World Travel & Gateways

“A toll is only the first price. Find out who needs the road kept open, and how long they can afford to wait.” — The Edgewalker (as recorded by Dusana)

“Dusana wrote that down because he says it well, not because it is true. I have crossed forty of these gateways. Not one of them was a throat. Several were somebody’s whole life’s work, kept open in bad weather by people whose names he did not ask for.” — Mira of the Wandering Circle, in the margin of Dusana’s copy

Global Travel Procedures

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.

Mode Rules

Sea Legs

(Amaranthine, Dolmis, Aberderrin, Gulf of Oshiira, Inland Sea). When crossing international waters, the controlling authority is either the origin port’s navy or a neutral convoy league.

Mountain Passes & Underways

(Aeler, Himadri, Taharkan highlands). Any A may convert a surface route to an under-route. from Aeler always codifies outcomes — no roll — for sealed doors, breath time, and escorted segments.

Desert Legs

(Sahel, Red Desert, Fhara drylands). Water is the primary resource. A dry well hazard can end a journey.

River Legs

(Belworth, Ayokhan rivers, Oshiiran canals). Bridges, booms, and law in Vhasia/Viterra; reed-mazes and bell-lines in Mistlands; canal mothers and weigh-houses in Oshiira.

Steppe Legs

(Violet Steppe, Kuvani grazing lands). Remount stations and grazing compacts. The Ykrul and Kuvani both use story tolls.

Shadow Corridors

(Valewood, Ways Between, Thin Shore). Add a regional taboo: never count to nine, never speak the ninth name. A 9 in the seed triggers the Hollow’s attention.

Universal Travel Hazards (d18)

When drawing a Club from the Wilds deck or from a region’s own hazard table, you may roll on this expanded table for additional flavor. These hazards integrate elements from the Eastern Realms, Dhahara, and the Way of Silk expansions.

d18 Hazard
1 Bell-Line Failure (Mistlands) – A ward-bell cracks. Wraiths cross the levee. Test Spirit + Endurance (DV 4) or gain Marked by Mist (next spirit encounter starts Desperate).
2 Star-Road Phasing (Valewood) – An ancient Lethai road flickers. Navigation DV +2; on failure, emerge in a different hex (GM chooses).
3 Spirit-Dust Storm (Ashaan) – Red sand whispers. All actions Desperate for the scene. On any 1, a bound spirit breaks free (Cap 2).
4 Ninth Night (Tulkani Circle) – The Hollow walks. A Oath-Keeper demands a story, memory, or name. Refusal starts a Hollow Attention timer [4].
5 Well-Spirit Offended (Fhara) – A dry well flows bitter water. Spirit demands apology (dates or a true story). Failure poisons the party’s water supply.
6 Tariff Shift (Silkstrand/Brass Coast) – Customs official declares new duties. All trade goods cost +1 Measure until next port. Bribe (Presence+Sway, DV 4) avoids the hike.
7 Dry Well – The oasis keeper is dead. Lose 1 Supply. (Original entry)
8 Ghost Caravan – Spectral camels pass at midnight. One of your beasts becomes a spirit for an hour.
9 Debt Collector – Someone recognizes a Tulkani vow-cord you carry. Pay in story or a favor to be named later.
10 Sandstorm – Navigation DV +1; mark Fatigue.
11 Customs Inspection – Roll Papers or start a 4-timer Audit.
12 Oasis Court – A dispute over water rights. Mediate or be delayed.
13 Elephant Stampede – Test Stealth or take Harm 1.
14 Mirage – False well; lose 1 Supply and mark Fatigue.
15 Ashfall – Distant volcano; all actions Desperate.
16 Singing Dunes – Sand hums. A spirit offers a riddle; solve for a Clue.
17 The Ninth Hour – Sunset lasts twice as long. GM gains 1 SB to spend in the next scene.
18 Widow’s Omen – Distant thunder; the party dreams of ledgers and death.

