Travel Reference
“The road is not a ledger. It is a conversation. Speak carefully. Listen closely. And always leave something behind for the next traveler.”
— Dusana of the Raven Road
Core Travel Procedure
For each leg of a journey, draw 3–4 cards using the decks for your destination and controlling authority.
♠ from the destination deck: sets the scene (place).
♡ from the destination deck: introduces the local actor or faction.
♣ from the Wilds (general hazards) or destination (if strongly policed): brings pressure.
♢ from the authority that gates the route: papers, escorts, rights, or exceptions.
Set a travel timer by the highest rank:
2–5 ⇒ 4 segments
6–10 ⇒ 6 segments
J/Q/K ⇒ 8 segments
A ⇒ 10 segments
On success, advance to the next leg; on failure, mark delay, debt, or diversion and resolve a consequence in the fiction.
The Amaranthine: A Textual Map
The Amaranthine is isomorphic to Earth’s geography:
| Earth | Amaranthine |
|---|---|
| Northern Europe | Violet Steppe |
| The Alps | Aelerian Mountains |
| Iberia + Morocco | Kahfagia |
| Italy + France + Germany | Ecktoria |
| Holy Roman Empire | Acasia |
| Western Balkans | Vhasia |
| Eastern Balkans | Viterra (straddles Dolmis & Amaranthine) |
| Southwest Balkans | Thepyrgos |
| Black Sea | The Dolmis |
| Caspian Sea | The Aberderrin |
| North Shore (Black Sea) | Zakov |
| East Shore (Black Sea) | Aelinnel, Aelaerem |
| South Shore (Black Sea) | Viterra, Thepyrgos |
| North Shore (Caspian) | The Linns |
| West Shore (Caspian) | Mistlands (Payden’s Port) |
| South of Mistlands | Aeler |
| Between Mistlands & Steppe | Direwood |
| North of Aelaerem/Aelinnel, East of Aberderrin | Valewood |
| Coastal strip where Valewood pulled back | Thin Coast |
| North of Viterra, South of Aelerian Mountains | Ubral |
Wind Patterns: The Violet Steppe’s winds are reversed from our world. This affects trade routes across the steppe, sea routes in the Aberderrin, and the Direwood’s weather (storms come from the east).
Textual Map
┌─────────────────────────────────────────────────────────┐
│ THE VIOLET STEPPE │
│ (Northern Europe, reversed winds) │
│ │
│ ┌──────────────┐ ┌──────────────┐ │
│ │ YKRUL │ │ KUVANI │ │
│ │ (Wolf Banners)│ │ (Remounts) │ │
│ └──────┬───────┘ └──────┬───────┘ │
│ │ │ │
│ │ DIREWOOD │ │
│ │ (Folk Horror) │ │
│ │ │ │ │
└───────────┼─────────┼─────────────┼─────────────────────┘
│ │ │
┌────────────────┼─────────┼─────────────┼────────────────────┐
│ │ │ │ │
│ MISTLANDS │ │ AELER │ │
│ (Bells, Salt) │ │ (Dwarves) │ VALEWOOD │
│ Payden's │ │ │ (Empire Under │
│ Port │ │ │ Leaves) │
│ │ │ │ │ │ │
│ │ └─────────┼─────────────┼───────┼────────────┤
│ │ │ │ │ │
│ │ AELERIAN │ UBRAL │ THIN │ │
│ │ MOUNTAINS │ (Highland │ COAST │ │
│ │ (The Alps) │ Clans) │ │ │
│ │ │ │ │ │ │
│ └────────────────┼─────┼───────┼───────┼────────────┤
│ │ │ │ │ │
│ ┌─────────────────┼─────┼───────┼───────┼────────────┤
│ │ │ │ │ │ │
│ │ ACASIA │VHASIA│VITERRA│AELINNEL│ AELAEREM │
