Through the Breach: Brand New Story | ходы игроков | Вырезки из газет

 
DungeonMaster Доминик
05.12.2018 22:20
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Невинность без маски

Меня зовут Элисон Дэйд, и я живу в городе под названием Невинность. Впрочем, у него есть тайная история, которую сложно назвать невинной - и я здесь, чтобы раскрыть ее секреты. Кто-то должен показать жителям Малифо, какие змеи гнездятся здесь, прежде чем они пригреют их на груди. Кто-то вроде меня.

Невинность - это то, что большинство назвало бы типичным Контрактным Городом Пустошей. В годы его расцвета примерно шесть сотен душ называли его своим домом, хотя недавние события привели к тому, что это число сократилось почти до половины. От Малифо его отделяют больше двух недель пешего пути - или десять дней в седле. Для новоприбывших Невинность выглядит вполне ожидаемо - пыльные улицы, дощатые мостовые, станция дилижансов и тяжелые взгляды жителей, которых мало заботят судьбы незнакомцев. При более внимательном рассмотрении выясняется, что большинство городских зданий построены из местного узловатого дерева, произрастающего в Пустошах, за исключением центра города, известного как Центральный район. Здания там сделаны из серого, песчаного камня, со странно толстыми, тяжелыми дверями и стенами, на которых вырезаны странные символы. Местный колодец больше похож на раскошную каменную беседку, украшенную статуями и лепниной, а над центром города возвышается особняк мэра. Центральный район как никто другой показывает, что «невинность» - это обман: то, что вы видите снаружи, сильно отличается от того, что лежит внутри. В городе есть четыре секции, каждая из которых играет свою роль в маскараде, который называют Невинностью.

Но прежде чем снять маску, я должна начать с самого начала. Если я этого не сделаю, я рискую поддаться обманчивой простоте этого сонного города - и я слишком много работала, и зашла слишком далеко, чтобы остановиться сейчас. Если нужно рассказать историю Невинности - пусть она будет рассказана правильно. И поэтому я должна вначале рассказать об основании города.

Потерянный Караван

Многие из тех, кто приезжает в Малифо, делают это отнюдь не по собственной воле, а по воле Гильдии - в качестве каторжников, которые отбывают наказание, работая в шахтах и добывая Камни Души для богатых и могущественных. Отдельные партии осужденных отправляются по железной дороге в Ридли, на станцию ​​Эдж-Поинт или еще дальше вглубь Пустошей. Четыре года назад одна из таких партий была отправлена копать шахту в одном из отдаленных поселений. Охранники и надзиратели Гильдии сковали заключенных общей цепью и пешком погнали в пустоши.

То место, куда они направлялись, неизвестно по сей день. Все упоминания о его названии или местоположении растворились в пыли - еще одна жертва Пустошам. Эта же участь едва не постигла и сам караван. Почти еженочные налеты Нерожденных и суровые условия Пустошей собрали с каравана щедрую дань. Число охранников и надзирателей начало уменьшаться почти сразу, а вот заключенные, запертые в центре каравана, были избавлены от худшего.

В конце концов, ряды охранников поредели достаточно, чтобы осужденным удалось одолеть своих тюремщиков и сбежать. Лидером этого отчаянного побега был человек по имени Терренс Нельсон - бывший рабочий-железнодорожник, по слухам, осужденный по навету. Нельсон был способным и харизматичным человеком - во всех аспектах. Он сплотил оставшихся в живых и вывел их в Бесплодные земли - в поисках места, где они бы могли чтобы укрыться от стихии и грозных обитателей Пустошей.

Некоторые говорят, что первоначальной целью Нельсона было найти Латиго - город, основанный знаменитым кланом Ортега. Латиго был ближайшим крупным городом, и он вплдне мог обеспечить нуждающимся столь необходимую защиту. Я не знаю, правда ли это - но многих неприятности можно было бы избежать, если бы он дошел до него.

Hunger Leads to Home

The Badlands are unforgiving to those who are unprepared to face its challenges, and Nelson’s men faced a shortage of both food and water. Fighting broke out amongst the convicts and Nelson was left with one solution, born of desperation. He enlisted one of the more imposing convicts to help him establish order. He chose none other than Hannibal Crowe, a former factory owner Earthside often called ‘Old Blackfeather’. Crowe’s brutal methods kept the other convicts in line and crushed any hint of a coup against Nelson.

However, keeping everyone in line did little to alleviate their supply shortages. Many men were suffering from hunger pangs, dizzy-spells, and weakness, whilst several others simply collapsed into the sands to be forgotten. It was a gaunt and starving band of survivors who eventually stumbled upon a set of ancient stone buildings. Nelson declared that the band had reached the promised shelter, and their famine was at an end. Terrence Nelson was not wrong. The buildings they found contained not only a place to rest and recover, but also stores of preserved food, abandoned gardens, and even some animals grazing nearby. The most miraculous discovery of all involved a deep shaft in the earth, around which all of the ancient buildings seemed to be built. Descending into the shaft, Nelson and his men found a source of fresh water, enough to slake the town’s thirst and water any crops.

Nelson declared that the crimes he and the other men had been accused of were absolved. From that moment forward, he proclaimed that any who chose to stay would do so as innocent men, and thus the settlement had its name. Under Nelson’s leadership, a town charter was drawn up that provided absolution for those that came to town and provided for the town to have an elected mayor. The charter also proclaimed that anyone arriving in Innocence would be considered a free man, and that Innocence itself was free. The survivors toiled in the heat over the next several weeks to make Innocence a functional town. Unsurprisingly, few wanted to return as prisoners to Malifaux—the vast majority of the men who made the journey with Nelson chose to remain in Innocence as free men.

With a fresh supply of water, a motivated citizenry, and the excellent organizational skills of both Nelson and Crowe, Innocence began to grow. Although the town continued to struggle, things went reasonably well for the next seven months. The convicts settled into their new lives as homesteaders. The old stone buildings were restored and turned into homes and businesses. The area was explored and made safe against the common threats of the Badlands. Unfortunately, it was not long before things changed forever in Innocence.

Innocence’s Past

On a rainy morning early in the town’s founding a sinkhole opened up on the western side of the settlement. The first curious citizen to explore the sinkhole found that the ground had opened up, revealing a rich vein of Soulstone running beneath the town itself. Further exploration revealed a network of ancient tunnels below the surface–some natural, some carved.

It is widely believed that whoever built the stone buildings the town grew up around had also been excavating the Soulstone as well, and from those ancient tunnels it would not be difficult to establish a much more elaborate mining operation.

The news that Soulstone had been found beneath Innocence spread like wildfire through the town. It was the topic on everyone’s lips, and overnight, nearly every citizen took a shovel and began digging in their basements and backyards in hopes of finding Soulstone. Normal life in Innocence ground to a halt, and the mayoral elections were postponed. Some people simply abandoned their jobs and livelihoods to search for Soulstone, while others—perhaps more prescient than their fellows—stocked up on weapons and fortified their homes. Madness seemed to have the entire town in its grip for weeks. Terrence Nelson did his best to keep things under control, but even he struggled to effectively govern a town of treasure-seekers.

