Game Master Tools

Running the Shatterds

Design situations, not plots. Six threads run simultaneously from Session One. They are not a sequence — they are concurrent situations, each with its own momentum.

Design Philosophy

The Core Rule

Design situations, not plots.

Concurrent Threads

The six campaign threads run simultaneously from Session One. They are not a sequence — they are concurrent situations, each with its own momentum. Players will pull on some and ignore others. The ones they ignore keep moving.

Track Management

Check all five escalation tracks at the end of every session. Advance any track whose trigger conditions were met — even if the players weren't watching. Especially if the players weren't watching.

NPC Principle

NPCs have lives, not roles. Blackwake is not an obstacle or an ally. Solune is not a quest-giver. Kael Vorn is not a villain. They are people doing specific things for specific reasons.

World Momentum

The world moves without the players. The Ember-Inquisitor arrives on schedule. The Consortium's option purchases mature. If the players ignore something long enough, it resolves without them — usually in a way they will have to live with.

Escalation Tracks

Five tracks run in parallel across all six threads. Check all five at the end of every session. Advance any track whose trigger conditions were met — even if the players weren't watching.

Port Stability

The economic and social stability of Ragged Hook. Affects: labor, processing, harbor operations.

Thread 1 — The Silenced CrewThread 3 — The Worker Engine
Guild Pressure

The Guild Web's tolerance for Consortium overreach. Affects: independent contracts, processing monopoly.

Thread 2 — The Consortium Squeeze
Church Alarm

The Church of Flame's awareness of and response to natural magic in Ragged Hook.

Thread 4 — The Church Eye
Pirate Mobilization

The Corsair Compact's readiness to engage in or escalate to armed conflict.

Thread 5 — The Corsair Flag
Leviathan Activity

Behavioral changes in the Leviathan population of the regional Drowned Spine.

Thread 6 — What Moves Below

Track Stage Framework

StageStatusGM Behavior
1BackgroundActive but invisible. NPCs affected. Players don't see it yet.
2VisiblePlayers can observe the situation if they look. It isn't urgent yet.
3ActiveThe situation touches the players even if they haven't engaged. NPCs start making harder decisions.
4CrisisIgnoring this is now a choice with consequences. Two other tracks begin advancing faster.
5FinaleThe finale condition is triggered. The track resolves — one way or another.

Thread Escalation Summary

Quick reference — stage triggers for all six threads.

Thread 1The Silenced CrewPort Stability
S1Players begin asking questions about the missing crew
S2Players connect the log splice to harbor system access
S3Players reach the gravewater coordinate
S4The truth of the kill order is exposed
S5Full exposure of what the crew found
Thread 2The Consortium SqueezeGuild Pressure
S1Players examine any Consortium processing contract
S2Players cross-reference option purchases with market rates
S3Players bring evidence to the Guild Web or Consortium leadership
S4Vorn's connection to Thread 3 is established
S5Full exposure
Thread 3The Worker EnginePort Stability
S1Players interact with workers at the yard or Rendered Whale
S2Players investigate outside support to the collective
S3Players expose the outside agent's true motivation
S4Consortium learns Vorn was funding the disruption
S5Port Stability track crisis point
Thread 4The Church EyeChurch Alarm
S1Players encounter Solune or learn about the three individuals
S2Players demonstrate they are not automatically aligned with the Church
S3Players are trusted with the cipher pages' existence (not their content)
S4The Ember-Inquisitor arrives early or the three individuals are discovered by another party
S5The three individuals' fate is resolved one way or another
Thread 5The Corsair FlagPirate Mobilization
S1Players learn about the flag incident
S2Players access the carcass site or flag for examination
S3Players make contact with Blackwake directly
S4The flag planter is identified
S5Pirate Mobilization track crisis
Thread 6What Moves BelowLeviathan Activity
S1Players talk to experienced hunters about the migration changes
S2Players investigate the Drowned Spine directly
S3Players reach the pre-Ignition site at the coordinate
S4Players make contact with the Vault-Keepers or access the Church archive
S5Leviathan Activity track reaches finale condition

The Four Finales

Each finale is triggered when its track reaches Stage 5. Finales are not endings — they are inflection points. The campaign continues through them, but the city is different on the other side.