│ │ (Broken │(West │(East │(Gnomes)│(Halflings)│
│ │ Marches) │Balkans)│Balkans)│ │ │
│ │ │ │ │ │ │ │ │ │
│ │ │ │ │ │ │ │ │ │
│ │ SILKSTRAND │ │ │ │ │ │ │
│ │ (City of │ │ │ │ │ │ │
│ │ Bridges) │ │ │ │ │ │ │
│ │ │ │ │ │ │ │ │ │
│ └──────┼─────────┼──┼───┼───┼───┼────────┼──────────┤
│ │ │ │ │ │ │ │ │
│ ┌──────────┼─────────┼──┼───┼───┼───┼────────┼──────────┤
│ │ │ │ │ │ │ │ │ │
│ │ ECKTORIA │ │ │ │ │ │ │ │
│ │ (Marble &│ │ │ │ │ │ │ │
│ │ Fire) │ │ │ │ │ │ │ │
│ │ │ │ │ │ │ │ │ │
│ └──────────┼─────────┼──┼───┼───┼───┼────────┼──────────┤
│ │ │ │ │ │ │ │ │
│ ┌──────────┼─────────┼──┼───┼───┼───┼────────┼──────────┤
│ │ KAHFAGIA │ │ │ │ │ │ │ │
│ │(Creole │ │ │ │ │ │ │ │
│ │Thalassoc.)│ │ │ │ │ │ │ │
│ │ │ │ │ │ │ │ │ │
│ └──────┼─────────┼──┼───┼───┼───┼────────┼──────────┤
│ │ │ │ │ │ │ │ │
│ ┌──────────┼─────────┼──┼───┼───┼───┼────────┼──────────┤
│ │ THE │ │ │ │ │ │ │ │
│ │ AMARAN- │ │ │ │ │ │ │ │
│ │ THINE │ │ │ │ │ │ │ │
│ │ SEA │ │ │ │ │ │ │ │
│ │ (Mediter-│ │ │ │ │ │ │ │
│ │ ranean) │ │ │ │ │ │ │ │
│ │ │ │ │ │ │ │ │ │ │
│ │ │ │ │ │ │ │ │ │ │
│ └──────┼────┼─────────┼──┼───┼───┼───┼────────┼──────────┤
│ │ │ │ │ │ │ │ │ │
│ ┌──────┼────┼─────────┼──┼───┼───┼───┼────────┼──────────┤
│ │ │ │THEPYRGOS│ │ │ │ │ │ │
│ │ │ │(City of │ │ │ │ │ │ │
│ │ │ │ Stairs) │ │ │ │ │ │ │
│ │ │ │ │ │ │ │ │ │ │
│ └──────┼────┼─────────┼──┼───┼───┼───┼────────┼──────────┤
│ │ │ │ │ │ │ │ │ │
│ ┌──────┼────┼─────────┼──┼───┼───┼───┼────────┼──────────┤
│ │ │ │ THEONA │ │ │ │ │ │ │
│ │ ZAKOV│ │ (Island)│ │ │ │ │ │ │
│ │(North│ │ │ │ │ │ │ │ │
│ │ Shore)│ └─────────┼──┼───┼───┼───┼────────┼──────────┤
│ │ │ │ │ │ │ │ │ │
│ │ │ │ THE │ │ │ │ │ │ │
│ │ │ DOLMIS SEA │ │ │ │ │ │ │
│ │ │ (Black Sea) │ │ │ │ │ │ │
│ │ │ │ │ │ │ │ │ │
│ └──────┴──────────────┴──┴───┴───┴───┴────────┴──────────┘
│
│ ┌──────────┐
│ │ LINNS │
│ │(Skerries)│
│ │ │ │
│ │ │ │
│ │ ABERDERRIN SEA (Caspian Sea)
│ │ │ │
│ │ │ │
│ └─────┴────┘
│
│ LINNS "SAIL OVER LAND" (Portage)
│ around the mountains to reach the Dolmis
│ via the Thin Coast
Route Tables
The Amaranthine Coastway (West to East)
Kahfagia → Ecktoria → Acasia → Silkstrand → Vhasia → Viterra → Thepyrgos
| Leg | Origin | Destination | Gateway | Deck | Diamond | Timer |
|---|---|---|---|---|---|---|
| 1 | Kassamira (Kahfagia) | Ecktoria Capital Port | Coastal shipping | Ecktoria | Convoy Letter | 6 |
| 2 | Ecktoria | Silkstrand (Acasia) | Coastal shipping | Acasia | Exchange Pass | 6–8 |
| 3 | Silkstrand | Marcott (Vhasia, west Balkans) | River/coastal | Vhasia | Letters Patent | 6 |
| 4 | Marcott | Fairport (Viterra, east Balkans) | River/coastal | Viterra | Customs Seal | 6 |
| 5 | Fairport | Thepyrgos (southwest corner) | Black River | Thepyrgos | Harbor Pass | 6–8 |
The Dolmis Circuit (Circum-Dolmis)
Fairport (Viterra) → Theona → Zakov → Aelinnel → Aelaerem → Thin Coast → Valewood → back to Fairport
| Leg | Origin | Destination | Gateway | Deck | Diamond | Timer |
|---|---|---|---|---|---|---|
