The World
A world of crumbling empires, opportunistic survival, and the grinding machinery of consequence grinding indifferently forward. Magic exists but is as likely to poison you as save you. Civilization clusters in isolated pockets separated by wilderness that actively resents intrusion.
TONE: Grimdark comedy where suffering is both inevitable and occasionally hilarious; disaster arrives not with fanfare but with bureaucratic inevitability; characters pursue absurd goals with genuine conviction despite mounting evidence of futility
Cartographer's Notes — 74 locations documented
Geography
The Silt Marches
swampland city-state
medium
A network of silt-built platforms and canal-networks controlled by the Tidal Councils. The water never freezes but always smells of copper and regret. Floods occur on a predictable schedule that nobody follows correctly.
Kethrand's Folly
ruined fortress-city
extreme
Once a military stronghold of the Aureate Dominion, now a half-excavated tomb. The upper ruins are scavenged clean; the lower levels contain the things that killed the original inhabitants, which is to say, things that are still hungry.
Crab-Tooth Ridge
trading settlement
medium
A merchant town built into a mountain's exposed vein of crystalline ore. The stone glows faintly at night. Trade here is conducted in ledgers written in disappearing ink; disputes are settled by whoever controls the ledgers.
The Vermillion Galleries
vast underground complex
high
A honeycomb of caverns famous for its phosphorescent fungi gardens and the echo-songs they produce. The fungal colonies are intelligent (or appear to be). Harvesting them angers them in ways difficult to predict.
Rust Harbor
coastal city
medium
A grimy port where merchant ships dock above the skeletal remains of three older harbor cities, now ocean-floor archaeology. The rust never stops accumulating. Smuggling is the primary economy, with legitimate trade as cover story.
Additional: Primary port that uses Crab-Tooth Ridge as secondary facility for goods it prefers not to formally acknowledge. Located fourteen miles west of Crab-Tooth Ridge.
The Boneyard Fields
plains region
high
A flatland where nothing grows but white grass and the sun cracks stone. Ancient battle monuments mark where various civilizations have slaughtered each other to inconclusion. The ground remembers violence.
Ashwick Prison-Town
walled settlement
high
A city built as a punishment. Criminals are exiled here with basic supplies and told to establish civilization. Violence, corruption, and entrepreneurial desperation run rampant. The walls keep people in as much as danger out.
The Clockwork Quarter
techno-magical district
medium
Located within Crab-Tooth Ridge, this is where the Cogsworth Consortium builds devices of dubious necessity using ore and magic in unstable combination. Explosions happen with such frequency that disasters have their own filing system.
The Broken Oar
tavern
medium
Corner tavern two streets east of the Rust Harbor docks. Destroyed during the confrontation between Thrain and Captain Voss. Had a capacity of approximately 43 patrons.
Introduced in Chapter 1
The Provisioner
tavern
high
Tavern located in Crab-Tooth Ridge where Gorven Slate conducts business. Sign partially degraded. Back table appears to be Slate's operational location.
Introduced in Chapter 2
Cogsworth Consortium Tournament Hall
arena
medium
Converted foundry in the Clockwork Quarter serving as venue for the Annual Tournament of Precision Mechanical Combat. Features thirty-foot ceilings, competition rings of polished iron inlaid in floor, brass fittings throughout.
Introduced in Chapter 3
Clockwork Quarter
city district
medium
Elevated eastern section of the city controlled by the Cogsworth Consortium. Visually aggressive architecture featuring brass fittings on every surface, pneumatic pipes running overhead, and constant mechanical percussion displays. Site of Thrain's tournament disruption and subsequent banning.
Additional: The converted foundry tournament hall features thirty-foot ceilings and polished iron competition rings. District emphasizes mechanical display and pneumatic infrastructure as status symbols.
Introduced in Chapter 3
Boneyard Fields
ossuary grounds
low
Alkaline flats eleven miles northwest of Ashwick Prison-Town. Soil too mineral-dense for farming and too shallow for proper burial. Maintained by the Bone Keepers as a holding ground for unclaimed dead awaiting identification, consecration, or administrative disposition.
