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SECRETS of

SILENT STREETS

MONTE COOK
Monte Cook
Secrets of Silent Streets

SECRETS OF SILENT STREETS

More Than One ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ 4


City of Notions ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ 8
Satyrine ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ 12
The Brickhouse District ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ 26
The Celestial Bazaar ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ 36
The Confederacy of Cloisters ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ 48
The Fade ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ 62
Fartown ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ 72
The Hollows ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ 94
Lower Taverswood ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ 104
The Marquis Quarter ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ 112
The Palindrome ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ 126
Quiet Lake ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ 134
The Reinvention ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ 144
Rivenhome ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ 154
Riveriver ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ 162
The Strangeglass District ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ 172
The Topiary District ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ 182
The Undersling ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ 190
Zardim ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ 200
The Ruined Expanses ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ 208
Index ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ 215
Credits ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ 216

2
3
Secrets of Silent Streets

MORE THAN ONE

Thryst gripped her glass so tightly that it might break in her hand. turned, his own story forgotten. “Really? You know, I actually met
Would this man ever shut up? Audsley once a few years . . .”
“And so I said, ‘You can’t talk to me like that, I’m a 2nd-degree Thryst ducked into the first open path the crowd offered her.
velator of the Vancian Order, my good man,’” he droned on. She made her path as direct as she could, ducking elaborate
The party was crowded, and Thryst was caught between this headdresses, shoulder-candles, serving trays, and hovering
puffy-faced Vance and a table covered in hors d’oeuvres on silver familiars as she darted between people. Worrying over her
platters. Music, barely audible over all the talk, sealed the cracks of full glass slowed her down, so she downed it in a single gulp.
the wall of sound. Something the Vance had ordered for her without asking, called
Dead angels, but she hated parties. And she had problems at a skeleton tree. It tasted like archeology. She grimaced and kept
home. Maybe coming here was nothing more than another bad idea. moving, putting the empty glass on a side table without slowing
A tall, bald woman with striking features walked by, a raven down.
on one shoulder and a dove on the other. Thryst wished she “Charles?” she said as she got close. “Charles Abernathy?” A
was talking to her, or really anyone other than . . . what was this name so “un-vislae” that she didn’t know if he was a fraud or a
fellow’s name again? genius.
“Look, you can’t just cast that spell in that register. Everyone He met her gaze and smiled. The delightful lines around his
knows that, right?” He didn’t wait for her to answer before going mouth when he grinned made her realize that if she was at all
on. Which was fine, because Thryst wasn’t really listening. She interested . . . well, she’d be very interested. “Yes?”
scanned the crowd. She got close so she could talk without shouting, and took a
A man in a brown suit was showing off what looked like deep breath to gather some courage. “You don’t know me, but,
psychokinetic tricks with a Sooth Deck. A woman with a spider well, my name is Thryst Hanley and I was told that you might
on her shoulder the size of a dinner plate chatted with another know something about demons.” Ugh. He’s a 3rd-degree Goetic.
whose flesh appeared to be covered in keyholes. A man laughed Of course he knows something about demons. What a stupid
uproariously in a conversation with a reflection in a mirror on the thing to say.
wall that wasn’t his own. “A little, I suppose. Nice to meet you, Miss Hanley. 1st degree?”
Dead angels, but she hated vislae parties. He motioned toward the Order of Goetica symbol she wore on her
Finally, she spotted the man she had come here to see. He was lapel.
tall but soft shouldered, with the very definition of salt and pepper She nodded, a little sheepishly. Yeah, she was making that
in his hair and beard. She was so nervous to talk to him. So obvious.
worried that it might be a mistake. “May I ask you a question?”
And dammit, the Vance was still talking. He took the last sip of his own drink and nodded, affably.
“Actually, most people don’t know this, but the original Inspiration dawned. “Hey, can I get you another drink?” She
monograph for that particular invocation hasn’t been seen in the gestured toward the bar. “What are you having?”
city since—” “Oh, well, that’s very kind. It’s a gin and shadow.”
“Hey,” Thryst interrupted, “Isn’t that Audsley Barron?” She She nodded and smiled, trying to make it not the sort of smile
gestured with her drink into the crowd. Predictably, the man that covered awkwardness. She figured she failed miserably.

4
More Than One

Thryst took her time in the short line at the bar to collect Thryst was so relieved that he was handling all of this. So
herself. She didn’t need to be so nervous. He seemed like a nice grateful for his help. And it all happened so quickly. He must have
fellow and by all accounts helpful to lower-ranking Goetics. She pulled some strings after the party last night. Thryst was certain
ordered two gin and shadows. And at this point, if he couldn’t that having to call on him like this was going to set back her
help, she had no more backup plans. advancement in the order, but that couldn’t be helped.
Charles stood talking to a woman wearing an elaborate mask The creature smiled—somehow, with a beak, it smiled. “Of
but turned to Thryst when she returned. “Thank you very much,” course, sir.” It slipped behind the curtain again.
he said, taking the glass. “Now, what’s on your mind? You said The woman who came next couldn’t have looked less the part.
something about demons.” She was short, blond, and wore a bit too much lipstick. Her
Thryst cleared her throat. “Yes, well, you see, I performed a flouncy white blouse bore a small greasy stain . . . perhaps from
summoning two days ago, and . . . I can’t get it to leave.” breakfast? “Hello, Charles,” she said with a broad smile.
Charles’s eyes widened. “The demon? It’s still here after two “Hello, Greta.” Charles shook her hand and she batted her
days? Where is it?” eyes at him. Thryst had no idea that people actually did that. She
“My house.” thought it was just something in books. “This is my associate,
“Good gods.” Thryst Hanley. She’s got a demon problem.”
Greta shook Thryst’s hand as well. “Oh dear,” she said. “Tell me
all about it.”
Thryst tried to explain.
The next day, the trip to the Strangeglass District took about She talked about how the demon wasn’t a particularly powerful
twenty minutes on the train and another fifteen on foot. The specimen, but once conjured, it settled into her house. It sat down
street was busy, despite the rain. Thryst looked around for on her couch. In fact, it became a pillow on her couch for a few
Charles. Was this the address he’d said he would meet her at? She hours while she tried to figure out how to get it to leave. None of
checked it. And checked it again. her books helped, and she didn’t know any spells or signs or other
Soon thereafter, Charles approached with a confident stride and practices that would banish it. She tried to explain this all without
stopped in front of the door. Or rather, in front of the steps that getting emotional, but she could feel her heart racing, tears
led down to the door of what looked like an office in the basement welling in her eyes.
of the shabby brick building. Her uncertainty must have shown “There, there,” Greta said, patting Thryst’s hand. “You’re not the
on her face, because Charles said, “Don’t worry. She’s an expert.” first summoner to make an error in the procedures.”
His suit was perfect, and the black of his jacket matched the Thryst started to object—she didn’t think she did anything
black of his umbrella. She held a newspaper over her head. Her wrong—but bit her lip. She glanced at Charles, and he gave an
socks were wet inside her not-at-all-waterproof shoes. enigmatic nod.
Charles led the way down the steps and closed the umbrella as “Is it still a pillow?” Greta asked.
he entered. A bell tinkled. Only as she passed through the door “No.” Thryst shook her head. “It sneaks around the house and
did Thryst notice the little placard on the wall next to it. “Greta blends in with whatever. It takes various shapes. I think it was a
Gethaneme. Demonologist.” It bore a symbol that she felt like she spoon in my kitchen drawer for a while.”
should recognize, but didn’t. “And what’s its . . . disposition?”
The office looked more like a library, filled with bookcases Thryst shook her head again. “I can hear it giggling at me. It
overflowing with books. She smelled incense. giggles through the night. I haven’t really slept.”
An elderbrin parted a curtain and stepped into the room from Greta looked to Charles and smiled. “Have you seen this
the other side. It had a sort of mushroom-shaped head and a yourself?”
bird-like face complete with a beak. Under midnight blue robes it “I haven’t been there yet. I figured we should come straight to
seemed mostly humanoid, although its arms were uncomfortably you, the expert.”
long. “Can I help you?” it trilled. Greta actually blushed at that point.
“We have an appointment to see Greta,” Charles said. “Well, let me get my things,” she said.

5
Secrets of Silent Streets

They didn’t reply. Thryst took a few tentative steps and peered
into the next room. The ugly little thing squatted next to the sink,
gnawing on a sponge.
The three of them took a cab all the way back to Fartown. Thryst Emboldened by the presence of the others, she took an action
insisted on paying for it when Charles tried. She spilled a handful she had been too afraid to try before and cast a quick spell,
of crystal and glass orbs into the driver’s hand and gave him an hurling its energies toward the beast.
emphatic look. He didn’t even count it as he pushed it into a bag The magic splashed across the demon’s fat belly like a shot glass
and then drove off. of water. It giggled.
Thryst’s house was modest by vislae standards, which basically Well, that didn’t work.
meant that it looked like a house. Her neighbor, a Weaver, had a “Aha!” Greta’s voice came from the living room. Thryst rejoined
house covered in murals. Sometimes, the figures in the murals them, but looked over her shoulder at the demon every few steps.
would step out of them and look around. The aethyric light shone on a part of the wall next to the
She unlocked the front door and walked in. Greta and Charles fireplace. It revealed a terrible cyst in the wall. Greta moved the
followed, both of them making signs as they did. Thryst light away, and then back again. Without the aid of the lamp, the
recognized the one he made. It was potent. tumor-like mark was invisible.
“Before I left this morning,” Thryst told them, “it was in my “Just as I feared. It’s your house.”
closet. Just listen for the laughter.” Thryst’s eyes widened. “My house?”
The three of them walked silently around the house. Greta “It’s a sort of magical virus going around,” Charles said, his
pulled a handheld lamp from her bag and turned it on. “Aethyric,” eyes trained on the cyst. “It’s from the Red. It calls and empowers
she whispered to Charles, who nodded. demons. More powerful entities substitute themselves when
“I haven’t seen it take spiritual form,” Thryst said. “It’s always lesser ones are called. Unbound, they’re free to wreak havoc or do
been material. Just in different shapes.” whatever they want.”
“There!” Charles pointed. “It’s called the Red Seepage.”
A potted plant by the window slowly transformed into a squat, Ew.
broad-faced thing with eyes all the way around its hairless head. It “My house has something called . . . Red Seepage?”
laughed and ran toward the kitchen. “I’m afraid so.” Charles’s face showed her how serious this was.
“Wait,” Greta said, holding up a hand. She turned to Thryst “I can get rid of your demon,” Greta announced. “It won’t be too
and stared her right in the eyes. Only then did Thryst notice that much trouble. But I can’t help you with this.”
within her blue irises floated pupils the shape of coiled serpents.
“You summoned that?”
Thryst just nodded.
“That’s a very powerful entity,” Greta said. Thryst followed Charles through the Celestial Bazaar. He
“But Thryst is only an initiate of the mysteries,” Charles said. walked with purpose, and she just tried to keep up.
“How powerful?” Greta had banished the demon, as promised. Thryst had paid
“Far greater than any 1st-degree Goetic could ever hope to her, although it took every magecoin she’d managed to get her
conjure. There’s something bigger going on here.” hands on. Now here they were in the bustling market of the city
“What does that mean?” Thryst couldn’t keep the waver from and she didn’t know exactly what they were looking for, or, just as
her voice. significant, how much it would cost.
“It means that this might not be your fault,” Charles told her. Dead angels, but she hated the bazaar. Crowded and noisy.
Greta began shining the light all around the walls and furniture. People in the stalls kept yelling at her to come over and look at
Charles stared where the light shone, as if expecting to see their wares. Didn’t they realize that for some people, that was the
something specific. surest way to drive them away?
Thryst pointed at the kitchen. “But what about the demon?” Not that she could have stopped to browse anyway. Charles was
moving fast through the crowd. That, at least, she could appreciate.

6
More Than One

Finally, he walked up to a wooden kiosk covered in herbs, “I know. But maybe I can just live with it until I can afford this
fetishes, trinkets, and amulets suspended on thin chains from stuff myself.”
hooks and nails. “This is the place.” “No. Even if you did, you couldn’t summon anything in your
“This is the place indeed,” the man in the kiosk said. “You are house in the meantime, and you’re a Goetic. That will never do.
clearly an intelligent fellow!” The salesman stood a head taller But worse, the infection will spread to other vislae houses. This is
than Charles, and the left side of his body seemed entirely covered like a virus. It’s serious.”
in tattoos of signs and symbols. Thryst recognized some of them. The vendor handed Charles the package. “And tell your friends
Wards, mostly. this is where to get only the finest—”
A small dog sat on the ground next to him, chewing on “Yes, I will. Thank you.” The two of them walked away. “And
something. Well, not a dog. It had a head that looked a bit more as for owing me anything, that’s all wrong too. If anything, I’m
like an owl. Or maybe a squid. indebted to you. We all are.”
“A man of discerning taste,” the large man continued, but What?
Charles held up a hand. “I don’t understand.”
“There’s no need for that. I’m looking for tryber crystals, and “You see, we forget about it sometimes—we get lost in the
maybe some kallath. Do you have it?” specifics. The trees but not the forest, you know? But it comes
“Ah, well, let’s see. There’s been a demand for tryber lately. down to the Invisible Church. We don’t always all get along. One
Makers looking to use it as a catalyst. Why, there’s one friend of order thinks one thing, another order believes differently. And
mine, he’s crafting a—” there are other factions and groups dividing us even more finely.
“So you don’t have any tryber crystal,” Charles said. But the truth is, we all have to work together, at least on a basic
“Oh, I didn’t say that.” The tattooed man dug around beneath level. When something like the Red Seepage comes along, it’s our
the counter he’d been leaning against. The dog-thing ignored duty to bring it to the attention of someone who can help stop it
them all and kept chewing. before it spreads. You did precisely the right thing coming to me,
Then the salesman straightened up, some red and green crystal Thryst.”
shards in his palm. “It’s just that they’re in demand.” Thryst felt a little unsteady on her feet. She hadn’t seen this
“And demand increases prices.” coming.
“Well, that is the way the world works. I half promised these “I’m going to make sure the right people in the order know
to—” about this. It’s going to help your advancement. Should make the
“Just tell me how much, and then tell me you’re going to throw path to 2nd degree pretty easy.”
in the kallath for no extra charge.” Thryst beamed.
The man laughed. “I like you!” “Now, let’s get this back to your house. We’ll have to talk to your
Charles half smiled and nodded. “I know. You said that last neighbors and find out if they’re experiencing any of this as well.
time.” Will you help me with that?”
“Oh, a returning customer! Well, then, perhaps just five “Um, of course.”
magecoins to reward your loyalty.” On the way back to Fartown through the memory gate, Thryst
Thryst put a hand on Charles’s arm. “I don’t have that.” dwelled on the idea of the Invisible Church. Order of Goetica
Charles waved his hand gently. “It’s fine. I’ll handle it.” aside, she didn’t really like to think of herself as a member of, well,
“I can’t have you pay. I’m already indebted to you for your time anything. She rolled her eyes so much at her fellow vislae sometimes
and attention. I can’t be indebted to you financially too.” And, she that some people she knew assumed she’d go Apostate eventually.
thought, it’ll take me months to come up with five magecoins. But the connection between them all, the feeling of cooperation, well,
Charles reached into his pocket, pulled out the large coins, and she could see how they could all benefit from that. With the dangers
handed them to the vendor. “And the kallath too.” and strangeness of the world—particularly the world of magic—
The tattooed man shrugged and nodded. community was likely the only way they’d survive.
Charles turned to Tryst while the salesman packaged up their “I’m still not going to a lot of parties,” she finally said aloud.
purchase. “Thryst, this is going to deal with the Red Seepage.” Charles nodded as if he understood.

7
Secrets of Silent Streets

S
atyrine is the City of Notions. The Heart of
Indigo. The City of Truth. The Center of
the Real World.
A their whole lives in Satyrine, but those are very
different lives. And just as different is the life of the
factory worker in Rivenhome or the unemployed
Different people know the city from different veteran in the Hollows. These people have few
perspectives. shared experiences and conjure very different
Like any metropolis you’re familiar with in mental images when they say the name of the city
Shadow, it’s not just one city, but many. You can’t in which they live.
know the whole place, even if you live there your I’m not going to describe for you every building,
whole life. A vislae in Fartown and a wealthy or even every street or neighborhood. The city is
businessperson in the Marquis Quarter both live huge—intentionally so. It’s easier to create in prep
or on the fly without having to memorize the layout
of the entire city and every location in it. The places
I’ll describe aren’t the totality, just landmarks or
useful bits to put in your narrative. But just as
Throughout this book, you’ll see page useful are the places in between that you create,
references to various items accompanied probably out of necessity in response to a need
by the following symbols and colors. These sparked by a player’s character arc.
THE WAY
are page references to books within the Spider Whisper, page 93 The PC wants to learn the Spider Whisper secret?
Black Cube, where you can find additional Oh, well then, they have to talk to so-and-so, who
details about that item, place, creature, lives on such-and-such street. If you want, you can
or concept. It isn’t necessary to look up pull so-and-so out of this book. If you don’t, you can
referenced items in the books, but doing make so-and-so up on the spot. Either way, there’s
so will provide useful information for room for it in Satyrine.
character creation and gameplay. To that end, every district has its own chapter in
this book, filled with locations and characters to use
in your narratives.
Each chapter attempts to describe the mood
THE WAY THE PATH
and tone of its district. This is a shorthand way to
convey the general idea and the feeling of the place,
for every district is different. In many ways, each
district could be thought of as its own distinct town
THE KEY THE GATE
or city with its own essence. The Marquis Quarter is
a wealthy area with grand structures. The Hollows
is a poverty-stricken slum. The Confederacy of
Cloisters is filled with churches and convents.

10
The City of Notions

And so on. The fact that each district is separated


from the others by the Ruined Expanses makes its
distinct nature even clearer.
Every district has a sample neighborhood, and
thus a sample gerent (person in charge) of the
neighborhood. If you need a neighborhood for a
location quickly, use the one presented in this book.
If you want to use it as an example and create your
own, that works too. The exact number and names
of Satyrine’s neighborhoods is intentionally kept
vague to give you flexibility. But assume that every
district has somewhere between ten and twenty
such neighborhoods.
Every district has a handful of locations and
people. These are not complete listings, obviously.
They aren’t even necessarily the most prominent
places or characters. But they’re all immediately
usable in your narrative.
Last, every district has a story. This is something
you can insert into your narrative if you want to
steer a night’s session in a particular way and
introduce something surprising, perhaps outside
the scope of the characters’ arcs. Even though
Invisible Sun is a player-driven game, there’s
still plenty of opportunity for the GM to interject
surprises. But honestly, most of the stories here
are built to be woven into a character’s arc, if that’s
desired. The player might want a particular thing,
but the stories here will help you provide interesting
ways for them to reach that goal.

Skytower
11
Secrets of Silent Streets

SATYRINE IS THE
CENTER OF THE UNIVERSE
Satyrine in the largest city in existence.*
B THE WORLD HAS NO CENTER
To think that the universe has a center is to
profoundly misunderstand it. The universe isn’t a
Everyone comes to Satyrine. Even the angelic location, a shape, or a physical object. It is a journey
kings and queens, the rulers of the dead, and the with a beginning but no end.
demonic lords themselves come to Satyrine. Its The Actuality extends farther than the furthest
mighty buildings stretch skyward and caress the reaches of the imagination. Satyrine is great,
sun and moon themselves. THE PATH yes, but there are many great cities. Many
Satyrine is the center of culture in the Actuality, Actuality, page 5 profound places. More than one mind could ever
for culture is defined by thoughts and ideas, and comprehend. More than any book could ever
in Satyrine these are literally commodities you can Path of Suns, page 34 catalog.
buy on any street corner. The city is the crossroads All things come and go. Satyrine had a beginning,
Shadow, page 52
of trade, where the Abstraction meets the Alone. All and thus it will have an end. Even the mighty
good things flow through Satyrine. Indigo, page 46 Deathless Triumvirate will fall, fade away, or leave.
Look to the Path of Suns. When you discount And something new will form in Satyrine’s place,
Shadow—and you should—Indigo rests at the heart Abstraction, page 64 just as the current city rose from the abandoned
of the Path. And Satyrine is the Heart of Indigo. ruins of the arabast city that stood on the spot
Indigo represents truth and reality. Satyrine is the Alone, page 204 millennia ago.
hub upon which that wheel of truth turns. Look to the Path of Suns and the Nightside Path.
Anything beyond Satyrine is other. Foreign. It Arabast, page 16 They may have a beginning, but that beginning
may be interesting. It may even be significant. But is also their end. It loops about over and over. It
it is not a part of the place and the people that truly has no center. Or perhaps, rather, any spot could
matter. Its importance is limited only to how it be its center at any moment. One could argue that
affects Satyrine. Any interest it holds is merely as a wherever you are standing now is the center, at least
curiosity to those with their attentions on the truly of your universe. Would you be wrong? No. Because
consequential in the City of Truth. all people, and all things, matter equally.
You could spend your life in Satyrine and simply Do not look for centers or hearts, other than your
ignore the rest of the universe. In fact, you probably own.
should.

*Editor’s note: When this piece was written,


Satyrine was indeed the largest city, but since the War,
this is no longer true. Today the Actuality’s largest city
is Catafalque, in the Pale, realm of the dead. Which is
really all you need to know about the War.

14
Satyrine

15
Secrets of Silent Streets

A BIT OF HISTORY Eventually, the arabast disappeared. Many believe


“Where do you begin?” Abstraction, page 64 that they fled into the Abstraction, and perhaps into
“At the beginning.” the Unfathomable Archipelago, to the half-world
“What’s that actually mean in the Actuality? The Labyrinth, page 119 from which they originated. But maybe they went
beginning is in the center. At the heart. It spreads somewhere entirely different (into the Labyrinth,
outward from there.” THE PATH perhaps?). Maybe they fused with the Angular
“Uh, just start as far back as you can, then.” Unfathomable Serpentine and dwelled within it. The entity’s spirit
Archipelago, page 49 became their city, and the corporeal one was left
In a time period best described as “who knows behind.
how long ago,” the city now known as Satyrine was Or maybe they just all died out.
founded by people or beings known as the arabast. The human founders of modern Satyrine settled
Although there are many questionable claims of in the abandoned ruins left behind by the arabast.
knowledge and wisdom about the arabast, provable How long did the region sit, unoccupied? Perhaps
facts are hard to come by. (Which, considering the as much as a thousand years or more. And during
wealth of divinations and even time manipulation that time, we know that the Angular Serpentine
possible with magic, probably says something remained. It waited. It brooded.
significant.) The humans sought to create a hub to sell and
The few things we do know include the fact that trade the thoughts, ideas, sensations, and feelings
the arabast were not human, but they were probably created in the Emotion Mills of the Unfathomable
humanlike. Popular depictions make them thin Archipelago. Eventually, some of those milling
beings of chalk-white flesh, but no one can seem operations were brought to Satyrine itself.
to agree if they were very tall, or in fact somewhat The city, then, was initially a mercantile venture.
diminutive. In any case, they were undeniably It grew slowly—again, perhaps a few thousand
fantastic architects and built structures that lasted years passed. And in that time, the Angular
millennia. Some of their structures stand today. Rumors among learned Serpentine loomed as the city’s undisputed, overt
They understood magic, but perhaps not in the vislae say that if you stand master. This was the price the emotion merchants
same way that humans do. No one seems to think in the light of a sun with a had to pay and they paid it willingly.
tattoo of that sun’s symbol
they cast spells or incantations. They probably on your flesh, you gain
Magic became an important aspect of Satyrine
worked more like Makers. Certainly the Order of access to a secret of your life, and the city became known for its vislae as
Makers often claims that their skills and secrets choosing of level 5 or lower much as (or more than) for its emotion trade
were handed down from these ancient peoples, but until the sun sets. If you (although the moniker “City of Notions” stuck). It
we all know that half or more of what the Makers leave and then return, you was during this time that the struggle against the
gain the secret again, but it
claim about themselves is a lie. Angular Serpentine occurred. This great and secret
once again lasts only until
At some point, the arabast called upon the entity the sun sets. Of course, battle was waged between the vislae and the being
known as the Angular Serpentine, and its spirit some say that you must (and its minions). There were no overt battles in
imbued the city-that-came-before. It was a force have received the tattoo in the streets. It was a much more metaphysical and
given life in the far-off half-world of Narvago, a Shadow for this to work. perhaps even metaphorical conflict.
realm that probably no longer exists, and brought It’s generally accepted that the leader of the
to the city for reasons unknown. Its essence wove insurrection against the Angular Serpentine was a
its way through the arabast architecture in uncanny woman named Teratei, known most frequently as
patterns. One would presume that the entity the Half-Crowned Queen. She did not survive the
became their ruler or master, but perhaps the truth conflict, however, cut down by assassins working
is more complex—perhaps it became their collective for her enemy. Rumors of her ghost roaming the
soul. Marquis Quarter persist to this day.

16
Satyrine

Despite the loss of their almost-queen, eventually,


the vislae emerged victorious. The Deathless IS THE PAST EVEN REAL?
Triumvirate took control of the city. For many If one believes the idea that a spell created all
hundreds of years, these beings ruled the city and existence (or that it is, in fact, a spell in the
were respected and appreciated. The Angular process of being cast) and that its origin point
Serpentine remained, but mostly in hiding, is at the center of both space and time, which
defeated. then spread outward in all directions, then how
During this time, the Deathless Triumvirate much of the past actually occurred, and how
sent Fartown—where most of the vislae lived and Fartown, page 72 much was created by the spread of the spell’s
practiced magic—into a different but nearby space effect? In other words, while we move forward
sequestered so as not to present a danger to the rest in time, and we are not at the “center” of time
of the city. Around the same time, an extraspatial yet, we started at some point, but more past was
“something” fell from the sky, forming a connecting created “after” that as the spell’s effect spread.
space linking various portions of the city. This If you start walking down a road, but the road
became what is now the Celestial Bazaar. (Some Celestial Bazaar, page 36 is extending both ahead of you and behind you,
believe that whatever fell from the sky already had a how do you know where you actually started
huge market within it. If that’s true, there’s no proof your trip, and what part behind you was built
one way or another today.) after you left?
Meanwhile, people who didn’t want to be ruled by Did the arabast ever truly exist, or are they
the Deathless Triumvirate fled into a giant cavern filled-in backstory “created” after the fact?
beneath the city and built a precarious second, And is that why it’s so hard to get any real
independent city called the Refuge. This did not information about them? When did time
last long, however, in part because the cavern had become real, and was everything before that just
a strange link to the destructive forces of the Red, backdrop? When did we, as conscious beings,
which made many residents flee their sanctuary begin acting in time and space and moving
soon after it was built. Eventually Satyrine annexed forward along the timeline, even as it stretched
the cave and everything built within it. This became out before and behind us?
known as the Undersling. Undersling, page 190 Of course, this might all be a bunch of
And then came the War. We don’t really talk about rhetorical nonsense spouted by a philosopher,
the War, but suffice to say it was horrific and long, vislae, or poet to get some attention in a bar one
and it inflicted a terrible toll on the city, but it’s over night.
now and we won. That’s about all you’ll ever get out
of anyone, including—and especially—the War’s
veterans. We don’t speak of the details and we most
certainly do not speak of the Enemy. While the War
wrought death and destruction across the realms,
particularly Indigo, Satyrine suffered worst of all.
Now Satyrine rebuilds. The less devastated
districts connect through the ruins via cleared paths
and roads. Some districts, like the Topiary District,
have been wholly rebuilt, while the Reinvention is
entirely new, having not existed at all before the
War.

17
Secrets of Silent Streets

A CITY (MORE THAN) Of course, there are also places in the city that
HALF IN RUIN bustle just as you’d expect in a major metropolis.
Satyrine is vast, stretching for miles, although The central parts of Fartown, much of the
much of it is abandoned. Perhaps once, long ago, its Reinvention, and all of the Celestial Bazaar grow
population numbered in the tens of millions. Now crowded at midday and the streets are thick with
it is likely no more than one million. people.
Thanks to the War, much of Satyrine lies in ruin, It’s an odd place. A surreal city, to be sure, with
even to this day. The districts, either still intact Almost anywhere you go the magic, the people altered by the changeries, and
or rebuilt, are like islands of civilization amid a in the city, you’ll see an all the rest. But it is a quiet, lonely place too. A place
sea of wreckage and rubble. The abandoned and elderbrin or two—usually where emotions and thoughts are commodities, and
in very odd forms—milling
destroyed regions, called the Ruined Expanses, about, perhaps listless. The
anything—anything—can be bought for the right
harbor dangers ranging from criminals to beasts to human citizens of the city price.
vampires and worse. have grown accustomed
Still, despite the ruin, the reclaimed and rebuilt to there always being a
sections of the city have returned somewhat to few elderbrin hanging DISTRICTS AND
normal. Nobles strut and preen, artisans create
around. They frequently
get ignored. That makes
NEIGHBORHOODS
and perform, merchants trade, criminals steal, them good spies. There are seventeen districts in the city, each an
and vislae tinker with magic. Probably much like it island of safety and civilization amid the ruins of
always has been. the War. Each district has its own flavor and feel,
The authorities have done their best to clear the sometimes startlingly different from each other.
ruins of Hate Cysts, dangers left over from the War. Some, like the Marquis Quarter or the Strangeglass
These magical remnants of darkness, anger, and District, are not very different than they were before
despair are the primary reason why the Ruined the War. Others, like the Reinvention, are basically
Expanses are still so hazardous. They literally foster new from top to bottom.
and sometimes create the horrors that lie in wait Districts serve meaningful distinctions in
amid the rubble. The efforts to find and remove or regard to proximity and local flavor, but they are
destroy them are difficult and ongoing. not political. Governance comes from on high
Still, to make the city function, paths and (the Triumvirate) and then the very local, on the
roads connect the districts even through the neighborhood level. Sometimes what designates
ruins. The longest road, called the Spine, runs a neighborhood and where the boundaries lie has
northeast/southwest through the length of the no set definition, but it’s certainly understood by
city. The roads through the Ruined Expanses are the people who live there. Just ask—the people of
patrolled by Satyrine’s Pristine Guard and usually a neighborhood know precisely where the current
remain relatively safe. boundaries are (they can and do change) and who’s
And yet, even the cleared and restored sections in charge.
of the city seem empty. There’s a palpable, quiet There are probably ten to twenty neighborhoods
loneliness to Satyrine, particularly in certain in the average district, with each, on average,
parts. It’s not uncommon to be strolling through housing somewhere between three and six
the Brickhouse District, the Palindrome, or the thousand residents.
Strangeglass District and be alone on the street. In
certain places, such as sections of the Hollows or
Riveriver, Satyrine feels more like an empty maze
than a city. Tall, empty buildings stare down at you.
Streets wind through still, empty block after block.

18
Satyrine

RULERS AND THE LAW GERENTS


Ruling over Satyrine, the three immortal, godlike Neighborhoods each have a gerent, a person in
beings known as the Deathless Triumvirate dwell charge. The real, day-to-day power of the city
both within and beyond the city itself. lies in the hands of the gerents. These people
The power the Deathless Triumvirate wields is Before the Triumvirate came govern a single neighborhood—perhaps a few
absolute. Their word is law. However, they rarely along, another, far older thousand residents at most—and yet within that
speak. For rulers with limitless authority, they in entity called the Angular neighborhood, their power is great. To deal with
Serpentine was the ruler
fact do very little. Only in cases where the entire and the spirit of the city that
issues that extend beyond a neighborhood’s borders,
city is involved do they take actions or make existed here previously. And gerents work with one another, making a byzantine
rulings. Based on the few actions they have taken still the Angular Serpentine web of connections, favors, agreements, and
or declarations they have made in recent years, one remains. If the Triumvirate contracts that bind the neighborhoods of a district
would assume that they are primarily concerned are Satyrine’s mind or soul, together and make it work.
the Angular Serpentine
with clearing the Ruined Expanses and keeping Gerents manage law enforcement, regulation,
today could be considered a
the whole of the city secure from some unnamed demon possessing the city. safety, and resolution of disputes. As they pertain to
outside threat. their specific neighborhood, they make laws, and as
The members of the Deathless Triumvirate do they pertain to the whole city, they enforce the will of
not make public appearances. Only the rarest few the Deathless Triumvirate. They’re also responsible
individuals could even tell you what they look like. for taxation and fees, and they make sure to take
What powers they might wield, beyond apparent It’s tempting to compare their share. Most gerents are quite wealthy.
immortality, remain a mystery. They are oft spoken Satyrine’s gerents to the A small group of influential people in each
of, but no savvy Satyrine resident assumes that political bosses of the neighborhood usually selects a new gerent when a
nineteenth century in the
their leaders might help them in a particular way United States. Although
position needs filling. It’s common, however, that
or pass a law that will make their lives better. The there are similarities, family dynasties hold sway, so a retired or dead
Triumvirate is distant, entirely unknown, and the biggest difference is gerent is often replaced by a daughter or son.
thought of the way one might think of an indifferent that there are no political Gerents usually employ their own judges, local
god. However, it’s worth noting that no one actually parties in Satyrine. It is police forces, fire brigades, tax collectors, clerks, and
not a democracy. It might
worships them. so on.
be better to compare the
The three individual beings that make up the gerents to organized crime
Triumvirate are not entirely understood. Each has bosses, albeit with a slightly LAWS
a dual nature: one physical and in the city, usually stronger whiff of the official. Laws are poorly codified in Satyrine. In part, this is
within a massive citadel called the Skytower floating because the local gerents make most of the rules,
above Satyrine’s center in the Marquis Quarter, but it’s also because throughout the city, laws
and one far more ephemeral. It is possible—likely, and crimes are subjective rather than objective.
even—that the Triumvirate is a manifestation of This means that even the worst of crimes can be
Satyrine’s own life force and will. If this secret justified, given the right context. If it sounds like
proves to be true, then it would not be incorrect Satyrine is a haven for lawlessness, it’s not. Judges
to think of them as the mind and the city as the and gerents can make rulings capriciously. In fact,
body. The Hate Cysts, then, are tumorous, and the if anything, the subjectivity of the law works against
Triumvirate—that is, the city itself—wants them criminals more than for them, because if any crime
removed. can be justified, any normal act can be vilified. It’s
difficult for the accused in any crime to prove their
innocence, and for every terrible crime justified
by circumstance, there is a simple crime given a
surprisingly harsh sentence.

19
Secrets of Silent Streets

Still, most crimes are straightforward. Murder,


assault, theft, destruction of property—these are
obvious crimes, and laws against them are citywide.
Not coincidentally, these are the kinds of crimes
that attract the attention of the Thah.
The criminality of other activities, like lying to
the authorities, fraud, libel, violating traffic rules,
and so on vary from gerent to gerent and thus from
neighborhood to neighborhood. And again, since
the law is subjective, a judge or gerent might very
well sentence or fine an activity for which there
are no laws just because it seems appropriate or
prudent.
Satyrine doesn’t control substances or items,
so there are no illegal drugs, and there are no
laws against firearms or other weapons. (Certain
gerents might operate differently, but they are by
far the exception, not the rule.) Likewise, activities
like gambling or prostitution, illegal in so many
places in Shadow, are perfectly legal here. However,
conducting any money-making activity or selling
goods or services without giving the local gerent
their cut is almost certainly illegal. Gambling isn’t
illegal, then, but running a secret gambling den
that’s not paying tax to the authorities is.
Although local gerents are both administrator
and judge for their neighborhood, Satyrine also has
Pinnacle Courts, page 120 the Pinnacle Courts, which oversee important legal
proceedings, contested cases, and civil and criminal
matters involving the most influential people.