| 1 | Fairport (Viterra, west shore) | Theona (island in Dolmis) | Island crossing | Theona | Moot Token | 6 |
| 2 | Theona | Zakov (north shore) | Sea lane | Zakov | Harbor-Green | 6–8 |
| 3 | Zakov | Aelinnel (east shore) | North coast | Aelinnel | Tide-Path Key | 6 |
| 4 | Aelinnel | Aelaerem (south of Aelinnel) | Coast road | Aelaerem | Host-Right Bough | 4 |
| 5 | Aelaerem | Thin Coast (Valewood coast) | Coastal strip | Valewood | Way-Cord | 6 |
| 6 | Thin Coast | Valewood interior | Forest road | Valewood | Truce-Bough | 6 |
The Aelerian Passes (North-South Through the Mountains)
Vhasia/Viterra/Ubral → Aeler Gates → Mistlands → Direwood → Violet Steppe
| Leg | Origin | Destination | Gateway | Deck | Diamond | Timer |
|---|---|---|---|---|---|---|
| 1 | Marcott (Vhasia) | Aeler Gate | Mountain pass | Aeler | Underway Pass | 6–8 |
| 2 | Fairport (Viterra) | Aeler Gate | Mountain pass | Aeler | Underway Pass | 6–8 |
| 3 | Ubral (north of Viterra) | Aeler Gate | Mountain pass | Aeler | Pass-Ring | 6–8 |
| 4 | Aeler Gate | Payden’s Port (Mistlands) | Underway/crossing | Mistlands | Ward-Salt | 6 |
| 5 | Payden’s Port | Direwood (between Mistlands & Steppe) | Forest crossing | Mistlands | Lantern Writ | 6–8 |
| 6 | Direwood | Violet Steppe | Forest-to-steppe | Ykrul | Foedus Seal | 8 |
The Shadow Corridors (Valewood Coast)
Thin Coast ↔︎ Valewood ↔︎ Mistlands (north-south)
| Leg | Origin | Destination | Gateway | Deck | Diamond | Timer |
|---|---|---|---|---|---|---|
| 1 | Thin Coast (south) | Thin Coast (north) | Coastal strip | Valewood | Way-Cord | 6 |
| 2 | Thin Coast (north) | Payden’s Port (Mistlands) | Forest/shadow | Mistlands | Lantern Writ | 6–8 |
| 3 | Thin Coast | Zakov | Sea/shadow | Zakov | Pilot Token | 6 |
The Linn Raid Routes (Portage)
Linn Skerries → Portage (over land) → Dolmis (via Thin Coast)
| Leg | Origin | Destination | Gateway | Deck | Diamond | Timer |
|---|---|---|---|---|---|---|
| 1 | Linn Skerries (Aberderrin north shore) | Thin Coast | Portage (sail over land) | Linn | Thing Ruling | 6 |
| 2 | Thin Coast | Dolmis Sea | Sea lane | Zakov | Escort Writ | 6 |
| 3 | Thin Coast | Zakov | Sea lane | Zakov | Pilot Token | 6 |
| 4 | Thin Coast | Aelinnel (Dolmis east shore) | Sea lane | Aelinnel | Tide-Path Key | 6 |
The Steppe Frontiers
Ykrul ↔︎ Vilikari ↔︎ Ecktoria/Acasia ↔︎ Black Banner Territories
| Leg | Origin | Destination | Gateway | Deck | Diamond | Timer |
|---|---|---|---|---|---|---|
| 1 | Ykrul Winter Camp | Foedus Stone (Vilikari) | Wolf Road | Vilikari | Foedus Renewal | 6–8 |
| 2 | Foedus Stone | Ecktoria/Acasia border | Steppe road | Wilds | Remount Chit | 6 |
| 3 | Ecktoria/Acasia border | Black Banner Camp | Frontier | Black Banner | Safe-Conduct | 6–8 |
| 4 | Black Banner Camp | Ykrul Territory | Steppe road | Ykrul | Paiza Tablet | 6–8 |
The River Roads
Belworth: Forms the boundary between Vhasia (west) and Viterra (east). The Black River forms most of the border between Viterra and Thepyrgos.
