Trail of Embers  ·  Act 1  ·  coordinator's sheet

Coldharrow to Kethu

Everything the first act currently is: the road, the places on it, the quests hung off them, what a party actually meets walking it, and what is still missing. Read out of data/ when this page was built, so it cannot drift from the game.

At a glance

One act, walked out and back. The direct line is eight legs; seeing everything is about three and a half times that, and the gap between those two numbers is the supply decision the act is built around.

49places, across 6 countries
20known at the start; the rest found by walking
19quests, 15 standing on a place
7places a set piece stands on
22.5encounters in a run, out and back
12.1of those are fights
113.5hostile bodies met
91authored encounters, 91 of 91 seen

Everything else

This page is the act. The rest of the site is the game underneath it — every skill tree drawn, every recipe, every item with its art, every stat block. All of it read out of data/ when this was built, so the only way for it to lie is for the data to lie.

The map

Places in the order you walk them, left to right. The horizontal is order, not distance — Coldharrow is 151 m end to end against 8.4 km of road, and no measured axis holds both. Weight carries importance. Hover to read.

The journey

Every place on the road, in walking order, grouped by the country it stands in. The prose is what the game shows on arriving. What the ground under them is made of, and what is buried in it, is on The road.

Coldharrow

Coldharrow

settlement · dawn · 180 m

Three hundred people on a terrace above a drop. You can see Kethu from the square on a clear morning, which everyone here has done every day of their lives.

set piece

The Gatehead

gate · dawn · 178 m

The only gate, because there is only one approach. Every trade good, every stranger and every count of who did not come back has come through here.

every route

The Short Wall

site · dawn · 177 m

Chest-high, faced with whatever stone came out of the terraces, running from the gate to the lip of the Fall at either end. Two hundred years and not a mark on it that weather did not make.

spur

The Fall

landmark · dawn · 175 m

The reason there is no wall on this side. Sheer, wet most of the year, the sedge-flats a long way down. The one direction nothing can attack from, and the one direction nobody can run.

spur

The Switchback

waypoint · morning · 150 m

Four turns of cut road down the scarp. Wide enough for a cart if the carter is careful and sober.

every route

The Third Turn

landmark · morning · 80 m

The tightest of the four, where the road doubles back under itself and the rock overhangs. There is a cart on the stones below it from before anyone's grandfather, and nobody has ever gone down for the iron.

spur

The Cleared

The Cleared

waypoint · morning · 44 m

Open ground for a bowshot and a half in every direction, burned back each spring by whoever is of age next year. Nothing grows tall enough to hide a standing man.

every route

The North Tower

site · morning · 42 m

Sightline to the gate. Manned out of habit by people who have never seen anything come across the Cleared.

spur

The Spring Burn

site · morning · 36 m

The strip they fire each spring so that nothing on it gets above the knee. Black after the burning, green by the Proofing, and black again before you are home.

spur

The Tower Road

waypoint · morning · 38 m

The path the watch wears between the three towers, walked twice a night for two hundred years. It goes nowhere at all and it is the best-made track in the valley.

The Low Tower

site · morning · 32 m

Half-height, badly sited, kept because pulling it down would be admitting something. Good place to be told a thing you were not supposed to hear.

spur

The Ford Tower

site · morning · 30 m

The furthest out of the three, and the first that would see anything. Standing a night here is a thing sixteen-year-olds do because their parents did.

spur

The Sedge Plains

Where the Carts Turn

waypoint · midday · 30 m

Coldharrow's peat-cutting and grazing stops here, so the tracks do too — not at once, but this is where a carter would turn round.

every route

Marrow Bend

site · afternoon · 24 m

Half a day off any sensible line. Somebody is always walking out to it anyway.

questspur

The Peat Cuttings

site · midday · 22 m

Trenches cut in courses and left to fill, going back further than the oldest face still worked. Coldharrow burns this all winter and every household knows which cut is theirs.

quest

The Stone Ford

waypoint · midday · 20 m

Hard bottom, shallow, and a straight line south. The fast way, and the one every team takes on the first morning while they still think they are making good time.

found by walking

The Sunken Lane

waypoint · midday · 26 m

A track worn down between its own banks, deep enough that you cannot see the country on either side of you. Dry underfoot, which out here is worth the blindness.

