Railway (Guide)
| Early Railway Content and Onwards |
The Great Hellbound Railway, short Railway or GHR, is an extensive project to connect London (more precisely
Moloch Street) with Hell through a railway, enabling commerce and tourism.
Mechanically, it is a series of locations available to late-game players, and either directly or indirectly a requirement for increasing your main attributes up to 230 by raising attribute caps.
Each station you build increases your
Persuasive Gains by 3, and building the tracks towards the first station unlocks or increases your
Artisan of the Red Science.
At the stations, collectively referred to as the
Upper River, the Bazaar is replaced with the slightly less legal Upper River Exchange, where commerce mostly goes through
Hinterland Scrip instead of pennies and Echoes. 1 Scrip is valued at 0.5 .
Starting out[edit]
| A player-created Guide is available for this content: Railway Beginning (Guide) |
To begin the Railway project, you will first need to:
- Become a Tier 2
A Person of Some Importance - (any of the four specialisations work) - Raise your (modified)
Persuasive to at least 175
With these requirements met, you'll draw Advertisements of a New Venture, where you need one of:
400 x Hinterland Scrip,
5 Notability
7 x Favours: Society,
10 Respectable,
7 Notability
A Vast Network of Connections Wherever the Bazaar's Influence can be Found (from
Ambition: Bag a Legend!)
A Leasehold on All of London (from
Ambition: Heart's Desire!)
Newly-Cast Crown of the City of London (from
Ambition: Heart's Desire!)
In order to actually begin laying track, you also need base
Watchful 200 in order to start researching
Railway Steel in your
University Laboratory.
After starting creating your company, you'll need to convene a Board of Directors (accept as few as you can), bribe a few stakeholders (like Hell and the Bazaar) and deal with administrative issues.
Once this is done, you can get approval from the Board to start laying track, grind the materials necessary, and finally get to actually laying track. Railway Beginning (Guide) covers this part in the beginning, and Bessemer Steel Ingot (Guide) covers grinding for
Railway Steel.
Getting approval from the Board involves convincing all members to vote for you. Every board member has their own agenda; if your proposal opposes that agenda, they become harder to convince. You can apply leverage or remove members; Railway Board (Guide) covers this aspect.
After you have laid your stretch of track, you can build your first station at
Ealing Gardens. Of course, you need board approval for building stations as well.
What's different in the Hinterlands?[edit]
Most things here work the same as they do in London, but there are a few key differences.
- Your Opportunity Cards are drawn from a different deck. Some cards (like A Disillusioned Fungiculturalist) can be drawn in any Hinterlands location, while others (like Engage in Excavation) can only be drawn at a single station. These cards are still kept in your hand when you visit a different station. (See Location-specific cards in the Hinterlands (Guide))
- Notably, many factions' 25 Renown items unlock new cards in the Hinterlands deck. For instance, the
Language of Laces unlocks the card Which meeting?
- Notably, many factions' 25 Renown items unlock new cards in the Hinterlands deck. For instance, the
- The Bazaar is unavailable here. Instead, the Bazaar tab will give you access to the Upper River Exchange.
- Most of the shops in the Upper River Exchange don't take Echoes. Rather, they require payment in
Hinterland Scrip (1 Scrip is worth approximately 0.5). You can easily exchange Scrip for Echoes by buying
Tinned Ham for 125 Scrip each and selling for 63.5, but going the other way is harder. (See Hinterland Scrip-Making)
- Most of the shops in the Upper River Exchange don't take Echoes. Rather, they require payment in
- Each time you travel to or from a Hinterlands area, you have to spend 1 action boarding the train — you can't travel about freely like you can in London.
The rhythm of the Railway[edit]
| A player-created Guide is available for this content: Railway Board (Guide) |
Progression towards building a new station typically follows these steps:
- Convene a board meeting to plan a route to the next station
- Lay the first stretch of track (see The Next Stretch of Track for which resources you need, depending on terrain); encounter an obstacle
- Call a board meeting to remove the obstacle
- Lay the rest of the tracks
- Call a board meeting to build the station (Most of these meetings require a
Puzzling Map and
Infernal Machine; the latter can be researched in your
University Laboratory) - Build the station (All options cost
20 x Hinterland Scrip) - Explore and develop the new station
Convening a board meeting is time-locked by Time, the Healer. Until you have built the last station at Marigold, you get one extra board meeting per week via Help from the Board Secretary; after that, you're limited to one per week. This means it takes at least three weeks to build two stations.