The Port Burns
Trigger: Port Stability + Guild Pressure both reach Stage 5 simultaneously

The processing monopoly collapses. The labor action becomes a general strike. The harbor goes quiet. Ragged Hook stops being a functional city for thirty days. What comes after is built on what the players built during.

The Inquisition Arrives
Trigger: Church Alarm reaches Stage 5 before the players remove the threat

Ember-Inquisitor Solune is replaced by a full Inquisition team. What was observation becomes enforcement. Anyone who has used natural magic in Ragged Hook in the last six months is now at risk. This includes people the players have helped.

The Corsairs Move
Trigger: Pirate Mobilization reaches Stage 5 without a peace arrangement

Captain Blackwake leads a coordinated action. The first night: two Consortium vessels and a Guild Web processing barge. The second night: nothing, because the message was received. The question is what the players do with that.

The Coordinate Opens
Trigger: Leviathan Activity reaches Stage 5 with the pre-Ignition site still active

The Leviathans converge. The water around Ragged Hook goes still for six hours. Then something comes up from the Drowned Spine that the city has no framework to understand. This is not the end of the campaign. This is the beginning of what comes next.

Session Zero

What to establish before Session One. The Shatterds is not a place that needs explaining — it needs grounding. Ground the players in the people, not the politics.

Establish the Tone
The Shatterds is a working city in a world recovering from catastrophe. It is not heroic fantasy. There are no chosen ones. There are people doing things for reasons. Make sure players know they are entering a world of consequence, not a world of destiny.
Connect Players to the City
Give each player one NPC they already know. Give each player one place they already go. These become anchors when threads pull. The personal is what makes the political matter.
Name the Limits
This campaign includes body horror (Leviathan processing), labor exploitation, institutional religion as surveillance, and disappearances. Establish the table's comfort level before Thread 1 begins.
Set the Starting Condition
All six threads begin at Stage 1 on Session One. The players don't know this. The city is already in motion. Something happened three weeks before Session One that connects Threads 1, 2, and 3. Don't explain it. Let them find it.

Faction Turns

Between sessions, factions act on their own agendas. Run faction turns after each session to advance the world without the players. The Shatterds doesn't wait.

FactionStanding ActionTrigger Condition
The ConsortiumAdvance one processing monopoly purchase option. Remove one independent contractor from the harbor register.Every two sessions where Thread 2 is not actively contested.
The Guild WebIssue one public statement on Guild Web working conditions. If ignored, Guild Pressure advances one stage.When Port Stability drops below Stage 3 and Thread 3 is active.
Church of FlameSolune files one report to the regional office. Church Alarm advances half a stage.Every session where a player character uses natural magic in Ragged Hook.
Corsair CompactBlackwake moves one vessel to a closer intercept position. Pirate Mobilization advances one stage.When any Consortium vessel completes a transit unmolested.
Vault-Keepers (Serak)The Vault-Keepers reclassify one document as Restricted. If players have been investigating Thread 6, one contact becomes unavailable.When Thread 6 reaches Stage 3 without Vault-Keeper contact.

Running Notes

Open with something that has already gone wrong. Not a mystery — a result. A body, a closed door, a notice posted where it shouldn't be. Don't explain it. Let the players ask questions.

Run faction turns. Check which tracks advanced. Write one NPC action that happened off-screen. You don't need to reveal it immediately — let the players find the aftermath.

Keep running it. Advance the track at the end of every session if the trigger conditions are met. When Stage 4 arrives, the players find out they've been ignoring something real. This is not a punishment. This is the world.

Threads 1 and 6 share the gravewater coordinate. Threads 2 and 3 share the labor system. When players pull one, check whether it affects the other. Use the connection table in each thread's detail page.

Solune is not a villain. She is a person doing her job in a system designed for surveillance. If players make her a target, they've missed the thread. If they make her an ally, they've found something the sourcebook didn't plan for. Follow that.