Locations
Duskvol Districts
Barrowcleft
Take +1d to acquire an asset here in exchange for +2 heat.
Residences and markets for the farmers who work the felds and eeleries.
Brightstone
Most engagement rolls sufer -1d due to heavy Bluecoat patrols.
Operations against the nobility in Brightstone are considered on “hostile turf” for the purpose of generating heat.
See Brightstone
Brightstone is home to many of the wealthiest and most infuential citizens of Duskvol. Its streets are broad and paved, under bright electric lights; its canals are sparkling and clean, with perfumed water; its houses are all of fne, pale marble blocks, rich timbers, and intricate ironworks. There are cultivated parks fed by radiant energy; lavish restaurants and cafes; jewelers, tailors, and other luxury shops. Street-side vendors are forbidden here, resulting in a serene, spacious atmosphere, punctuated by the occasional carriage or marching Bluecoat patrol.
Charhollow
Operations against the citizenry in Charhollow are considered “hostile turf” for the purpose of generating heat.
A crowded district of tenements and stacked houses.
Charterhall
Take a Devil’s Bargain for +1d to gather info here in exchange for +1 heat.
The citys civic offices and the hub for shops, artisans, and commerce.
Coalridge
The remnants of Doskvol's original hilltop mining settlement, now home to laborers and industrial factories.
Take a Devil’s Bargain for +1d for violent action, but the ghosts lash out at you.
A cramped neighborhood of multi-level streets, ruled by gangs.
The Docks
Rough taverns, tattoo parlors, fighting pits, and warehouses.
Dunslough
A labor camp served by convicts and a ghetto for the destitute poor.
The Lost District
A once wealthy area, ravaged by plague then abandoned to the deathlands when the second lightning barrier was built. Contains many lost treasures for the foolhardy to seek out.
Nightmarket
Take +1d to acquire an asset here, at the cost of 2 stress.
The trade center for exotic goods imported by rail. Many vendors also trade in illicit goods.
Silkshore
If you overindulge your vice in Silkshore, take +1d to the next time you indulge your vice here.
The red lamp district and artist community.
Six Towers
See Six Towers
This formerly prestigious district has faded over the centuries into a pale shadow of what it once was. The eponymous six towers were originally the grand residences of Doskvol’s first noble families. All but two (Bowmore House and Rowan House) have been sold of and converted into cheap apartments or fallen into ruin and abandoned. The district has an empty, haunted feel, with many sprawling old buildings dark without power, broad stone streets cracked and buckled, and the fires of squatters crackling from overgrown lots.
Whitecrown
Most engagement rolls suffer -2d due to heavy Imperial patrols.
Operations against the nobility in Whitecrown are considered on “hostile turf” for the purpose of generating heat.
The sprawling estates of the Lord Governor, Hunter Commander, Master Warden, and Doskvol Academy.