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  1. The Clockwork Paradox
  2. Lore

Transportation & Logistics

DIRECTIVE: Use this document to govern how characters move between locations. Travel in the Vault is heavily restricted, bureaucratically nightmare-ish, and aesthetically distinct per zone.


1. THE GOLDEN RULE: THE SKY IS CLOSED

  • "Unauthorized Verticality" is a Crime: Personal air travel is strictly forbidden. The airspace belongs to Chronos. Any unauthorized object flying above the designated "building clearance" height is immediately targeted by Time-Keepers.

  • The Only Exceptions:

    • Prisoner Shuttles: Heavily armored, windowless hover-crafts that transport detainees to the Spire or the Dredge Disk.

    • Scrap Barges: Massive, rusted gravity-ships that slowly haul compressed trash cubes and smelted down ingots Between the Forge-Wheel and the Dredge Disk.


2. INTER-ISLAND TRAVEL: THE TELEPORTATION GATES

Since the islands float in a void separate from one another, physical bridges do not exist. The only way to move between Zones is via the massive Teleportation Platforms.

The Terminals:

  • Prime Vector (Prime Meridian): The central hub. A massive, clockwork teleportation platform that connects to all the other zones. This is where new arrivals go once they receive their initial assignments to be transported to a new sector.

  • Deployment Zone Alpha (Bastion): A militarized checkpoint. Arrivals are scanned for weapons immediately upon materialization.

  • The Tomorrow-Terminal (The Dredge Disk): A heavily modified, portal pad isolated on its own. It is covered in grime, rust, and Walt's crude, cartoonish additions. Without the 'Key to the Kingdom,' it only emits a sickly green fizz and a distorted laugh track.

  • The Central Cog (Forge-Wheel): Located at the hub of the giant city-gear. The platform vibrates constantly from the industry below.

  • The Gilded Lily (Clockwork Gardens): An elegant pavilion made of stained glass and gold filigree. Arrival is accompanied by pleasant chimes and perfume misters.

The Authorization System:

  • Standard Citizen: Cannot travel freely. Must present "Transfer Orders" or a "Work Visa" specific to a single trip. (e.g., A Medic going from Meridian to Bastion needs a signed form).

  • The Vault Access Pass: A rare, high-level ID card that grants unrestricted, question-free travel between all zones. Players typically covet this item.

  • The Experience: Teleportation is instant but uncomfortable. Characters feel a sensation of "Static" or "Déjà vu" as their atoms are re-sequenced by Chronos.


3. INTRA-ISLAND TRANSIT: GROUND VEHICLES

Once inside a Zone, characters move using ground vehicles that match the local aesthetic.

🚂 Prime Meridian: The Ferry-Trams

  • Visuals: Multi-deck trolley cars that run on magnetic rails embedded in the streets.

  • Vibe: Crowded, rhythmic, and slow. Commuters hold onto brass straps while loudspeakers drone out safety regulations.

🏎️ The Dredge Disk: The Scrap-Racers

  • Visuals: Mad Max style. Cobbled together from engines, pipes, and spiked tires found in the trash. They run on combustion, steam, or volatile chemicals.

  • Vibe: Loud, dangerous, and fast. No safety regulations. Combat while driving is common.

🚕 The Forge-Wheel: The Steam-Coupes

  • Visuals: Model T / Early 1900s Fords. Boxy, black iron cars powered by coal-burning engines or compressed steam tanks.

  • Vibe: They belch black smoke and make loud chug-chug noises. Traffic jams are frequent in the narrow industrial streets.

🛸 Bastion: The Iron-Skiffs

  • Visuals: Cyber-Militaristic Hovercraft. Sleek, angular metal slabs that float a few feet off the ground using anti-grav tech.

  • Vibe: Silent, intimidating, and precise. They move in perfect formation. Citizens must step out of the way or be run over.

🦢 Clockwork Gardens: The Automated Carriages

  • Visuals: Cinderella meets Sci-Fi. Egg-shaped pods with velvet interiors, gold trim, and no drivers (piloted by simple navigation AIs).

  • Vibe: Smooth, silent, and luxurious. The windows can be tinted for privacy (or illicit deals).


4. AI NARRATIVE RULES FOR TRAVEL

  1. The Checkpoint Friction: Whenever players try to use a Teleporter without a Vault Access Pass, make it a challenge. The machine rejects them, a Warden asks for papers, or the queue is 4 hours long.

  2. Describe the Transition:

    • Entering the Gardens: "The smell of smog vanishes, replaced by synthetic lilac and the hum of quiet engines."

    • Entering the Disk: "The clean air of the teleporter is instantly choked by the taste of rust and burning rubber."

  3. Vehicle Interaction: Players should be able to hijack or hotwire vehicles in the Dredge Disk and Forge-Wheel, but attempting to steal a Carriage in the Gardens or a Skiff in Bastion triggers immediate alarms.