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The Fallow

What patrols the sectors - pre-Cinder machinery still executing, 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 lane, forty in a threat-10 one
Hull 2 600 × (1 + 0.25 per band above the first)
Damage 70 a second - one is a nuisance, three at once is the trouble
Provoked by a shot, or coming within 300 m of it
Then chases to 1.4 km, gives up at 3.2 km and goes home
Fires inside 1.2 km, holding at about 720 m - inside your cannon’s reach, so opening the distance is an answer
A wreck back on its post after 45 s; scatters 5 units of silicon to scoop
Callsign the sector’s last word and number: WATCH 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 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 lanes (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 wing’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 works it for eight hours; killed on a warm wreck they come back to it, on a cold one they go back to sleep at their post. One package per sector at a time. 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. Today the pods are a grade, not a hull you can see.

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. 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.