Introduction
Introduction: The Bleeding Frontier
“The frontier ain’t right. Ain’t been right for longer than any soul can say. This is a land where the sky hangs wrong, where rivers crawl uphill to spite nature’s laws, and where a man can fire bullets wrought from pure thought — if he’s willing to pay the price in blood and memory.”
Welcome to the Frontier.
You have heard the stories. The screaming rails of the Orvain Consortium, carving paths through land that tries to heal over the tracks like a wound. The Dust Vultures, men and women who have forgotten how to be human, hunting the mirages of the deep wastes. The Redeemers, who would burn a child to save a village. The Ironbrands, who would save the child only if the coin was good.
But mostly, you have heard of the Veil.
This is not a history of a civilized world. That world is dead. It died screaming when the drills went too deep and the sky turned the color of a bruised eye. This is a manual for what comes after. It is a guide to the Rustwater Basin, the Ash Belt, and the thin places where reality has worn through like the knees of a beggar’s trousers.
In The Veil & Lead, you play the survivors — drifters, lawmen, mystics, the damned who walk the line between cold iron industry and maddening supernatural chaos. You will wield guns and sorcery, not to save the world (it is too late for that) but to survive it.
Ammunition is scarce. Your soul is the currency that matters. Every time you draw on the power beneath the Veil, you lose a piece of yourself. You trade memories for miracles. You trade your past for a future.
And eventually, the chamber empties.
The World That Was
The elders speak of the time before the Rupture, but their stories are fragmented, like pages torn from a rain-soaked book. They speak of a nation of laws, of telegraph lines that carried voices without static, of a sun that warmed the skin instead of burning it. They call this the Gilded Age, when mankind believed it had tamed the continent.
The truth is uglier. The Gilded Age was built on a hunger that didn’t know how to stop. The Consortium pushed its drills deeper than any sane company would dig. They were looking for ghost-rock — a black mineral that burned hotter than coal and powered their locomotives across an entire continent in days.
Nobody asked what was underneath.
Forty-seven years ago, on what survivors call the Rupture, the deepest Consortium drill struck something it should not have. Witnesses described it as a sound — a single, sustained tone that lasted exactly six minutes and was heard across three thousand miles. When the sound ended, the sky was the color of a bruised eye, and the things that lived behind reality could see us for the first time.
The Five Powers
Civilization, what’s left of it, is held together by five major factions, each pursuing its own logic in the wreckage:
The Orvain Consortium controls the rails, the major mines, and the paper currency that still circulates between towns. They built the disaster. They will not stop digging.
The Dust Vultures are nomadic raiders who have adapted to the deep wastes. They wear the dust of the dead. They do not see themselves as villains.
The Redeemers are a religious order convinced the Rupture was divine punishment. They burn Psionics. They burn Veil-touched towns. They believe they are saving souls one bullet at a time.
The Circle of Ash is the underground network of Psionics — those who learned to use the Current rather than die from it. They hide in plain sight. They protect their own.
The Ironbrands are mercenaries, professionals, and the closest thing the Frontier has to law-for-hire. They take any contract. They keep their word. They do not pick sides.
Five factions, five logics, one continent. Most settlements pay tribute to two or three. Some try to refuse all of them and end up paying the highest price of all.
Life in the Wastes
Out here, survival is the only ideology. Water costs more than blood. Salt is currency in the deep towns. A man who can fix a steam engine eats every day; a man who can talk to the dead eats only when someone needs the dead spoken to.
The three rules every Frontier child learns before they learn to walk:
- Don’t trust the sky. Weather changes faster than mood. Lightning hunts the angry. Storms remember names.
- Salt the door, salt the bed. Spirits move easily across smooth lines. A pinch of salt breaks the geometry they need to cross.
- Never speak the names of the dead at night. They listen now. They remember. They are sometimes still hungry.
If you break the rules, you die. If you follow them, you might live another season. Either way, the Frontier wins eventually. The Frontier always wins.
What This Book Is
This book is the Marshal’s Almanac of the Bleeding Frontier — the manual for telling stories of survival, sorcery, and slow doom. It contains everything a group needs to play: how to make a character, how to resolve a gunfight, how to channel the Current and live with what it costs you.
Book I, The Drifter, builds your character — origin, tragedy, calling.
Book II, The Law of Lead, covers the core mechanics: the dice, the count, the wounds, the death.
Book III, The Current, is the Psionic discipline — the cost of touching what mankind was not meant to touch.
Book IV, The Marshal’s Almanac, is the GM’s toolkit: pacing the horror, mapping the regions, populating the wastes with things that should not exist.
There is one rule above all: the dice tell you what fate handed you. Everything else — the aim you took, the iron you carry, the ground you’re standing on — that’s what you bring to the table.
Welcome to the Frontier. Pull up a chair. Try not to die before the sun sets.