Introduced in Chapter 4
Ashwick Ossuary Vaults
ossuary
low
Underground burial vaults beneath Ashwick's outer wall, two miles southeast of the Boneyard Fields. Receives transferred bodies for consecration rites. Operates under institutional charter requiring complete documentation of all interred dead for valid consecration and spiritual stability.
Introduced in Chapter 4
Silt Marches
port
medium
Operational base of Voss Shipping and Salvage, built on elevated boardwalks over tidal flats. Infrastructure includes warehouses, drying sheds, and a customs building with tin roof. Named for pervasive silt in ground, air, and moral foundations of commerce. Tidal Council claims administrative oversight; Voss claims operational authority. Crabs effectively control the flats.
Introduced in Chapter 5
Voss Shipping and Salvage Headquarters
fortress
high
Main building at end of central boardwalk at Silt Marches, marked by flag bearing Voss family crest (anchor bisected by gutting knife). Operational center for Voss Shipping and Salvage.
Introduced in Chapter 5
Vermillion Galleries
archival institution
medium
Foremost archival authority recognized by the Tidal Council, holding institutional standing for one hundred and ninety years. Houses eleven thousand verified primary documents and four thousand secondary analyses. Located with a Lower Atrium seating approximately one hundred and twenty. Eastern wing collapsed during the Biennial Review incident on the fourteenth of Ashmonth.
Introduced in Chapter 6
Lower Atrium
conference hall
medium
Main assembly hall within the Vermillion Galleries where the Thirty-Second Biennial Review of Institutional Histories was held. Capacity approximately one hundred and twenty attendees.
Introduced in Chapter 6
Thornwall
city
medium
Financial quarter settlement in Kethrand territory, cluster of stone buildings designed to communicate permanence and trustworthiness. Contains reinforced structures with brass fittings.
Introduced in Chapter 7
Kethrand Folly Affiliate Office
financial institution
medium
Ground floor of three-story structure in Thornwall financial quarter. Contains clerk stations behind iron grilles, walnut counter, waiting area. Two private security guards stationed at entrance. Licensed financial affiliate.
Introduced in Chapter 7
The approach road between Rust Harbor and Kethrand's Folly—unnamed waystation with merchant warehouses; the engagement occurs in open ground with witness access
nuevo
high
Location introduced in Chapter 8
Cogsworth Consortium Machinery Exposition
historical site
extreme
A neutral-ground exposition held at the Clockwork Quarter amphitheatre, organized under a neutrality compact signed by three independent mediators (Tidal Council, Aureate Dominion, Bone Keepers). The exposition promised safe passage to all craftspeople and scholars regardless of prior institutional friction, with mandatory weapons-check protocols.
Introduced in Chapter 9
Silt Marches waystation
settlement
low
A waystation in the Silt Marches region where Zik was recovering from injuries sustained during the Clockwork Quarter collapse.
Introduced in Chapter 9
The Boneyard Fields—specifically an outlying Bone Keepers waystation, three leagues south of the central operations, marked for decommission (pre-Chapter 9)
nuevo
high
Location introduced in Chapter 10
Waystation Unknown
waystation
low
Abandoned Bone Keepers waystation located at the edge of the Silt Marches treeline, transitioning into rocky scrubland. Single-room structure with stone walls, slate roof (largely intact), heavy wooden door reinforced with iron bands. Contains a cold hearth, wooden platform (possibly bed/shelf/mortuary slab), water stain on ceiling in hand-like shape. Uniform dust layer confirms months of abandonment. No markers of active occupation.
Introduced in Chapter 10
Ashwick Grain Storage Depot
storage facility
medium
Abandoned grain storage depot on the southern fringe of Ashwick Prison-Town, used as a neutral meeting location for negotiations. Designed for private conversations and temporary body storage.
Introduced in Chapter 11
Stillwater Crossing, a borderland waystop between Ashwick Prison-Town territory and unclaimed wilderness—technically neutral, nominally Tidal Council oversight, practically undefended
nuevo
high
Location introduced in Chapter 12
The Cracked Yoke
waystop
high
A waystop at Crab-Tooth Ridge operating under a neutrality compact signed by four factions. Contains a main hall with stone hearth, stable wing housing six horses and one mule, a records office, and kitchen. Records office destroyed by fire during Chapter 12 incident.