Unless you want to draw out the process, it is thus advisable to finish your two board meetings (and maybe the following actions like building tracks and stations) before Time, the Healer visits you.
Various tracklaying actions will increase
Tracklayers' Displeasure; likewise, various successful board meetings will increase
In Corporate Debt. Several board meetings can also be held to increase your train's
Luxuries,
Defences and
Baggage Accomodations. The above qualities are all covered in the next section.
Railway qualities[edit]
In Corporate Debt[edit]
In Corporate Debt is raised whenever the railway needs to spend money (e.g. approving the route to the next station, raising the
three
train
qualities). When debt gets too high (above level 5), you cannot hold any meetings that would raise debt further. Each CP of
In Corporate Debt is worth roughly 5 .
At level 5 or higher, you start drawing A Word From Your Creditors in London, which is not dismissable.
To lower
In Corporate Debt, you can (not an exhaustive list):
- Invite the Tentacled Entrepreneur to the Board: -15 CP and
+10 Hinterland Scrip. You have to remove him in your next board meeting before you can invite him again. - Invite the Gracious Widow to the Board: -15 CP, except it also increases
Seeing Banditry in the Upper River by +5 CP - Bring His Amused Lordship back to the Board: -10 CP. You have to remove him in your next board meeting before you can invite him again.
- Raise funds for the railway: -3 CP for
5 x Rumour of the Upper River and
1 x Jasmine Leaves. - If your Club is
The Parthenaeum, Drum up a few investments for the Great Hellbound Railway: -6 CP for
12 x Rumour of the Upper River.
Train Defences[edit]
Train Defences can be raised at any time through (Add Train Defences), up to a maximum of 6. Note that each time you add a level, you will add +(3 x resulting
Train Defences) CP to the railway's
corporate debt, which can add up extremely quickly.
Moving between stations at the Upper River is a
Dangerous check; the difficulty increases with
Seeing Banditry in the Upper River and trips of larger distances, and is reduced by
Train Defences.
Additionally, you need at least
3 Train Defences if you want to deploy your train in the Parabolan War.
Train Luxuries[edit]
Train Luxuries can be raised at any time through (Add Train Luxuries), up to a maximum of 6. Note that each time you add a level, you will add +(3 x resulting
Train Luxuries) CP to the railway's
corporate debt, which can add up extremely quickly.
Train Luxuries unlock or give bonuses for some actions in some Upper River locations:
- Forget the biscuits, take the Solacefruit at
Helicon House requires
4 Train Luxuries. - Sell Unprovenanced Artefacts at
Jericho Locks gives a bonus of (
1 x Hinterland Scrip x
Train Luxuries). - Invite your companions to investigate Infernal Fashions from the
The Clay Tailor Club's opportunity card gives a bonus of (
10 x Jasmine Leaves x
Train Luxuries). - Serving up dishes at Station VIII gives a bonus of (
1 x Hinterland Scrip x
Train Luxuries).
Train Baggage Accommodations[edit]
Train Baggage Accommodations can be raised at any time through Add Train Baggage Accommodations, up to a maximum of 6. Note that each time you add a level, you will add +(3 x resulting
Train Baggage Accommodations) CP to the railway's
corporate debt, which can add up extremely quickly.
Train Baggage Accommodations unlock or give bonuses related to smuggling items between London and the Hinterlands.
Of particular note are the following actions:
- Sell an Infernal Machine to devils requires
1 Train Baggage Accommodations. - Export the Skeleton of a Neathy Bird by The Dumbwaiter of Balmoral requires
3 Train Baggage Accommodations. - Sell all your Jasmine Leaves via the contacts of the Gracious Widow on Engage in Some Minor Smuggling requires
3 Train Baggage Accommodations. - Smuggle in industrial materials on the same card requires
4 Train Baggage Accommodations. - Inviting Chuffy (for Young Stags) and Sell Unearthly Fossils grant a bonus of (
1 x Hand-picked Peppercaps x
Train Baggage Accommodations) and (
1 x Hinterland Scrip x
Train Baggage Accommodations), respectively.
