The White Silence

An Expansion for the Black Meridian

North of the last survey stake there is fur enough to buy a state, cold enough to close an account, and a quiet so large it has opinions. The Company calls it inventory. The trappers call it the White Silence. Neither name has been accepted.

Go North

Requires the Gravesmoke core rules

Chapter I — The Pitch

Where the Map Turns White and Stays That Way

The Black Meridian ends at a line of spruce so dark it reads as a wall, and most people have the sense to treat it as one. Past it lies the fur country: the trapline kingdoms, the frozen posts of the Harrow Bay Company, the drowned mines of the Shield, and a silence that has been getting closer to the fires every winter for nine years. This book is about going up there anyway, on purpose, for money.

The White Silence is an expansion about work. Trappers, hunters, skinners, smiths, and the fur trade that turns frozen misery into silver — the new Trades system makes professions a load-bearing part of your character, with pelts to grade, gear to forge, and prices to argue. Around that living, the book builds the country that makes it dangerous: six regions ranked by how likely they are to keep you, full exploration and weather rules where the cold itself is the oldest monster in the book, and a complete Delve procedure for crawling into the mines, ice caves, and buried company cellars that honest people bricked up for honest reasons.

The horror is not the North. The horror is the arithmetic. Per the core book's law and the Land Remembers' example: the peoples of the north country are not the monsters here, and nothing in this book stats a real nation, being, or ceremony — the Sable Lake people, the Silence, and every rite in these pages are inventions of the Black Meridian. The monsters are the Company's ledgers, the rendering fires, the waste piles of skinned carcasses, the expeditions that went up proud, and the cold that collects on all of it. If your table brings real northern cultures in, do the reading and treat them as living neighbors, not weather.

What the Trappers Know That the Company Does Not

Everything up here is a transaction, and the ledger is older than the Company's. Take a pelt, leave a courtesy. Take a life, leave a use for all of it. Take more than the line can bear, and the line starts taking back — quietly at first, a trap sprung empty, a cache gone sour, a partner who walked out for wood and came back almost right. The Silence is not empty. It is a creditor with excellent records and no fixed schedule of collection.


Chapter II — The North Country

Six Regions, Ranked by Appetite

Every region below carries a Tier, from I to IV. A region's Tier sets the target numbers for survival up here — foraging, navigation, enduring the weather — and tells the Guide how hard to lean on the events tables. Tier I wants your money. Tier IV wants the rest.

Region Tiers — the working numbers
TierForage / Navigate TNWeather RollEvents
I — Charted6 / 61d12 each dayTravel Events only
II — The Margin8 / 81d12, weather lingers 1d3 daysTravel Events; Deep White on a 6
III — Deep White10 / 101d12 with a Bane's pessimism — roll twice, Guide keeps the worseTravel Events and Deep White Events daily
IV — The Hush12 / 12The weather is a character. The Guide plays it.Deep White Events only. There is no ordinary day.
The Lantern Line — Tier I

The last chain of posts, forts, and river towns with mail service and a hanging judge on circuit. Fort Harrow anchors it. Every lantern on the Line is kept lit all winter by Company ordinance, and the ordinance does not say what the lanterns are for, and nobody has ever asked twice.

It holds: the prices, the scrip, and the only warm beds for four hundred miles.
The Black Spruce — Tier II

Timber without end, snowed to the shoulders, veined with traplines that pass down through families like debts. Sound behaves badly in it: an axe two valleys over lands beside your ear, and a voice beside your ear arrives from two valleys over. Trappers navigate by blaze marks, and repaint them yearly, because something repaints them wrong.

It holds: the fur. All the fur you could ever bleed for.
The Shield — Tier II

A granite plate scraped bare by old ice, pocked with the Company's dead mines and things older than the Company's charter. This is delve country: Shaft Nine, the Ice Church, the Bone Cellar, and forty diggings with boards over their mouths and prayers painted on the boards. The moonstone up here comes out of the ground already cold in a way smelters cannot fix.

It holds: everything that was buried, in both senses.
The White Throat — Tier III

The one pass through the ice mountains, walked single-file between avalanche slopes that answer loud noises and, occasionally, quiet ones. Cairns line the trail, one for every party the Throat kept. Travelers add a stone going in and take one coming out, so the Throat can see at a glance who still owes.

It holds: the way through. Its arithmetic on tolls is nonnegotiable.
The Glass Barrens — Tier III

Tundra and lake-ice to the horizon, polished by wind until the ground shows your reflection walking under you, slightly behind, catching up. The white bears out here are the honest hazard. The reflections are the dishonest one. Sun-blind travelers report a low green light that leads to shelter; about half of them are ever seen again, and those ones stop reporting it.