Word of the find spread quickly, making its way back to Edgeport Station, and there were rumors that some whispers had even reached the outskirts of Malifaux itself. Soon, strangers and newcomers were a common sight, and new buildings began to rise all around Innocence. The town was undergoing a boom, but at the same time, the chaos and large influx of new residents meant that things were rapidly headed towards a boiling point.

One of the defining moments of Innocence’s boom involved the Black Pony, a popular saloon in the south of town. One night in late autumn, the tavern burned to the ground during a drunken orgy of violence and greed. Some say that the problem started with a wealthy newcomer buying drinks for all the women inside the tavern—whether they were already attached or not. Others say that there was a backroom deal going on at the time involving a large amount of Soulstones and the principals turned on one another.

I arrived in town the next morning, and I have no doubt it affected my opinion of Innocence. I was greeted by twisted, smoldering timbers and the scent of burned flesh. It seemed like the town had been stunned by the fire; people shambled around with a shocked look in their eyes as if finally realizing the danger in discovering a rich seam of Soulstone. The fire claimed twelve lives and left a half-dozen families homeless. The town founder also went missing at this time, and a search was organized the next day to look for him.

Alas, Terrence Nelson was nowhere to be found. Rumors flew from door to door, carried by spinsters and teamsters and barbers, whispering that Nelson had left town with a suitcase full of Soulstones. Others say that Nelson ran afoul of his former partners over the town’s booming wealth, and his body was disposed of down the main mine shaft. As for myself, I suspect that the man who took control after Nelson had him removed — I came to learn that this is the way he deals with all obstacles to his own ambitions.

The New Era

In the wake of the fire, Hannibal Crowe stepped forward and took control. He lamented the disappearance of Nelson, of course, but he also told the people of Innocence that this was an opportunity for the town, a dawning of a new day. Crowe’s future for Innocence, he declared, lay with organization.

Old Blackfeather meant the Miners and Steamfitters Union. He struck a deal with the Union to exploit Innocence’s riches. Bringing in the Union gave Crowe all the power in town—he got himself easily elected mayor, established a group of former convicts and Union men that he called the constabulary to “keep order,” and passed a bunch of common-sense laws (which did not apply to him) and (completely unreasonable) punishments for unruliness. Many in town were grateful for Crowe’s dictatorial acts as mayor, proclaiming that Innocence would’ve torn itself apart without the strength and swift decisions of Old Blackfeather. Myself, I say that Crowe used and betrayed Nelson, setting him up as a figurehead only to turn on him when Innocence was ripe for his greedy, grasping hands.

The town quickly settled down under the iron grasp of Hannibal Crowe and the constabulary. Businesses and workers allied with Crowe and the Union flourished while any who spoke out against the leadership found themselves shunned or worse. There were no further outbreaks of random violence. The mines began to function more efficiently, and slowly the town continued to prosper, drawing more and more settlers until Innocence had more than quadrupled in size. Innocence had spread out to all directions of the compass, from the mines to the mayor’s mansion, from the saloons and flophouses of the Entertainment District to the markets and storefronts of the Marketplace.

Attracted by the wealth and opportunities offered in Innocence despite its remote location, a steady trickle of newcomers arrived over the years. Many of these settlers brought with them news of events in Malifaux, from the great quake to the Piper’s Plague. However, the town’s growth was not enough to satisfy Hannibal Crowe. He had discovered that Malifaux’s water table had been contaminated and the great city would need to import fresh water. Old Blackfeather, in an attempt to line his own pockets, made a fateful decision. He gave the order to rush the completion of a railway to Malifaux so some of Innocence’s surplus water could be sold to the city, increasing the town’s wealth.

Only a few days later, an ear-splitting sound ripped through the town. It was so loud it shattered windows and permanently deafened some of the residents. It is commonly referred to now as the Scream. No one seems to know what it was, but it was the herald of the town’s doom.

In the six months since the Scream, Innocence has been under siege. It started slowly at first… missing livestock, overturned wagons… but each month it has gotten worse. It has gotten to the point that every night, creatures of the Neverborn come howling out of the Badlands and launch themselves against the edges of town. All of the attackers are Nephilim—horned beings with bat-like wings and ridged tails, their blood a black ichor staining the ground wherever it falls. The constant attacks of the Neverborn have killed dozens of Innocence’s citizens and have wounded many more.

Recently, a few people have tried to slip away and return to Malifaux, but all of our evidence points to one terrible fact: the Neverborn don’t attack those coming to town… only those trying to leave it. I’m not sure how many make it out alive. Old Blackfeather claims that the attacks are under control and the constabulary has the town welldefended, but nearly everyone in town knows the awful truth: the attacks are getting worse every day, and it’s only a matter of time until we’re wiped out.
Отредактировано 13.12.2018 в 23:38
1

DungeonMaster Доминик
05.12.2018 22:35
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Innocence Today

As it currently stands, the town of Innocence is living on borrowed time. It is run by a corrupt mayor and his band of convicts. The citizens, many drawn here by wealth or freedom, are forced to endure the poor conditions and the Neverborn threat or try their luck at escaping the Badlands. Although some are willing to risk the wastes, many are not able to make the journey without assistance–assistance which is never coming.

Innocence has great wealth and resources of interest to the Guild, from the all-important Soulstone reserves buried beneath the ground to the abundant supply of clean, fresh water from the town’s well. In addition, Innocence is strategically placed in the Badlands, a settlement far enough out to aid in exploration and control of the region. Should Innocence mirror Latigo as a Guild-run Contract Town, another small part of the Badlands would then fall into the Guild’s hands, extending that organization’s influence even further and providing protection to the people here.

The Guild

The Guild may be watching the future of Innocence, but as of yet they have almost no presence here. It is my belief that they believed the original convicts perished in the Badlands, and by the time they realized the truth Innocence was too established. Sending in any significant force would have been difficult. Anything from Malifaux would have looked a bit too much like an army for anyone’s comfort.

That said, just after the Neverborn's first few attacks on the town a dusty wanderer walked in through the front gates. He gave his name as simply “Gustavo,” but it did not take long for folk to realize the he was, in fact, one of the Ortegas, a family famed for their skill in dispatching Neverborn. His near constant drinking and standoffish attitude leads me to believe that Gustavo may be here seeking the freedom of Innocence like many others.

Other than Gustavo, who clearly is not a Guild representative, there is no Guild presence in the town. This might be some of the cause of the town’s woes, as it means we also lack the Guild’s protection and balancing influence against the Miners and Steamfitters Union.

The Miners and Steamfitters Union

The Miners and Steamfitters Union has a stake in the town thanks mainly to Hannibal Crowe in his seat in the mayor’s office. For the most part, the Union seems content to let Crowe run the town as he has for the last few years. Thanks to the profits Crowe has wrung out of the mines and the strength of the Union’s representation in Innocence, many have not questioned his leadership. The Union presence in Innocence is tied directly to Crowe, who even put a man with strong Union ties, Marcus Lowry, in place as the chief of the constabulary.