Introduced in Chapter 12
Relay Point Eleven
waystation
extreme
Remote waystation operated by Voss Shipping at Crab-Tooth Ridge on the edge of the Silt Marches. Contains two cots, storage for crates, lamp oil reserves. Destroyed by fire during Chapter 13 ambush. No official survey records; internal Voss designation only.
Introduced in Chapter 13
Ashwick Census Hall
institutional site
high
Wide stone room with long tables arranged in rows and raised platform. Three faction representatives and Ashwick Collective senior administrator conduct census ceremonies from platform.
Introduced in Chapter 14
Tidal Council Custody House
fortress
high
Administrative building in Kethrand's Folly's southern quarter, custody district. Maintains protective witnesses, debtors in escrow, and persons whose continued existence serves a judicial function. Limestone construction with iron-banded doors and narrow windows.
Introduced in Chapter 15
The Crimson Road (unaffiliated merchant route between Rust Harbor outer-trade and Vermillion Galleries; three days' march through low-protection wilderness)
nuevo
high
Location introduced in Chapter 16
Bone Keepers Trading Post
trading post
medium
Squat building of mortared basalt and reclaimed timber set into ridge slope approximately four miles southeast of Ashwick Prison-Town perimeter wall. Two chimneys (one functional), stable for pack animals, yard of packed earth for trade goods display. Staffed by two custodians representing Bone Keepers' sovereign territorial claim.
Introduced in Chapter 17
Boneyard Fields periphery, western sector (neutral ground claimed by neither major faction, bordered by Rust Syndicate east ridge holdings)
nuevo
high
Location introduced in Chapter 18
Boneyard Fields - Western Trench Six
excavation trench
medium
Specific work assignment location within Boneyard Fields western sector where Thrain was conscripted to labor with pickaxe and barrow. Contains calcium-white soil with bone remains.
Introduced in Chapter 18
Rust Syndicate Outpost (Eastern Ridge)
outpost
extreme
Newly constructed Rust Syndicate garrison east of Boneyard Fields on the disputed eastern ridge. Timber palisade fortification with watchtower (tar-cloth roof), storehouse, and barracks. Established within three days of Boneyard Fields collapse. Boundary marked by iron stakes painted rust-oxide red at twenty-meter intervals bearing warning placard.
Introduced in Chapter 19
Ashwick Industrial Depot
fortress
extreme
Converted prison workhouse, three stories of grey stone with barred windows on upper floors and loading bay at ground level secured by chain-link gate. Located on northeast service road, south-southeast of main Ashwick Prison-Town. Contains warehouse structures for Rust Syndicate munitions and cargo storage.
Introduced in Chapter 20
Waypoint South
merchant charter station
high
Neutral merchant charter station operated under Cogsworth Consortium licensing, positioned at the dry junction where southern Silt Marches trails converge before splitting toward Rust Harbor and Kethrand's Folly. Three timber structures: supply house, dispatch office, and stable around packed-earth yard. Waypoint master: Gretten Pole (63 years old). Station now closed pending institutional review following caravan assault.
Introduced in Chapter 21
Vermillion Galleries - Western Wing
archive
extreme
Sealed archival section of the Vermillion Galleries containing territorial deed registries and historical documentation. Equipped with automated magical preservation ward system designed to treat unauthorized entry as archive contamination and seal the space.
Introduced in Chapter 22
Vermillion Galleries - Deed Registry Alcove V-17
archive
extreme
Climate-controlled archival alcove within the western wing containing shelf designation V-17, subsection territorial claims, Aureate Dominion administrative period. Houses the forged Kelch Vor territorial deed and supporting documentation.
Introduced in Chapter 22
Rust Harbor Safe-House
safe-house
medium
Converted drying shed built into harbor wall foundation, accessible through sequence of drainage culverts requiring approximately two hundred meters of crouching passage. Contains three cots, surgical table improvised from cargo pallet, provisions with defaced Cogsworth Consortium trade marks. Operated by Venn Corlis as Rust Syndicate shelter network node.
