• Overview
  • Map
  • Areas
  • Points of Interest
  • Characters
  • Races
  • Classes
  • Factions
  • Monsters
  • Items
  • Spells
  • Feats
  • Quests
  • One-Shots
  • Game Master
  1. Eisenfall: History Refuses to Die
  2. Lore

POINTS OF INTEREST - BY DISTRICT

POINTS OF INTEREST - BY DISTRICT

TEMPELHOF — THE OPEN SCAR

1. Turbine Field 6 (Tempelhof Cooperative HQ)

Type: Faction HQ
Function: Food coordination, wind grid control
Description:
The Cooperative’s command cluster built inside reinforced hangar remains. Wind power routing, seed vault storage, ration ledgers, and winter planning all run from here.
Tension: Internal disputes over which districts receive priority shipments.


2. The Frostline Greenhouses

Type: Agricultural Sector
Function: Winter crop production
Description:
Long plastic-and-glass corridors reinforced with scrap steel. Heated by compost rigs and low diesel reserves.
Threat: Raid-prone during harvest season.


3. Runway 3 Scar Market

Type: Seasonal Trade Hub
Function: Grain-for-fuel exchanges
Description:
A barter strip operating directly atop cracked runway concrete. Heavily watched during winter months.
Conflict Driver: Accusations of seed hoarding.


4. The Western Watch Arc

Type: Defensive Line
Function: Anti-raid perimeter
Description:
A curved barricade of scrap and sandbags facing Spandau forest approach routes.
Risk: Poor visibility in winter storms.


MITTE — THE CORE

1. The Glass Crown (Assembly HQ)

Type: Faction HQ
Function: Negotiation ground
Description:
Shattered Reichstag dome reinforced with scaffolding. Neutral zone — until it isn’t.
Threat: Sniper dominance across boulevard sightlines.


2. Brandenburg Exchange

Type: Trade Neutral Zone
Function: Limited safe commerce
Description:
Controlled market under damaged gate structure. Armed neutrality enforced informally.
Tension: Iron Ring interference attempts.


3. The Needle Relay (Fernsehturm)

Type: Signal Infrastructure
Function: Radio amplification
Description:
Partially functional broadcast tower used for long-distance coordination.
Threat: Sabotage target during political disputes.


4. Spree Sniper Blocks

Type: Rooftop Militia Zone
Function: Overwatch corridors
Description:
High-value rooftops controlling river crossings.
Conflict: Constant contested micro-territory.


FRIEDRICHSHAIN–KREUZBERG — THE BURN BLOCKS

1. The Panel Yards

Type: Solar Array District
Function: Energy trade
Description:
Layered rooftops covered in scavenged panels.
Power Struggle: Fuel vs. solar dominance debates.


2. The Iron Foundry Block

Type: Workshop Stronghold
Function: Weapon repair, scrap forging
Description:
Old factory converted into fabrication hub.
Threat: Ammunition dependency on Charlottenburg.


3. Oberbaum Barricade

Type: Bridge Fortification
Function: Controlled crossing
Description:
Heavy scrap barrier controlling eastern river flow.
Risk: Flood damage during spring surge.


4. The Murals of Smoke

Type: Cultural Zone
Function: Militia recruitment + morale
Description:
Wall-lined streets with layered political art.
Tension: Ideological fragmentation.


NEUKÖLLN — FLOODLINE

1. The Anchor Platform (Floodline HQ)

Type: Faction HQ
Function: Water authority coordination
Description:
Reinforced filtration tower built atop submerged mall structure.
Threat: Contamination event risk.


2. The Elevated Walk

Type: Transit Artery
Function: Controlled pedestrian network
Description:
Scaffold bridges above submerged blocks.
Danger: Structural fatigue.


3. Barge 17 “Stillwater”

Type: Mobile Trade Vessel
Function: Freshwater transport
Description:
Converted industrial barge with armed escorts.
Conflict: Toll disputes with Iron Ring.


4. The Blackwater Fringe

Type: Contamination Zone
Function: Hazard territory
Description:
Oil-slick flood pocket with unknown chemical presence.
Rumor: Underline access beneath.


CHARLOTTENBURG — THE COLD RING

1. Iron Ring Central Depot (HQ)

Type: Faction HQ
Function: Ammunition and fuel command
Description:
Rail yard fortress with reinforced track walls.
Tension: Fuel scarcity politics.


2. The Toll Spine

Type: Rail Checkpoint Corridor
Function: Movement taxation
Description:
Sequential barricaded rail crossings.
Conflict: Smuggling through Underline bypass.


3. Winter Vault 3

Type: Fuel Storage
Function: Diesel reserve bunker
Description:
Armored underground fuel depot.
Threat: Sabotage = district collapse.


4. The Dead Platform

Type: Abandoned Station
Function: Ghost checkpoint
Description:
Former toll station overrun after winter riot.
Story Hook: Missing patrol.


SPANDAU — THE QUIET EDGE

1. Birchhold Lodge

Type: Hunter Council Hall
Function: Meat distribution coordination
Description:
Timber-reinforced building atop swallowed suburb.
Conflict: Poaching disputes.


2. The Boar Runs

Type: Hunting Corridor
Function: Protein source
Description:
Wildlife trails cutting through old streets.
Danger: Radiation pocket nearby.


3. The Tower Cabins

Type: Watch Network
Function: Forest perimeter warning
Description:
Rooftop cabins overtaken by pine growth.
Risk: Signal failure in storms.


4. The Green Sink

Type: Radiation Pocket
Function: Hazard zone
Description:
Forest depression with unstable contamination readings.
Rumor: Underline tunnel beneath.