and citizens are owned. It is a true metropolis, comparable to the industrial hellscapes of the East, but built on cursed earth.
Districts
High-Side (The Glass District): Upper terraces above the smog line. Clean air. Executives and Rail Barons live here. Key Location: The Glass Tower—Seat of Rail Baron Elias Thorne. Rumored to contain a stabilized Breach powering the city grid.
The Smog-Bottoms (Industry): Lower levels in perpetual twilight. Deafening factories. Workers are “Company Men” with 20-year contracts. Hazard: Surveillance. SWAY + Deceit (TN 13) to discuss rebellion without being overheard.
The Dregs (Outside Walls): Shantytown of contract-refusers. Circle of Ash recruits here, trading secrets for water filters.
Local Laws
| Law | Consequence |
|---|---|
| Scrip Only | Barter illegal. Unauthorized gold/silver → conscription to smelters. |
| The Curfew | No inter-district movement after 20:00. Clockwork hounds hunt violators. |
| Psionic Registration | All Psionics must register with Psi-Division. Unregistered casting → execution. |
Key NPCs
Baron Elias Thorne
Boss- Ruler of Orvain. Hasn’t been seen in a year. Orders via pneumatic tube. Rumor: He’s gone Hollow; the Board is covering it up.
Director Kael
Boss- Head of Psi-Division. Cold, efficient Mindweaver. Wears gloves to hide Veil Bleed scars.
- Stats: Pool 9 (Channel), Defense 11, HP 14, Mettle 4
Plot Hooks
| Hook | Description |
|---|---|
| The Defector | Engineer wants to defect to Ironbrands with Ghost-Engine blueprints. Smuggle him through the sewers. |
| The Smog-Killer | Serial killer in the Bottoms. Bodies drained of blood. Consortium ignores it. Vampire noble from High-Side? |
| The Strike | Factory 4 workers planning revolt. Need weapons. Help them or sell them out? |
Palomera
The Sanctuary
| Detail | Value |
|---|---|
| Population | ~1,000 |
| Faction Control | Circle of Ash / Independent |
| Atmosphere | Quiet, magical, terrified of discovery |
A hidden valley in the Graven Plain, cloaked by psionic illusions. The entrance looks like a deadly rockslide. Inside: a lush (if strange) refuge for the Hollowborn—those touched by the Veil who flee Redeemer persecution. The population is small but genetically diverse due to the constant trickle of refugees.
Districts
The Dovecote: Massive library carved into canyon walls. Largest collection of pre-Rupture books and Grimoires in the West. Resource: Learn new Talents here without Scrip cost—but tuition is dangerous missions.
The Garden: Terraced farms where Flesh Shapers grow mutant crops. Food tastes metallic, but sustains life. Hazard: Long-term residents slowly change. Eyes turn violet. Skin becomes translucent.
Local Laws
| Law | Consequence |
|---|---|
| The Silence | No one leaves without permission. Betraying location → memory-wipe (Mindweaver execution). |
| The Tithe | Everyone works. Farm, scavenge, teach, or fight. |
Key NPCs
Elder Rhun
Boss- Leader of the Circle. Ancient Seer in a preservation tank. Speaks telepathically. Sees possible futures.
Sister Vesper
Elite- Former Redeemer defector. Trains the Ash-Guard militia to fight Inquisitors.
- Stats: Pool 6, Defense 10, HP 9, Mettle 2
Plot Hooks
| Hook | Description |
|---|---|
| The Inquisitor | A Redeemer has found the trail. Hasn’t reported back yet. Find and silence him before he reaches a radio. |
| The Fading Ward | Illusion powered by cracking Ley-Crystal. Venture into Ojo del Diablo to find replacement. |
Greystone
The Cliff Fortress
| Detail | Value |
|---|---|
| Population | ~1,800 |
| Faction Control | Independent / Ironbrand Protection |
| Atmosphere | Paranoid. Vertical. |
Built directly into a mesa’s vertical face on the Scorchveil edge. Accessible only by steam-winch lift. The town has caves and suspended walkways. Locals are terrified of Ashborn infiltrators.
Environmental Mechanics
Vertigo Combat
- Knockdown near edge: QUICK TN 11 or fall
- High winds: −1 die to ranged attacks on walkways
The Filter: Strangers wait at the mesa base for 3 days minimum before being allowed up. “Proving you aren’t Ashborn.”
