Trail of Embers  ·  the ground, and what is on it

The country

Six countries, 49 places, 18 kinds of ground, 6 veins and 6 merchants. Read out of data/map/ and data/world/.

Six countries

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.

CountryBandBiomePlacesWhat it is
Coldharrow06On the lip of the Fall. Walled on the landward side only.
The Cleared0SedgePlains6Cut back to a bowshot and a half. Three towers. Unneeded for two hundred years.
The Sedge Plains1SedgePlains11
The Ashwood2Ashwood12
The Broken Hills3BrokenHills11
The Cairnfield3Cairnfield3

The full list of places, in walking order and with the prose the game shows on arriving, is on the act page.

The ground you walk on

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.

GroundCountriesEffortSight (paces)AmbushCoverCover kindFooting
Village ground0.7580low0.55hardfirm
Cut roadSedgePlains0.80700low0.10nonefirm
Cart trackSedgePlains0.95400low0.05nonesound
Open groundSedgePlains, Cairnfield1600low0.05nonesound
FenSedgePlains1.7090high0.50softsoft
FordSedgePlains1.15300moderate0.05nonesound
Burn scarAshwood0.90900moderate0nonesound
Standing deadwoodAshwood1.8020severe0.70brokenbroken
ThicketAshwood, SedgePlains210severe0.85softbroken
ScreeBrokenHills, Cairnfield1.60400moderate0.20brokenloose
DefileBrokenHills1.2040severe0.40hardsound
Ridge lineBrokenHills, Cairnfield1.352500low0.05nonesound
Ravine floorBrokenHills, Ashwood1.9030severe0.50hardbroken
RiverbankSedgePlains, Ashwood1.30150high0.35softsoft
MarshSedgePlains, Ashwood2.20200moderate0.25softsoft
Ash flatAshwood1.15250moderate0.10nonesoft
Boulder fieldBrokenHills, Cairnfield1.7060high0.75hardbroken
ClimbSedgePlains, BrokenHills, Cairnfield2.40500low0nonebroken

What grows on it

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.

CountryStems / haSpacing (m)What stands there
Moor423.2tree_bush, rock
Sedge135tree_bush, rock
Peat224tree_bush, rock
Burnt Ground3001.9tree_bush, tree_small, rock
Thicket16001tree_bush, tree_small
Scree342.8rock
Rock154.5rock
Cairn Stone283.4rock

What you cannot walk through

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.

Cliff face

absolute

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.

From a distance: The horizon has a hard edge and there is sky underneath it. Country that should continue simply stops.

Closed thicket

cost

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.

From a distance: The scrub goes from waist height to over your head along a clean line, and stops moving in the wind because there is nothing loose left in it.

Ravine

crossing

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.

From a distance: A line of tree crowns at the level of your boots. From any distance it reads as a green seam in the ground and it reads correctly.

Deep water

crossing

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.

From a distance: The surface goes smooth and stops arguing with the stones. Smooth water is deep water and it is the most useful thing anybody in this game will teach the player about a river.

Live scree

skill

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.

From a distance: A pale streak down an otherwise grey-green hillside. Nothing is growing on it, and everything around it is.

Burn line

cost

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.

From a distance: The air above it shakes. Standing smoke with no wind in it, running in a line rather than a cloud.

Bog

absolute

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.

From a distance: A patch of a green that does not match anything around it, dead level in country that is not level anywhere else.

What is under it

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 Nodules In The Peat Face

dig · band 1

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.

AtThe Peat Cuttings
GivesBog Iron
RichnessFair
Charges5
Yield2–4
Wantsbare hands
FoundonArrival

The Charcoal Ground

pit · band 2

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.

AtThe Pits
GivesCharcoal
RichnessRich
Charges6
Yield2–4
Wantsbare hands
Foundknown

The Rust Band

vein · band 3

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.

AtThe First Ridge
GivesIron Ore
RichnessRich
Charges8
Yield2–5
Wantstool:mining
Foundprospect

The Black Seam

seam · band 3

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.

AtThe Black Ravine
GivesCoal
RichnessRich
Charges10
Yield3–6
Wantstool:mining
FoundonArrival

The Green Stain

vein · band 3

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.

AtThe Notch
GivesCopper Ore
RichnessFair
Charges6
Yield2–4
Wantstool:mining
Foundprospect

The Cut

adit · band 3

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.

