“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
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 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.
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.
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 (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 |
Fairport Theona Zakov Thin Coast Aelinnel Aelaerem 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 |
Acasia/Vhasia/Viterra/Ubral Aeler Gates 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 |
Thin Coast Valewood edge; Payden’s Port 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 |
Yloka / Linn Skerries Aberderrin landing overland portage via the Thin Coast 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 |
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 |
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 |
Aelinnel (east Dolmis shore) Aelaerem (south); Aelinnel 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 |
Amaranthine Astroegro Straits 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 Viterra 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 |
Amaranthine port Mbaro (sea); Mbaro Oshiiran interior (canal and caravan); Oshiiran eastern roads Ashaan; southeastern roads 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.
Ashaan Fharan approaches Pereshi highlands 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.
Bronze Coast port a river landing / inland road one of the eight present kingdoms 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.
Kuvani roads Eastern Ykrul territories Sihai crossings and caravan towns; eastern mainland port 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.
Ayokhan river port coastal anchorage 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.
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 | 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 |
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).
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.
Bridges, booms, and law in Ecktoria/Viterra; reed-mazes and bell-lines in Mistlands/Linn waters.
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.
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.
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.
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.
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.
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.
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).
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.
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.
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.
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.
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.
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.
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).
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.
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).
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 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.
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.
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 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.
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.
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.
West to Kahfagia; east to Acasia; north to the Violet Steppe. The western Aelerian approaches begin toward the Ecktoria–steppe–Acasia junction.
West to Acasia; east across the Belworth to Viterra; north to the Aelerian approaches. Reach Thepyrgos through Viterra or by the coastal network.
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.
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.
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.
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.
South into Viterra; north through Aeler gates; west toward Vhasia; east to Dolmis coves. A descent to Fairport includes the intervening lowland journey.
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.
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.