Sunday, 10 December 2017

The Airman's Gazetteer: Union of Sodkan Republics

After looking at the Iron Collective last week, we now head south to the Union of Sodkan Republics; a loose alliance of small nations paranoid both by their big neighbour to the north and each other. They argue to be the successors to the Holy Sodkan Empire, something the rest of Darmonica is happy to accept. Though, many doubt how well the Union will stand when the Iron Guard march south.


Union of Sodkan Republics

As stated above, the Union is a loose alliance of small nations that have branded together out of fear of their large neighbour to the north; the Iron Collective.

These same nations were once part of the Holy Sodkan Empire and claim to be the successors to it, which the Iron Collective has yet to contest. Though they distrust each other as much as they do their big neighbour, which makes co-operation difficult at best. For the most part the Empire kept them in line, but with that authority now gone they are prone to infighting and border skirmishes aren't uncommon.

They are relatively poor, all have suffered economically since the Empire's collapse and they have a limited chance when it comes to foreign trade since the Artian Confederation sits on or close to their major trade route. The Union had a strong mining industry, though that was directed towards feeding the old Empire's need for resources. It does process a light industrial base with a handful of factories, something the Union is seeking to address in addition to reorganizing its rail network. Both projects suffer from the bickering of the various republics and little progress has been made on either.

Each republic has its government and each send representatives to the Assembly, the joint decision making body of the Union. Each republic also maintains its own military, though thankfully these were originally equipped and organised by the Empire so they generally follow the same standard. The Assembly has little control over the republics and their respective armies, its really a chamber where the republics can agree on a general course of action and hope everyone goes along with it. The Assembly has no power to deal with the disputes that arise between the republics and often result in border skirmishes, the overriding fear of the Iron Collective is probably the only thing that stops these border skirmishes from escalating.

Recently the skyships of the Iron Fleet (the Iron Collective's air force) have been making incursions into the Union, the republics only have gasbag style airships and obsolete aircraft to counter these incursions. Many are fearful that these incursions are the prelude to invasion, especially since units of the Iron Guard have been reported in certain remote areas. Though these Iron Guard units don't stay long and their activity suggests that they're looking for something.

Sunday, 3 December 2017

The Airman's Gazetteer: The Iron Collective

This week we return to the Airman's Gazetteer with a look at a nation that's already been extensively covered; the Iron Collective.

This isolationist, technological theocracy is viewed with a great deal of wariness by the other nations of Darmonica. It has refused to maintain any diplomatic relation. Its goals and motives are unknown, the regime refuses to let any of its citizens be exposed to any external influence. All everyone can do is keep a close eye on the Iron Collective.


The Iron Collective

Every aspect of life within the Iron Collective is dominated by the Order of the Great Machine, originally an offshoot of the Cult of the Great Maker. The Order views society as being one, gigantic machine with every man, woman and child forming an intricate part of that machine by having their own particular roles to play. To achieve this end, the Order has completely rebuilt Sodkan society from the ground up. Families no longer exist, instead the State pairs people up and gives them a quota of children to produce. The pairings and quotas are dependent on various factors such as local population, required traits, etc. All this is administrated under the State Bureau of Social Affairs and Development, which also collects genetic samples from every citizen to analyse and to keep on record.

Children typically stay with their parents until they turn five years old, at which point they are taken and placed in a state academy. They complete their 'Primary Phase' education which ensures that they're educated to a reasonable standard in addition to being continuously assessed. These assessments come into play when the child turns 13 and starts their 'Secondary Phase' of education, this is when they receive their Classification and directed towards a certain trade. The trade chosen is based on the Primary Phase assessments and is considered to be what the particular will be best suited for. They will then be sent to specialized academies for the chosen trade to do their Secondary Phase education. The trade, and Classification, is permanent and isn't normally allowed to be changed. Though before starting Secondary Phase education a person can petition for a certain trade, but must complete a more vigorous assessment to prove that trade is suitable for them.