THE PATH THE THAH ENFORCERS


Squad 57B of the Thah, The Thah work as self-appointed official public
page 145 enforcers. They have gold skin and white hair, and
they wear red coats, tall black boots, and nothing
else. They inflict pain or pleasure with a touch, and
many ride inanimate but floating stone horses.
Thoughtform, page 22 Not human, not thoughtform, no one knows
precisely what the Thah are. Some people believe
them to be the last remaining arabast. Others think
they are physical manifestations of the will of the
Deathless Triumvirate (or perhaps the Angular
Serpentine). Perhaps they’re just created or
conjured entities brought here for a purpose.

20
Satyrine

One thing is for certain: you cannot reason with fortresses held aloft by fluttering butterflies. And
them or ask them questions. As such, they do not that’s just for starters.
investigate crimes (that’s for the gerent’s people) Satyrine (and all of Indigo) experiences four
but instead apprehend criminals in the act and stop distinct seasons, just like much of Shadow.
those who seek death, destruction, or mayhem. Summers are hot and humid, winters are cold with
The Thah appear almost as if from nowhere a bit of snow, and spring and autumn are relatively
when trouble makes itself known, but then again, pleasant. The exception is Fartown, where it is
they don’t show up every time. They turn those they eternally autumn.
apprehend over to the local authorities (usually the
gerent), unless that’s not feasible, in which case the
Thah disappear with the malefactor, presumably THE PEOPLE OF THE CITY
back to wherever they came from. There are likely a million people in Satyrine.
These enforcers are enigmatic to say the least, The most populous districts today are Fartown,
but the powers that be either tolerate or value them, Rivenhome, and the Brickhouse District. The least
for their self-appointed authority is nonetheless are the Undersling and Quiet Lake.
respected by all quarters. Gerents and their police Satyrine is a very stratified city, with great
forces tend to stay out of their way. distinctions in the lives of the wealthy and the
poor. The different classes of people typically
live in different districts or at least different
SATYRINE LIFE neighborhoods. Gerents far more often come from
Post-War, Satyrine is still a fairly empty city. While THE PATH the upper classes than the middle or lower.
many districts are busy throughout the day, in Elderbrin, page 30 Not everyone is human, of course. Elderbrin
others it’s not at all uncommon to find oneself alone make up about a fifth of the city’s population (not
on a silent city street. (And, of course, the Ruined counting thoughtforms). Though they often live
Expanses are more barren and desolate still.) At predominantly in certain neighborhoods rather than
night, those streets are lit by shamlight lamps, others, every district boasts an elderbrin population.
surrounded by a surprising number of moths, and Those in the city generally conform to the standards
often far lonelier. of human society, but fewer than half are employed.
Satyrine’s not like Shadow. It doesn’t have the Many elderbrin live on (or beneath) the streets
same level of automation, organization, or cohesion, and have little money, but because they have such
and it’s certainly not as regular—every building is different values and needs, they don’t mind. A fair
distinct, every vehicle different from all the others, number, on the other hand, have adopted human
and every person unique. Although there is a values entirely (or the pretense of them, anyway)
Satyrine fashion (some returning vislae have noted and hold jobs, value money and possessions, and
that it’s similar to what they would have thought of THE PATH seek self-aggrandizement.
as a 1920s American sort of style), the true Satyrine Lacuna, page 30 In much smaller numbers, lacuna dwell in
“look” is one of utter individuality. small, isolated communities on the fringes of
Satyrine is unlike a Shadow city in other ways human society. They rarely mingle and almost
as well. The streets can sometimes move or shift. never have standard occupations or understandable
A whole district might be larger or smaller than motivations. Few humans know why the lacuna are
the actual space it occupies. Architecture does not in Satyrine at all.
conform to expectations or anything resembling And there are even less common peoples as well,
physical laws or engineering needs. Satyrine boasts most hailing originally from the various half-worlds
origami structures, buildings of smoke, and floating so close to and yet so far from the city: the four-

21
Secrets of Silent Streets

armed drune; pinioned kellidos, forbidden to fly THOUGHTFORMS


within the city for fear of rooftop fires; Jasterine The people of the city go about their business,
idolaters parading about with their huge golden but many of them—in particular the laborers, the
medallions that allow them to transform into maintenance workers, the delivery people, the
massive apes, singing chants to their secret god; bodyguards, and others—are actually thoughtforms.
glistening, towering secramal dancers, telepathically In other words, they’re not real, but magical
whispering to each other secrets no one else could creations without consciousness, free will, or needs.
understand; the cavarani, whose appearance always They look and act like people, but that’s because
causes disgust and fear; the skittering scalopedes of they’ve been created that way by skilled vislae. The
the Undersling, and more. thoughtforms perform all manner of vital tasks and
Satyrine population figures don’t count ghosts, provide important services. You can engage them in
spirits, demons, angels, or other such beings, small talk, but sometimes they perform strangely or
but that doesn’t mean they aren’t present. Even not at all. Still, for the most part, without studying
discounting those summoned to serve Goetics or them, you can’t tell whether someone is real or
other vislae and thus operating (or bound) within thoughtform just by looking.
the city, many such entities call Satyrine home. A thoughtform can be made in any image desired.
Ghost hauntings are not rare (and in certain A thoughtform can appear to be old, a child, or
districts, like Fartown, are quite commonplace). anything in between, and its manner and physicality
Demons and angels dwell in the city in not- match that design. Thoughtforms can eat and sleep,
insignificant numbers, and for the most part they but they don’t need to (unless they’ve been designed
tamp down their tendency to kill each other to keep that way for a purpose). Thoughtforms do need to
from being ejected from the city (or worse, such breathe, and of course if they are harmed they can
as the fate of certain angels in the Pinion Court Pinion Court, page 194 “die.” Dead thoughtforms fade away into nothing
in the Undersling). Of course, some—like, say, but the pure thought that created them.
the demon who may very well now be a bar called GMs can make thoughtforms easy to pick out by
Zero’s—seem to have turned from their original Zero’s, page 83 making them very plain and ordinary with simple
ways altogether. clothing, simple hair, and no tattoos, jewelry, or
Other creatures, from spiders (and truespiders) THE PATH other embellishments. Thoughtforms can portray
to dogs to ratgoblins to grigs live in the city Truespider, page 145 human intelligence, but they aren’t truly intelligent.
too, sometimes on their own, sometimes as the They don’t possess creative thought and do only as
companion of a human. Some are tolerated or even Ratgoblin, page 131 they have been instructed. They’re more like what
embraced, but others are thought to be at best pests, in Shadow one might think of as a robot. Actual
Grig, page 129
and at worst threats. people typically hold occupations requiring training,
And then there are the Dead. Not ghosts, the The Dead, page 54 talent, or adaptability. The street sweeper might be
Dead are corporeal enough, although they must a thoughtform, but the accountant, the jazz singer,
take steps to deal with the decomposition of their Her Elegance, page 59 and the successful salesperson are almost certainly
bodies. The Dead are those who have been to the flesh-and-blood humans.
Monday, page 95
Pale but have gained permission to leave. Many now Not all thoughtforms look like humans. Although
live in Satyrine, but most have only short-term visas rare, thoughtform lacuna, elderbrin, and even
from their Empress (although to the endless Dead, less common types exist (though they typically do
“short-term” may still be decades). not possess the abilities of their forms). Far more
Last, there are singular nonhuman entities like common are thoughtform animals. And unlike
Her Elegance, the Half God, Monday, and others, The Half God, page 160 real animals that have souls and intelligence,
but they have their own specific stories. thoughtform animals most often resemble those

22
Satyrine

found in Shadow. They do not speak and have only go from one place in a district to another, and
limited intellects. If someone has a “pet,” it is likely In the Actuality, anywhere from 1 to 3 crystal orbs to take a taxi from
a thoughtform rather than a natural animal. In fact, true animals can be one district to another.
since the vislae returned from Shadow, the number companions, friends, or Taxicabs take many forms—cars, carriages, flying
roommates, but not pets.
of thoughtform animal pets has risen dramatically, carpets, giant birds, ghostly coaches, and stranger
perhaps as people miss that aspect of Shadow life. things. There’s even a living whirlwind that hires
itself out as a taxi sometimes in the Lower Third.
Strangeglass, Rivenhome, It’s fun and flavorful to provide different strange
GETTING AROUND TOWN Riveriver, and the taxicabs for the PCs. It’s a real hallmark of the city.
Most of the time, traveling from one Satyrine Confederacy of Cloisters all After a while, though, it won’t be necessary for the
form what is colloquially
location to another is simple. Most of the districts called “the Lower Third,”
GM to describe every taxi the PCs take (as they will
are small enough for people to easily walk from meaning (erroneously) that likely take many).
one place to another. Walking to another district these four districts make up Since the return of exiled vislae from Shadow,
is much more difficult, because in many cases about a third of the city. a fair number of taxicabs are, for all appearances,
it means traveling through one of the Ruined motorized cars, often distinctly from large cities
Expanses, which can be dangerous. Still, most of in Shadow from various points in the twentieth
the paths through the destruction are well used THE KEY century—for example, black London cabs or yellow
and relatively safe. The longest and most important Shadow mementos, New York cabs. In most cases, these are Shadow
of Satyrine’s streets, known as the Spine, runs the page 154 mementos brought to Satyrine, but sometimes they
length of the city from southwest to northeast. are the ghosts of cars seen in Shadow and restored
The Satyrine Rail runs through the city, with a by magical effects.
station in every district except Fartown, the Celestial Of course, because it’s Satyrine, one finds
Bazaar, and the Undersling, which all have their elderbrin that can fly, vislae with levitation spells,
own unique means of egress. The train’s track and trained or conjured mounts of all kinds, as well
is often elevated, and in places it travels around Some rituals can be as objects of power that provide transport. Some of
impossible curves, does spirals and loops, and performed only on the the law enforcers known as the Thah, for example,
runs on its side or even upside down. Regardless, Satyrine Rail, taking a regularly ride floating (but not animate) stone
full circuit around the
passengers within the train experience a relatively city as an integral part
statues of horses.
smooth and flat ride. The Satyrine Rail connects of the ritual itself. Despite all of this, most inhabitants of the city
with the Indigo Rail system in the Riveriver District. just walk.
The city also has various motor vehicles. They’re
not nearly as common here as in Shadow cities, but
they’re not out of place. Most operate as taxicabs or
delivery vehicles, but a few people own their own
personal car to get around.
It should be rare for PCs to have their own
vehicle. Either it should be a distinguishing part of
their character (a Shadow memento, for example),
or it should be an aspirational goal that they can
achieve only after some amount of time has passed
in the game—perhaps it’s even a character arc for
them.
Most likely, PCs will often take taxicabs to get
where they need to go. It costs about 50 orbs to

23
Secrets of Silent Streets

RUNNING NPC VISLAE AND OTHER POWERFUL BEINGS

O
bviously, a lot of vislae live in Satyrine, and have already cast). Base it on the context. A vislae is
more than a few immortal or non-human A weak or inexperienced probably better protected in their own home than
beings as well. These NPCs typically have a vislae will know only a in a restaurant. A vislae who’s prepared for the
wide variety of magical abilities, which are almost couple of spells and won’t situation has more appropriate abilities than one
have much in the way
never fully spelled out in the stats provided in this of ephemera. So they
who’s caught off guard. And last—but perhaps most
book (or, for that matter, in the Black Cube). The shouldn’t necessarily have important—the smarter and more powerful the
reason for this is simple. A defined list of powers is something appropriate vislae, the more leeway you should grant them.
not the best way to portray them in a narrative. for every situation. Sometimes, if an NPC does something that’s
You need to be able to use these NPCs in a exactly the worst thing for a PC (teleporting right
variety of situations, and vislae (and other beings) behind them with a poisoned dagger, having just
are smart, capable, and most of all flexible. They THE GATE the right defense to counter their telepathy, and so
have resources at hand that make sense for the GM shift, page 9 on), it’s worth calling that a GM shift and awarding
context in which they appear. In one instance, the player 1 Despair. But you can’t award a Despair
a vislae expecting danger might have defensive every time an NPC takes a smart action. Save that
spells or incantations to ward off attacks. In for when you’re really pulling out a major benefit
another, the same vislae, knowing they’re headed for the NPC.
into a negotiation, might have abilities readied for Sometimes, divination Running your NPCs this way allows you to shape
seeing through lies (or concealing their own) from spells or the like should the story. If a vislae NPC is on the lam, they’ll have
ephemera objects they procured. simply reveal the secret, solve spells to hide from divinations because that’s the
the mystery, or locate the
The way to portray the intelligence and power fugitive, because it’s good
obvious thing to do. This means that the PCs need
of these NPCs is to let them have something to be a vislae and wield to choose a different option beyond relying on the
appropriate no matter what happens. If they need a magic. If those things never obvious.
ranged magical attack, they have one. If they need work because they’re always
to become invisible, they can. countered, that’s no fun. BUT WHICH ABILITIES?
Obviously, this is a freedom and a power that, if Okay, so you decided not to prep your NPC vislae
abused or overused, will feel terrible at the game ahead of time, and now you’re at the table and you
table. The players will feel like you’re cheating if need an effect appropriate to the current situation.
you foil their every attempt with some ad-libbed But what effect?
defense or ability. So you’ve got to use it judiciously, THE KEY Don’t bother choosing spells or other effects from
carefully, fairly, and without a lot of repetition. If the Logovore, page 96 the cards or books. NPCs don’t work like PCs in
PCs encounter a vislae NPC who reflects all their that way (although the spell and incantation cards
Converses With
spells back at them, don’t have the next vislae wield Everything, page 90 can certainly provide inspiration). Don’t worry
the same defense (unless there’s a good reason). about what forte (if any) an NPC has, unless that’s
In fact, try not to use that precise tactic for many important flavor, such as if the NPC is a logovore or
sessions, or maybe not ever again. can converse with everything.
THE WAY
In the same way that you as the GM decide what’s Effects by Level table, Instead, the Effects by Level table is your friend.
appropriate for an NPC to say, you can determine page 21 Match the NPC level with the equivalent effect level,
what’s appropriate for an NPC vislae to cast (or and anything at that level or below is fair game. Got

24
The City of Notions

a level 4 NPC? They can use any effect at level 4 or ATTACKS


below. (Remember that typically an NPC inflicts damage
Need a bit more flavor? Use the current Sooth THE GATE equal to their level.)
card’s meanings. The Sooth Deck chapter in The Sooth Deck chapter, ✦✦ Bolt of flame strikes target

Gate can provide all manner of ideas for the “Game page 73 ✦✦ Nearby object moves and strikes target

Narrative” entry on each card. ✦✦ One of target’s limbs becomes useless

This is not a numbers game. Play the game for ✦✦ Lower half of target’s body turns to water

a while and you’ll see that challenges of 14, 15, or ✦✦ NPC’s arm turns into a monstrous mouth that

higher are reachable by smart, well-prepared PCs. bites


So an NPC with defenses of 13, while awesome, ✦✦ NPC’s arm turns into a gun that fires

isn’t invulnerable. Instead, a high defense will force THE WAY


✦✦ Tiny creatures appear and attack target

the PCs to use their biggest, best effects rather than Magical flux, page 13 ✦✦ Target always incurs magical flux if they use

their low-level ones. magic


With all that in mind, the following are brief ✦✦ Target sinks down into the floor

lists of examples of effects (spells, incantations, ✦✦ Ropes appear and bind target

ephemera, special powers, and so on) that an NPC ✦✦ Target cannot speak

might use when their stats just say “vislae with ✦✦ Target cannot inflict harm on NPC

many spells.” ✦✦ Nearby object animates and acts like a creature

to attack target
DEFENSES ✦✦ Floor opens like a mouth and swallows target

✦✦ First attack fails ✦✦ Target is transformed into a harmless creature

✦✦ Physical attack turns against attacker or object


✦✦ Magical attack reflected back at caster

✦✦ NPC turns insubstantial momentarily UTILITY


✦✦ NPC’s flesh turns to iron, granting Armor ✦✦ Wings sprout from NPC’s back, granting flight

✦✦ Shield of energy surrounds NPC ✦✦ NPC turns to mist

✦✦ Nearby object flies up to block attack ✦✦ NPC can see invisible things

✦✦ Immune to fire (or cold or other) ✦✦ NPC can see through matter

✦✦ NPC regenerates wounds ✦✦ NPC learns the name (not secret soul name) of

✦✦ NPC is an illusion, real NPC is nearby anyone who acts against them
✦✦ NPC removes unwanted effects affecting them

DEFENSES AGAINST EFFECTS ✦✦ Door appears in wall, giving NPC an exit

✦✦ Divinations grant false information ✦✦ NPC walks on walls

✦✦ Divinations work, but NPC is aware that they’re ✦✦ NPC changes form

being used, and by whom ✦✦ NPC creates illusion of something believable

✦✦ Immune to effects using words ✦✦ NPC creates needed tool, key, or other object

✦✦ Immune to effects that hinder movement

✦✦ Caster of any effect on NPC glows brightly

✦✦ Caster must reveal their secret soul name to

affect NPC
✦✦ Caster must know NPC’s secret soul name to

affect them

25
Secrets of Silent Streets

M
any call this area the University
District, as there are multiple schools
here, including the largest university
C
Llaural: level 6; +1 defenses;
A BRICKHOUSE DISTRICT
NEIGHBORHOOD
Llaural is the gerent of the Brickhouse neighborhood
in Satyrine. The Brickhouse District is a stable, +2 social interaction known as Wandering Corners. She’s a wealthy investor
sturdy neighborhood of large, expensive homes, who is known for her striking wardrobe and her integrity.
most quite old but usually well maintained. The Wandering Corners is the largest neighborhood
district lives up to its name in the most obvious in the Brickhouse District, with more than 9,000
way possible. The streets of this affluent residential residents—it’s a small town unto itself. Rumor has
district are brick as well. it that the neighborhood’s name came from the fact
that decades earlier, the position and even the angular
shape of the buildings would sometimes change. If
MOOD AND FEEL true, the neighborhood has “settled down” a bit since
The Brickhouse District is solid and well then, as only rarely do residents report such problems
established. The buildings are old but well kept. The today. (Some warn that it may return to that state
schools and universities mean that you’re as likely should calamity strike in the neighborhood.)
to meet a few young people (although not children) Although adjacent to Empiternal University, the
on your walk down the street as you are one of the neighborhood is residential, with only a few local
late middle-aged, upper-middle-class residents businesses to serve the needs of the inhabitants.
on their way to their job in a bank or insurance There might be a few more bars and restaurants
company. than one might expect, but the campus drives up
The typical Brickhouse home has an equally the need for such things.
expansive yard and is girded by a brick wall. The Gerent Llaural employs a staff of a dozen people
district also has a number of large brick apartment and twice as many thoughtforms to help manage
buildings and complexes, mainly for housing and regulate the neighborhood. Crime here is quite
university students. low, and life is quite safe. The streets are clean and
Brickhouse is known for its restaurants, both in the buildings maintained. Taxes, however, are high.
quality and variety. Fonor: level 4; For unknown reasons, creatures called fonor
The streets are usually very quiet, with your own +1 Withstand and ramble about the neighborhood. Fonor look a little
footfalls on the brick streets the only sound as Dodge; +4 climb like ostriches made out of human arms. Their legs
you walk between brick-walled yards and perfectly are arms with hands for feet, their long necks are
trimmed hedgerows, both providing the residents arms with a hand for a head, and even their body
with a great deal of privacy. is entwined arms. Unlike ostriches, fonor are great
climbers (thanks to all the hands), so they’re found
everywhere—rooftops, the tops of garden walls, and
even in the branches of large trees.

28
The Brickhouse District

29
Secrets of Silent Streets

LOCATIONS IN THE to freeze it, cage it, or slay it. Nothing keeps it from
BRICKHOUSE DISTRICT THE PATH just fading away and appearing in the Brickhouse a
The following locations lie within the Brickhouse Brickhouse District, week or so later, none the worse for wear.
District. page 80 Thus, most residents have just learned to live
with the creature, and warn their children to stay
EMPITERNAL UNIVERSITY well away from it.
The campus of this large university spreads out in
the Brickhouse District, its many buildings fitting HEART’S HEARTH
the aesthetic nicely. Here, students study literature, An expensive but lovely restaurant, Heart’s Hearth
mathematics, history, philosophy, sociology, and the serves comforting food that is well prepared. The
natural world. More than three thousand students interior is dimly lit by flickering flames, and the
are enrolled in a typical term. THE WAY place generally smells of rosemary and sage. People
An ancient campus egregor watches over and Egregor, page 42 are often surprised to realize that it is owned and
helps maintain the university in various ways. operated by Jason Wells, a sapient shadow who
The students refer to it as “the Misty Mind” or escaped Shadow a few years ago and has adapted to
sometimes “the Misty Man.” Jason Wells: level 3 Satyrine quite well.

THE GILDED HORROR THE FLOWING ROAD


Not really a location, but absolutely a feature or This road is paved with bricks like the others in the
landmark, the Gilded Horror moves around the Witnesses have claimed that district. However, its bricks seem to possess some
Brickhouse District. It appears to be a shambling when the Gilded Horror kind of intelligence, and they tend to rearrange
bear with multiple heads and far too many limbs, fades away, it appears to themselves so that the road leads to different
be as surprised as those
its entire body covered in glistening gold plating. around it, as though it was
locations, moves altogether, or becomes a staircase
This predator has no guile or stealth—it clatters and not in control of the event. rather than a street.
clanks its way across the brick roads, mostly preying It’s probably more accurate to say that the
on rats or other small animals, but it’s happy to Gilded Horror: level 8; Flowing Road is a collective intelligence, as an
take on larger meals too. It won’t resist rummaging magic (two successes), +4 individual brick, if taken from the street, appears to
through trash cans or gardens for a meal as well. Withstand, −2 Dodge; 4 be just a normal brick.
Armor; −4 stealth; moves
The fact that it is so obvious makes it more a about half as fast as a
feature than a resident. Everyone who lives here has person; fades away if it THE MASKED HOUSE
seen it or at least heard it. “If you see the Gilded suffers more than 1 Wound This large, slightly dilapidated house serves as
Horror, you’ve gone too far,” is a Brickhouse joke or 1 Anguish, or is somehow headquarters for the Xan Weir. Here, members craft
when giving directions. debilitated or seriously masks and interact in social events where anyone is
hindered (fading is not
If given a wide berth, the creature doesn’t present welcome, assuming they wear a mask.
an action on its part, so it
much danger. In addition to having no stealth, it’s fades even if unconscious Above the door is a sign reading, “Existing is your
not particularly fast. If one gets too close, however, or unable to act) only crime.”
the Gilded Horror attacks, with the intent to devour. A woman named Tilda is almost always present.
The problem with the beast, and why it has She’s not the leader of the Xan Weir, but she is the
remained active in a residential district for so long, THE PATH matron of the Masked House and, while there,
is that if seriously challenged with force of arms or Xan Weir, page 115 everyone answers to her. Tilda wears a mask that looks
magic, it simply fades away. The Thah, for example, like the face of a tiger, and typically a gown to match in
have appeared in force on multiple occasions to deal Tilda: level 4; +2 perception some fashion (for example, black and orange stripes, a
with the Gilded Horror, and every time it escapes. and seeing through pattern with tiger faces, or simply sporting a number
Other times, vislae for hire have been commissioned deception of actual claws). She is stern and unforgiving.

30
The Brickhouse District

THE ROYAL ACADEMY TRE MANOR


OF LIFESAGES The wealthy and eccentric Tre family made their
A brick building with four floors and two large fortune generations ago in the emotion trade.
wings, this school instructs those who would Olfonse Tre: level 3; Olfonse Tre sits on the board of directors of the
become diviners or soothsayers. There are typically +2 Resist; +3 business and Emotion Mills Consortium. His wife, Isobel, is
eighty to one hundred students in attendance at any seeing through deception an influential Maker (4th degree). They live in the
given time, and the coursework takes about four house with their five children and various other
years to complete. Isobel Tre: level 7; magic relatives and permanent houseguests (a dozen
The head of the school is Adhara Kouri, a woman (two successes), +2 defenses; people in all, plus a staff of thoughtform servants).
with an additional set of arms and a green jewel vislae with some spells; Tre Manor is one of the largest homes in the
+2 spellcasting
floating immediately above her head at all times. Brickhouse District. From the outside, it seems a
The jewel is the Thanadisa Stone, which grants her Adhara Kouri: level 8; very large brick home surrounded by a walled yard
even greater precognitive powers. In addition to magic (two successes), filled with trees and a fountain. Inside, things get
being an augur, Adhara is a 2nd-degree Weaver. +4 defenses; vislae with strange.
many (woven) spells and
The “royal” descriptor in the name has no real precognitive powers
Tre Manor is filled with half light, a magical
meaning, although the school’s history says that illumination that lights up precisely half of what it
it originated in a kingdom far to the south that encounters. This expresses itself in terms of whole
purportedly no longer exists. When the academy objects or creatures, so when a new thing enters the
moved to Satyrine, it kept the name. half light, it is either entirely illuminated or entirely
not. If a person is illuminated, their clothing and
DOCTOR PHILETH’S OFFICE their possessions are illuminated as well.
A well-respected doctor with a reputation for Non-illuminated creatures or objects are invisible
results, Phileth has some idiosyncrasies. A skilled Doctor Phileth: level 7; in half light. Which means that sometimes
healer, he nevertheless is terrified of sick people and +1 defenses; +3 medicine residents are invisible, although they have no
fears contagion more than anything else. control over this—it changes as they come and go
Dr. Phileth insists on wearing a bird-like plague from the manor.
doctor mask, which also serves as a breathing mask Tigers wander the halls of Tre Manor, and of course
that filters the air. He wears this at all times and some are visible and some are not. They do not harm
won’t touch patients with his bare skin. any of the residents, but intruders are fair game.
The doctor employs four aides to assist him with
patients.
PEOPLE OF THE
THE PILGRIM’S DOOR Augusta: level 3; +3 musical BRICKHOUSE DISTRICT
A modest little bar, the Pilgrim’s Door is marked skill; can summon and The following people can be encountered in the
by a grey sign over its red door. It mostly serves ale even exert subtle mental Brickhouse District.
influence over nearby grigs
and beer, but frequent patrons know that the real when playing
treat is the pear and cinnamon cider brewed on the THE CUCKOO
premises. The Cuckoo: level 11; An angel that has lived among humans for so long
Three nights a week, a woman named Augusta magic (three successes), that it has taken on many human characteristics,
plays the flute for entertainment. Dressed all in +3 defenses; +1 attacks the Cuckoo is a recluse. Its real name is unknown,
purple, her playing summons grigs from the but most suspect that its secret activities are
rafters and even from nearby houses, and they all THE PATH
clandestine at best. It appears to be a human of
accompany her. Grig, page 129 indeterminate gender, but that’s unlikely to be its
real form.

31
Secrets of Silent Streets

32
The Brickhouse District

EMANUEL He returns a few minutes later and says that the


Emanuel is a short, broad man with goggle-like Emanuel: level 3; +2 PCs should come back again tomorrow.
eyeglasses who wanders the district carrying an Withstand; can make If the PCs have some way to spy or pry, they can
enormous translucent skin of liquid on his back. The any mundane object learn that Gerhard is in an upstairs room, obviously
skin narrows at one end and is tipped with a valve that performing some type of long-form magic with all
Emanuel can open and close. When he does, the thick manner of candles burning and ingredients laid out
syrup pours out in a dollop, and he speaks the name of in a circle on the floor. Foster won’t willingly share
a mundane object. The dollop forms into the object he any more information.
names, taking on that shape permanently.
Emanuel makes items people need and sells them A BIT OF BACKSTORY
for a few orbs. No one knows what the liquid is, and About a year ago, an old woman came to Gerhard
the gossip is that someone once stole the bladder and told him a crazy story. She had to tell it again
from him but could not make it work, so the thief and again before he would even consider the
just got away with a bag of goo. possibility of its truth. The old woman said that
the sun doesn’t rise on its own every morning. It’s
MARTI BLACK AND EDWARD ZANE brought up out of the night by an invocation called
This married couple works as writers of history Marti Black and Edward Sire the Day. It’s always been this way. The sun
and fiction. Their successful joint career has Zane: level 4; +1 Dodge itself, the woman’s story goes, is a vital part of the
resulted in well over a hundred titles. Their house and Resist; +2 knowledge Legacy—a gift of the creator to stave off the dark.
in the Brickhouse District is usually empty, as they Literally, the Dark. In the days before the invocation
frequently tour bookshops and staff their own stall was used, the world was only the Dark. And those
in the Celestial Bazaar to hawk their work. When do Celestial Bazaar, page 36 days will come again if someone—called the
they actually write? No one seems to know. Daybringer—doesn’t use the invocation to wake the
sun and compel it to illuminate the world for a day.
A BRICKHOUSE Thus, every day, the Daybringer must perform
DISTRICT STORY the magic. The old woman claimed that she was the
“It’s the sun. How can we take a chance with Daybringer and had chosen Gerhard to replace her,
something so important?” for she could not keep up the practice after so many
decades. She taught Gerhard the invocation.
The PCs need something—it can be a spell, a secret, And then, with a sigh of relief, she died.
an item, a bit of information, or anything else. They Now, Gerhard’s no fool, easily taken in by any
learn that the person who has the needed thing is old tall tale told by a stranger. But the look in the
a man named Gerhard who lives in the Brickhouse Gerhard: level 5; magic woman’s eyes as she told the story, and as she passed
District. He’s a Vance, but no one’s seen him around (two successes), +1 defenses; on to the Pale, made it clear that she at least believed
the Vancian Campus in Fartown for so long that vislae with many spells; what she was saying. After much consideration, he
+1 spellcasting
most assume he retired. (Vislae who move to the performed Sire the Day. He figured it would buy
Brickhouse District typically do so only when they him a day to do some research to see if this was
retire—at least, that’s the stereotype.) a legitimate situation. And when he finished the
The PCs arrive at Gerhard’s house, a typical- invocation, he could tell it had done something.
looking Brickhouse home, and are let in by a man A day wasn’t enough time to do much research,
named Foster, Gerhard’s husband. Foster is tall and Foster: level 4; +1 persuasion so he performed it again the next morning to gain
has short hair and a prominent nose. He looks a another day. And then again the next day. And that
little exasperated and seems skeptical that Gerhard became a week, and a month.
has time to see visitors, but he’ll go check.

33
Secrets of Silent Streets

Gerhard learned that he could perform Sire the THE INVOCATION


Day up to 18 hours ahead of time and it would still If the PCs agree and learn the invocation, Gerhard
feel like something magical had been accomplished. and Foster leave Satyrine on the Indigo Rail. At that
Which meant he could perform it on a Tuesday point, the PCs can decide what to do.
afternoon to ensure that the sun would rise 1. Continue using the invocation as they promised.
Wednesday morning (assuming that’s what was The performer must make a Resist defense
really going on). action each day to resist the effect and truly
Foster can tell the PCs that Gerhard has become believe that it is working. Otherwise, they only
obsessed with the responsibility. He no longer know that something happened.
doubts the significance of what he’s doing. This has 2. Forgo the invocation and lie to Gerhard when he
strained their relationship, because Foster doesn’t returns. Nothing bad happens to the PCs. The
believe for a moment that Gerhard is making the sun still rises each day. They’ll have an easy time
sun rise. convincing Gerhard of their deception, because
he truly believes that without the invocation, the
IF THE PCs RETURN sun wouldn’t have risen.
Gerhard will meet with the PCs if they return the 3. Forgo the invocation and tell Gerhard the truth
next day. He’s got a broad face, tired eyes, and when he returns. Gerhard is under the effects
rumpled clothing. Most interestingly, a key is stuck If asked about the key in his of the invocation, so convincing him will be
in a keyhole in the side of his neck. The PCs can neck, Gerhard will explain very difficult (challenge 9). If they fail, Gerhard
ask for whatever it is they’ve come for—a spell, that it’s a wicked key, used assumes they did perform the invocation and
to save his life when he
secret, or whatever they seek—and Gerhard has was dying of a disease as
are lying to him. He doesn’t give them what they
it. He doesn’t want money in exchange, however. a child. Everyone expected want and kicks them out. If they successfully
He wants them to perform Sire the Day for him the key and keyhole to fade convince him, he’s overwrought with despair,
so he can take a break. He will tell them the whole away, like used wicked but Foster makes sure that the characters get
tale, and impart—with utter sincerity—the vital keys do, but it never did. what they were originally after.
It cannot be removed.
importance of performing the invocation.
The deal is, Gerhard will teach one or more PCs The PCs can research the topic, but they’ll find
the invocation, which will require nine days (and nothing about the invocation. They can explore the
3 Acumen from each PC who learns it). During invocation and make an Intellect-based action (skill
this time, he’ll continue to perform it. But then, with magical lore would help) to see it for what it
after he’s imparted the knowledge, he wants to take truly is. But to do this, they’d have to perform it at
a three-week break so that he and Foster can get least once. Of course, divination magic might work,
away together. During that time, the character(s) but the deception involved is potent, and the true
will need to perform the invocation every day. secret of Sire the Day is a level 10 secret.
Gerhard will provide the required materials (he has If a PC is affected by the compulsion of the
stockpiled them). invocation, getting them to consider the deception
Foster, of course, is very interested in this deal is an action with a challenge of 9. A remedy that
happening. But if the PCs agree, he will try to Negate the Power: cancels magical effects, such as Negate the Power, is
ask them privately if they can use the situation to see the Spell Deck in probably the only long-term solution.
prove to Gerhard conclusively that the invocation is the Black Cube Unless this is a step in a character arc, these
worthless after the couple returns from vacation. events are not worth an Acumen reward.

