Oskenmoor

The Pilot’s Book · The world

Towns and Boats

The four towns, who you meet in each and the fare of every crossing.

How Passage Works

Each town has a place where you wake if you die there. Its healer restores up to 65 health and cures poison.

To travel, speak to the ferryman or a captain: say passage, the name of the town, and yes. Or open the Travel tab when you talk to them. The notice boards on each quay list errands in the other towns, with the captain and the fare.

20 coins30 coins15 coins10 coins20 coins
Slide the chart sideways to see every crossing.

From the ChronicleThe boats out of Kestrelby sail over drowned Glimwich. Pilots keep clear of the old Moor road, where the Hollowback lies.

The Crossings

Every fare is the same in both directions. Your first twenty coins pay exactly the crossing to Brackwater.

BetweenandCoins
KestrelbyBrackwater20
KestrelbyThornmouth30
KestrelbyGannet Head20
BrackwaterThornmouth15
ThornmouthGannet Head10
Kestrelby from above: the windmill, thatched and slate roofs and the market square.

Kestrelby

Where every tale begins. You wake in the temple court, beside the camp with the training dummy.

From the ChronicleKestrel Isle was the highest hill of the Moor. Its windmill turned before the Long Tide, and turns still.

Elder Corwin
at the temple, the house of the word aro. Heals and cures poison.
Warden Hale
at the Wardens’ Hall, with Master Edric. Gives hunting orders with a bounty, and tells you where to hunt.
The Seer
above the Hall. Not yet ready to receive you, and not glad to see you go down to the barrows.
Garrick and Marigold
weapons, armour, shields and tools; Marigold’s are a little cheaper.
Old Jory
torches, rope, fishing rods, worms and bags.
Briony and Nell
small health potions and antidotes; bread, cheese and eggs at the tavern.
Hobb
the tanner. Buys hides, teeth and whatever else the creatures leave.
Haddon
the ferryman, on the river east of the Wardens’ Hall. Takes you to Brackwater, Thornmouth and Gannet Head.
Brackwater quay from above: a jetty, a moored boat and gulls on the pier.

Brackwater

A fishing town across the Strait. You wake in the chapel.

From the ChronicleOn the Night of the Long Tide, Brackwater rings every bell on its quay, to answer the bells of drowned Glimwich out in the Strait.

Captain Saltwick
on the pier. Boats to Kestrelby and Thornmouth.
Orla
rope, torches, fishing rods, worms and health potions. Buys fish.
Brother Alder
at the chapel. Heals.
Mags
at the Drowned Lantern inn. Food, and an errand with a salmon.
Nettle
hidden in the salt cellar. Potions and antidotes, for whoever finds him.

Twenty coins is the fare across, and no one mentions the fare back. To come back, run Mags’ errand, clear the rats from the fish house, or fish.

Thornmouth from above: the windmill, the market stalls and the river.

Thornmouth

A market town at the mouth of a river. You wake at the Shrine of the Ford.

From the ChronicleThe ford is older than the town. It was the last crossing of the Moor road before the sea.

Captain Ashby
at the quay. Boats to Brackwater, Kestrelby and Gannet Head.
Hesper
food, torches, rope and health potions. Pays the best price for meat.
Maud
at the shrine. Heals.
Bram and Oswin
errands.

Beyond the plank bridge, trolls, poison spiders and two Troll Guards hold the ford.

Gannet Head: the lighthouse beside the keeper’s cottage.

Gannet Head

A lighthouse at the end of the cape. You wake in the keeper’s cottage.

From the ChronicleThe keeper has seen lamps moving under the water. The kittiwakes have left their hold on the cape, and the isles have a saying for that: when the kittiwakes leave, count your coins.

Tamsin
the lighthouse keeper. Flags the boat to Thornmouth and Kestrelby, and has the errand of the light.

There is no shop and no healer at Gannet Head. Come prepared.