Introduced in Chapter 23
Rust Harbor Drainage System
infrastructure
low
Extensive network of drainage culverts accessible from southern edge of Rust Harbor periphery, connecting to safe-house and harbor wall foundation. Approximately two hundred meters of low-clearance passages.
Introduced in Chapter 23
Tidal Flats East of Rust Harbor
marshland
high
Quarter-mile expanse of sucking grey terrain exposed at low tide, broken by channels, oyster beds, and skeletal remains of fish traps. Connected to estuary opening to sea. Location of ambush by Thrain against Kellam Voss's kill-team.
Introduced in Chapter 24
A temporary refuge settlement (unnamed, north of Rust Harbor, outside all primary faction jurisdictions—likely a shepherd community or isolated fishing village in the Tidal estuary fringe)
nuevo
high
Location introduced in Chapter 25
Unnamed Northern Settlement
settlement
medium
Small settlement north of Rust Harbor with approximately forty permanent residents and eight to fifteen transient population. Contains one well, one communal grain store, and a functioning post relay connecting to three Silt Marches trading circuits. Location where Thrain recovered from injuries during Chapter 25.
Introduced in Chapter 25
Bone Keepers Subsurface Network
dungeon
high
Extensive underground tunnel system maintained by the Bone Keepers faction, running north-northeast from Ashwick Prison-Town toward Silt Marches junction seven. Contains excavation zones, structural reinforcement corridors, and breeding-chamber archives. Known hazard zone with terminal risk acknowledged in labor contracts.
Introduced in Chapter 26
Bone Keepers Breeding-Chamber Archive
historical site
unknown
Underground archive chamber discovered within Bone Keepers subsurface network. Contents classified as espionage evidence when documentation seized. Location and contents unknown to outside parties.
Introduced in Chapter 26
Silt Marches Northern Perimeter
settlement
high
Northern boundary of Silt Marches where Thrain and Zik emerged after escape from Bone Keepers underground. Described as location with no resources available to the duo.
Introduced in Chapter 26
Pier Nine
port
high
Eastern industrial periphery dock section in Rust Harbor, listed to port at approximately eleven degrees. Assignment location for dock reinforcement contract. Two cargo vessels moored alongside during work period.
Introduced in Chapter 27
Silt Marches northern fringe pre-empire trading post
historical site
extreme
Three-hundred-year-old trading post predating current empire, constructed using Broken Forge Dwarven-compatible joinery technique. Located in jurisdictional overlap zone between Tidal Council, Tidemark Keeper survey boundaries, and Archive Keeper neutral-territory designations. Site of salvage contract and Aureate Dominion ambush.
Introduced in Chapter 28
Ashwick periphery road, western approach
trade route
extreme
Overland corridor approximately eleven miles wide west of Ashwick Prison-Town, connecting to Vermillion Galleries. Monitored by Rust Syndicate patrols and Tidal Council observation posts. Location of Foreman Gess's caravan ambush.
Introduced in Chapter 29
Boneyard Fields western sector
burial ground
high
Shallow depression between two slag ridges with graves marked by iron pegs in chalky earth. Unclaimed territory for nine days following Chapter 29 institutional collapse. Contains two fresh graves for miners Drennan Holk and Sera Vetch.
Introduced in Chapter 30
Abandoned lime kiln north of Boneyard Fields
historical site
low
Abandoned structure used by Thrain and Zik as rendezvous point for reunion after Chapter 29 separation.
Introduced in Chapter 30
Clockwork Quarter Restricted Zone
underground infrastructure
extreme
Sealed subterranean infrastructure beneath Boneyard Fields, ostensibly abandoned for eleven years following joint institutional decree, but actively maintained with functioning environmental systems and bioluminescent fixtures. Contains copper-plated corridors, active pipe systems, mixed construction styles including Broken Forge work, and an indigenous population of at least five equipped inhabitants. Entry accessible via maintenance shaft at Boneyard Fields boundary.
Introduced in Chapter 31
Clockwork Quarter Junction Room
underground chamber
high
Underground chamber within Clockwork Quarter containing functioning environmental systems and bioluminescent fixtures, indicating active infrastructure maintenance.