Districts
The Bottom: Shantytown at cliff base. Lawless waiting zone.
The High-Rock: Town proper. Safe, fortified, wealthy from copper mines inside the mesa.
Key NPCs
Mayor “Iron-Jaw” Krell
Elite- Retired Ironbrand. Runs town like military base. Wears partial Hardsuit at all times.
- Stats: Pool 7, Defense 9 (AR 2), HP 11, Mettle 2
The Winch-Master
Key NPC- Controls the lift. Most powerful person in town. If he doesn’t like you, you don’t go up.
Plot Hooks
| Hook | Description |
|---|---|
| The Sabotage | Winch cable snaps. Town trapped. Sandstorm (and Ashborn army) approaching. Players stuck at the Bottom. |
| The Doppelganger | Someone in High-Rock replaced by a Skin-Changer. People disappearing. Find the monster before paranoia destroys the town. |
Kessick
The Rail Hub
| Detail | Value |
|---|---|
| Population | ~6,500 |
| Faction Control | Contested (Consortium vs. Vultures) |
| Atmosphere | Smoky, industrial, violent |
Primary refueling station for the Silver Line. A town of coal, soot, and vice. Dust Vultures raid constantly; Consortium hires mercenaries to push back. It is a war zone.
Key Locations
The Railyards: Miles of tracks, repair sheds, coal hoppers. Domain of the Rail-Jacks—a gang of workers wielding heavy wrenches and rivet guns.
The Scrapyard: Wall Town surrounded by crushed train cars. Constantly manned by Ironbrands.
Plot Hooks
| Hook | Description |
|---|---|
| The Heist | Vulture warlord hires players to steal specific cargo from a moving train before it leaves Kessick. |
| Strike-Breakers | Consortium hires players to “deal with” Rail-Jack strike. Strikers have mining explosives. |
Bellhaven
The Waystation
| Detail | Value |
|---|---|
| Population | ~1,200 |
| Faction Control | Independent (The Fenwatch) |
| Atmosphere | Damp, rotting, eerie |
Built on stilts above the Fen’s black water. Sanctuary for those fleeing law or past. Only rule: “Don’t ask questions.”
Environmental Mechanics
The Damp
- Metal rusts in days. Firearms jam on 1–3 (not just 1) unless cleaned daily with oil (Cost 1).
- Fog limits visibility to Near range always.
Key NPCs
Mother Elaine
Elite- Matriarch. Powerful Flesh Shaper who treats “Fen-Rot.” Charges in service, not Scrip. Debts accumulate.
- Stats: Pool 7 (Channel), ECHO 4, HP 9
The Ferryman
Soldier- Mute giant who poles a flatboat through the swamp. Knows safe paths through Thousand-Lantern Fen.
- Stats: IRON 4, Pool 5, HP 10
Plot Hooks
| Hook | Description |
|---|---|
| The Rising | Water level rising unnaturally. Walking Dead clawing at pylons. Defend town from siege of the drowned. |
| The Cure | Mother Elaine needs herb from swamp center. Guarded by a Fen-Wraith. |
Settlement Services & Availability
Standard Service Prices
| Service | Cost | Notes |
|---|---|---|
| Meal (common) | §1–2 | Stew, bread, water |
| Meal (fine) | §10+ | Real meat, vegetables |
| Room (flophouse) | §2/night | Lice optional |
| Room (inn) | §10/night | Clean, lockable |
| Room (luxury) | §50/night | Private bath, guards |
| Stabling | §3/night | Feed included |
| Doctor (minor) | §20 | Stitch wounds |
| Doctor (major) | §100+ | Surgery |
| Guide (local) | §10/day | Knows nearby terrain |
| Mercenary | §25/day | Combat-trained |
| Ironbrand Escort | §100/day | Professional, contract-bound |
Availability by Settlement
| Item Type | Rustwater | Orvain | Palomera | Greystone | Kessick | Bellhaven |
|---|---|---|---|---|---|---|
| Standard weapons | Yes | Yes (licensed) | Limited | Yes | Yes | Limited |
| Special ammo | Rare | Yes | No | Rare | Yes | No |
| Psionic gear | Black market | Illegal | Yes | No | Rare | Rare |
| Grimoires | Very rare | Illegal | Yes | No | No | Rare |
| Medical care | §50+ | §20+ | Free* | §40+ | §30+ | Service* |
| Clean water | §5/gal | §1/gal | Free | §3/gal | §2/gal | §4/gal |
*Requires service in return
Section III: Cursed Landmarks
— Journal of a lost Cartographer
Travelers use these landmarks for navigation because they are the only things large enough to see through the Ash Fog. However, approaching them is often suicide. Each is a scar left by the Rupture.