| Leg | Origin | Destination | Gateway | Deck | Diamond | Timer |
|---|---|---|---|---|---|---|
| 1 | Marcott (Vhasia) | Pont-du-Tithe | River | Vhasia | Letters Patent | 4–6 |
| 2 | Pont-du-Tithe | Fairport (Viterra) | River | Viterra | Customs Seal | 4–6 |
| 3 | Fairport | Black River bend | River | Viterra | Portage Pass | 6 |
| 4 | Black River bend | Thepyrgos | River | Thepyrgos | Harbor Pass | 6 |
The Green Gate Hops (Aelinnel)
Aelinnel (east shore) ↔︎ Aelaerem (south) ↔︎ Valewood (north)
| Leg | Origin | Destination | Gateway | Deck | Diamond | Timer |
|---|---|---|---|---|---|---|
| 1 | Aelinnel Coast | Green Gate | Tide path | Aelinnel | Tide-Path Key | 4–6 |
| 2 | Green Gate | Aelaerem Downs | Forest road | Aelaerem | Host-Right Bough | 4 |
| 3 | Green Gate | Valewood | Phasing gate | Valewood | Way-Cord | 6 |
The Astroegro Straits (Thepyrgos Control)
Thepyrgos ↔︎ Amaranthine ↔︎ Dolmis (The hinge between seas)
| Leg | Origin | Destination | Gateway | Deck | Diamond | Timer |
|---|---|---|---|---|---|---|
| 1 | Thepyrgos | Astroegro Straits | Chain/boom | Thepyrgos | Harbor Pass | 6 |
| 2 | Astroegro Straits | Amaranthine Sea | Sea lane | Kahfagia | Pilotage Token | 6–8 |
| 3 | Astroegro Straits | Dolmis Sea | Sea lane | Zakov | Corsair Charter | 6–8 |
Ubral Routes (North of Viterra, South of Aelerian Mountains)
Ubral ↔︎ Viterra ↔︎ Aeler (via passes)
| Leg | Origin | Destination | Gateway | Deck | Diamond | Timer |
|---|---|---|---|---|---|---|
| 1 | Ubral Highlands | Fairport (Viterra) | Mountain pass | Ubral | Guide’s Braid | 4–6 |
| 2 | Ubral Highlands | Aeler Gate | Mountain pass | Aeler | Pass-Ring | 6–8 |
| 3 | Ubral Highlands | Vhasia (west) | Mountain pass | Ubral | Shelter Writ | 6 |
Gateway Control Points
| Gateway | Deck | Diamond Source | Typical Leverage |
|---|---|---|---|
| Kassamira (Kahfagia) | Kahfagia | Kahfagia | Convoy letter; lantern-law warrant; pilotage token |
| Ecktoria Capital Port | Ecktoria | Ecktoria | Berth priority; coin-house credit; procession permit |
| Silkstrand | Acasia | Acasia | Exchange floor; condotta; watergate priority |
| Marcott (Vhasia) | Vhasia | Vhasia | Letters patent; safe-conduct; fairground precedence |
| Fairport (Viterra) | Viterra | Viterra | Customs seal; ferry priority; Dawn escort |
| Thepyrgos (boom) | Thepyrgos | Thepyrgos | Harbor pass; crane allotment; Synod indulgence |
| High-Mist Pass | Aeler | Aeler | Underway pass; Key-Writ; Breath time allotment |
| Payden’s Port | Mistlands | Mistlands | Lantern writ; ward-salt; wraith indemnity |
| Thin Shore (Valewood) | Valewood | Valewood/Mistlands | Way-cord; dew-mirror; lantern writ |
| Green Gate (Aelinnel) | Aelinnel | Aelinnel | Tide-path key; host-right bough; salt license |
| Ubral Passes | Ubral | Aeler/Ubral | Pass-ring; shelter writ; guide’s braid |
| Thing-Holm (Linn) | Linn | Linn | Thing ruling; harbor-green; escort writ |
| Foedus Stone (March) | Vilikari | Vilikari/Ykrul | Foedus renewal; remount allotment; hostage treaty |
| Zakov Roadstead | Zakov | Zakov | Harbor-green chit; corsair charter; pilot token |
| Black Banner Camps | Black Banner | Black Banner/Ykrul/Vilikari | Safe-conduct; remount chit; clan truce |
| Pont-du-Tithe (Belworth) | Vhasia/Viterra | Vhasia/Viterra | Dual charter; safe-conduct; duel sanction |
| Tarlington Falls | Viterra | Viterra | Lift priority; portage pass; County Thing ruling |
| Theona Moot | Theona | Theona | Moot token; Green Host immunity; ferry right |
Special Rules & Taboos
Mode Rules
Sea Legs (Amaranthine/Dolmis/Aberderrin)
If Theona or Valewood 9s show up anywhere in the seed, add an omission or taboo to the leg (a missing step, an unsaid name).
