Book IV: Marshal’s Almanac — Chapter 9

The Atlas

Five Killing Grounds, Major Settlements, Cursed Landmarks, and Travel Routes

“You ride too far, and you’ll see things no man oughta. The sky’ll hang wrong, the dirt’ll whisper your name, rivers’ll crawl uphill just to spite the rules of nature. So if you’re plannin’ to last longer’n a week, best you learn the landmarks. They ain’t just places—they’re teeth and bones in the body of a land that don’t want you.”
— 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

RegionPrimary HazardCheckFailure
Ash BeltToxic airGRIT TN 11/hour1 Strain + cough
ScorchveilHeat / ThirstGRIT TN 13/hour (day)1 HP
StormriseLightning1d6/hour (metal armor)4d6 damage
Graven PlainPsychic pressureECHO TN 11 (dusk)1 Strain, no sleep
The FenTime / Rot1d6/dayTime slip; rust

Survival Costs by Region

EnvironmentWater/DaySpecial Requirement
Civilized Rim1 rationNone
Ash Belt1 rationFilter mask
Scorchveil2 rationsNight travel only
Stormrise1 rationNo metal armor in storms
Graven Plain1 rationRaised bedroll
The Fen1 rationSalt 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

DetailValue
LocationNorthwest of Rustwater
TerrainVolcanic soil, smoke-filled valleys, devastated forests, coal deposits
Faction PresenceConsortium (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

FeatureEffect
Ley-EnginesBuilding-sized pumps. Psionics cast within Near range automatically add +1 Tension Die.
Glass-WalkersCrystallized predators. Move silently, reflect light like mirrors. Defense 11.
Smog BanksDense 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

DetailValue
LocationSouthwest Frontier
TerrainShifting sand dunes, red rock formations, slot canyons
Faction PresenceDust 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

FeatureEffect
AshbornDust-spirits during storms. HP 2, Defense 11. Reform unless killed by water/magic.
MiragesCurrent illusions. Interacting causes 1 Strain. Insight (TN 13) to identify.
QuicksandQUICK + 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

DetailValue
LocationNortheast Frontier
TerrainJagged highlands, granite cliffs, perpetual storm clouds
Faction PresenceIndependent 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

FeatureEffect
StormcallersElemental riders of blue lightning. Hunt anything moving fast. Walk slowly to avoid.
Flash FloodsNot water—static discharge and fist-sized hail. GRIT TN 13 or 2d6 damage.
Ley-Line CrossingsReality 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

DetailValue
LocationEastern Frontier
TerrainRolling grassland, ancient stone monoliths, bone-pale hills
Faction PresenceCircle 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

FeatureEffect
Marrow DownsCentral hills. Digging releases “Grave Gas”—hallucinogen causing belief you are an ancient giant. GRIT TN 13 or 1d6 hours of delusion.
Stone CirclesPre-human ritual sites. Magic cast inside is +1 Rank effect, but Backlash is doubled.
DisappearancesChildren 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

DetailValue
LocationSouthern Frontier
TerrainStagnant swampland, mist-covered waterways, rotting cypress
Faction PresenceIndependent (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

FeatureEffect
Fen-WraithsPrimary inhabitants. Ethereal. Barter power for “Anchors” (living flesh).
The Walking DeadWhen Two-Mouth Spring flows backward (night), drowned dead emerge. They’re confused, sad, and want warmth—will hug you to death.
Thousand-Lantern FenFloating 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

“Civilization out here isn’t a state of being. It’s a siege. Every town is a fortress, every road is a supply line, and every stranger is a potential breach in the wall.”
— 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

SettlementPopulationControlAtmosphere
Rustwater~12,000Contested / NeutralDesperate, muddy, loud
Orvain~55,000ConsortiumOppressive, industrial
Palomera~1,000Circle of AshQuiet, magical, hidden
Greystone~1,800Independent / IronbrandParanoid, vertical
Kessick~6,500ContestedSmoky, violent
Bellhaven~1,200IndependentDamp, eerie

Rustwater Basin

The Crossroads

DetailValue
Population~12,000
Faction ControlNeutral Ground (Contested)
AtmosphereDesperate, 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

LawConsequence
Neutrality TaxOpen faction warfare banned. Damage the Rail or Mine → hanging.
Water TitheWater controlled by Consortium. Stealing water → hanging.
Armed PeaceOpen 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

HookDescription
The Empty TrainSilver Line arrives with engine running, no passengers. Cargo hold sealed from inside. Consortium offers bounty to open it.
The Red LeakWater pump pulls up black bile. Town engineer missing. Is the mine alive?
The DuelFamous Ironbrand called out a Vulture warlord. High noon. Someone’s rigging explosives.

Orvain

The Cage

DetailValue
Population~55,000
Faction ControlConsortium (Total)
AtmosphereOppressive, 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

LawConsequence
Scrip OnlyBarter illegal. Unauthorized gold/silver → conscription to smelters.
The CurfewNo inter-district movement after 20:00. Clockwork hounds hunt violators.
Psionic RegistrationAll 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

HookDescription
The DefectorEngineer wants to defect to Ironbrands with Ghost-Engine blueprints. Smuggle him through the sewers.
The Smog-KillerSerial killer in the Bottoms. Bodies drained of blood. Consortium ignores it. Vampire noble from High-Side?
The StrikeFactory 4 workers planning revolt. Need weapons. Help them or sell them out?