34
The Brickhouse District

SIRE THE DAY


(SUPPOSEDLY) (INVOCATION)
Level: 3
Requirements:
✦✦ Herbal mixture sprinkled on the ground in

a circle (1 crystal orb)


✦✦ 9 candles, each colored as one of the suns

✦✦ 1 leaf of fidelity (25 crystal orbs)

✦✦ One hour preparation, and two hours

performance
Ensures that the sun rises appropriately on the
following dawn.
Color: Silver

SIRE THE DAY


(ACTUALLY) (INVOCATION)
Level: 3
Requirements:
✦✦ Herbal mixture sprinkled on the ground in

a circle (1 crystal orb)


✦✦ 9 candles, each colored as one of the suns

✦✦ 1 leaf of fidelity (25 crystal orbs)

✦✦ One hour preparation, and two hours

performance THE PATH


Calls upon the power of the Demiurge itself Demiurge, page 52
to permanently compel the performer to
believe that this invocation causes the sun
to rise.
Color: Grey

35
Secrets of Silent Streets

T
he exact origins of the Celestial Bazaar are
unknown, even by the most knowledgeable
people in the city. The commonly told story
D The bazaar is almost certainly the largest,
greatest, and most extensive marketplace in the
Actuality. Vendors bring in fresh food, tools,
is that a pocket dimension now called the Celestial Some believe that the clothing, books, jewelry, and the like for personal
Bazaar fell, whole cloth, from the sky one day. It Celestial Bazaar is not a customers as well as textiles, paper, lumber, and
crashed into Satyrine, where it was adopted as part place but a being. They say other goods for commercial buyers. And of course,
that an immortal entity, not
of the city. To most, this means that the vendors (at a place, crashed to Satyrine
it being Satyrine, people can also shop for ideas,
least the vendors at the time) and their wares also one day in the past, and the emotions, magical ingredients and materials,
just immediately appeared along with the space. Is market was formed from its ephemera, and objects of power. It’s difficult to
this possible? essence. Whether the being think of anything not available in the bazaar.
As previously stated, no one is certain. What is is still alive and aware is a Throughout the marketplace, performers of all
matter of contention, even
certain is that the Celestial Bazaar occupies its own stripes entertain for a few coins. Seers open booths
among those few that believe
unique space. It’s also very possible that the bazaar this version of the story. and offer to look into one’s future, makeup artists
was created in the same fashion as Fartown and sit at tables and offer to paint faces, and balladeers
the story of the mysterious “crash” is nothing more offer personalized love poems or jokes. And that’s
than that: a story. just the beginning.
The Celestial Bazaar can be reached from THE PATH The Celestial Bazaar is about a mile and a half
locations in every district other than Fartown, the Indigo Sun, page 46 (2.5 km) across. The Indigo Sun appears to shine
Hollows, and the Undersling. Each of these gates in the sky during the day, but this is not truly
is referred to as a memory gate, meaning that each the realm of Indigo. The weather is always like a
has a toll. When someone passes through a gate, comfortable late spring day.
they lose a single brief memory. The vast majority Some people—particularly the merchants and
of the time, it’s an inconsequential memory—how those supporting them—live in the Celestial Bazaar
much they paid for a loaf of bread last week or the itself. They live over the permanent shops or in
color of a dress a woman on the street was wearing. small apartment buildings scattered across the
(The memories are used to make orbs.) Most district.
people don’t think twice about using the gates, but
some avoid it if they can. Each wide gateway has
a posted watcher appointed by the bazaar’s one CELESTIAL BAZAAR RULES,
gerent, Kaladiasi Fuur. The guards mostly look for Kaladiasi Fuur, page 44 TRADITIONS, AND POLICIES
thieves or troublemakers. They each possess the The Celestial Bazaar and its people are keen on
ability to shut down their gate, so it is possible for traditions. While there are many, here are some of
the district to cut itself off from Satyrine if needed the most notable.
(this hasn’t happened since the War).

38
The Celestial Bazaar

39
Secrets of Silent Streets

BAZAAR EXILE SELLER’S NIGHT


Thieves, vandals, or other transgressors are exiled Once a month, the bazaar closes off access in the
from the bazaar. This is a harsh punishment evening to outsiders, and vendors are welcome to
because it literally means that the memory gates shop at the other booths and stalls at a substantial
into the bazaar will not admit the exiled person discount (usually around 20 percent). Sometimes
under any circumstance. Exile, as determined by non-vendors will clandestinely sneak into Seller’s
Kaladiasi Fuur or her representatives, is permanent Night to enjoy the discounts, but those caught doing
only for repeat offenders. so are exiled.
Entering the bazaar by means other than the
doors, such as mystical teleportation, also results in THE BUST
exile. Throughout the Celestial Bazaar, there is a
phenomenon simply known as the bust. The bust
THE CODE of a famous philosopher, Callum Reed, appears
All the vendors in the bazaar are schooled on the every morning in a different place in the market,
code. In short, they all agree to watch out for each and disappears every evening. Once it appears, it
other. The main application of the code is that if you is unbreakable and unmovable. The bust always
observe someone steal from a fellow vendor, you seems to draw customers, so frequently, a merchant
are obligated to report that thief just as if they were will have a 10 percent off sale if the bust appears in
stealing from you. Violations of the code result in their area.
exile. Hassie: level 8; magic
(two successes), +3 Resist; HASSIE
causes anyone she touches to It should come as no surprise that the bazaar is
freeze motionless (2 rests)
haunted. In fact, there are many ghosts here—just
like everywhere in Satyrine—but Hassie is perhaps
the oldest and best known. She wanders the stalls
at dusk, ignoring people but admiring wares. This
translucent apparition seems particularly drawn to
art and jewelry. If left undisturbed, she is fine, but if
anyone addresses her directly or otherwise attempts
to interact with her, she reaches out with her
chilling touch that not only inflicts mental damage
but also freezes the victim motionless. Then she
moves on.

MOOD AND FEEL


The Celestial Bazaar is all commerce, all the time.
It’s huge and packed with vendors, most of whom
have only a single small stall, so there are literally
many hundreds of vendors here—enough that
it’s impossible to know them all. Every trip to
this market should result in a character finding
something new.

40
The Celestial Bazaar

Describe this to the players by asking them to GREY MEMORIES


think of the noisiest, busiest, most crowded market Markus Taul: level 5; A relatively new vendor, Markus Taul sells objects
they’ve ever been in, and then double it. Or triple +2 defenses; +1 social taken from Shadow from a wagon filled with
it. While much of post-War Satyrine has become interaction various compartments and storage bins. He buys
a quiet and empty place, the Celestial Bazaar is a Shadow mementos from escaped vislae, but he
definite exception to that rule. THE PATH must have another source beyond that (one that
Celestial Bazaar, page 92
no one knows) to obtain the volume that he has.
Many of his wares don’t function or don’t function
LOCATIONS IN THE properly, but the smartphones, laptops, and
CELESTIAL BAZAAR microwave ovens are still interesting curiosities.
There are hundreds of vendors—perhaps well over a Aditya Nadeer: level 4; And many of the things he sells work just fine: toys,
thousand—in the Celestial Bazaar. Here are just a few. +1 Resist; +1 persuasion clothing, candy and soda, toiletries, and other odds
and tailoring and ends.
AVIARY OF SUITS Rabhya Nadeer: level 4;
A complete enclosed structure rather than just a +1 tailoring HANDS OF THE GREEN
stall, this shop is run by Aditya Nadeer and his Rae Mustran sells small cuttings of carstan in water-
daughter Rabhya. Aviary of Suits sells two types Rae Mustran: level 4; +1 filled jars.
of clothing: suits made of feathers and suits made Dodge; +1 Armor; Imported directly from the realm of the Green
of living birds. The suits of feathers are merely +1 botany Sun, the carstan plant takes root only in animal
decorative—peacock feathers are a popular choice, flesh (living or dead). If a cutting is allowed to
but there are many options. Many things in the Celestial root in a living creature, it grows quickly, with
Suits of birds are made to order, and manifest as a Bazaar are technically vines wrapping around the creature’s limbs and
few dozen birds that can take the shape of a normal magical, but that does torso after about a month. The carstan plant offers
not mean that they are
suit, but can also flutter and fly about as a small ephemera objects or objects
protection (+1 Armor) and the creature suffers no
flock of birds, staying close to the wearer. of power. A few might be ill effects other than occasional mild discomfort—
considered kindled items, particularly during that initial month—and the
BARRISTOL but only those with a need to eat and drink more than usual. (They must
A Maker of great ability, the non-gendered Barristol tangible (game) effect. The spend at least three hours in the sun each week,
rest are just part of the
specializes in weaponry, particularly weapons for but this time need not be consecutive.) After about
surreality of the Actuality.
use against opponents that would normally not four months, the plant flowers for about a month,
fear them. So they make blades and bullets that and the flowers have a stench that grants 2 vex in
will harm insubstantial spirits, incendiary devices Barristol: level 9; magic Interaction. Most people get rid of the plants at that
that can burn fire spirits, and so on. Barristol sells (two successes), +2 defenses; point, but this is a painful process and inflicts 1
a variety of items in a nicely appointed booth in the +3 crafting, +1 social Wound.
interaction; vislae with
bazaar and takes special orders there as well. some spells; +3 spellcasting;
Rae showcases her wares on her own body, so that
many ephemera and people can see the vines as they entwine around her
CLOCKWORKS objects of power that inflict and root in her side.
Ama Halloran crafts some of the finest clocks in harm, even to spirits
the Actuality. All of them are self-aware, but most INFINITE VOIDS WITHIN FLESH
are easy to get along with. They all speak, but some Ama Halloran: level 3; Salih uses ink made of emptiness to create his
know only obscure languages. At least one, with +1 defenses; +4 clockmaking tattoos. The tattoos are almost always something
human hands at the ends of its clock hands, knows very simple: a black circle, a black box, a dark blue
only sign language, which means that when it Salih: level 5; half-moon, and so on. But each is also an infinite
communicates, it’s useless as an actual clock. +3 tattoo artistry void. As negative space, something can be inserted

41
Secrets of Silent Streets

into the shape. But any object small enough to fit LOST SILKS
into the tattoo that is let go is lost forever (though Nicolas Garret: level 6; Nicolas Garret believes that a finely crafted, well-
not necessarily destroyed). +1 defenses; +2 social loved garment has a soul all its own. And he can
Salih’s tattoos are very expensive—usually 2 interaction; conjures ghosts prove it. When a beautiful garment is lost forever,
up to level 4
magecoins—but highly sought after. Among the destroyed, or otherwise ruined, Nicolas conjures its
vislae, they are currently one of the trendiest and ghost and offers it for sale here. (Despite the name,
most prestigious forms of body art. not everything he sells is silk.)

LIQUID GOLD LUSTER’S FIREARMS


Carlotti cries tears of liquid gold (no one knows Carlotti: level 4; +2 crafting Luster sells guns from his black wooden booth,
why), and she collects them and makes them into with gold all of them locked in sturdy display cases. Four
jewelry. She invests much of her time finding sad of Luster’s six arms float in the air around him.
books or poetry to keep her in a good supply of Luster: level 7; +1 Dodge; He does not make the weapons, but he is quite
material for her work. Her booth in the bazaar +3 attacks with, repairing, knowledgeable and can care for them, repair them,
is beautifully decorated and her wares tastefully or modifying firearms; can and even modify them if needed.
wield four pistols at once
presented. She also sells the books she reads and fire all four in a single
Luster works as a mercenary or hired gun on the
secondhand (because they never make her cry on a round, attacking different side, wielding four pistols at once. His prices for
re-read). targets guns are inexpensive, but fees for his services are
very high.
LOOSE IDEAS
Parmi Fash sells out of a wooden cart that looks like Parmi Fash: level 5; MIVAEL MURILLO, ARTIST
it just has a number of empty glass jars or ceramic +4 Resist; can handle ideas Mivael Murillo is an artist who sells her work from
jugs piled in it. The truth is, however, Parmi collects as if they were a gooey, tarry a stall in the market. She creates paintings with
substance, even though to all
ideas. These are miscellaneous ideas that have others they are invisible and
music, as she can transform sound into color. She
been cast aside by their originator, but someone ethereal plays guitar and then paints, occasionally humming
might find them of interest. She’ll admit that while while she works the canvas to get a bit more color
none of them are extraordinary, you might find a to work with. What she really likes, however, is to
new way to decorate your living room, a snippet Mivael Murillo: level 4; paint with other people’s music.
of an unfinished song lyric, or just the right name +3 painting, +2 musical Her paintings sell for 20 to 75 crystal orbs.
for your baby. (You might also end up with an performance; can turn
music into color
unworkable method for cleaning your fireplace, a NEIMAS PENS
ridiculous get-rich-quick scheme, or an unhealthy Neimas makes pens that only write lies. An older
idea for dinner. Not all ideas are good.) Parmi Neimas: level 5 woman with long, rust-colored hair, Neimas is
makes no guarantees, but she charges only 5 crystal friendly and talkative in her small, covered stall. She
for each one. You don’t know what you’re going to suggests that her pens be used for fiction or similar
get before you buy, and there are no returns. pursuits, but she doesn’t judge if the buyer has
She will, however, buy your unwanted ideas other ideas in mind.
for 1 crystal each, and she says they have to be
substantive (although sampling her wares suggests RARE BOOKS
otherwise sometimes). She rarely has enough There are probably at least five different vendors
containers available to buy more than six or seven in the bazaar who use the sign “Rare Books,”
ideas at a time. A sold idea is gone forever. Liavinadi Noeler: level 6; but among them, Liavinadi Noeler is the most
+2 Resist; +2 book selling prominent. She runs a small, permanent shop and
and collecting sells exactly what she claims to: rare, difficult-to-find

42
The Celestial Bazaar

Luster

books. Her stock includes a few treatises on magical ✦✦ Rope that ties and unties itself
lore, spells, and secrets as well as more mundane In the Props envelope of the ✦✦ String that ties and unties itself
topics. Black Cube, you will find ✦✦ Eyeglasses that change color

Liavinadi got herself into a great deal of trouble Liavinadi’s business card. ✦✦ Marionette that dances on command

a few years back selling some of the few books ✦✦ Teacup that keeps its contents warm

that detailed aspects of the War. These books were ✦✦ Shoes that play music with each step

confiscated by mysterious people wearing black ✦✦ Magnet that clings to wood rather than metal

trench coats, claiming to work for the Deathless Deathless Triumvirate,


Triumvirate. Today Liavinadi won’t even talk about page 19 Xaros might also have a few ephemera objects or
the incident, let alone the books themselves. objects of power.
Her booth looks like a collection of unorganized
SPIDER LADY Xaros: level 6; +2 Withstand junk, much of which is covered in a dusting of
Xaros has a large black spider where her right eye and Resist; +3 interaction webs.
should be, although there’s an eye on the spider’s with spiders
abdomen (which does not match her other eye at TIEDA’S MEATS
all). When she speaks, tiny bits of spider webbing Tieda: level 4; +1 defenses Tieda sells her wares from a large pavilion of
come out. She has quite a rapport with spiders purple and gold silks. She is a zilat with the ability
and even truespiders, and somehow parlays this THE PATH to magically create meat of various kinds, already
into gaining access to rare items and materials not Zilat, page 124 seasoned and spiced (but not yet cooked).
found elsewhere. For example, a typical selection of
wares might include: Truespider, page 145

43
Secrets of Silent Streets

WATER RIDERS music that seems like far more than what most
Virot sells bicycles that can ride on the surface of Virot: level 4 people could produce with just a flute.
water. He is a black-haired man of average height The Firewitch dresses provocatively and scantily
with thick glasses. The bicycles work normally on to garner even more attention, but what she does
land or water, although if the rider stops on the wear is unsurprisingly red, yellow, and orange. At
water, the bicycle sinks. Each bike costs 25 crystal. any time, she can create a halo of fire around her
Virot also repairs bicycles and sells parts. head or her whole body. Also unsurprisingly, Oilan
Kaladiasi Fuur: level 8; dresses in all shades of purple.
+2 Resist; +3 social
PEOPLE OF THE interaction KALADIASI FUUR
CELESTIAL BAZAAR Overseeing the entire Celestial Bazaar is a daunting
In addition to the vendors above, here are a few The Firewitch: level 8; task, but Kaladiasi Fuur would never admit such a
people found in the Celestial Bazaar. magic (two successes), thing. She’s extremely capable, but just as extremely
+2 defenses; +2 performance; arrogant.
can produce fire at a whim
THE FIREWITCH and can control any fire that
Kaladiasi is almost never seen without a retinue
Performing an act that is exactly as dangerous as it she conjures, as long as it is of assistants, guards, and lackeys. An elderbrin
appears, the woman known only as the Firewitch within long range follows her and writes down everything she says.
conjures gouts of fire of different colors and shapes She dresses practically but impeccably. She’s also
that obey her every command. A musician named Oilan, the Purple Piper: very old, sustained by magic and granted youth by
Oilan, who calls himself the Purple Piper, often level 4; +1 Resist; the changeries.
accompanies her performances with dramatic +2 performance and music

44
The Celestial Bazaar

MOIRIS THE BALLADEER Stangre: level 7; with work. The man is Stangre, a middle-aged
A busker of no small talent, Moiris sets up his +2 defenses; +1 crafting fellow with a blue mustache and a wide-brimmed
guitar in busy parts of the marketplace and plays and persuasion; can teleport hat. The overworked fellow has noticed the PCs’
himself or others to his
and sings songs of his own creation, usually about “supplier”
interest in his wares and says, “Hello, friends. As
funny or moving things that happened in the bazaar you can see, it’s a very busy day. My assistant is ill
in the past. He has one of those faces that seems and couldn’t come to work. If you are willing to give
eternally young, but a bit of grey in his hair betrays Moiris the Balladeer: me a hand, I’ll give you what you’ve got your eye on
the fact that he’s older than he might appear. Almost level 7; +1 Dodge and for free.”
anyone in the Celestial Bazaar can relate that he’s Resist; +2 performance and Stangre says he needs them to go to his supplier
songwriting, +1 persuasion
been playing there for many years. and perception
and get something. It’s a mystical ingredient or
something similar that’s appropriate to his business
URAMULPUR (which is determined by the GM to suit the PCs’
One of the most influential elderbrin in the city, needs or wants). He says that what he needs is a
Uramulpur seemingly knows everything occurring Uramulpur: level 11; magic light in his supplier’s eye. He’s cagey about further
with his kind, and he is even connected with those (two successes), +2 defenses; details.
that have broken from their families’ ranks. He also +3 social interaction;
various special powers,
wields powers that most people do not associate including mind control,
LIGHT SHINING IN THE EYE
with elderbrin, leading some to believe he is telepathy, and teleportation If the PCs agree, Stangre thanks them and waves
actually a vislae. his hand, and suddenly the PCs are all falling from
a great height. They get a brief glimpse that they are
YULESSES falling into what appears to be a colossal eye, which
Yulesses isn’t a vendor, but an accountant and Yulesses: level 6; magic just might be in a colossal face (but there’s little
banker who caters to the vendors in the bazaar. He (two successes), −1 time to confirm that).
has an office in one of the permanent buildings Withstand and Dodge, +2 The PCs splash down into deep water, unharmed,
Resist; +3 accounting and
and lives in an apartment above. He’s an older finance; produces magical
but the water is actually a part of the giant eye. In
man, probably once broad and muscular but now a flux of a random level and the distance, they see what appears to be a round
bit stooped, with grey hair and a slight limp. He’s nature at random times island in the middle of this calm sea, but it is of
well liked and well respected, but it’s unlikely that course the pupil of the eye. A lighthouse stands on
anyone other than a resident of the district would The GM should have the unmoving pupil, and they must make their way
ever have reason to interact with him except for one Stangre sell whatever it to it either by swimming or other means that they
thing—Yulesses should have been a vislae. Now, in is the PCs are interested provide. The lighthouse is, obviously, the light in
in. If they’re hungry, it’s
the later years of his life, his inherent sorcery leaks food. If they’re in need
the supplier’s eye that Stangre spoke of. Swimming
out to produce unexpected and usually unwanted of decor for their houses, to the pupil takes 30 to 40 minutes and is an
results. he’s got beautiful and exhausting affair.
He’s interested in finding some actual vislae who interesting stuff. If they’re Climbing up onto the pupil feels like climbing
might be able to help him in some way. shopping for ephemera, onto glass. It’s smooth but not particularly slick, and
that’s what he sells.
there’s a gentle slope up the convex “island.” The
lighthouse is a bit more than a hundred feet (30 m)
A CELESTIAL Is the eye (and its owner) high, with a single door at its base. The door is open
BAZAAR STORY fantastically huge, or when the PCs approach. PCs who can fly can easily
Sometimes we all just need a hand. have the PCs been shrunk reach the top directly.
down to minuscule size?
The PCs are in the Celestial Bazaar, most likely There may be no way to
shopping. At a particular stall a man selling find out for certain.
something of interest to them appears swamped

45
Secrets of Silent Streets

INSIDE THE LIGHTHOUSE


The interior of the lighthouse is mostly just a spiral
staircase to the top. Halfway up, however, there is
an apartment suitable for a family.
Endravine: level 9; magic Endravine is a powerful Apostate. She and her
(two successes), +2 defenses; 3-year-old daughter, Harra, live in the lighthouse,
+2 perception and +1 where she spends most of her time developing new
magical lore; vislae with
many spells; +3 spellcasting
spells. Harra has three cats named Good, Bad, and
Ugly. Endravine knows Stangre, of course: he’s her
ex-husband and Harra is their daughter. Endravine’s
spectacles only accentuate her glowing green eyes.
Her hair moves of its own volition almost like she’s
underwater. Harra has her mother’s eyes.
The vislae is not welcoming or talkative, and
mentioning Stangre’s name hurts more than it
helps. She’s fed up with her ex-husband and his
reluctance to spend time with their child, always
claiming that he’s too busy with work. Getting her
to do much of anything other than tell the PCs to go
away is a persuasion action (challenge 7).
When they ask her for the item Stangre sent them
to fetch, she says, “If you’re here in Stangre’s stead,
then you have to do Stangre’s chores.” There are
three tasks the PCs must accomplish before she will
give them what they’re after.
1. Repair the inner staircase. If the PCs used the
inner spiral staircase to get up to Endravine,
they’ll have noticed a broken wooden stair.
Endravine can supply them with tools, but
perhaps the PCs have magic that can repair the
stair as well.
2. Clean the light. At the top of the lighthouse is a
powerful magical crystal that produces the light.
It is covered in grime. Cleaning it is a fairly
simple matter of rags and polish, but doing it
without suffering severe eye damage is another
matter entirely. Withstand defense rolls are
required (challenge 7). Those who fail suffer 2
points of damage and gain 2 vex to Perception.
3. Trap the beast. The last task is the most difficult.
Endravine explains that a nameless beast comes
clawing at the door at night, and they fear for the
cats and perhaps even Harra. Harra, however,
insists that the PCs must not kill the beast—

46
The Celestial Bazaar

whatever it is—but only subdue or capture it. If


they don’t have spells or other abilities to make
that possible, Endravine can provide them with
an old fishing net. Beast on the eye’s shore:
level 5; +2 Withstand
To find the beast, they can wait until night when and Resist, +1 Dodge;
can sustain 4 Injuries per
it will come to the lighthouse. (This place is on the Wound and 4 Wounds;
same day/night schedule as the rest of the Actuality, can make as many attacks
even though there’s no sun in the sky.) Otherwise, with claws or tendrils as
they’ll have to hunt for it. there are close targets; all
The beast lives right at the water’s edge in a den attacks are envenomed so
that a victim gains 2 vex
of crusted foam. It is a spherical thing about 18
to a random Certes pool
inches (46 cm) across, with an odd assortment of
clawed hands, animal paws, tendrils, and even a
wing or two. A single bloodshot eye stares out from
amid the riot of miscellaneous limbs, and there’s
a toothy maw down in there somewhere. It is a
tenacious, bestial thing that can’t be reasoned with,
but it can be tricked. It’s really only interested in its
next meal (and a nice hunk of a vislae’s leg would fit
that bill just fine).
If the PCs complete all three tasks, Endravine
compliments them and her demeanor softens
(although she remains generally tight-lipped and
enigmatic). She offers them a tasty, light lunch and
the item they came for.
If asked if she has a message for Stangre, her
response is all expletives.

GETTING BACK TO SATYRINE


As soon as the PCs have the item they came for,
they are pulled back to the Celestial Bazaar and
Stangre’s booth. He is true to his word, and gives
them what they were interested in if they give
him the item. In fact, unless the reward is already
substantial, he’ll be quite generous. If the PCs ask questions
If Stangre promised the PCs food or something about the lighthouse or
equally minor, they’ll likely scoff at doing all this the eye itself, Endravine
simply shakes her head
for such a small reward. However, Stangre’s magic and says, “You really
won’t return them to him without the item. They’ll don’t have any idea where
have to return under their own power. you are, do you?” But
Returning with the item for Stangre earns 1 she won’t give more of
Acumen. an answer than that.

47
Secrets of Silent Streets

S
ome might refer to this area as the “Temple
District,” and the name suits its nature.
Even “Confederacy of Cloisters” was
E It also means that funeral processions make their
way through the streets on a regular basis.
Having so many people and institutions of
originally just a nickname. It became the official differing faiths in one place brings its own
name of this district before the War. Most people The priests and officials in problems. Conflicts—sometimes even violent
call it “the Confederacy” or just “the CC.” Although this district cannot agree ones—arise among the religions represented
it has residential neighborhoods and commercial as to whether this is The here. Churches are vandalized or even sometimes
Confederacy of Cloisters
areas like all the rest, this large district is notable or just Confederacy of
destroyed by a rival. Some members of the clergy
for its churches and temples, its monasteries, Cloisters, but the fact that spend more time plotting against their neighbors
and its cemeteries. Not surprisingly, it’s a quiet they believe this to be a (either in defense or offense) than they do their
district, known for gentle winds blowing through significant issue tells you normal religious activities.
whispering willows and robed figures silently a lot about the district.
walking across cobblestones.
A CONFEDERACY OF
CLOISTERS NEIGHBORHOOD
MOOD AND FEEL The Redivivus neighborhood is about half temples
Probably no district other than Fartown has as and half cemeteries and mausoleums. The only
varied architecture as the Confederacy of Cloisters. people who call Redivivus home are those who live
That’s because each religion has its own style, and (and thus work) directly in the places of worship
thus no temple looks much like those around it. It’s or the cemeteries. A disproportionate number of
a quiet district, underpopulated even considering Redivivus residents are a member of one priesthood
that most of the buildings in use aren’t homes, but or another. The rest are morticians or similar
temples and churches. The people there are often professionals. (Gravediggers and groundskeepers
quiet, perhaps deep in contemplation. are likely all thoughtforms.)
The people of this district probably live here for a The gerent of Redivivus has few constituents,
reason. Either they do work related to the temples but more than her share of responsibilities. Her
or they are extremely devout in their faith to one Anika Anada: level 7; name is Anika Anada, and she is young, focused,
religion or another. Despite the Confederacy’s magic (two successes), and professional. She’s also a zilat who can read
generally quiet demeanor, it’s not out of character +3 Resist; reads minds minds, which certainly comes in handy. Anika
to see people stopping in the middle of the street at must continually make compromises among the
a particular time to pray, or to see street preachers THE PATH differing faiths and religious organizations in
trying to convert those of other faiths. Zilat, page 124 her neighborhood. One might demand that no
It’s important to remember that a huge portion buildings in the neighborhood be painted white to
of the district is cemeteries. The district likely has honor their god, while another might insist that no
more than its share of the Dead for this connection. other colors exist and to believe otherwise is heresy.

50
The Confederacy
of Cloisters

51
Secrets of Silent Streets

Anika has no permanent staff. If she has need vestibule of the temple is a dull facade with a few
for help, she hires short-time contract workers. If obscure (and completely fake) symbols. Deep within
she needed to investigate a crime, for example, she the building you find Gullam’s true temple, which
would have to hire outside parties (like the PCs). drips with leering gargoyles and grim statuary. The
Gullam temple guardian: temple guardians look like giant frogs with clocks
level 6; magic (two instead of heads.
LOCATIONS IN THE successes), +2 defenses;
+1 Armor; can freeze a close
CONFEDERACY OF target in time (2 rests)
CAVERN IN THE SUN
CLOISTERS From the outside, this location seems like an
The following locations exist within the indistinct shimmer, nothing more. Stepping into
Confederacy of Cloisters. THE PATH it, however, you enter a cavern-like enclosure, with
Confederacy of Cloisters, what appear to be walls of stone (or something
THE AETHYRIC SHRINE OF page 86 similar) rising around you and a ceiling like a cave’s
BEARABLE EXISTENCE roof 200 feet (60 m) overhead. And yet, you can
Accessed only in the evening, the Aethyric Shrine still see the sky above and the other churches and
of Bearable Existence appears to be a shimmering buildings of the district around you as well. All at
display of light, almost aurora-like, but vaguely in the same time.
the shape of a bronze building with two minarets. Stranger still, winding columns of the same
However, this structure of wavering light is no stone stretch across the mammoth cave from floor
mirage, and can be entered. Inside, the shrine is to ceiling and wall to wall to form a tangle of stone.
calm and quiet. Suspended within this web is a single structure
The priests inside instruct the faithful in the that is difficult to reach, which serves as a temple
glories of life and existence. Death to them is an to Naasarthi, god of isolation. The few priests of
anathema and must be avoided at all costs. They Naasarthi dwell in the temple and never leave.
do not recognize the Pale as a physical place and, From anywhere within the cavern, you can always
despite all evidence to the contrary, believe that hear deep, resonant voices intoning a quiet but
death is only oblivion—more like what is true about THE PATH beautiful song of loneliness. This is known as the
the Dark, actually. The Dark, page 62 Cavern Hymn and many people come here just to
hear it, then leave without ever making it up to the
THE CARDIOPHAGES Palintalinosh: level 7; temple itself.
The cult of Gullam the Devourer is a secret society +2 Withstand and Resist;
devoted to cannibalistic rites to appease their awful has handfuls of poisonous THE CRATER HOUSE
powder to throw at a close
deity. Specifically, in their religious ceremonies, target who must Withstand
South of the district lies the house of the main
they each partake of a piece of a human heart. or fall to the ground in supplier of the drug ivum.
Some of the flesh they consume is stolen from convulsions (1 rest) Palintalinosh is a very old man, but he’s kept
mortuaries or hospitals, but—even worse—a great himself healthy and strong through magic and a
deal is gained through murder. Even these murders THE WAY
variety of strange substances imbibed, inhaled,
are ceremonies, and involve magical rites and Ivum, page 106 and injected. He stands almost 7 feet (2 m) tall,
invocations to Gullam like Moritat. In essence, then, with gangly limbs, bulging eyes, and hair like an
it’s a cult of ritual murderers. Moritat, page 37 explosion of orange and white. He’s very likely
For obvious reasons, the truth behind the rites of insane, spending much of his time listening to
Gullam are secret. In fact, the cult operates out of Gullam ritual murderer: music at ear-splitting levels and surrounding
a temple that they claim is dedicated to a fictional level 5; +1 Dodge; +2 stealth himself with what appears to be an amazingly
god named Vesteramulase. The outside and diverse amount of intricately arranged junk. He

52
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does this as a way to worship an entity called THE PATH THE EUPHONIC CHURCH
the Mother of Senseless Things. Wild and The Mother of Senseless Devoted to music and pleasing sounds in general,
unpredictable, perhaps even unstable, Palintalinosh Things, page 107 the people who come to this church serve no
is not malevolent. He keeps to himself in his home god directly, but simply dedicate themselves to
King Nine, page 48
in the ruins, takes a wide variety of drugs, and harmonious words and music. The church hosts
listens to music. Long ago, he worked for King concerts and other performances every week, and
Nine, but was able to sever those ties without losing offers music lessons for free.
his life (not always the case with King Nine). Now Allozere: level 7; magic Allozere is an angelic being from the realm of the
he’ll never work for or with anyone else again. (two successes), +3 defenses; Silver Sun who oversees and protects the Euphonic
He built his house within a crater in the Ruined can control volume (from Church. Wealthy donors—patrons of the arts,
silence to deafening noise)
Expanses where an extraordinarily powerful spell in a medium area
really—help fund the temple’s activities.
detonated in the last days of the War, injecting the
magical equivalent of fulgurite into the ground. HOUSES OF THE BLESSED
Palintalinosh uses a number of thoughtform The Thirty-Five Blessed Spirits are said to dwell,
workers to dig up the material so it can be ground metaphysically, in this collection of buildings with
into ivum powder. elaborately decorated marble facades. Statuary
The crater is about 120 feet (36 m) across and and ornamentation create a feeling of chaos to the
about 40 feet (12 m) deep, pocked with holes the casual viewer, with nary a straight line in sight. The
workers have dug. A narrow, ramshackle (but safe) decorative elements create sacred geometry invisible
bridge slopes down from the side of the crater to the to all but the most discerning eye, which provides a
house in the middle. spiritual place for the entities to dwell securely and
You can always hear digging and chipping away without effort.
in the crater whenever you are near. The diggers, The Thirty-Five, as they can be called, are so
in shifts, work around the clock. They don’t pay numbered because two hail from each sun on the
attention to visitors. path (including the nightside of each sun that has
Palintalinosh’s house is very small, with a front one), as well as a single spirit from the Dark, kept in
room, an office, a kitchen, a bedroom upstairs and check—in theory—by the other thirty-four. They are
a single basement room. The whole place—but powerful immortal entities without physical form
particularly the office and upstairs bedroom—are and each has its own outlook and agenda.
filled with a strange miscellany of seemingly useless Caretaker: level 5; magic The Caretakers are the closest the Thirty-Five
objects, mostly from Shadow. The rooms are filled (two successes), +2 Resist; have to a priesthood, and it is the Caretakers’
with limbs and heads from dolls, toothbrushes, +3 maintenance, +1 social job to maintain the houses and the sustaining
interactions; can heal 1
soup cans, lightbulbs, hubcaps, dinnerware, jewelry, Wound or Anguish, remove
geometry. In turn, they have the favor of the
construction toys, buttons, wristwatches, candle a curse or other ongoing Thirty-Five Blessed Spirits and can help petitioners
stubs, gelatin molds, flowerpots, and more. They effect of level 6 or below, seeking aid or wisdom with the insight and
sit on shelves, tables, and the floor. They hang from or grant someone a +2 power channeled from the entities within their
the ceiling and walls by wire and string. Many have bonus in all tasks related purview. The Caretakers have been known to heal
to a single undertaking
mysterious symbols written, painted, or etched onto wounds, both physical and mental, remove curses,
them. and grant limited blessings of good fortune in a
Palintalinosh’s only friend is the elderbrin venture, all thanks to the power of the Thirty-Five.
Nethven. Nethven takes diminutive forms, generally Nethven: level 4; magic They typically ask for money in return to help
standing about 2 feet (60 cm) high, usually with (two successes), +3 Resist; with the upkeep of the Houses of the Blessed, but
large eyes and an almost frog-like face. +1 mining; shapeshifting sometimes one of the Thirty-Five will have some
task that needs doing. For example, Yxarix, one

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Secrets of Silent Streets

54
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of the Gold entities, hates vampires but doesn’t ORCHARD OF MAUSOLEUMS


want them destroyed—instead, she wants to see In this, the largest of the city’s cemeteries, graves
them returned to life. She might want information dig themselves and tombs grow like plants,
regarding the whereabouts of a vampire, or even sprouting from the ground. The graveyard
want someone to confront one and attempt to use expands as needed, and produces all the necessary
magic to restore it to life. structures.
The Caretakers never take on tasks for the Thirty- Of course, you’d be a fool to think that the orchard
Five Blessed Spirits other than maintaining the houses. THE PATH doesn’t have more than its share of ghosts. Most of
Orbs, page 131 the ghosts here are orbs, too dull to do anything but
LIBRARY OF RHOL, wander the vicinity of their own graves.
THE LEFT-HANDED GOD
The library is a gothic structure of black stone with THE MAUSOLEUM OF NAHAIRAN
green-tinted windows. An almost serpent-like coil At the edge of the Orchard of Mausoleums stands
of mist winds around the spire, obscuring the path a structure inside an open pavilion encircled by
leading up to the top. The mist itself is a living, eight columns, topped with a mosaic-tiled dome
intelligent spell, allowing only those with the proper that glows at night. This is the tomb of the well-
key to pass. known General Nahairan, a hero of the War who
Inside, the library has the Actuality’s largest died defending Satyrine. While Nahairan has passed
collection of books relating to the Nightside Path. The THE PATH peacefully into the Pale, the ghosts of some soldiers
library also acts as a sort of house of worship for Rhol, Rhol, page 29 from the War who remain in the city come to the
although Rhol’s dogma is undemanding and does not tomb each night to perform acts of honor and
emphasize any of the traditional ways of “worship.” obeisance.
It’s said that Rhol himself can communicate with Locals call them the honor guard, and many
those in the library by rearranging the script on any people show up to watch the procession and
of the books. ceremony.