Passes & Underways (Aeler)
Any A may convert a surface route to an under-route. Diamond from Aeler always codifies outcomes—no roll—for sealed doors, breath time, and escorted segments.
Rivers
Bridges, booms, and law in Ecktoria/Viterra; reed-mazes and bell-lines in Mistlands/Linn waters.
Frontier Blends
When origin and destination disagree on law, draw two Diamonds (one from each law) and choose which you will be judged by at the end of the leg.
Theona / Valewood 9s
Whenever a 9 appears in a seed involving Theona or Valewood, add an omission: a missing step, an unsaid name, an unseen guest. If the 9 is a Diamond, you may break the taboo once—someone will come to collect.
Aeler Aces
An A can rewire routes beneath the mountains. You may swap your Spade to Aeler (keeping the other seed cards) and continue under-vault procedures.
Echoing Omens
Any A adds a motif you can echo later (ash on the wind, a bell heard underground, a landmark that returns elsewhere). Make the world feel like it remembers.
Zakov Overlay: Gatekeepers
Draw one micro-card each time you enter, shift wharfs, or depart Zakov. Combine with the normal seed.
Bureaucrat Quirk — stamps only at eighth bell; night filings need a Night Magistrate countersign.
Required Stamp — Harbor-Green chit for boom passage this tide; without it, DV +1 on all port checks.
Preferred Gratuity — figs or lamp oil; wrong gift offends, marking 1 Exposure on your port reputation.
Audit Trap — “contraband tallies”; if carrying bell-metal or dyestuffs, start a 4-seg Inspection timer.
Local Courtesy — speak the Dock Oath (short pledge not to knife on planks) or suffer Desperate position in brawls.
Shortcut Rumor — Smuggler’s Ladder on the sea wall; spend a ♢ (Ladder Map) to skip one queue.
Pilot’s Privilege — a Pilot Token bumps you ahead on boom lift; otherwise pay tow or lose 1 segment.
Silent Court — the Black Bishop is sitting tonight; legal Clubs escalate by +1 SB if you contest a ruling.
Pace, Timers, and Consequences
Road/river leg: 6-segment timer; +2 segments if crossing a law boundary (new passports, new prayers).
Sea strait/mountain pass: 8-segment timer; –2 segments if you spend a Diamond that codifies priority (pilotage, pass, convoy).
Shadow corridor: 6-segment timer; on any A, add a free omen to echo later.
Failure defaults: delay (lose time; an enemy advances), diversion (alternate route; new Club), or debt (promise, fine, or favor owed to the authority that controls the gate).
SB Note. Re-rolling 1s does not erase their SB; any new 1s on the re-roll add more SB.
Story Beat (SB) Menus
Universal SB Spend Menu
1 SB — Shave time/position: add +1 segment to the current timer or drop Position one step or impose a small fee/toll or mark 1 step of Asset Exposure.
2 SB — Escalate the pressure: upgrade the active ♣ (e.g., “inspection” → “seizure attempt”) or force a choice of Diamonds (pick which law you’ll be judged by) or tick a relevant Front by 1.
3 SB — Lock a gate/taboo: close a route (boom drops; pass closes) until a named ♢ is spent or invoke a regional taboo (Theona/Valewood 9s; oath backlash) with teeth or auto-trigger a Debt Flip on a Diamond already in play.