Cursed Landmark Summary
| Landmark | Location | Primary Danger | Potential Reward |
|---|---|---|---|
| Ojo del Diablo | Scorchveil | Time dilation, dissolution | Artifacts, prophecy |
| Uphill River | Graven Plain | The Drowned | Strain restoration |
| Iron’s Harvest | Ash Belt | Cursed metal | Enhanced weapons |
| Bell-in-the-Black | Graven Plain | Mental suggestion | Ley Line knowledge |
| Red Mother’s Teeth | Stormrise | Berserker rage, addiction | Combat enhancement |
| Screaming Rails | Ash Belt | Sanity damage | Historical knowledge |
Ojo del Diablo
The Devil’s Eye — Stable Breach
Location: Central Scorchveil Desert
A circular sinkhole lake, twenty miles wide. The water is black, motionless, and reflects stars that don’t match the sky overhead. This is the site of the First Rupture, where the Veil originally tore.
| Effect | Mechanic |
|---|---|
| Dead Zone | Animals refuse to approach within 1 mile. |
| Cold | Temperature drops to freezing within 100m of edge, even at noon. |
| Time Dilation | 1 hour at the shore = 1 day in the outside world. ECHO TN 13 to notice time passing. |
| Tension Amplifier | Tension Pool gains +1 die for every hour spent at the Eye. |
Legends & Mechanical Use
- Locals throw offerings (coins, guns, fingers) into the water, hoping the Devil looks away. Retrieving an offering grants a wish—but the price is always ironic tragedy.
- Powerful artifacts may be found at the edge.
- Entering the water is death (no save; dissolved into the Current).
- Seers gain +2 dice to prophecy-related checks near the Eye, but take 1 Erosion per use.
The Uphill River
Periodic Haunting
Location: Graven Plain
A dried riverbed cutting through bone-hills. Most of the time, it’s a dusty trench. But periodically (or when the Tension Pool ruptures), water returns—flowing uphill, defying gravity.
| Effect | Mechanic |
|---|---|
| The Drowned | When water flows, the Drowned walk with it—pale, silent figures marching upstream. They seek entry to homes. Letting them in fills your lungs with water instantly (GRIT TN 15 or death). |
| The Water | Drinking it restores ALL Strain but causes 1 Erosion (swallowing a piece of the dead world). |
| Trigger | Water flows when Tension Pool ruptures with 3+ ones, or during certain astronomical events (GM discretion). |
Iron’s Harvest
The Place Where Nails Grow — Environmental Mutation
Location: Ash Belt
A barren patch, roughly ten acres, where iron spikes push from the soil like weeds. They grow overnight, rusting as soon as they touch air.
| Effect | Mechanic |
|---|---|
| Crop Iron | Desperate farmers harvest the nails for money. High-grade metal, but cursed. |
| The Curse | Anything built with these nails ends badly. Barns collapse. Nails twitch in the wood like maggots. ECHO TN 11 to notice the wrongness. |
| Weapon Crafting | A weapon forged from Crop Iron gains +1 WR but also gains Volatile (explodes on Fumble, 1d6 damage to wielder). |
Bell-in-the-Black
Monolith
Location: Eastern Graven Plain
A pillar of black obsidian, 50 feet tall, standing alone in the grass. No entrance, no carvings. It absorbs all light.
| Effect | Mechanic |
|---|---|
| The Toll | During storms, the monolith tolls like a church bell. The sound speaks words. |
| The Suggestion | Those who hear the toll: ECHO TN 13 or receive a Suggestion (as per Mindweaver Rank 1) lasting one week. Usually subtle: “Walk north,” “Trust no one,” “Burn the map.” |
| Circle Theory | The Circle of Ash believes it’s a tuning fork for the Ley Lines. |
Red Mother’s Teeth
Mineral Anomaly
Location: Stormrise Bluffs
Jagged crimson cliffs resembling a mouth full of fangs. The stone is porous and wet. When lightning strikes (which is often), the stone bleeds a thick, coppery liquid.