Tracklayers' Displeasure[edit]
Tracklayers' Displeasure generally increases when you build tracks and do not choose the "keep your workforce well-fed" (i.e.
Supporting the Emancipationist Tracklayers) option. Actions to decrease it are few and far between:
- Present the union members with a good-will gift at any of your stations (except the last): -3 CP for
1 x Sausage About Which No One Complains and
1 x Crate of Incorruptible Biscuits.
- Buy the Sausage About Which No One Complains is only available if you have
Mutersalt (only available through FATE or a specific trackbuilding option on the way to Jericho Locks)
- Buy the Sausage About Which No One Complains is only available if you have
- Lay an astonishing feast for the Tracklayers. (See A Kitchen for Artists (Guide))
Tracklayers' Displeasure makes some
Persuasive checks harder: notably when talking to or changing the leaders of the Tracklayer's Union. It does not lead to work stoppage or other severe mechanical effects.
Laying Track[edit]
| Next station | Cumulative |
Obstacle | |
|---|---|---|---|
| 9 or 12 | 9-12 | Non-existent block | |
| 9 or 12 | 18-24 | Excavation | |
| 12 or 20 | 30-44 | Worker's Strike | |
| 20 | 48-64 | Hellworms or Train through parabola | |
| 10 | 58-74 | Bridge Troubles | |
| 9 | 67-83 | Second strike | |
| 9 | 76-92 | Hillchanger | |
| 9 | 85-101 | Board in disarray | |
| 9 | 94-110 | Tracklayers City |
For more information on acquiring the steel required, see Bessemer Steel Ingot (Guide)
When laying tracks, you'll either support the Prehistoricists, the Emancipationists or the Liberationists. These choices will affect the kind of tracklayer's city you can build, as well as difficulties on several actions and immediate rewards.
| Faction | Additional cost | Effect(s) | Action changes |
|---|---|---|---|
| It gets harder to reduce darkness in some locations and/or reducing LoN. It gets easier to sell | |||
| Provides various bones | |||
| Lowers |
It gets easier to sell |
Getting a station built usually costs
20 x Hinterland Scrip and an easy board meeting.
Tracks to Ealing Gardens[edit]
You have to lay 3 stretches of tracks from
Moloch Street to
Ealing Gardens.
After the first one, you encounter an obstacle: a non-existent block. This unlocks
Artisan of the Red Science, but also sets you back. You can either work through it, if you have an
Impossible Theorem (which is not consumed), or have to build around it, requiring another track laid.
Laying tracks in this region also costs
5 x Perfumed Gunpowder and
1 x Comprehensive Bribe in addition to the usual costs.
Once in
Ealing Gardens, you should check out the exclusive
Helicon House and the butcher's shop. Helicon is discovered with either opportunity cards or by spending
Investigating.... More info can be found at Helicon House (Guide)
You can raise Ealing Gardens Commercial Development at the Offices of the Tracklayer's Union: Ealing Gardens Branch, which unlocks the butcher, which gives repeatable access to some bones that are useful for building skeletons at the Bone Market. If you give the butcher a Device for the Duplication of Bones, you can get those bones without killing the animals, though it costs some raw materials, usually Bone Fragments and Nodule of Warm Amber. More info about building developments see Railway Station Developments (Guide)
Tracks to Jericho Locks[edit]
This location requires another 3 stretches of tracks. Each stretch costs
3 x Railway Steel and
10 x Crate of Incorruptible Biscuits. In addition, you need any of the following:
5 x Perfumed Gunpowder
25 x Survey of the Neath's Bones
5 x Solacefruit,
5 x Basket of Rubbery Pies,
Cellar of Wine
The obstacle this time is the remains of a prehistoric creature. You may either pave over the remains, or you may excavate it. Either way, you need board approval.
