Shuttle’s Shipyard

Welcome to our Shadowdark campaign hub, the stitched-together chronicle of Shuttle’s Shipyard. Every note in this vault braids into the next - factions, ports, NPCs, and session logs - all orbiting the exile-god whose sleeping body keeps the yard from slipping into void.

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Shuttle’s Shipyard


The Living Shipyard at a Glance

Shuttle’s Shipyard is the handiwork of the Weaver-in-Exile, a god forced into usefulness who now thinks, breathes, and dreams through timber and thread. Every deck-plank hums with the oath of No Loose Ends, and every edge-runner keeps watch so the wound between worlds does not reopen.

  • Divine Infrastructure: The Treadwork is the god’s left hand moving slowly, Spindle Square is the breath that turns markets, and Edge Thread blinks so the dark stays shut.
  • Civic Liturgy: Law and worship are the same list—No Loose Ends, Forget One Thing, Edge Watch. Keeping them keeps the god awake. See Timeline — The Weaving of an Exile for the long-view.
  • Senses of the Place: Warm vibration under railings, halos where oaths are sworn, and bells that toll between heartbeats when seams slip.

Loomside Power Struggles

  • Fringe Guard: Edge-wardens hunting parasites with loom-skiffs, flare lamps, and sheer nerve. High Edge-Warden Hem still hears burned bells from the Breaking of ‘78 and trains civilians in emergency knotwork.
  • Warpists: Pattern purists who certify master designs, wield pattern-wardens, and publicly unpick flawed commissions. They preach discipline as the only shield between Shuttle and the dark.
  • Weft Brothers: Improvisational repair crews with mobile rigs, daring demos, and popular support among any sailor saved by a field knot. First Weaver Selene champions adaptive craft and carries a forbidden spare pattern aboard Shot 9.
  • The Rival Yard: Bright Thread, Bitter Teeth masquerades as mercy while eating what travelers “won’t miss.” Watch for spotless banners and laughter without breath—signs of Smilers abroad.

Ports & Weave-Waves Field Notes

Nine departure rings orbit the city. Here are the ones every new Edgerunner should memorize first.

  • Warp Gate Station — Straight Current: Military launches, oath-reciting captains, and ward-stone circles humming like a heartbeat. No chatter during the countdown.
  • Silk Harbor — Gentle Spiral: Silk awnings, passenger lounges, and cargo balanced to the ounce. Musicians play through every launch to keep the wave smooth.
  • Storm Berth — Rough Trade: Reinforced docks, surge-watch bells, and “storm baptisms” for daredevil crews. Breaking cargo is forgivable; breaking a ship is not.
  • Whisper Quay — Memory Current: Missions that travel through story rather than space. Crews sign their names backward and spend three days debriefing with memory-scribes on return.
  • Shadowline Port — Dark Seam: Consecrated checkpoints, black ribbons, and departures whispered like goodbyes. Only veteran crews step into that wave, often not twice.

Faces That Anchor the Story

  • High Edge-Warden Hem: Veteran seer keeping the Fringe Guard sharp, charred bell on the desk as reminder to never miss a warning.
  • Sergeant Kalla Steelcord: Tournament evaluator and stalwart defender who once held a mooring line solo for six hours; taps her shield whenever she thinks.
  • Watcher Orim “Quickrope”: Rope savant whose rapid-response drills saved lives in the Breaking of ‘78 and again when the tournament parasite surfaced.
  • First Weaver Selene: Weft Brother champion who stitches scars like constellations and trains crews to improvise when patterns fail.
  • Bollo “Wave-Tongue”: Voice of the Blood Bond, patchwork vest billowing as he paints the arena in thunderous commentary from his hanging box.

Ask the GM for the current NPC roster if you need deeper hooks, services, or whispered secrets tied to one of these faces.

Session 01 — Blood Bond Tournament Debrief

Read the full log, but here are the stitched highlights:

  1. Round 1 Melee: Green-armband PCs outlasted rivals across elevated platforms. Spark and Duncan fell, Declan and company leveraged crowd-thrown monkey’s-paw knots for Luck, and Kargstulk scouted those leaky lamp-oil barrels.
  2. Ring the Bell: Declan’s grappling hook rang victory while Emid sniped Rope-Dancer Mika and Na’s axes made short work of Quickstepper Lara. Snagmaz formed the spear-wall and morale peaked.
  3. Undoer’s Rift: A sigilled barrier sealed the arena. An Undoer blinked away, leaving a chitinous Edge parasite. Fringe Guards Lars and Orim broke through; Emid soaked it in oil, Snagmaz lit it, Kargstulk blinded it with flash-powder, and a spear-through-the-core finished the horror.
  4. Aftermath: Barrier collapsed, crowd roared, and High Edge-Warden Thane declared the survivors Edgerunners. First Weaver Selene sanctified the oath amid drifting motes. Everyone levels to 1.

Lore & Table Trivia

  • Edge Nights & Tying Fairs: Annual observances keep the god alert—Edge Nights line the Walk with lamps while Tying Fair ribbons weave public vows.
  • Luck Tokens: Children hurl braided puzzles during spectacles; catching one grants tangible edge at the table.
  • Thread Parasites: Fringe Guard doctrine stresses sealing seam-slips before bells finish ringing; recent rope-marks near incursions hint at saboteurs.
  • Undoer Mystery: The hooded saboteur who trapped the tournament still lurks within a few hundred feet of civic heartland. Watch Spindle Square rumors and Rival Yard telltales.
  • Explore Lore for cosmology, history, and threats to the weave.
  • Dive into Factions and NPCs for allies, rivals, and quest hooks.
  • Use Locations for districts, shops, and port intel—flag the GM if you need access to restricted port dossiers.
  • Track table progress through Sessions and prep notes; Session 02 picks up the Undoer’s trail.

No loose ends.