MANDALA GATE MERRIAN’S


Although Satyrine has no walls, it does have a Merrian’s cafe caters to the Dead. They don’t serve
gate. Positioned at the end of a wide street cutting food but the memories of food and the sensations
through the Ruined Expanses, the Mandala Merrian: level 4 of eating. Merrian, however, is very much alive. Her
Gate sits between two large stone buildings. It husband, Aoard, passed away a decade earlier but
is currently the main entrance to the city and, as Aoard: level 4; +2 defenses has returned as one of the Dead and visits his wife
such, sees a lot of traffic of all sorts. The gate is just routinely when he does not have other business on
a large arch with thousands of tiny symbols and Pale Embassy, page 121 behalf of the Pale Embassy.
charms hanging from it, each representing a belief,
idea, emotion, or concept. Most of these were added Some people have compared THE MIDNIGHT CATHEDRAL
by passersby, and more are added each day. the Mandala Gate to the The heart of the Church of Midnight lies in
At any given time, the gate is surrounded by gateways guarded by the Satyrine, in the Confederacy of Cloisters. Although
warden of each sun.
loitering elderbrin, vendors selling cheap goods, this cathedral is a place where church members
and sapient shadow panhandlers begging for some conduct rites in the name of various demonic
way to acclimate, or at least understand. THE PATH entities and dark gods, it’s also a shelter and
The Mandala Gate’s not technically in the Church of Midnight, treatment center for the depressed. A staff of
Confederacy of Cloisters, but it is closest to that page 111 therapists and counselors works there every day.
district.

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Secrets of Silent Streets

High Priestess Adored Ynfallosa, in charge of the Ynfallosa: level 10; magic the Awakening Sky. A few of his worshippers have
Midnight Cathedral, is a powerful vislae who uses (two successes), +3 Resist; found it difficult to transition along with their deity,
glamours to hide her advanced age. A public figure, +2 social interaction; but most have adapted. In addition, Onanthes has
vislae with many spells;
she all but dares angels or mortals who fear or hate +5 spellcasting
found new followers, not the least of which are the
the darkness to confront her or her organization. fiery winged kellidos, who hail from a half-world
Sometimes they do, and sometimes there is beyond the Unfathomable Archipelago.
conflict. Sometimes that conflict turns violent. But THE PATH Onanthes’s temple is under major renovation,
the Church of Midnight always survives and often Unfathomable currently covered in scaffolding. Thoughtform
emerges victorious. Either way, the conflict itself is Archipelago, page 49 workers remove blue-green wave imagery and
a paean to at least some of their patrons. other marine symbology. Signs indicate that it
will eventually be a beautiful structure of reds and
THE SENSORIUM yellows, with a sunrise motif.
A broad, two-story structure, the Sensorium is
one of the newer buildings in the district. It is not THE YELLOW TEMPLE
so much a temple as it is a business. Within the People never see anyone entering or exiting this tall,
sensory chambers, a visitor can experience any dingy yellow structure. Roughly conical with a pair
sensation—pleasurable, painful, or otherwise. The of jutting side towers, this mysterious temple seems
experience feels entirely real but causes no physical to have no followers, no priesthood, and no services.
harm or change (mental effects are another matter, Some people believe it to be abandoned. None of
but they depend on the sensation). this, of course, is true. The priests and followers
The main room of the building holds three that worship here gain access through hidden
dozen small sensory chambers. Admission to the underground tunnels connected to the sewer. The
Sensorium is 3 crystal orbs, plus 1 crystal for every actual temple is sealed tight, with locks and even
minute within a chamber. Sometimes, people grow diabolical traps to protect that which lies within.
virtually addicted to time spent in the chambers, Within the sanctuary chamber of the temple
usually to a specific sensation. Others are only is the god itself, called “God” by its worshippers,
interested in trying a different sensation every and called “the Yellow Thing” by the few non-
time. A small group of devotees believes that once a devout who have seen it. This 80-foot (24 m) tall
mortal experiences literally every possible sensation, being is formless, with no discernible face and
they become God. barely understandable limbs. It pulses and sighs
constantly but rarely moves—not that it could really
THE TEMPLE OF IS NOT go anywhere. It all but fills the tall central chamber
Is Not is a god of nonexistence. But that’s not how of the structure. Priests and worshippers climb
those who serve her would say it. They would say narrow stairs to reach numerous small ledges and
that “Is Not a god of existence.” They’re a confusing balconies where they can worship their god up
lot. close. They offer it food sacrifices, which it slowly
The temple is a paved, empty lot painted black. devours through absorption. While it eats, it emits
Her faithful sit on the ground there twice each week terrible fluting sounds and noxious odors, both of
and say and do nothing, contemplating oblivion. which the priests claim to translate as prophecy and
divination.
TEMPLE OF ONANTHES Rumors throughout the district claim that there
Overseer of the Forsaken Sea, Onanthes was once a are great magical treasures hoarded in the Yellow
water goddess and is now transitioning to be a male Temple, including artifacts not seen in decades or
wind god. In his new form, Onanthes is the God of longer. Thieves enticed by these rumors are never

56
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seen again, which may suggest that perhaps the


sinister priests of the Yellow Temple spread the
rumors themselves.
Priests of the Yellow Temple often wear Priests of the Yellow
yellow hooded robes, but when attempting to be Temple: level 6; +3 defenses;
inconspicuous, they shuck their robes for normal +2 stealth and deception;
typically carry level 6
clothing. Still, one can spot them based on the poison that grants a scourge
yellow runes they bear on the back of each finger. to movement (4 rests)

PEOPLE OF THE
CONFEDERACY OF
CLOISTERS
ABERIDUS
One of the Dead, Aberidus is a tall, imposing Aberidus: level 9; magic
figure in skull-adorned armor of steel and bone. (two successes), +2 Dodge
He spends his time in graveyards and cemeteries, and Resist; +3 searching;
can sustain 6 Injuries per
rousting ghosts and looking for wraiths that have Wound and 6 Wounds;
escaped the Pale. He claims to be an official agent +3 Armor; immune
of the Pale Embassy, but he is lying. In truth, he is to poison and disease;
looking for a specific wraith—his lover, Cornelius. can affect spirits with
his physical attacks
CLEMENCY
The oddly named being known as Clemency is a Clemency: level 3; magic
devout worshipper of Rhol, the left-handed god. She (two successes),
has spent a great deal at the changeries to transform +1 Withstand; +1 knowledge
and persuasion
into what she believes is the personification of Rhol.
In her eyes, this is the serpent-like coil of mist that
winds around the spire at the Library of Rhol. She
can often be found in front of the library itself,
extolling the virtues of Rhol to any who will listen.

ELLINDA MONARE
Ellinda is a priest serving in the Temple of Nara in the
Confederacy of Cloisters. Her short blonde hair has Ellinda Monare: level 4;
a number of small baubles threaded into it, each +1 defenses; +3 knowledge
representing one of the Greater Laws of Nara. The of the laws of Nara,
+2 public speaking
followers of Nara believe that the only way that a
society can operate is through a careful codification
of laws and rules. Left unchecked by carefully worded
and meticulously recorded rules, they believe,
humanity would quickly fall into barbarism.

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Ellinda is devout in her reverence of the Way of THE PATH VERRAMIN


Nara. She usually carries with her multiple books of Ratgoblin, page 131 A caretaker for a small church that is—for some
laws and rules that help guide every aspect of life. reason—beset by raids from ratgoblins and
As the Way of Nara instructs (with rule 18942C), it Roachgoblin, page 132 roachgoblins from the sewers below it, Verramin
is a duty of the priesthood to instruct the ignorant has developed into a fierce warrior.
of the rules that will allow them to live a better life. Verramin: level 6; magic She can transform the upper half of her body
Thus, Ellinda is always out on the street in her (two successes), +2 defenses; into the head and midsection of a shark for a
district, trying to teach passersby what they need to +3 intimidation; +3 attack brief moment—just long enough to intimidate a
and 9 damage as a shark-
know about Nara and the laws. like creature
surprised foe or even deliver a savage bite.

NILS SORSON ZERN


Nils Sorson is a priest of the entity known as the Nils Sorson: level 10; Zern started out life as a fox, but thanks to a few trips
Captive Beloved. Part of the disturbing philosophy +3 defenses; ephemera to the changeries, she now has a humanoid body,
of Nils’s religion is that if you love something, you and objects of power albeit one covered in fox fur. And her face is still very
grant various abilities
need to secure it so it can never be taken from much that of a fox. She wears human clothing and
you (or leave of its own volition). It’s rumored has human-like hands to manipulate objects. She
that the temple of the Captive Beloved teems with Zern: level 5; +3 Dodge, usually carries a handgun hidden in her coat, and a
kidnapped people loved by the worshippers, but +2 Withstand and Resist; knife in her boot. Her mannerisms and movements
held against their will. Nils is a breatharian and +3 perception, +2 stealth belie the grace and alertness of her origins.
doesn’t eat or drink, meeting all of his needs by Zern works as a sort of private detective in Satyrine,
simply breathing air. with a special talent for finding lost things—including
lost people. This talent borders on the mystical. Most
TREYA FETHALMAIS would at the very least call it “uncanny.” Her fees
Caught in a keyfall, Treya was struck by a wicked Treya Fethalmais: are quite high—usually at least 15 crystal a day plus
key, which left a permanent key-shaped mark on level 3; +1 defenses expenses, with a minimum of 75 crystal.
her face. She and others have tried to use the mark
as a guide to duplicating their own wicked key, but THE KEY
the resultant keys either have been useless or have Wicked key, page 207 A CONFEDERACY OF
cursed those who make them. Treya lives in the CC CLOISTERS STORY
and works as a florist. It starts small. A few people in the district can’t
seem to make their minor magic work. Most
THE SISTERS OF shrug it off as incompetence. Then rumors begin
THE LOST MOMENT to circulate. Ephemera objects and even objects
Believing that interest and focused thoughts keep of power seem dead. Angels, ghosts, and other
us from finding truth, which can come only from an spiritual entities flicker unpredictably. Finally, a
utterly distracted and bored mind, this small group few vislae report that their spells—even their best
tries to teach people to turn away from anything Sisters of the Lost spells—don’t seem to be able to draw the power
that is thought-provoking or compelling. The sisters Moment: level 5; +1 Resist; they need. At least, not reliably. It’s happening
have a small meeting hall in the district. can disrupt the next action throughout the Confederacy of Cloisters, but it gets
of any creature they touch
worse as you move toward the center.
The PCs hear about this through whatever
THE PATH
channels they have access to. It might be gossip in
Zero’s, page 102 Zero’s one night, an alert from an official source in
their order, or an item in the newspaper.

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The news might be such that some characters


will steer clear of the district, but others might be CURRENT TAP
curious to investigate. Even a little asking around Level: 3
or further reading reveals that some vislae have had Form: Bronze bracelet
success in overcoming the problem by altering the When activated, the wearer can switch from
THE PATH
magical current they use to cast their spells or other Currents of magic, page 9 using the main Path of Suns current (called
magical practices. But of course, not everyone has by some the A current) to a minor, obscure
the knowledge to do such a thing. alternative current (known to some as the
It’s also the case that the problem comes and B current). As this current routes heavily
goes. Some days—maybe even for a week—there GMs can seed information through the Silver Sun, while tapping
seems to be no issue. Then someone experiences a on the unreliable magic in the new current, the vislae can ignore the
bit of trouble, and later no one can get any magic to the Confederacy of Cloisters penalty any time Silver magic is diminished
over time. Gossip, bits of as the result of turning a Sooth card.
work for hours. And then the situation appears to news, repeated rumors,
right itself. Depletion: Ends when the sun next sets
and so on can continue for
Most people, of course, simply use the Path weeks or even months.
of Suns current, which some call Current A.
A bit of simple deduction suggests that there’s
something wrong with that current, but only in
the Confederacy of Cloisters. A character with the
ability to sense magic in any fashion, such as with The Maker, Udolis Ferent, makes his wares
the spell Scent of Magic, or perhaps even the secret Scent of Magic: see the Spell available in the Confederacy of Cloisters, where
called The Sight (generously stretching its benefits), Deck in the Black Cube vislae need it most. He charges 1 magecoin for each
can sense that the current’s not faulty or blocked, tap.
but rather, something in the district is drawing THE WAY
so much of it that there isn’t enough for the other The Sight, page 92 SERIOUS INVESTIGATION
demands put on it, like a diverted water main Characters directly affected might be more likely to
providing little or no water pressure to the pipes look into the problem. Locals shrug and shake their
drawing from it. heads. They’ve learned to live with it. Magic comes
This might not interest the PCs until they travel and goes, particularly near the central part of the
to the Confederacy for some other reason—perhaps district. It’s just a fact of life. Maybe it’ll get better at
they’ve business there of some kind, related to some point.
another matter. At a crucial moment, their spells For more information on Most of these people, of course, aren’t vislae.
or other magic just don’t work. They can’t seem to tapping into other currents Magic is a part of their life, but for vislae, magic is
draw any power. and the benefits of doing so, life.
you can reference
Book M, pages
Any ability to sense magic, or even just a slow
SWITCHING TO A 7–9 and 105. exploration of the district, casting “test” spells
DIFFERENT CURRENT here and there, will eventually lead to a relatively
There are said to be secrets that allow a vislae to tap innocuous holy site called The Church of Time.
into other currents of magic. Some people believe
there are six, while others speculate at least thirteen THE CHURCH OF TIME
currents exist. Such secrets are difficult to uncover The Church of Time is small—more of a shrine
and learn. For a quick fix, an enterprising Maker tucked between two other temples near the center
has developed an ephemera object called a Current of the Confederacy of Cloisters. It’s a circular
Tap. building covered on the outside in clock faces of all

59
Secrets of Silent Streets

sorts. The inside is mostly a single open room with If the PCs can get past Ophelia one way or
an altar in the middle of it. another, they can reach the candelabra. However, it
There is one reverend, a woman named Ophelia. Ophelia: level 6; magic is filled to bursting with magical power. Interacting
She has a hollow space in her torso with an (two successes), +3 Resist; with it now is very dangerous. Even picking it up
hourglass set into it, which constantly shows the +1 perception; can alter forces a Resist defense action (challenge 7), with
the perception of time for a
passage of time. Rather than welcoming new people nearby being so they move
failure meaning that the vislae suffers an automatic
into her church, she’s suspicious of newcomers. almost imperceptibly slow, major magical flux event. A new defense roll is
Her church has many rivals and not many they feel suddenly decrepit required each round.
adherents. and ancient, or they feel like The candelabra needs to be destroyed to stop the
Set atop the altar—which is a huge clock made a helpless infant—in all detrimental effect to magic. It’s made of brass, so
cases, the being can take no
of brass and glass—is a magical candelabra, its doing so will likely require tools or magic (or both.)
meaningful action (2 rests)
only power to light upon verbal command. The However, destroying the candelabra releases a wave
candelabra, however, is malfunctioning thanks to of raw power that is extremely dangerous. What
some random bit of magical flux. It is drawing vast THE WAY happens to those nearby depends on how close they
amounts of magical power into itself, disrupting Magical flux, page 13 are when the magic is released.
magic use throughout the district. Ophelia has no Touching it: An object touching the candelabra
idea that this is happening and is very unlikely to when it is destroyed is also destroyed. A creature
believe anyone who tries to explain it to her. To her, touching the candelabra when it is destroyed
this seems like the trick of some enemy. automatically suffers 1 Wound and 1 Anguish, and
must make a Resist defense action (challenge 10) or
gain 1 scourge in their Sorcery pool that lasts until
the effect is removed by something that can counter
a level 10 effect.
Close range: within Close to it: Creatures and objects close to the
about 10 feet (3 m) destroyed candelabra sustain 7 points of damage.
Creatures lose all the bene from their Sorcery pool.
Creatures can attempt a Resist defense action
(challenge 7) to ignore both effects.
Near range: within 10 Near it: Creatures and objects near to the
to 50 feet (3 to 15 m) destroyed candelabra sustain 4 points of damage.
Creatures can attempt a Resist defense action
(challenge 4) to ignore the damage.
A GM shift at the time of
the candelabra’s destruction RESOLUTION
invoking a grand flux event If word gets out that the PCs fixed the magical
might be appropriate.
current problem in the district, people in positions
of influence and power will certainly be impressed,
and the characters can expect free drinks at Zero’s
the next time they visit thanks to grateful vislae.
They also earn 2 Acumen.

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T
he Undersling does not have a monopoly on
the concept of “Satyrine district devoted to
disintegration,” for that could also describe
F The islands of calved-off land that float off the
edge of the city remain a part of the city, and fall
under the jurisdiction of the district of the Fade.
the Fade as well. As portions of the ground upon These islands eventually join the Unfathomable
which Satyrine rests break away and drift into THE PATH Archipelago.
the Abstraction, a district more or less devoted The Abstraction, page 48 Once into the Abstraction itself, gravity has
to the process (or perhaps simply a captive of it) crumbled and fallen apart as surely as matter. If you
has formed. It’s called the Fade. Surprisingly, this leap from the edge of the land into the void, you
is a populated section of the city, and despite the don’t fall, you drift. But slowly. “Everything happens
fact that it will inevitably disintegrate one day, city slowly in the Abstraction,” as the saying goes,
officials did not hesitate to rebuild it after the War. “because even time breaks down and disappears.”
In many ways, the Fade is the “other” port in the Because the Abstraction is a borderland between
city, offering berths to flying craft and creatures Indigo and Blue, dreams and thoughts seep out of
carrying goods and people to and from the islands THE PATH the Blue and form banks of majestic dream clouds
of the Unfathomable Archipelago and the half- Unfathomable that roil and drift through the Abstraction. These
worlds beyond. This is also where the sunships Archipelago, page 49 dreams and thoughts give just enough “something”
dock when they come to Indigo. for brave sailors to travel across as they sail toward
Sunships, page 38
The Fade also has a lot of manufacturing. The the Unfathomable Archipelago.
irony that so much is made where the world is As the Abstraction is a tangible absence, it draws
literally crumbling is not lost on the residents. In air toward it, so there is always at least a light
fact, they relish that irony. Irony, some say, is the breeze—and sometimes a much stronger wind—
secret language of the Fade. blowing through the Fade from west to east.
Beings dwell in the Abstraction, beyond those
who call the Unfathomable Archipelago home.
THE ABSTRACTION They exist within the drifting clouds. Like the
The Abstraction is where that which seems clouds, these beings are dreams themselves, likely
concrete, measurable, and solid becomes even having originated in the Blue. But some people
more true—which is to say, less tangible and more think that once free from the Blue, dreams have
abstract. The confluence of Indigo (truth) and Blue lives of their own, and perhaps even children. The
(mind) showcases the truest truth of all: that it’s all children of dreams would be dreams never actually
in your mind. dreamt. Their existence is solely their own.
Thus, in a literal way, matter slowly breaks down
in the Abstraction. It may take many centuries,
or more likely millennia, but all of Satyrine will
crumble and fall into the Abstraction eventually.

64
The Fade

65
Secrets of Silent Streets

TRAVELING INTO Kellidos, page 159 peoples, like the kellidos, the scalopedes, and the
(OR OUT OF) THE ABSTRACTION cavarani, all originally hail from the half-worlds.
The sailors who brave the Abstraction are a hardy Scalopedes, page 197
lot. They sail on floating and flying craft, many EMOTION SMUGGLING
propelled by feathered or insect-like wings. Others THE PATH One of the major criminal endeavors in the Fade
are more typical airships, with balloons or inflated Cavarani, page 68 involves smuggling in emotions. The Emotion
bags of gas. Rarer Abstraction-sailing ships include Emotion Mills Mills Consortium has the exclusive rights to import
one that resembles a huge ceramic dragon, a Consortium, page 118 emotion leaves into Satyrine, so those coming from
platform supported by hundreds of birds, or a sledge- other sources are contraband and illegal by order
like barge that somehow skates on the nothingness Deathless Triumvirate, of the Deathless Triumvirate. This empowers and
of the Abstraction itself, as if it were ice. page 19 emboldens smugglers to sneak emotions into the
The most common craft, however, appear to be city to sell on the black market.
conventional ships that sail upon the clouds of Although these can usually be obtained for
dream. However, because the clouds are not flat like cheap—15 crystal rather than the standard price
a typical ocean, only a careful and experienced sailor of 25—there are risks. Some of these emotions
(or a potent magical craft) can navigate their peaks are tainted, low-quality, damaged, or old. Using
and valleys. them for personal use can lead to confusion or
Most of these ships sail out to the Unfathomable even trauma. Using them in a magical working can
Archipelago, also known as the Feyward Lands and THE WAY result in slightly diminished effectiveness or even a
even more commonly as the half-worlds. Most of Major flux, page 14 major flux.
this is for trade, although rarely, passengers wish to Emotion smugglers typically come in from the
visit the islands, or those dwelling in a half-world Abstraction under cover of night, often with their
desire to live in Satyrine (or beyond). A variety of wares hidden within something else.

SCALOPEDE Crafter
66
The Fade

MOOD AND FEEL of the sizable and well-populated neighborhood,


The Fade is a wistful, thoughtful place. It’s and another ten to police and maintain order.
the sort of place where one might just sit for a
whole afternoon staring off into the Abstraction,
consumed with deep thoughts far more vital than THE PATH LOCATIONS IN THE FADE
any physical action. Thoughts and dreams drift into The Fade, page 88 You can find the following locations within the Fade.
Satyrine as clouds coming in from the Abstraction
Noösphere, page 14
(yes, against the wind), and emotions and ideas THE AUTONOMIC ACADEMY
come in the holds of ships as cargo shipped from Students enrolled in this university don’t attend
the Emotion Mills. conventional classes. Instead, they spend about 90
It’s ramshackle. The factories, the homes, the percent of each day asleep, and their unconscious
other buildings, and of course the land itself are mind taps into the Noösphere to learn from it. Not
breaking apart. People have done their best to all of the classes offered are purely academic. Some
cobble it together, but nothing here looks new, Precisely where the crumbled are physical in nature (climbing, dance, crafting,
pristine, or perfect. And thus most people don’t bits of land in the Abstraction and so on). Visitors might find it unsettling to see
worry about such things. Making things perfect, cease being islands and sleeping students up and moving around, practicing
or making them beautiful, is a waste of time in the become independent (half) fighting, sports, or pottery (for example) while
worlds unto themselves is
Fade, although that means that in the process of dreaming.
never entirely clear. But at
breaking down, things take on their own beauty. that point, reaching those
It’s important to note that this dissolution is shores becomes much more THE BLACK GARDENS
different than the disintegration and decay one will difficult. The deeper one goes Each of the eighty-seven trees in the garden has
find in the Red or even the Undersling. While it into the Abstraction, the been carefully shaped and groomed to appear like
seems physical, it’s actually conceptual. The point longer and more arduous a giant human head. Specifically, each looks like
each step of the journey
isn’t the process, but the end result, or rather the an individual from history, although many of those
becomes, and the likelihood of
realization that comes with the end result: the return diminishes. depicted are still alive.
things you think are real are real only because you The garden is surrounded by a high wall of dark
think. bricks, and each brick is made from the grave dirt of
a different person. The wall likely gives the garden
its name, but the place’s reputation for dark acts
A NEIGHBORHOOD solidified it.
IN THE FADE The fact that the Black Gardens are used for
The Vedanta neighborhood is a jumbled mix of particularly bloody and dark magical practices is not
factories, workhouses, and homes. Black smoke a well-kept secret. Visitors stumble upon evidence
rises from smokestacks, but the winds from the of their workings—including used candles, knives,
Abstraction keep the air fairly clear. The gerent is and other implements, bloodstains, and of course the
Markaus Pilanon, an older man whose body (but Markaus Pilanon: level 6; remains of their murderous rites—on a weekly basis.
not head) has been transformed into that of a much +2 defenses; +2 persuasion,
younger one. Thus, he is fit and healthy, but his face +1 to any physical activity THE DREAMERY
shows wrinkles and the weariness of age. A monastery-like complex, the Dreamery is where
Markaus’s house and office occupy a single THE PATH you can find some of the foremost experts on
building, and the stone and wood structure stands Deeps of Sleep, page 45 dreams and the Deeps of Sleep. The people here
on four catlike legs. The building can walk and regularly practice lucid dreaming and psychic
crouch like a cat, and is actually quite nimble. He travel into the Deeps and teach classes on these
employs a staff of ten people for the administration techniques as well. The head of the facility is

67
Secrets of Silent Streets

Dorian, a round-faced, unassuming man, and his Dorian: level 6; is a fantastic observatory, particularly for amateur
assistant, Mariusa, who looks very much like Dorian +3 knowledge of dreams astronomers, followers of astrolatry, or casually
despite the fact that they are not related. Mariusa: level 4; interested people. Certain types of long-form magic
The Dreamery boasts one of the best libraries in +3 knowledge of dreams having to do with the stars are better performed
the city on the Deeps of Sleep and sleep in general. here than anywhere else in Indigo. (Unlike
There’s even a gift shop that sells books, sleep aids, Great Observatory of Zuin, the Great Observatory of Zuin in Zardim, the
and pajamas. page 204 Hypaethral welcomes visitors and amateurs.)
Three nights a week, the Hypaethral hosts
THE HOUSES OF THE WINGED a musical performer or group to play beneath
A large array of tenements hover in the air, related the stars, usually creating a particularly relaxing
but seemingly separate. This is not actually true, experience for visitors.
however, as the tenements are all portions of the A ghost occupies the same space as the proprietor,
same building. Tania: level 6; magic (two Tania. One can see the ghost as a halo around her,
You don’t need wings to reach the various successes), +2 Resist; with a ghostly limb sometimes reaching out from
tenements. There are virtual corridors connecting +2 astronomy; vislae with her corporeal form. Tania and the ghost share a
many spells; +2 spellcasting
them, as if they were part of a normal apartment telepathic link and can coordinate their actions. Tania
building. These corridors (and anyone or anything is a professional astronomer and musician, and a
within them) are unseen from the outside, and exist vislae who specializes in magic related to the stars.
only once you are inside the building. Her small staff is almost always present.

THE HYPAETHRAL OLAMIC DREAMS


This building lies on a portion of the district that This is a small shop just down the street from the
has, in the last few years, broken away from the Dreamery. The services offered here range from
city. The “island” so created is only a bit bigger than insomnia cures and other sleep aids to potions,
the structure itself, and a half dozen thick metal powders, and other ephemera that help direct and
cables anchor it so that it doesn’t float too far. The guide your dreams. All of these are essentially level
island rests about 150 feet (45 m) from the rest of THE PATH 1 ephemera objects and vary in effectiveness. They
the district, and a pair of zilats with the ability to Zilat, page 124 are created by a trio of Makers who run the shop:
fly and make things (including people) temporarily Garrett, Margo, and Biresh.
weightless make a good profit ushering people and Olamic Dreams, however, also operates as a secret
shipments to and fro. Garrett, Margo, and refuge harboring living dreams that have escaped
Unlike what one might initially assume, the Biresh: level 5; magic (two to Indigo from the Deeps of Sleep. These dream
people behind the Hypaethral wanted their little successes), +1 defenses; beings are often not welcome by the people of
+2 crafting, +1 stealth;
section to break away. They may have even used vislae with a few spells and
Satyrine, and some gerents in the Fade will capture
rituals or processes to encourage or hasten it. This items; +1 spellcasting them and ship them back into the Abstraction in
is because the building is a sort of observatory, and the hold of the next ship leaving. Sailors usually do
being out in the Abstraction, even a bit, makes the not treat them well, to say the least, and most are
night sky darker and clearer. Plus, the Abstraction’s dumped unceremoniously overboard.
lack of weather helps too. Escaped dreams often stow away on ships coming
As the name suggests, this structure’s roof is in from the Unfathomable Archipelago, but others
open to the sky. In fact, an effect on the roof is slip in through other avenues. Ironically, one such
that at night, from the inside looking up, the view path is the dreams of those who visit the Deeps of
of the stars is magnified and clarified. Thus, even Sleep, where the dreams become stowaways of a
without a telescope or other device, the Hypaethral metaphysical kind.

68
The Fade

The escaped dreams live in shuttered cupboards the branches. Shyn-nu is cold and compassionless,
in a winding hall that extends from the back of the as are many who work with her.
shop into a surprisingly extensive back area with
many rooms and corridors. The proprietors of
Olamic Dreams try to acclimate them to Satyrine PEOPLE OF THE FADE
life so they can pass for “normal” (non-dream) These people can be found in the Fade.
people, but so far they have not had much luck.
ASH CEVELIN
REAVER SHIRTS Ash Cevelin: level 6; Ash Cevelin is a person of indeterminate gender
Known for their t-shirts, Reaver makes low-cost +2 defenses; +2 perception, with an eyepatch over their right eye but a third
(and low-quality) work clothing. The factory is run +1 stealth; can see things eye in the middle of their forehead. Ash works
normally invisible, can
down and quite large, with the workers (mostly perceive magic and magical
as a private investigator finding lost (or hiding)
Rivenhome residents) all sewing clothing by hand. natures by sight people, looking into crimes and indiscretions, and
The factory has a large sign over it with the words recovering lost items. They are extremely good at
“Reaver Shirts,” but in truth it produces a wide what they do because their dead husband, Monroe,
variety of garments. comes to them in dreams to provide insight and
The building is haunted by the spirits of those Angry worker spirit: level clues into their current cases.
who spent their life toiling here for long hours 5; magic (two successes),
and low pay. Occasionally, these worker spirits get +3 Resist; inflict 1 Anguish CRYTER MINISS
with a touch
violent and attack someone when they’re alone, so A Weaver suspected to be involved in a variety of
most of the people here know to always operate in Cryter Miniss: level 13; nefarious enterprises, Cryter Miniss wears a blank
groups, even on break. magic (three successes), bronze mask at all times. He carries a sack filled
+4 defenses; +1 Armor; with dozens of extra hands, each of which he can
vislae with many spells,
SUNSHIP BERTHS including effects like
control even as they fly about (but no more than
Tall, secured towers provide a stopping point for invisibility, improving four at a time).
sunships here, with gantries and accessways for defenses, mental and Cryter is an assassin and a spy for hire, but he
people and goods to move to the ships as well as off physical attacks at long also manages his own coterie of underlings and
and away from them. range, and teleportation; agents that operate out of a tall building that serves
+5 spellcasting
A few restaurants and hotels offer services to as offices, storehouse, and living quarters for
those who travel by sunship but stay in Satyrine the whole organization. He specializes in dream
briefly, on their way to somewhere else. THE PATH assassinations and crimes and thus operates out
Sunships, page 38
of the Fade most of the time, although he has
TOWER OF LOST SLEEP safehouses and other bases throughout the city.
Rivals of those in the Dreamery, the people working Malurus: level 7; magic Cryter’s ex-wife, Chele, is also a Weaver who lives
out of this tower call themselves the Woken. They (two successes), +3 Resist; in Fartown. They have two children, Seth and Anra,
despise sleep and call it “stolen life.” In the tower, +6 persuasion and Cryter has abducted his son and keeps him in
they magically collect sleep from across Satyrine his building in the Fade. He plans on using magic
and use its energies to keep themselves awake. This Shyn-nu: level 6; magic to make the boy forget all about his mother and
causes insomnia in other people across the city, (two successes), +4 Resist; sister.
some of whom try to gain access to the tower to get can put any close being to
sleep for an hour or more,
their lost sleep back. or can drain physical or
MALURUS
The leader of the Woken is a woman named mental energy with a touch Malurus looks like a translucent sculpture of a
Shyn-nu. She has what appears to be a leafless tree in the form of 2 Wounds or man, filled with tiny jellyfish. A total of thirty-two
for a head, filled with glowing insects flitting about Anguish men and women have pledged their love to him,

69
Secrets of Silent Streets

and he says that he loves all of them as well. It is


difficult for many people to see how he could be
so compelling, but Malurus doesn’t seem to take
advantage of his inexplicable charisma. All thirty-
three individuals involved appear to be very happy.

MEMOM
Memom: level 4; magic Memom is an elderbrin who manages a very large
(two successes), +2 defenses; association of sex workers, both elderbrin and
+2 social interaction human. They operate out of a beautiful (but slightly
run-down) hotel in the Fade, charging high prices
for extreme discretion and a wide variety of services
offered and needs met. Thanks to this business,
Memom is extremely wealthy and is in line to
become gerent of the neighborhood.

SECRAMINS
Secramin: level 4; magic Not an individual but a whole people, secramins are
(two successes), +4 Dodge, tall and lithe, their golden skin glistening in even
+2 Resist;+2 any movement the palest light. Hailing from the half-world of Ux,
action
these beings speak in telepathic whispers and spend
most of their time gracefully dancing in the streets
of the Fade.

ZOARA
Zoara: level 8; magic (two Zoara is a high-ranking peacekeeper in one of the
successes), +3 defenses; larger neighborhoods in the Fade. She’s well liked,
+3 Armor; +3 deception experienced, and tough, with skin that can transform
and stealth, +1 perception;
gun sends a faraway target
into stone (bricks, actually) and a gun that literally
outside of time to precisely sends a target into tomorrow. She’s also secretly a
24 hours later close ally of Alexander Masselred, head of the largest
criminal organization in the district. Masselred’s
people are emotion smugglers, extortionists, and
hijackers. And Zoara helps them at every turn by
providing them with information and looking the
other way when they commit their crimes.

