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Campaigns

The Node Web — how the sandbox coheres

A sandbox needs connective tissue, or it is just a pile of places. This file is that tissue: a web of nodes — locations, people, objects, and the leads between them — that the GM activates reactively as the crew pulls threads. There is no required order and no single path; the crew can start anywhere, pull anything, and still reach the whole picture, because every node points to two or three others. Run it the way a referee runs a mystery campaign: hold the web in mind, drop the leads the crew earns, and let them choose what to chase.

Nothing here is a new rule. A "lead" is just a rumor (Chapter 33), a Contact reaching out (Chapter 35), a job (Chapter 38), or a clue found on site; the movement between nodes is the ordinary stop-and-jump loop (Chapter 27), and the powers move on the faction turn (Chapter 34) while the crew travels. The locations are keyed in files 01 and 03; the people who run the powers are in 02. This file ties them together and adds the hinge people and key objects that the threads run through.


Index§


How the web works§

The loop is the one from files 00 and 09, seen from the web's side:

  1. The crew acts at a node — a world, a station, a deck of the ark, a conversation. You narrate, they choose, the dice settle the forks (Chapter 32).
  2. The node hands them leads. When a scene ends, give the crew the threads that place carries — at least two (below) — as a rumor, a Contact, a job, or a found clue.
  3. They choose a lead and travel. A jump is a week (Chapter 27), so the faction turn fires (Chapter 34) and the destination has shifted by the time they arrive. They reach the next node on a slightly stale map.
  4. You activate the node they reached — read its entry (files 01, 03, and the people/objects below), or roll it fresh on the Chapter 37/38 generators if it's unbuilt — and the loop repeats.

The crew is never "on the wrong track," because every track connects. A crew chasing the Companion question will trip over the NULL lien; a crew hunting NULL will pass through Lumen's wake-station. The threads cross, and the crossings are where the campaign's shape reveals itself.

The one rule — no dead ends§

Every node yields at least two leads. This is the single discipline that keeps a sandbox from collapsing into a corridor (the Masks-of-mystery rule). If the crew can fail to find the one clue that moves the story, the story stops; so no node ever holds only one. A wake-record points to the triage officer and to the registry; a piece of branded gear points to the firm that made it and to the debt it secured and to the ark's manifest. When you improvise a node, give it the same courtesy: name two places it could lead before the crew leaves.

A corollary: leads are invitations, not assignments. The crew may ignore a thread for ten sessions; that's fine — the faction turn keeps it warm, and it resurfaces as a consequence (a filled clock, a changed world) rather than a missed clue. At least one rumor at any given table should also be wrong (Chapter 33), so the crew has to weigh what they hear.

A thread, pulled — a worked example§

The crew wakes a Sleeper from the Concord's cryo-decks (Zone 5) — a merchant whose family bank should have made her rich. It hasn't; her estate has quietly evaporated. That's one node, two leads: the vanished estate points to Coldcradle, where revivals and estates are processed, and the merchant's own memory points back to a fellow passenger who carried command codes into cryo (a crown lead).

They chase the estate and jump to Coldcradle — a week, so the faction turn fires (Lumen ticks forward off-screen, file 02). There they meet Sefa Brun, who is frightened and looking for a way out. She hands them two more leads: the real wake-ledger (proof Lumen chooses who wakes), and the Calloway registry, where the stripped estates were funneled. The crew now holds a thread that runs straight to Trustee Locke — and they reached it not by finding the one right clue, but by pulling the first thread that interested them.

Had they ignored the dead estate entirely and gone to break wrecks at Stilldrift instead, the same chain would have waited — and Lumen's clock, untouched, would have crept forward until a filled clock dropped the conspiracy in their lap as a crisis. The web doesn't require the crew to be clever; it only rewards them for being curious.

Hinge people§

The powers and their faces are in file 02; these are the hinge people the threads actually run through — smaller figures who each connect several nodes. Each entry gives what they want, what they know, and the leads they hand out.