Gateways & Control Points

World Gateways & Control Points
Gateway Region Diamond Source Typical Leverage
Table  – continued from previous page
Gateway Region Diamond Source Typical Leverage
Kassamira Port 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 pass, condotta rider, watergate priority
Marcott Vhasia Vhasia Letters patent, safe-conduct, fairground precedence
Fairport Viterra Viterra Customs seal, ferry priority, Dawn escort
Tarlington Falls Viterra Viterra Lift priority, bridge/portage pass, County Thing
Thepyrgos (boom) Thepyrgos Thepyrgos Harbour 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 Tide-path key, host-right bough, salt license
Ubral Passes Ubral Aeler/Ubral Vurim pass-ring, hill-fort shelter writ, guide’s braid
Thing-holm Linn Linn Thing ruling, harbour-green chit, escort writ
Foedus Stone Vilikari Vilikari/Ykrul Foedus renewal, remount allotment, hostage tree
Zakov Roadstead Zakov Zakov Harbour-green chit, corsair charter, pilot token
Black Banner Camps Black Banner Black Banner/Ykrul/Vilikari Safe-conduct, remount chit, clan truce
Brass Gate Ashaan Ashaan Spirit-lamp, brass seal, veil-clip
Port Shed Dhahara (Brass Coast) Sidhi/Kahfagia Lighthouse charter, port-weight, freedman’s seal
Sarvistan Dhahara (Mountain Satrapy) Aeler Keystone charter, sledge-wax, tea-ledger
Bridge of Nine Echoes Ayokha Lethai-ar Silk voucher, monsoon schedule, nat’s blessing
Sihai Examination Hall Sihai Lethai-thora Stamped pass, Celestial Ledger, silence-token
Nihori Storm-Shrine Nihori Shrine Maiden Shrine bell, storm-charmer’s hat, wanderer’s oath-bracelet
Mbaro Weigh-House Oshiira Vermilion Corps Grain ledger page, tariff stamp, barge priority token
The Ukwe (Speaking Tree) Sekogo Green Council Ungwe leaf, nkisi shard, leopard’s favor
Himadri Pass Dhahara (Himadri) Aeler Iron ingot, toll waiver, elephant whistle
Amaria (Dual Customs Post) Kahfagia/Amaria Kahfagia/Oshiira Dual customs stamp, two-ledger receipt, fog keeper’s log
Midh-Akhaz (Violet Bazaar) Midh-Akhaz Ykrul/Vilikari Grass right, oath-bead, water share, dust market cut
Narrow of Sorrows (Strait) Oshiira/Kahfagia (Disputed) Vermilion Corps/Admiralty Cipher book half-key, false flag papers, deniable asset contract
Roller Gate of Khomani Ngomebe (Stone Men) Mason-Kin Keystone shard, sledge-wax, stone-song fragment
Silver Pass Taharka (Highlands) Ridge-Watchers Pass-stone, horse-bond, coffee measure
Crimson Silk Bridge Lethai-ar (Crimson Valley) Silk-Warden Witness cord, warden’s mask, Ukwe root shard
Moot Hill of Three Greens Theona (Eastern Dolmis) Green Council Well-blessing, moot token, hawthorn pass
Well-Court of the Three Wells Fhara (Oasis Courts) Well-Judge Water-share tablet, caravan court writ, well-judge’s dipper
Lighthouse of the Brass Flame Sidhi (Brass Coast diaspora) Lighthouse Judge Lighthouse charter, freedman’s seal, archive key
Fire-Temple Pass Pereshi (Highlands) Flame-Keeper Fire-temple token, caravan tariff receipt, royal seal
White Mane Remount Station Kuvani (Steppe) Wind-Singer Remount chain mark, grazing compact, sky-road song
Ninth Cord Wagon Circle Tulkani (Itinerant) Caravan Judge Vow-bead, safe-haven oath, dream-cord

Edgewalker’s Notes on Leverage

A Diamond gives you an opportunity. To use it well, establish who recognises it, what it permits, and why that matters now. A beautiful seal in the wrong jurisdiction is a heavy piece of wax.

Begin with the decision you need. Find the person able to make it. Learn what constrains them: supplies, time, witnesses, orders, a promise they intend to keep. Then secure a useful alternative to their cooperation. Until you can bear their refusal, they are negotiating with your need.

At one harbour I needed a detained pilot released before the tide turned. His employer had offered money. The harbour-master preferred to keep both the pilot and the possibility of a larger payment. I obtained the outbound masters’ signatures on a statement that they would remain at berth without their licensed pilot. Their contracts charged delay to the harbour. They signed because they needed him too.

I gave the harbour-master the statement, the first hour’s charge, and a release form requiring no admission of fault. He read the signatures twice. The pilot was outside in seven minutes. I had said fourteen words. The masters supplied the force; I had made it possible for them to apply it together. Had they been willing to sail without him, my paper would have been worthless.

Make the demand narrow. Show enough evidence to be believed. Give the other party a usable way to agree. If compliance will not end the pressure, expect resistance: you have given them nothing to buy. Honour the settlement. You may need people to fear your next demand, but you certainly need them to trust your receipt.

Keep a reserve when you can afford it. Spend it when it purchases the objective. A claim preserved while the grain rots is an expensive souvenir.

Playing the Uncharismatic Face

The Edgewalker can lead a social scene without winning affection. Show the preparation: a visit to the clerk, a verified obligation, an ally with a matching interest. At the negotiation, state the desired decision and the concrete reason someone might make it. Quiet precision can be more unsettling than a speech, especially when an apparently minor contact proves able to stop a powerful person’s business.

Give that preparation real weight under the existing core procedures. Establish what the leverage makes possible, then resolve uncertainty through the normal core loop and applicable rules. This portrayal grants no new skill, automatic success, free String, or power to dictate another character’s choices. A refusal can be sincere, affordable, or based on information the Edgewalker lacks. On success, let the gate actually open: resentment need not cancel a well-earned result. Later consequences should follow what the parties did and promised.

For a playable starting package, see Edgewalker — the uncharismatic Face in the Complete Guide to Subclasses.

Four Uses for an Open Gate

The four travellers were asked what they would do with passage through a closed gate. Their answers pursue different kinds of success.

The Edgewalker: Get the cargo through before negotiating anything else. Have the keeper acknowledge the delivery. Once our obligation is discharged, we can discuss the next one from a better position.

Mira of the Wandering Circle: Find the person who asked for us. Share a meal if they offer one. I would like our next visit to begin with someone recognising our faces. I cannot demand that welcome in advance.

Ume Nineterrace, Rota-Keeper: Ask who opens it tomorrow. If we have used an exceptional permission, arrange an ordinary one for the next wagon. A successful crossing should leave a workable route behind it.

Naru of the Fourth Terrace: Count the people who came with us. Ask whether this is still where we meant to go. An open gate makes a choice possible; we are allowed to choose another road.