I firmly believe that Crowe’s repressive actions as mayor of Innocence are like those of the worst oligarchs in Malifaux. It is true that the workers in the mines earn a decent wage and possess many privileges, but they do so at a steep cost. Crowe uses the threat of the constabulary’s muscle to keep Innocence under his thumb. I’m certain that if Doctor Ramos knew what was going on in this town he would not approve of the twisting of his ideals in this fashion.

It should be no surprise that Doctor Ramos has not looked into operations here: Old Blackfeather is quite cautious in his intrigues, and any reports dispatched to Hollow Marsh are carefully worded to ensure that the head of the Miners and Steamfitters Union is more than satisfied to keep Crowe in charge of operations here and not questioning Innocence's output of Soulstones.

The Resurrectionists

Although the Resurrectionists are a major problem for the city of Malifaux, Innocence has been spared the ravages of these misguided dabblers in the necromantic arts. It is a town free of this particular type of corruption, which is a small blessing for this besieged place.

The Neverborn

As has already been made clear, Innocence is under assault by these hateful creatures. However, I have reason to believe that one of the townspeople may be assisting the creatures, though why I cannot even guess. In a recent attack on the town, the Neverborn launched their assault at the precise moment that the constabulary was changing the guard on the walls, at the precise gate where one of our defenders had gotten sick earlier that same day. To my mind, this is far more than coincidence.

Only someone living amongst us inside Innocence could have known that much about our vulnerabilities, and only by somehow passing on that information to the Neverborn could they have taken such ruthless advantage of it. Constable Lowry believes it was simply bad luck, but I know better—there is a spy living in Innocence, and I will root him out.

A Secret Worth Killing For

When I first came to Innocence, I ended up securing a job with Mr. Christopher Tannenbaum, who operates as a cartographer and a part-time printer. Mr. Tannenbaum’s intention was to have me write stories for a bi-monthly rag sheet he was publishing for Innocence’s citizens, a way to spread local news as well as important events from around Malifaux.

My first assignment was to cover the tragic fire and destruction of the Black Pony saloon since it was still fresh in everyone’s minds when I had arrived in Innocence. During the course of my research, I found myself visiting the ruins of the burned-out saloon at sunset. Perhaps it was just fate that I discovered something interesting beneath a charred beam. What I found was a few remaining scraps that had once been a journal belonging to none other than Terrence Nelson.

The journal was illuminating, although much of it was completely illegible, destroyed, or simply missing. From what remains, however, a very disturbing narrative emerged. According to the journal, Nelson had intended to reveal to the town a secret, but had chosen to wait until Innocence had secured its future with the Soulstone mines. Nelson had wanted to ensure the town’s very survival.

The Election

There is one wrinkle to being mayor of Innocence: according to the town charter, the mayor must stand for public election every three years. As the incumbent, Crowe has many advantages, among them his great influence over the Miners and Steamfitters Union members in town and his great personal wealth. However, Crowe is facing some problems as well—the ongoing attacks by the Neverborn have shaken public faith in his ability to maintain the town’s welfare. Most of the people of Innocence have begun (many for the first time since they arrived) to question his worth in the position of mayor.

If Crowe is re-elected as mayor, his plan is to maintain the status quo—he has little desire to change anything about the town, least of all the operations that have so thoroughly lined his pockets over the years. The constabulary would remain the bludgeon to suppress anyone speaking out against Old Blackfeather. Soulstones and water would be sent to Malifaux, but the lion’s share of the riches would benefit Crowe and his cronies in the Union.

Crowe has not spared any expense in campaigning for re-election. Posters of his ugly face have been plastered all across town in all four areas. He has used bribes, favors, and threats in equal measure to try and secure votes, and for the most part, he has reason to expect that the election will go his way.

This is not to say that Old Blackfeather is unchallenged — there are two other contenders for the position in town, although neither is likely to succeed without some kind of assistance. The town barber, Martin Callahan, is running on a platform of stability and defense. Callahan points out (quite rightly, in my opinion) that Crowe and the constabulary haven’t done well at protecting the town from the Neverborn, and there’s no way that Innocence can thrive in the midst of constant attacks. His plan is to petition the Guild to make Innocence a protectorate in return for a tariff of the Soulstones from the mine and fresh water from the well. I judge that while it is unlikely Callahan will be elected, his goals may have the town’s best interests at heart. Should he somehow end up as mayor, Innocence is likely to succeed in becoming much like Latigo; a Guild stronghold in the Badlands and prosperous for its people.

The other challenger for Innocence’s mayor is none other than the Widow Ferris. This mysterious woman has campaigned very quietly behind the scenes on a platform of independence for the town. Because she owns the Nightveil saloon and casino, the Widow is one of the few in town who has enough resources to give Crowe a run for his money. The Widow has connections to Doctor Dufresne and is quite popular amongst many of the more affluent citizens. However, most people question just how independence for Innocence will work, especially given all the dangers of the Badlands. The ongoing attacks by the Neverborn only serve to emphasize this fact. The Widow’s greatest difficulty facing her in the election appears to be effectively communicating her plan for achieving her goal. After speaking with the Widow, I’m convinced that she has the best intentions for Innocence—but intentions may not be enough to save this place.

The Attack

The time of the election is coming very soon—a fact that makes the town’s survival much more uncertain. I have consulted with Gustavo Ortega about the Neverborn attacks and what I learned from Gustavo is cause for alarm: according to him, the attacks are escalating towards a horrible conclusion. The Neverborn are going to gather in great numbers soon—a horde that will wipe out Innocence once and for all.

I’m sure that time is now growing short. I can only see one way out for the people of Innocence: we desperately need help. I intend to try to send a missive to Malifaux, a plea for aid that promises a great reward for those adventurous enough—or crazy enough—to help my town in its darkest hour.
2

DungeonMaster Доминик
05.12.2018 22:50
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Карта Невинности:

Отредактировано 11.12.2018 в 18:31
3

DungeonMaster Доминик
06.12.2018 09:37
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Central District

The central section of Innocence is known as the Central District. This part of town represents its original state when it was founded by Terrence Nelson, and most of the buildings in this area are constructed of stone rather than the more common knotwood. The stone buildings of this area are carved with strange symbols, and some of the proportions—particularly the doorways—of these buildings are slightly too large for normal human habitation. As the center of town, most of the government buildings can be found here. The citizens who live and work here are more affluent and prosperous compared to the rest of Innocence. Prior to the town’s Soulstone boom, Innocence was not much larger than the Central District, so the oldest and most well-established businesses and homes are found in this region as well.

