Originally opened in late 2626 by Orin Hale’s younger cousin, Garrick Hale, Hale & Hook Outfitters supplied the roughneck frontier class with the essentials for hunting, trapping, and river-fishing in the fog-veiled woodlands and quick-flowing streams of the Atrana Range. Founded as a frontier shop, the business soon grew into the Free State's principal hunting-supply depot and wholesale house. Under the slogan GOOD STUFF FOR HUNTERS, Garrick bought, repaired, commissioned, and distributed everything from Windstrike Rifles to homemade snares repurposed from shuttle scrap. Alongside its public trade counter, Hale & Hook supplied a loose network of contracted road sellers who collected tagged consignments in Morningstar and carried them to settlements, markets, taverns, and work camps throughout the Free State. Garrick himself — a former trapper and the only known ExoHuman to have brought down a Glaciok alone — designed most traps and tools by hand and oversaw repairs and special commissions with relentless dedication.
Following the end of the Great War and the founding of the Federal Confederation in 2631, the shop was shuttered as part of the wider social restructuring under Communardism. In line with the Peace Treaty’s environmental clauses, hunting and fishing by ExoHumans were banned across all reservations. Additionally, the Confederation’s commitment to vegetarianism made Hale & Hook’s offerings obsolete overnight. The remaining inventory was seized and redistributed by the Federal Allotment Agency, and the building itself was later repurposed into a communal tool depot in the Gamma Age.
Trade Floor, Dispatch Area and Repair Bay
Exterior Grounds
The air inside Hale & Hook always carried the scent of cold iron, wood oil, and leather — mixed with just a hint of singed cordite and cured bait. Dim amber lanterns hung from braided steel cords, casting flickering shadows across racks of polished rifles and glinting trap jaws. The wooden floor was grooved by years of muddy boots and drag marks from heavy gear crates, and the counter bore knife scars and solder burns from countless repairs. Route crates marked in chalk for Hope, Firetown, Arla Town, and New Kourou gave one side of the room the appearance of a freight office rather than an ordinary shop.
There was no music, only the creak of shifting wood, the occasional click of a trap resetting, and Garrick’s gravel-voiced mutterings as he sharpened a blade or adjusted a sighting pin. Customers spoke quietly here, as if the tools around them demanded respect. Every item had a story, and every scratch on the walls a silent echo of the wilds beyond Morningstar.
At the depot’s entrance, the preserved Glaciok paw loomed beneath a haze of mist-filtered light, casting a jagged silhouette over the copper sign. In the muted twilight of Morningstar, it served as a quiet warning — and a fading tribute to a time when survival depended on tooth, trap, and tenacity.
The prices below represent typical Beta Age counter prices. Road sellers received tagged stock on commission, while specialist goods retained the producer’s assigned price. Custom work required a deposit and remained subject to the producer’s acceptance.
| Item | Description | Price | Impact | |
| Windstrike Rifle | Iconic rifle; accurate up to 100 m; requires reloading after each shot | 300 K | Deals 1d8 piercing damage | |
| Rifle Ammunition (Box of 10) | Standard 8 mm rounds with brass casing; forged in Morningstar | 10 K | Enables 10 additional rifle shots; required for Windstrike use | |
| Hunting Knife | Single-forge blade with gut hook and bone handle | 18 K | 1d6 slashing damage; advantage on Survival checks when skinning | |
| Folding Crossbow | Compact, spring-reinforced bow with scope mount and 3 bolts | 120 K | 1d8 piercing damage; +1 to stealth attacks within 30 m | |
| Snare Trap Set (x3) | Pressure-trigger cable snares made from Last Frontier housing wires | 25 K | Targets must succeed on DC 14 Dex save or become Restrained | |
| Spring Jaw Trap | Steel bear trap with serrated jaws and lock mechanism | 35 K | Deals 2d6 damage and immobilizes target (DC 15 Strength to escape) | |
| Basic Fishing Rod | Two-piece oak shaft with gut string and iron hook; suitable for local streams | 12 K | Grants access to food source; Survival checks to fish made with advantage | |
| Landing Net | Telescopic shaft with recycled-fabric net; collapsible and fog-resistant coating | 10 K | +2 to attempts to catch aquatic creatures or pull items from water | |
| Utility Pouch | Waterproof belt pouch with 4 inner compartments for bait, hooks, tools | 8 K | +1 to item retrieval speed and tool-use checks in wilderness | |
| Scent Masking Oil | Blend of musk and marshroot; masks exohuman scent from common game | 6 K | Enemies tracking by scent have disadvantage on Perception rolls | |
| Supplier-Made Hide Garments | Limited, pre-tagged consignments from specialist producers; custom commissions possible | Supplier-set; Veyra vest approximately 450 K | Warm and water-resistant; availability extremely limited |
Hale & Hook is a supply-chain hub as well as a location for preparation and shady deals. Its manifests, tagged goods, and road sellers can connect characters to distant hunters, craftsmen, settlements, or suppliers who never appear at the depot themselves. Garrick protects commercial secrets because the network depends on trust; useful information should normally require a credible order, leverage, payment, or the careful comparison of physical clues.
The J.W. Supply Thread: During the late Beta Age, regular consignments of high-grade Veyra garments arrived already tagged and priced by a supplier known only as J.W. Garrick accepted deposits and forwarded commission requests but claimed never to have met the supplier. The Kettler Twins and other road sellers merely collected the finished stock and knew neither its place of manufacture nor J.W.’s identity. Investigators can therefore trace the handwriting and goods to Hale & Hook without immediately proving that the company knowingly participated in the attack on Ezrah’s office.