Cliff face
The Fall, and every smaller relative of it in the hills. Sheer, wet most of the year, with the ground a long way below and no line down it that a person carrying anything could take.
Six countries, 49 places, 18 kinds of ground, 6 veins and 6 merchants. Read out of data/map/ and data/world/.
The act crosses six of them, and the band a country sits in is what decides how hard it is and how good what it holds can be. The whole walk is one continuous space — no travel screen, no loading between places.
| Country | Band | Biome | Places | What it is |
|---|---|---|---|---|
| Coldharrow | 0 | 6 | On the lip of the Fall. Walled on the landward side only. | |
| The Cleared | 0 | SedgePlains | 6 | Cut back to a bowshot and a half. Three towers. Unneeded for two hundred years. |
| The Sedge Plains | 1 | SedgePlains | 11 | |
| The Ashwood | 2 | Ashwood | 12 | |
| The Broken Hills | 3 | BrokenHills | 11 | |
| The Cairnfield | 3 | Cairnfield | 3 |
The full list of places, in walking order and with the prose the game shows on arriving, is on the act page.
Travel effort, how far you can see, how likely you are to be jumped, and what stands in the way. These are the same numbers, so a wood that is hard to see through is a wood that is hard to be seen in.
| Ground | Countries | Effort | Sight (paces) | Ambush | Cover | Cover kind | Footing |
|---|---|---|---|---|---|---|---|
| Village ground | 0.75 | 80 | low | 0.55 | hard | firm | |
| Cut road | SedgePlains | 0.80 | 700 | low | 0.10 | none | firm |
| Cart track | SedgePlains | 0.95 | 400 | low | 0.05 | none | sound |
| Open ground | SedgePlains, Cairnfield | 1 | 600 | low | 0.05 | none | sound |
| Fen | SedgePlains | 1.70 | 90 | high | 0.50 | soft | soft |
| Ford | SedgePlains | 1.15 | 300 | moderate | 0.05 | none | sound |
| Burn scar | Ashwood | 0.90 | 900 | moderate | 0 | none | sound |
| Standing deadwood | Ashwood | 1.80 | 20 | severe | 0.70 | broken | broken |
| Thicket | Ashwood, SedgePlains | 2 | 10 | severe | 0.85 | soft | broken |
| Scree | BrokenHills, Cairnfield | 1.60 | 400 | moderate | 0.20 | broken | loose |
| Defile | BrokenHills | 1.20 | 40 | severe | 0.40 | hard | sound |
| Ridge line | BrokenHills, Cairnfield | 1.35 | 2500 | low | 0.05 | none | sound |
| Ravine floor | BrokenHills, Ashwood | 1.90 | 30 | severe | 0.50 | hard | broken |
| Riverbank | SedgePlains, Ashwood | 1.30 | 150 | high | 0.35 | soft | soft |
| Marsh | SedgePlains, Ashwood | 2.20 | 200 | moderate | 0.25 | soft | soft |
| Ash flat | Ashwood | 1.15 | 250 | moderate | 0.10 | none | soft |
| Boulder field | BrokenHills, Cairnfield | 1.70 | 60 | high | 0.75 | hard | broken |
| Climb | SedgePlains, BrokenHills, Cairnfield | 2.40 | 500 | low | 0 | none | broken |
Densities are set against the same cover.density that decides sightlines and ambushes, so the two cannot drift into describing the same ground differently. Nothing is stored: a playthrough keeps one seed and every stem in the act is recomputed from it.
| Country | Stems / ha | Spacing (m) | What stands there |
|---|---|---|---|
| Moor | 42 | 3.2 | tree_bush, rock |
| Sedge | 13 | 5 | tree_bush, rock |
| Peat | 22 | 4 | tree_bush, rock |
| Burnt Ground | 300 | 1.9 | tree_bush, tree_small, rock |
| Thicket | 1600 | 1 | tree_bush, tree_small |
| Scree | 34 | 2.8 | rock |
| Rock | 15 | 4.5 | rock |
| Cairn Stone | 28 | 3.4 | rock |
7 kinds of barrier. Each carries a tell — what it looks like from far enough away to change your mind — because a route the player discovers is closed only after walking a day toward it is a route that wasted their day.
The Fall, and every smaller relative of it in the hills. Sheer, wet most of the year, with the ground a long way below and no line down it that a person carrying anything could take.
Scrub grown so far into itself that the only way through is to cut, and cutting takes a morning and can be heard from further than you will cut in a morning.
A cut too deep to descend and too wide to step, running across the line you wanted to walk. There will be a crossing somewhere. It will not be here.
