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.

Set a travel timer by the highest rank:

On success, advance to the next leg; on failure, mark delay, debt, or diversion and resolve a consequence in the fiction.

The Known World: Bearings and Connections

The northern Amaranthine. From west to east the mainland sequence is Ecktoria, Acasia, Vhasia, and Viterra. The Violet Steppe lies north of Ecktoria. The Aelerian Mountains begin near the meeting of Ecktoria, the steppe, and Acasia, and run above Acasia, Vhasia, and Viterra. Ubral occupies the approaches north of Viterra, below the range. A coast journey and a northward mountain crossing are different routes.

The two southern seas. Viterra has the Dolmis to its east and the Amaranthine to its south. Thepyrgos projects from its southeastern corner; Hyaar lies east of that peninsula. The Astroegro Straits connect the Amaranthine and Dolmis under Thepyrgan control. The Theonan Isles lie in the Dolmis. The Black River belongs to the Viterran–Thepyrgan border country; it is not a river route from Dhahara or Akilan.

The northern waters and the forest. Zakov stands on the northern coast of the Dolmis. The Valewood begins northeast of it and extends far north, reaching east of the Aberderrin at its northern extreme. The Thin Coast, also called the Thin Shore, is the narrow strip between the forest’s southern margin and the Dolmis. Linn crews use this strip on the portage route between the two seas. The Linn homelands lie around and north of the Aberderrin, with the Yloka flowing down from the north into that sea. Reaching the Dolmis requires an overland haul and relaunch; there is no continuous Yloka channel or open-water strait between the seas.

The mountain’s northern side. The Mistlands lie north of the Aelerian Mountains and west of the Aberderrin, with the Direwood immediately west of them. Payden’s Port opens onto the Aberderrin. A vessel crossing from Linn waters to the Mistlands stays on that sea; one bound for Zakov must use the Dolmis portage. The Valewood’s northern shore and its southern Thin Coast approach are not interchangeable landings.

Akilan and the Way of Silk. Mbaro stands on Shoreless Bay on the southern Amaranthine shore. Its Oshiiran hinterland reaches deep into Akilan, meeting Ashaan to the east and Taharka’s highland country farther southeast. Fhara is the peninsula beyond the Ashaani approaches. The Pereshi highlands continue east toward northern Dhahara and the Himadri. Caravan routes through these lands involve successive lowland roads, wells, and high passes; a shared trade name does not make them one valley.

Dhahara and the eastern realms. Kahfagian maritime power holds Dhahara’s wet southern ports on the Bronze Coast; the Kahfagian homeland remains in the western Amaranthine. Himdal Aeler rule the northern highlands and approaches to the Himadri. Between these lie the Nine Kingdoms: eight present kingdoms and a ninth remembered as missing. Farther east, the Eastern Ykrul rule the great northern steppe and the eastern mainland territories; Sihai holds the remaining mainland realm. Nihori is an offshore archipelago, and Ayokha is the southeastern mainland and peninsular country. A Nihori crossing reaches the eastern mainland, not the inland Aberderrin. The New World is not commonly known and supplies no routine itinerary in these books.

Reading the routes. Arrows below show successive legs, not continuous waterways. Change vessel, haul, or hire pack animals where the mode changes. Travel timers measure complications within a leg, not fixed days or mileage. Green Gates and shadow corridors require their stated supernatural access; they do not shorten an ordinary map journey by default.

Route Tables

Rows with different starting points are alternatives; join only those whose endpoints match. A regional leg may contain several days of ordinary travel. Choose the destination deck for the encounter and the authority actually controlling that crossing for its papers.

The Amaranthine Coastway (West to East)

Kahfagia →\rightarrow Ecktoria →\rightarrow Acasia →\rightarrow Silkstrand →\rightarrow Vhasia →\rightarrow Viterra →\rightarrow 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 (Vhasian bank) River/coastal Vhasia Letters Patent 6
4 Marcott Fairport (Viterran bank) River/coastal Viterra Customs Seal 6
5 Fairport Thepyrgos (southeast peninsula) Border road / river transfer Thepyrgos Harbor Pass 6–8

The Dolmis Circuit (Circum-Dolmis)

Fairport →\rightarrow Theona →\rightarrow Zakov →\rightarrow Thin Coast →\rightarrow Aelinnel →\rightarrow Aelaerem →\rightarrow Fairport. The Valewood interior is a separate landward branch.