It holds: the horizon, and it is farther than it looks by exactly one day, always.
The Hush — Tier IV

Nobody agrees where it starts. You know you are in it when your own footsteps stop making sound and the cold stops hurting, which the old hands will tell you is the Silence being polite before dinner. Compasses spin, fires burn white and give no heat, and the Company pays a standing bounty of one thousand silver for a verified map of any part of it. The bounty has been claimed twice. Both maps were of somewhere else, drawn in the claimant's handwriting, which the claimants deny to this day.

It holds: whatever it has taken. It is not holding it for ransom. It is just holding it.

Who Works the North

The Harrow Bay Company

A fur charter older than most nations it outbids, cousin to the charter cities of the Gaslight Charter and creditor to half the Combine's board. Its factors buy every pelt north of the Meridian at prices set in a boardroom that has never seen snow, and it pays in scrip. Company men do not say the Silence is growing. Company men say yield in the outer districts is trending downward, and they say it while checking the window.

They keep: the books. The books are the only map the Company trusts, which is the whole problem.
The Free Brigades

Voyageurs, free trappers, and river families who haul by canoe and sledge, sing to keep time and keep courage, and sell to whoever pays silver instead of paper. The Company calls them poachers. They call the Company a fence with a flag. Their brigade songs name every rapid, every portage, and every place you do not stop singing, and the songs are updated more often than the Company's charts.

They keep: the rivers, the songs, and the grudge. All three run deep.
The Sable Lake People

The nation of the north country, kin in old covenant to the Bitterroot nations of the Land Remembers, who have kept the manners of this land since before fur had a price. They trade with the Brigades, tolerate the Line, and post no warnings about the Hush because, as one of their wardens told a Company surveyor, warnings are for things that might not happen. Their trappers take less than the line can bear, every year, without exception, and the North has noticed which fires it leaves alone.

They keep: the manners. The North extends them credit accordingly.
The Tallow Ring

Poachers organized into something with meetings: strip crews who take every pelt on a line in one ruinous season, render what is left for tallow and glue, and move on before the country can answer. They are efficient, they are financed by parties unnamed in three cities, and they are the reason the Tallow Man walks. They know this. They have priced it in.

They keep: nothing. That is the business model, and the North has begun issuing corrections.
Heard at the Last Post — roll 1d12 for a rumor, true on 4+
d12Rumor
1The Company is paying triple for white fox this season and will not say why it wants them alive.
2Shaft Nine has been unbricked. Nobody at the fort will say by which side of the bricks.
3A Free Brigade came down the river singing a song with a verse nobody taught them, about a portage nobody knows.
4The Widow's Line is still producing. Prime pelts, every trap, every week. The widow has not rebaited it in two years.
5A Tallow Ring crew went silent in the Black Spruce. Their camp was found rendered. The kettles were full.
6The lanterns on the Line went out for one full minute last month, all of them, together. The Company docked the lamplighters' pay.
7A Sable Lake warden bought every fishhook at the post, paid in old silver, and advised the factor, kindly, to winter elsewhere.
8Something has been adding stones to the cairns in the White Throat. The count is now higher than the number of lost parties.
9A survey expedition is offering foolish wages for guides into the Glass Barrens. Their last guide came back alone, rich, and mute by choice.
10The ice on Sable Lake froze clear as glass this year. Fishermen have stopped looking down.
11The Company factor at Fort Harrow keeps a second ledger he weighs every night. Just weighs it. It is getting heavier.
12The Hush moved. Ask the trapline families that used to be four days outside it what they are now. You will need a shovel and a good reason.

Chapter III — New Rules: The Trades

Honest Work, and What It Pays

The Trades are professions: a second track of advancement that runs beside your Calling, open to every character in any Gravesmoke campaign. A gunfighter who cannot skin a beaver starves up here exactly as fast as a skinner who cannot shoot — the North is refreshingly even-handed about it.

Learning a Trade

Each Trade is held at a Rank: Hand +1 Journeyman +2 Master +3. Your Rank adds to every roll the Trade covers: 2d6 + Attribute + Rank  vs.  Target Number

Every character may take one Trade at Hand rank for free at creation — the work you did before the story found you. Further Ranks are bought in downtime with a teacher, a season of practice, and coin: 25 silver to reach Hand, 100 to reach Journeyman, 300 to reach Master. A character may hold any number of Trades, but may only advance one per season. Masters are rare, employable anywhere on the Line, and worth robbing, which is the traditional retirement notice.

Working for Wages

In any settlement, a week of downtime plying a Trade earns 1d6 silver × Rank, no roll needed. Rolling 2d6 + Attribute + Rank vs. 10 against the local Tier's appetite for trouble can double it — on Snake Eyes, the job goes wrong in a way that becomes an adventure, which is the Guide's wage.

Why professions, in a horror game? Because the pelt in your pack is a reason to be out past the lanterns, the forge is a reason the town needs you alive, and the debt at the Company store is a reason you cannot simply leave — and the core book was very clear that every town needs one of those. The Trades exist to make the money matter, so that the North can charge you properly for it.