Water with no bottom you can see, moving faster than it looks. Nobody in Coldharrow swims, which is not squeamishness -- it is that the people who did are not available to comment.
A slope of loose stone that is still moving. Not often, and not while you watch it, but often enough that nothing has managed to grow on it in living memory.
Ground that is alight or has been recently enough that it is still working. The Ashwood burns in lines rather than patches, because whatever is left in the soil here burns in lines.
Bright green, flat, and completely still. It is the most inviting ground in the Sedge Plains to look at and there is nothing underneath it at all.
6 veins in Act 1. Mining is the one gathering verb with a tool gate and a charge count on it, and the teaching site is deliberately in band 1 with no pick, no vein-reading and no way to fail.
The cut face of the bank is black and wet and there are rusty knuckles of something sitting in it at about knee height, in a line, the way things settle. The cutters turn them up all day and throw them on the spoil heap because they are in the way of the peat.
Round scars in the ground where somebody stacked wood under turf and burned it slow, and the ground is still black in circles you can pace out. Nobody has worked these in living memory and the Ashwood has more standing dead than anywhere in the valley.
The first ground high enough to look back from, and the weather has taken the turf off the top of it. A rust-coloured band runs through the grey at shoulder height for about thirty paces, thumb-wide where it shows and a hand wide where the frost has opened it. It has been showing since before there was a Coldharrow to see it.
The water took the face off this side of the ravine some winter and left three feet of something black lying in the grey like a line ruled through it. It is not shadow. It comes away in your hand and it marks you.
The notch is worn through the ridge to bare rock on both sides, and the north wall of it is green in a way that reads as moss from below and is not soft when you put a hand on it. Whoever used to bring animals up through here walked past it twice a year for a lifetime.
Above the glass, where the fused ground stops, somebody drove a square-cut adit into the hill and shored it with timber that is still standing. It goes in about forty paces and stops at a face that was being worked the week the war ended. There are tools against the wall. Nobody took them home.
6 merchants, all of them in Coldharrow, all of them people the party has known since they were small. Stock is a profile plus a roll, restocked epoch.
Stationary at the anvil, and has been for as long as anyone of age can remember. Sells the way he works, which is without conversation.
He does not stop hammering. "Look. Don't touch what's hot."
Always has. Whetstone Grit ×3–6, Iron Scrap ×2–5, Sinew ×2–4, Miner's Pick ×1–2, Clay Crucible ×2–4, Field Bellows ×0–1, Prospector's Hammer ×1–2, Charcoal ×2–5
Rolls. 3–5 further items, weighted Weapon 46, Armor 40, Shield 14
Sells what keeps. Has sold to every Proofing for nineteen years and has a fixed opinion about how much bread four people need.
"Four of you." He is already reaching under the trestle. "Nine days. I know what you need better than you do, and you will still argue."
Always has. None ×4–8, Sedge-root ×4–8, Stormsalt ×2–4, Ochre Clay ×3–6
Rolls. 1–3 further items, weighted Trinket 40, Armor 35, Weapon 25
Greens, cures, and the small brown bottles nobody asks about. Knows what everybody in the village takes and does not discuss it.
"Moss and marrow, and don't let the moss get wet." A pause. "Who is it for?"
Always has. Bittern Moss ×3–6, Marrow ×2–4, Marrow Draught ×2–4, Marshroot Antivenom ×1–2
Rolls. 1–2 further items, weighted Trinket 70, Armor 30
The third stall, and the only one selling anything that was alive this season. Everything on it came off her own ground or out of her own oven, and she can tell you which field.
"That's this year's, that's last year's, and that," -- she does not point at it -- "is not for sale to children." The small beer. She has had this conversation before.
Always has. None ×6–10, Sedge-root ×3–6, Marrow ×1–3
Rolls. 0–1 further items, weighted Trinket 100
Works the woodpile where the timber comes in. Bows and arrows are the trade and about half the living; the rest is hafts, staves, buckets and handles, because a village fletcher who only fletched would starve.
He holds a shaft up to his eye, sights down it, and puts it on the wrong pile. "Ash for a bow, yew if you can get it, and anything at all for a spear. What are you carrying?"
Always has. Sinew ×3–6, Ironbark Resin ×2–4, Pitch ×2–4, Resin Grip ×1–3
Rolls. 2–4 further items, weighted Weapon 70, Shield 20, Trinket 10
Widow. Keeps the parish chest in the meethall: ledgers, two lamps, a box of ochre, and two scrolls her husband bought off a pedlar forty years ago and could never explain.
"You will want the two at the bottom." She does not get up. "Everyone does. Nobody has ever wanted the ledgers, and the ledgers are the reason there is a chest."