Leg Origin Destination Gateway Deck Diamond Timer
1 Fairport (Viterra) Theona (Dolmis isles) Coastal access; sea crossing Theona Moot Token 6
2 Theona Zakov (north shore) Sea lane Zakov Harbor-Green 6–8
3 Zakov Thin Coast (northeast) Coastal passage Valewood Way-Cord 6
4 Thin Coast Aelinnel (east shore) Coastal passage south Aelinnel Tide-Path Key 6
5 Aelinnel Aelaerem (south) Coast road Aelaerem Host-Right Bough 4
6 Aelaerem coast Fairport approaches Dolmis crossing; local transfer Viterra Customs Seal 6–8
Branch Thin Coast Valewood interior Forest road Valewood Truce-Bough 6

The Aelerian Passes (North-South Through the Mountains)

Acasia/Vhasia/Viterra/Ubral →\rightarrow Aeler Gates →\rightarrow Mistlands. A westward branch enters the Direwood; a northern branch reaches the steppe. The forest is not a compulsory stop on every northbound journey.

Leg Origin Destination Gateway Deck Diamond Timer
A Acasian north roads Aeler Gate Foothill approach, then pass Aeler Underway Pass 6–8
1 Marcott (Vhasia) Aeler Gate Inland approach, then pass Aeler Underway Pass 6–8
2 Fairport (Viterra) Aeler Gate Ubral approach, then 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 (west of Mistlands) Westward forest crossing Mistlands Lantern Writ 6–8
6 Mistland northern roads Violet Steppe Plain-to-steppe Ykrul Foedus Seal 8

The Shadow Corridors (Valewood Approaches)

Thin Coast ↔\leftrightarrow Valewood edge; Payden’s Port ↔\leftrightarrow Thin Coast only by a usable shadow corridor or a separate overland journey. A supernatural crossing is not an Aberderrin–Dolmis sea lane.

Leg Origin Destination Gateway Deck Diamond Timer
1 Zakovward landing Valewood portage landing Narrow coastal strip Valewood Way-Cord 6
2 Thin Coast Payden’s Port (Mistlands) Conditional shadow crossing Mistlands Lantern Writ 6–8
3 Thin Coast Zakov (southwest) Dolmis coastal passage Zakov Pilot Token 6

The Linn Raid Routes (Portage)

Yloka / Linn Skerries →\rightarrow Aberderrin landing →\rightarrow overland portage via the Thin Coast →\rightarrow Dolmis. Unload the freight and haul the hull; a deep-draught ship must transship rather than follow a longship overland.

Leg Origin Destination Gateway Deck Diamond Timer
1 Yloka / Linn Skerries Aberderrin portage landing River / inland sea Linn Thing Ruling 6
2 Aberderrin landing Thin Coast launch Overland haul Linn / Valewood Thing Ruling; Way-Cord 6–8
3 Thin Coast launch Zakov Relaunch; Dolmis passage Zakov Pilot Token 6
Branch Thin Coast launch Aelinnel Dolmis coastal passage Aelinnel Tide-Path Key 6

The Steppe Frontiers

Ykrul ↔\leftrightarrow Vilikari ↔\leftrightarrow Ecktoria/Acasia ↔\leftrightarrow 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. The lower Belworth and Black River are separate waterways: transfer by road or coastal carrier where required; do not draw a continuous river between them.

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 Road / coastal transfer Viterra Portage Pass 6
4 Black River bend Thepyrgos Border river; road to port Thepyrgos Harbor Pass 6

The Green Gate Hops (Aelinnel)

Aelinnel (east Dolmis shore) ↔\leftrightarrow Aelaerem (south); Aelinnel ↔\leftrightarrow Valewood (north). The phasing gate is a conditional shortcut, not a relocation of either shore.

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)

Amaranthine ↔\leftrightarrow Astroegro Straits ↔\leftrightarrow Dolmis. Thepyrgos controls the western approach; Hyaar lies east of its peninsula.