The Well

One of the most distinctive features of the District is the well. Most town wells are little more than waisthigh stone walls with an attached bucket and a winch to lower it. In contrast, Innocence’s well is a large, baroque structure not unlike a gazebo, with an arched roof and stone columns carved with cherubs, vines and leaves. There is a thick stone cover over the center of the well with iron handles, and it requires four strong men to shift. Some say that the shaft of the well goes down well over a hundred feet into a natural cavern, but only a few know for sure. Maintenance of the well is restricted to the most trusted agents of the mayor. These men are a close-mouthed and suspicious bunch.

Town Hall

The largest building in the District is also the seat of the town's government. From here, the mayor and a small array of bureaucrats and clerks run Innocence. Town Hall is responsible for protecting the town and arbitrating any disagreements between citizens and the Union, but people are becoming increasingly upset as they realize that little is being done.

To be honest, some citizens do manage to get their grievances addressed through Town Hall, though I have my suspicions that Crowe allows just enough of these triumphs to give the people false confidence in his administration.

One major thing of note about Town Hall is that it has an aethervox, a sort of magical radio, and there are times (sometimes during a holiday or other special occasion, for example) that anyone who wishes to come in and listen to aethercasts may do so.

Mayor’s Mansion

Not far from Town Hall lies the home of the town's mayor. This mansion is the most recognizable of all the stone buildings in the Central District. Lit by gaspowered lanterns (imported from Malifaux), the mansion is luxuriously appointed and has numerous separate rooms for the mayor and his guests.

I have personally never set foot inside, but many who have tell me that Crowe has decorated the place with black-paneled bookcases and stuffed heads of Badlands creatures. Some have even whispered about secret passages built into the mansion that lead out beyond the town or into the caverns beneath the town. If these passages really exist, they could pose a severe threat to Innocence’s security—just imagine what could happen if the Neverborn discover them!

The current mayor, Hannibal Crowe, lives in the mansion and often hosts a number of parties for people of influence in Innocence. Crowe has already started planning a party to celebrate his reelection as mayor.

Constabulary HQ

At the south end of the Central District lies the constabulary headquarters. From here, Marcus Lowry sends out patrols to keep order in the streets. Lately, these patrols have been far more focused on keeping alert for Neverborn attacks than in stopping any crimes—a fact that has led to an increase in petty thefts, muggings, and other such skullduggery. The upper level of the headquarters consists of an armory, a clerking station, and several other administrative areas. The town jail takes up most of the lower levels.

My sources tell me that deep below the headquarters is a warren of bare rock cells that serves as Innocence’s asylum for the deranged. Constables that serve in that portion of the structure only do so as punishment duty, for the inmates rave and howl, their antics growing particularly passionate just prior to the assaults by the Neverborn.

Constable Lowry has an office inside the headquarters on the topmost floor. The office reflects Lowry’s sensibilities—it is understated and plainly decorated. The walls are hung with numerous trophies of Lowry's career, including a custom-built elephant hunting rifle.

The constabulary is also home to the town’s armory, such as it is. Innocence is still a small community compared to larger settlements like Latigo, so the armory is mostly a collection of rifles and pistols of varying sizes and conditions. There is a special locker that is kept chained up by the order of the mayor, although what lies inside is still a mystery. When I asked Constable Lowry about this secret locker, he threatened to lock me up. As the Neverborn attacks continue to escalate, I imagine it will only be a matter of time before Lowry is forced to open the locker and use its contents to keep the town from drowning in Nephilim.

Doctor’s Office

One of the smaller buildings on the eastern edge of the Central District has been converted into a doctor’s office. Make no mistake, this is not a hospital like you might find in Malifaux or Earthside; instead, it is a crowded, dimly-lit construction with barely enough room for one operating table. Luckily, Innocence has a small enough population that the office is rarely overwhelmed, though injuries are becoming more and more common as the Neverborn attacks continue.

The rumors around town say that the proprietor, Dr. Antoinette Dufresne, rarely asks unnecessary questions of her patients. This particular practice has made her very popular among the lower class citizens. According to placards posted inside the office, she does not provide replacements for lost limbs, but for those seeking prosthetics (particularly clockwork or steam-powered limbs), she will occasionally recommend that they seek out a Union representative. On a few rare occasions, she has directed the most desperate or unusual requests to Professor Wickers’ unusual shop in the Industrial Zone.

Dr. Dufresne has a strong working relationship with Jacob Byers. The undertaker and his sinister wagon have made numerous stops at her office. Byers takes away the corpses of those unfortunates who do not survive her treatments.

Gorman’s Bank

Innocence’s bank is another prominent building in the District, standing opposite Town Hall on the other side of the well. The bank boasts gleaming brass lampposts and a fancy glass door, and employs several local citizens as clerks, tellers, bank guards, and other sundry positions. The institution is named Gorman’s Bank and Trust, after its owner, Barnabas Gorman.

Mr. Gorman’s most recent plan involves an ongoing attempt to set up a consortium of investors from Malifaux. The purpose of the investments would be to make Innocence a true hub of trade routes connecting Latigo and other points south of Malifaux. If successful, the consortium would send out caravans dealing in Soulstone, fresh water, and other trade goods—a prospect that has the attention of several wealthy folk in Malifaux.

That said, the situation with the Neverborn attacks has scuttled Gorman’s plans for the moment, and the banker is currently working to try and find a solution to ensure the town’s survival. Lucky for Innocence, Gorman’s economic interests and the good of the town are currently hand-in-hand.

Cartographist

Of course, the building that I know best in the Central District is the place where I am employed—the Cartographist, a printer shop owned and operated by Christopher “Inkfingers” Tannenbaum. The front of the store is dedicated to Christopher’s first love: maps. There are maps of all kinds, from scrolls to gridded sheets tacked down at the corners. Only a small section deals with maps of Earthside; by far the majority of his maps are of Malifaux and its surroundings. New maps are always coming in from various explorers who are still trying to catalogue the extent of the Bayou, the Badlands, and other geographies. Mr. Tannenbaum’s collection ranges from the common to the very rare. I have seen several furtive folk that visit the shop on occasion looking for truly esoteric maps, such as guides that will lead them to places only spoken of in stories.

In the back, Inkfingers has set up his print shop and the source of his nickname. This is where I work, putting together rag sheets for various clients and one for Innocence in general. The name of the town’s paper seems to change as often as the weather—most recently, Mr. Tannenbaum’s preference is “The Innocence Herald,” though that particular name is not likely to last much longer.

The Cartographist stays afloat because of the printing business, which handles many jobs for the town and produces the Herald, but Inkfingers will never give up the front of the store; it will always be dedicated to his maps.

Catie’s Flophouse

If you need a place to stay in Innocence, one of your options (although not the one I would recommend) is Catie’s Flophouse, located across from Gorman’s Bank and Trust. The prices are high and the breakfast is, well, simply awful. If you like greasy bacon, runny eggs, and burned potatoes, then you’ve come to the right place. Otherwise, there are other cafes in the area to frequent instead. The building only has one really decent suite, with the rest of the place divided into smaller, very basic rooms. I recommend a thorough inspection for vermin before bedding down for the night. I stayed here when I first came to Innocence, but I wouldn’t recommend it as a long-term solution.