Excavating costs some extra food items, but provides some interesting lore, and more importantly, can provide you with a headstart on something forbidden. Paving over is less expensive, so doesn't increase
In Corporate Debt as much, doesn't need as much convincing the board against own financial interests, but you lose access to that aforementioned headstart.
Post-discovery, playing the Liberationist tracklaying option will grant you the FATE-locked
Mutersalt. Note that this does not lock you out of the Prehistoricist tracklaying option, which gives a
Leviathan Frame.
Once you've reached Jericho, you might want to take a visit to the canals there, with Canal Cruising in Jericho Locks (Guide).
You might also build a library, where you can Do Research.
Tracks to the Magistracy[edit]
This location requires another 4 stretches of tracks. In addition, you have a choice between two routes: to go by the plains or by the hills. Going by the plains requires less Steel (3 per segment as opposed to 5), but it's so unpleasant that you have to pay the tracklayers an extra
20 x Scrip per segment, and even still you're guaranteed to gain
Tracklayers' Displeasure. On the other hand, to go by the the hills requires that you have a
Cartographer's Hoard (but it does not consume the Hoard), requires more Steel, and requires heavy blasting equipment:
2-3x Hillmovers and
10x Perfumed Gunpowder per segment. The benefit is your workers will accumulate less Displeasure, and you can get a lot of valuable stuff:
Trace of the First City and either
Antique Mysteries and a
Primaeval Hint,
Antique Mysteries and a
Searing Enigma, or
12 x Palaeontological Discovery. (The option to get Palaeontological Discoveries also costs an additional
Nodule of Pulsating Amber for each segment laid.) The route you take to the Magistracy also determines which of two options to use
Survey of the Neath's Bones is available to you on the card Digs in the Magistracy of the Evenlode, but the difference is very small, and you can later add a spur line to gain access to the other side if you like.
The obstacle this time is a worker's strike. You may either pay the workers, give the workers a part of your company, or you may just say no and take a hit to Tracklayers' Displeasure.
Once in the Magistracy you will begin to hear rumours of a certain Clay Highwayman. More on that in Balmoral.
In addition,
A Day in the Life of a Novice Policeman will open after using some actions in branches in the Magistracy. Once this reaches 10, you can go diving in the basement if you're feeling adventurous.
Tracks to Balmoral[edit]
This location requires another 4 stretches of tracks. It takes 20 total Steel to go by the hills, in addition to other supplies. The obstacle this time is a mountain side, which either has to be dug with Hellworms or you may choose to have your train transported through parabola instead. Having your train go through Parabola is beneficial when fighting Parabolan Wars, so this should be worth considering. This can be built in hindsight, however.
Once you've reached Balmoral there are several things happening. A first priority should be crowning a castellan with a board meeting, as this allows you to get a weekly item worth 125 Scrip. Other things worth considering is to build a Cabinet Noir as this is a requirement for Khaganian Intrigue in
Khan's Heart. In addition to this, you may discover the Clay Highwayman's lair (which lets you steal
Railway Steel directly instead of making it yourself, but at a pretty steep action cost) and learn more about Cornelius.
Things to check out related to Balmoral:
- Cover Identities (Guide), building cover identities in your Cabinet Noir
- Deciphering (Guide)
- Disappearing (guide)
- Moonlit Woods (Guide)
- Painting in Balmoral (Guide)
- Twilit Smuggler (Guide)
Once you have built your Cabinet Noir, you can also track down Cornelius. You can tell he's important by him having a proper name, and tracking him down gives you more options in some of the upcoming obstacles.
Furthermore, you can begin to uncover the The Scheme of a Phoenix by deciphering a message that you can intercept from the Balmoral dumbwaiter. If you intercept all six available messages, it becomes a topic of conversation with a particular master when they visit at the next station and it unlocks a story that continues upon the founding of the Tracklayers' City.
Tracks to Station VIII[edit]
From now on, stations require fewer tracks. You only need 3 stretches of track for a total of
10 x Railway Steel (the first stretch costs 4x) in order to reach Station VIII (or St8tion for short).
The obstacle this time is that Furnace Ancona is abducted, and you need to find a new (temporary) leader of the tracklayers.
