Running This Act
- GM Goal
- Shift the campaign away from the harbour's legal and diplomatic environment into terrain governed by weather, memory, local knowledge, old violence, and Clann judgment.
- What Must Surface
- Albion committed atrocities inland and the true Source lies beyond normal colonial maps and authority.
- Keep Pressure Moving
- Albion survivors, Clann trust, evidence preservation, weather, the soldier's journal, graves, local signs, and the party's conduct.
- Active Clocks
- The Clann Withdraw Trust — maps, soldiers brought inland, disturbed graves, or treating the Source as property advance it.
- Albion Delegation Loses Control — identifying the cut-off command makes deniability a contested fact.
- Source Disequilibrium — disturbing the burial site advances it.
- Likely Faction Moves
- Albion survivors retreat inland and may carry evidence, a scholar, a map, a witness, or a fragment with them.
- Clann field teams shadow and test the party, and perform the Erasure that removes the battlefield and the route behind them.
- Delegations press for maps or names that could lead a fleet to the Source.
- Valdegracian authority sends soldiers inland to reassert jurisdiction.
- Move On When
- The Clann permit, compel, or shadow the party toward the Source, or the party reaches the same route at greater cost because Clann trust has been lost.
Required truths, not required scenes. When a player choice removes a default assumption, use When the Expected Route Breaks
Preparing the next session? Open the Seven-Line Session Prep guide
The wet season erases tracks. The Clann decide which histories deserve the same mercy.
The March Inland
The characters leave the harbor’s legal world and enter a landscape controlled by weather, local knowledge, old paths, and people who have survived by refusing to be mapped. Use heat, insects, rain, broken signals, and uncertain distance. Do not turn the jungle into empty wilderness. Every cut, abandoned cottage, and dry wash has a human history.
Subtle Signs
Recognition begins with details outsiders dismiss: seam, knot, mark, rhythm, and reaction.
The Albion Kill Zone
Seven cut-off Albion soldiers prepare a disciplined ambush from dense foliage and a slight rise. Their goal is capture, not honorable battle. They open with coordinated fire, advance under cover, and attempt to separate scholars or shard-bearers from the rest. The scene should feel brutally competent without requiring the party to win by attrition.
| BEAT | WHAT HAPPENS | PLAYER OPPORTUNITY |
|---|---|---|
| Opening Volley | Carbines fire from prepared cover. | Recognize the kill zone, create smoke, break line of sight, or protect a vulnerable target. |
| Compression | Two soldiers advance with pistols and sabres while the sergeant controls fire. | Reach the sergeant, flank through bad ground, or force the squad to split. |
| Clann Intervention or Crossfire | If trust remains, arrows and silent fire strike the sergeant and weakest positions; the Clann wait, target both sides, or recover only the captive scholar. | Coordinate, withdraw, capture a survivor, protect the wounded, or realize that no rescue is guaranteed. |
| Erasure | The Clann strip insignia, sink weapons, and remove cartridges. | Argue for preserving evidence or accept that the route matters more than the case. |
| The Bargain | A Clann elder or field leader demands secrecy and judgment. | Earn access through conduct rather than a single test. |
- WHAT HAPPENS
- Carbines fire from prepared cover.
- PLAYER OPPORTUNITY
- Recognize the kill zone, create smoke, break line of sight, or protect a vulnerable target.
- WHAT HAPPENS
- Two soldiers advance with pistols and sabres while the sergeant controls fire.
- PLAYER OPPORTUNITY
- Reach the sergeant, flank through bad ground, or force the squad to split.
- WHAT HAPPENS
- If trust remains, arrows and silent fire strike the sergeant and weakest positions; the Clann wait, target both sides, or recover only the captive scholar.
- PLAYER OPPORTUNITY
- Coordinate, withdraw, capture a survivor, protect the wounded, or realize that no rescue is guaranteed.
- WHAT HAPPENS
- The Clann strip insignia, sink weapons, and remove cartridges.
- PLAYER OPPORTUNITY
- Argue for preserving evidence or accept that the route matters more than the case.
- WHAT HAPPENS
- A Clann elder or field leader demands secrecy and judgment.
- PLAYER OPPORTUNITY
- Earn access through conduct rather than a single test.
The Dead Soldier’s Journal
A rain-swollen leather journal documents orders to clear a Tarlaxian encampment, a hidden compound beneath an old cottage, buyers inspecting captives, and a retreat inland after the coastal battle. The soldier refused some orders but remained inside the machine that carried them out. The journal is proof, confession, and incomplete absolution.
All five dated entries are printed in full. Open the full Soldier’s Journal
The Clann Test
| CHARACTER CONDUCT | TRUST CHANGE |
|---|---|
| Protect captives or wounded enemies before securing evidence. | Increase trust. |
| Accept that the Source location cannot become a negotiation asset. | Increase trust. |
| Demand maps, ownership, or military escort. | Decrease trust. |
| Hide a document from the Clann while promising complete honesty. | Decrease trust if discovered; the lie matters more than the paper. |
| Treat burial objects and bodies as people’s dead rather than clues. | Increase trust. |
| Offer to destroy copies and prove it. | Increase trust significantly. |
- TRUST CHANGE
- Increase trust.
- TRUST CHANGE
- Increase trust.
- TRUST CHANGE
- Decrease trust.
- TRUST CHANGE
- Decrease trust if discovered; the lie matters more than the paper.
- TRUST CHANGE
- Increase trust.
- TRUST CHANGE
- Increase trust significantly.