Word around town is that Catie used to be a performer in a show where she excelled at trick shots. No one really knows why or how she ended up in Innocence, but some say she’s confided all her secrets—and those of her tenants—to the Widow Ferris.

Brewery

In the evenings, there is no question that one of the most popular places to be in the District is Artemis Callen’s Brewery. The smell of hops and barley always lingers around this building, and there are friendly lanterns lit at night to guide thirsty folk to the right door. Callen always has a special tasting night when he cooks up a new flavor or special batch of his particular brew, and during these events members of the Miners and Steamfitters Union drink for free. Callen is a prime supporter of Hannibal Crowe, but there are many who say that he is interested in finding some new avenues for his business outside of Crowe’s connections.

Undertaker

The Undertaker’s office is marked out by the row of coffins on display in front of the building, each varying in size and overall quality. A small stable is attached to the building, home to a ragged coach and a broken-down nag to pull it—most often used to carry both the Undertaker’s wares and his customers to the nearby graveyard.

The current proprietor is a man named Jacob Byers. He is nearly universally despised in Innocence for his rank body odor and the general shabby, unclean state of his clothing. Thin, gangly, and possessing a truly awe-inspiring handful of rotten teeth, Byers has few friends, and his spiteful attitude keeps others at more than arm's length (and certainly upwind as often as possible).

Santorino Café

Tucked in a small street off the main circle of the Central District is the most popular place to get a bite to eat in this region. The Santorino café serves baked goods, soups, and light sandwiches all day. Many of the important people who live and work in the District make time to stop by the café at least once a week, and it has started to become known as the “place to be seen” in Innocence. I myself have often sat in the back of the café simply to watch the ebb and flow of the town’s politics; who sits with whom, which secrets are openly discussed, and which are relegated to whispers and indirect euphemism.

Carla Santorino is the head cook, while her husband Rodrigo handles the customers. It’s been whispered that the Santorinos have ties to the Guild, but I have so far been unable to discover any truth to this rumor. It seems unlikely, for there are also rumors that they run a black market event regularly in the back room.

Marketplace

The main center of business in Innocence is the section known as the Marketplace. The town’s markets and shops are mostly found here, and the people that live in this area represent most of Innocence’s “middle class,” as compared to the more wealthy and privileged folk of the Central District. While most of the Marketplace consists of pleasant shops and businesses, a large chunk of the area leading towards the eastern edge of town is much less attractive. This area is called “the Smolder,” and it encompasses several ruined and vacant homes — some that are little more than empty shells, and others that have collapsed into reeking piles of ash.

The existence of the Smolder dates back to the beginning of the Neverborn attacks six months ago. Every night, the Smolder may become a battleground as the monsters race in from the Badlands and set fire to the buildings here. People are rightly hesitant to move back into this area while the attacks are still going on, as it is not worth the risk of being in the house the Neverborn attack next. My own house happens to be on the edge of the Smolder, and every morning I wake up to the smell of smoke. Every day, I see empty homes and ruins, and I know that this is the future of Innocence if something doesn’t change soon.

Allen’s Silverworks

This small shop offers jewelry and fine metalworks, as well as watch and clock repairs. The owner, Dawson Allen, is a burly man with surprisingly deft fingers. Many say that he was one of the original convicts that originally founded Innocence, but that is only one of the juicy rumors I have collected about him. I have also heard from a reliable source that Dawson has some contacts Earthside with a group of very dubious characters. Another whisper that I do not credit quite as highly suggests that Mr. Allen has hidden a secret stash of pneumatic weapons and silver bullets in a false basement beneath his place of business. Either way, his business doesn’t seem to get enough customers to support it, but somehow Mr. Allen has found a way to make it work.

Wheelspoke Swap Meet and Flea Market

People of all kinds come to buy, sell, and swap goods in this large open-air marketplace. The Wheelspoke takes up quite a bit of space in the Marketplace, sprawling across the open spaces at the center of the area. The inner square of the flea market allows up to around twenty vendors to set up shop with tables, awnings, and various other separators to make their stalls unique from others nearby.

The town’s problems involving the Neverborn have cut off some of the inflow of new goods, meaning that the swap meet is a shadow of its former self. Most of the vendors are part-time professional dealers, offering handmade crafts, knickknacks, furniture, antiques, old clothes, household items, and artwork. Sometimes, more rare items including weapons, armor, and clockwork devices show up for sale at the Wheelspoke.

Every vendor and regular buyer has a story involving finding something quite valuable at the swap meet, either having sold it for less than it was worth or having bought it for a surprisingly cheap price. These more unusual items are often salvaged (or outright stolen), and many make their way to Innocence from Malifaux where the item (or its former owner) may be more well-known.

The Wheelspoke is a great place to find an amazing deal, but the one rule followed here is simple: buyer beware. All items are sold as is, and numerous signs all over the Wheelspoke include the phrase “all sales are final!” Refunds are officially forbidden, but a particularly charismatic individual may be able to talk his way into a refund now and then, as long as word doesn’t get around.

Dexter’s Feed & Harvest

Not far from the Smolder there is a group of warehouses that have thus far managed to avoid the attention of the Neverborn. These belong to Arthur Dexter, and they serve as storage for his feed and harvest business. Dexter provides feed and grain for most of the animals in town, and he also keeps on hand a significant portion of the town’s food supplies when they are delivered from caravans. In addition, he has some rudimentary skills as a veterinarian so any sick animals are often brought to his attention. An older man with weak eyes, Arthur has a soft spot for animals and has so far never refused to treat an injured beast.

Tonler’s Cobbler & Repair

Jonas Tonler’s business is a hidden treasure in the Marketplace. His cobbler shop is tucked in between two other shops (an industrial supply vendor and a leather goods store) and there is only a weather-beaten sign hung on an iron pole outside to announce its presence. Several pairs of shoes are on display behind the shop’s dusty windows, but the shop survives mainly on a small clientele of diehard customers rather than catering to passersby.

The cobbler’s shop usually has about a half-dozen pairs of shoes under repair at any given time. The owner has a meticulous approach to his work, and he normally requires from one day to a week to get a damaged pair of shoes or boots back into working order.

The Feast Grill

The Feast Grill is one of the more interesting restaurants in the area. The food is decent and the menu offers a wide variety of items, but more and more dishes are being removed from the menu due to the ongoing Neverborn attacks. The restaurant can seat around forty people at capacity. It is quite famous for keeping a brindle hound of uncertain parentage named Tobey as a “kitchen dog.” Owned by Charles and Martha Greer, the Grill has served residents of Innocence since the town’s founding.

As the menu shrinks, the owners have become moreinterested in locating alternative sources of supplies. I’ve heard that there’s a significant reward being offered for anyone who can bring them some truly exceptional or unusual ingredients and dishes that they can then serve to their discerning clientele. It is possible that the Feast Grill is looking to make a name for itself with unique offerings.