  • Sefa Brun — a triage officer at Coldcradle who kept the real wake-ledger. Wants: out, alive, before Lumen notices. Knows: which Sleepers Lumen has quietly kept frozen, and whose estates went where. Leads: the wake-ledger (object) → the Calloway registry; and a specific Sleeper aboard the Concord she was ordered to leave cold → the cryo-decks (file 03).
  • "Mr. Ashford" — the intermediary who signs only "N." (NULL, file 02). Wants: to buy one small thing the crew owns — a debt, a piece of branded gear, a copy of the ark's logs. Knows: nothing he'll admit; he never names the client. Leads: the branded gear → the firm that shouldn't exist; and the too-generous price itself → who pays this much, and why? (the NULL chain).
  • Wren Sablekin-Feral — the Free Burrow organizer (file 02). Wants: the stasis-Companions freed. Knows: the old bond-law, who holds the lien, and how to move people quietly. Leads: the bond-manifest (object) → the bond-holder; and Marrow Deep's free Companions → the wider movement (file 01).
  • First-Woken Ada Sandoval — the Concordat's eloquent first voice (file 02). Wants: the Concord as a home for its people. Knows: the ark from the inside, as a passenger remembers it. Leads: the woken's testimony → the bridge codes a fellow passenger carried (the cryo-decks); and the question of what they become → the blocs (the crown thread).
  • "Captain" Iola Sandry — a woken officer of the ark's original command (file 03). Wants: the bridge, by right. Knows: where the command codes were split, and the ark's chain of command. Leads: her claim → the Bridge Court bloc; and her account of the crossing → the memory cores and Lasthollow.
  • Registrar Maude Sennan — a keeper of the Calloway's Watch registry (file 01). Wants: the rules followed, and her own quiet comfort. Knows: what the registry says — and that it holds a lien on the Concord no living clerk filed. Leads: the lien → NULL; and the funneled estates → Lumen.

Key objects§

Five objects are the keys of the campaign — each unlocks nodes and threads, and each is wanted by someone dangerous.

  • The ark's command codes. Split three ways: the bridge safe (Zone 2), the memory cores (Zone 7), and a Sleeper who went into cryo carrying the rest (Zone 5). Unlocks: the bridge, and so deliberate control of the Concord (file 03). Wanted by: whoever means to command the ark — every bloc, and Helios.
  • The real wake-ledger. Sefa Brun's copy, proving Lumen chooses who thaws and who never does. Unlocks: the lever against Lumen (file 02) and the truth of the conspiracy (Spine B). Wanted by: Lumen, to destroy; the Concordat, to wield.
  • The Companion bond-manifest. The stasis-hold's cargo-ledger, listing people as lot-numbers (Zone 6; Chapter 31). Unlocks: the legal status of the stasis-Companions — and the Second Liberation (Spine C). Wanted by: a bond-holder, to enforce; the Free Burrow, to void.
  • NULL's lien. A pre-Ejection claim on the Concord, buried in the Calloway registry and echoed in the memory cores — a document that should not exist (file 02). Unlocks: proof of NULL's claim, and the thread to what NULL is hiding. Wanted by: NULL, to keep buried; everyone else, once they know.
  • The Last Transmission. A final FTL message from Wanderstar, caught and stored as the ark fell out of range, sealed in the memory cores (Zone 7). Unlocks: the campaign's deepest secret, and a prize worth a war (Chapter 38). Wanted by: NULL above all; and, once rumored, every power in the Shore.

The three lead-chains§

Three threads run the length of the campaign. Each is shown as a chain of nodes — but the chain is not an order; pulling it from either end (or the middle) walks the crew through the same web. The arrows mean "leads to," not "must come before."

The Lumen chain — who profits when the frozen never wake? (Spine B)§

A Sleeper with a vanished estate ↔ Coldcradle wake-records ↔ Sefa Brun & the wake-ledger ↔ the Calloway registry (estates funneled) ↔ Trustee Auren Locke ↔ the custody play on the Concord.

The crew usually enters this chain by waking someone — a Sleeper from the ark or from Coldcradle whose wealth or claim has quietly evaporated. Pull on the missing estate and it leads to the wake-records; the records lead to the officer who kept the true ones (Sefa Brun); she leads to the registry where the estates were funneled and to Locke, who is doing the same thing, at scale, to the Concord's forty thousand. Enter from the other end — the crew notices Lumen's interest in the ark — and the same chain runs in reverse to the ledger that damns them.

The NULL chain — the company that shouldn't exist§

A branded scrap or an odd debt ↔ "Mr. Ashford"'s too-generous offer ↔ the firm that predates the Ejection ↔ the lien in the Calloway registry ↔ the memory cores (the lien's origin, the Last Transmission) ↔ Lasthollow (what NULL buried).

This is the deep chain, and the crew should walk it slowly — coincidence, then pattern, then enemy (file 02). It has many doors: a piece of gear salvaged from the ark, a debt the crew didn't know they carried, the impossible lien a registrar mentions, the encrypted cores, the dark colony on the chart's edge. Any one, pulled, reaches the others. NULL has no obvious pressure point (Chapter 34); the crew makes the lever by following this chain until they hold enough of the truth to act.