Introduced in Chapter 31
Clockwork Quarter Sublevel Four Junction Corridor
sublevel junction
extreme
Narrow maintenance corridors approximately forty meters below the junction room discovered in Chapter 31. Sparse bioluminescent fixtures, significant fixture damage and outages. Contains electrical-storage vessels and brass pressure-regulators from pre-collapse imperial infrastructure. Chemical deterioration evident in air composition.
Introduced in Chapter 32
Abandoned tower, approximately three leagues north-northwest of Crab-Tooth Ridge waystation ruins (unnamed location, unaffiliated with any major faction)
nuevo
high
Location introduced in Chapter 34
Observation Tower - Silt Marches Boundary
fortification
medium
Round stone tower, three stories with partially collapsed roof, located three leagues north of Crab-Tooth Ridge waystation against shale ridge boundary. Single ground-level door, no windows below third story. Structurally intact walls. Isolated from patrol routes.
Introduced in Chapter 34
Ashwick Periphery Road eastern approach
tournament grounds
extreme
Flattened clearing east of the road bordered by timber fencing on three sides and shallow drainage ditch on fourth. Contains merchant stalls, food vendors. Located in jurisdictional grey-space claimed by Rust Syndicate, Aureate Dominion, Tidal Councils, and Ashwick Collective with no single enforcement authority.
Introduced in Chapter 35
Ashwick runoff channels
drainage system
medium
Underground or semi-exposed drainage network feeding from Ashwick Periphery Road eastern approach clearing. Accessible from shallow drainage ditch.
Introduced in Chapter 35
The Crumbled Spine foothills, inland route north of Kethrand's Folly. New location, previously unvisited. Described as broken stone terrain, abandoned imperial ruin-markers, three-day forced march through territory lacking institutional jurisdiction but not lacking inhabitants.
nuevo
high
Location introduced in Chapter 36
Crumbled Spine foothills
mountain pass
high
Unmapped limestone shelf country with dry gullies, scrub juniper, and goat trails widened by heavier traffic. Contains maintained path with drainage cuts. Terrain characterized by elevated outcrops providing strategic sightlines.
Additional: No faction checkpoints, no bounty-collection infrastructure, no Tidemark Keeper jurisdiction, no Aureate Dominion administrative presence documented in institutional cartography
Introduced in Chapter 36
Spine Road
mountain passage
extreme
Deliberately maintained path running through Crumbled Spine foothills, featuring drainage cuts at low points and natural defensive positions. Used as territorial control point.
Additional: Path deliberately maintained with drainage cuts at low points, goat trails widened by heavier traffic, elevated outcrops on both sides of saddle section provide sightlines and defensive positions
Introduced in Chapter 36
The Whisperwood (unmapped territory north of Crumbled Spine foothills, new location) — pre-collapse waystation designated 'Refuge Point Seven' by old imperial military infrastructure; Whisperwood settlement (unnamed, approximately 60 residents, minor Tidemark Keeper affiliate, 3 miles south of waystation)
nuevo
high
Location introduced in Chapter 37
Whisperwood Waystation
waystation
high
Pre-collapse military architecture located in the Whisperwood, unmapped. Stone foundation, timber upper floor, slate roof with approximately forty percent tile loss. Single southern approach. Western wall buckled inward but standing. Eastern wall intact. Interior contained military-configuration bedrolls, fire pit with warm ash, three unmarked packs, and cipher table with encrypted correspondence. Structure destroyed during combat with Archive Keeper operatives.
Introduced in Chapter 37
Millhaven (new settlement: eastern foothills, 40 leagues from known faction territory, population 120 permanent residents, merchant-neutral charter, previously unvisited), Deepwater Station (covert Aureate Dominion supply hub, located 3 leagues southeast of Millhaven, camouflaged as independent trading post, underground storage levels, now partially destroyed)
nuevo
high
Location introduced in Chapter 38
Millhaven
settlement
low
Neutral settlement in eastern foothills, forty leagues from known institutional stronghold. Forty-six structures, two taverns, grain exchange. Population characterized by indifference to strangers and lack of historical significance to major powers.
Introduced in Chapter 38
Deepwater Station
logistics hub
extreme
Supply depot nine days east of Millhaven along foothill road. Covert Aureate Dominion logistics hub coordinating with Archive Keepers. Destroyed in cargo detonation incident with unstable alchemical compounds.