The Outfitter

The best place in town to buy hunting, fishing, camping, and wilderness survival gear, the Outfitter is often the first stop for folk who expect to have to deal with the world outside of town. The Outfitter is a general store that carries all kinds of goods, but it specializes in providing equipment for survivalists, hunters, and trackers. Prices are reasonable and the selection is unmatched in Innocence: cook stoves, a bewildering array of knives, lanterns, rucksacks, waterproof bags, climbing gear, traps, and assorted tools are just the tip of the iceberg. Unfortunately, the staff are well aware that the Outfitter is pretty much the only place you can go to find these items in town, and they reflect that by being surly and rude. Even the owner, Tom Carroll, is best described as “lacking in social graces.”

Badlands Expeditions

Billy and Junior Mitchell, a father-son team, operate this guided hunting service right on the edge of the Smolder. Both are fearless trackers and are well-versed in surviving in the Badlands. Despite their evident skill and experience, both men possess nasty scars (Billy is missing three fingers from one hand) and have a healthy respect for the indigenous creatures of the area. Billy is more cautious and methodical, while his son is more willing to cut corners and take risks.

I’ve heard around town that many would-be hunters coming to Innocence hire out Junior to guide them to their goal, but only a few ever make it back in one piece. How Junior always seems to make it back when his charges don't is unknown to me.

Whistler Cleaners

A quaint little shop in the northern end of the Marketplace, the cleaners handles washing and pressing of all kinds of clothing. The couple that run the shop—Jason and Alena Whistler—are quiet and industrious folk for whom no one seems to have an unkind word. While Jason works the counter up front, his wife operates a small schoolhouse out back (more of a shed, really). Misbehaving children are put to work in the attached garden.

Callahan’s Barbershop

A popular spot for social gatherings (of men, at any rate) in Innocence happens to be Callahan’s Barbershop. The barbershop does a brisk business in altering hairlines and grooming men’s facial hair, but over the last six months it has also become a place for men in Innocence to get together and discuss politics. The barbershop has become the focus of a concerted push to get its proprietor, Martin Callahan, into the mayor’s seat. Callahan’s wife, Lacey, has recently begun her own attempt to raise funds for her husband’s campaign; she has a selection of high fashion dresses that she imports from Malifaux for sale in a corner of the shop. However, so far, her efforts have only made things more awkward inside the shop. The feminine customers shopping for dresses are treated as interlopers by the male customers who consider the barbershop a place for men to talk freely.

The Smolder

A large portion of the Marketplace has been nearly leveled by the constant Neverborn attacks. This region has been transformed into a wasteland of burned-out ruins, empty shells that used to be homes, and streets where the only movement to be seen are the crows perched high among the rooftops looking for carrion to feed upon. This place is known as the Smolder, and it has become like this in the last six months.

The Neverborn constantly attack the town, and the Smolder bears the brunt of every assault. For some reason, the Neverborn consider this part of Innocence the most direct route towards the center of town. The constabulary does their best to keep folk out of the Smolder and have set up a rudimentary wall to serve as a redoubt. However, this wall is largely ineffective, as some people refuse to leave their homes no matter how many demons are outside, and the larger Neverborn have wings capable of carrying them over even the tallest of walls.

Part of the reason why things are so bad in the Smolder is that Hannibal Crowe has largely ignored the problem. He’s too focused campaigning for the title of mayor. I may be the only person so far who has pointed out that there are several supply warehouses not far from the Smolder, and should the Neverborn break through, there’s a good chance that a lot of people will starve once those warehouses are destroyed.

As for me, I think there’s a lot of wasted potential in the Smolder. First, it contains a large amount of raw materials that can be used to build some kind of lasting defenses. Also, it is a perfect place to set up some cunning traps or an ambush against the Neverborn—we certainly don’t have any doubts that they’ll eventually show up! I only hope something can be done with the Smolder before all of Innocence is a reflection of this blighted region — nothing more than a set of smoking ruins.

Entertainment District

The most vibrant part of Innocence is an area known as the Entertainment District. Here can be found many diversions and entertainments, from gambling to fine food and liquors to a good show. If you wish to take a chance on winning a hand of poker, or are seeking other delights (such as those found in a brothel), the Entertainment District is the place to go. Here, the rich and the poor mingle without rancor—the gambling dens have transformed one into the other often enough. There is an open, free sense to this District that allows for a relaxation of any preconceptions of class or privilege, which makes this area very popular with artists and creative types as well. Whenever I visit the Entertainment District, I can almost feel the pulse of money changing hands through the air itself, which is simply a reflection of just how much is going on in any given night.

I believe the Entertainment District is probably unique among boomtowns. The lack of Guild oversight here has created a sort of 'resort' feel, and as a result people used to travel here from Malifaux to deal in illicit goods or spend stolen money. Many of these illicit goods were the Soulstones produced by Innocence's mines; with little oversight from the Union or Guild, it wasn't difficult for outsiders to purchase Soulstones on the sly. As a result, the people of Innocence have much more wealth than is typical for those living on the frontier, and a rudimentary entertainment industry has sprung up within the town to help them spend their money.

The Entertainment District has a fair few homes, much like the Marketplace and Central District. The homes here, though, differ in that they tend to either be opulent single room (a bit strange, if you ask me) or are set up more like a barracks with bunk beds that anyone can crash in. I think this odd arrangement works well for the miners, as it keeps their expenses low so they can enjoy the District’s pleasures.

In fact, the corner is sleepy and quiet during the day. Only a few dedicated shopkeepers, clerks, and laborers are active around this time, and the area could seem, at first glance, nearly deserted. However, once the sun begins to go down things liven up considerably. After twilight, lanterns are lit across this section of town, and the brilliant glow of the gaslights at the Nightveil Saloon make this area easy to navigate even on a moonless night.

Like most of Innocence, the last six months of unceasing attacks by the Neverborn have wrought a change in the District. The most noticeable difference is a certain sense of desperation that has fallen over the people here. Celebrations have become wilder, gamblers more uninhibited, and there is a general slackening of social restraints that has caused quite a bit of concern across the town. Several revelers have been injured or jailed over the last few months, and there have even been a handful of deaths (all ruled accidental).

I have heard some speculate that this change in behavior is due to the influence of the Neverborn. Personally, I believe that this is simply the natural reaction of humanity when facing almost certain doom. In desperate circumstances such as those currently facing Innocence, the normal rules by which we live our lives become less meaningful and important.

Traditionally, the constables that patrol here have always been the most easily influenced by favors or outright bribes. However, more patrols have been required of late to curtail the gradual increase in unbridled behavior. It is still generally true that any constabulary attention in this region is lenient if the subject happens to have either money or influence he can trade upon.