Crime is punished by Declassification, effectively a revoking of a person's rights as a citizen. They cannot collect their state rations, cannot receive healthcare and cannot get what is considered to be a 'legal' job. The Declassified tend to wind up either in state labour camps or forced to seek refuge in the fringes of society. There are also what is known as the Unclassified which are spilt into two broad categories. The first category is those who fail their Primary Phase, basically their assessments were too inconclusive to assign a trade. The other category is 'non-citizens', basically those who aren't in the system. Their status is similar to the Declassified, but they do have a greater freedom of movement within the Collective and can apply for state 'work for benefits' programmes to gain access to basic rations and healthcare. Both groups tend to form the Iron Collective's criminal underworld, they are also the ones that are more likely to deal with outsiders.

The Collective has no currency, people work assigned jobs to receive rations and other state benefits. Though bartering does occur, but that tends to be in areas away from the central authority. Despite it being illegal, some people do trade with other nations but they have to use that nation's currency in order to do so. Non-Classified citizens have an easier time of this than their Classified cousins, the Unclassified in particular who can move around more freely and tend to form the bulk of the traders who operate out of the Collective. The Iron Guard, the state's combined military and police force, does try to clamp down on the cross-border trading but border duties tend to be fulfilled by the Unclassified who sign on as auxiliaries and are more willing to turn a blind eye. The central authority has slowly been expanding its reach and important border settlements now have a detachment of Regulators, the Collective's secret police.

The biggest shock to outsiders entering the Collective is the efforts being remade to rebuild the entire country on a so-called 'grid pattern'. Settlements have been razed and then rebuilt on a grid layout with future expansion planned to keep inline with this. Roads, railways and even rivers have been rerouted to form straight lines. This gets more noticeable as you travel deep into the heart of the Collective, but even the border regions aren't completely immune from this. The stated reason is 'too improve efficiency', but many fear a much more darker reason.

Sunday, 26 November 2017

Things Never Go Smooth

Remember last week when I said I'd be running a Frozen Skies one shot at the local university's games society?

Unfortunately it ended up being cancelled, though with the prospect of being rescheduled at a later date. My plan was originally going to be writing up the post-game session report for this week's blog post, instead I'll be writing up what I'd intended to run. So sit back, relax and enjoy!

Valiant
Things Never Go Smooth

What I had planned to run was the adventure of the same name as this post, though I was going to cheat a little to make things interesting. I decided to go with two or three complications that the players would've had to deal with in turn. The idea being to show off both Frozen Skies and the Savage Worlds system since I was expecting players who'd never played or perhaps even heard of Savage Worlds before.

The plan was to run with 2-6 players, which I created 7 pre-gen characters listed below (will provide full character stats if theres enough interest);

Pilot
Sneak
Mechanic
Marksman
Doctor
The Brick
Pistoleer

They would've had a cargo plane built round a light bomber chassis and fitted with a pair of turrets, giving them reasonable protection as I was going to include a little bit of aerial combat (either critters or sky pirates). Once through their aerial gauntlet they would arrive in town to find their contact in jail (Complication No.1), having the option of busting him out or just gleaming what info they could. They would then learn that the goods were in the hands of a rival gang (Complication No.2), meaning that they would have to recover them somehow.

Going a bit of investigative work would reveal that the goods had been stashed in a cave outside of town (Complication No.3). Trooping out to the cave would've seen the characters possibly fighting of animal attacks before dealing with the rival gang members guarding the cave. This would be ground based and I'd encouraged the players to consider getting some sort of vehicle, particularly since some of the characters had the driving skill. Again they had options here, either stealth or brute force. Then possibly a Chase as they raced back to their aircraft with the goods in hand.

Hopefully I'll still get to run this, though its fodder for somebody else to use if they so wished (though please please let me know how it goes).

Sunday, 19 November 2017

November 2017 Update

Right, Update Time!