Introduced in Chapter 38
Millstone Settlement (independent merchant town, previously unvisited, approximately 120 permanent residents, situated in neutral buffer zone between three faction territories)
nuevo
high
Location introduced in Chapter 39
Millstone Settlement
settlement
high
Neutral buffer zone settlement located on a plateau between Silt Marches and Crab-Tooth Ridge. Population approximately three hundred. Contains slate-roofed stone buildings, central granary serving as food storage and community hall, converted mill at northern edge housing the Arbiters of Millstone with water-powered grinding stone wheel. Three confirmed entrance/exit points.
Introduced in Chapter 39
Arbiters' Mill
historical site
medium
Converted mill at northern edge of Millstone Settlement where the Arbiters of Millstone conduct mediation proceedings. Wheel mechanism powered by diverted stream, operational for approximately two decades.
Introduced in Chapter 39
The Marrow Gate Waystation, located in the unmapped interior of the Silt Marches proper—accessible by eastern approach but beyond previous faction-mapped territory; neutral in appearance but documented as Tidal Council logistics hub disguised as independent inn
nuevo
high
Location introduced in Chapter 40
Marrick Venn's Waystation
waystation
extreme
Timber-and-stone shelter structure at junction of two silt-trails in interior Silt Marches. Two floors, stable, supply cache for authorized travelers, communal room. Operated for eleven years before destruction. Destroyed by fire in Chapter 40.
Introduced in Chapter 40
Silt Marches Interior - Restricted
region
extreme
Interior passage of Silt Marches, previously navigable. Partially closed following waystation destruction and fire spread. Regional access map now extensively marked as restricted.
Introduced in Chapter 40
Factions — 19 recorded
Factions & Organizations
The Tidal Councils
cautious
Merchant oligarchs controlling the Silt Marches through rotating leadership positions and arcane ledger-keeping. They traffic in water rights, information, and occasionally human organs. They believe chaos can be quantified and therefore controlled.
The Aureate Dominion
hostile
A ghost-faction of aristocrats from before Kethrand's Folly collapsed. They still send expeditions into the ruins believing their lost treasury remains intact. Half-feral, obsessed with genealogy and bloodright, they view commoners as practical resource vectors.
The Cogsworth Consortium
hostile
Magitech engineers and alchemists building increasingly lethal devices they describe as 'tools for civilization.' They're wrong about what civilization means. They pay well and ask few questions, which attracts exactly the wrong clientele.
The Rust Syndicate
hostile
Smugglers, pirates, and salvage operations controlling Rust Harbor's actual economy through violence and theatrical sabotage. They've weaponized bureaucracy as much as cutlasses. Every legitimate merchant pays protection fees disguised as shipping insurance.
The Bone Keepers
unaware
An archaeological death-cult obsessed with recovering artifacts from the Boneyard Fields and Kethrand's Folly, believing ancient civilizations possessed knowledge that will resurrect them (literally or spiritually). They're partially correct, which is why they're dangerous.
The Ashwick Collective
cautious
A criminal-political organization that treats the Prison-Town as both kingdom and laboratory. They conduct social experiments on the population to understand power structures. Results are published in underground journals that read like horror fiction.
Bone Keepers
neutral
Institutional custodians of the Boneyard Fields and ossuary vaults. Maintain records of unclaimed dead and enforce documentation requirements for consecration rites. Governed by institutional charter. Described as methodical and procedurally rigorous.
Introduced in Chapter 4
Ashwick Collective
hostile
Institution holding corpse-processing monopoly. Established on the fourth of Greenfall, Year 302 (not the nineteenth as previously recorded). Operated without Tidal Council authorization for eighteen days before charter filing on the twenty-second of Greenfall. Senior Archivist Pellan Dreve and Deputy Commissioner Hael Sorn represent the delegation. Declared vendetta against Zik and Thrain following the Biennial Review incident.
Introduced in Chapter 6
Tidal Council
hostile
Regulatory body that issued arrest warrants for both Zik and Thrain following the Vermillion Galleries incident. Recognizes Vermillion Galleries as foremost archival authority. Received Ashwick Collective charter filing on the twenty-second of Greenfall, Year 302.