Nightveil Saloon

The undeniable centerpiece of the District is a large and luxurious building that rivals the mayor’s mansion in both size and décor. This magnificent edifice is a very popular casino and saloon known as the Nightveil. Expensive gaslights are posted out front with plenty of room for carriages to drop off patrons, and the interior contains painted portraits of several notable figures of both Innocence and Malifaux. There is a skilled cook who prepares meals in the saloon’s kitchen, and the waitstaff are all professional and courteous. Overseeing all the activities of the Nightveil is its owner, a quiet and dignified woman who has lived in Innocence almost since its founding—the Widow Ferris.

A respected individual in town, the Widow Ferris is also a mayoral candidate for the upcoming election. Her concerns are focused around establishing independence for Innocence from the Guild and the Miners and Steamfitters Union alike. The Widow believes that the people of Innocence will prosper most if they can chart their own course, free from any agendas of control or greed. My impression is that there is a large undercurrent of quiet support for the Widow’s position in town, but so far trying to make our own way hasn’t worked out for us. I think it is unlikely she’ll win the election if things remain as they are. Hannibal Crowe simply has too much influence as the incumbent to be easily unseated!

The Widow and her only boarder—Dr. Antoinette Dufresne—live on the topmost level of the Nightveil. The second floor is composed of sumptuous apartments that are available for temporary rentals and some private rooms for high-stakes gambling. The first floor contains gambling of all kinds—faro tables, blackjack, roulette, baccarat, and even some more obscure games from the Three Kingdoms and elsewhere. There is a cashier area behind a set of steel bars where money is exchanged for chips. The cashier also has a safe to hold specialty items owned by customers or, more commonly, items used as wagers such as gold watches, jewelry, and papers of ownership such as deeds.

Although many of the tables sit empty (especially now with the attacks), some of the wealthier people of Innocence gamble enough to keep the establishment afloat, and the Widow seems to continue on regardless… as if somehow having a high-class business will force the dusty town into a better economic situation.

One reason why the Widow is well-liked is that she does not hesitate to put her wealth to work on improving Innocence and the lives of the townsfolk. Many citizens who have suffered during the Neverborn attacks have quietly received low-interest loans from the Widow to help rebuild or repair their homes, and she has offered to use her funds to help defend the town if need be.

M&SU Guildhall

The Union has its putative headquarters in this building, but I know better—all the real decisions for the Union are made by Hannibal Crowe and his cronies in Town Hall. This is not to say that the guildhall is pointless. It does serve the needs of the rank and file Union members of Innocence well enough, and I’ve heard only a few complaints about the clerks and officers who work there. Visiting Union officials use this guildhall far more than Old Blackfeather ever has, I can promise you that.

The Pit


Although the sign outside claims that this establishment’s official name is “Arlinn Derrick’s World of Fisticuffs,” everyone in Innocence knows it by a different moniker — ask anyone in town, and they’ll simply call it “The Pit.”

This building is home to an organized bare-knuckle fighting arena that is quite popular with the mine workers and the politicians alike. The sign out front makes it clear what the Pit is all about with two large, crudelyhewn wooden statues of boxers placed on either side of the entrance.

Inside, the Pit is split up into three areas. First, there is the arena—a sunken circle some forty feet across and the source of the establishment’s nickname. Surrounding the pit itself are wooden benches where spectators can observe the fights. Unlike the playhouse, there are no special seats for the Pit—every ticket simply gets you in the door, and you have to get there early if you want to sit somewhere in front. Second, the building also contains a small gymnasium where the fighters can train in-between bouts. Lastly, there is a set of small apartments for the most favored fighters and the owner’s office, where Arlinn Derrick spends most of his time planning and organizing each upcoming bout.

There aren’t a lot of fighters in the Pit. Arlinn brought a few with him when he arrived and a few others have taken to the life, but overall it tends to be bouts between the same people over and over again. This is still entertaining, but it means that Arlinn is always looking for new talent so he can host more regular matches, as the night of a bout attracts a lot of people to his business.

Madame Stovyl’s

From tragedy comes opportunity, or at least that is the belief of Madame Elaine Stovyl. She chose to build her playhouse directly on the same spot where the Black Pony saloon burned to the ground. The playhouse is marked out with an especially colorful awning and features large glass windows that are often painted with scenes from the latest production. Although Malifaux has many larger and more luxurious theaters, Madame Stovyl’s establishment has few equals when it comes to the passion of its actors and producers.

The playhouse generally puts on a show every week, adding extra nights at the owner’s discretion. Some shows have turned out to be so popular that the playhouse puts on encore performances, although that is rare. The playhouse has several dedicated patrons, including the mayor, the Widow Ferris (she has paid for her own, secluded box seats), and Professor Wickers. Tickets vary in price depending on one’s choice of seats—these range from the cheap seats in the far back (roughly 1 Guild scrip per ticket) to the excellent, well-padded rows just in front of the stage (ranging from around 2 to 4 Guild scrip per ticket). Private boxes in the balconies can be had for 6 Guild scrip, but these must often be reserved in advance.

The actors themselves are a decently talented bunch, but there is one standout; a beautiful and surprisingly excellent soprano singer named Christabelle Silver. This diva has so far been entirely focused upon her work, but there are many rumors that she is being actively courted by Hannibal Crowe. The mayor’s infatuation is not a rumor without merit, either, as it is obvious to anyone who sees the way that Crowe looks at Christabelle when she is on the stage.

Complicating matters is the fact that Madame Stovyl is deeply indebted to the mayor. Crowe has been quietly covering the flamboyant owner’s gambling losses for some time, and there is a very real chance that she may end up losing the playhouse forever. So far, Crowe has kept the issue of Madame Stovyl’s debts as an ace in the hole, but if Christabelle continues to spurn his advances, it is likely that he may simply take over the playhouse in order to get what he wants.

Flay’s Rare Books

It is an unfortunate fact that the only place in town to browse and purchase books is this dingy little shop in the Entertainment District, but I suppose even that is an oddity this far from anywhere. The establishment is dimly lit, grimy, and not particularly well-organized, but I have to admit it does have a nice selection of rare tomes. Possibly the greatest reason for the shop’s lack of appeal is its proprietor, a Mr. Tatterson Flay. The best way I can describe him is to use the word “creepy.” He stares at people (especially women) entering his shop, and his gaze has made me feel uncomfortable once or twice.

Nor does he confine himself only to his shop. I’ve even noticed him following me around from time to time during my research on Innocence. I have no doubt he has some sort of sick infatuation with me, but so far, he’s kept his distance. If I ever catch him doing anything untoward, however, I assure you I won’t hesitate to report him immediately to the constables.

Industrial Zone

The Industrial Zone is focused around the main Soulstone mineshaft that has taken Innocence from a small settlement to the boomtown it has now become. This part of town is also where a number of industries have set up shop, such as the tannery. Because of the noise and other assaults on the senses, few people actually live in this region. Most folk come to the Zone only to work during their shift in the mine or in one of the other establishments. The Soulstone mine employs the most people out of all the businesses in this region, and conditions in the mine are not quite ideal. Although the presence of the Union keeps the miners generally happy with the way the mine is run, it's still a dangerous profession. Most miners can easily be identified by the marks of rockcutting upon their flesh, the dark stains of soot and oil on their clothes, and the distinctive smell of soulstone dust that never quite seems to leave them.