The Guide's ledger. Trade rolls are honest work, and honest work should mostly succeed — save the dice for when the light is failing, the buyer is lying, or the carcass is wrong. A Devil's Grin at the workbench produces the best thing the character has ever made. Snake Eyes produces something that works perfectly and should not exist, and the Guide should write down who buys it.

The Six Trades

Skinning

Quick • pelts, parts, and clean work

Turning a kill into value without ruining it. Skinning covers flaying, fleshing, stretching, grading, and knowing at a glance whether a pelt will grade Prime or shame you at the counter. It also covers the other harvest — the parts of the North's stranger kills that certain buyers pay silver not to discuss.

Covers
Harvesting pelts and parts; grading fur; field-dressing anything, and the North means anything.
Master's Right
A Master skinner's pelts grade one quality step higher, and they may harvest a monster in half the time.

Trapping

Wits • the line, the set, the patience

Reading country, setting steel and snare, and running a line in weather that wants your fingers. A trapline is a relationship: it produces for those who tend it and testifies against those who strip it. Trapping also covers the defensive art — snares and deadfalls set for things that walk on two legs, or more, or none.

Covers
Setting and running traplines; snaring game or worse; spotting another's sets before they spot you.
Master's Right
A Master's line is never robbed by animals, and once per session they may declare a trap already set exactly where it is now needed.

Smithing

Might • iron, steel, and the fire that argues with the cold

Forge work, gun work, trap work, and repair — the trade that keeps every other trade in tools. North of the Line a smith outranks a mayor, because a town can elect a new mayor but cannot elect a new axe. Cold iron worked up here takes an edge the uncanny respects, when the smith knows the old quenching words, and most pretend they don't.

Covers
Forging and repairing tools, traps, arms, and sledge iron; gunsmithing; knowing good metal from grave metal.
Master's Right
A Master's forged weapons count as cold iron against the uncanny for a full season after forging.

Hidework

Wits • leather, lace, and everything sewn between you and the cold

Tanning, sewing, and building the gear that is the actual difference between a winter and a body: blanket coats, fur-lined boots, snowshoes, sledge harness, canoe skins. Every stitch is a small promise about the weather, and the Hidework trade is the discipline of not writing promises the coat cannot keep.

Covers
Tanning and working leather and fur; making and repairing cold-weather gear, snowshoes, harness, and boats.
Master's Right
Cold-weather gear made by a Master grants its wearer a Boon on rolls to resist gaining Cold.

Provisioning

Grit • pemmican, smoke, and the mathematics of not starving

Rendering, smoking, caching, and stretching food across a season — the quiet trade that decides expeditions before they leave. A good provisioner can read a larder like a calendar and tell you the day the party dies; a great one moves the day. It also covers using the whole of a kill, which up here is not thrift. It is manners, and the North checks.

Covers
Making rations and pemmican; building and finding caches; judging supplies; cooking that restores the will to live.
Master's Right
Rations a Master prepares count double, and a hot meal they cook at camp restores +1 Nerve to everyone who eats.

Trading

Presence • prices, paper, and the fine art of being owed

Appraisal, haggling, credit, and the reading of markets and men. Trading is the trade that converts all the others into silver, and the only one the Company respects, because it is the only one the Company understands. A good trader knows what a pelt is worth. A great one knows what the buyer's situation is worth, which is a different and better number.

Covers
Appraising goods; haggling; working Company scrip and credit; smelling a rigged deal or a desperate seller.
Master's Right
A Master trader always knows an item's fair price on sight, and once per session may find a buyer for anything. Anything.

The Fur Economy

The Pelt Ledger — base prices in silver dollars
PeltBaseCountry
Muskrat1Everywhere wet
Beaver5Black Spruce waterways
Fox, red6The Margin
Marten8Black Spruce, deep timber
Otter9Rivers, under the Brigades' eye
Wolf10Anywhere. It decides, not you
Lynx12Black Spruce, bad-luck country
Bear, black20The Shield's edges
Fox, white25Glass Barrens
Moon-elk40White Throat, high meadows
Pale wolf50The Hush's border. It knows why you came
Bear, white60Glass Barrens. See above about deciding
Pelt Quality — roll 1d6 per pelt when harvested
d6Grade & value
1Ruined — worthless. Somebody used a shotgun.
2Damaged — half base price.
3Fair — base price.
4Good — base price, and a Boon on the haggle.
5Fine — one and a half times base.
6Prime — double base. The counter goes quiet when you lay it down.

Add +1 to the quality roll for a trapped or snared kill, a clean headshot, or a Skinning rank of Journeyman or better. Subtract −2 for shotguns, fire, mauling, or anger. A result above 6 is Flawless: triple base, and word travels.

Selling: Markets & the Haggle

Every post wants something. On arrival, roll 1d6 on the Demand table — the named goods fetch double here this season. To haggle, roll 2d6 + Presence + Trading vs. 8 — success moves the price a fifth in your favor; a Devil's Grin moves it half; Snake Eyes and the buyer now knows exactly how badly you need this, and the price knows it too.