Introduced in Chapter 6
Cogsworth Consortium Charter Operations at Waypoint South
hostile
Institutional operator of Waypoint South neutral merchant station. Filed complaint review following assault and fire damage to facility.
Introduced in Chapter 21
Archive Keepers
hostile
Institutional faction responsible for maintaining the Vermillion Galleries. Became newly hostile following the destruction and casualty event in the western wing sealed archive section.
Introduced in Chapter 22
Tidemark Keepers
hostile
Jurisdiction faction operating in marsh-folk regions near Rust Harbor. Four civilian members died in crossfire during tidal flats combat. Now formally hostile to Thrain and Zik.
Introduced in Chapter 24
Merchant Collectives (Silt Marches)
hostile
Previously dissolved or relocated merchant operations in Silt Marches region affected by coordinated Aureate Dominion and Tidal Council enforcement actions. Now hostile following publication of leaked correspondence documenting their historical seizures and dissolutions.
Introduced in Chapter 25
Unnamed Periphery Faction
hostile
One of five new factions to become hostile following publication of the Tinkersprocket Memorandum. Identity and nature unspecified in chapter documentation.
Introduced in Chapter 25
Clockwork Quarter Indigenous Population
hostile
Unknown faction inhabiting the sealed Clockwork Quarter restricted zone. Minimum five equipped combatants encountered and killed by Thrain and Zik. Actively maintains zone infrastructure and pursues intruders below ground.
Introduced in Chapter 31
Clockwork Quarter Indigenous Administrative Authority
hostile
Autonomous population maintaining and operating pre-collapse imperial military and logistics infrastructure within the restricted zone. Demonstrates institutional organization through clipboard-bearing administrators, work crews in specialized maintenance coveralls, and systematic navigation protocols. Deliberately employs external salvage operatives despite possessing adequate internal lifting capacity, suggesting intentional operational concealment or deliberate entrapment methodology.
Introduced in Chapter 32
Spine Road Authority
hostile
Armed territorial collective operating on Spine Road in Crumbled Spine foothills. Uses elevated positions and arrow fire as enforcement mechanisms. Operates toll collection and seizure operations.
Introduced in Chapter 36
Merchant Consortium (Millhaven)
neutral
Commercial entity operating under valid commercial licence with no documented faction affiliation. Contracted Thrain and Zik to escort sealed cargo from Millhaven to Deepwater Station. Unknown whether complicit in cargo trap or deceived parties.
Introduced in Chapter 38
Arbiters of Millstone
hostile
Mediation body of eleven members established forty-two years prior by the Cogsworth Consortium's Neutral Ground Compact. Brokered seventeen inter-faction disputes without armed escalation before Chapter 39 incident. Claimed sovereignty through jurisdictional non-acknowledgment between Silt Marches and Crab-Tooth Ridge authorities.
Introduced in Chapter 39
Faiths & Cults — 4 documented
Religions & Cults
The Depthless Church
medium
Worship of the Abyss as a sentient entity that remembers everything. Followers believe the Abyss observes humanity through cave systems and deep water. Priests practice ritual forgetting—deliberately destroying records—to prevent the Abyss from learning secrets. They claim this is mercy. The Church operates shrines in every major cave system and maintains neutrality to all factions by threatening to tunnel beneath their holdings.
The Blessed Mechanism
high
Religious veneration of the device-state: a belief that reality is fundamentally mechanical and divinity exists in understanding the machinery. Adherents are often engineers and natural philosophers. They view suffering as improper operation requiring calibration. Extremely compatible with the Cogsworth Consortium. They perform rites involving the construction of increasingly complex machines as prayer.
The Pale Congregation
high
Scattered death-cults worshipping entropy and the eventual heat-death of the world. They believe acceleration toward this end is noble. While not suicidal (yet), they view destruction and decay as spiritual disciplines. They recruit heavily from plague-struck areas and Ashwick Prison-Town. Their theology is internally consistent and terrifying.
The Oath-Singers
low
Nomadic shamanic tradition that believes sound—particularly songs and the vibrations they produce—maintains structural integrity of reality. They're partially correct. They oppose written language as a violation of sacred sound and thus have no central doctrine. Every Oath-Singer's beliefs are idiosyncratic and subject to change. This flexibility keeps them alive but irrelevant.