Bit of a break from the Airman's Gazetteer series, though that will return in a couple of weeks. The Kickstarter ended successfully, though we just scraped in over the target. So now work carries on behind the scenes getting more artwork done, sorting out extra content and doing a bit of spit and polish to get Frozen Skies ready for release. So quick round up of how things stand, some game news and an extra treat.


Post-Kickstarter

As stated above, the Kickstarter ended successfully even if we just scraped past the target goal. Huge thank you to Applied Vectors and the backers for making it happen.

The first Kickstarter draft PDF of Frozen Skies has been released via a Backers Only update, this is effectively a beta version for people to try out and give feedback. Though theres some stuff still missing (artwork especially), but that'll be sorted out over time. Next on the list is a revised and expanded version of Alyeskan Tales, a fiction companion for Frozen Skies, that'll first be released as a PDF for Kickstarter backers. The files on DriveThru will be updated, changes include a rewrite of The Alyeskan Job and a new story. Then there will be a few adventures to sort out as well.

Hopefully all this will be done by the end of the first quarter of the new year, though possible delays with artwork and getting files sorted. We'll keep folk posted how things pan out.

After all the Kickstarter rewards have been sorted and Frozen Skies given its general release there will be work on either the Skies of Crimson supplement for Frozen Skies or the beginnings of a new product line called Cold War Skirmishes.

Games

Monday 20th November I'll hopefully be running a Frozen Skies one shot at the local university's games society (UEA Gamessoc). Sign-ups have been and gone for this and have generally been limited to society members, but it has been part of a series of RP one-shot evenings over the past couple of months. Next week's post will be a session write-up. CANCELLED.


I've allowed myself to be convinced into running a forum based game of Frozen Skies, though we're currently settling upon campaign theme. Possible I may do monthly updates on how this goes.

And Finally...

Been tweaking the Aircraft Creation rules, opening up options.

Created this little beaut based on the Fairchild Brigand from Crimson Skies.

Blackforge Marauder

The Blackforge Consortium has its hands in a great many pies, not all are exactly legal. Aircraft is one of its more legitimate ventures, even if its customers tend to lean towards being a tad fuzzy with how they regard the law. The Marauder is an aircraft marketed generally towards sky pirates, though some company militias have brought some.

It is a medium fighter, notable for having a bomber style turret at the rear of the aircraft. It looks like an gainly aircraft but it packs a punch and a few have been retrofitted to carry rockets for anti-airship attacks, though these fittings do have a negative impact on the aircraft's handling.

Acc/TS: 20/140; Toughness: 12 (3); Crew: 1; Climb: 1; Handling: 0; Notes: Medium Chassis, Turret, Airship Hook, Armor x1

2x 50-cal MGs (50/100/200, 2d10, RoF 4, Bursts 14, AP 3)
2x 30-cal MGs (30/60/120, 2d8, RoF 3, Bursts 20, AP 2, Turret)
2x Rockets HE (50/100/200, 3d8, RoF 1, AP 8, SBT, Retro-fitting*)

*Rocket mountings retro-fitted to aircraft, -1 to Handling when carrying rockets.

Monday, 13 November 2017

The Airman's Gazetteer: The Artian Confederation

Continuing the Airman's Gazetteer series is the Artian Confederation, a victor of the Great Darmonican War that now has little opportunity to enjoy the spoils of war. It has troops tied down on either occupation duties or keeping a wary eye on its eastern frontiers, what more relations with its wartime ally the Commonwealth have been growing increasingly tense. It has a very militant culture and outlook, though that could cause trouble in the near future.


Confederation of Artia

Prior to the Tyland-Artian War in 1741 AF, what became the Confederation was a loose alliance of city states that branded together out of mutual defence during the to-and-fro wars between the Kingdom of Tyland and the Holy Sodkan Empire. The Confederation's birth can be traced to the Siege of Utherheim where the first Artian Archchancellor, Viktor Wilstein, managed to inflict a crushing defeat on the Tylanders from which they never truly recovered. The ultimate Tylander defeat in that war sowed the seeds of the Great Darmonican War half a century later.