4+ SB — Reshape the leg: rewrite the route (Aeler under-way reroute; sea lane reversal), start a new 4–6 segment complication timer and tick a Front by +1; demand immediate payment on a Patron/Asset Exposure (lose it if refused).
End-of-leg conversion (optional): Unspent SB convert to world motion at a rate of 3 SB → tick 1 Front (GM choice).
Sea (Amaranthine/Dolmis/Aberderrin)
1 SB: Fogfall nips visibility; DV +1 for the next pilotage check.
2 SB: Boom shifts; pilot required (spend a pilotage ♢ or delay +2 segments).
3 SB: Lantern-law change mid-leg; choose: pay fine or reroute timer +2 or spend Convoy Letter.
4 SB: Squall wall: split the convoy; lose an escort unless Moot token or Escort Diamond is spent.
Passes & Underways (Aeler)
1 SB: White wind; breath-time check (mark Fatigue or slow +1 segment).
2 SB: Engineer requisition; surrender cargo slot or coin or DV +1 until the gate.
3 SB: Under-audit; must go below (swap Spade to Aeler) unless you spend Key-Writ.
4 SB: Cave-in detour adds a fresh 4-segment timer unless Underway Pass is spent.
Rivers (Belworth & friends)
1 SB: Sandbar drift; portage a beat or pay for a tow.
2 SB: Lift strike at Tarlington; need Bridge/Portage Pass or delay +2 segments.
3 SB: Cross-mouth embargo (Marcott/Fairport); choose which harbor’s law applies (draw/commit its ♢).
4 SB: Ice-break or flood surge; split cargo (random item at risk) unless an Escort Diamond is spent.
Shadow Corridors (Valewood/Mistlands)
1 SB: Bell-line stutter; next guidance roll at Disadvantage (or DV +1).
2 SB: Omission manifests; something necessary is “missing” until Ward-salt or Way-cord is spent.
3 SB: Host-law claims you as host/guest; accept a service timer or pay with a memory (lose a minor Contact until end of leg).
4 SB: Wraith procession crosses your path; create a 6-segment Don’t Look Back timer; spending Lantern Writ downgrades it to 4.
Steppe Frontiers (Ykrul/Vilikari/Black Banner)
1 SB: Remount fatigue; lose 1 “fresh mount” use or slow +1 segment.
2 SB: Hostage protocol; must place/accept a token-kin until the next gate (or spend Safe-hostage).
3 SB: Foedus recall; your papers conflict—pick Ykrul Paiza or Vilikari Foedus Seal and offend the other.
4 SB: Muster checkpoint; disarm unless traveling under Standard Protection or Khagan’s Writ.
Black Banner Specific: Clan feud erupts; choose sides or pay double tolls.
Ports & Forums (Marcott, Fairport, Silkstrand, Thepyrgos, Zakov)
1 SB: Clerk error; pay a “stamp” fee or answer questions (DV +1).
2 SB: Rival petition; they jump the queue unless you spend a Warrant/Letters ♢.
3 SB: Audit cascade; open a new 4-segment Inspection timer tied to cargo/ledger.
4 SB: Edict flare; convert today’s ♣ into a temporary “law” everyone must obey or take on a Debt Flip.
Zakov Specific: Silent Court ruling; legal complications escalate by +1 SB.
Diamond & Exposure Interactions
2 SB: Flip any ♢ spent this leg: its Debt Flip is collected now (not later).
2 SB: Mark 1 step on a named Asset/Patron’s Exposure track.
3 SB: Downgrade an Intricate success to Detailed (remove the flourish or DV −1 benefit).
4 SB: Seize or suspend a visible Diamond’s benefit until another is played (e.g., convoy letter overridden by emergency edict).
Worked Itineraries
West-to-East Coastal Haul (Kahfagia → Viterra)
Leg 1: Kassamira → Ecktoria
Seed: Ecktoria Spade (Aqueduct arcades), Ecktoria Heart (Coin-house factor), Wilds Club (gale), Kahfagia Diamond (convoy letter).
Clock: 6. Read: cross under coin-house eyes with convoy priority; bad weather strains schedules.
Leg 2: Ecktoria → Silkstrand
Seed: Acasia Spade (Three-Queens Bridge), Acasia Heart (Dyers’ Guildmistress), Acasia Club (loom strike), Acasia Diamond (Exchange pass).
