• Overview
  • Map
  • Areas
  • Points of Interest
  • Characters
  • Races
  • Classes
  • Factions
  • Monsters
  • Items
  • Spells
  • Feats
  • Quests
  • One-Shots
  • Game Master
  1. Brassveil
  2. Lore

The Cinderways

Where Brassveil Moves in the Dark

The Cinderways are not a single district but a sprawling network beneath and between Brassveil’s streets. Old rail lines, steam tunnels, collapsed service corridors, and illegal platforms form a second city—hot, wet, and half-forgotten. Here, transport never truly stopped; it simply went unseen.


Ten Points of Interest: Steam, Rails & Survival

1. The Emberline

An abandoned freight rail still warm to the touch.

Truth: It carries unregistered cargo between districts beyond official oversight.


2. The Boiler Junction

A massive underground steam convergence chamber.

Truth: Pressure here can be redirected to black out entire neighborhoods.


3. The Drift Platforms

Illegal passenger platforms servicing ghost trains.

Truth: People disappear onto trains with no published destination.


4. The Soot Market

A sprawling black market built along inactive tracks.

Truth: Stolen patents, parts, and people change hands here.


5. The Railgrave

A burial ground of derailed engines and crushed cars.

Truth: Some engines were deliberately sabotaged during past unrest.


6. The Valve Choir

A communal steam-control hub operated by locals.

Truth: The “music” they produce is a coded warning system.


7. The Ashwalk

A narrow pedestrian route suspended above active pipes.

Truth: It bypasses surveillance grids entirely.


8. The Red Lantern Depot

A hidden service stop disguised as a leisure house.

Truth: Couriers, smugglers, and informants rotate through constantly.


9. The Flooded Spur

A submerged rail branch used during high-pressure cycles.

Truth: Evidence and unwanted cargo vanish here permanently.


10. The Black Signal Engine

A sealed locomotive wired into city infrastructure.

Truth: It can override routing protocols across Brassveil—for a price.


Transport Culture in the Cinderways

Movement here is communal and negotiated. People barter passage, repair engines together, and memorize pressure cycles instead of schedules. Steam burns and crushed limbs are common, but so is mutual aid.

Unlike Gearcross, no one controls time here—only momentum.


Narrative Role of the Cinderways

The Cinderways reveal the city’s nervous system. They prove that Brassveil’s control is powerful—but not total. The old rails still remember how to move without permission.

The lesson of the Cinderways is simple:

The city can be watched.
It cannot be fully owned.