Races
Peoples of the World
Humans
Comprise approximately 60% of civilized populations. Extremely adaptable, prone to self-destruction, and absolutely convinced their current ideology is the final truth. They fill every role and often fail spectacularly. Their lifespans make them excellent for quick profits and terrible for long-term planning.
Dwarves
Expert engineers and catastrophically bad decision-makers. Constitutionally incapable of admitting error; instead, they reframe disasters as 'unexpected research findings.' Thrain Splitbeard is representative. They dominate mountain territories and underground trade but infight relentlessly over genealogy and beard-tradition disputes that outsiders cannot distinguish from actual war.
Gnomes
Natural documentarians and historians with compulsive note-taking. They reach adulthood around 40 years old and live to approximately 280, making them perfect for observing civilizational collapse across multiple centuries. Zik Tinkersprocket is atypical only in his willingness to stay with disaster-prone companions. Most gnomes practice scholarly detachment.
The Vermillion-Touched
Humanoids partially consumed and partially merged with fungal colonies from the Vermillion Galleries. They're not quite alive in traditional sense, sustained by the fungal networks that replaced portions of their biology. Some say they're enlightened; others say they're slowly dying. The distinction matters less than it should. They possess strange collective memory and exist in permanent negotiation with the fungi controlling their bodies.
Wraiths (Ascended)
Humans who underwent magical transformation becoming semi-incorporeal. They don't reproduce and retain individual personalities but exist in a permanent state of philosophical detachment. They're not undead; they're simply absent from normal existence in ways that make them excellent spies and terrible soldiers. The transformation is technically irreversible but most Ascended eventually choose dissolution.
The Arcane
Magic
Magic exists as a material substance called Essence, derived from corpses, crystalline ore, fermented emotions, and occasionally songs. Practitioners call themselves Essentists. Magic is transactional—casting requires payment in Essence, and the payment is rarely proportional to the effect. Side effects are guaranteed. Channeling magic through sentient beings (humans, dwarves, etc.) causes psychological fragmentation; instead, mages construct Conduits (external focusing objects) ranging from crude to elaborate. The process is slow, expensive, and frequently fails catastrophically.
Limitations: Magic cannot resurrect truly dead individuals, cannot change fundamental reality (it works around it instead), cannot be stored indefinitely without degradation, cannot be used to create matter ex nihilo (only transformation), and cannot be cast by those with certain bloodline markers (inherited magical resistance seen as either blessing or curse depending on context). Large-scale magic attracts attention from the things that live in reality's margins.
The Duo
Why They Travel Together
Zik Tinkersprocket encountered Thrain Splitbeard seven years ago during the Ashwick Uprising when the dwarf's catastrophic military strategy (attacking a fortified position by digging directly upward into it, causing the fort's collapse but also the death of his entire battalion) created an opportunity for scholarly documentation. Zik, then researching 'Failure Patterns in Mountainous Warfare,' found Thrain's refusal to accept responsibility for the disaster intellectually fascinating. Thrain, meanwhile, viewed Zik's documentation as validation and began viewing the gnome as a 'Official Chronicler of Tactical Innovation.' They've traveled together since, with Zik pursuing increasingly desperate academic grants to fund expeditions that inevitably involve Thrain making a catastrophically self-assured decision that nearly kills them both. Zik documents it all. Thrain remains convinced his strategy was sound and the universe simply operates incorrectly. Their partnership persists through habit, mutual dysfunction, and Zik's inability to abandon research subjects mid-project—even when the subject is actively trying to march them into dangerous situations.
Commerce
Economy
Currency: Copper Marks (official), Essence Credits (black market), Ledger Scrip (Silt Marches only)
The official economy runs on Copper Marks minted by failed regional governments, creating massive inflation. Real wealth is measured in Essence, salvage permits, water rights, and favors. Every transaction involves two ledgers: one showing what actually happened, one for taxation purposes. Trade caravans move constantly between regions because staying in one place risks total financial collapse. Barter is technically illegal but practically mandatory. A successful transaction requires understanding three overlapping economic systems simultaneously.