These days the Confederation is a very militant country, even more so than the other nations of Darmonica. Troops are everywhere, either in transit or marching through the streets whilst the airships of the Luftmarine ('Air Navy') can be seen floating across the skies. All Artian police officers are armed, though it seems only differences in uniform sets them apart from the army. There is a sense of military efficiency throughout the Confederation, especially in the heartland area which has recovered the quickest from the war. Frontier areas with the Tyland Free State and the Iron Collective still feel as though they're on a war footing.

The Tyland Occupation Zone forms the Confederation's western border with the Tyland Free State, averaging five miles wide in most places. It consists of old trenches, barracks, fortified outposts and checkpoints. Nobody can move through it without the military's permission, though Tylander resistance fighters are extremely active in and around this area. Even throughout the western border states of the Confederation there is a heavy presence of troops, mostly infantry due to the ongoing threat of Tylander resistance fighters.

The Confederation's eastern border also has a heavy military presence, though this is more artillery and armoured units as well as a long fortified wall. Artian troops are deployed in a well maintained defensive line, countering any possible threats from the Iron Collective. The River Thule forms the lower half of the border, though the Thule Line (as the fortifications are called) bulge round to the west where the 'Gloomlands' (area devastated by the Blast at the end of the war) sprawls across the Thule before it empties out into the Crater Sea. Where the Crater Sea meets the larger Mammut Sea there is a narrow straits that forms the border with the Union of Sodkan Republics. Artian troops used to conduct patrols into the Gloomlands, though these have tailed off after many of them failed to return.

Forming the Confederation's southern border is the small nation of Pamdinia, it managed to stay neutral during the war and benefited from a mountainous border. Pamdinia's main interest is maritime, it has a broad coastline along the Mammut Sea and is one of the trading routes with the Sultante of Taramate. It has a small border with the Tyland Free State in the west and many use it as an alternative land route to the Union of Sodkan Republics. The Confederation has been applying pressure to ensure that Pamdinia clamps down on gun runners, something that the Pamdinians have tried to address by deploying additional customs officials.

Monday, 6 November 2017

The Airman's Gazetteer: The Free State

Currently our series, which covers the various nations of Darmonica in a greater detail, we take a look at the Tyland Free State. Formerly the Kingdom of Tyland, it now little more than a sad rump of a nation still struggling with the aftermath of defeat. It also faces an uncertain future as parts of its territory remain occupied by powers that may possibly clash with one another before long.


The Tyland Free State

Compared to the Commonwealth, the Free State is a nation teeming with problems. There is deep seated anger at Tyland's defeat a decade earlier and at Tylander territory being in 'enemy' hands. The Provisional Government, based in Midraige, is considered weak and ineffective (mostly true) and has to rely on a small army to enforce martial law in order to achieve anything approaching stability. As per the Conditions of Surrender (otherwise known as 'the Conditions) that were imposed upon Tyland, a small council of ministers leads the Free State rather than a single head of state. These ministers are stuck between keeping the Artians happy and trying to fix the sighted injustice that the Tylander people feel has been done to them, it is a fine balance that the Provisional Government has struggled to make work.

The Free State has been even slower than the Commonwealth with repairing war damage, rubble choked streets and burnt out farmsteads are still a common sight. Though not all of the damage was caused by the war, some of it has occurred much more recently. There are frequent clashes between the Free State Army and anti-government forces, plus the fallout of clashes between Tylander resistance groups and Artian forces. This has resulted in martial law being imposed and the Free State becoming a grim and downtrodden country. There are shortages of everything and thus strict rationing, which in turns sparks more unrest and protests against the government.

Foreigners aren't entirely welcomed, though the Tylanders reserve their hatred for the Artians especially. As per the Conditions, the Artians are allowed to send their troops into the Free State at any time and arrest persons suspected of aiding the resistance groups. Artian troops are also exempt from prosecution under Free State laws, which gives them an almost free reign to do what they please. Even though the Commonwealth, for its troops based in the Treaty Ports, can apply for the same protections under the Conditions it elected not to do so. The Commonwealth has been pretty big on the conduct of its troops and building up a cordial relation with the Free State ahead of the Treaty Ports being handed over.