What the Post Wants — roll 1d6 per post per season
d6In demand, paying double
1Beaver and muskrat — the cities want hats again.
2Marten and lynx — somebody important is getting married.
3Meat and rations — the post's caches went bad. Ask the factor how, watch his hands.
4Iron goods and repairs — every tool at the post is failing at once, which is not what tools do.
5White fox and pale pelts — a buyer down south wants things the color of the Hush, and pays like it is urgent.
6Monster parts — quietly, in the back room, no receipts, and the factor calls them specimens.

Company Scrip

The Company pays in its own paper. Scrip spends at face value at any Company post and store, and at half anywhere honest — the Free Brigades take it for kindling rates, and the Sable Lake people do not take it at all, which should tell you something about paper. Debts at the Company store accrue against your name in the ledger at Fort Harrow, and Chapter VIII has opinions about what the ledger does with names.

Harvesting the uncanny. Monsters can be skinned. Roll 2d6 + Weird + Skinning vs. 10 — success yields 1d3 parts worth 25 silver each to the right buyer, or usable by smiths and witches as components. On any failure take +1 Doom: you kept a piece of something, and something keeps accounts. Prices double for parts of anything from Tier III country or deeper. The core book's warning about desecration was not decorative.

Table Tool — The Fur Press

Run a week on the trapline and see what the country coughs up. Uses only the rules on this page: 1d3+1 takes, quality per pelt, prices from the ledger.


Chapter IV — New Rules: Exploration & Weather

The Long Cold

Travel in the North uses the core book's trail rules with the thermostat removed. Each day on the trail, the Guide rolls a Travel Event and the day's Weather, and every soul outdoors keeps one more score beside Blood and Nerve: Cold. The Cold is the oldest monster in this book. It has no stat block because it does not need one.

Cold, the Score

Cold runs from 0 to 6. You gain Cold from weather, from wet clothes, from a night without fire, and from certain things that touch you. You shed 1 Cold per watch spent at a real fire with hot food, or all of it with a full day warm indoors. Gear matters: a blanket coat, dry boots, and bear grease are worth more than any gun north of the Line, and the price list in Chapter VII agrees.

The Cold Track — tap your current Cold

Warm, for now. The North regards this as a temporary clerical error.

Resisting the day's weather is a 2d6 + Grit vs. the region's Tier TN roll, made once per day outdoors — failure means gaining the weather's listed Cold. Proper gear grants Boons; wet clothes, exhaustion, and pride grant Banes.

Supply: Rations & Fuel

Each night at camp costs each character 1 ration and the camp 1 fuel. No fuel means no fire: everyone gains +1 Cold and nobody sheds any, and the camp's watch rolls take a Bane because the dark up here leans in. No rations means a Grit roll against the region's TN or lose 1d6 Blood to hunger, and hungry rolls to resist Cold take a Bane, and the Guide should start describing how good everyone's dogs are starting to look, because that is historically accurate and horrible.

Foraging and hunting are camp actions against the region's Tier TN — a success feeds the party for a day; a hunter with the Trapping or Skinning trades can turn a good day into pelts besides. In Tier III and deeper, fires must be fed all night: one extra fuel, or the fire goes out at the hour the Guide finds most interesting.

Dogs & Sledges

A sledge and team hauls what four people can (Carry 32), triples daily distance on snow, and costs 1 ration per dog per day — a standard team of six is its own mouth to feed and its own early-warning system: dogs take a Bane on nothing and they notice everything. When the dogs stop and stare at the empty trail behind you, that is the North extending you a professional courtesy. Roll the What Your Dogs Know table in Chapter VII once per team, and treat the result as load-bearing.