The easier option is a tracklayer that is most likely a representative of Mr Fires, but you may wish to track down Cornelius (see Following up Rumours of Cornelius (Guide)) and put him in instead.
Once you've reached Station VIII you should (probably) try to find Furnace Ancona. Mechanically, it allows you to unlock and/or increase
Steward of the Discordance. (The process for doing so is covered in the Tracks to Burrow section).
In order to use Station VIII more efficiently, you must first restore it, and subsequently discover different areas inside the factory by breaking into it. Once you have discovered the dirigible mast, this allows you to raise your
Watchful cap to 215 and then to 218 (see Raising Attribute Caps (Guide)).
Other things to do in Station VIII include cooking (see A Kitchen for Artists (Guide)) and alchemy (see Alchemy at Station VIII (Guide)).
Tracks to Burrow[edit]
You only need 9 tracks for each station from now on, and none of the options for building tracks affect your
Tracklayers' Displeasure anymore. The next area on the Railway is Burrow, a place in the middle of nowhere. That is, until you build a church there. This involves many expensive steps and can be read about in A Church in the Wild (Guide).
Of course, before you actually reach this station, there's another strike. To clear this stoppage, you must progress the Factory VIII plot in Station VIII. First, raise
The Business of Manufacture to 5 by building developments and talking to the overseer. Then, Go for a tour of the Factory and make sure to Sneak a glance at the guard rota so you gain
Peeked at the Guard Rota. Next, Break in to the factory and Sneak into the courtyard at Airs 0-50 (you may need to break in multiple times if you get unlucky with airs). You will now be able to draw a card in Station VIII, Something is Landing, causing a Master to visit the station. You will need to play through three visits, with a cooldown of 24 hours between each. (Each Master can return as many times as you wish, if you want to speak with them further or trade valuable items.) Mr. Fires visits third; sneak aboard its dirigible and progress the plot until you gain
Furnace's Fate Revealed. (Your choices will affect the plot in future, but for now the main effect is who becomes leader of the Union). You'll also gain
Steward of the Discordance if you missed your chance earlier.
Finally, you can deal with the stoppage! Depending on who is in charge, your options are as follows, from easiest to hardest:
Vote on new illumination for the stations, just call a meeting with Mr. Fire's Lackey in charge once Furnace's fate is revealed. Sets back
Advancing the Liberation of Night: substantially and lowers Darkness in all existing stations.
Vote a package of measures intended to get work to resume, same as above, except you also need to have suborned Mr. Fire's Lackey. Also doable with January as the leader. Raises
Tracklayers' Displeasure.
Vote a new set of concessions to the Union, requires rescuing Furnace and nursing her back to health.
Vote on Cornelius' plan to build a Tracklaying Beast, requires tracking down Cornelius (see Following up Rumours of Cornelius (Guide)), and a
Mammoth Ribcage. Grants a
Searing Enigma.
Tracks to Moulin[edit]
The next area on the Railway is Moulin, a small village which makes its profits by doing expeditions into the wastelands. That is, until you arrive and the Bazaar messes up everything. By helping the local community, you will get access to Moulin Expeditions (Guide) and eventually also monographs.
This time, you have a choice about which station to build; this choice influences how easy or hard it is to convince certain board members to approve. There are no long-term mechanical consequences to this choice.
Of course, before you actually reach this station, you have to deal with Hillchanger again. This time the obstacle comes up when building the station, not while laying tracks. To resolve it there are several options:
- You could have
at least three "not entirely human" human board members (
The Tentacled Entrepreneur,
The Bishop of Saint Fiacre's,
The Drummer,
Virginia,
The Rubbery Yes-Man, and
The Viscountess) - You could have
at least three experts of history (
Sinning Jenny,
The Gracious Widow,
His Amused Lordship,
Feducci,
The Bishop of Southwark,
The Dean of Xenotheology,
The Delightful Reverend,
The Wandering Gondolier,
The Hell-Scarred Gondolier,
The Wry Functionary,
The Dauntless Temperance Campaigner and
The Implacable Detective) - You could have the Calendar Council (
at least three of
Jovial Contrarian,
April,
September,
January,
July). - You could spend
10000 x Moon-Pearl
Note that this stoppage will not occur until after the meeting where you approve station plans, so you don't need to add the corresponding board members until then.
