TRAVEL ∞
Travel ∞
Vehicles, Roads, & the Rail
Road travel is a key means of survival. You'll get a vehicle immediately upon arrival. Keep it close because you'll need it to stay alive as you drive through the city streets, diffusion zones, and into the unknown.
Without a vehicle, you won't get very far. The Fringes are dangerous and the strongholds are big. The Diadem itself is bigger. Flying is not an option. All attempts at long-distance flight result in a devastating crash or worse. Whatever cosmic force is in the skies, it doesn't seem like anyone can go near it without consequences.
That said, if you happen to lose your car, you're not out of options while you wait to get it repaired or save up for a new one. You can carpool, partner up, hitchhike, whatever you want. Plus, having a buddy in the car with you now and again isn't a bad idea. You might want someone with both hands free from the wheel in case anything gives chase. The Rail is also an occasional option, which you can read more about below.
Without a vehicle, you won't get very far. The Fringes are dangerous and the strongholds are big. The Diadem itself is bigger. Flying is not an option. All attempts at long-distance flight result in a devastating crash or worse. Whatever cosmic force is in the skies, it doesn't seem like anyone can go near it without consequences.
That said, if you happen to lose your car, you're not out of options while you wait to get it repaired or save up for a new one. You can carpool, partner up, hitchhike, whatever you want. Plus, having a buddy in the car with you now and again isn't a bad idea. You might want someone with both hands free from the wheel in case anything gives chase. The Rail is also an occasional option, which you can read more about below.
Full details on how characters get their first vehicle will be written as part of each Test Drive Meme. The info on this page is for what players can do with their vehicle after they get one.
∞ Quick Links ∞
Roads
Outside of the strongholds, the Diadem is a combination of highways, streets, and dirt roads. Not all of the roads are intact. There might be collapsed bridges or cracked asphalt. Roads are inconsistent in the sense that you can't draw a precise map and landmarks are ever-shifting, but what you can do is roughly map the direction you need to go, use your compass, and figure out where you're at from there.
Since the diffusion zones are in flux, anyway, trying to map out every corner of the Diadem isn't important. You only need to know roughly where the strongholds are and how to get back to them. Don't go too far into the ocean. They say the Yawning Sea will open its maw and swallow you whole.
Since the diffusion zones are in flux, anyway, trying to map out every corner of the Diadem isn't important. You only need to know roughly where the strongholds are and how to get back to them. Don't go too far into the ocean. They say the Yawning Sea will open its maw and swallow you whole.
A Typical Drive
- It takes 6-8 days to cross the map end to end and 2-4 days to go between each stronghold. Travel time depends on what you run into, how much sleep you get, and how many hours you're willing to sit behind the wheel.
- Your vehicle's compass is your lifeline. Without it, navigation is a huge pain since the stars and landmarks are forever changing.
- Weather can be consistent with reports on the Bulletin, but not always. Crossing through a diffusion zone can bring unexpected elements like tornadoes, hurricanes, blizzards...hell, maybe you even end up in a zone where a meteor strike just hit.
- You'll mostly be alone—but not always. Raiders, looters, wandering threats from the diffusion zones, and other fluxdrifts can all join you. They might cause trouble. They might lend you a hand. They might need your help. Who knows?
- For anything longer than a couple hours' drive, pack supplies and bring backup. Resting in the diffusion zones is necessary but not always the safest. Be careful and watch your back.
Need to make a pit stop during a longer drive? With luck, characters can come across a motel, an abandoned house, or an empty mall. Otherwise, they'll have to suck it up and pull over on the side of the road. Players can make up anything they like, including populating a zone with threats like raiders, but we'll offer regular suggestions on the Bulletin, too.
Vehicles
By now, you'll have gotten your vehicle and had any necessary adjustments made. Adjustments that help you adapt to driving are free, including size, unique controls, and seat height. If you need it to drive effectively, you'll get it.
Every vehicle comes with:
Browse the vehicle collection to pick one directly or to use as a guideline.
Improvements & Replacements
Once you have your vehicle, you can continue to upgrade and customize it throughout the game. Use AC Bonuses or plot and thread out earning the money for extras. Aside from the usual (paint job, rims), you can also improve the engine, add further reinforcements, fine-tune its handling, and more. Significant enhancements like bulletproof glass or mounted weapons will require money and a meeting with the Purveyor.
Like in real life, vehicles can be traded in for something better. If you total it, you can sell its parts to try and recuperate the losses, then buy another. Tech in the Diadem means cars can be more easily repaired than you might be used to. Most cars can be rebuilt again from their broken pieces. It might take a few weeks if it's a complete mess. If you've got the money, you could scrap it and get a new one instead of waiting for repairs.
In-universe, major repairs, upgrades, and new vehicles can be obtained in the Scrapyard. Mechanics, or "swappies," who work in the cities and strongholds are only skilled enough to change your oil or tires—a task any civilian should be able to do.
Every vehicle comes with:
- a radio, tape deck, and/or CD player
- a built-in compass
- a reinforced frame
- tires adaptable to most environments
Browse the vehicle collection to pick one directly or to use as a guideline.
Improvements & Replacements
Once you have your vehicle, you can continue to upgrade and customize it throughout the game. Use AC Bonuses or plot and thread out earning the money for extras. Aside from the usual (paint job, rims), you can also improve the engine, add further reinforcements, fine-tune its handling, and more. Significant enhancements like bulletproof glass or mounted weapons will require money and a meeting with the Purveyor.