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 ↔\leftrightarrow Viterra ↔\leftrightarrow Aeler (via passes)

Leg Origin Destination Gateway Deck Diamond Timer
1 Ubral Highlands Fairport (Viterra) Southward descent; lowland road 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

Routes Beyond the Amaranthine

Shoreless Bay and the Akilan Interior

Amaranthine port →\rightarrow Mbaro (sea); Mbaro →\rightarrow Oshiiran interior (canal and caravan); Oshiiran eastern roads →\rightarrow Ashaan; southeastern roads →\rightarrow Taharkan approaches. The bay landing and inland carrying routes are separate legs. Use Oshiiran weights and barge priority in the canal country, Ashaani papers at the Brass Gate, and Taharkan pass-stones on the highland approach. Mbaro’s reach into Akilan does not make the entire hinterland navigable from the quay.

The Way of Silk: Peninsula to Highlands

Ashaan →\rightarrow Fharan approaches →\rightarrow Pereshi highlands →\rightarrow northern Dhahara / Himadri approaches. The Salt Road changes from lowland and oasis travel to highland roads; wells, border posts, and pass closures govern different legs. A caravan leaving Fhara for Oshiira travels west through the Ashaani approaches, not north directly to Mbaro. Sidhi and Tulkani communities occur along the network; they are not single intermediate countries that every journey crosses.

Dhahara: Coast, Courts, and High Passes

Bronze Coast port →\rightarrow a river landing / inland road →\rightarrow one of the eight present kingdoms →\rightarrow northern Aeler approaches. Kahfagian harbor papers do not grant an inland audience or a Himdal toll waiver. Monsoon shipping connects the southern ports to Ayokha and to Akilan’s eastern ports; onward passage to Mbaro or the Amaranthine is a separate journey. Thepyrgos is reached through the intervening maritime network, not by ascending the Black River from Dhahara. The missing ninth kingdom is not an ordinary scheduled destination. Himadri underways serve their own mountains; no routine tunnel joins them to the western Aelerian range.

The Eastern Mainland and Nihori

Kuvani roads →\rightarrow Eastern Ykrul territories →\rightarrow Sihai crossings and caravan towns; eastern mainland port →\rightarrow Nihori (sea). Ykrul authority extends into settled eastern mainland country as well as the northern grasslands. Name the ruler of a port before deciding whether a Sihai pass is valid there. A journey from Nihori to Linn waters requires a mainland landing, the long westward overland route, and embarkation on the Aberderrin. Kuvani remount stations are not one short sea crossing from Nihori.

Ayokha and the Monsoon Circuit

Ayokhan river port →\rightarrow coastal anchorage →\rightarrow Bronze Coast (seasonal sea passage). Ayokha occupies the southeastern mainland and peninsula. Routes north into Sihai change from river and upland roads to that realm’s inland network; passages to Nihori require the eastern sea lanes. The Salt Scar is an Akilan carrying route, not a land bridge from Ngomebe to Dhahara. Move cargo by sea between continents and begin a new caravan on the receiving shore.

Beyond the Charts

No ordinary gateway leads to the New World. A claim to have crossed the Great Sea is evidence to investigate, not common geographic knowledge or a dependable trading timetable.

Gateway Control Points

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.

  1. Bureaucrat Quirk — stamps only at eighth bell; night filings need a Night Magistrate countersign.

  2. Required Stamp — Harbor-Green chit for boom passage this tide; without it, DV +1 on all port checks.

  3. Preferred Gratuity — figs or lamp oil; wrong gift offends, marking 1 Exposure on your port reputation.

  4. Audit Trap — “contraband tallies”; if carrying bell-metal or dyestuffs, start a 4-seg Inspection timer.

  5. Local Courtesy — speak the Dock Oath (short pledge not to knife on planks) or suffer Desperate position in brawls.

  6. Shortcut Rumor — Smuggler’s Ladder on the sea wall; spend a ♢\diamondsuit (Ladder Map) to skip one queue.

  7. Pilot’s Privilege — a Pilot Token bumps you ahead on boom lift; otherwise pay tow or lose 1 segment.

  8. Silent Court — the Black Bishop is sitting tonight; legal Clubs escalate by +1 SB if you contest a ruling.

Pace, Timers, and Consequences

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

End-of-leg conversion (optional): Unspent SB convert to world motion at a rate of 3 SB →\rightarrow tick 1 Front (GM choice).