The Weather Has Opinions

Daily Weather — roll 1d12 each morning
d12The day
1The Silver Cold. A killing snap. +2 Cold on a failed Grit roll, +1 even on a success. Fires gutter and give half warmth. Metal burns bare skin. Travel is a decision you explain to the survivors.
2Whiteout. Snow and wind erase the world. No travel without a rope line; navigation TN +4; anyone separated rolls on the Deep White table alone. +1 Cold.
3The Widowmaker. Wind that fells trees and tents. +1 Cold, and each camp structure or top-heavy load needs a Might roll against 8 or it is simply elsewhere now.
4Heavy snow. Half travel pace, tracks erased behind you — yours and, note, everything else's. +1 Cold on a failed Grit roll.
5Ice fog. Visibility to a spear's length. Sound arrives without direction. Ambush and accident both take a Boon today, and they know it.
6Bitter and clear. Beautiful, murderous. +1 Cold on a failed Grit roll. Sun off the snow: travel without goggles or soot-blacking means snow-blind, a Bane on sight until a day's rest.
7Grey and holding. A working day. The North is busy elsewhere.
8Grey and holding. Same. Do not remark aloud on your luck; it files remarks.
9Soft thaw. Warm enough to sweat, which kills: wet clothes mean +1 Cold at sundown unless changed. River and lake ice becomes a rumor of itself.
10Rime. Freezing mist silvers everything. Pretty as a postcard, slick as a scaffold: Quick rolls to move fast take a Bane, and every branch drops its load on whoever the Guide likes least.
11False spring. A day of impossible mildness, birdsong, bare ground. It is a lie. Anyone who sheds gear, dries out, and relaxes takes the next weather roll at a Bane, and the next weather roll has been waiting for this.
12The lights. Aurora by night, green and patient. Weird rolls take a Boon under them; omens arrive unrequested; and anyone who whistles at the lights — the trappers are unanimous on this — should not.
North Travel Events — roll 1d6 each day, per the core trail rules
d6Travel event
1No event, but the silence today has a texture, and everyone notices it separately and says nothing.
2The weather turns: roll again on the Weather table; the new result arrives by afternoon with no warning shot.
3Sign: tracks, a blazed tree, a sprung trap, blood on snow, a cache marker, a cairn with one stone too many.
4Human encounter: a Brigade, a Company patrol, a Sable Lake hunting party, a Tallow Ring crew, or one person, alone, walking the wrong direction, warmly dressed, smiling.
5Uncanny encounter: roll on the Deep White table, or the Guide reaches for Chapter VIII.
6Discovery: a delve mouth, a dead camp, a full cache, a wreck in the ice, a hot spring, or an impossible place. In Tier II or deeper, roll on the Deep White table as well — discoveries up here are rarely unattended.
Deep White Events — roll 1d12 when the North gets personal
d12Event
1Your own tracks cross your path ahead of you. They are fresher than yours.
2A fire in the distance at dusk. It keeps pace with you all night. It is always at the same distance, which is not how distance works.
3The dogs refuse a stretch of clean, open, perfect trail. The detour costs three hours. Take the detour.
4A voice you know calls one party member's name, once, from off the trail. Everyone heard it. It used the name their mother used.
5A dead trapper sits against a tree, frozen, well-preserved, facing your camp. He was not there when you made camp. His pack is full of prime pelts, and Chapter III told you what taking them costs.
6Every trap in the party's line is sprung and empty, closed gently, in order, with nothing in them and no tracks around them. A courtesy call.
7Snow-shapes in the treeline at the edge of sight, standing the way people stand when they are waiting to be counted. Counting them costs 1 Nerve. The count is different each time.
8The party crests a rise onto country not on any map: a valley, green-lit, windless, warm. Roll Wits against 10 to notice there are no animal tracks entering it. Any tracks leaving it are your own, from the future, and they are running.
9A cache, full and well-made, with a name carved on it. The name belongs to a party member. None of you built it. The supplies are excellent.
10The Snowblind Choir, faint, upwind. Nerve against 8 or take 1d6 Nerve; on a Devil's Grin, one character can pick out words, and the words are coordinates.
11For one hour your footsteps make no sound, the cold stops hurting, and the dogs walk with their ears flat. You have brushed the Hush's hem. +1 Cold that no fire sheds tonight, and something now knows your gait.
12An omen of the Powers — the North keeps the old manners too. Roll on the Land Remembers' signs table if you have it, or the Guide sends the aurora down to the treetops, just over your camp, in a shape everyone recognizes and nobody will name at breakfast.

Whiteout separation, the short rule. When the party is split by weather, do not track positions on a map — track voices. Each lost character rolls Wits against the region's TN each scene: success rejoins a rope line, a shout, a fire. Failure and they hear a voice leading them, and the Guide rolls 1d6 in the open: on 1–4 it is a companion. The dice being visible is the horror. Use sparingly, like everything that works.


Chapter V — New Rules: Delves

What Was Buried, in Both Senses

The Shield is honeycombed with the Company's dead mines, ice caves under the Barrens, and cellars older than the charter. A Delve is any dark place you enter on purpose with a light source and a reason. These rules make the crawl itself the fight: turns, light, heat, and a country overhead that remembers you went in.

The Delve Turn

Underground time runs in turns of about ten minutes. In a turn, each character does one thing: move carefully through an area, search one thing properly, listen at a passage, force a door or obstacle, work a Trade, or rest (see below, and reconsider). Hurrying does two things in one turn, loudly, at a Bane, and the Delve hears the Bane.

Light Is Heat Is Life

A torch burns 6 turns and counts as a fire for shedding Cold while you hold it. A lantern burns a full delve on one oil but warms nobody. In the dark, everything you attempt takes a Bane, you gain +1 Cold per hour in the ice country, and things that live in the dark stop being careful around you, because why would they be. When the party's last light goes out, the Guide should let the table sit in the silence for exactly as long as feels unprofessional.