A STORY OF THE FADE


Calter Padilla: level 5; Every journey begins with a single step, but only if
+2 defenses; +2 perception; you get to take it.
gun fires bullets that inflict Calter Padilla is an explorer on his way to the
4 damage and 2 vex in both
Movement and Accuracy
realm of the Gold Sun. He’s booked passage on a
CrYter Miniss
sunship, gathered his gear, and is ready to go. He’s

70
The Fade

packed his pistol, which fires poisonous beetles otherwise (challenge 5) or somehow remove the
as bullets. His partner, a Goetic named Mallory effect. If they succeed, Calter asks if the vislae have
Yin, was supposed to meet him at the sunship a way to find Mallory so he can ask her what’s really
berths, but she never showed. Instead, a messenger going on. If they do have such a spell or ability, they
delivered a note from her, saying that she couldn’t can continue to the end of the story. Otherwise, to
go on the trip and that he should leave without her. continue they’ll need to do some detective work:
Calter had already missed the sunship leaving talk to the neighbors and look through the things in
that day and would have to wait until the next day their house. (Mallory clearly packed some bags and
anyway, so he went back to the house they share, left, seemingly with no intention of returning.)
but there was no sign of her. Thus, he found
himself on a stool in the local bar, The Misstep, MALLORY
drinking away his troubles but intending on leaving Mallory has fallen in love with someone else. She
tomorrow. wanted the note to convince Calter to go on his
expedition alone, as she knew he’d be happy once he
ENTER THE PCs was exploring new and interesting territories, and
The PCs need to be in The Misstep to get involved. then she’d be free to be with her new lover.
There could be many reasons for this: they’re Mallory Yin: level 4; magic Mallory can be found in the apartment of
meeting someone of importance to a character arc, (two successes), +2 Resist; Dillon Farragay, a sailor on a ship that travels the
one of them has been sent there by a superior in +1 stealth and deception; Abstraction. He’s only in town for a week or two at
summon up to level 3
their order to receive a package, or it’s just random spirits; vislae with a few
a time between voyages. If the PCs have a way to
chance. Regardless, Calter is a figure of some spells; +1 spellcasting track her to Dillon’s home—whether it be through
renown for his explorations, and one of the PCs magic or tips gained through investigation—they
might recognize him. Or they might just happen to Dillon Farragay: level 4; find that she’s not in distress, or held under duress.
strike up a conversation with the sad man at the bar +1 defenses; +2 sailing She’s in love.
dressed like he’s ready for a dangerous expedition, If Calter is with them, particularly if it’s the same
complete with pistol and pack. The GM could say to night and he’s still a little drunk, he reacts poorly to
Calter’s a bit drunk, and he will tell his sad story one player, “You see the finding her there with another lover. He might even
to anyone who will listen. He’ll even pull out the well-known explorer Calter pull his pistol and threaten Dillon with it. The PCs
Padilla at the bar, looking
note from Mallory and show it to whomever is morose. Your character
can use magic, force, or persuasion to keep him
nearby. And that’s when the story really starts, has a connection with from doing something stupid.
because the GM should use a shift (granting the him—what is it?” Dillon, on the other hand, probably tries to get
character 1 Joy) and inform one of the PCs that Calter and the PCs to leave. The situation is likely
they sense a strange aura of magic around the note. to bring Mallory to tears. The whole thing’s an
Something is not what it seems. emotional mess.
Further investigation of the note (using The compulsion spell
divinations or something of that nature) reveals embedded in the note WRAPPING UP
that the note was conjured as a spell, not written. is a level 5 effect. Not all stories wrap up neatly. Calter and Mallory
If informed of this, Calter says that Mallory knows are going to split up. The best thing anyone can do
a spell to conjure a piece of paper with writing on for Calter is convince him to go on his journey after
it, but the writing carries a compulsion to believe all. Mallory might be embarrassed that a group of
what’s written. strangers tracked her to Dillon’s apartment, and
But why would Mallory use that on Calter? He Dillon’s likely very angry about it.
is under the compulsion to believe the note, so If the PCs successfully help Calter find Mallory,
the PCs may find that they have to convince him they gain 1 Acumen.

71
Secrets of Silent Streets

“W
elcome to Fartown,” says no sign
anywhere. Fartown folk don’t
like tourists and they don’t like
G concoctions, or barely controlled otherworldly
menaces.
Fartown’s population is likely about 100,000
sightseers, even though there are many, many people, and probably around half of those are
sights to see. You either belong there and you’re vislae. With so much spellcasting and magic use
part of the whimsical, magical cacophony of chaos, occurring in one district in the city on an almost
or you don’t, and you’re not. continual basis, it’s a wonder that Fartown remains
It’s always autumn in Fartown. The air is always in existence at all.
crisp and cool. The leaves are always turning color THE PATH Travelers reach Fartown through a large archway
and just starting to fall from the trees. Narrow Sannyasa River, located beside the Narrow Sannyasa River, opposite
There are two stories to explain why Fartown page 94 the Hollows. It’s never locked or guarded, but many
lies forever in the sway of autumn. The first is that people believe that it’s impossible to pass through
Angular Serpentine,
a curse from a vengeful warlock grips the district without it being noted and recorded by the Angular
page 66
forever in a time of dying, yet never allowing it to Serpentine. There is no feeling of transition when
reach death. The second says that it was a blessing you pass through this arch, so it’s easy to forget that
from a satisfied god seeking to end an oppressively Hollows, page 94 one has actually passed into another world entirely.
long and terrible summer’s heat with cool breezes
and shorter days. It’s possible—even likely—that
neither of these is true. Each seems to rely on the MOOD AND FEEL
storyteller’s or the listener’s opinion of autumn. In Fartown, every building is a story, and every
Fartown gains its name from the fact that it does story is surreal. Sprawling mansions sit next to
not lie in the same physical dimension as the rest tiny, crooked houses. Twisting towers reach to a
of the city. Long before the War, the Deathless Deathless Triumvirate, sky filled with living hot-air balloons, giant moths,
Triumvirate placed the district that would become page 19 and inexplicably floating people. A 1960s New York
Fartown in its own half-world, which they created Yellow Cab drives down the street past a fish-headed
to contain dangerous magic and those who would man selling newspapers. This is the most surreal
wield it. They designed it to be a place where the part of a surreal city.
city’s so-called “on-the-cusp” sorcerers, witch- It is autumn. Always autumn.
touched, and houngan (or whatever vislae were Fartown is the vislae district. And it suits them well.
calling themselves back then) could practice their Fartown exists as a 5-mile (8 km) long mass
arts without endangering everyone else. Even of solid ground with trees and grass as well as
today, Fartown is home to many experimenters, streets and buildings. However, at the edges of its
concoctors, and summoners, any of whom could Ruined Expanses, page 208 perimeter, beyond sections of Ruined Expanses,
bring the reality of Satyrine crashing down around space and time become blurry and seep slowly into
them with their half-finished spells, experimental an unknown elsewhere. This border is called the

74
Fartown

75
Secrets of Silent Streets

Bleed, and it’s not safe to go there. Fortunately, the Fartown is filled with vislae houses, and vislae
weird runoffs and emissions from the experiments, houses are always strange. Each one is unique.
summonings, and creations in Fartown that Use this list when you need to quickly describe the
eventually flow into the Bleed at least have a place to house of a vislae, but never use the same idea twice.
go where they can (presumably) do no harm. ✦✦ Inside the trunk of a living tree

Although most of Fartown has been reclaimed, ✦✦ Perched on spiral supports

there are still ruins on the outskirts, before one ✦✦ Perched on a single column

gets to the Bleed. These are similar to the Ruined ✦✦ A giant orb

Expanses in the rest of the city. ✦✦ A giant cube

Fartown can be as whimsical or as darkly ✦✦ A large pyramid

terrifying as you want to describe it. It can vary ✦✦ A glass dome

from session to session, the players never quite ✦✦ A stone tower

being able to wrap their minds around it. When ✦✦ Made entirely of books

they come upon an important building, focus just ✦✦ A wooden ship

on that location—particularly if it’s a vislae house. ✦✦ Made entirely of metal

Vislae houses have the ability to seem to stand alone ✦✦ Made entirely of light

(metaphorically) even on a crowded street. ✦✦ Within a giant statue of a crouching lion

✦✦ Perched atop an impossible spire of rock

✦✦ Floating

NPC VISLAE AND ✦✦ Floating upside down

VISLAE HOUSES ✦✦ Covered in elaborate murals

People in other districts sometimes call Fartown ✦✦ Tall house curves down so the roof touches the

“Far Down.” (Kids tend to call it “Fart Town,” but ground


that’s often because of the strange smells.) It’s ✦✦ Tall house bends at a 90-degree angle halfway

not a place of the respectable, the wealthy, or the up


beautiful. It’s dangerous and transitory. Even today, ✦✦ Built of bones and skulls

homes, buildings, or entire blocks sometimes ✦✦ A pool of water

explode, fade away, or transform into sentient ✦✦ Hidden among the hairs on a cat’s back

motes that fly off into the aethyr to find meaning in ✦✦ Within a giant statue of a human head

their own lives. And yet vislae tend to look upon the ✦✦ Contained within the reflection of a pool of

non-Fartown parts of Satyrine with disdain. In other water


words, both the vislae and the nons hold each other Vislae sometimes refer to ✦✦ Entirely within a lush garden

at arm’s length. Both groups appreciate Fartown’s non-vislae as “nons.” ✦✦ Has a giant eyeball on the front

metaphysical separation from the rest of the city. ✦✦ Looks so ramshackle that it shouldn’t even be

That said, Fartown has become the domain standing


of artists as much as vislae, although there are ✦✦ A cloud bank

no galleries. It’s the home of theater folk, but no ✦✦ Made of mirrors

theaters. Fartown has little in the way of commerce ✦✦ Actually a wooden ship

or culture, other than the activities vislae conduct ✦✦ Suspended in a spider’s web

among themselves. (And seeing as vislae have their ✦✦ From the outside, nothing but a staircase up to

own currencies, that is, perhaps, a fair bit.) a door


Not all vislae live in Fartown, of course, but ✦✦ Entrance is on the third floor

virtually all of them are familiar with its streets, its ✦✦ Windows are eyes

sights, and its smells. ✦✦ Made of modular cubes that move and shift

76
Fartown

✦✦ Made of centipede cocoons purchased for 1 crystal orb for an evening, but
✦✦ Suspended by cables from something very tall those who apply and are accepted can become
✦✦ Walks around on four animal-like legs standing members, the dues for which are 10
✦✦ Looks like a giant book crystal per month. Membership grants access to
✦✦ Looks like a giant teapot Philippa Red: level 4; not only the bar but also the theater that offers
✦✦ Looks like a giant shoe +3 mathematics, +2 music unique performances of music and dance (standing
members have assigned seats, based on seniority).
THE PATH The Benighted Song features Philippa Red on the
LOCATIONS IN FARTOWN Fartown, page 99 mathematical organ. This musical instrument is
The following locations exist within Fartown. played by pushing buttons like a calculator, and as
long as the input equations are correct, the music is
ASSEMBLAGE OF INK Berdun: level 4; +1 Resist; wonderful. The more involved the math, the more
You’d be forgiven if you thought this merely a tattoo +2 musical knowledge complex the music.
parlor. From the outside, the lone window in front Sometimes other guest musicians, singers, and
displays a variety of designs, and the sign above the Assemblage of Ink dancers perform as well.
door is modest. But this place is far more than the member: level 6; magic Membership in the Benighted Song is prestigious
establishment of a tattoo artist. Little can prepare (two successes), +3 defenses; and sought after. There’s typically a wait list.
+3 tattoo artistry; vislae
you for that first step inside, as you are drawn into with many spells; +2
the building not unlike how a mouthful of wine is spellcasting BERDUN’S MUSIC SHOP
swallowed down a throat. After a bewildering array Berdun’s Music Shop exists only as a painting on an
of (tattooed?) images assault your senses, you find Regardless of whether you easel standing in a vacant lot. The painting depicts
yourself, alone, standing on soft ground, a night sky visit the Assemblage of Ink the shop, and one can step into the painting and
above you. with companions, you enter thus the shop. Berdun offers musical instruments,
alone.
Only then do you meet the proprietors, a cabal of sheet music, phonographs, and record albums.
vislae artists who do not give their names, referring Nalo Farroa: level 6; Armor Perhaps even more interesting is how much more
to themselves only as the Assemblage of Ink. The 1; magic (two successes), of the street (called Ambassador Street, according
“soft ground” on which you all stand is your own +3 defenses; to the sign) you can access once you’re in the
+3 perception, deduction,
flesh, and with magical ink they can give the ground and stealth; vislae with
painting—even buildings that can’t be seen in the
any tattoo you request while you watch. The tattoo, many spells, most dealing initial image. These include:
of course, appears on your body as well as the with stealth and divination; ✦✦ The office of Nalo Farroa, a vislae private

ground. +2 spellcasting investigator.


The image carries a magical effect of your ✦✦ The office of Contard Imports, which seems to

choosing as well, although the artists reject Otaseu: level 7; magic (two never be open.
requests where the image and effect do not match successes), +3 Resist; +1 ✦✦ The studio of Peter Obara, a painter (who

conceptually. The effect can be activated whenever magical lore; can turn into painted the original work that grants access to
an insect and command
you wish, but only once, at which point the image insects; vislae with many
this area).
fades. Tattoos are priced like ephemera objects, spells; +3 spellcasting ✦✦ The home of Otaseu, a secretive Vance who

based on the level of effect. trains insects to obey simple commands.


Library of the Undone, ✦✦ A mostly vacant single-story building used for

THE BENIGHTED SONG page 195 storage.


The entrance to the Benighted Song looks like a ✦✦ A mostly vacant three-story building occupied

moth, with the wings serving as swinging doors. THE PATH


only by a wrongcat.
This social club caters to vislae, but it’s no mere Wrongcat, page 134 ✦✦ The occasional location of the Library of the

bar. Temporary membership to the club can be Undone.

77
Secrets of Silent Streets

If you move even farther down the street, you find


yourself on the actual Ambassador Street, although
any of the buildings in the painting are no longer
accessible, except back through the painting again.

CAFE/BAR
Cafe/Bar is a bistro-style cafe called Bar when
the sun is up, and a wine bar called Cafe when it
has set. The building, the furniture, and even the
thoughtform waitstaff all instantly transform at
sunset and sunrise.
Sarai Nagolis: level 6; The proprietor of Cafe/Bar is Sarai Nagolis, a
magic (two successes), retired zilat who can grant happiness or misery with
+1 Resist; a touch. Sarai accentuates her great height with very
+1 administration; affects
mood with a touch
high heels, and her skin is literally silver. She is
rarely present, and when she is on the premises, it’s
in Cafe rather than Bar.

THE CALIVAN MADHOUSE


The Calivan Madhouse was established before
the War. Under the direction of current head
doctor Nadia Gorre, the asylum does as it always
has, specializing in vislae who have gone mad
through use or misuse of magic. She has theories
on treatment, but for the most part the asylum
simply keeps the rest of the city safe from the
crazed magic-use of the inmates. Those kept in the
Calivan Madhouse are few in number but all quite
dangerous.
Doctor Gorre: level 6; Doctor Gorre has large, bird-like eyes and a
+5 Resist; carries three splay of multicolored feathers rather than hair.
syringes filled with a level 7 She usually wears a white lab coat and carries
sleep poison (3 rests)
a clipboard and a few notebooks filled with
information about the patients. Doctor Gorre
spends most of her days distracted by her own
thoughts, always jotting notes for new areas of
inquiry.
Doctor Sohn: level 5; The other doctor of the facility, Doctor Sohn,
+4 Resist; carries two answers to her, although they are rarely on duty at
syringes filled with a level 7 the same time. Sohn is an older man who walks
sleep poison (3 rests)
with a severe limp. He rarely speaks, and when he
does it is with a hoarse whisper. He tends to cloister
himself in his office and fall asleep on his shift.

78
Fartown

Both doctors have taken steps to make themselves CONVERSATION ALLEY


very resistant to magic, for all the obvious reasons. The buildings on both sides of Conversation Alley
Security in Calivan’s is strict. It’s maintained are sentient, and bear faces. One, a clock repair
by Marcus Asuran, who has bronze plates fused Marcus Asuran: level 6; shop, is possessed by multiple spirits called erglin
into his flesh and a bulbous head like a puffball +2 defenses; +2 Armor; from the realm of the Gold Sun. The other, a
mushroom with six thin tendrils always in motion +2 perception; tendril bookshop, came to self-awareness on its own—it
touches put creatures to
around it. These tendrils secrete a potent mind- sleep (2 rests)
claims because of “the endless chattering of the
altering drug that puts a living creature to sleep. erglin next door.” The two structures engage in
Typically, this tactic is used to calm a dangerous Erglin: level 7; +4 resist seemingly endless discussions and debates, day and
inmate. night, sometimes over such minutiae that no one
else can even fathom what they’re talking about.
THE CAROUSEL OF STORMS Torinalli’s: level 5 The bookshop is called Torinalli’s and offers
In Fluted Green, a peaceful park with a small popular fiction, the latest periodicals, and a few
pond and many trees, stands an elaborate, baroque other books, but nothing particularly in depth.
carousel of mirrors and wood. Rather than horses The shop is more knowledgeable than any of its
or animals, however, the aspects that turn about the contents.
carousel are clouds. Those who ride the carousel
are whisked away to float about on storm clouds, THE CHANGERIES
wrapped in gales, hurling lightning, and reveling in There are many changeries, but they are all
thunder. When the carousel stops, the riders return, clustered together in one part of the district. Each
although about once every other month, a rider does is a large building filled with strange devices. Fat
not return and is never seen again. smokestacks belch foul-smelling smoke, and thin
chimneys release colored mists. Pipes exude strange
CASTLE OF THE LIE residues and wastewater that sometimes makes the
An homage to Shadow, the Castle of the Lie is a oddest sounds—the crying of a baby, the screeching
huge museum that holds all sorts of objects, books, of an owl, or the babbling of a madman.
photographs, and films of what happens in Shadow. Usually, a front office offers menus of possible
For the price of a single crystal, one can find all changes or consultations with an employee wherein
manner of mementos and nostalgic remembrances a customer can describe exactly what they want
of that world. Television shows, music, toys, done. These offices are welcoming, quiet, and clean.
computers, clothing, kitchen appliances . . . it’s all No one—other than employees and the customer
here. undergoing the procedures—is allowed into the
The owners of the castle, a group of former vislae much larger back rooms where the work is actually
who like to keep a low profile, have a connection done.
with Markus Taul of Grey Memories in the Celestial Grey Memories, page 41 Most changeries have spells of forgetfulness so
Bazaar, and they get first pick of some of the that those undergoing alterations don’t remember
Shadow wares he procures. the horrors required to accomplish the desired
Of course, incidents of vislae being drawn back changes.
into Shadow in and around the Castle of the Lie are The people changed in the changeries, called
many. the Perfected, are typically vislae. This means that
Fartown has the majority of the Perfected within
its confines. Of course, people in other districts—
particularly the wealthy—occasionally come here to
be changed.

79
Secrets of Silent Streets

FALSE ARCH record of all known summoned entities, pacts,


A large, empty arch stands in an abandoned piazza. and more. The order stores thousands of names of
It looks identical to the arch that serves as the demons, angels, and other beings, as well as their
gateway back to the Hollows (and thus, Satyrine). appearance, demeanor, powers, and other details.
People speculate that it once went somewhere too, Carter Varde: level 8; Some of this information is incomplete, however,
but there’s not even a speck of residual magic about magic (two successes), and in some cases, it’s entirely wrong. This can
it now. If it did lead somewhere once, no one today +2 defenses; +3 magical create potentially dangerous problems, to say the
lore; Goetic summoning;
seems to know where. vislae with some spells;
least. Further, getting access to these records can be
A singular being seems to be tied to the False +1 spellcasting difficult, and it is restricted based on degree (non-
Arch—a smoky apparition of a creature that is equal Goetics are, of course, forbidden).
parts human and rat. It appears from time to time, Gre: level 9; magic (two Two 5th-degree Goetics, a man named Carter
wandering the perimeter around the piazza. Cats successes), +2 defenses; Varde and a woman named Gre, are responsible for
seem drawn to it, warily. Interacting with this being +2 magical lore; Goetic the library and the actual hall of records (which is,
summoning; vislae with
(image?) seems impossible. some spells; +2 spellcasting
in fact, multiple halls).

GATE TO THE HOLLOWS GRYNN’S GRAMARYE


The gateway is a gathering place in the district, a This chained library contains the books required
site for merchants to set up food carts and for other to learn most general spells, at least up to level 8.
vendors to peddle vislae-oriented wares. It’s the Grynn was a wealthy vislae from before the War.
busiest part of the district and a good place to catch Today, Tiora, the cousin of his granddaughter’s
a cab. The gate itself is a massive stone arch in the husband, owns and runs the establishment. She has
middle of an open square. Tiora: level 6; magic (two a staff of six assistants.
successes), +4 Resist; vislae As stated, this is a chained library. All the tomes
THE GOETIC HALL OF RECORDS with many spells; are chained to the shelves to prevent theft. You
+3 spellcasting
The foreboding appearance of the Goetic Hall of must study your spells here at the tables provided.
Records befits an order that spends more time Tiora charges 1 crystal per day of study. This has
talking to immortal beings than to mortals. The made the place a bit of a vislae hub, and a number
large gothic structure has five towers (one of them of small coffee shops and cafes have opened around
is a clock tower), each decorated with carvings and it in the last few years to cater to those who use the
statuary of leering demons, noble angels, and other general location to meet up and spend time.
spiritual beings.
All the high-ranking members of the Goetic KRYVEN’S BOOKS
hierarchy maintain offices here, which includes (but A general bookshop offering the latest in fiction,
is not limited to) every 6th-degree member. Some a smattering of general interest nonfiction, and a
of these offices are empty all the time because the large selection of gossip magazines, Kryven’s Books
office holder is elsewhere, but if the member is lies between a coffeehouse and a bakery. It serves
alive, their office is maintained. Each office is tied the (nonmagical) literary needs of many vislae. It’s
to a position rather than a specific individual. Thus, Kryven: level 7; magic (two also notable in that Kryven, the owner, is a vislae
there is an Office of Demonic Names, an Office of successes), +3 defenses; himself, and he lives inside one of the books in the
Ceremonies, an Office of Initiations, and so on. vislae with many varied shop. That book, Guidon’s Guide to Mapmaking, isn’t
spells; +3 spellcasting
Mostly, though, the vast edifice is a library of for sale, of course, but for reasons unknown, people
records. It keeps not only an extensive catalog keep coming into the shop to try to buy it. The
of members, prospective members, and their bookstore is run most days by Kryven’s aging and
activities, but also (perhaps more important) a Leonard: level 3 cantankerous father, Leonard.

80
Fartown

LORELEI OF THE BIRDS whispered words of advice by unseen versions of


Floating high above the street, a pagoda-like herself she knows from her own dreams. They can
structure balanced on a silver sphere provides a see things she can’t, so thanks to their warnings,
home to Lorelei of the Birds. she’s usually aware of things that others are not.
Lorelei is an immortal being, likely from the Lorelei: level 8; magic (two As a vislae, she is a potent force of creative spell-
Green, but perhaps from one of the Leech Worlds successes), +2 defenses; can weaving, but as a baker, her creations are perhaps
that clings to the Green for life. She appears as a speak to birds, and summon even more remarkable. She infuses her cupcakes
them in any number if in or
human woman, beautiful by anyone’s standards near her home; +3 Armor
with ideas, concepts, and emotions, particularly
(her appearance is relative to whomever is looking and Dodge defense if in or those inspired by her travels all along the Path
at her), often surrounded by flamboyantly feathered near her home, thanks to of Suns and even into the Deeps of Sleep. A
birds of no known species. the birds popular flavor is the feeling of leaping into the
The house in which she dwells is an aviary, filled air, at the moment right before you begin to fall.
with birds of all types that seem to come and go THE PATH Schaelee caters primarily to vislae, and provides
with such regularity and speed that no one could Leech Worlds, page 43 the refreshments at many important parties and
keep track of them all, but Lorelei does. She knows gatherings.
them all by name, in fact, and speaks fluently to Chele Miniss: level 4; Chele Miniss, ex-wife of Cryter Miniss, works
each one. While she is in or near her home, she can magic (two successes), in the bakery assisting Schaelee. Chele is also a
call them and they arrive, instantaneously—there +1 baking; vislae with some Weaver, but not as skilled or experienced.
spells; +1 spellcasting
are always as many birds in and around the house
as she needs. Thus, she can cause them to swirl Cryter Miniss, page 69 TARAQAL ARTIST COMMUNE
around to blind or confuse people, to protect herself Fartown isn’t just the domain of vislae. A great
from danger, or to carry her aloft to and from the many artisans, writers, and actors live here as
hovering building. well—many of them in Taraqal, a large communal
The house is said to hold doorways that lead all apartment complex and workspace. This is a place
across the Actuality, even to places unreachable where artists of all stripes can live and work for
otherwise. Accessing them without Lorelei’s free. But it’s not all it’s cracked up to be, at least for
permission, however, would certainly be a some. A few people who have lived there and left
challenge. describe the place as a totalitarian regime under a
Venna Allaman: level 4; charismatic, aging actor named Venna Allaman.
THE MALVOACH LIBRARY +3 Resist; +2 social Through nothing more than the authority she’s
The Malvoach Library is a substantive library with interaction claimed, she decides who can enter the commune
books on a wide variety of topics. The librarians and who can’t, who lives and works where, and
(about half of which are thoughtforms) charge 1 what duties residents are given (such as cleaning,
crystal orb for admittance, and no books are allowed maintenance, and so on).
to be removed. In the middle of the library’s central
room is an enormous marble statue that has been THIRTEEN STATION
known to move and even talk when the mood Schaelee Mizzencort: level Above the door of a dilapidated brick building, a
strikes it. 6; magic (two successes), large sign reads, “Thirteen Station.” This was to be
+1 Resist; +3 baking, a train station back when the Deathless Triumvirate
+1 knowledge of dreams and
SUGAR & REGRET the Deeps of Sleep; vislae
promised to get the city’s train system to connect
PHANTASMAGORICAL CUPCAKES with many spells, especially to Fartown, despite it being located in a different
This small, newly opened bakery is the labor of love those dealing with weather, world from the rest of the city. The War prevented
of baker Schaelee Mizzencort. Schaelee belongs movement, and sleep; the initiative from ever coming to fruition, and the
to the Order of Weavers, and is always awash in +3 spellcasting station was never used. It has always sat empty, the

81
Secrets of Silent Streets

requirements. Some charge fees, which often cover


the cost of texts or laboratory materials, if any.
Sometimes the topics discussed in Vancian
classes are interesting and applicable enough that
members of other orders attempt to infiltrate them.
They use disguises (magical and otherwise), forged
documents (magical and otherwise), spells of
invisibility, remote viewing, and other means. These
attempts almost always fail, as the Vances have put
up various wards to keep such intrusions out.
domain of squatters and transient homeless people. The Campus also offers two different libraries—
The locals say today it’s haunted by the ghosts of Udula Moroe: level 8; one just for spells, the other for more general
the commuters who never got to ride the promised magic (two successes), esoteric studies. Not surprisingly, all of the spells
train—ghosts from an unrealized future, so to +3 Resist; +2 perception and recorded here are Vancian spells, not general spells.
knowledge of the Vancian
speak. Order; vislae with many
The Vancian Campus keeps a high standard of
spells; +3 spellcasting lawn and facilities maintenance, and it employs a
THE VANCIAN CAMPUS rather large security force.
Vances simply call it “the Campus.” 17 buildings Typical Preserver: level 4; Udula Moroe is the 5th-degree Vance in charge
provide the large and bustling order with magic (two successes), of greeting visitors, giving tours, and interacting
administrative offices, records offices, lecture halls, +2 defenses; +1 Armor; with the public at large. It’s likely that non-Vances
+2 stealth and acrobatics;
laboratories, and more—much more than the attacks ignore physical
coming to the Campus would interact with her or
headquarters of the other vislae orders. Almost all armor her staff.
members spend a great deal of time here. If a Vance
isn’t taking a class, they’re probably teaching one. Preserver abbot: level 8; VENOMHOME
Classes offered range from introductory courses magic (two successes), To those in the know, Venomhome is the sanctum
to very advanced workshops. They include the +3 defenses; +1 Armor; of the Preservers of the Serpent’s Secrets, a secretive
+3 stealth and acrobatics;
following: attacks ignore physical
organization devoted to the Serpent—the same
✦✦ Introduction to Intonation Serpent that some vislae call upon as a living
armor and can make a
✦✦ Using Matter human freeze motionless for manifestation of magic (such as those who Call Upon
✦✦ Psychology of the Living Spell a round the Serpent). These people operate in secret and train
✦✦ Opening Doors to Elsewhere Master of Venom: level 10; in their sanctum to learn terrifyingly deadly martial
✦✦ Words of Power magic (two successes), arts supplemented by the power of the being they
✦✦ Spellbook Upkeep +4 defenses; +2 Armor; revere. High-ranking members are called abbots,
+5 stealth and acrobatics;
✦✦ Advanced Energy Wielding while the most learned Preserver is called the Master
attacks ignore physical
✦✦ Advanced Spell Mechanics of Venom, or sometimes Fang’s Master.
armor and can make a
human freeze motionless for The Preservers are a deadly lot.
And that’s only a sampling. There are hundreds a round, can slice through A Preserver can make the two fingers on their
of classes, and almost as many instructors. any barrier (even magical) right hand like a dagger that can punch through
lower than level 8
Classes are scheduled in eight-week blocks with steel (not to mention flesh). They call this dreaded
a single week in between (9 is the Invisible Sun’s maneuver “Sharper Than a Serpent’s Tooth.”
number), and most classes are not offered each Preserver abbots can use the move called the
THE KEY
time. Only members of the order can attend a Calls Upon the Serpent, “Viper’s Twitch” to strike a nerve in a human,
class, and—as one might expect—registration is a page 82 causing them to freeze motionless for a round.
very formal process. Advanced classes have degree The Master of Venom can take the Sharper Than

82
Fartown

a Serpent’s Tooth attack one step further and use


it to cut through almost any object or barrier, even
magical ones, calling this move “Pierce the World.”
From the outside, Venomhome appears to be
a nondescript place, perhaps a small apartment
building. Inside, magical illusions continue to
give this impression, although if one can see past
the illusory veil, a facility almost like a temple or
monastery is revealed, with an overt serpent motif
in relief, banners, and sculpture.

ZERO’S
Fartown has more than its share of bars,
restaurants, and cafes. (Vislae, it seems, don’t like
to eat or drink at home too often.) None are more
popular among vislae than Zero’s.
You get a different version of the story
depending on who you ask, but it seems that Zero Zero: level 17
was a powerful, ancient demon who eventually
transformed himself into a bar.
Some people say that Zero gained a soul. Others
say he just had a change of outlook (a pretty
fundamental occurrence, if true). But Zero seems
to have no interest in the destructive or corrupting
activities that other demons have. At least, not
anymore. It’s not possible to summon Zero, and
most magic that applies specifically to demons has
no effect on him.
Zero’s does not have a standard location. Its
entrance appears somewhere different every time,
and only at night. It’s impossible to find the place
during the day. It very likely doesn’t exist in the
daylight. But in the darkness, it’s always easy to
find if you’re looking for it, and sometimes even
when you’re not. The entrance appears in the back
of an alley, or in the side of some other structure.
It’s always somewhere different, but the entrance is
always the same: a heavy wooden door in need of
paint with a flickering, buzzing neon sign above it
that says “Zero.”
And it gets weirder. Zero’s isn’t just a Fartown
establishment. Although it doesn’t appear elsewhere
in Satyrine, it does show up throughout the
Actuality. It’s possible to stumble into Zero’s in

83
Secrets of Silent Streets

many different spots (very likely many different


locations at the same time), but when you leave
through the door, you always emerge where you
entered. And the patrons are mostly—but not
always—from the same general location as you.
So if you enter in Fartown, most if not all of the
people inside are vislae, but if you enter from the
City of Orphans under the Gold Sun, most of the
customers are from that location.
Zero’s isn’t always the same. (Demons are, of
course, shape-changers—it’s perhaps naive to think
that a demon who becomes a bar always remains
as the same bar.) One night the inside is that of
a dingy, dimly lit, smoke-filled dive with peanut
shells on the floor, sticky with spilled drinks. The
next night, it’s a brightly lit, well-kept place with
comfortable seating, music, and a dance floor. The
night after that, it’s a refined, wood-paneled hall
with patrons quietly sipping port. And so on.
Two things are always the same, however. First,
the restrooms in Zero’s are always filled with
graffiti. Spending an hour or more reading it all
earns a character 2 points of Hidden Knowledge,
but this can occur only once per PC. Second, there’s
always an electronic “love tester” machine in the
corner. It works—apparently normally—but some
people speculate there’s more to the machine than
it appears.
The bartender is as much a part of Zero’s
as the stools or the light fixtures, although he
changes along with the bar from night to night,
in both appearance and demeanor, to something
appropriate for the scene. It would be wrong to say
that the bartender is Zero himself. The whole bar is
Zero. The bartender is just a part of him.
Although Zero serves all the expected wines,
beers, and alcohols, the bar offers far less standard
drinks as well, usually featuring one per night. A
few include:
A Death: This is the distilled essence of
someone’s actual death, which you experience a tiny
fraction of when you drink.
High Water: “It’s a better choice than Hell,” the
label proclaims, playing off the name’s reference to

84
Fartown

“Come hell or high water.” This is a cheap drink, PEOPLE OF FARTOWN


just 18 orbs a shot, but you get what you pay for. It’s The following people and beings can be
standard custom, after taking a shot, to say, “I made encountered in Fartown.
the wrong choice.”
Red Wine: Everyone’s heard of red wine, but AABR
this is Red wine. It is bottled in the Red and Aabr: level 5; magic (two Aabr is a lacuna who runs a small business in
carries the essence of that sun. It’s delicious, but it successes), +2 Withstand, Fartown. Their portal body usually shows pleasant,
burns. Drink a little and the endorphin rush that +1 Dodge, +3 Resist; green pastureland. They’ve been treated poorly by
creates portals to potentially
accompanies the slight intoxication is an interesting dangerous places to unleash
bigoted humans, however, and targeted in more
experience. Drink too much, and you’ll literally burning lava or freezing than one robbery. Aabr’s looking for help, or they
feel the lining of your esophagus disintegrating, winds will be forced to take matters into their own hands.
and you’ll suffer 1 point of damage with each glass
beyond the first. Drinking contests with Red wine THE PATH CHARLES ABERNATHY
can be deadly. Lacuna, page 30 A 3rd-degree Goetic, Charles is tall, handsome,
Roulette: This magical concoction changes taste and charismatic, with salt and pepper hair and just
with each drink. It might taste of rum one sip and Charles Abernathy: level enough scruff to be appealing. However, appearance
tequila the next. 9; magic (two successes), isn’t that important to him (no one values what
Ubara: Ubara is an effervescent drink brewed +2 defenses; +3 knowledge they have, do they?). He’s also grown bored of the
and social interaction;
in the Feyward Lands (another name for the vislae with some spells;
Order of Goetics. Instead, he enjoys meeting vislae
Unfathomable Archipelago). Using cold that is +4 spellcasting, Goetic who’ve recently left Shadow and asking them about
colder than cold, vulture-faced, blue-eyed karids summoning their Shadow lives. Those he finds particularly
freeze the recitations of epic poems and dissolve interesting, he befriends. This isn’t a ruse or a ploy.
them in liquid, bottled before a single stanza or THE PATH Charles is helpful and kind, and he finds tales from
couplet can escape. Once poured into glasses, each Unfathomable Shadow a welcome diversion to Satyrine life, which
bubble carries with it a single syllable. Very rarely, Archipelago, page 49 he finds inexplicably boring.
one might whisper an entire word, or—if you’re
very lucky or very patient—you might hear an entire AVITT SLOAN
line or perhaps a name that suggests which poem Sometimes, you just have too much magic. Avitt
had been frozen, and thus you can know the vintage Avitt Sloan: level 5; magic can help. Avitt Sloan is a zilat nullifier, meaning
of the brew. It’s a bar game to be the first to name (two successes), +3 Resist; that she cancels the magic of an ephemera object or
the source of a particular batch. This expensive +2 magical lore; can negate object of power that she holds.
any ephemera object, object
drink is 2 crystal a glass. of power, or similar item of
Avitt lives in Fartown, where her power is a useful
Wardrobe Change: This potent grain alcohol level 7 or below resource from time to time. People come to her
causes the imbiber’s clothes to change. The clothing when there’s an object that’s malfunctioning or
they are wearing disappears forever, and the clothes cursed. However, for all the obvious reasons, her
that appear in their place are suitable and well- talents make it difficult for vislae to trust or even
fitting, but utterly new to the drinker. THE PATH like her. It’s not fair—she’s actually quite nice—but
White Noise: Distilled by monks in the Ticking Ticking Forest, page 49 she’s a bit of a social pariah.
Forest by means of a ritual kept secret from Avitt is short, dresses plainly, and keeps to herself
the outside world, White Noise comes in small, most of the time.
glistening white bottles. This drink makes you
essentially deaf for about a half hour, but for White
Noise aficionados, the euphoria that comes with it is
completely worth it.