The Zone also happens to be the best place in town to locate items, services, and people who happen to be on the opposite side of the law, whether that law comes from the Guild or the town’s own ordinances. Constable Lowry and his men patrol this region more heavily than others, but they largely ignore any activities that don’t result in violence or destruction of property. Of course, since the beginning of the Neverborn attacks six months ago, things have only gotten worse, and there is a palpable tension in the air between constables and mine workers whenever they pass each other on the street.

Uncommon Wonders

One of my favorite places to visit in the Industrial Zone is this most interesting and unusual shop. The “Shop of Uncommon Wonders” lives up to its name, for the shelves display a bewildering variety of items from finely-crafted pneumatic limbs and clockwork birds to ancient Three Kingdoms painted vases and Earthside curiosities.

I really enjoy stopping in to this shop and seeing all the new items that are offered for sale. The owner of the shop, Professor Wickers, often has new stock arriving from Malifaux. The good Professor is quite cagey about his sources, but whoever they are, they provide him and his store with plenty of interesting and unique objects.

It is somewhat of an open secret in town that the shop’s owner is an unlicensed spell-worker, one of the dangerous Arcanists. Although I think this makes many uncomfortable, his expertise has proven quite invaluable to the town (especially during the Neverborn attacks).

In addition, many of the mine workers who would have otherwise suffered crippling injuries now possess cunningly-wrought pneumatic limbs that he provided at only a nominal fee. I am not unashamed to admit that I myself quite like the wily Professor and his warm, friendly manner.

However, I do believe that the Professor is hiding something from us, something very profound: he is dying. I have seen the way he tries to hide his illness, but there can be no doubt from his waxy complexion, the bloody handkerchiefs in his pocket, and his wet, hacking coughs. He has the disease known as consumption, and it looks to be very advanced. Of late, he has taken to spending long hours in the back of his shop, and I have only caught occasionally glimpses of him as he attends
the theatre or goes for a brief social gathering at the brewery.

The Tannery

A rank stench assails the senses as you travel further west into the Zone, growing worse and worse as you near the tannery. Once owned by Adam Smothers, the tannery was closed soon after he died of the bloody flux about a year ago. Even though it has been closed for quite some time, there is an undeniable noxious smell surrounding the building that has simply refused to go away.

The smell and isolation of this location means that very few ever even come close to the tannery, but once Innocence is growing again I’m sure this property won’t remain vacant.

Ortega’s Corral

Originally built during the town’s founding, this corral has changed hands no less than three times over the last few years. There simply isn’t enough traffic in horses or other animals for a corral to turn much of a profit. However, there is just enough business if one is willing to settle for relative poverty, and it is this path that Gustavo Ortega has chosen to follow since becoming the corral’s newest owner.

Since most of the corral is only used on very infrequent occasions, many parts of the structure have been turned into a makeshift training yard. The Ortega (when he’s sober) has been known to practice his shooting and fighting skills against targets made from bottles, cans, and spare sacks of grain adorned with various Nephilim horns and claws recovered from the field after a Neverborn attack. However, most of the time, Gustavo isn’t particularly sober, and the corral has begun to suffer
from neglect.

The Ortega clan’s reputation as top-notch Neverborn hunters has been kind to Gustavo, even if he seems like an outcast from the rest of his family. People have travelled to Innocence just to meet Gustavo and hopefully learn a trick or two from the old man. Most supplicants are turned away by Gustavo’s drunken behavior, and the few who are stubborn enough to try again are usually tricked into buying him another drink or two before giving up in disgust. What I’ve learned about Gustavo, however, is that he is much more than he seems, and his particular experience and training in fighting against the Neverborn could be a great asset to Innocence as the threat from the demons grows ever more dangerous.

Cohagen Weaponsmiths

One thing that characterizes the Zone more than any other is the sound of industry—the clamor of the Soulstone mine, the clatter of wagon wheels moving goods around, and the hammer-on-anvil sounds of an active blacksmithy. The last of these sounds emanates from a weaponsmith establishment owned and operated by twin brothers: Bart and Bradley Cohagen.

The shop is divided roughly in half, with one side focused on general blacksmithing and melee weapons and the other featuring primarily firearms and gunsmithing services. Bart is the gunsmith of the pair, and the friendliest. He enjoys talking shop with the customers and any firearms enthusiasts will find him a garrulous collector of facts and trivia regarding those weapons. In contrast, his twin brother Bradley is quiet and standoffish. Both brothers are experienced with the weapons that they peddle, and both volunteer from time to time to fight against the ongoing Neverborn threat.

The Soulstone Mine

The center of the Industrial Zone revolves around the Soulstone mines, which themselves center on the sinkhole. Cartloads of spoil are carried out from the tunnels by helmeted men covered in rock dust. Meanwhile, others carry shovels, picks, and the occasional pneumatic drill back inside to continue the never-ending, backbreaking work of extracting Soulstone from the ground. Steampowered pumps churn day and night to keep the air in the mines fresh and to power the handful of pneumatic tools that are in use.

Despite the best efforts of the Miners and Steamfitters Union, the Soulstone mine in Innocence is still a very dangerous place to work. Seemingly every week there are injuries on the job, and deaths have been known to occur roughly every two months. Most of these problems are caused by carelessness rather than neglect or abuse. As the Neverborn attacks have worn on and on over the last six months, conditions in the mine have worsened further still. Many of the foremen are growing desperate to find a way to shut down the mine until the attacks cease. However, so far every such attempt has been overridden by Hannibal Crowe. I find this state of affairs inconscionable, and I intend to bring a great deal of attention to these ongoing problems in the mine during the mayoral election. Surely someone else could do a better job at keeping people safe?

The lead foreman of the mine is Mike O’Connol. Under his watchful eye, the miners are kept quite busy, and rarely have any time to converse or congregate before they lay their exhausted bodies down to sleep, which makes gathering and organizing their support quite difficult.

Railway Station

One of the most forlorn areas of the Zone is home to one of Hannibal Crowe’s more optimistic boondoggles, a fully equipped railway depot. The building was constructed seven months ago, just before the beginning of the Neverborn onslaught. So far, it hasn’t seen any use—primarily because (as yet) no railway tracks currently connect Innocence to any other place.

The station has been secured and boarded up against future need, but it has a particularly depressing and hollow appearance that never ceases to fill my heart with despair every time I see it. This building represents the one thing I can respect about Old Blackfeather — he does plan for the future, although in this case, the future he was looking for is very unlikely to come to pass through his own actions. If Innocence survives the next few weeks and the Neverborn are fought off for good, then perhaps trains will visit the town someday. Until then, these buildings are merely a reminder of a greedy man’s reach exceeding his grasp.

Отредактировано 06.12.2018 в 09:38
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