Events & Depth

Every second turn, the Guide rolls 1d6: on a 1–2, roll on the Delve Events table. Each level below the first adds +1 Depth: add Depth to the d6 (a 1–2 comes up more often than you would like at the bottom of anything), and multiply found treasure by Depth. The North's rule of exchange holds underground: the deeper the delve, the better it pays, and the more precisely it remembers your face.

Doors, Collapses & Resting

Stuck doors and falls of rock are Might against 8, or 10 if frozen; each attempt is a turn and a noise. Resting underground restores as camp does, but the event roll during a resting turn is made twice. Sleeping in a delve is not a rule. It is a decision, and the Guide is invited to treat it as a confession.

Delve Events — roll 1d12, add Depth below the first level
d12+Event
1Bad air. Lights burn low and blue. Grit against 8 each turn you linger or take a Bane on everything until fresh air.
2Groaning timber, trickling grit. The Delve is deciding. Any loud action this turn risks collapse: Might against 10 to shore, or run.
3Old works: tools downed mid-task, a meal frozen on a table, a coat on a peg. Everything arranged as if its owners stepped out one minute ago, sixty years ago.
4Water where water should not stand, black and unfrozen and perfectly still. It does not reflect your light. It reflects a light.
5Scratching from inside the near wall, patient, rhythmic, at the height of a working pick. It stops when you stop. It resumes when you do.
6A vein of moonstone, live and cold, worth 2d6 × 10 silver × Depth to cut. Cutting it is a turn of noise, and noise is a promise.
7Sign of another party: fresh boot prints, a warm lantern, a dropped glove. The prints are your party's sizes. You have not been here.
8Something crosses your light at the edge of its throw — low, quick, wrong-jointed. The dogs, if the dogs are with you, sit down and refuse the rest of the level.
9A door of Company iron, padlocked from this side, with fresh oil in the lock and a chalk tally on the frame. The tally is one short of your party's number.
10The cold turns local and intentional: +1 Cold to everyone, and frost flowers bloom across the walls toward one character in particular. The Guide knows which.
11A voice down the passage, conversational, in a language nobody knows, pausing where laughter would go. Nerve against 8 or take 1d6 Nerve. Answering it is an action with consequences, and the consequences take notes.
12+A monster from Chapter VIII, or worse, or the Delve simply closes the way you came in — not violently. Administratively.
The Company Cache — roll 1d12 when a delve pays out; multiply coin by Depth
d12Found
1Rations and fuel, sound and sealed — a week's worth. Underground, this is treasure and do not let anyone tell you otherwise.
2A strongbox of silver dollars, 2d6 × 10, minted the year the shaft closed.
3Company scrip, 3d6 × 10 face value, banded and clean. Chapter III told you what paper is worth and where.
4A crate of trade muskets, 1d6 of them, cosmoline-perfect, serial numbers filed by the Company's own armorer. Somebody was planning something.
5Prime pelts, 1d6, baled and impossibly preserved, of an animal nobody at the post can name.
6Raw moonstone, 2d6 × 10 silver in weight, cold in a way the assay office will pretend not to notice.
7A dead man's kit: excellent boots, a Master-made coat, a loaded revolver, and a journal whose last entry is advice addressed to whoever finds it. The advice is good.
8Smithing steel and tools of pre-charter make — a Boon to any forge work done with them, and a maker's mark no living smith will discuss.
9The shift ledger. Names, wages, and the reason the shaft closed, in a clerk's steadying hand. Worth 100 silver to the Company, more to its enemies, most to the families.
10A relic of the old ice: a lens, a bell, a knife of black glass. One power, one price. The Guide builds it; the finder tests it.
11A map to another delve, deeper, hand-drawn, annotated by three different hands. The third hand only writes numbers, and the numbers are counting down.
12A sealed Company vault door, and the key is at Fort Harrow, and now the party has a reason and the factor has leverage, and the Guide has a campaign.

Three Doors Better Left Shut

Shaft Nine — The Harrow Bay Company's deepest working, closed by the Company's own dynamite crew after the moonstone seam “turned.” Visible problem: it has been unbricked from a direction that troubles the masons. Hidden sin: the Company knew what the seam ran through and mined it for six more profitable weeks. The superstition that is true: miners' lamps hung at its mouth burn white, and a white flame will not light a fuse. Depth 3, and the shift ledger for its last week has never been found, and the Company's standing reward for it is worded very carefully as recovery and non-disclosure.

The Ice Church — A chapel under the Glass Barrens, hollowed from blue ice by parties unknown, pews and pulpit and all, facing an altar that is a slab of the clearest ice anyone has stood before. Visible problem: pilgrims keep going, some of them yours. Hidden sin: the missionary who “found” it preached there one winter, and his congregation is still seated, and he is still owed a sermon. The superstition that is true: what you see in the altar ice is what the Silence is currently owed by you, itemized. Depth 2, no timber, no echo, and the Cold rules run double past the narthex.

