Passage
Two places, a date. The paperwork does the rest.
Passage makes 1920s and 1930s travel documents for tabletop play, Call of Cthulhu first. They are computed, not typed: pick a place of departure, a destination and a date, and Passage finds the real departure, the line, the steamer, train or aeroplane, the duration and the fare, then prints the dossier the way a clerk would have filled it in: each line's ticket, the itinerary, a baggage label, a landing card and the passenger list.
The network holds 87 places, from New York to Yokohama and Valparaíso to Vladivostok. Twenty-eight fictional but plausible lines, each modelled on a real company: steamers, great expresses, airlines and airships, with their fixed sailing days, the Suez and Panama canals, boat trains, night stops, class names that shift with the years, and fares in pounds, dollars, francs, lire or guilders at that year's rate. Arkham, Innsmouth, Kingsport and Dunwich sail from Boston.
The documents download as PNGs for the virtual tabletop and share as a link that regenerates them exactly. The atlas publishes the whole network entry by entry, and the guide gives the journey times and fares of the period's great routes.
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