| Effect | Mechanic |
|---|---|
| Red Mother’s Milk | The blood pools at the cliff base. Can be collected. |
| The Effect | Drinking grants: +2 dice to Melee damage, immunity to Pain penalties for 1 hour. Cost: 2 Erosion. When effect ends, ECHO TN 11 or attack the nearest living thing. |
| Addiction | After 3 uses, withdrawal causes −2 dice to all actions until you drink again or suffer through 1 week of detox. |
The Screaming Rails
Haunted Infrastructure
Location: Between Orvain and Kessick
A stretch of Silver Line track that passes through a narrow canyon. The rails themselves scream—a constant, low wail like metal under stress.
| Effect | Mechanic |
|---|---|
| The Sound | Audible for miles. ECHO TN 9 every hour of exposure or gain 1 Strain from the maddening noise. |
| The Memories | The screams are echoes of everyone who died building this stretch. Those who listen carefully (ECHO + Insight TN 15) can hear specific names and last words. |
| Train Effect | Trains passing through move 50% faster (time compression), but all passengers must make ECHO TN 11 or experience vivid hallucinations of the workers’ deaths. |
Section IV: Travel Routes & Journey Mechanics
Travel Summary
| Route | Speed | Safety | Cost | Best For |
|---|---|---|---|---|
| Silver Line | 100 mi/day | High | §20–50 | Fast, safe travel between major towns |
| Dust Trail | 20–30 mi/day | Low | Cheap | Budget travel with caravan protection |
| Current’s Bend | 40 mi/day | Medium | §15+ | Reaching the Fen, avoiding Vultures |
| Bluff Roads | 15–20 mi/day | Low | §15/day guide | Reaching isolated Stormrise locations |
| Cross-Country | 15 mi/day | Variable | Free | Going where routes don’t |
The Silver Line (Rail)
Route: Orvain → Kessick → Rustwater → Iron Mesa
| Aspect | Detail |
|---|---|
| Speed | ~100 miles/day |
| Cost | §20–50 per person (class dependent) |
| Safety | High. Armored “Iron-Clads” with Gatling guns and salt-sprayers. |
| Risk | Track sabotage forces stops. A stopped train is a death trap—passengers locked in “for safety.” |
| Frequency | Daily departures from major stations |
Encounter Table (d6, roll once per trip)
| Roll | Event |
|---|---|
| 1–3 | Uneventful journey |
| 4 | Delay (mechanical problems, 1d6 hours) |
| 5 | Sabotage attempt (Vulture raiders, combat on train) |
| 6 | Pass through Screaming Rails (ECHO check or hallucinations) |
The Dust Trail (Caravan Route)
Route: Rustwater → Brannoch → Scorchveil Edge
| Aspect | Detail |
|---|---|
| Speed | ~20–30 miles/day (wagons) |
| Cost | Cheap (join a caravan for protection) |
| Safety | Low. Deep Dust Vulture territory. |
| Risk | Road Tax demanded by Vultures (ammunition, water, or blood). Minimum 6 wagons to travel safely. |
Encounter Table (d6, roll daily)
| Roll | Event |
|---|---|
| 1–2 | Uneventful |
| 3 | Road Tax (Vultures demand tribute; negotiate or fight) |
| 4 | Sandstorm (GRIT TN 13 or lose 1 AR to abrasion) |
| 5 | Mirage (Insight TN 11 to recognize; approaching costs 1 Strain) |
| 6 | Ashborn attack (2d6 Ashborn during dust storm) |
Current’s Bend (River Route)
Route: Basin rivers down to the Fen
| Aspect | Detail |
|---|---|
| Speed | ~40 miles/day (flatboats) |
| Cost | §15/person + Salt-Man fee (§10/day) |
| Safety | Medium. Few human bandits; many supernatural threats. |
| Risk | Requires a Salt-Man (guide who throws salt in the wake to confuse spirits). Without one, the boat will be boarded by the wet dead. |
Encounter Table (d6, roll daily)
| Roll | Event |
|---|---|
| 1–2 | Uneventful |