Sea (Amaranthine/Dolmis/Aberderrin)

Passes & Underways (Aeler)

Rivers (Belworth & friends)

Shadow Corridors (Valewood/Mistlands)

Steppe Frontiers (Ykrul/Vilikari/Black Banner)

Ports & Forums (Marcott, Fairport, Silkstrand, Thepyrgos, Zakov)

Diamond & Exposure Interactions

Worked Itineraries

West-to-East Coastal Haul (Kahfagia →\rightarrow Viterra)

Leg 1: Kassamira →\rightarrow 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 →\rightarrow 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 →\rightarrow Marcott

Seed: Vhasia Spade (Pont-du-Tithe), Vhasia Heart (Parlement clerk), Vhasia Club (coin rumor), Vhasia Diamond (letters patent).

Leg 4: Marcott →\rightarrow Fairport

Seed: Viterra Spade (Fairport tideworks), Viterra Heart (shipwright), Linn Club (boom lifts), Viterra Diamond (customs seal).

Clock: 6.

Acasia →\rightarrow Mistlands (Forgotten Pass + Under-Gate)

Leg 1: Silkstrand →\rightarrow Aeler Gate

Seed: Aeler Spade (Avalanche gallery), Aeler Heart (Geometer), Aeler Club (Engineer requisition), Aeler Diamond (Underway Pass).

Leg 2: Gate →\rightarrow Mistlands

Seed: Mistlands Spade (Bell-Line levee), Mistlands Heart (Bell-warden), Mistlands Club (wraith crossing), Mistlands Diamond (Ward-salt).

Thin Shore →\rightarrow Zakov Corridor

This example assumes a known, usable shadow crossing from the Mistlands to the southern Valewood margin. Without it, plan the intervening overland journey; Payden’s Port and the Thin Coast are on different seas.

Leg 1: Payden’s Port →\rightarrow 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 ↔\leftrightarrow 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 →\rightarrow Zakov →\rightarrow Theona (Corsair Jobs)

The opening leg uses a conditional shadow corridor. Once at the Thin Shore, the Zakov and Theona legs take place on the Dolmis; there is no sea passage from the Aberderrin hidden inside the first timer.

Leg 1: Payden’s Port →\rightarrow Thin Shore (Shadow Corridor)

Seed: Valewood ♠\spadesuit (Green lane / Unfound stile); Mistlands ♡\heartsuit (Protectorate clerk); Mistlands ♣\clubsuit (bell-line failure); Mistlands ♢\diamondsuit (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 ♠\spadesuit (Sea-mist arcade); Valewood ♡\heartsuit (Path-warden); Valewood ♣\clubsuit (Sweet wind); Valewood ♢\diamondsuit (Way-cord).

Clock: 6. Note: spending Way-cord negates one Sweet wind lie.

Leg 3: Approach to Zakov (Roadstead & Booms)

Seed: Zakov ♠\spadesuit (Boomhouse or Red Wharf); Zakov ♡\heartsuit (Pilot-Matron or Night Magistrate); Zakov ♣\clubsuit (Boom Drop or Customs Sweep); Zakov ♢\diamondsuit (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 ♠\spadesuit (Drydock Four); Zakov ♡\heartsuit (Corsair Quartermaster); Zakov ♣\clubsuit (Admiralty Audit); Zakov ♢\diamondsuit (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 ♠\spadesuit (Black Bell Tower); Zakov ♡\heartsuit (Black Bishop); Zakov ♣\clubsuit (Bounty Proclamation); Zakov ♢\diamondsuit (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 ♠\spadesuit (Lantern Ladder); Zakov ♡\heartsuit (Lampman); Zakov ♣\clubsuit (Informant Flip); Zakov ♢\diamondsuit (Smuggler’s Ladder Map).
Goal: bypass boom eyes with a wall-stair. Complication: your tip was sold twice.

