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  • Monsters
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  • One-Shots
  • Game Master
  1. Eclipse
  2. Lore

Travel and Rail System

System Name: Travel and Rail
Purpose: Make movement feel like gameplay with risk, economy, and faction pressure.

Rail Basics

  • rails connect major cities and hubs

  • tickets are checked at stations and on board

  • cargo travel is cheaper but riskier

  • some lines are controlled by factions or guild contracts

Ticket Types

  • Standard Ticket: normal travel, inspections likely

  • Stamped Pass: faction favor allows easier movement

  • Cargo Rider: travel hidden among freight, illegal but common

  • Diplomatic Token: rare, reduces inspections dramatically

Travel Events Table (GM Use)

Roll or choose 1 per long ride.

  1. bandit attempt on cargo car

  2. inspection sweep with dogs and papers

  3. sabotage delay, train stops in wilderness

  4. rival faction passengers cause tension

  5. monster attack near tracks at night

  6. undercover agent watching the party

  7. a desperate refugee begs passage

  8. a “quiet car” full of hypnotized travelers

Inspections

Inspections check for:

  • weapons and illegal silver rounds

  • relics and arcane items

  • forged papers

  • stowaways

  • supernatural signs (rare but increasing)

Failing inspections can trigger:

  • fines

  • arrest warrants

  • confiscation

  • heat increase

Border Checks

Each city-state or faction zone may have:

  • gate stations

  • rail checkpoints

  • customs houses

  • militia patrols

Cargo and Smuggling

Players can transport:

  • legal: ore, cattle, grain, medicine

  • illegal: relics, blood, silver munitions, forged papers
    Smuggling increases profit but spikes Heat if discovered.

GM Instructions

Make rail travel feel alive:

  • station chatter reflects current politics

  • posters change based on player Heat

  • trains carry mixed cultures and faction tension