The Bone Cellar — Under a burned Tallow Ring rendering camp in the Black Spruce: a root cellar that goes down further than the men who dug it authorized. Visible problem: the kettles above are full and nobody empties them. Hidden sin: the Ring rendered everything on this line — everything, the whole of nothing used — and the cellar is where the country filed its counterclaim. The superstition that is true: carry nothing tallow-made past the first landing, no candle, no soap, no grease, or the stairs get longer while you are on them. Depth counts strangely here; the Guide is encouraged to lie.


Chapter VI — Eight New Callings

The Working North

Eight Callings of the fur country, built on the core rules: Blood bonus, gear, features at Levels 1, 3, and 5. They ride beside every Calling in every Gravesmoke book, and unlike most of those, these eight have references and can produce them.

8 callings

New Calling No. 01 of 08

Line Keeper

Blood +2

A trapper whose forty miles of steel and snare are less a livelihood than a jurisdiction.

Starting GearA trapline of a dozen steel traps, skinning knife, snowshoes, a country you know like a grudge.

Level 1

My Country

Declare a home territory a few days across. Within it: Boon to travel, track, forage, and notice what changed since last season — and something always has.

Level 3

The Waiting Kind

Once per scene, reveal a snare or deadfall you set earlier, anywhere you have had one quiet minute: 1d6+1 and the target is held until it wins a Might roll against 10.

Level 5

Nothing Escapes the Line

Once per session, declare that a fleeing enemy or quarry has already stepped in one of yours. It is held, hurt 1d6, and exactly where you say it is. The line provides. Mind what the line asks.

Chapter VII — Arms & Kit

What the North Carries

Weapons

WeaponDamageNotes
Trade musket1d6+1Cheap, loud, everywhere; a full turn to reload with cold fingers
Bear spear1d6+2Two-handed; braced against a charge, roll damage twice and keep the better
Ice axe1d6Boon to climb ice; pries, wedges, anchors; never leaves a smart hand
Skinning knife1d6−1+1 quality on pelts when used by a skinner of any rank; always exactly where you left it, which is worth noticing
Hatchet1d6Throwable at Close; also the most important survival tool ever mistaken for a weapon
Harpoon & line1d6+1On a hit, the target is fastened to you. Consider carefully whose problem that is
Whale-oil bomb2d6 fireOne zone burns; foul black smoke; the Free Brigades sell them and deny it in the same breath
Cold-iron knife1d6−1Master-forged; full damage to the uncanny, which is more than most rifles can say

Kit

ItemEffect
Blanket coat1 DR; Boon on rolls to resist gaining Cold. The single best purchase in this book
Fur-lined boots, dryRequired for the Boon above to mean anything. Wet boots are a Bane and a countdown
SnowshoesFull pace over deep snow; without them, half pace and a Grit roll each day against +1 Cold
Ice cleatsIgnore Banes from ice underfoot; smug on frozen rivers
Snow gogglesNo snow-blindness on clear days; look ridiculous; be alive
Fire kit, oiledFire in any weather in one turn on a Wits roll against 8; against 10 without it, in the wind, in the dark, while shaking
Bear greaseA day's smear ignores the first Cold gained each day; everything downwind knows your schedule
Ice augerThrough lake ice in one turn: fishing, soundings, and the reason the Auger Wife in Chapter VIII has that name
Pemmican, week ofRations that do not freeze, spoil, or apologize; counts double if a Master provisioner made it
Whale-oil lampBurns a full delve on one fill; warms nothing; reliable as a debt
Sledge & six dogsCarry 32, triple pace on snow, 6 rations a day, and the finest alarm ever to also be your friends
Trap, steelThe tool of Chapter III: 1d6+1 to anything that steps wrong, and it holds. Trapping rank sets how wisely it is placed
What Your Dogs Know — roll 1d6 per team
d6The team
1Will not run past a delve mouth without being hooded. Any delve mouth. Even ones you have not spotted yet, which is the useful part.
2The lead dog watches one party member sleep. Has since the Barrens. Nobody remembers whose dog she was originally.
3Howls exactly one hour before the weather turns, to the minute. The team is never wrong. The hour is never quite enough.
4Refuses to eat on nights the fire burns white. Goes hungry rather than argue about it.
5Once dragged an empty sledge home through a whiteout, four days, and sat at the post gate facing the way it came, waiting, until someone finally followed it back.
6The Silence took a dog off this team once. The rest still leave a gap in the line where she ran. On some nights the gap pulls its share of the load.

On Buying These Up Here

Prices on the Line run half again the core book's, in silver — or face value in Company scrip, which is how the Company keeps you. A Master's work costs double and is worth treble. And the standing advice of every old hand at every post stands: spend on the coat before the gun. The North has never once been shot, and it has frozen a great many people who were excellently armed.


Chapter VIII — Monsters

What the Waste Makes

Per the core book's law: the horror is never the peoples of the North. Every creature here is waste walking — stripped lines, rendered carcasses, unpaid men, unmourned expeditions — or the cold itself, finally taking an interest. Same simple stats. Special remains the awful part.

