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.
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.
| Between | and | Coins |
|---|---|---|
| Kestrelby | Brackwater | 20 |
| Kestrelby | Thornmouth | 30 |
| Kestrelby | Gannet Head | 20 |
| Brackwater | Thornmouth | 15 |
| Thornmouth | Gannet Head | 10 |

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
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
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
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.