The Treaty Ports were a series of ports on the Straits coast of Tyland that came under Commonwealth control at the end of the war, under the Conditions the Commonwealth is allowed to retain those ports for a ten year period and then renew (if it wishes) every five years. The Treaty Ports are the most stable part of the Free State and the Commonwealth has invested some money in them. Only one or two ports are expected to be retained by the Commonwealth, they happen to be the best defended and many believe this decision is perhaps influenced by the Commonwealth and the Artians currently being 'uneasy allies'.

Monday, 30 October 2017

The Airman's Gazetteer: The Commonwealth

One of the Q&As I've done in relation to the Kickstarter had people asking about the rest of the world of Darmonica beyond the shores of Alyeska. I've covered the various nations of the world to a limited degree, but nothing in depth. The most obvious one to start with is the Commonwealth (which I've posted about before) since that is the nation that currently has the most influence over Alyeska. Gradually I'll cover the other nations in turn should this mini-series proves to be popular, but hopefully it'll prove useful for those who wish to take their games of Frozen Skies beyond Alyeska and explore the rest of the world of Darmonica.


The Commonwealth of Gwentia

The Commonwealth of Gwentia is based in a cluster of islands known as the Home Isles, separated from the coastline of Tyland by a channel of water several miles wide called the 'Gwent Straits'. It has a monarch as its head of state, presently Queen Lothwyn Boudica Cathmore II. There is also a First Minister, Edmund Vermillion, who is the head of Government and answers to the Queen as well as Parliament. The Commonwealth's capital is the metropolis of Lindun, a vast industrial city that still bears scars from the Great Darmonican War.

Its laws aren't that much different from those in Alyeska, but the Home Isles are more heavily populated and thus have a much greater urban area. Rationing is still in force but has steadily eased off in the decade since the war ended, though all the cities and major towns still have bomb damage with reconstruction efforts being slow to gather pace. Like wartime air raid shelters are still in use and air-aircraft batteries can be found scattered across the length and breath of the Home Isles. With the war ending in an armistice, there is an uneasy peace and there is the ever present threat of sky pirate raids. The three Services of the Commonwealth Armed Forces (Army, Air Force and Navy) have a noticeable presence, especially since conscription in the form of a two year long term of 'National Service' for males when they turn 18 years of age.

Outside of the towns and cities there is still plenty of countryside, alot of it is made of small villages and farmland with some wilderness areas where wild forests still hold sway. Transport is mostly rail based, but motor vehicles have started making their presence felt as well as aircraft that can reach the few remote areas (particularly float-planes). The Commonwealth Air Force conducts regular air patrols and the Home Isles boost a decent sized and capable police, though the latter is split up into territorial forces for the various regions.

The Home Isles are linked to Alyeska via a twice weekly skyship service, though crossing the Great Ocean is difficult thanks to the storms collectively known as Taran's Tempest. Maritime vessels are commonly, especially since the Commonwealth holds former Tylander ports on the other side of the Straits. There are also a few air routes, but most of these are routed via Artian controlled territory with few direct flights to the Tyland Free State.

On the whole, people in the Home Isles enjoy a more comfortable standard of living than their Alyeskan cousins despite the war damage the Isles have suffered. Electricity, telephones and radios are both more reliable and in widespread use. Likewise, aircraft can take advantage of wartime CAF bases that have now been opened up to civilian use. You have to search very hard to find anything close to the frontier feel of Alyeska, even the smallest town boosts a well maintained airfield. Generally the Home Isles have a more civilized feel to them, but a comparable amount of crime thats geared more towards smuggling and the black market. Though there is a greater restriction on weapons with firearms requiring a license to own and use.

Sunday, 22 October 2017

October 2017 Update

Right, update time.

We're getting towards the end of the year and Frozen Skies is getting pretty darn close to being released, though it is still a case of "so close yet so far". The news is mainly going to be about the Kickstarter, though I do have a couple of other things to talk about.