85
Secrets of Silent Streets

WILLIAM BALLOND THE CICATRIX


A 5th-degree Maker, William has a wide variety of William Ballond: level 11; Patience is for the Pale. Confident and fashionable,
objects of power, particularly weapons. But he is magic (two successes), The Cicatrix wears her black hair close-cropped,
getting on in years, too old and too feeble to really +4 Resist; vislae with a few never obscuring her sardonic facial expressions.
spells; +4 spellcasting; many
use what he’s made. He is slowly divesting himself ephemera and objects of
Along with her Apostate medallion, she wears a
of various objects, either as gifts or through sales or power large opalescent pendant with an affinity for Pale
barter. Thieves thinking the old man an easy mark, magic. If the tales are to be believed, she “had an
however, find that Makers can also make elaborate The Cicatrix: level 5; magic experience with the Pale”—perhaps returning from
traps and defenses that don’t require the strength or (two successes), +2 Resist; Death, unlike her ghostly girlfriend Ouri.
even the presence of their creator. +3 deception; can project The Cicatrix is galvanized by her mission to
her spirit from her body to
explore and spy; vislae with
restore the Order of Honed Thought to its former
AUDSLEY BARRON many spells; +2 spellcasting prestige and glory, occasionally straying from her
Audsley Barron is a powerful Weaver, but more moral compass along the way. Rooting out rumors
important (to her), she is a high-class socialite. She and secrets, she frequents Grynn’s Gramarye in
THE PATH
has just the right house, attends all the right parties, Order of Honed Thought, the flesh and wanders stranger locales in her spirit
and knows all the right people. page 118 form. An encounter with the Cicatrix is likely to
Audsley lives in a cul-de-sac in Fartown along result in a recruitment effort, but her contacts and
with a handful of other vislae who are also movers Audsley Barron: level 7; information may be worth the price.
and shakers in high-class society. It’s a little magic (two successes),
posh enclave in the district. Her house is tall and +3 Resist; +3 knowledge of DONUS POOLE
all high-class things/people/
beautiful, with a small but well-kept lawn. places; vislae with many
Donus Poole is a scholar who has studied spiritual
She has two pet ravens that perch upside down spells; +2 spellcasting entities his whole life. He lives in Fartown, but
within their cages. Audsley’s skin bears a black-and- he’s not a vislae. He is often found in his garden,
white checkered pattern and she dresses elegantly, Grynn’s Gramarye, tending to flowers that bear humanlike mouths in
smoking a cigarette in a long black holder. page 80 their blooms, whispering things in the languages of
Audsley is pompous, haughty, condescending, Donus Poole: level 4; various spirits.
and arrogant. +4 knowledge of spiritual
entities ENRIDIMA
BLUE Blue: level 4; magic (two A self-proclaimed expert on ghosts, the Dead, and
Blue is a cat that can speak a number of human successes), +2 defenses; +2 “necromancy,” Enridima plays the part well. She is
languages. Her blue hair seems to show the Blue Perception and knowledge; tall, her natural paleness is enhanced by cosmetics,
minor magic
Sun moving across the sky as the day progresses, and her long black hair hangs about her shoulders
and it becomes black as night after the sun sets. Enridima: level 7; magic like serpents. Her house is covered in gargoyles
She is not a true vislae, but she knows a few minor (two successes), +3 defenses; (some of which are animate beings that help watch
magic practices and a fair number of secrets. Blue +2 knowledge and social over the place) and filled with ornate, spooky decor.
interaction; vislae with
likes hanging around vislae, however, and always many spells, including effects
It’s also very likely the most haunted locale in
seems to know more than one might expect. In such as seeing the invisible, Satyrine, as she encourages ghosts to cohabitate
exchange for information, she always has some relating to spirits, defending with her.
odd but relatively minor task she wants someone to against spirits, harming Despite the theatrics, Enridima truly is one of
accomplish. spirits, and invisibility, +4 the foremost experts among the living regarding
spellcasting; many ephemera
ghosts, wraiths, and dealing with either using
and objects of power; special
relationship with spirits magic. She often has relevant ephemera—and even
occasionally objects of power—to sell or trade.

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Fartown

Enridima has a thoughtform butler who takes the


form of a tall, pale giant and responds to her calls
simply with, “You rang?”

FIONA SPEARES
Eternally fashionable, whether in a suit striped with
light or a dress built of butterflies, Fiona is a 5th- Fiona Speares: level 7;
degree Goetic who is delighted by beauty. So much magic (two successes),
so that she made a Goetic pact with Aroethe focused +3 Resist; +3 persuasion;
Goetic summoning; vislae
on the sacrifice of beauty—one of the first new with some spells;
pacts in a long time that anyone can remember. She +1 spellcasting
works to honor it by bringing beauty to the Actuality
in whatever ways she is able. Beauty, as they say, is Aroethe, page 148
in the eye of the beholder. And Fiona is eternally
beholding.
This isn’t to say that her life is perfect, nor even
perfectly beautiful. Beneath her overcoat of elegance
and pulchritude, a darkness brews, for she has been
thrice blemished: once her heart, once her mind,
and once her body. And she will have her most
beautiful of revenges.

KRAU EIRIS
Krau is an older woman who wears a monocle. Krau Eiris: level 5;
She works as an interior decorator and specializes +2 decorating; can create
in vislae houses. She understands the mysterious minor permanent effects in
a vislae house
nature of these dwellings and knows how to work
with them rather than against them when making
changes to a house. Likewise, she gets along well
with ghosts and knows how to charm a grig or other
being that might infest a vislae home.
While not a vislae or even really a zilat, she has
skills in manipulating the magic of houses that few
possess. She can teach any house secret as well as
create magical changes to a house (or change the
magic of a house). Need a lock for that mysterious
door? Need wallpaper to cover a wall of ice? Need to
hang a chandelier in a room with no material ceiling?
Krau can help with all of these situations and more.

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Secrets of Silent Streets

KEANNA LYTER Behind his back, vislae sometimes say “Don’t be a


Keanna is a zilat musician. Using magic, she can Keanna: level 5; +1 Resist; Nevrimol” when someone acts as a know-it-all.
play any instrument and create impossible sounds. +3 music; can make
For example, she can play a single wind instrument musical instruments NERRIL TOBIAS
produce amazing sounds
and sound like a whole orchestra. She is slight, with Nerril is a 3rd-degree Vance with a reputation as
long brown hair the color of willow bark. Nerril Tobias: level 6; a reclusive but extremely knowledgeable scholar.
Made wealthy by her talent, she only rarely magic (two successes), Part of that reclusion is forced upon him, however.
performs today, and instead spends her time in a +2 Resist; +3 magical lore Nerril is cursed. The curse has rendered him
and history; permanently
huge house filled with rare and collectible musical invisible; vislae with many
permanently invisible. While this can come in
instruments. spells; +1 spellcasting handy in some situations, it’s certainly a detriment
in many others. The only exception to this
KENDON Kendon: level 6; magic invisibility is that he still has a reflection, so he can
Kendon is a magical con artist and thief. Tall with (two successes), +1 Dodge be seen in mirrors, still pools, and so on.
short white hair, her most distinctive feature is her and Resist; +3 deception, Nerril is happy to help those in need with his
stealth, and lockpicking; can
large glasses, which display a single-digit number make up to nine duplicates
knowledge and experience, but those in need have
in the lenses (the numbers have nothing to do of herself but must deceive to be able to find him, which, for obvious reasons,
with the glasses—they are her eyes). The numbers someone to make a isn’t always easy.
indicate the number of times she has successfully duplicate
and meaningfully deceived someone that day. They SANNE
also indicate how many duplicates she can make of Sanne: level 4; magic (two A 2nd-degree Goetic named Sanne spends a great
herself. The duplicates can all take separate actions, successes), +2 Resist; +1 deal of time in the Goetic Hall of Records and
but if one suffers harm, they all do. They must social interactions; Goetic knows many of the members of the order. She is
summoning; vislae with a
remain within long range of each other. few spells; +1 spellcasting
normally rather nondescript looking, but she can
Kendon prefers elaborate heists for expensive open her face like it’s on a hinge, and inside her
but easily transportable rewards, like art or magical Mika: level 2 head is a little nest for a bat named Mika. Sanne is
objects. She is tied to a secretive network of people studious, smart, and friendly. Her idol is Fedona
willing to purchase stolen goods. Fedona Whethel, page 169 Whethel, the former Goetic, and she is secretly
Aroethe, page 148 fascinated by the entity known as Aroethe.
JUN
Jun is a standoffish Apostate with a wide variety of Jun: level 5; magic (two SAVION CLAY
interests. She is often found browsing a library or successes), +2 defenses; +1 After seeking vengeance on his horrific father,
bookshop. Thanks to a changery, she has the head knowledge; vislae with many Warrick, Savion learned that the father he hated
spells; +2 spellcasting
of a stylized owl with a third glowing eye above her had actually been possessed by a demon. A Goetic,
angular brow. Savion Clay: level 5; magic Savion wears ten rings, each inscribed with the
(two successes), +1 defenses; name of an angel (on his right hand) or devil (on his
NATHAN NEVRIMOL Goetic summoning; vislae left hand) that he can call on for special favors. The
with some spells;
A very intelligent and knowledgeable vislae, Nathan +2 spellcasting
anger toward his father had, in many ways, molded
nevertheless has few friends. This is due to his habit him into the man he is today. Now he must cope
of eavesdropping on other people’s conversations Nathan Nevrimol: level 7; with the knowledge that his anger was misplaced
in public places (such as Zero’s) and then breaking magic (two successes), and find something to do with the rest of his life.
in when someone says something he thinks is +3 Resist; +4 knowledge;
vislae with some spells;
mistaken. He starts most of his sentences with “Well, +3 spellcasting
actually . . .” In truth, he’s often right, and he really
just wants someone to acknowledge that.

88
Fartown

SERU
Seru is a Weaver who recently started his own Seru: level 6; magic (two
cell and is looking for members. Seru is a glass successes), +2 defenses;
craftsman and calls his cell the Fellowship of Glass, +2 crafting; vislae with
many (woven) spells;
but one does not need to be a craftsperson to join. +2 spellcasting
He himself is slowly transforming into glass for
reasons he will not share, but he embraces this fact.
The Fellowship of Glass meets at Seru’s home
in Fartown, but many people feel that the house is
hard to find, even if you’ve been there before.

SOMIN
Somin is a zilat whose magical talent lies in Somin: level 3; +1 Resist;
sculpture. She likes to hide secrets within her +2 crafting
creations. She once made a sculpture that was a
replica of the Black Cube and hid a secret within the THE PATH
cube itself, written on a small piece of paper. Zilat, page 124

THAE NITARIS
Tall, dark-skinned, and bald, Thae has violet eyes, Thae Nitaris: level 6; magic
with a raven on one shoulder and a dove on the other. (two successes),
She’s an Apostate and seems to spend most days in +3 defenses; +3 knowledge
and social interaction; vislae
or around Grynn’s Gramarye, studying spells or just with some spells,
talking to other vislae. She’s very gregarious and +3 spellcasting
introduces herself to everyone there. She’s friendly, if
a bit brash and loud. Her interests seem . . . random Grynn’s Gramarye, page 80
and scattered. It’s clear that she spends a lot of time
studying magic, but often switches to a new spell or
secret before finishing what she started.
Her dove’s name is Real and the raven’s name is
Imaginary.

VARO MIST
Varo Mist is a Weaver who specializes in the arts of Varo Mist: level 5;
deception and lies. They are of average appearance, +1 Dodge and Resist;
other than the fact that a Fanadon Orb is embedded +3 deception and seeing
through deception,
in their left shoulder. Varo is a compulsive liar, but +1 stealth; vislae with many
they are very good at it—they don’t lie for the sake spells, focusing primarily on
of untruth unless there’s a very good chance they illusions and obfuscation;
won’t be caught. +2 spellcasting Thae Nitaris
Varo’s house is a tall, almost pyramidal structure
with life-sized statues of historical vislae near the THE KEY
pointed top. The knocker on the door is a brass cat’s Fanadon Orb, page 76
head holding a mouse by the tail.

89
Secrets of Silent Streets

VINCOME Brickhouse District). She enjoys the company of


Vincome is a zilat with a talent for finding things. Vincome: level 3; +2 Resist; vislae, so that dictates the nature of most of those
She calls herself a Finder, and if it’s in Satyrine (and +3 interaction invited to the soiree at her house.
not heavily protected by anti-divination wards), she
can probably find it. Vincome finds objects, though, The GM should pepper a BLAVANISH HOUSE
not people. few NPCs from this chapter A sprawling, older manse, Blavanish House is
into the party. tastefully decorated, and well lit on party night with
WYSTRIN paper lanterns filled with glowbugs. A musician
A 4th-degree Vance, Wystrin is well known and well Wystrin: level 8; magic (two plays a large organ with pipes that end in actual
respected. She teaches Advanced Spell Mechanics successes), +2 Withstand, human mouths that sing the notes.
on the Vancian Campus and keeps a permanent +4 Dodge and Resist; About three dozen attendees are present for the
+2 knowledge; vislae with
office there. Businesslike to the point of being many spells, including such
party, and there are ten servants (all thoughtforms).
considered severe, she lets her (proverbial and effects as improving defenses, Partygoers don’t necessarily know each
literal) hair down once a week to find a dance hall dispelling magic, physical other, so there are a lot of introductions made.
with excellent music. Rumor has it that she lost her attacks, summoning needed Madame Blavanish seems to have invited vislae
true love when she was young and has no interest items, and enhanced of some prominence rather than only friends or
movement; +4 spellcasting
in romance or even real friendship today. acquaintances. It’s likely, for example, that the PCs
have never met her.
CHAONA ZACH Throughout the evening, a number of party
A woman named Chaona Zach is a Maker who Chaona Zach: level 6; games are played, and eventually Madame
has a shop in Fartown where she sells a variety of magic (two successes), Blavanish invites the PCs to play a game called
ephemera for standard prices. She’ll make items +2 Resist; +2 Armor from Musical Virgin Heir.
an object of power;
of level 4 or lower to order in the workshop behind +3 crafting and knowledge
the store, but always requires two weeks to deliver of crafting; vislae with a MUSICAL VIRGIN HEIR
special orders. She also sells a wide variety of few spells and a variety of This is a game for three players, and obviously
materials, ingredients, stabilizers, catalysts, and ephemera objects and objects Madame Blavanish will play. If there are more than
power sources for other Makers, up to level 4. of power; +1 spellcasting two PCs involved, they will have to choose who will
Chaona has a friendly dog named Backward that play.
seems to move backward all the time except if he or The game creates five very temporary
Chaona are threatened, in which case he transforms thoughtforms of young men. They’re all attractive
into a level 6 demon. and charming. Their names are:
✦✦ Abraham

ZAHRM ✦✦ Bertrand

Zahrm is an elderbrin who drives a taxicab in Zahrm: level 3; magic (two ✦✦ Cabot

Fartown and changes his appearance with every successes), +2 defenses; ✦✦ Dietrich

new fare. +1 social interaction and ✦✦ Evan


knowledge; shapeshifting

The object of the game is to guess which of the


A FARTOWN STORY young men is the heir to the Valloth family fortune.
An invitation to a party arrives at the PCs’ homes. There is no Valloth family—it’s just a part of the
The invitation comes from a wealthy woman named game—so there is no heir, but one of the young
Madame Lucille Blavanish. She’s not a vislae, but men truly believes they are the heir. The rest just
her now-deceased husband, Kester, was, and she attempt to lie.
still keeps a house in Fartown (as well as in the

90
Fartown

91
Secrets of Silent Streets

enridima
92
Fartown

Players have three aspects of the young men to go 3. Cast a spell. The magic of the game is such that
on: their musical talent, their sexual experience, and no spell can reveal the truth about more than one
their family. Each claims to be a musically talented aspect of one man. Further, everyone in the room is
virgin who is the eldest child of the Valloth family. aware of the result of the spell.
One aspect (musical talent) is provable, one It is possible that certain immunities or other
aspect (virginity) is true or false, and one aspect effects might prevent a party guest from being
(being the heir) is never true, but one man believes aware of the result of the spell. It’s also possible that
it to be true. a PC might be able to cast a spell surreptitiously
Keeping in mind that all of the young men claim Let any players with without anyone knowing. However, both of these
to be all of these things, and they are all decent liars, characters not participating are considered cheating and, if discovered, result
here is the truth: in the game speak with in disqualification. The cheater would also face
or advise those playing as
✦✦ One of them (Cabot) is none of these things. embarrassment in front of the party as they’d be
much as they want, but they
✦✦ One is musical (Evan) but neither virgin nor asked to leave. Certainly their social standing would
do not get turns in the game.
heir. take a hit.
✦✦ One is a virgin (Dietrich) but neither musical

nor heir. 4. Guess the heir. An incorrect guess is an


✦✦ One is both musical and a virgin (Abraham) but automatic and immediate forfeiture of the game, so
not the heir. random guessing is risky.
✦✦ One of them is all three (Bertrand).

ENDING THE GAME


Each player has a turn. On their turn they can do The GM should play out the game. Madame
one of four things. Blavanish participates (asking questions on her
turn) but wins only if both of the PCs make a guess
1. Ask one man a question. Everyone in the room and fail. She’ll always guess last.
must hear the question and the response. If a PC wins, various NPCs take note of that
Direct questions are the easiest for the men to character, and at least one influential partygoer
respond to with falsehood (challenge 7 to sense contacts them later with an offer of business or
deception). Clever questions are harder to respond trade or some other opportunity that otherwise
to with lies (challenge 5 to sense deception). would not have been made.
Questions about being the heir are extremely easy There are no Acumen awards for this scenario
to respond to with falsehood (+5 to the challenge to THE KEY unless it fits into a character’s arc. A winning PC
sense deception). Establishment, page 169 who has the Establishment arc would certainly
If the question is about sexual activity, there’s progress a step—in fact, the party and game could
nothing wrong with polite but straightforward be the climax for anyone with such an arc.
questions. Tact is essential. Particularly lewd or
crass statements will gain the disapproval and
disdain of those listening, and overtly disgusting
references or questions may result in being asked to
leave the party.

2. Ask one man to perform musically. This is very


difficult to fake. Dietrich can fake his way passably,
but the challenge to see through his efforts is only
4. No die roll is needed for any of the others.

93
Secrets of Silent Streets

A
lthough it too exists along the banks of a
river, the Hollows could hardly be more
different from Riveriver. The Hollows is a
H THE HOLLOWFOLK
The Hollowfolk aren’t human at all, but animate
ceramic beings that are, as the name suggests,
slum, where once the poorest of the poor of Satyrine hollow on the inside. They look like humans, or at
were relegated to crowded tenements along the least fired clay statues of humans. They walk and
polluted Narrow Sannyasa River. That, of course, talk and eat and breathe just like the humans they
was when the population of the city was far more resemble.
than it is today. Today, there is no reason to crowd THE PATH The Hollowfolk hail from an island in the
anywhere, and the classist laws of the city have long Unfathomable Unfathomable Archipelago called Hrimras,
been abandoned. (Classism is still rampant, but it is Archipelago, page 49 which in the language of the Hollowfolk means
not held up by law.) “something amid nothing.” Their word for
Today the Hollows are a very quiet, lonely place. themselves is similar, Hrimran, meaning “nothing
For the most part, only those who choose to live there within something.” Those who speak the language
do so. They call themselves hollows, which was a A number of tall brick of Indigo seem to have no problem being referred
derogatory term used by elitists in days gone by, but buildings near the district to as Hollowfolk, and in fact they feel that it is a word
has now been claimed by the residents. This term, center suggests that before synonymous with their own name for themselves.
the Hollows was a slum,
however, gets confused by many with the Hollowfolk, long before the War, this
According to their own tales, the Hollowfolk fled
which are something very different indeed. area was perhaps a modest, their island centuries ago after a volcano threatened
Some claim it ironic that the Hollows were middle-class residential to destroy them all. As a displaced people seeking
relatively untouched by the War, but perhaps the area, probably with a refuge, they made their way to Satyrine and
forces in that conflict merely felt it was not worth different name. eventually to the Hollows, apparently based on the
the effort. Regardless, the run-down, sometimes name alone. A few have, over the years, sought to
ramshackle buildings and shacks of the district return to their native land. Those who came back
remain as they always have been. refused to speak about what they found.
The Narrow Sannyasa River, despite its name, Most of the Hollowfolk have known no other
seems fairly wide. (Outside the city lies the Wide home than Satyrine.
Sannyasa River, and it is indeed wider.) It runs
through Satyrine, and in particular the Hollows.
Along its banks, the houses are typically small and MOOD AND FEEL
overcrowded. Living by the river holds no prestige All the most well-known residents of the Hollows
or pleasure—just the opposite. Its waters are very are criminals. It’s a rough place for rough people.
polluted with trash and human waste, although a few THE PATH While not everyone here is a cutthroat or a thief,
times a year, thoughtform workers and zilats with Zilat, page 124 everyone is certainly acquainted with one or more.
appropriate abilities do much to clean the river. Still, in You can of course be a good, upstanding citizen in
the Hollows, the river is known mainly for its smell. the Hollows, but you have to adapt to the presence

96
The Hollows

97
Secrets of Silent Streets

Goetic Summoning in
Front of the Houses
of the Winged

of nearby criminals. The gerents do a decent job, A HOLLOWS


however, of making sure that hollows do not prey NEIGHBORHOOD
on their own. The Knocks is a neighborhood in the Hollows run
Many of the hollows live in their district out of Fenn Shepherd: level 5; by gerent Fenn Shepherd. Fenn is a middle-aged
spite, claiming that it was good enough for their +2 defenses; +3 man with a metal leg that he claims he got in the
grandparents, so it’s good enough for them. A few intimidation, +1 social War, but no one believes him. Like basically all the
interaction
live there because it is affordable, and they can raise gerents in the Hollows, he employs a large number
a large family for a third of what it would take to do of hired toughs to keep his people safe and collect
so in the nearby district of Lower Taverswood, for protection money from them in return. (Gerents in
example. other districts might be accused of doing the same,
Buildings by the river are little more than but in the Hollows they’re more straightforward
cobbled, rickety shacks. The rest of the district is about it.)
mainly dilapidated structures covered in graffiti. The Knocks is mostly residential and somewhat
Many of these are empty and abandoned, making it more populated than most neighborhoods. A
difficult for some to tell the difference between the multigenerational street gang calling themselves
Hollows and the Ruined Expanses (this is, however, the Hard Knocks causes trouble for Fenn and his
an unfair assessment). people, which sometimes comes to outright, out-in-
There is no memory gate to the Celestial Bazaar the-open clashes of violence. Rumor is, the leader
in the Hollows, but there is a stop for the Satyrine Tallisa: level 5; +3 Dodge, of the Hard Knocks, Tallisa, wants to be gerent and
Rail. +2 Withstand and Resist; thinks that “overthrowing” Fenn is the way to get
+1 stealth and deception there.

98
The Hollows

LOCATIONS IN THE REVELATION


THE HOLLOWS THE PATH Not really a location, the Revelation is a criminal
The following locations exist within the Hollows. The Hollows, page 94 organization with a vast network that extends
throughout all of Satyrine, but its base of operations
HOTEL MORIBUND lies within the Hollows. The primary activities
This place, located just on the edge of the Ruined of the organization include general thievery
Expanses, caters to those who are dying, not and burglary, but can also involve extortion,
unlike a hospice, except that some of the guests kidnapping, and murder for hire. Occasionally, a
aren’t sick—they’re suicidal, about to engage in an particular neighborhood will pass laws forbidding
endeavor in which they will surely die, or “dying” in something—anything from gambling to books on
some other way. It’s a dark, grim place where people a particular subject to a specific narcotic—and the
are assured of being left alone. Revelation will swoop in and exploit this, but that
kind of need for black market operations is fairly
ORALINE’S SHELTER rare. There just aren’t that many things outlawed in
For those particularly down on their luck, Oraline Oraline: level 6; Satyrine.
provides beds and meals for as many as a hundred +3 Withstand and Resist; The head of the organization is Amone Shaenon.
tired, hungry souls every day. While many of the +4 social interaction, She prefers the title “Boss.” She is an older woman
+2 cooking
residents of the Hollows are squatters (there are with an ornate brass plate permanently fused to
certainly enough empty buildings), most of these Amone: level 9; +5 defenses; half of her face like a mask, and a sixth finger on
places are grim and sometimes dangerous, while Armor 3; +2 stealth and her right hand. Expensive spells and treatments
Oraline’s is clean, dry, and safe, albeit very simple. seeing through deception; keep her extremely fit regardless of her age. She is
numerous magical wards
Oraline is a woman of huge generosity, mirth, and defenses
vindictive, spiteful, and petty, and her wrath terrifies
and size. Her laughter echoes through the building, all who work for her. The horrific punishments
bringing an almost supernatural comfort to all visited upon those who cross her have achieved
within. Rumors say that Oraline is infamy.
No one knows where Oraline gets her funding, in fact some kind of demon Amone has a lieutenant in every district of
but she happily takes donations from those who can that somehow preys on the the city and probably well more than a thousand
residents, but all evidence
afford it. suggests that these are
criminals working for her. Some say that if she
vicious lies. wanted to, she could raise an army of violent thugs
THE PENNYFAIR to challenge the Deathless Triumvirate, but that is
The Pennyfair is a very inexpensive market, like a probably an exaggeration.
low-class version of the Celestial Bazaar. Still, there While there are other criminal organizations in
are likely things that can be found only here, like Cryter Miniss, page 69 Satyrine, such as that led by Cryter Miniss, none
Noral Fincher’s cinnamon cakes and the paintings of them challenges the Revelation. Why Amone
of surreal artist Yalli, who paints scenes from Shaenon allows them to exist rather than just
Shadow. Mostly, however, the Pennyfair offers food incorporating them remains unknown.
and mundane necessities of modest quality. Therian Newell, page 176 Therian Newell in the Strangeglass District works
Because it’s in the Hollows, the Pennyfair is as the lawyer for the Revelation when they have
known as a haunt for gangs and criminals, and a need (which is frequently).
not-insignificant portion of the goods sold there The headquarters of the Revelation is also the
might be stolen. Boss’s home. It appears to be a simple, if somewhat
larger and better-kept house in the Hollows, but
spells have made the inside vast, with offices,
meeting rooms, storehouses, armories, an entire

99
Secrets of Silent Streets

dungeon-like jail (complete with interrogation and Stranger still, when they stand overlong in one
torture rooms), a barracks, and more. The house place, the hems of their long dresses take root in the
is also filled with galleries of stolen art (some of ground. Given an hour or so, the roots run beneath
it quite infamous, and often believed long ago the ground and sprout upward, giving birth to nine
destroyed). fully formed doves. The sisters can see through the
doves’ eyes and control their actions until the sun
THE THEATER OF SCRIPTURE next sets.
This low-cost, low-class theater shows bawdy They can forbid their dresses from taking root,
plays and ribald comics, as well as excellent should they wish.
burlesque. However, it’s all a front for Hiram and Hiram and Nadine Errae:
Nadine Errae, brother and sister, and their twisted level 6; Withstand and NIVET
enterprise. The Errae siblings believe that the secret Dodge, +4 Resist; Nivet is a serial murderer. With catlike deftness,
+2 social interaction and
to life is written in God’s book of scripture, but the stealth
she walks along the clotheslines strung between
pages of that “book” are human souls. Their goal is buildings to hang the wash. From these unexpected
to kidnap as many people as they can and coax their Nivet: level 8; perches, she watches potential victims, not unlike
souls out of them through all manner of torture, +2 Withstand, +5 Dodge, a vulture in appearance and demeanor. She uses
coercion, and magic so they can read the words of +3 Resist; +5 stealth and her supernatural grace to enter apartments through
acrobatics; uses level 8
God. paralysis poisons (3 rests)
windows and escape via narrow ledges. Once in the
home of a victim, she uses specially crafted powders
blown through a short tube to induce a waking
PEOPLE OF THE HOLLOWS Thanae: level 8; paralysis.
The following souls can be found in the Hollows. +3 defenses; in a single
action, can completely alter THANAE
a foe, but only if they have
JEREN THE DEVOURED a significant amount of
Thanae looks like a human woman, but she is a
Those who know of Jeren know him as the most darkness within them powerful being that feeds on darkness and brings
(in)famous idea thief in Satyrine, a prominent light. She is short and petite, with long dark hair
figure in the occult underground of magic-using Jeren the Devoured: and soft eyes. She intentionally puts herself in
thieves and spell-slinging criminals that thrive in level 9; +2 defenses; situations to draw predators—people who would
the Hollows. Jeren steals rare and remarkable ideas +4 stealth; steals ideas rob, assault, or even murder her. She goes on dates
and sells them to the highest bidder. Long ago, he with obviously questionable men. She strolls alone
ran afoul of a terrible creature that ate large portions THE WAY through dangerous areas of the city. And then, she
of him while he tried to fight the beast off. Today he Idea theft secret, page 89 turns the tables on her assailants and devours all
has extensive prosthetics and artificial replacement the darkness from them in a flurry of ethereal claws
parts made of silver. and teeth.
Jeren has a young teenage son, Udarian, who Udarian: level 5; The result isn’t that she changes them—she
already has a reputation for getting into trouble with +2 defenses; +2 stealth literally alters reality so that they are now (and
the authorities. Both frequent a small casino called always have been) a completely different person,
the Silverjack. with a different name, appearance, background, and
perhaps gender. The one thing that unites these
THE NINE SISTERS new creations is that they are all extraordinarily
The Nine Sisters aren’t actually sisters—they are Nine Sisters: level 5; positive, loving, and kind (and always have been).
magically created duplicates of a single woman +3 Withstand; can create Very rarely, someone will remember the original
(though she has abandoned her individual identity doves and control their person—who no longer exists—but it’s always
actions
and name). The sisters do everything together. someone who disliked them.

100
The Hollows

Is Thanae demon or angel? Or something else? UNELIND


No one knows, and she’s not telling. She craves Despite the district’s reputation, not every hollow
darkness, yet seems at least somewhat pleased that in the Hollows is a criminal. Far from it, actually.
she leaves only light in her wake. Unelind: level 7; Unelind works to help organize her community,
Thanae’s potent abilities are useless against Withstand and Dodge, encouraging people to stand up for themselves
someone who does not contain a significant amount +4 Resist; +3 social and better themselves. She has personally
interaction; magical
of darkness and means her great harm. persuasion
started schools for young children in multiple
neighborhoods, created food banks for the needy,
TURAL Some people say that and more. She is an older woman but still very
Tural is a gregarious, friendly child who seems Unelind is a zilat with active and strong. Exceedingly well spoken, clever,
to prefer the company of adults over that of other persuasive powers, but if and charismatic, she can charm anyone, the story
that’s true, it’s a secret she’s
children. She often says things that don’t sound like keeping to herself.
goes—and that might be the case.
something a child would say, as if she once read
it in a book and is now repeating it without truly Tural: level 2; +2 social
understanding its meaning. She is a scavenger and interaction and navigation A HOLLOWS STORY
a navigator who often knows about hidden places Every plan has a flaw.
and secret ways. Two creatures that she calls her pet The PCs make their way down an empty street in
mice—but which look like dried roses—live in her the Hollows, on their way to a destination of their
hair. choosing. Suddenly, one of them vanishes before
the eyes of the rest.
Now, smart, cautious, or paranoid vislae likely
have a way to locate their errant companions,

101
Secrets of Silent Streets

perhaps for just such a situation. If the PCs have Muggers: level 4; each who’s been grabbed finds themselves surrounded
this ability at their disposal, they’ll likely discover carries a knife and a pistol by five sinister figures, most armed and ready to
that their missing friend is now a few blocks away. fight, whereas the victim is not ready at all. The
If they try to make their way there, however, they Thugs: level 4; each carries muggers get to act first and attempt to physically
are immediately ambushed by thugs. The four a python rope, a club, and a restrain the PC, who can try to resist on their turn
thugs are less interested in fighting or even killing knife; one carries a pistol with a challenge 7 Physicality action (the challenge
the vislae, and instead just try to slow the PCs is so high because three of the muggers grab them
down. They each carry a short length of rope that, Ferret: level 5; +1 defenses; at once). The leader, a man named Ferret, demands
when hurled, turns into a small, python-like snake +1 Armor; carries a knife all the PC’s money.
that attempts to wrap around the legs of the nearest and a pistol The fifth figure is Lila, the grabber. She doesn’t
person. A PC must succeed at a Dodge defense get physical and is not armed. If she is threatened,
action (challenge 4) to avoid being coiled, or they Lila: level 5; +1 Dodge she’s likely to “grab” a random person in the
are held in place until they can break free with a and Resist; can apport a neighborhood and have them appear between her
Physicality action (challenge 4). living creature from up to a and the danger.
quarter mile away and have
These thugs flee if seriously challenged. them appear anywhere close
The rest of the gang (the other four muggers)
are the “spotters” who pick the target and note any
WHAT’S GOING ON? companions. If the companions look as though they
A criminal gang called the Static use a grabber zilat might successfully intervene, the spotters attempt
THE PATH
to bring a single, wealthy-looking target to them, Grabber zilat, page 124 to slow them down so the grabbed victim can be
where the victim can be safely mugged. The PC successfully robbed and the others can get away.