Hollow Water

waypoint · afternoon · 16 m

The river goes slow and black along here, eating its own bank from underneath. No bottom a man can stand on for the length of a mile.

found by walking

The Sedge Fen

waypoint · afternoon · 14 m

Wet to the knee for a mile. Slow, and the best foraging within two days of home.

found by walking

The Drowned Stair

landmark · dusk · 18 m

Terraced steps cut into the valley wall by people who were demonstrably not from Coldharrow, going somewhere that is no longer there. The water is higher every year and nobody local has an opinion about why.

quest

The Bittern Ground

waypoint · afternoon · 12 m

Standing water under the sedge, waist-deep where it is not knee-deep, and the best growing ground in the band for exactly that reason. One shelf of dry land stands out of the middle of it, with a drystone bothy on the shelf and fuel stacked against the wall. There is no other roof for two miles.

questfound by walking

The Dry Flats

waypoint · midday · 21 m

Pale hard ground with salt crusting in the cracks and nothing on it above the height of a boot. You can be seen across the whole of it, and there is no argument to be had about that.

found by walking

The Ashwood

The Green Thicket

waypoint · morning · 28 m

The one stand that came back, and it came back wrong: thorn and sapling packed so close you cut a yard at a time. Everything the whole Ashwood should have grown, grown in one place.

found by walking

The Sedge Plains

The Broken Weir

landmark · afternoon · 15 m

Somebody dressed stone across this river and somebody else took the middle out of it. You hear the gap a long time before you see it.

found by walking

The Ashwood

The Eaves

threshold · night · 20 m

There is no marker. The tracks get fainter and then at some point you notice you have not been on one for a while. Every team that has ever gone out has had the same argument about when exactly it happened.

every routeset piececamp

The Ashflats

waypoint · morning · 40 m

Grey open ground with nothing standing on it two hundred years on. Your boots go in to the ankle and come out white.

questfound by walking

The Gap

landmark · morning · 72 m

The firebreak stops for forty paces and starts again, and the ground between was never cut or fired. Whoever left it left it on purpose, and left it on the far side.

found by walking

The Long Burn

landmark · morning · 34 m

The scar where the Ashwood stops, and it is too straight to be a wildfire. Two hundred years old. Something was being kept on one side of it.

found by walking

A Fire That Should Not Be Lit

site · dusk · 60 m

Somebody has built a fire big enough to be seen, which out here means they have stopped caring about being seen.

questfound by walking

The Charcoal Flats

waypoint · morning · 44 m

Standing deadwood and dense scrub between. Slow going, blind at twenty paces, and the richest ground on the map for anything that burns.

found by walking

The Standing Dead

waypoint · morning · 30 m

Trunks burnt hollow and still upright, close enough that you go through them sideways. They come down in wind and there is no telling which one.

questfound by walking

The Blowdown

waypoint · afternoon · 58 m

Half a mile of dead timber went over in one night and every trunk of it lies the same way. Whatever wind did that came up the valley, out of the south.

questfound by walking

The Pits

site · afternoon · 52 m

Round scars where the burners stacked and covered and sat up all night with it. Ash still in the bottom of them, and nothing has grown in one yet.

found by walking

The Deadfall Cache

site · afternoon · 50 m

Something has been stripping the deadfall for two miles and stacking it, in order, by size.

questfound by walking

The Stand

site · dusk · 66 m

A platform lashed into a dead crown, high enough to see the burn end to end. The lashings are new.

found by walking

The Broken Hills

The Scree Defile

waypoint · night · 92 m

The way up out of the wood, and the first ground where being above someone matters.

every routeset piececampfound by walking

The First Ridge

waypoint · morning · 128 m

The first ground high enough to look back from. The wood goes on further behind you than it felt while you were in it.

found by walking

The North Faces

waypoint · morning · 236 m

Cold rock that never sees sun. The only place in the valley frostvein lichen grows, which means it is the only place a ward tonic comes from.

found by walking

The Boulder Run

waypoint · afternoon · 172 m

A slope of blocks the size of byres that came off the face all at once. Every one of them is resting on another one.