Kickstarter

All-in-all things have gone pretty decently, got off to a extremely good start but things were rocky for a while before we finally hit the target. As time of writing its pretty much at £3,000 and 107% funded, still a week to go and theres a comfortable margin. But we're still £1,000 short of the first stretch goal, would be awesome if we got it before the campaign finishes.

Anyhow, a few links.

Kickstarter:- https://www.kickstarter.com/projects/applied-vectors/frozen-skies-rpg-for-savage-worlds

Wild Die Podcast:- http://thewilddie.podbean.com/e/bonus-episode-frozen-skies/

RPGNet Q&A:-  https://gmshoe.wordpress.com/2017/10/19/qa-stephen-hughes-ian-liddle-frozen-skies/

Alyeskan Tales

Looking at revamping and updating the Alyeskan Tales fiction companion, this will involve adding a new story and partial rewrite of one of the other stories. Hopefully it'll be relaunched in the next couple of months, though Kickstarter backers will get a free PDF of it.

Gaming

Already stated that I'll be doing a Frozen Skies campaign in the near future, though looks like I'll also be running a One Shot in November. Gaming society at the local university is running a series of One Shot Nights for RPGs, I've signed up and will hopefully be running the Things Never Go Smooth adventure on 20th November. After Action Report will probably go up the following Monday.

Monday, 16 October 2017

Rogue's Gallery: The Banshees

There are many sky pirate outfits that operate across the face of Darmonica, Alyeska is no exception given that it is home to the notorious pirate haven of Broken Spires. One outfit known as the Tundra Wolves has already been mentioned, though this week I want to take a look at an another outfit; The all-female outfit known as the Banshees.

Warrior Women of the Skies

The Sky Band - The Phantom (1996 film)
The Banshees owe their existence to a woman called Natasha 'Tash' Rogan, who learnt to fly from a young age. Natasha's father was a courier pilot before the Great Darmonican War in what is now the Wulflands, back then the area was known as Western Alyeska and home to numerous settlements. Her father taught her everything he knew about flying and when he was eventually called up for war service, Natasha was able to take his courier job. A double tragedy befell the young Natasha; her father was killed in action whilst Wulvers overran the territory and Natasha was forced to flee. She developed a grudge against the Commonwealth (for the death of her father and the loss of her home), but as a young woman on her own she still needed to survive.

The answer came in an unlikely form.

Natasha had ended up at a remote trading post, one where a sky pirate outfit (the Dragonspine Marauders) was laying up after a recent job and blowing off steam with the aid of women and alcohol. She managed to fend off a number of approaches by the drunken members of the outfit, but she decided to stay and watch the sky pirates. Her decision proved to be a mixed blessing as before dawn the following morning a rival sky pirate outfit attacked the trading post.Given that most of the Marauders were nursing hangovers, Natasha took matters into her own hands and jumped into one of the Marauders' planes.

Natasha's quick thinking saved the Marauders' hide as she managed to stall the rival outfit long enough for more of the Marauders' own planes to take-off and join the fray. Two of the rival sky pirates were shot down before the rest fled, though Natasha realized that she'd better face the music as she was unsure how the Marauders would react to somebody taking one of their planes. Much to her surprise the Marauders' leader hired her on the spot, she had made a good enough impression and they were down a pilot or two. She was only with the Marauders for a short time, the attitude of her other pilots and unwanted attention force her to leave but not before she learnt the finer points of aerial combat.

Natasha wandered for a while and managed to track down a few female pilots like herself, all who wanted to prove that they weren't just 'pretty things' and were just as capable of being sky pirates as their male counterparts. Soon they were in the news after robbing a train carrying gold south of Tay River, but their capture of a zeppelin (the first time it had been attempted) earned them worldwide fame...and a bounty on their heads. It was a newspaper reported who coined the name 'Banshees' after the sirens the gang had fitted on their planes at Natasha's orders, a scare tactic to reduce casualties by sapping the enemy's will to fight that quickly became known as the Banshees' Cry. 