Tracks to The Hurlers[edit]
The next area on the Railway is The Hurlers, a cold wasteland in the wilderness. Here you will be able to build a spa, do investigations in the ice, play some hurling and learn more about nothing.
That is, if you can deal with your board suddenly getting in disarray and some laboratory investigations related to this. This happens when you are proposing a plan for track towards The Hurlers. Head to the Bazaar Side-streets to begin creating a solution. You will need to complete several steps:
- Secure help from the Manager of the Royal Bethlehem to pitch your solution. You need one of: 7
Nightmares,
a Heart's Desire Ambition item, or
the 5-card Bethlehem lodging. - Create your solution. This can be completed independent of the above step. Details as follows:
- Complete a laboratory investigation to acquire a necessary quality. You will need to have the Numismatrix as a researcher in your lab to begin the project. The project will consume either a
Justificande Coin or 5
Hinterland Scrip. - Use the quality above to add properties to your solution. Multiple options are possible, the simplest of which require a
Cave-Aged Code of Honour or a
The Censored Census of 1862, respectively. Each additional property will consume the quality once, requiring an extra lab project to acquire a new one each time. You may add multiple properties to your solution, though only one is mandatory. - Finalize your choices and begin a living story which will finish in 24 hours.
- Complete a laboratory investigation to acquire a necessary quality. You will need to have the Numismatrix as a researcher in your lab to begin the project. The project will consume either a
One all that is done, you can finally actually build the tracks towards your next station! Laying tracks costs the usual
3 x Railway Steel, plus
100 x Foxfire Candle Stub per stretch of tracks, and looking for bones costs an extra
Comprehensive Bribe.
After all the hubbub in the first board meeting, you do not need another board meeting to build the station at the Hurlers.
Note: Mechanically, the choices you make here during this section only affect what attributes and skills are checked on a few opportunity cards in the Tracklayer's City after the railway is built, the rewards and payouts do not differ, so generally you can just focus on what appeals to you roleplaying and lorewise.
Tracks to Marigold[edit]
The next area on the Railway is
Marigold Station, by the walls of Hell itself. Congratulations, you made it! Well, you'll first have to give the tracklayers a city of course.
You can decide where that city is built, and later it can be moved, but at a pretty high cost. If you plan to ever acquire a Hellworm, it is mechanically advantageous to build it at Balmoral, because that is where the fewest opportunity cards are that could compete with Your Very Own Hellworm, and if you build the City of the Tracklayers at the same location, you have zero-action travel between the station and the city. See The City of the Tracklayers (Guide). Note that if you choose to build a spur line to connect the city by railway, it will cost an additional 3 Steel.
Upon reaching Marigold, you will receive a suit, and once you've built statues in all areas, you will also get a special Home comfort. Visiting hell for a few weeks will also give you a flower. This and several other activities are detailed here.
Railway guide index[edit]
To add to this table click here.
| Guide | Description |
|---|---|
| Railway | Overall Railway guide. |
| Railway Beginning | How to prepare for, and begin construction of, the Railway. |
| Railway Board | Conducting board meetings. |
| Bessemer Steel Ingot | Acquiring materials for tracklaying. |
| Hinterland Scrip-Making | How to generate Scrip, the currency of the Hinterlands. |
| Location-specific cards in the Hinterlands | Analysis of cards that can only be drawn in specific stations. |
| Following up Rumours of Cornelius | Unravelling the mystery surrounding a Tomb-Colonist connected to the Tracklayers. |
| The Tale of the Clay Highwayman | Investigating, and eventually encountering, a band of thieves in the Upper River. |
| Statues at the GHR Stations | Building statues along the Railway. |
| Railway Station Developments | Options for developments along the Railway. |
| The City of the Tracklayers | What you can do in the City of the Tracklayers, after you've finished building the Railway to Marigold Station |
| Hellworm | Why you might want a hellworm and how to make the most of it. |