found by walking

The High Traverse

waypoint · midday · 252 m

A shelf running along the faces, wide enough for one and exposed the whole way. Slow, cold, and the only line in the hills where nothing can come at you from above.

found by walking

The Notch

waypoint · dusk · 226 m

A gap worn through the ridge by weather and by whoever used to bring animals up through it. Nobody brings animals up here now.

set piecequestfound by walking

Bell Scar

site · morning · 148 m

A trapper's steading with forty years of work in it, sitting in a shallow pass that something is currently walking down.

questfound by walking

The Black Ravine

landmark · afternoon · 160 m

A cut in the rock too wide to jump and too deep to see the floor of. There is water down there, going the same way you are.

found by walking

The Sarn Track

site · dusk · 250 m

Sarn Hollow's line comes in here and runs with yours the rest of the way. The prints in the wet ground are the size of your own.

set piecequestfound by walking

The Glass Field

site · afternoon · 196 m

Where the ground turned to glass and stayed that way. Still warm in places, which after two hundred years is the part that should worry you.

questfound by walking

The Convergence

waypoint · dusk · 240 m

Six villages ring this mountain and their approaches all funnel through the same three miles of broken ground. Everyone knows that. Nobody has ever proposed doing anything about it.

set piecequest

The Cairnfield

The Verge

waypoint · dusk · 268 m

The scrub gives out and the stones start, singly and badly built, a long way short of the field proper. Somebody did not make the last mile and somebody else stopped where they fell.

set piecefound by walking

The Cairnfield

site · night · 310 m

Several acres of stone piles in no order at all, going back into the scrub until you cannot pick them out from the ground. There are flowers growing out of them.

questcamp

Above the Field

threshold · dawn · 378 m

The scree above the Cairnfield, where the ground starts going up in earnest. No Proofing has ever come this way, because the flower has always been at the bottom.

found by walking

What you meet

Measured by walking the real graph against the real tables four hundred times, not estimated. 16 tables carry 91 authored encounters between them, and 91 of 91 of them fire across those runs. Every stat block is in the bestiary.

22.5encounters a run
12.1fights a run
4set pieces, every one at 100%
16encounter tables

Two tables are worth knowing about. One is authored silence — the Cairnfield carries it, and the game deliberately rolls for nothing when the party walks several acres of stone piles with flowers growing out of them. The other fires on the way home only: the return leg rolls the same tables a quarter more often, because the country has noticed the traffic and the party is now the richest thing on the map.

What it looks like

Captured out of the running game, not mocked up. Re-capture with SceneCapture and rebuild the site to refresh them.

Coldharrow, walked. Gorse and stone on the moor at forty-two stems a hectare.
Coldharrow, walked. Gorse and stone on the moor at forty-two stems a hectare.
The Ashwood. Scrub across a two-hundred-year-old burn — the standing dead are still missing.
The Ashwood. Scrub across a two-hundred-year-old burn — the standing dead are still missing.
The map screen in game: places in walking order, countries banded across the top.
The map screen in game: places in walking order, countries banded across the top.
Thicket, generated rather than placed: one seed, and every stem recomputed from it.
Thicket, generated rather than placed: one seed, and every stem recomputed from it.
A mastery tree in game — the same nodes the Skill trees page draws, as the player meets them.
A mastery tree in game — the same nodes the Skill trees page draws, as the player meets them.

Where it stands

Features, not defects. What the act can already do, and what it still needs before it is the thing it is meant to be.

Standing up

  • The whole act is one continuous walk — no travel screen, no loading between places
  • 49 places, 19 quests and 91 authored encounters, all loading
  • Ground cover across every country the road crosses; woods and stone are solid to walk into
  • Set pieces fire every run; the way home is a different walk from the way out
  • Save and load, character creation, crafting, trade, the mastery trees

Named and not built

  • The Ashwood has no dead trees. It is a two-hundred-year-old burn and every prop is a living tree, so it carries scrub standing in for standing deadwood
  • Couch co-op — two players, agreed and scoped, unstarted
  • Act 1 runs eight to twelve hours against a twenty to twenty-five target. More encounters needs more places, which needs more ground
  • The ore chain and lootable containers are written and not yet switched on
  • Equipment does not show on characters; the rig has no sockets
  • Coldharrow wants a map inset of its own — a town is not a step of a journey