102 Conversation Alley


The Hollows

THE FLAW IN THE STATIC’S PLAN


If the victim hands over all their money, this
essentially solves the problem. Ferret and the others
let them go and then scatter. The PC is free to
return to their friends.
If the victim puts up a fight and wins, the gang
members flee if possible.
If the victim puts up a fight and loses, Ferret is
hard on them, beating them pretty badly while the
others hold them. Then the muggers take their
money.
If the victim’s friends reach the gang while they
still have the initial victim, the muggers threaten to
kill the grabbed PC, effectively holding the character
for ransom, demanding money from all the PCs.
But here’s the real flaw in the Static’s plan: if the
grabbed victim attempts to reason with the gang
members, asking to be let go, at least one mugger
will be swayed if the PC succeeds on a persuasion
action (challenge 2). “This plan’s stupid, Ferret,”
the man says. Ferret tells him to shut up. Should
the PC then exploit this contention with another
such action (challenge 3), they can perhaps coax
real conflict among the muggers. At least some
of them are far more interested in beating on the
others than on the PC. A smart PC might use this
opportunity to slip away.
The members of the gang don’t like each other
much. They don’t respect Ferret, and they are a little
spooked by Lila. The group is essentially a powder
keg with a short fuse.

WRAPPING UP
The PCs are likely to survive this encounter, albeit
perhaps lighter on funds. No one in the Static is
interested in murder for its own sake, and they
certainly have no interest in dying. Should the PCs
defeat the gang one way or another, that might be
worth 1 Acumen.

103
Secrets of Silent Streets

E
veryone always forgets about Lower
Taverswood. Most people can name sixteen
of the 17 districts in the city, but no one
I of the structures are particularly old, but nothing
looks new either. There’s not a lot in the way of
ostentation—no statues on the street, no big murals
seems to remember this one. Mostly because it’s on the sides of buildings. You’re more likely to find
generally unremarkable. a tree where two young lovers have carved their
No one knows how this district originally got its initials.
name. There is no “Upper Taverswood.” A local joke The people on the street are likely to be families.
is that there used to be, but it got bored and left. Children play and run about, but the district is quite
The truth is, Upper Taverswood disappeared when still most of the time. You’ll find yourself the only
a being known as the Unlocked Angel consumed it. one on the street fairly often.
Lower Taverswood is green with trees and lovely Hiding in Lower
little paved stone paths. Taverswood is a level 4 A LOWER TAVERSWOOD
character secret. Knowing
it allows you to add +2
NEIGHBORHOOD
(for a total of +3) to resist
The Rampallion stretches from Coach Street to
HIDING IN LOWER divinations or other effects Buckminister Avenue. Like much of the district, it’s
TAVERSWOOD to locate you while you’re in mostly a residential neighborhood, with businesses
When the legendary Unlocked Angel took away the district but the person being small, local, and oriented toward the nearby
Upper Taverswood—long before the War—it looking for you is not. residents: a small grocery store, a hardware store, a
did . . . something to the district it left behind. couple of bars, and so on.
The fact that no one seems to remember Lower Melda Ambrose: level 5; Melda Ambrose serves as the gerent of
Taverswood and no one thinks about it much is a +1 Resist; +3 deception the Rampallion. Chosen by the people of the
powerful magical effect. neighborhood, she’s well liked and efficient. What
The result is that spells and other effects used to most don’t know, however, is that she’s an alcoholic.
locate someone or something in Lower Taverswood, Her addiction is a well-hidden secret, but it does
when cast from outside the district, add +1 to the occasionally cause problems, for it means she
challenge. And there are rumors of a secret one can essentially disappears one day out of the week and
learn to enhance this more fully. is unreachable. She also occasionally shows up at
important meetings or functions inebriated.
Kyllan Ambrose: level 4; Melda’s brother Kyllan heads up law enforcement
MOOD AND FEEL +2 defenses; +2 perception in the district, with the title “sheriff.” Kyllan’s got
Homey. Safe and warm. Dull. All these things one full-time deputy, but he can call on up to a
describe time spent in Lower Taverswood. It’s like dozen others in times of trouble. Melda has a staff
a quaint little small town stuck in the middle of of a half-dozen clerks and others to help her run the
a big city. The houses and other buildings are a generally peaceful and low-key neighborhood.
mixture of stone and wood, but mostly wood. None

106
Lower Taverswood

107
Secrets of Silent Streets

About a thousand people live in the Rampallion BARAT’S RENTALS


neighborhood. The residents’ modest wooden Barat rents everything from simple garden tools
houses are secluded in overgrown yards and to bicycles and automobiles. Everything requires
gardens, and a variety of apartments can be found a refundable deposit of three times the rental fee.
above the local stores and bars. Rental fees are per day or portion thereof.

Rental Fee Item


LOCATIONS IN LOWER THE PATH 3 to 10 orbs General tool
TAVERSWOOD Lower Taverswood,
2 crystal Bicycle
The following locations lie within Lower page 79
Taverswood. 3 crystal Two-person bicycle
3 crystal Lawnmower (push powered)
GAO HOUSE 3 crystal Winch
The Gao family has lived in the same elegant, well- 3 crystal Water pump (hand powered)
maintained house for generations. The current Lin Gao: level 4;
3 crystal Icebox
owner, Lin Gao, is an older woman with a number −1 Withstand and Dodge,
of adult children, none of whom currently live in Resist +3; +2 art and social 3 crystal Oven
interactions 5 crystal Aethyric-powered tool (saw,
the family house.
The house is surrounded by flowers made of ice, vacuum, blower, sander, etc.)
constantly melting but never fading. The house’s 10 crystal Concrete mixer
wooden walls have painted murals that move and 10 crystal Rock grinder or general
shift like animated films. THE PATH compactor
The problem is that Gao House is currently Vug, page 134 10 crystal Wagon or trailer
cursed. Horrific creatures like vugs and kithra (or
Kithra, page 130 15 crystal Small automobile
worse) leap out of the murals from time to time
and prowl the district, hunting for prey. Lin cannot 25 crystal Truck
afford to pay to have the curse removed, nor does
she know where the curse came from. She is at a THE DAILY SIGHTS
loss as to what to do—she’s even attempted to cover The Daily Sights, a small newspaper, is distributed
up or scrub away the murals, but their magic is too throughout Fartown, parts of the Hollows, and
great for mundane solutions. Plus, she’d really like Aria North: level 3; the district that holds its editorial offices, Lower
to keep her family’s murals intact if possible. +2 Resist; +3 perception and Taverswood.
research Aria North works as a reporter at the Daily Sights.
She frequently works on a multitude of stories at
once, and she has contacts all over the city. Always
The Daily Sights
Fartown’s Oldest Newspaper
Fartown, the Hollows, and Lower Taverswood, August 16
Volume XXXIV, No. 17
Weather: In Fartown, clear skies. In other districts, clouds with a chance of rain. 3 ORBS
on the go, she sometimes freezes utterly still for
EDIBLE DARKNESS CLOSED FOR THIRD DISAPPEARANCE IN
SUSPECTED MIRROR VIRUS AS MANY WEEKS PROMPTS
two seconds. She knows that she does this, but she’s
QUESTIONS, BUT NO ANSWERS

unaware of when (or why) it happens.


By order of gerent Nialis Barthomas, the restaurant, and plan to investigate
a beloved restaurant in Fartown has them fully. We should have more
been closed because of a suspected information in a few hours.” Most knew Handa Zist as a helpful, were taken. The marks are silver in
mirror virus outbreak. Unfortunately, we’ve been unable to outgoing Weaver who was always appearance, about 6 inches long, and,
Edible Darkness will be closed for reach Fayz for further comments. willing to open her door, and her according to reports, nearly identical
at least a week while the authorities heart, to neighbors in need. from site to site. Sources say that a
and local vislae attempt to investigate UPDATE: Edible Darkness owner “She was just ready with a hand fourth scorch mark appeared last
the illness reports and locate the Jaquan Platon issued this statement or a kind word,” said Ursul Wolk, night, a rumor that authorities are
source, or sources, of the virus. this morning: who has lived next door to Zist for not willing to confirm or deny.
The closure came two days after “When we were informed of most of his life. “Not a day would go So far, authorities say that
another nearby restaurant, The the outbreak, we immediately took by when you didn’t hear about her they’ve come up with few additional
Winter Stranger, was closed due to corrective action to thoroughly doing something nice for someone.” connections between the missing
a similar suspected outbreak. It is sanitize our establishment from top Wolk’s comment is just one people. “The scorch marks, and
currently unclear whether the two to bottom, removing all mirrors of the many reasons Zist’s recent the fact that they all contacted the
suspected outbreaks are connected. from the premises. We understand disappearance has taken a toll on the Noösphere in the hours prior to

JUPITER GROCERY
In a statement received yesterday, how troubling this news is to our neighborhood. their disappearance, are the only
Ersilia Fayz, an expert on the mirror loyal guests, and hope we can “You know these things happen things we have to tie these incidents
virus, said, “We’ve received multiple continue to earn their patronage in sometimes,” said Wolk. “It’s together,” said Rontz. Authorities
reports of mirrors appearing inside the future.” Fartown, right? But when it happens are attempting to trace the
to someone as kind as her, you Noösphere connection in the hopes
just . . . I hope they find her soon.” that it will lead to further discoveries.
Zist, who was reported missing “It’s possible that everyone who

Tick-Tock, a Clock Shop about a week ago by her music


students, is the third such individual
disappeared was in contact with the
same person, or perhaps they are

A local neighborhood store, Jupiter Grocery


to disappear from Fartown in as part of an organization that we’re
Need to be on time, make up for many weeks. Two weeks ago, a unaware of,” Rontz continued.
lost time, or perhaps lose an hour young Maker named Elwin Uster The news has the community
here or there? (No one will miss disappeared as he was walking home upset in more ways than one.
it; we promise.) Whatever your from the store where he worked. “How do you go outside, how do
first- and second-hand needs, The first reported disappearance you use the Noösphere, when you
make Tick-Tock, a Clock Shop your was perhaps the most well known: know that at any moment, you could

serves residents well and is renowned for its fresh


source for all time. Yill the Apostate, head of the nearby just be taken away by demon knows
We specialize in the finest of community center, who is running what?” said Wolk. “If they took
timepieces, including clocks, for political office in Satyrine. someone as good as Handa, they can
watches, sand dials, hourglasses, “We don’t know for certain that take anyone.”
ephemera objects, objects of these disappearances are connected, Authorities say that they
power, and more. beyond all of them being from will continue looking into the
For everyone’s safety, we do not Fartown,” said local gerent Katrina disappearances, and assure the
carry or purchase objects that Rontz. “But evidence points to the community that they will soon have

produce. It’s also a front for a safehouse for people


purport to kill time. possibility. What we don’t know is answers. They ask that anyone who
why or how.” has information about the missing
Tick-Tock, a Clock Shop The evidence that Rontz speaks people or who knows the origins
Manas Dand Ivaylo Vilis VII, of is the scorch marks that appear of the scorch marks contact them
Proprietor in the spot where the individuals immediately.

Open at the eleventh hour in the


shadow of Death (around the

hiding from those who would do them harm.


corner from Carpe Donut)

108
Lower Taverswood

Elias Strange is the owner of Jupiter Grocery, Elias Strange: level 7; together and move slowly as a unit, so the walkway
and at the same time he’s well connected to many +4 Resist; +3 stealth and drifts across the lawn over the course of the day
groups and organizations. For a fee (usually deception; cannot be found while the animals eat grass, insects, and grubs they
by magical means no matter
about 300 crystal orbs per day), Elias provides a where he is
find on the ground.
comfortable hiding place suitable for up to six
people. Thanks to the inherent magic of the district, THE SECRET BAR
coupled with enchantments and secrets built into Elias’s sister is Calliope The Secret Bar is located beneath a laundry, with a
the grocery store itself, those within the store or the Strange, the famed actor in secret entrance in the side of the building.
hidden apartment in the basement are immune to the Palindrome. Like a secret society, the patrons of the bar swear
any magic that could be used to find them. in a mysterious ceremony to keep the place’s
Elias also has connections that can sneak people location and nature to themselves. The owner is
out of the city, forge new identification papers, and Chirasda: level 6; Chirasda, a stooped woman with feathers and the
even get them into a back-alley changery in Fartown +2 defenses; +3 stealth head of a parrot.
to alter their appearance. Fees for all such services Coasters from the Secret Bar, which are simply
are extra. emblazoned with a question mark, are collector’s
Elias retains the right to refuse to hide certain items among those in the know.
people. He’s not interested in helping violent
criminals, for example, without extenuating THE SINGING STREET
circumstances. He’d rather help those on the Each cobblestone in one street in the district
run from violent criminals or perhaps the falsely produces a musical note when touched, so that
accused. as one walks along, music plays. It’s not always
pleasant.
PELLIMERE’S HOUSE
Pellimere is one of the rare vislae who lives in ZILAT CLEANING SERVICES
Lower Taverswood. She’s a 3rd-degree Vance, Pellimere: level 7; magic As the name suggests, this cleaning service makes
and she’s got a reputation for being an excellent (two successes), +1 Dodge, use of zilats with magical powers to aid in their
reference for a vast number of spells. Her entire +3 Resist; +3 magical lore; duties. They range from psychokinesis to clean
vislae with many spells;
family died in the War, and they were all Vances. +4 spellcasting
hard-to-reach spots and tidy quickly to those with
She has all their various spellbooks and grimoires. the ability to utterly eradicate stains.
Pellimere is loyal to the Vancian Order, to the They have a support staff of non-zilat cleaners as
point that she will not work with members of other THE PATH well.
orders without explicit instructions from a higher- Zilat, page 124 Zilat Cleaning Services can handle surprisingly
ranking Vance. When she works with other Vances, difficult jobs with ease. Which is why they get away
she’s likely to charge them 5 crystal orbs per day to with charging double what other cleaning services
study from her collection of tomes. charge.
Her two-story house sits atop a tall hill,
surrounded by a well-kept yard, complete with RECLAIMED AREA 38
a pond and a tiny storm cloud about 5 feet (1.5 Ruined Expanses, page 208 A section of the Ruined Expanses to the southwest
m) across that waters a small section of her lawn of Lower Taverswood has been reclaimed. About
at a time. Pellimere’s yard is always filled with nine months ago, a group of powerful vislae
flamingos. destroyed a Hate Cyst and cleared out all the
Even the brick walkway up the hill is unique. Each residuum of its dire effects. In the intervening time,
of the bricks in the walkway is a living creature, like some enterprising builders moved in to tear down
a flat-backed frog. These tiny animals are clustered ruined structures and either refurbish those still

109
Secrets of Silent Streets

relatively intact or build new ones. It’s about a nine- A LOWER TAVERSWOOD
block area that is filled with construction. STORY
But now rumors have begun to circulate. Strange Vampires are typically thought to be a problem in
things are happening. Foul sights are witnessed. Rivenhome, or perhaps scattered about the Ruined
Construction workers have gone missing. The Expanses. But the thing about vampires is that they
whispers say that people have acted in too great a can be found literally anywhere, mixed into human
haste. They say that the Hate Cyst, or some remnant society in the most surprising of places. And no
of it, persists in the area. place is more unsuspecting than Lower Taverswood.
Construction tools have taken on lives of their
own and attacked their wielders. Apparitions of MAELSTROM HOUSE
workers’ loved ones are seen tortured and slain. This large manor seems out of place amid the
Snake-like beings with multiple heads squirm up modest homes around it, but the interior is more
out of the ground at twilight. out of place still. The inside of Maelstrom House
The call has gone out for aid from brave vislae to is an open void filled with a roiling storm of fire,
investigate, but no one has risen to the occasion as yet. winds, and lightning. Magical rods hold back the
storm and form rooms and corridors in the storm
itself. The “walls” are not walls at all, and a visitor
PEOPLE IN LOWER could accidentally or intentionally step through one
TAVERSWOOD and into the storm (and very likely their doom).
The following people can be encountered in Lower There are no doors in Maelstrom House, no
Taverswood. windows to the outside, and nothing hangs upon
the “walls.” But otherwise, the rooms are furnished
LIEUTENANT FISK Fisk: level 7; +3 Withstand, nicely. Floating stone slabs, hovering in the storm,
A veteran of the War, Fisk is an older man with +2 Dodge, +3 Resist provide a floor. (A misstep moving across the floor
a haunted look. Bringing up the War is likely to can send one hurtling down into the storm below.)
trigger strange effects in him, and he begins to Eden (weakened): level 8; Over the years, many people have owned the
babble about battles and death, but none of it makes magic (two successes), manor and called it their home. Currently, it’s a
any sense. Weirdly, those listening to Fisk see vivid +3 defenses; regenerate flophouse for a group of vampires that have fallen
1 point of damage each
images in their mind’s eye of what he’s saying, but round; gaze mesmerizes
upon hard times and bad luck. The de facto leader
no two listeners seem to see anything close to the close foes; transform into a of the pack is Eden, a thin, matronly woman
same thing. bat; truly destroyed only by who grabs whatever victim she can find in the
sunlight or a wooden stake surrounding quiet neighborhoods, bringing them
TERRITHANC through the heart back (mesmerized) to Maelstrom House where she
Territhanc is a lacuna, living in a small cluster of feeds upon them, but takes only half their blood.
other lacuna. An enterprising soul, he has educated Territhanc: level 4; magic The other half she doles out to the other eight
himself about hundreds of locations in Satyrine and (two successes), +2 Resist; vampires in the house. This tiny modicum of blood
can open himself up like a doorway to any of them. opens himself as a portal is just enough to keep the vampires from expiring
to various locations in
For a fee, he allows a non-lacuna to travel through Satyrine
entirely, so they lie about on the floor, in bed, or
him to a location of their choice—or the nearest on couches at all times, as though sick or drugged.
destination he knows of. He usually charges about Eden herself—getting only half the blood—is weak
20 crystal, but he’s open to negotiation. THE PATH for her kind.
If threatened, Territhanc is not beyond forcing an Lacuna, page 30
opponent through him into a terrible location he
knows of in the Ruined Expanses.

110
Lower Taverswood

DRAWING ATTENTION
Eden and her brood might gain the attention of the
PCs by feeding on someone they know. Or perhaps
it is Maelstrom House that attracts the characters—it
has been the home of vislae and various important
people (and beings) in the past, and perhaps the PCs
hear that it holds a secret they need.
In any event, whether the characters know to
expect vampires or not, the inside of Maelstrom
House is likely to surprise them.

THE OFFER
“Take pity on us,” Eden pleads. She doesn’t use
violence or even mesmerism to deal with the PCs
when they arrive. Her voice is the exasperated
whisper of someone almost out of options. “We are
dying, but in the way of our kind, that death is long
in coming and drags us down roads of withered
agony. But you can help us. Send those to us that
you want us to feed upon. Those whose existence is
anathema to you. We promise that we will not hunt
the innocents of your kind, as long as you keep us
sated with those of your choosing. We are weak
now, so send those who are weak or few in number
at first. But eventually, even your greatest foes can
be dealt with.”
In other words, Eden will kill the PCs’ enemies
(assuming they can trick said enemies into coming
to the house) and won’t harm innocents as long
as they have enough to eat. Even just one victim a
week will keep them going.

RESOLUTION
If the PCs accept Eden’s offer, they have a way to
dispose of their enemies and gain free access to
Maelstrom House (if they’re looking for secrets).
Unless they have a lot of enemies and strong
stomachs, however, this deal will go poorly eventually.
This outcome earns no Acumen, but depending on
the characters, it might result in Joy or Despair.
If the PCs decline and decide to destroy the
vampires, only Eden puts up a fight. She will die Gao House
defending the others. Destroying the house of
vampires earns each PC 1 Acumen.

111
Secrets of Silent Streets

L
ocated at the heart of the city, the regal
Marquis Quarter is the seat of power in
Satyrine. This is the home of the Skytower,
J MOOD AND FEEL
The Marquis Quarter is as high-end as it gets. It
has the feel of a European capital like Paris, Rome,
the suspended dagger-like structure wherein the or Vienna at its height. The architecture is in the
Deathless Triumvirate themselves dwell. Deathless Triumvirate, Renaissance and Baroque styles, with a surreal flair.
During the War, the Marquis Quarter was the page 19 Because the people of this district have so much
best defended against the destruction, and thus it money, they’ve paid to have things glisten, float, and
is among the most preserved districts from before play music.
the conflict that destroyed so much of the city. When the PCs go to the Marquis Quarter, take
Government buildings and offices fill this district, some extra time to describe the opulence. Talk
and likely represent the only reason that outsiders about the Skytower overhead and the colossal
ever come here—to obtain permits and licenses, pay buildings all around. Describe gilded carriages
fees, or conduct other government business. The uneducated in the pulled by teams of glistening thoughtform horses.
But it’s not just government buildings and official city call this the Marquee Mention the jewelry of the people who pass by on
offices here. The Marquis Quarter is where the Quarter, but that’s not the street, and the clothing that probably carries a
entirely incorrect, at least
city’s wealthiest and most influential residents live. in concept. Playing on that
price tag similar to a house in another district.
Satyrine doesn’t have a formal system for nobility, fact, people outside the When in doubt, there’s an elaborate fountain in
but that doesn’t stop the residents from acting as district call the residents the middle of a piazza. A marble statue twice life-
though one exists. The district is also where you’ll here Marquees, and it’s not size on the street corner. A building’s facade with
find the very finest (and most expensive) shops and meant to be complimentary. gold plating worked into it. Marble columns girding
restaurants. the entrance to a building.
Here, the buildings rise high above the wide The people are well dressed, snobbish, and even
streets. Marble steps and columns are everywhere. imperious. They see Satyrine as the center of the
Well-cared-for parks and plazas stretch out universe and this district as the center of Satyrine.
throughout the district, many filled with enormous They recognize the importance of magic, but for
statues or other monuments. Thoughtforms keep THE PATH the most part it’s something for other people to
the streets free of trash and keep the shamlights lit. Shamlight, page 20 create and perform. (Not unlike how a rich patron
Unlike every other district, the Marquis Quarter appreciates art, but never considers working as an
is not divided into neighborhoods run by gerents. Gerents, page 71 artist themselves.)
Instead, the Deathless Triumvirate and their And, of course, not all the people in the district are
representatives control the entire district directly. mortal. While this is true of the entire city, it’s probably
Order is kept by the soldiers of the Pristine Guard, most true here. Entities from across the Actuality who
often simply called Defenders. come to Satyrine often come to the Marquis Quarter.
When a powerful angel or devil visits Satyrine, this is
usually where they can be found.

114
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115
Secrets of Silent Streets

THE EREMITE FISH Pristine Guard Finally, a small unit of appropriately named
Large fish, sometimes almost ghostly or translucent Investigator: level 5; Investigators investigates crime and focuses
to the eye, “swim” through the air in this portion +3 Resist; +1 Armor; on crime prevention. A significant number of
+2 perception and social
of the city. People call them eremite fish, and most interaction (including
Investigators are vislae or zilats, who use magic
learn to ignore them, although a few use specially seeing through deception); (particularly divinations) to aid them in their duties.
crafted transdimensional nets or weapons to catch many are vislae with
or hunt the fish and drag their flesh into our world. divinatory, truth-
The fact that eremite fish swim about the compelling, and protective LOCATIONS IN
district in what appear to be schools seems like a
spells; +2 spellcasting
THE MARQUIS QUARTER
contradiction of the reclusive nature suggested by You can find the following locations in the Marquis
their name. But in fact, they’re not congregating in THE PATH Quarter.
Marquis Quarter, page 74
schools. Each eremite fish lives in its own separate
world that barely intersects with Satyrine (just CHROMALIA’S COURT
enough for us to see them, but not enough for them Pristine Guard Defender: A veritable castle in the middle of the city,
to see us) and doesn’t intersect at all with the worlds level 6; +2 defenses; Chromalia’s Court serves as a major landmark in
of the other eremite fish. +3 Armor; +1 perception the district, with high obsidian walls (representing
the Dark) bearing flags and banners of all the colors
Chromalia’s thoughtform of the suns. The walls are 30 feet (9 m) high, and
THE PRISTINE GUARD guards: level 5; most people believe them to be ensorcelled to be
DEFENDERS +3 Withstand, +1 Resist;
+3 Armor; +2 perception,
indestructible and extremely unfriendly to any
The personal troops of the Deathless Triumvirate, +1 to attack and 6 points of
unwanted persons attempting to scale them. No
dating back to the War, are called the Pristine Guard damage with hand to hand one alive knows for certain because no one’s tried to
Defenders, or—colloquially—simply the Defenders. break into the Court in generations.
They serve as equal parts police force and soldiers Chromalia: level 11; magic Chromalia’s thoughtforms guard the gate and the
assigned to defend the quarter (and, ostensibly, the (three successes, interior of the keep and bailey. They have all been
city). The Pristine Guard not only keeps order here +5 Withstand and Resist; cast in the shape of powerful men with the heads
+2 social interactions,
but also patrols the roads and paths between the +1 general knowledge; wields
of apes. They wear red and green tabards over plate
districts in the Ruined Expanses. so many potent magical and chain armor.
Defenders wear golden armor and faceless, abilities that she might as The central keep, made of granite and massive
mirrored helmets. They carry long rifles as well as well be considered a vislae, copper supports, is surrounded on three sides by a
glistening swords and are found standing guard in including undoing and lush courtyard. A copper hourglass stands 20 feet (6
reversing magical effects,
front of the most important government buildings m) tall in the center of the yard. Instead of grains of
healing, teleportation, and
as well as patrolling in groups of five. These soldiers compelling calm; sand, it holds small alarm clocks.
have no interest in chit-chat. They are serious +3 spellcasting Inside, large brass bells, many of them cracked
individuals—although not as ruthless as the Thah. and tarnished, hang from the ceiling. When
Speaking of which, thanks to the heavy rotation Chromalia casts a spell in the house, the bells ring,
of the Defenders, the Thah seldom come to this THE PATH adding to the power of the spell (+1 level).
district. Presumably, this is because they rarely feel The Dead, page 54 Chromalia is one of the Dead in Satyrine and has
they need to. almost certainly been here the longest. Wealthy and
By order of the Deathless Triumvirate, the Pristine Guard Protector: influential almost beyond measure, she is powerful
Pristine Guard has three special units purely for level 5; +2 defenses; enough that people in need beseech her as though she
fighting fires, administering emergency medical +1 Armor; +2 climb, were a goddess, or at least a force that even the Deathless
perception, and firefighting
services, and handling other rescue-related Triumvirate must contend with. (This perception is
operations. These are called the Protectors. likely an exaggerated mistake, but not by much.)

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The Marquis Quarter

Visitors to the court include many of the social help them in this prestigious competition judged by
elite, both living and Dead. A few spend so much both humans and dogs.
time there that they essentially have taken up Order of Makers’ Annual Creator’s Prize
permanent residence, but no one knows how Ceremony: This formal ceremony presents awards
they’ve been granted such an honor by Chromalia and prizes for excellence in the crafting and
(and they’re not sharing the secret). making of magical objects. Prizes are awarded
Bella Astra is a prisoner held in the castle by magic. for aesthetics, function, originality, and other
People think she’s a ghost, but that’s not correct. Bella categories. Some people believe this ceremony to be
is permanently insubstantial. She can speak and a sham, or at least a front for some other secret or
observe, but nothing else. There’s also a bit of magic ruse of the Maker organization.
that makes anyone aware when she is near, so she The Pale Gala: The Dead hold a formal gathering
can’t be unobtrusive or stealthy. She mostly keeps every year for all of their kind in Satyrine. This
to herself in isolated portions of the vast structure. event is technically hosted by the Pale Embassy, but
Neither Bella nor Chromalia willingly reveal why she’s Lady Chromalia is very likely the quiet driving force
imprisoned there, but it is clear that she was very behind it, both financially and organizationally.
powerful magically when she had a corporeal form. There are typically about 300 attendees. The living
are not welcome except as part of the waitstaff or
EMOTION MILLS CONSORTIUM other help, although that is mainly provided by
HEADQUARTERS thoughtforms. Understandably, ghosts and spirits
The Emotion Mills Consortium is the powerful and are forbidden, and security is tight, usually provided
wealthy conglomerate of businesses that deal in by capable vislae and zilats specializing in dealing
the creation, transportation, and sale of emotions. with the incorporeal. Many spirits attempt to sneak
The Marquis Quarter facility, as opposed to the in, perhaps just on principle.
Strangeglass offices, is a private, closed facility Office of the Emotion Mills The Vatic Conclave: The Vatic Order has a
where the heads of the organization meet and work. Consortium, page 177 yearly gathering of all members (about 300) in the
The office in the Strangeglass District is where Grand Assembly. Members attend lectures and
meetings and dealings with the public occur. THE PATH conferences and generally confer about the future,
The headquarters is a narrow spindle tower with Vatic Order, page 118 offering insight and support to their fellows.
a unique sphere atop it, making it far larger at The August Invisible Tournament: This week-long
the top than at the bottom. It is well guarded and competition is held each year for all vislae. They
magically warded. Rumors say that the interior compete on a number of fronts, from the aesthetics
holds vast vaults of the jaw-dropping wealth of the of a cast spell to the use of magic to enhance one’s
consortium and a stockpile of emotions itself worth physical prowess to creative problem solving using
more than most people would even believe. magic. Musical and theatrical performance produced
primarily through sorcery is a popular event to
THE GRAND ASSEMBLY participate in or just to observe, as are the magical
This large facility boasts a variety of halls, theaters, baking events. Although the tournament includes
meeting rooms, and more to accommodate Satyrine’s physical contests involving magically enhanced
most prestigious large events. Concerts, plays, and speed, strength, dexterity, and so on, there are no
performances of various kinds are staged here, but combat-related events, as they are deemed too
even more interesting are the different annual events. dangerous (to contestants and spectators) and
A small sampling of events include the following: the violence involved too crude. The judges and
Annual Longbriar’s Dog Show: The dogs of organizers of the August Invisible Tournament see
Satyrine hire human groomers and companions to their event as one of class and dignity, and they
refuse to allow anyone to tarnish that ideal.

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Secrets of Silent Streets

THE HOTEL OF WORDS THE MAGISTERIUM’S


Said to have been erected in the early days of the COURT AND THE LABYRINTH
human establishment of the city (after the arabast Arabast, page 16 Hidden by both clever placement and crafty spells,
left) when words of creation were uttered by a the Magisterium’s Court—the meeting place of all
powerful entity, this grand building is a thing of Typical Magisterium thirteen keepers of the secret soul allegiances—lies
architectural beauty and wonder. And beyond its keeper: level 13; magic within the Marquis Quarter. These people are not
appearance, every surface of the structure seems to (three successes), the secret Soul Guardians, all of whom are mystic,
+3 defenses; +2 magical
contain a word that can be heard if touched. These lore; various abilities and
quasi-godlike beings. No, the keepers are mortals,
words give the sections of the building their names, spells, which often include a each the head of the organization that represents
such as Efflorescence Hall, the Incipient Garden, very powerful offensive and the agents of that soul. Confusingly, each keeper
the Panoply Chamber, and so on. defensive option is addressed by the secret soul title—the Silver
Today, the building serves as an elegant hotel for Star, the Old Man, the Child, and so on—which
elite visitors to the city. When Her Elegance comes THE KEY makes it seem even more like they are the actual
to Satyrine, for example, or Queen Frageliva, they Soul Guardian, page 140 Soul Guardian. Some play up that confusion, while
stay in the Hotel of Words. Even the simplest room others downplay it. A few—the current Old Man,
is a thing of opulence and costs 100 crystal orbs per Hammer, and Abyss—all outright claim to either be
night. The three penthouse suites are said to be THE PATH the actual guardian or be possessed human hosts
larger than the average home and cost 10 gem orbs Her Elegance, page 59 for the guardian of their soul. (And maybe one or
a night. more of them is telling the truth. Stranger things
Queen Frageliva, page 39 have happened.)
Each member of the Magisterium has a retinue of
agents and assistants, all, of course, with the same

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The Marquis Quarter

soul. And each soul’s allegiance organization has its THE MAGNILOQUENT MOTH
own secret base of operations in Satyrine, many of The current menu for the The Magniloquent Moth is a restaurant offering
which lie hidden within the Ruined Expanses. They Magniloquent Moth can be expensive and elegant dining experiences with
are spread throughout the city. This means that to found in the Black Cube’s unique dishes. Culinary artiste and gourmet
handouts envelope.
talk directly, the Magisterium must gather in their conjurer Salinday is well known throughout the
hidden court. Salinday: level 8; district for his incredible creations. The fashion-
Its appearance on the outside is obfuscated, +3 Withstand, +3 Resist; +4 obsessed members of the upper class love the
but within the court is a vast circular structure cooking; zilat food conjurer Magniloquent Moth, and the proprietors ensure
with columns and thirteen throne-like seats. that whenever trends threaten to send such patrons
No agents or servants are allowed in—only the elsewhere, the restaurant changes its menu,
Magisterium members themselves. A small group Magisterium thoughtform interior, and overall theme to remake itself all
of thoughtforms, each of which has the appearance guard: level 7; +2 defenses; over again as the hot new eatery. The owners, the
of a human with a massive pyramid for a head, +2 Armor, +1 perception wealthy Illianitas sisters, have made a pact with
and stealth
maintains and guards the court. powerful beings from the Gold Sun to ensure that
Meetings are very rare. They occur in one of two the restaurant’s rebirth is always a successful one.
situations. First is when a threat arises that gains
the attention of all thirteen souls, which happens THE MILLINER’S COLLECTION
perhaps only once or twice in a lifetime. The more If the name of this place sounds like a hat store,
common—but still quite rare—event is that a vislae that’s because it is. The Marquis Quarter store is
wishes to enter the Labyrinth. Entrance can be very large and has two floors, filled with carefully
gained only through action of all thirteen members arranged shelves and displays showing off men’s
of the Magisterium. and women’s hats of all kinds. Some are simple
The Labyrinth represents the pinnacle of magical top hats or trilbies, but others look like swans or an
power, skill, and knowledge. Successfully passing entire elaborate scene from history, complete with
through the Labyrinth allows a vislae to reach a new moving figures. But unbeknownst to most, some of
understanding of reality in ways that are not fully the hats are extraordinary in other ways too.
understood. What the Labyrinth actually is—a literal Oddamore Roth: level 6; Oddamore Roth is the owner, designer, and
maze, a magical crucible, some sort of mystical +3 Resist; +2 hatmaking proprietor of the collection. He is almost sickly
transcendence, or something incomprehensible to thin, with a narrow face and a large nose. He’s
most people—is not known. Everyone who enters supercilious and condescending to customers and
the Labyrinth disappears forever. It’s assumed Other assistants: level 3 imperious and mean to his three assistants. Two are
that most die. Or worse. (Considering that the simple thoughtforms and the other is an elderbrin
Magisterium is involved, complete and utter soul Opt: level 4; magic (two named Opt who often takes the form of a dog-
destruction is a possibility.) successes), +2 defenses; headed bird or—if physically threatened—a bear
Getting the Magisterium to gather to grant access change shape with dogs for hands.
to the Labyrinth is extraordinarily difficult. Figuring No one (including Oddamore) knows why, but
out how to do so and accomplishing it is what some of his hats are intelligent. What’s more, they
keeps out all but those truly worthy of an attempt know secrets and can be convinced to whisper
at the Labyrinth. Whatever the method, it involves their knowledge into the ears of their owner while
knowledge, understanding, diplomacy, extremely on their head. There are 500 hats in the store, and
rare rituals, secrets, and a very high level of magical the cheapest ones cost 25 crystal, while the most
might. But all that merely gains one the opportunity expensive run 5 gem orbs. Without Oddamore’s
to enter the Labyrinth. Conceivably, the trials faced knowledge or blessing, Opt has tried on every hat
within are far greater. in the collection, convinced it they were its owner,

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Secrets of Silent Streets

and learned which hat knows what. But Opt doesn’t The Knights are a varied lot, and there’s not a lance
reveal this information easily, because they don’t to be found in the entire palace.
want their employer to know that they’ve been The Obscure Palace looks like a castle of black
trying on and interacting with the hats, awhich stone with bright green vines growing all over it,
they’ve been forbidden to do. Opt is quiet and a both inside and out. These vines produce grapes
little sheepish. that can be made into a potent magical wine, giving
the knights their name.
THE OBSCURE PALACE Escaping the winding The palace’s corridors wind about and around
Technically, the Obscure Palace is not in the corridors of the Obscure themselves such that an unwelcome visitor can
Marquis Quarter, but in the Ruined Expanses Palace requires an Intellect become lost forever. There are said to be at least a
action with a challenge of
outside it, to the south. But the well-traveled road 11. Check once a day.
dozen would-be thieves and spies still wandering,
through the expanse down to the Brickhouse and not all of them are human.
District runs right past the gorgeous palace of Those who call this place home involve
marble and bronze. It rises above the ruins around themselves in all sorts of Satyrine matters, but
it, as if the weapons used in the War could not affect attempt to do so without drawing attention to
it in any way. Most people of Satyrine know nothing themselves. They influence events, fund and
of this place, and even those who have heard the support endeavors, and quietly eliminate problems
name or have passed it on the road think little of it, through the use of money, magic, and hired or
assuming the tales told are simply legends. Those manipulated underlings, many of whom don’t
legends claim the Obscure Palace to be the home of realize who they are working for. Occasionally,
mysterious beings that grant audience only to those one or more knights will directly intervene in a
who intrigue them. situation, but only when great power is needed and
This is true. the risk of attention is warranted.
The beings are called the Knights of the Vine, or Secrecy and anonymity grant the Wine Knights
sometimes the Wine Knights. The Knights of the Lady Tessaline: level 16; some of their power, not only in terms of their
Vine come from a wide variety of places and even magic (three successes), ability to act unobserved, but also literally. Secrets
times. Lady Tessaline, for example, is an immortal, +1 defenses; can sustain 6 grant them power.
Injuries per Wound and 6
angelic being from the realm of the Silver Sun. Wounds; various powers, all
Lord Renau claims to be an arabast hailing from dramatic and using silver THE PINNACLE COURTS
the distant past (although some doubt the claim’s light Tall glass spires rise above even the large buildings
veracity). Lady Ea is a vislae who grew up in the of the Marquis Quarter, representing the highest
War-torn streets right here in Satyrine. Lord Renau: level 13; and most powerful court in the city. The Pinnacle
There are twelve knights at any given time, magic (three successes), Judges report directly to the Deathless Triumvirate
although in the past, they’ve made exceptions and +2 defenses; various powers and hear only the cases involving people and issues
and spells, including the
have had as few as nine and as many as fifteen. ability to stop or speed up
of the greatest import.
Petitioners wishing to become members are time Lesser issues and crimes are tried by local
always rejected. Members are selected and invited, gerents, who are both judges and administrators in
often without even knowing the knights existed Lady Ea: level 11; magic their individual neighborhoods.
beforehand. The criteria are mysterious, but raw (three successes), The buildings surrounding the Pinnacle Courts
magical power seems to be a prerequisite. +1 Withstand and Dodge, are mostly law offices and businesses catering to
+4 Resist; vislae with many
Although their iconography has a classical spells, including many
lawyers and advocates.
“knighthood” theme—armored warriors on divinations and illusions;
horseback with sword and lance—this is not an +3 spellcasting
accurate picture of the Knights of the Vine at all.

