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: Kahla’s commander; thirty years in the Guard; charred bell on the desk; nephew owes money to Grimsby — last-chance reprieve from Juno pending. Owes the party one unclaimed magic-item pull.
  • Sergeant Kalla Steelcord: Primary field contact; three of her people are dead (Tomass, Brell, Edda); delivered Baron Grimsby to custody; still our barracks liaison.
  • Banner-Mistress Juno: Senior Fringe Guard officer; cleared of the transport-route leak; personally holds Bram Fellweave in custody; received the Baron alive.
  • Count Valdris the Threadbound: 851-year-old vampire ally in the tunnels; defended from his own family; grateful and well-armed with lore. The Crimson Harvest will bring his family back.
  • Watcher Orim “Quickrope”: Rapid-response Fringe Guard; fought alongside the party at the Blood Bond. Investigating strange rope-marks near Edge incursion sites.
  • Bollo “Wave-Tongue”: Voice of the Blood Bond Tournament; knows everyone in Spindle Square.

Current State at a Glance

StatusDetail
Baron GrimsbyIn Fringe Guard custody — alive, backhanded, never landed a blow
Harlan BlackstitchExiled on a ship; provided a Rival Yard dossier; probably overboard by now
Project UnravelPartially exposed — the Grimsby Ledger and correspondence are in Juno’s hands, but the plan is not stopped
Two Silver VialsUnknown contents; look like mercury; one from Grimsby’s study, one from his person
ShimmerNever arrived at the cellar; convergence tide opens at third bell; what does she do now?
The DuckAte a man whole into void-space; vomited healing mucus; visibly larger when displeased
Bram FellweaveIn Juno’s custody; Rival Yard cleans loose ends — may not survive long
DeclanLost Cure Wounds until ritual penance (~5 gp sacrifice, holy quest, or atonement)
Nah MeanBrunch with Carla this morning. +1 plate mail. Shield destroyed.
PipNew Slackline runner and party hanger-on

Active Threats & Leads

  • Shimmer & the Convergence Tide — She missed her extraction window. Where is she now? The cellar had a hole opening in a few hours.
  • The Devil-Marked Door — Beneath the Filch Tannery, three streets from the cellar fight. Snagmaz’s thigh tattoo points here. Something behind it knocked back.
  • The Crimson Harvest — Lady Thessaly will return for Valdris with more than three. When?
  • The Two Silver Vials — Unidentified; connected to Project Unravel. The diagram showed they could theoretically unravel the city’s weave.
  • Harlan’s Dossier — Details on Rival Yard cells, the Baron’s contacts, and the convergence-tide plan. Going stale.
  • The Mirror-Mourner (Undoer) — The hooded saboteur from the Blood Bond Tournament is still at large.

Loomside Power Struggles

  • Fringe Guard: Edge-wardens hunting parasites and Rival Yard agents. Hem is under pressure; Kalla lost three people and is furious. The party has earned the title “The People You Call.”
  • Warpists: Pattern purists who certify master designs. Not yet directly engaged with the Unravel plot.
  • Weft Brothers: The party has +2 reputation after recovering the Form of Forms from the Bureau Eternal. Knot-Doc Beru was the mission contact.
  • The Rival Yard: Bright Thread, Bitter Teeth — Project Unravel is their most advanced operation. Shimmer is still at large. The tunnel network intelligence from Session 04 is theirs. The convergence tide is still opening.

Session 06 — The Baron in the Wind Debrief

Read the full log. Two-player session; Kalla arrived at dawn with blood on her arm and three dead Edgerunners on her conscience.

  1. The Leak: A natural-22 Wisdom check spotted Bram Fellweave sweating through his collar. Nah Mean walked him into a false alibi using knowledge of the Shiny Coin’s bitters menu and the week’s leek supply. Bram pissed himself, confessed, and was taken into custody.
  2. Contraband Vault: Hem authorized one raid on the confiscated-items basement. Critical success: Nah Mean got +1 plate mail and a Bag of Badgers; Declan got Boots of the Cat and a Goblin Bomb (unused).
  3. The Cellar Fight: Dropped through an oil-slicked grate into the Baron’s lap. Declan natural-20’d a rope on the Baron in the surprise round. The duck ate a thug whole into void-space, then vomited void-mucus onto Declan’s chest and revived him from 0 HP. Harlan eventually surrendered to sustained short-sword mockery. Pip was rescued and immediately recruited.
  4. Loose Ends: A second silver vial taken from the Baron. The convergence tide is still opening. Shimmer is still at large. The devil-marked door is three streets away.

Lore & Table Notes

  • 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. The Lucky Ceramic Tankard (Nah Mean) refreshes one per day.
  • Thread Parasites: Fringe Guard doctrine stresses sealing seam-slips before bells finish ringing; rope-marks near incursion sites suggest someone is setting traps.
  • The Duck: The party’s most unpredictable asset. Session 5: channeled demonic Shadow Dance illusion, smiled. Session 6: ate a man, vomited healing mucus, died and was resuscitated via beak-to-beak CPR. Its capabilities are no longer plausibly deniable.
  • 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.
  • Track table progress through Sessions; session 07 picks up the convergence-tide opening.

No loose ends.