Banshee Sky Pirate

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Driving d4, Fighting d6, Intimidation d6, Piloting d8, Shooting d6, Streetwise d6, Taunt d6
Charisma: +2; Pace: 6; Parry: 5; Toughness: 5
Hindrances: Greedy, Loyal, Wanted (Major)
Edges: Ace, Alertness, Attractive
Gear: Knives, clubs, pistols or SMGs.

Natasha's Agility, Smarts and Piloting all increase one die. In addition she gains the Command and Quick edges.

Banshee Plane

Acc/TS: 20/10; Toughness: 12 (3); Crew: 1; Climb: 1; Handling: +1; Notes: Medium Chassis, Armor x1, Increased Handling x1, Improved Gunsight, Extra Ammo x1
Weapons: x2 50-cal MG (50/100/200, 2d10, RoF 4, Bursts 28, AP 3)
Special - Banshees' Cry: When diving down on an enemy aircraft, the enemy pilot must make a Spirit roll at -2 or become Shaken.
Cost: £2,500+

Monday, 9 October 2017

Northern Ghosts

One of the things I wanted to do with Frozen Skies is maintain Alyeska's frontier feel; it is sparsely populated with a scattering of settlements rather than grand cities. Man has tried to tame this land but the land has pushed back in various different ways, leaving abandoned remnants of broken hopes and dreams. These are various ghost towns that can be found across Alyeska, any of which can be worked into an adventure.

On a side note, just (at time of writing) £400 left to go on the Frozen Skies Kickstarter.

Northern Ghosts


There are various abandoned outposts and so-called ghost towns scattered across Alyeska, most were established with high hopes and expectations that didn't pan out. Others were abandoned either due to disaster or for other more mysterious reasons.

Forsaken Islands

Off the Alyeskan coastline there are many islands, some have been inhabited at various different times. There are some like the infamous Roth Island which are considered to be cursed places where no sane man ought to go. Other islands contain rusting old whaling stations, relics of a industry decimated by the Great Darmonican War and one that has never recovered. In the far north are various weather and research stations, only a handful now remain due to the war or a volcanic eruption that devastated Black Island in 1829 AF.

A Dead-end Rail Town

The town of Mcguire Pass sits in the mountain pass of the same name roughly north of Morrdun in the Dragonspine Mountains. It was where one attempt to build a railway line across the Dragonspine was made, and the township was established originally as a camp for the workers and then later as a rail depot to refuel or swap over locomotives for trains crossing over the mountains. Both the rail depot and the railway line had been completed when disaster struck of a major landslide that blocked one end of the pass. Considering it too expensive and difficult to clear, the company simply abandoned the line and the town. Only the line between Gravenburgh and Tay Rivers exists as the sole railway that cross the mountains, Mcguire pass has been forgotten about as its population has dwindled to nothing. A few derelict buildings, the abandoned depot and rusting tracks are all that remain to mark its existence.

A Cursed Mining Town

Kirkton is one of a number of mining towns that have been established in Alyeska over the years, though aside from a lone watchman it has laid abandoned since before the Great Darmonican War. The town and its associated mines were owned by the Robson family, one of Alyeska's richest families until the late 1700s AF when their fortunes suddenly turned. One after another the mines ran dry or started being plagued by accidents, causing many of the miners to quit and seek work elsewhere. Then the entirety of the Robson family vanished, with nobody certain of their final fate. With the family gone, Kirkton became another ghost town as no other mining company was interested.

Today only the foresaid watchman remains, an old fellow who stays on behalf of his 'employers'.

The Wulflands

There are countless ghost towns and abandoned homesteads across the Wulflands, will abandoned in haste when the Wulver overran the area. Many still have rich pickings for scavengers willing to brave both the Wulvers and any inhabitant who was too stubborn to leave. Some of them are used by the Alyeskan Outriders as a night-time safe-haven, preferably the ones with two-story buildings.