One more door (optional). This is not the first fragment of the Last Transmission to surface. An earlier piece already crossed the Throat from the neighbouring sector, carried by a crew NULL hunted the whole way — the campaign Dead Air (WC02). For a fresh table that is only backstory, a rumor of a courier who ran the dark a sector over. For a crew who played Dead Air and arrived here, it is their own history: "Mr. Ashford" is already a known face, NULL already wants them dead, and they may already hold a partial of the very recording the memory cores complete. Use it to give a continuing crew a head start; ignore it entirely for a new one. Either way the chain is the same.

The Liberation chain — people or property? (Spine C)§

The stasis-hold manifest ↔ Wren Sablekin ↔ the bond-manifest ↔ a bond-holder's claim ↔ Marrow Deep & the Free Burrow ↔ the Second Liberation.

The crew enters the moment they open the stasis-hold (Zone 6) and find people logged as cargo. Wren finds them at once; the bond-manifest reveals who holds the old lien; the bond-holder's agent comes to collect; Marrow Deep's free Companions and the Free Burrow turn a single hold into a sector-wide movement. The crew's decision here doesn't resolve the chain so much as aim it — toward liberation, suppression, or a fight the crew is caught in the middle of.

Where the chains cross. The crossings are the campaign's spine. The Calloway registry sits on both the Lumen and NULL chains (estates and the lien). The memory cores hold the command codes (the crown), the lien (NULL), and the Last Transmission at once. The woken are Lumen's wards, the Concordat's citizens, and the crown's electorate together. Lead the crew to a crossing and let them feel the threads pull in three directions.

The crown thread§

Distinct from the three investigative chains, the crown thread is internal and grows as the ark wakes (file 03, the question of the crown; 03a, the Sovereignty track). Its nodes are the three blocs and the people who carry them:

The first woken cohort ↔ Ada Sandoval / the Concordat ↔ splits into Iola Sandry (Bridge Court) · Bohdan Reyes (Holders' Table) · the freed Companions (Commons) ↔ each courted by an outside power (file 02) ↔ the crew leading, brokering, or installing a ruler ↔ the Sovereign phase, where it resolves.

This thread doesn't hand out clues so much as constituents and choices. Run it by letting each restoration milestone (a cohort woken, the bridge restored, recognition won) force the question a little harder, and by letting the outside powers reach in — Helios buying a Holder, NULL puppeting a claimant, the Free Burrow arming the Commons. It crosses the others wherever an external power's chain touches the ark.

Where a crew can start pulling§

A new table needs only one thread in hand. Good first leads, by what the crew is drawn to:

  • Drawn to the score? GANYMEDE's buyout offer and the Stilldrift salvage (file 02) → the escort hulls → the command codes and the manufactured-wreck thread.
  • Drawn to the people? The cryo-decks and the first Sleeper they wake → the Lumen chain; or the stasis-hold → the Liberation chain.
  • Drawn to the mystery? "Mr. Ashford"'s odd offer, or a piece of branded gear → the NULL chain.
  • Drawn to power? The claim itself, registered at Saltgate and contested at Calloway's Watch → the ownership contest and, as the ark wakes, the crown.

Whichever they pull, hand them a second lead before they leave, and let the faction turn carry the rest.

A relationship map§

A compact view of who and what connects to what — read each row as "this node touches these." Keep it beside the faction trackers (file 02) and update it as the crew reveals connections (this is the solo/co-op threads list, Appendix A4).

NodeTouchesOn which chain
Calloway registry (Maude Sennan)Lumen estates, NULL's lien, the crew's claimLumen + NULL + ownership
The memory cores (ark Zone 7)command codes, NULL's lien, the Last Transmission, LasthollowNULL + crown
Coldcradle (Sefa Brun)the wake-ledger, the cryo-decks, LumenLumen
The cryo-decks (ark Zone 5)the woken, a codes-bearing Sleeper, Lumen's wardsLumen + crown
The stasis-hold (ark Zone 6)the bond-manifest, Wren, the Free BurrowLiberation + crown
Stilldrift (Ravna Kost)the escort hulls, the command codes, GANYMEDEownership + crown
Lasthollowwhat NULL buried, the ark's true destinationNULL
The woken (Ada / Iola / Reyes)the three blocs, every outside powercrown (+ all)

Every line on this map is a place two threads cross — and every crossing is a session waiting to happen.