Palomera

The Sanctuary

DetailValue
Population~1,000
Faction ControlCircle of Ash / Independent
AtmosphereQuiet, 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

LawConsequence
The SilenceNo one leaves without permission. Betraying location → memory-wipe (Mindweaver execution).
The TitheEveryone 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

HookDescription
The InquisitorA Redeemer has found the trail. Hasn’t reported back yet. Find and silence him before he reaches a radio.
The Fading WardIllusion powered by cracking Ley-Crystal. Venture into Ojo del Diablo to find replacement.

Greystone

The Cliff Fortress

DetailValue
Population~1,800
Faction ControlIndependent / Ironbrand Protection
AtmosphereParanoid. 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

HookDescription
The SabotageWinch cable snaps. Town trapped. Sandstorm (and Ashborn army) approaching. Players stuck at the Bottom.
The DoppelgangerSomeone in High-Rock replaced by a Skin-Changer. People disappearing. Find the monster before paranoia destroys the town.

Kessick

The Rail Hub

DetailValue
Population~6,500
Faction ControlContested (Consortium vs. Vultures)
AtmosphereSmoky, 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

HookDescription
The HeistVulture warlord hires players to steal specific cargo from a moving train before it leaves Kessick.
Strike-BreakersConsortium hires players to “deal with” Rail-Jack strike. Strikers have mining explosives.

Bellhaven

The Waystation

DetailValue
Population~1,200
Faction ControlIndependent (The Fenwatch)
AtmosphereDamp, 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

HookDescription
The RisingWater level rising unnaturally. Walking Dead clawing at pylons. Defend town from siege of the drowned.
The CureMother Elaine needs herb from swamp center. Guarded by a Fen-Wraith.

Settlement Services & Availability

Standard Service Prices

ServiceCostNotes
Meal (common)§1–2Stew, bread, water
Meal (fine)§10+Real meat, vegetables
Room (flophouse)§2/nightLice optional
Room (inn)§10/nightClean, lockable
Room (luxury)§50/nightPrivate bath, guards
Stabling§3/nightFeed included
Doctor (minor)§20Stitch wounds
Doctor (major)§100+Surgery
Guide (local)§10/dayKnows nearby terrain
Mercenary§25/dayCombat-trained
Ironbrand Escort§100/dayProfessional, contract-bound

Availability by Settlement

Item TypeRustwaterOrvainPalomeraGreystoneKessickBellhaven
Standard weaponsYesYes (licensed)LimitedYesYesLimited
Special ammoRareYesNoRareYesNo
Psionic gearBlack marketIllegalYesNoRareRare
GrimoiresVery rareIllegalYesNoNoRare
Medical care§50+§20+Free*§40+§30+Service*
Clean water§5/gal§1/galFree§3/gal§2/gal§4/gal

*Requires service in return

Section III: Cursed Landmarks

“The map is not the territory. The map is a lie we tell ourselves to feel safe. The territory is a living, breathing thing that hates you. It shifts when you sleep. It bleeds when you cut it. And if you walk the same path twice, you might not end up in the same place.”
— 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

LandmarkLocationPrimary DangerPotential Reward
Ojo del DiabloScorchveilTime dilation, dissolutionArtifacts, prophecy
Uphill RiverGraven PlainThe DrownedStrain restoration
Iron’s HarvestAsh BeltCursed metalEnhanced weapons
Bell-in-the-BlackGraven PlainMental suggestionLey Line knowledge
Red Mother’s TeethStormriseBerserker rage, addictionCombat enhancement
Screaming RailsAsh BeltSanity damageHistorical 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.

EffectMechanic
Dead ZoneAnimals refuse to approach within 1 mile.
ColdTemperature drops to freezing within 100m of edge, even at noon.
Time Dilation1 hour at the shore = 1 day in the outside world. ECHO TN 13 to notice time passing.
Tension AmplifierTension 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.

EffectMechanic
The DrownedWhen 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 WaterDrinking it restores ALL Strain but causes 1 Erosion (swallowing a piece of the dead world).
TriggerWater 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.

EffectMechanic
Crop IronDesperate farmers harvest the nails for money. High-grade metal, but cursed.
The CurseAnything built with these nails ends badly. Barns collapse. Nails twitch in the wood like maggots. ECHO TN 11 to notice the wrongness.
Weapon CraftingA 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.

EffectMechanic
The TollDuring storms, the monolith tolls like a church bell. The sound speaks words.
The SuggestionThose 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 TheoryThe 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.

EffectMechanic
Red Mother’s MilkThe blood pools at the cliff base. Can be collected.
The EffectDrinking 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.
AddictionAfter 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.