The Tallow Man

DEF 9BLOOD 15WOUNDS 3MORALE 11

Attack: Scalding grip, 1d6+1

Special: Rendered from everything the strip crews wasted, and it smells like the kettles. Fire heals it — it is fuel, after all. Deep cold slows it, and using the whole of a kill in its presence, wasting nothing, deals it 1d6 no roll can reduce. It follows Tallow Ring silver wherever that silver is spent, which is worth knowing before you take their money.

The Skinned King

DEF 11BLOOD 18WOUNDS 4MORALE 12

Attack: Flensing claws, 1d6+2 and Bleeding on a Devil's Grin

Special: It holds court in the deep timber wearing every pelt taken without manners, and it knows each one by name. Pelts in the party's packs whisper to it — no surprise is possible while you carry fur. Returning a Prime pelt to the place it was taken, with apology spoken aloud, turns the court aside for a season. The court keeps minutes.

The Ledger Bear

DEF 10BLOOD 20WOUNDS 4MORALE 12

Attack: Maul, 2d6

Special: A white bear branded with Company marks that were never put on it by hands. It hunts debtors of the Fort Harrow ledger, patiently, in order of balance outstanding. It cannot harm anyone paid in full — it walks past them, politely, like a clerk — and settling a stranger's Company debt in silver, in their name, strikes 1 Wound from it wherever it walks.

The Snowblind Choir

DEF 9BLOOD 12WOUNDS 2MORALE —

Attack: The verse, 1d6 Nerve to all who hear

Special: A survey expedition that sang to keep together in the whiteout, and succeeded. They sing in every whiteout now, and those who fail Nerve against 10 walk toward the harmony, smiling, adding their part. They never test Morale; choirs don't. Carrying one singer's bones home to a marked grave silences that voice forever — there are eleven — and the Company has their muster roll, filed under expenses.

The Auger Wife

DEF 10BLOOD 14WOUNDS 3MORALE 10

Attack: The long arm, 1d6+1 and dragged one range toward the hole

Special: She waits under lake ice at fishing holes, patient as winter, and she has as many arms as the lake has holes. She will not take anyone who gives their first catch of the day back through the ice — the old courtesy — and every fishing family on Sable Lake keeps it and pretends it is habit. Break the courtesy, and every hole in the lake is a door, and she has your scent, and lakes are large.

The Long Dark (Manifest)

DEF 12BLOOD 22WOUNDS 4MORALE 12

Attack: The hush, 1d6 Nerve and +1 Cold, no sound, no wound

Special: When the Silence condenses into a shape that walks the edge of the firelight, guns pass through it and their reports come out as nothing. Light held high staggers it; a voice raised in the dark — song, story, argument, prayer, the content does not matter, only the defiance — deals it 1d6 per scene of unbroken noise. It cannot enter any camp where a story is being told, and it will wait, all night, every night, for the pause.

Chapter IX — Places

Two Places the Line Pretends It Holds

Fort Harrow — The Company's great factory and the anchor of the Lantern Line: palisade, store, press-room stacked with a winter's fortune in fur, and the ledger. Visible problem: this season's brigades are coming in light, and the factor is extending credit with a generosity that frightens everyone who understands compound interest. Hidden sin: the fort's second ledger — the one the factor weighs at night — records what the Company actually pays for its charter up here, and the currency is not silver, and the account is in arrears. The superstition that is true: no debt recorded at Fort Harrow is ever truly forgiven; struck lines in the ledger rewrite themselves by morning, in better handwriting. A reason you cannot simply leave: your names went in the book the day you first spent scrip, and you have all spent scrip.

The Widow's Line — A forty-trap line in the Black Spruce, kept by the widow Aldous since her husband walked it out one Silver Cold and did not walk back. Visible problem: the line still produces — prime pelts, every trap, every week — and she has not baited it in two years, and the Company factor has stopped asking questions because the fur is flawless. Hidden sin: the pelts are payments, and Mrs. Aldous knows on what account, and she signs for every one because the alternative is admitting the account exists. The superstition that is true: walk the line at dusk and every sprung trap holds exactly what you need most, priced accordingly; the trap at the line's far end is always sprung, always empty, and always warm. The adventure is the far trap, the husband's unfinished last round, and the question of who is running the line for her — and what happens to the arrangement, and to her, the day somebody well-meaning pays the debt off.

The Promise of the North

The Company weighs the North in pelts per season, posts the prices at every fort, and calls the arrangement trade.

The trappers know better. Everything up here is bought from the Silence on credit — every pelt, every fire, every safe night — and the Silence does not post its prices. It simply collects, in its own season, with interest, in full.

The Silence is listening. Say something worth hearing.

⤺ Return to the Black Meridian

Consult the Dice
Rolled with mittens off. Be quick about it
Pull the trigger.