Clock: 6–8 depending on unrest.
Leg 3: Silkstrand → Marcott
Seed: Vhasia Spade (Pont-du-Tithe), Vhasia Heart (Parlement clerk), Vhasia Club (coin rumor), Vhasia Diamond (letters patent).
Leg 4: Marcott → Fairport
Seed: Viterra Spade (Fairport tideworks), Viterra Heart (shipwright), Linn Club (boom lifts), Viterra Diamond (customs seal).
Clock: 6.
Acasia → Mistlands (Forgotten Pass + Under-Gate)
Leg 1: Silkstrand → Aeler Gate
Seed: Aeler Spade (Avalanche gallery), Aeler Heart (Geometer), Aeler Club (Engineer requisition), Aeler Diamond (Underway Pass).
Leg 2: Gate → Mistlands
Seed: Mistlands Spade (Bell-Line levee), Mistlands Heart (Bell-warden), Mistlands Club (wraith crossing), Mistlands Diamond (Ward-salt).
Thin Shore → Zakov Corridor
Leg 1: Payden’s Port → Thin Shore
Seed: Valewood Spade (Green lane), Mistlands Heart (Protectorate clerk), Mistlands Club (bell failure), Mistlands Diamond (Lantern writ).
Leg 2: Thin Shore transit
Seed: Valewood Spade (Unfound stile), Valewood Heart (Path-warden), Valewood Club (Sweet wind), Valewood Diamond (Way-cord).
Rule of 9s applies.
Frontier Mediation (Ykrul ↔︎ Vilikari)
Leg: Foedus Stone parley
Seed: Vilikari Spade (Foedus Stone), Ykrul Heart (Noyan envoy), Wilds Club (rasputitsa), Vilikari Diamond (Foedus Renewal).
Blend: also draw a Ykrul Diamond (Paiza). Choose which law saves your schedule.
Worked Itinerary: Thin Shore → Zakov → Theona (Corsair Jobs)
Leg 1: Payden’s Port → Thin Shore (Shadow Corridor)
Seed: Valewood ♠ (Green lane / Unfound stile); Mistlands ♡ (Protectorate clerk); Mistlands ♣ (bell-line failure); Mistlands ♢ (Lantern Writ).
Clock: 6. Rule of 9s: any 9 adds an omission (missing step/name).
Leg 2: Thin Shore Transit (Skirting toward Zakov)
Seed: Valewood ♠ (Sea-mist arcade); Valewood ♡ (Path-warden); Valewood ♣ (Sweet wind); Valewood ♢ (Way-cord).
Clock: 6. Note: spending Way-cord negates one Sweet wind lie.
Leg 3: Approach to Zakov (Roadstead & Booms)
Seed: Zakov ♠ (Boomhouse or Red Wharf); Zakov ♡ (Pilot-Matron or Night Magistrate); Zakov ♣ (Boom Drop or Customs Sweep); Zakov ♢ (Harbor-Green Chit or Pilot Token).
Clock: 6–8 (apply the Gatekeepers overlay draw on arrival). If a 9 shows: Missing Ninth—remove one critical step/name until paid in favors.
Leg 4: Corsair Job Inside Zakov (Pick 1)
A) Lift a Hull from Drydock Four
Zakov ♠ (Drydock Four); Zakov ♡ (Corsair Quartermaster); Zakov ♣ (Admiralty Audit); Zakov ♢ (Shipwright’s Lien Release).
Goal: tow a seized hull at night; Lien Release avoids bond but flips a debt later.
B) Court the Black Bishop for Indulgence
Zakov ♠ (Black Bell Tower); Zakov ♡ (Black Bishop); Zakov ♣ (Bounty Proclamation); Zakov ♢ (Magistrate’s Hush).
Goal: seal a case/docket so a rival can’t use it. Hook: rumor must be paid (coin or gossip).
C) Smuggler’s Ladder Run
Zakov ♠ (Lantern Ladder); Zakov ♡ (Lampman); Zakov ♣ (Informant Flip); Zakov ♢ (Smuggler’s Ladder Map).
Goal: bypass boom eyes with a wall-stair. Complication: your tip was sold twice.
Leg 5: Zakov → Theona (Isles & Moot)
Seed: Theona ♠ (Uncounted Bridge); Theona ♡ (Matron of Wells or Moot Envoy); Linn ♣ (fogfall raids); Theona ♢ (Moot Token).