Leg 5: Zakov →\rightarrow Theona (Isles & Moot)

Seed: Theona ♠\spadesuit (Uncounted Bridge); Theona ♡\heartsuit (Matron of Wells or Moot Envoy); Linn ♣\clubsuit (fogfall raids); Theona ♢\diamondsuit (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 ♠\spadesuit (Tide caves); Theona ♡\heartsuit (Isle Moot Envoy); Theona ♣\clubsuit (Muster drum); Theona ♢\diamondsuit (Raid-truce Ribbon).
Goal: secure safe passage window; failure triggers a Linn muster timer.

B) Deliver the Ledger Shard
Theona ♠\spadesuit (Well-yard); Theona ♡\heartsuit (Matron of Wells); Zakov ♣\clubsuit (Debt Call follows you); Theona ♢\diamondsuit (Sanctuary Night).
Goal: hide a Zakov debt long enough to copy data; sanctuary buys time.

Steppe Passage: Black Banner Territory

Leg: Foedus Stone →\rightarrow Black Banner Camp

Seed: Ykrul/Vilikari ♠\spadesuit (Wolf Road milepost or Foedus Stone); Black Banner ♡\heartsuit (Clan Elder or War Captain); Wilds ♣\clubsuit (Rasputitsa or Remount Sickness); Black Banner ♢\diamondsuit (Safe-conduct or Remount Chit).

Clock: 6–8. Complication: Foedus recall may invalidate your papers.

Leg: Black Banner Camp →\rightarrow Ykrul Territory

Seed: Ykrul ♠\spadesuit (Winter camp ring or Khagan’s way-station); Ykrul ♡\heartsuit (Khatun of the Ring or Noyan envoy); Frontier ♣\clubsuit (Hostage protocol or Feud spark); Ykrul ♢\diamondsuit (Paiza tablet or Foedus seal).

Clock: 6–8. Note: Choose which law applies—Black Banner customs or Ykrul traditions.

Quick Reference: Routing Options

Acasia / Silkstrand.

West to Ecktoria; east through Vhasia toward the Belworth and Viterra. Northward mountain travel uses Aeler passes; the steppe approach lies toward the northwestern foothills. Thepyrgos is reached eastward through the coastal network, then southeast from Viterra.

Ecktoria.

West to Kahfagia; east to Acasia; north to the Violet Steppe. The western Aelerian approaches begin toward the Ecktoria–steppe–Acasia junction.

Vhasia.

West to Acasia; east across the Belworth to Viterra; north to the Aelerian approaches. Reach Thepyrgos through Viterra or by the coastal network.

Viterra.

North to Ubral and the Aelerian passes; west to Vhasia; east to Dolmis crossings and Theona; south to the Amaranthine. Thepyrgos projects southeast, beyond the Black River border country.

Thepyrgos.

Northwest to Viterra; east toward Hyaar. The Astroegro Straits connect the Amaranthine and Dolmis. The city’s quay is not the mouth of a river running from the Bronze Coast.

Western Ykrul / Vilikari.

South to Ecktoria and Acasia’s northwestern approaches. Mistland journeys must account for the Direwood and the chosen mountain or steppe approach. Eastern Ykrul routes belong to the much longer overland network.

Mistlands / Aeler.

Cross the range south to Acasia, Vhasia, or Viterra’s approaches. The Direwood lies immediately west of the Mistlands. Payden’s Port reaches Linn waters and the Valewood’s northern reaches by the Aberderrin; the Dolmis requires portage or separate land travel.

Ubral.

South into Viterra; north through Aeler gates; west toward Vhasia; east to Dolmis coves. A descent to Fairport includes the intervening lowland journey.

Linn waters.

The Yloka enters the Aberderrin from the north. Cross that sea for the Mistlands or the Valewood’s northern shore. To reach Zakov or Theona, haul via the Thin Coast and relaunch in the Dolmis.

Valewood.

The Thin Coast follows the southern forest margin beside the Dolmis, northeast of Zakov; Aelinnel and Aelaerem lie farther south along the eastern Dolmis. The northern forest reaches east of the Aberderrin. Specify which shore a guide means before hiring a boat.