Always has. Ochre Clay ×1–3
Rolls. 0–0 further items, weighted
The act runs across four difficulty bands, and the band a node sits in is what decides how good what it holds can be.
| Band | Name | Knobs |
|---|---|---|
| 0 | The village and the Cleared | rarityExponent 2.40, yieldMultiplier 0.60, itemChanceMultiplier 0 |
| 1 | The first legs out | rarityExponent 1.60, yieldMultiplier 1 |
| 2 | Middle country | rarityExponent 1.20, yieldMultiplier 1.10 |
| 3 | The approach and the field | rarityExponent 0.90, yieldMultiplier 1.25 |
A forage is not a corpse is not a war site. Each source carries its own weights.
| Source | Weights |
|---|---|
| Forage | name A gathering node, emptyChance 0, itemChance 0 |
| Container | name A bin, a chest, a hollow, a pack somebody set down, emptyChance 0.22, itemChance 0.18 |
| Corpse | name Whatever tried to kill you, afterwards, emptyChance 0.15, itemChance 0.25 |
| Salvage | name Gear broken down at camp, emptyChance 0, itemChance 0, requiresPracticeNode blacksmithing_salvage |
| Cache | name Somebody's stash, found on purpose or by luck, emptyChance 0, itemChance 0.45 |
| Vein | name Ore in the ground, composed no, emptyChance 1, itemChance 0 |
| WarSite | name Where the Great War left something behind, emptyChance 0.05, itemChance 0.55 |
| Trade | name What a contact is willing to part with, emptyChance 0, itemChance 0.30 |
Minimums the party must have been offered by the end of each band, summed across the nodes on their actual route — checked at band exit, and a shortfall is injected into the next eligible node rather than dumped at the border. This is what stops a route the designer did not anticipate starving the craft pillar.
| Band | Families | Signature mineral | Restorative inputs |
|---|---|---|---|
| 1 | Herbal 6, Animal 3, Mineral 3 | Ochre Clay ≥2 | ≥4 of Bittern Moss, Marrow |
| 2 | Herbal 8, Animal 5, Mineral 5 | Pitch ≥3 | ≥6 of Bittern Moss, Marrow, Ashcap Fungus |
| 3 | Herbal 6, Animal 5, Mineral 8 | Iron Scrap ≥4 | ≥6 of Bittern Moss, Marrow, Ashcap Fungus |
Droughts the game will not let run.
| Drought | Rule |
|---|---|
| Weaponupgrade | trigger no party weapon improved since band start, appliesFrom 2, itemChanceBonus 0.2, rarityShift 1, maxTriggersPerRun 2 |
| Medicinedrought | trigger counter:party.medicine below 2, familyBias {'Herbal': 2.2}, cooldownHalfDays 2 |
| Provisiondrought | trigger counter:party.provisions below days remaining, familyBias {'Herbal': 1.8, 'Animal': 1.6}, cooldownHalfDays 1 |
One denomination. A second one (silver/copper) buys nothing but arithmetic, and this is a party of teenagers on a two-week walk, not a merchant republic. 'Gold' is the player-facing word. The fiction can call it whatever. There is not much of it in Act 1 and that is the design: the party is sixteen-year-olds walking out of a village, and most of what they get they get by picking it up.
| Band | Coin found |
|---|---|
| 0 | none — Coldharrow has no coin. This is the setting, not a difficulty curve. |
| 1 | 22% of the time, 2–9 |
| 2 | 34% of the time, 6–22 |
| 3 | 45% of the time, 14–48 |
| Source | Multiplier |
|---|---|
| Forage | 0 |
| Vein | 0 |
| Container | 0.6 |
| Salvage | 1 |
| Cache | 1.3 |
| WarSite | 1.6 |
| Corpse | 1.8 |
| Trade | 3 |
The hub, and the only settlement in the act. 16 buildings on a 420-metre heightfield, with the schoolyard the party leaves from at the middle of it.
| Building | Kind | Walls | Roof |
|---|---|---|---|
| School | hall | timber_plank | gable |
| Granary | barn | timber_plank | gable |
| Meethall | hall | rough_masonry | gable |
| Stable | barn | timber_plank | gable |
| Home Ash | house | timber_plank | gable |
| Home Bell | house | timber_plank | gable |
| Home Cole | house | timber_plank | gable |
| Home Dray | house | timber_plank | gable |
| Home Esk | house | timber_plank | gable |
| Home Fen | house | timber_plank | gable |
| Home Garr | house | timber_plank | gable |
| Home Holt | house | timber_plank | gable |
| Home Wren | house | timber_plank | gable |
| Home Iven | house | timber_plank | gable |
| Storehouse West | |||
| Storehouse East |