Like in real life, vehicles can be traded in for something better. If you total it, you can sell its parts to try and recuperate the losses, then buy another. Tech in the Diadem means cars can be more easily repaired than you might be used to. Most cars can be rebuilt again from their broken pieces. It might take a few weeks if it's a complete mess. If you've got the money, you could scrap it and get a new one instead of waiting for repairs.
In-universe, major repairs, upgrades, and new vehicles can be obtained in the Scrapyard. Mechanics, or "swappies," who work in the cities and strongholds are only skilled enough to change your oil or tires—a task any civilian should be able to do.
We won't be strictly moderating your vehicles and upgrades. If it's standard, go for it. If it's big, use the plot post and we'll hook you up with an NPC or some actions your character can do to "earn" it in-game.
The Rail
The Rail connects the three strongholds. Its main purpose is to transport goods. Carrying passengers is a bonus. In short, the Rail is convenient when visiting the strongholds, but it won't replace having a proper vehicle. Nevertheless, if your goal is to get to Acreage or Kolliery quickly for goods or to explore, the Rail is a great option.
Boarding
The train leaves twice a day: Once in the morning and once in the evening. Each trip one direction is 12 hours total from Kolliery to Panorama to Acreage (or 6 hours between stronghold stations), allowing it two trips within a 24 hour period. Tickets and seats are first come, first served. Tickets are affordable enough for one or two trips a month; few will travel more than that. No refunds. If you can't make it, too bad. You can bring weapons onto the train (within reason, don't get crazy), but you cannot bring your vehicle. Kolliery and Acreage have rental cars, but options are very limited. If you plan on exploring from the main town square, you're better off driving there in your own vehicle.
Features
The interior of the Rail is fairly decent. Parts of it can be grungy (sticky spills, gum under the tables, trash left behind). A handful of Enforcers work security. There is no conductor. The train operates automatically. Throughout the ride, you might encounter turbulence, though it'll always even out after a bit. Windows on the train do not open and are shatterproof to protect against the cosmic forces in the Fringes. Looking outside will grant you unsettling glimpses of what lies out there.
If you're hungry, there's a cafe compartment where you can purchase decent (but not amazing) refreshments from Jeffries, the serving droid. If you were there on the first trip, you'll notice Jeffries' serving capability has significantly improved. In fact, it's almost...too good?
Oddities
While the bizarre instability that affected the Rail during its maiden voyage are, thankfully, not an issue now that the storm is over, the train appears to have taken on some unusual permanent traits. Veterans of the Rail prior to it breaking down can confirm it wasn't like this in the past...but they don't seem too concerned. It still works to get you from A to B.
Boarding
The train leaves twice a day: Once in the morning and once in the evening. Each trip one direction is 12 hours total from Kolliery to Panorama to Acreage (or 6 hours between stronghold stations), allowing it two trips within a 24 hour period. Tickets and seats are first come, first served. Tickets are affordable enough for one or two trips a month; few will travel more than that. No refunds. If you can't make it, too bad. You can bring weapons onto the train (within reason, don't get crazy), but you cannot bring your vehicle. Kolliery and Acreage have rental cars, but options are very limited. If you plan on exploring from the main town square, you're better off driving there in your own vehicle.
Features
The interior of the Rail is fairly decent. Parts of it can be grungy (sticky spills, gum under the tables, trash left behind). A handful of Enforcers work security. There is no conductor. The train operates automatically. Throughout the ride, you might encounter turbulence, though it'll always even out after a bit. Windows on the train do not open and are shatterproof to protect against the cosmic forces in the Fringes. Looking outside will grant you unsettling glimpses of what lies out there.
If you're hungry, there's a cafe compartment where you can purchase decent (but not amazing) refreshments from Jeffries, the serving droid. If you were there on the first trip, you'll notice Jeffries' serving capability has significantly improved. In fact, it's almost...too good?
Oddities
While the bizarre instability that affected the Rail during its maiden voyage are, thankfully, not an issue now that the storm is over, the train appears to have taken on some unusual permanent traits. Veterans of the Rail prior to it breaking down can confirm it wasn't like this in the past...but they don't seem too concerned. It still works to get you from A to B.
- Jeffries: Where Jeffries once struggled to get your order right, he now seems to know what you want before you even say it. Walk up to him, and he'll start digging out what you've got in mind. Maybe you only think you haven't decided yet, but the moment Jeffries sets the tray in front of you, you'll realize that's exactly what you were craving, after all.
- The Tablet: In the cafe compartment, behind the counter where Jeffries works, is a tablet that might be familiar to those who fell through the vortex in the initial ride. Made of blindingly white marble, the surface is decorated with black stars, darker than the darkest night. Should you stare at it too long, you'll gain vivid dreams that—if you share a stormkissed bond—will be more likely to transmit to your partner.
- Station Meowster: A resident cat wanders the train. She wears a collar with a round gold tag engraved with two round suns. No one knows where she came from and on occasion, she will disappear through a wall only to reappear elsewhere. If you feed her, she will lead you to another passenger on the train. Perhaps you know them, perhaps you don't, but curiosity may compel you to talk to them. You're already there, anyway.
The Rail is stable when passing through the diffusion zones, and will not be affected by them outside of another cosmic storm (event). Unless otherwise specified, characters will be able to travel safely.
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