But you feel the air prickle on your skin. Tighten them, and it would split like a fruit. The world is webbed with invisible lines. A fortress sieged by questions, answers, and riddles. Far to the South, the Neath-roof glimmers above the Mountain of Light.įrostfound, vast and chilly. All through this place, the song of the Drownies lies shivering-sweet along the wind. Shepherd's Wash, the salty hinterland of London, home to hermits, nuns and shadowy business. Demeaux's Gate, named for a navigator lost above. Here the wilder airs mingle with the airs of the near reaches. There is brimstone on the wind.Ī baked breeze rises, the improbably scent of stone out of some distant desert. We are under the hand of the Iron Republic.Ĭame on deck to find the metal sharp with sparks. A coil of rope has stung a stoker, and his fellows beat it to death. We draw near to the Cumaean Canal, the way to the surface. The crew go wistful: they swap old stories of sunlit sea. Zailors dawdle at the rail, watching for the lights of London. These are the waters around the Tomb-Colonies. Your crew huddles close to the warmth of pipe and funnel.ĭust, echoes: even a sepia tint to the air. Is this snow? Touch it, and it puffs to vapour. This is a comprehensive list of each tile's name, ports, and the Log entry given upon entering.īoreal Reach. While this arrangement is only one possible tile arrangement, the list of ports for each tile, not including light-ships, is accurate.Įach tile has a unique entry into the Ship's Log when you sail into it. Here is one possible layout of the map tiles, represented with a table. Crossing from one tile to another will be recorded in the Ship's Log, mentioning the name of the new tile, if any, and a short blurb about it. The map is divided into 36 "tiles," most of which can be rearranged.
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