EffectMechanic
The SoundAudible for miles. ECHO TN 9 every hour of exposure or gain 1 Strain from the maddening noise.
The MemoriesThe 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 EffectTrains 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

RouteSpeedSafetyCostBest For
Silver Line100 mi/dayHigh§20–50Fast, safe travel between major towns
Dust Trail20–30 mi/dayLowCheapBudget travel with caravan protection
Current’s Bend40 mi/dayMedium§15+Reaching the Fen, avoiding Vultures
Bluff Roads15–20 mi/dayLow§15/day guideReaching isolated Stormrise locations
Cross-Country15 mi/dayVariableFreeGoing where routes don’t

The Silver Line (Rail)

Route: Orvain → Kessick → Rustwater → Iron Mesa

AspectDetail
Speed~100 miles/day
Cost§20–50 per person (class dependent)
SafetyHigh. Armored “Iron-Clads” with Gatling guns and salt-sprayers.
RiskTrack sabotage forces stops. A stopped train is a death trap—passengers locked in “for safety.”
FrequencyDaily departures from major stations

Encounter Table (d6, roll once per trip)

RollEvent
1–3Uneventful journey
4Delay (mechanical problems, 1d6 hours)
5Sabotage attempt (Vulture raiders, combat on train)
6Pass through Screaming Rails (ECHO check or hallucinations)

The Dust Trail (Caravan Route)

Route: Rustwater → Brannoch → Scorchveil Edge

AspectDetail
Speed~20–30 miles/day (wagons)
CostCheap (join a caravan for protection)
SafetyLow. Deep Dust Vulture territory.
RiskRoad Tax demanded by Vultures (ammunition, water, or blood). Minimum 6 wagons to travel safely.

Encounter Table (d6, roll daily)

RollEvent
1–2Uneventful
3Road Tax (Vultures demand tribute; negotiate or fight)
4Sandstorm (GRIT TN 13 or lose 1 AR to abrasion)
5Mirage (Insight TN 11 to recognize; approaching costs 1 Strain)
6Ashborn attack (2d6 Ashborn during dust storm)

Current’s Bend (River Route)

Route: Basin rivers down to the Fen

AspectDetail
Speed~40 miles/day (flatboats)
Cost§15/person + Salt-Man fee (§10/day)
SafetyMedium. Few human bandits; many supernatural threats.
RiskRequires 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)

RollEvent
1–2Uneventful
3Stormcaller sighting (don’t move fast; it might ignore you)
4Corpse-Candle field (Navigation TN 13 or 1d3 hours lost)
5Walking Dead (1d6 attempt to board at night)
6Fen-Wraith encounter (wants to bargain, not fight—initially)

The Bluff Roads (Mountain Passes)

Route: Winding trails through Stormrise Bluffs

AspectDetail
Speed~15–20 miles/day (horseback only)
CostGuide essential (§15/day)
SafetyLow. Treacherous terrain + supernatural storms.
RiskNever travel during a storm. Lightning attracted to high emotions and Psionics. “Walk soft, speak low.”

Encounter Table (d6, roll daily)

RollEvent
1–2Uneventful
3Storm incoming (1d6 hours to find shelter or face lightning)
4Rockslide (QUICK + Athletics TN 11 or 2d6 damage)
5Stormcaller hunting (noticed if moving faster than walking pace)
6Ley-Line crossing (time anomaly; arrive 1d6 hours early or late)

The Journey Mechanic (Expanded)

Daily Structure

Each day of travel follows this sequence:

  1. Declare route and pace (normal, cautious, or fast)
  2. Roll Journey Check (Guide rolls SAVVY + Frontier)
  3. Resolve encounters (if any)
  4. Consume resources (water, rations)
  5. 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)

ResultOutcome
SuccessNormal progress; no extra cost
FailureDelayed or hazard; consume 2× rations OR take 1 Strain
FumbleEncounter (roll on region table or GM choice)

Pace Modifiers

PaceSpeedJourney TNEffect
Cautious×0.75TN 9+2 dice to avoid encounters
Normal×1TN 11Standard
Fast×1.5TN 13−2 dice to avoid encounters

Travel Times

MethodSpeedEncounter Frequency
Rail (Silver Line)100 mi/dayRare (1 per trip)
Sand-Skiff60 mi/dayModerate (daily check)
Horse/Wagon30 mi/dayHigh (daily check)
On Foot15 mi/dayConstant (2× daily)

Resource Consumption

EnvironmentWater/DayRations/Day
Civilized11
Wilderness11
Desert (Scorchveil)21
Swamp (Fen)1 (must purify)1 (spoils fast)

Deprivation Effects

Days WithoutEffect
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:

RiskCheck
Getting lostNavigation TN +2
AmbushAwareness TN 13 to notice predators
FatigueGRIT TN 11 or 1 Strain (no sleep)

Camp Security

Proper camp setup requires 30 minutes and:

Security MeasureEffect
Salt circlePrevents spirit intrusion; uses 1 Salt Pouch
Watch rotationAwareness 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

The Land Is Mapped. Now Meet What Lives In It.

You’ve charted the Killing Grounds, the fragile settlements, and the cursed scars on the land. Now open the Bestiary and give your players something to fear.

Chapter 10: The Bestiary →