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The Fallow

What patrols the sectors - pre-Cinder machinery in four habits, a sector that remembers being left alone, the Gleaners that come to a wreck, and the Leviathan pods that walk a spine each season.

The Fallow is the game’s word for what lives in the sectors. It is not a faction. Nothing in it wants anything, nobody commands it, and it eats itself: what patrols a rung is equipment that outlived the world that set it running. Every sector carries a patrol; a home, a belt and a port carry none, which is why the Shallows and the Cinder are the places you cut rock.

The patrol

Hulls on a rung 4 × threat - four in a threat-1 sector, forty in a threat-10 one
Hull 2,600 × (1 + 0.25 per band above the first) on average; a family’s share of it is heavier or lighter. No shield
Damage about 70 a second on a pilot sitting still - one is a nuisance, three at once is the trouble
How it fires rounds that land the instant they are fired, from inside 1.2 km, only with its nose on you. About a third miss a still target; flying across its line makes more of them miss, flying straight away does not
Provoked by a shot, or coming inside its reach - 150 to 600 m by family
Then a shot also wakes the rest of the patrol near the one you hit; it chases, gives up at 2.2 to 4.8 km and goes home, and never follows you out of its sector
Holds at its own distance, 200 to 650 m
A wreck back on its post after 45 s; scatters 8 units of silicon to scoop
Callsign its family’s word, the sector and the post: HUSK 12-03

A patrol is something you can watch, follow and choose. Shooting one starts the fight; flying into its face is the other way. They fly the same physics you do - nothing here out-turns a rule you are bound by. A sector nobody is in is not simulated: its patrol sleeps where it stood and wakes, mid-chase if that is where it was, when the next pilot arrives. Combat and death.

The families

Twelve families, in four habits. A sector is dealt three of them (two if it holds fewer than twelve hulls), and which ones depends on its threat; the callsign over a hull says which you are looking at.

Habit Families Wakes at Holds at Gives up at Hull Damage
Skirmisher MARQUE, WARREN, BLOOM 480 m 530 m 4.2 km lighter heaviest
Bulwark CORDON, LEVIATHAN, ROSARY 180 m 230 m 2.6 km heaviest lighter
Stalker HUSK, PALL, QUORUM 150 m 200 m 4.8 km even a little more
Swarm RESONANT, APERTURE, GLEANER 600 m 650 m 2.2 km a little lighter lighter

A Stalker lets you close and then does not let go; a Swarm hull is on you from far off and gives up soonest. The patrol’s total hull does not change with the mix - only how it is shared.

The grade - a sector remembers

Each sector past threat 1 keeps a count of how many of its patrol were culled this week. The quota is one full patrol, 4 × threat. Miss it and the week was quiet; quiet weeks in a row raise the grade, and any pilot of any Compact culling it back to quota resets it. Ember weeks count double.

Quiet weeks Grade More on the patrol Their hull Wrecks and cull writs pay
0 in grade - ×1.00 ×1.00
1 patch +2 ×1.15 ×1.25
3 field +4 ×1.30 ×1.50
5 sovereign +8 ×1.50 ×2.00

The nursery sectors (threat 1) never bloom; threat 2 stops at a patch. The extra hulls come from a pool that sleeps in the sector from the day the map was made and wake through respawn, so nothing changes in the middle of a fight; when the grade falls they do not come back.

The chart card says it in the survey’s own words - a quiet week is a patch · the wrecks pay a quarter more, a quiet month is a field · the wrecks pay half again, the survey word for that is sovereign · the wrecks pay double - and the map rail reads THE FALLOW · PATCH / FIELD / SOVEREIGN. The Arms post’s cull writ for that sector grows with the grade, and /cull on the relay calls the others: a sovereign rung is written to be more than one pilot can clear.

The Gleaners

A wreck that goes cold in a sector - a pilot’s death, or a convoy run lost there - is not left alone. Two hours later a package of two comes to it from the sector’s sleeping pool, and keeps coming back to it until eight hours after the wreck; once that is over, one killed goes back to sleep at its post. One package per sector at a time, and none in a threat-1 sector, which has no pool. The Circular tells a returning pilot where they are: A wreck went cold in Iron Shoal 3 hours ago. The Gleaners are already stripping it.

The Leviathan pods

Each season the pods walk one Compact’s spine - which one is the season’s own roll, never the common ladder - from week 3 to week 6, one sector-rung a week from the frontier inward. A rung they are on reads one grade up: more on the patrol, harder, paying better, through the same tables. The chart foretells it at the season’s opening - Chart warning: Leviathan pods due down Ashaari Long Watch, week 3. Graded traffic advised. - and the map rail reads THE FALLOW · MIGRATION while they are there. The pods are a grade, not a hull you can see; a LEVIATHAN on a callsign is an ordinary Bulwark family.

What is not Fallow

The one heavy hull at each home is the same machine flying for its Compact: foreigners on sight, never its own side. A Sentinel’s guns are the same: they fire only on another Compact’s pilots within a kilometre of them, and never on the Fallow. Siege. And the cutters that go out from a Mining post and come back are the belt’s own shift, not a patrol, and cannot be shot. Stations, the zones.

A page here is a commit in the wiki repository; corrections are welcome through the support desk on playvoidborn.com.
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