Clock: 6–8. Taboo: do not count the steps aloud; breaking it imposes Controlled on all isle bargains this scene.
Leg 6: Theona Contract (Pick 1)
A) Raid-Truce at the Skerries
Theona ♠ (Tide caves); Theona ♡ (Isle Moot Envoy); Theona ♣ (Muster drum); Theona ♢ (Raid-truce Ribbon).
Goal: secure safe passage window; failure triggers a Linn muster timer.
B) Deliver the Ledger Shard
Theona ♠ (Well-yard); Theona ♡ (Matron of Wells); Zakov ♣ (Debt Call follows you); Theona ♢ (Sanctuary Night).
Goal: hide a Zakov debt long enough to copy data; sanctuary buys time.
Steppe Passage: Black Banner Territory
Leg: Foedus Stone → Black Banner Camp
Seed: Ykrul/Vilikari ♠ (Wolf Road milepost or Foedus Stone); Black Banner ♡ (Clan Elder or War Captain); Wilds ♣ (Rasputitsa or Remount Sickness); Black Banner ♢ (Safe-conduct or Remount Chit).
Clock: 6–8. Complication: Foedus recall may invalidate your papers.
Leg: Black Banner Camp → Ykrul Territory
Seed: Ykrul ♠ (Winter camp ring or Khagan’s way-station); Ykrul ♡ (Khatun of the Ring or Noyan envoy); Frontier ♣ (Hostage protocol or Feud spark); Ykrul ♢ (Paiza tablet or Foedus seal).
Clock: 6–8. Note: Choose which law applies—Black Banner customs or Ykrul traditions.
Quick Reference: Routing Options
From Acasia/Silkstrand
West to Ecktoria: Amaranthine Coastway (Leg 2)
East to Vhasia/Viterra: Amaranthine Coastway (Legs 3-4)
North to Ykrul/Vilikari: Steppe Frontiers (Leg 2)
South to Thepyrgos: River Roads (Acasian Rivers → Ecktoria → Viterra)
From Ecktoria
West to Kahfagia: Amaranthine Coastway (Leg 1)
East to Acasia: Amaranthine Coastway (Leg 2)
North to Aeler/Mistlands: Aelerian Passes (Leg 2)
East to Viterra/Vhasia: Amaranthine Coastway (Legs 3-4)
From Vhasia (West Balkans)
North to Aeler: Aelerian Passes (Leg 1)
South to Thepyrgos: River Roads (Leg 4)
West to Acasia: Amaranthine Coastway (Leg 3)
East to Viterra: River Roads (Belworth crossing)
From Viterra (East Balkans, straddles seas)
North to Ubral/Aeler: Aelerian Passes (Leg 2) / Ubral Routes
South to Thepyrgos: River Roads (Black River)
West to Vhasia/Acasia: Amaranthine Coastway (Legs 3-4)
East to Dolmis: Dolmis Circuit (Leg 1)
From Thepyrgos (Southwest corner)
North to Viterra: River Roads (Black River)
West to Amaranthine: Astroegro Straits (Leg 2)
East to Dolmis: Astroegro Straits (Leg 3)
Northwest to Vhasia: River Roads (via Viterra)
From Ykrul/Vilikari
South to Acasia/Ecktoria: Steppe Frontiers (Leg 2)
West to Mistlands/Aeler: Aelerian Passes (Leg 6) or Direwood crossing
East to Valewood: Thin Shore corridor
From Mistlands/Aeler
North to Ykrul: Aelerian Passes (Leg 4) or Direwood crossing
South to Ecktoria: Aelerian Passes (Leg 2)
West to Linn/Valewood: Shadow Corridors (Leg 1)
From Ubral
South to Viterra: Ubral Routes (Leg 1)
North to Aeler: Ubral Routes (Leg 2)
East to Dolmis: Ubral Routes (Leg 3)
From Linns
South via portage: Linn Raid Routes → Thin Coast → Dolmis
South via sea: Linns → Aberderrin → Mistlands/Valewood
From Valewood
West to Mistlands: Shadow Corridors (Leg 2)
South to Aelinnel/Aelaerem: Green Gate Hops (Leg 3)
North to Thin Coast/Zakov: Shadow Corridors (Leg 1)