AtThe Glass Field
GivesBlack Iron Ore
RichnessRich
Charges4
Yield1–2
Wantstool:mining_good
Foundprospect

Who will trade with you

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.

Dorren

Smith · Coldharrow

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."

Forge and iron

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

Bosk

Provisioner · Coldharrow

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."

Stall, dry goods

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

Ivy

Apothecary · Coldharrow

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?"

Stall, greens and cures

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

Sowen Ostry

Farmwife · Coldharrow

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.

Stall, off the mill field

Always has. None ×6–10, Sedge-root ×3–6, Marrow ×1–3

Rolls. 0–1 further items, weighted Trinket 100

Bryn Halloway

Fletcher · Coldharrow

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?"

Woodpile, by the granary

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

Ilsabet Ferrow

Stationer · Coldharrow

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."

The parish chest

Always has. Ochre Clay ×1–3

Rolls. 0–0 further items, weighted

What the country gives up

Bands

The act runs across four difficulty bands, and the band a node sits in is what decides how good what it holds can be.

BandNameKnobs
0The village and the ClearedrarityExponent 2.40, yieldMultiplier 0.60, itemChanceMultiplier 0
1The first legs outrarityExponent 1.60, yieldMultiplier 1
2Middle countryrarityExponent 1.20, yieldMultiplier 1.10
3The approach and the fieldrarityExponent 0.90, yieldMultiplier 1.25

Where a drop comes from

A forage is not a corpse is not a war site. Each source carries its own weights.

SourceWeights
Foragename A gathering node, emptyChance 0, itemChance 0
Containername A bin, a chest, a hollow, a pack somebody set down, emptyChance 0.22, itemChance 0.18
Corpsename Whatever tried to kill you, afterwards, emptyChance 0.15, itemChance 0.25
Salvagename Gear broken down at camp, emptyChance 0, itemChance 0, requiresPracticeNode blacksmithing_salvage
Cachename Somebody's stash, found on purpose or by luck, emptyChance 0, itemChance 0.45
Veinname Ore in the ground, composed no, emptyChance 1, itemChance 0
WarSitename Where the Great War left something behind, emptyChance 0.05, itemChance 0.55
Tradename What a contact is willing to part with, emptyChance 0, itemChance 0.30

The floors

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.

BandFamiliesSignature mineralRestorative inputs
1Herbal 6, Animal 3, Mineral 3Ochre Clay ≥2≥4 of Bittern Moss, Marrow
2Herbal 8, Animal 5, Mineral 5Pitch ≥3≥6 of Bittern Moss, Marrow, Ashcap Fungus
3Herbal 6, Animal 5, Mineral 8Iron Scrap ≥4≥6 of Bittern Moss, Marrow, Ashcap Fungus

Pity

Droughts the game will not let run.

DroughtRule
Weaponupgradetrigger no party weapon improved since band start, appliesFrom 2, itemChanceBonus 0.2, rarityShift 1, maxTriggersPerRun 2
Medicinedroughttrigger counter:party.medicine below 2, familyBias {'Herbal': 2.2}, cooldownHalfDays 2
Provisiondroughttrigger counter:party.provisions below days remaining, familyBias {'Herbal': 1.8, 'Animal': 1.6}, cooldownHalfDays 1

Coin

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.

0gold to start with
what a merchant charges over base
0.34×what a merchant pays you
1minimum price of anything
BandCoin found
0none — Coldharrow has no coin. This is the setting, not a difficulty curve.
122% of the time, 2–9
234% of the time, 6–22
345% of the time, 14–48

By where it was found

SourceMultiplier
Forage0
Vein0
Container0.6
Salvage1
Cache1.3
WarSite1.6
Corpse1.8
Trade3

Coldharrow

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.

BuildingKindWallsRoof
Schoolhalltimber_plankgable
Granarybarntimber_plankgable
Meethallhallrough_masonrygable
Stablebarntimber_plankgable
Home Ashhousetimber_plankgable
Home Bellhousetimber_plankgable
Home Colehousetimber_plankgable
Home Drayhousetimber_plankgable
Home Eskhousetimber_plankgable
Home Fenhousetimber_plankgable
Home Garrhousetimber_plankgable
Home Holthousetimber_plankgable
Home Wrenhousetimber_plankgable
Home Ivenhousetimber_plankgable
Storehouse West
Storehouse East