| 3 | Stormcaller sighting (don’t move fast; it might ignore you) |
| 4 | Corpse-Candle field (Navigation TN 13 or 1d3 hours lost) |
| 5 | Walking Dead (1d6 attempt to board at night) |
| 6 | Fen-Wraith encounter (wants to bargain, not fight—initially) |
The Bluff Roads (Mountain Passes)
Route: Winding trails through Stormrise Bluffs
| Aspect | Detail |
|---|---|
| Speed | ~15–20 miles/day (horseback only) |
| Cost | Guide essential (§15/day) |
| Safety | Low. Treacherous terrain + supernatural storms. |
| Risk | Never travel during a storm. Lightning attracted to high emotions and Psionics. “Walk soft, speak low.” |
Encounter Table (d6, roll daily)
| Roll | Event |
|---|---|
| 1–2 | Uneventful |
| 3 | Storm incoming (1d6 hours to find shelter or face lightning) |
| 4 | Rockslide (QUICK + Athletics TN 11 or 2d6 damage) |
| 5 | Stormcaller hunting (noticed if moving faster than walking pace) |
| 6 | Ley-Line crossing (time anomaly; arrive 1d6 hours early or late) |
The Journey Mechanic (Expanded)
Daily Structure
Each day of travel follows this sequence:
- Declare route and pace (normal, cautious, or fast)
- Roll Journey Check (Guide rolls SAVVY + Frontier)
- Resolve encounters (if any)
- Consume resources (water, rations)
- Make camp (or continue through night at cost)
The Journey Check
When traveling through dangerous territory, the Guide (highest Frontier skill) rolls daily: SAVVY + Frontier (TN 11)
| Result | Outcome |
|---|---|
| Success | Normal progress; no extra cost |
| Failure | Delayed or hazard; consume 2× rations OR take 1 Strain |
| Fumble | Encounter (roll on region table or GM choice) |
Pace Modifiers
| Pace | Speed | Journey TN | Effect |
|---|---|---|---|
| Cautious | ×0.75 | TN 9 | +2 dice to avoid encounters |
| Normal | ×1 | TN 11 | Standard |
| Fast | ×1.5 | TN 13 | −2 dice to avoid encounters |
Travel Times
| Method | Speed | Encounter Frequency |
|---|---|---|
| Rail (Silver Line) | 100 mi/day | Rare (1 per trip) |
| Sand-Skiff | 60 mi/day | Moderate (daily check) |
| Horse/Wagon | 30 mi/day | High (daily check) |
| On Foot | 15 mi/day | Constant (2× daily) |
Resource Consumption
| Environment | Water/Day | Rations/Day |
|---|---|---|
| Civilized | 1 | 1 |
| Wilderness | 1 | 1 |
| Desert (Scorchveil) | 2 | 1 |
| Swamp (Fen) | 1 (must purify) | 1 (spoils fast) |
Deprivation Effects
| Days Without | Effect |
|---|---|
| Water (1) | −1 die to all physical checks |
| Water (2) | 1 Strain/hour; −2 dice |
| Water (3+) | 1 HP/hour; hallucinations (1 Erosion) |
| Food (3) | −1 die to all checks |
| Food (7) | 1 Strain/day; −2 dice |
| Food (14+) | 1 HP/day; weakness |
Night Travel
Traveling at night avoids daytime hazards (Scorchveil heat) but introduces new risks:
| Risk | Check |
|---|---|
| Getting lost | Navigation TN +2 |
| Ambush | Awareness TN 13 to notice predators |
| Fatigue | GRIT TN 11 or 1 Strain (no sleep) |
Camp Security
Proper camp setup requires 30 minutes and:
| Security Measure | Effect |
|---|---|
| Salt circle | Prevents spirit intrusion; uses 1 Salt Pouch |
| Watch rotation | Awareness check to notice approaching threats |
| Fire | +2 TN for predators to approach; visible for miles |
| No fire | −2 to Awareness at night; less visible |
Critical Rule
Without a salt circle: Tension Pool does not clear overnight. No Strain recovery from rest.
Getting Lost
If navigation fails badly (Fumble or margin −6):
- Add 1d3 days to journey
- Consume extra rations
- Risk stumbling into hazard or Cursed Landmark