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THE PALE EMBASSY Command is also located here, so the place is


Known just as often as the Dead Embassy, this is THE PATH extremely well defended.
where those working directly for Empress Xjallad Empress Xjallad, page 54 The space directly below the structure is a large
regulate travel to and from the Pale and monitor the park filled with green and red trees; an artificial
activities of the Dead in the city. It’s important to pond, river, and waterfall that move in gravity-
understand that the embassy claims no jurisdiction bending ways; and an outdoor amphitheater.
over ghosts, who have never moved on to the Pale. There are many ways of getting to the Skytower,
People wishing to visit the Pale must come and all of them are expensive. Near the base is
to the embassy and obtain a visa first. This is a a kiosk labeled Nril’s Jumpers, which uses zilat
byzantine process of filling out forms and talking to teleporters to send people to the tower. (Nril has a
administrators. Everyone working in the embassy is similar kiosk in the lobby of the Skytower where
dead. The head of the embassy is the Ambassador The Ambassador: level one can hire teleportation back down.) Nril’s
(no other name), although she is rarely present. 9; +4 Resist; +3 social charges 25 crystal for a one-way trip. Those in less
Instead, Minister Horan oversees most of the day- interaction of a hurry can employ The Magic Word to ferry
to-day operations, including administrating the Minister Horan: level 7; them up to the base in flying gondolas for a fee of
hunt for escaped wraiths. +2 Resist; +1 social 15 crystal per passenger. Finally, on clear, calm days,
interaction an elderbrin named Aemae uses a uniquely shaped
SARTORIAL ART hot air balloon to transport up to four people willing
One of the most prestigious and expensive clothing Rumor has it that the to pay 50 crystal for a luxurious ride. Locals know
stores in the city, Sartorial Art sells couture that is Ambassador loves to partake that Aemae’s balloon is actually her siblings taking
sophisticated or elaborate, and sometimes both. in the pleasures of the living on proper forms.
world perhaps a bit too
The owner and manager is also one of the three much.
main clothing designers who works here. His name THE TEMPLE OF THE PAST
is Emilan Kartu, and while most people assume that Emilan Kartu: level 5; The Temple of the Past is the city’s greatest library
he uses magic to aid his designs, he does not. +1 Resist; +4 clothing focused entirely on historical and legal topics. It is
Emilan and Sartorial Art sponsor a yearly design, +2 managerial tasks also a functioning place of worship dedicated to the
fashion show at the Grand Assembly, a prestigious, concepts of both Time and Universal Order.
invitation-only affair, but not the only fashion show Therrest YiGanna: level 6; Therrest YiGanna works as head librarian in
in the city. +4 Dodge, +2 Resist; the temple. Claiming to be a native of some other
+3 knowledge world, Therrest says that his people can smell
THE SKYTOWER the future, determining what is yet to come by
Hanging above the Marquis Quarter like a needle the odors around them. He does seem uncannily
(or, more ominously, like a dangling knife), the informed.
Skytower is a massive structure 3,000 feet (900 m)
tall that floats another 1,000 feet (300 m) above
the ground. Most of it holds incredibly expensive
apartments, but it is also used as offices for some of
the particularly large and affluent businesses in the
city.
The Skytower also serves as the home of the
Deathless Triumvirate, and thus the location they
almost never leave. The entire upper third of the
building is theirs, and is entirely closed off from
the rest of the structure. The Pristine Guard High

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PEOPLE IN THE MARQUIS


QUARTER
The following are a few people you can encounter
in the Marquis Quarter.

CAPTAIN ELLA FOSTIAN


A high-ranking member of the Pristine Guard
Captain Ella Fostian: Defenders, Captain Ella is well respected in the
level 7; magic (two Marquis Quarter, if not well liked. For a non-vislae,
successes); +3 defenses; she’s learned a great deal of magic, and all on her
+3 Armor; +1 perception;
vislae with a few spells,
own. (In fact, she might very well be a vislae, but
including one that grants without any real training.) She keeps this a secret,
her more health and one both because she doesn’t want to be known as a
that summons dead spirits vislae and because it gives her an advantage that
those who might oppose her will never suspect. Her
reputation for being particularly hardy, for example,
might come from a spell of protection. Her insight
might be thanks to a divination or a summoned
spirit.

MINISTER AUG FULLAN


Ancient and unable to walk on her own, the
Minister of Public Works rides in a circular sedan
chair carried by huge, brutish thoughtforms
Minister Aug Fullan: wherever she goes. Minister Fullan’s responsibilities
level 5; −1 Dodge, +3 Resist; include the reclamation of the Ruined Expanses in
+3 social interaction the city. She and her staff recruit people who are
Hate Cyst, page 210 willing and able to deal with the Hate Cysts and the
dangers they spawn to root out and cleanse the city
of that corruption.
Should she encounter a group of vislae in any
context, she might subtly attempt to learn if they are
capable enough to work for her in this endeavor.

ORESTRE
Wealthy enough to have had extensive alterations
Orestre: level 6; magic in a changery, Orestre has no legs, and rather than
(two successes), a head she has what appears to be an entire living
+5 Withstand, +1 Dodge, shark that swims above her body.
+3 Resist; +4 Armor;
+2 deception and seeing
Orestre maintains a secret financial concern in
through deception; bite various criminal organizations throughout the city
inflicts 2 Wounds (not in her own district). She bankrolls operations

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The Marquis Quarter

and gets a significant return on her investment.


Orestre plays no favorites, and might very well be
secretly investing in the workings of rival criminal
gangs.
Orestre has no family, keeps her own company,
and does not employ bodyguards when she is
out and about. In her sprawling manor, she has a
handful of thoughtform servants.

THE SPIRIT GAOLER


Rumors abound regarding this vislae, but the only
thing that anyone knows for certain relates to his
striking appearance—energy tendrils extend from
his eyes, each holding a struggling, captive spirit.
The Spirit Gaoler speaks in riddles, making abrupt The Spirit Gaoler:
appearances in high-class establishments and then level 9; magic (two
disappearing soon after. successes), +1 Withstand,
+2 Dodge, +4 Resist; vislae
with many spells, including
those involving capturing
A MARQUIS and restraining physical
QUARTER STORY and spiritual entities;
A well-dressed young man approaches the PCs +4 spellcasting
while in the Marquis Quarter, beads of sweat on
his brow. “You simply must help me,” he says, and
pulls out a jeweled flask. “Keep me from drinking
this,” he says, yanking out the cork and preparing to
drink.
If he manages to take a drink, he disappears.
If someone stops him (a Physicality action with a
challenge of 2) he thanks them and explains. His
name is Tyler Austrain and he’s under a magical Tyler Austrain: level 3;
compulsion he doesn’t fully understand. What he +1 Dodge; +1 social
does understand is that if he drinks what’s in the interactions
flask, he’ll suddenly appear somewhere else. New
flasks keep appearing around him wherever he
goes, and he feels forced to drink them.
He’s recognized that the PCs are vislae and
believes that they can help him in ways that perhaps
others cannot (and he’s probably right).
If Tyler drank and disappeared, he shows up
again about 45 minutes later and says “Please,
you’ve got to stop me,” and then goes through it all In'kalia Segali
again with another flask.

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Secrets of Silent Streets

WHAT’S GOING ON If the PCs don’t worry about seem, however, because the curse is quite insidious.
Tyler is the son of a wealthy family. His father, Bechalm and just deal New flasks will continue to appear if others have
with Tyler’s dilemma, they
Bechalm, is a judge in the Pinnacle Courts. been broken or hidden away from him. If Tyler
should read or hear the news
Tyler is under a curse by a devil working for his the next day that Bechalm himself is restrained, an uncorked flask will appear
father’s rival, Nestor Crane. Anytime his family Austrain was found dead. in his lips (characters will have one round to keep
bodyguards come near, a flask appears somewhere him from drinking). Only contradictory magical
Jykan and Armanen,
near him and he is compelled to drink it. The liquid bodyguards: level 4; compulsion on Tyler (or the removal of the devil’s
in the flask causes him to teleport about a quarter +1 defenses; +1 Armor; curse) will truly keep him safe.
mile away in a random direction. This has led his +1 perception The moment he does drink, the bodyguards run
bodyguards on a merry chase all over the district. The Enemy of Justice off to find him, and he tries to run back to find the
And that’s the point. With the family guards chasing (minor): level 7; magic PCs.
Tyler around the city, Bechalm is unguarded at (two successes), +3 defenses; At some point, Jykan will mention that they’ve
home, where the devil plans on carrying out the +2 Armor; touch causes been chasing Tyler all day, leaving his father alone
1 Wound and 1 Anguish
murder it was summoned to perform. at home, which should be enough of a clue to send
with unholy flame; can
The guards, Jykan and Armanen, are capable burn most objects and burn interested PCs to find Bechalm.
but this situation is well outside their normal through most barriers with
experience. a touch in a few rounds THE DEVIL AND THE JUDGE
The devil is from the Dark and serves The Enemy of
STOPPING TYLER Justice. It looks like a well-dressed human man with
THE PATH
If the PCs can keep Tyler from drinking, the Demons of the Dark, a bare skull for a head and bare bones for hands.
bodyguards catch up, but they don’t know any more page 27 Its hands and eye sockets flare with sickly green
than Tyler. Stopping him is not as easy as it might flames.

124
The Marquis Quarter

Bechalm is no idiot. He’s not going to face the


devil, but instead will run to hide in a secure room
upstairs with sturdy locks and a reinforced door.
The devil uses the bodyguards’ preoccupation
to attack Bechalm Austrain in the family’s manor,
which is also in the Marquis Quarter. If the PCs
come to the manor, estimate how long it took them
based on their actions with Tyler.
PCs arrive quickly: The devil is in the foyer of the
house, surrounded by the burnt remains of a few
thoughtform servants. Bechalm is nearby.
PCs arrive in reasonable time: The devil is
searching the house. The servants are all dead.
Bechalm is hiding in a secure room on the second Bechalm: level 4;
floor. +3 Resist; +3 legal
PCs take quite a bit of time: The servants are all knowledge
dead. There are minor fires throughout the house.
The devil has found Bechalm’s secure room and is
in the process of burning through the door.
PCs take far too much time: Bechalm and the
servants are dead. The house is on fire. The devil is
gone.

CONSEQUENCES
If the PCs intervene and stop the devil, saving
both Austrains, they have gained a powerful THE KEY
and influential ally. (An NPC bond might NPC bonds, page 157
be appropriate.) As a contact, patron, or ally,
Bechalm can help in many ways, pulling strings
in the government or courts, or just providing
information. He’ll also give the PCs a gift of 5 gem
orbs.
Bechalm takes little time to determine that it was
Nestor Crane who summoned the devil. If the PCs
are interested in lucrative employment, he would
be very interested in taking his revenge outside the
law.
Successfully helping Tyler earns 1 Acumen.
Saving Bechalm earns another.

125
Secrets of Silent Streets

T
he Palindrome gains its name from the
fact that it is the same going out as it was
going in. That’s the way people always say
K forces who patrol the streets regularly, sometimes
on horseback (or on some other creature’s back).

it, and it’s basically true. Thanks to huge walls and


other structures, you can enter this district without A PALINDROME
difficulty only from the southeast or the northwest. NEIGHBORHOOD
When you walk from one end to the other and reach If you speak the palindrome Erricot is a large Palindrome neighborhood,
the halfway point traveling in either direction, you “never odd or even,” you although so few people live there that the
end up passing by everything you’ve already passed, find yourself in a secret word almost feels wrong. Unlike most
location within the district,
but in reverse order. So from one perspective, but not in the district.
districts, Palindrome is divided into only three
a certain museum might be east of a particular neighborhoods, and they are much larger in
theater but also west of it. area than most. Erricot is home to about 1,500
Parks, libraries, museums, and theaters fill the permanent residents, most living in small
Palindrome. Well-maintained streets and bright, THE PATH apartments and working as support staff for various
shamlight-illuminated plazas make it one of the Shamlight, page 20 institutions—theaters, museums, and so on—as
quieter, safer, and more serene of the districts. It’s well as local restaurants and similar businesses. To
not uncommon to see wealthy and upper-class buy groceries or other goods, you very likely have to
citizens strolling down its tree-lined avenues. make the trip to an entirely different district.
Very few people live in the Palindrome, but it is Theo Knudsen: level 6; Theo Knudsen is the gerent of Erricot. Rotund,
usually busy with people coming and going from +1 administration balding, and sporting a large mustache, Theo is
other districts. always well dressed and smoking an ornate pipe.
He’s also the epitome of the corrupt gerent who
collects a cut of the profits from all the institutions
MOOD AND FEEL and businesses in the neighborhood. In return,
The Palindrome is serene and stately, with a feel he pays a large force of peacekeepers to keep
not unlike that of a history museum. The streets property and patrons (and residents, of course)
are wide and newly paved. There are statues, safe. Essentially, it’s extortion money. He has three
monuments, and artistic displays everywhere. This dozen peacekeepers (who also work as firefighters)
is the district where you’re likely to see rich, well- patrolling the district, and many have thoughtform
dressed people on a stroll past museums, galleries, dogs with them, mostly for the intimidation factor.
and theaters—perhaps on the way to the opera or Theo’s office—where he employs another dozen
a gala event. For this reason, it’s as active in the personnel—is a stately building near a large opera
evening as it is during the day. house, where he attends almost every performance.
Crime is quite rare, as the district’s gerents
employ an abundance of security and peacekeeping

128
The Palindrome

129
Secrets of Silent Streets

LOCATIONS IN THE THE MUSEUM OF NATURAL BEAUTY


PALINDROME THE PATH As the name suggests, this museum attempts
The following locations lie in the Palindrome. The Palindrome, page 81 to showcase objects of natural beauty—plants,
animals, rocks, and so forth. Sometimes,
THE GARDEN OF OFLIM photographs or magically prepared images of
A walled garden said to hold plants from every sun’s waterfalls, rock formations, or other aspects too
realm, the Garden of Oflim also contains the Forty large to move here are on display.
Apodictic Faces of Wisdom. These are large, carved Chalamadan: level 6; Chalamadan, an elderbrin, serves as head curator.
stone monoliths, each bearing a humanlike face in magic (two successes), Like most of their people, Chalamadan takes
the center. Each one possesses its own intelligence, +1 defenses; +2 searching a different form nearly every day, but each one
but it is difficult to rouse them. People come to the always incorporates a cube—a cube-shaped head,
garden to beseech the faces for advice, but only a cube-shaped chest, a cube-shaped hand, and so
rarely do they get what they came for. on. Chalamadan commissions interested travelers
The garden is tended by a woman named Ella Ella: level 4; has four arms to seek rare natural finds from throughout the
and her four thoughtform workers. Thanks to a Actuality to display in the museum.
changery, Ella has an additional set of arms to go Ella’s thoughtform
with her natural ones, although all four are so long workers: level 3 THE MUSEUM OF YOU
and lithe as to make you wonder if they aren’t just The facade of this building is a beautiful design
a bit unnatural. She has hair the color of polished of mirrors and reflective surfaces. A curious
steel and eyes to match. enchantment makes it seem, upon first glance, as
though the name of the place bears the viewer’s
THE MUSEUM OF KEPT THINGS name. If Schaelee is the one looking at it, the
This looks like nothing but a gathering of trees. sign seems to read “The Museum of Schaelee.” A
There’s no building or structure of any kind—not moment later, however, it’s clear that what it actually
even a walkway up to the trees. says is “The Museum of You.”
The copse of trees, however, holds a secret.
With the right gestures and thoughts (qualia),
one can step toward the trees and part them as if
they were a pair of curtains. Behind these curtains
lies the Museum of Kept Things, which is owned
and operated by a woman named Luisthe. The Luisthe: level 5; magic (two
photographs within the museum are all hers, but successes), +2 defenses;
she is no artist. All the framed works are actually +2 photography; vislae with
many spells, including the
people and things trapped in two dimensions. ability to trap close objects
Luisthe has a dark cloud for a head, making her and creatures in a two-
appear a little like an erupting volcano. Although dimensional state;
this almost certainly is thanks to the work of a +2 spellcasting
changery, unlike most vislae, she was never human
in the first place. Rather, she is something—
perhaps a singular something—from one of the THE PATH
Feyward Lands of the Unfathomable Archipelago. Unfathomable
Archipelago, page 49

130
The Palindrome

Only one person can enter the Museum of You Instead, this is a place of contemplation and deep
at a time. Once inside, the visitor sees displays thinking.
representing their own life—triumphs and Sometimes angels stand outside the church and
failures, lovers and enemies, good times and bad. weep, but they never enter. The church has a few
Even secret, private moments are on display. The caretakers, but no clergy.
museum creates paintings, statues, placards, and
moving sculptures of light to show the visitor’s THANAVEVE HALL
life. Unless magically protected, the visitor has no This building is a waterfall, cascading down from
secrets from the museum. a hole in the sky. Inside, however, it is a fairly
Visiting the museum is shockingly unnerving to normal, albeit impossibly large, theater that stages
all but the greatest of narcissists. Memories long lavish productions of older, classic works. The star
forgotten, scenes of moving moments one would of most of the plays and operas performed here
have thought they would never see again—it’s hard Calliope Strange: level 5; is a woman named Calliope Strange. Calliope
to take without a few emotional tears mixed with +4 acting, +3 singing and uses the changeries in Fartown like someone else
a feeling of profound loss of privacy. However, costuming might use a wardrobe. She’s always changing her
those who do explore it fully, which takes about appearance—so much so that people refer to her as
an hour, gain 3 points of Hidden Knowledge from Calliope Strange is the an elderbrin behind her back.
self-knowledge. Most people also come away with older sister of Elias Strange,
1 Despair, but a supreme narcissist likely walks out owner of Jupiter Grocery in THE WINDING GALLERY
Lower Taverswood.
with 1 Joy. This art museum looks a bit like a corkscrew from
If the Museum of You has a curator, their identity the outside. Inside, the entire structure is a curving,
remains a mystery. seemingly never-ending hall filled with artwork.
Every painting in this gallery holds a secret. Some
THE PYRAMIDS OF GLASS of the paintings are haunted, some cursed. Others
Rows of dozens of pyramids fill a large park near are intelligent or enchanted, or they show important
the center of the district. Each pyramid contains locations of power or treasure, if only someone
a tree from a different dead half-world, preserved knew how to find them.
within the last remnants of the atmosphere of its
home. Each bears a bronze plate commemorating Alexis Targete: level 6;
the original home of the tree and providing some +3 Dodge and Resist; PEOPLE OF THE
basic facts about it. +3 stealth, lockpicking, and
pickpocketing; +2 deception
PALINDROME
The following people can be encountered in the
THE SILENT CHURCH The PCs might encounter Palindrome.
An imposing, cold, and somewhat lonely structure Alexis in another
of glass and stone, this church rarely has many district—a criminal-heavy ALEXIS TARGETE
bar, perhaps—where she’s
people in or around it. On the lintel above the door, recruiting help.
Alexis is a thief, connected to Amone Shaenon,
an engraving reads, “She is Gone. But Her Legacy the crime boss in the Hollows. She’s also a friend
remains.” The Silent Church is the one temple Amone Shaenon, page 99 and occasional partner (and occasional rival) of
of the Legacy (or rather, of the creator who left Kendon in Fartown. Alexis is convinced that her
the Legacy) in the city, and one of the few in the Kendon, page 88 next big job should be in the Winding Gallery, to
Actuality. steal one of several valuable paintings inside. Right
The forces of the Legacy do not seek worship— THE PATH
now, though, she’s looking for help—specifically,
they value understanding. Thus, no prayers or The Legacy, page 6 for vislae who have magical talents that might
hymns break the silence of the church here. help her. She’s also interested in finding people to

131
Secrets of Silent Streets

inadvertently help her—as they go into the gallery, they ignore it, nothing happens. But if they follow
she’ll surreptitiously plant a coin (an ephemera it and see where it leads, they find something of
object) on them that tests the strengths of magical interest, a sad story, and some real danger.
fields and sends that information back to her. She’s
looking for a path past any wards. She has another THE RIBBON
coin that temporarily suppresses magic in a small The ribbon appears in a quiet place where there’s
area (depletion 0; check each round) that she might little traffic. No one is around when the PCs spot
plant on someone to trigger when they get inside. it. Should they pick it up, they find it’s simple
red fabric—they could cut it if they wish. It’s also
JIANYU VANG taut, as if it’s attached to something, perhaps right
Jianyu is in the Palindrome looking for a way Jianyu Vang: level 4; around the corner.
to remove a malady that has befallen him. It’s +2 cooking Following it, the ribbon stretches down the street
language related, so he thought the Palindrome for quite a length before leading around yet another
might have the answer. He approaches people in corner. Should the PCs continue to investigate,
the district, asking for help, although it seems as the ribbon “leads” them on a merry chase through
though he speaks gibberish. An Intellect-based the streets of Palindrome, sometimes ducking
action (challenge 4) suggests that he’s actually between buildings or leading down little-used
talking backward. alleys. Occasionally, the PCs pass by someone else
Jianyu stands about 6 feet (2 m) tall, with dark Brickhouse District, on the street who likely looks at them with a bit of
hair and eyes. He’s got a ring on each finger. (In page 26 curiosity. No one the PCs encounter has any idea
fact, it’s his most recently acquired ring that carries what the ribbon is, where it came from, or where
the curse afflicting him.) Normally, he’s a chef in Tinata/Corian: level 10; it leads. No passersby seem to have anything more
a restaurant in the Brickhouse District, where he magic (two successes), than fleeting, idle inquisitiveness.
lives. +2 defenses; +2 knowledge
and stealth; vislae
with many spells, with
THE END OF THE LINE
TINATA AND CORIAN effects such as telepathy, The ribbon finally leads straight to a closed door. The
Using magic, Tinata arrested the physical divination, improving ribbon is tied to the handle. The door is at the front
development of her child before it was born. As defenses, and charming of an older stone building that appears to have been
such, Corian, her daughter, has been within Tinata others; +5 spellcasting converted into four apartments, and the door leads
for eighteen years. The two can communicate in a into one of them. The PCs very likely will suspect
telepathic fashion, and Corian serves as an advisor THE PATH that the ribbon is a trap, but it is not. It is an appeal.
for her vislae mother. The child is a zilat seer, able Zilat, page 124 It’s then that the PCs perhaps notice that there are
to predict the future. However, because Tinata is four men watching them from a nearby alley. Faces
a very large woman, no one has ever known that obscured, these men dress identically, in black
she is “with child.” Tinata lives in a set of hidden Use a GM shift to ensure coats and blue fedora-like hats, but they all stand
underground chambers below one of the Pyramids that the four men in the at different heights. If confronted, they somehow
of Glass. alley escape if necessary. disappear down the blind alley.
The interior of the apartment is filled with
Vaay: level 9; magic (two hovering tea sets and other bits of servingware,
A PALINDROME STORY successes), +3 defenses; all chittering like birds. Within the apartment
The PCs make their way through the Palindrome numerous magical abilities, waits a being known as Vaay. Vaay is an immortal
including creations, healing,
on business (or pleasure) of their own when they and illusions; incapable of
nonhuman entity, but at this point they have the
spot a beautiful red ribbon lying in the street, violence, either directly or form of a man with the head of a stag. They used
running down its length and around the corner. If indirectly magic to create the ribbon, knowing that they

132
The Palindrome

would attract the attention only of curious and


capable souls. Vaay is in love with yet another
entity, Allozere. The two had a brief, torrid affair
in secret, but Allozere eventually left Vaay. Soon
thereafter, the Severmen appeared to punish Vaay
for their indiscretions. These mysterious entities
seek to discipline Vaay for their love of Allozere
due to reasons that mortal minds simply cannot
understand, but having to do with the politics and
social quirks of realms beyond. Vaay has hid from
them in Satyrine, but they are now close at hand.
Vaay will offer the PCs tea and explain all of this,
but very briefly. They know that time is short.

ATTACK OF THE SEVERMEN


While the PCs are visiting with Vaay, the Severmen Severman: level 4; magic
burst in. These are the four men from the alley, but (two successes), +2 Resist;
now their form is clearer. Under their hats, their +1 attack; hands or face
inflict 5 points of damage
faces are functional scissors, and the hands that and a struck foe must
protrude from the sleeves of their black coats are succeed at a second Dodge
knives. They attack Vaay and anyone who gets in defense roll or have some
their way. body part—a finger, a hand,
If slain, Severmen crumble into a pile of broken an ear, etc.—severed and
suffer an additional Wound
razors and knives.

RESOLUTION
If the PCs defend Vaay and save them, Vaay can use
their innate power to reattach or regrow any severed
body parts and generally heal Injuries and Wounds.
Vaay cannot restore life or aid with mental damage
or Anguish.
Once safe, Vaay thanks the PCs and grants each
character an ephemera object that they seem to
create in midair. Draw cards randomly from the
Ephemera Objects deck (found in the Black Cube)
to generate each object, but do not use any that
inflict harm. Vaay then says that this event should
put the Severmen off their trail long enough for
Vaay to find a new hiding place. The Winding
Gallery
If asked about Allozere and whether the PCs
can offer further help, Vaay says with despair that
Allozere left them, and Vaay will respect Allozere’s
wishes and not try to find them.
PCs who help Vaay gain 1 Acumen.

133
Secrets of Silent Streets

W
ithin the city of Satyrine lies a placid
lake more than a mile across. The city
surrounds and includes Quiet Lake. Its
L or renting an entire island. Some of the islands are
quite small, but a few are many times larger than
the rest. It’s also expensive to get around. Everything
waters are deceptively deep. Small, often perfectly comes in by boat. You can’t walk to the store.
square islands cover its surface, reached mainly by But you don’t live in Quiet Lake because you want
boat (although there are bridges between a few). affordable housing. You live in Quiet Lake to be far
Most of the islands are surprisingly flat and covered from people. Introverts, hermits, celebrities, artists,
in extremely thick, tall trees, giving the whole lake and others who don’t want to be bothered dwell on
the appearance of a labyrinth of waterways (and, in their own private islands.
fact, a portion of it is an actual maze).
The dark, still waters are said to conceal all
manner of secrets, including entire submerged MOOD AND FEEL
structures and complexes accessed by submersible, Quiet Lake is, of course, quiet. Serene. Peaceful—
spell, or sometimes transparent cylinders called but perhaps ever so slightly ominous as well. If
dive tubes. you’ve ever spent time near a good-sized freshwater
Wealthy individuals, including some reclusive lake in a northern clime, you’ll understand. The
vislae, own homes on these islands, most of which waters are murky and cold. Waves calmly lap at the
are just large enough for a house and a small yard. shores but never get very big or powerful (and in
Many of the islands, however, are long abandoned, Quiet Lake, they are even milder than normal).
with strange, sometimes sinister-looking, brooding Moving through Quiet Lake—probably on a
houses amid overgrown trees and other vegetation. boat—isn’t all that different from moving down the
The waterways between the islands are like liquid streets of some other quiet Satyrine neighborhood.
streets, some even lined with lights and marked
with signs so that the islands have addresses like
anywhere else in the city. QUIET LAKE
At least some of the islands are fake. They are NEIGHBORHOODS
basically large, rectangular rugs that float on the Like any other district, Quiet Lake has neighborhoods,
water but provide a stable base until their magic but unlike the other districts, there are only three and
malfunctions and they sink, drift, or sometimes each has only about three or four hundred residents.
float up into the air, carried aloft by the breeze. North Lake, South Lake, and Midlake are all very
Along the sides of Quiet Lake stand more homes, similar. The gerents each live and work on their own
a few businesses—eateries and boutiques, mainly— islands, and each has only one or two assistants.
and boats for hire, both piloted and unpiloted. Jointly they employ a group of peacekeepers and
It’s expensive to live in Quiet Lake, because you’re troubleshooters that enforce laws and help with
not just buying or renting a home, you’re buying disasters (fires, damaged boats, and so on).

136
Quiet Lake

137
Secrets of Silent Streets

THE SHORELINE THE CROWDED GARDEN


Along the north shore, giant mushrooms tower This square island is about 150 feet (45 m) to a side,
like trees over sandy beaches. Most of the rest with a perimeter of tall spruce trees obscuring the
of the shoreline is lined with tall deciduous and interior from sight. That interior is filled with all
coniferous trees. Only here and there does the lake manner of statues.
offer anything that might be considered a beach, The locals say that the statues come to the
and even then it’s more rocks than sand. Along Crowded Garden of their own volition. Left alone in
these small beachfronts, one will find what the courtyards and galleries abandoned in the War, the
locals call hardshell wisps, or sometimes just wisps. statues silently and stealthily made their way here
Although they appear to be clamshells on the beach, for protection and companionship. Thus, all types
if approached they flutter and fly like butterflies. of media, styles, and sizes of statues are crowded
The houses and businesses on the shore are here together. No one’s ever seen a statue traveling
included in the boundaries of the Quiet Lake to the garden, but a new one seems to appear every
district. few months—a significant slowdown from the days
during the War, most likely, but no one was paying
much attention then.
LOCATIONS IN QUIET LAKE THE PATH
The following locations can be found within Quiet Quiet Lake, page 89 THE FONT
Lake. The water in the lake is fed from a bubbling spring,
Ticking Forest, page 49 itself fed—rather impossibly—from the Wide
ABETH’S BOATS Sannyasa River well outside of Satyrine. The Wide
Along the shore of the lake stands a wooden shack. Sannyasa disappears somewhere in the Ticking
Numerous docks thrust out into the water, with Forest and comes out here, at a point deep below
boats of all shapes and sizes tethered. the surface of the lake. The water from the lake
Abeth rents boats to visitors. They range from Abeth: level 4; +2 boat then flows out into the Chirdes River as well as the
one-person skiffs to small barges that hold up to ten piloting Narrow Sannyasa River. Both flow into the sea.
people. Some are self-powered and self-piloted, and Next to the Font itself, deep beneath the surface,
others are more conventional, requiring at least a Barrett Noon: level 10; stands a house. This is the home of Barrett Noon,
little skill or practice to use. magic (two successes), a 5th-degree Vance with manta-like “wings” that
Abeth asks for a refundable deposit equal to the +3 defenses; +2 swimming, she can spread out to swim with speed and grace.
+1 magical lore; can breathe
boat rental fee. None of his boats are for sale. underwater; vislae with a
She can breathe water as well as air, and she has
Boat Daily fee (minimum one day) vast number of spells; +4 a pair of extremely large freshwater butterflyfish
Skiff, normal 3 crystal orbs spellcasting companions whose language she knows.

Skiff, powered 10 crystal orbs


Freshwater butterflyfish THE MAZE
Rowboat, normal 6 crystal orbs companions: level 3 The islands of the eastern portion of the lake
Rowboat, powered 25 crystal orbs are girded by high stone walls so that the watery
Barge, normal 10 crystal orbs channels between them become passages in a
Barge, powered 100 crystal orbs maze. Large sections of the maze are also covered,
making the passages dark and claustrophobic.
There are many hidden places within the maze,
difficult to reach even with patience and a boat.

138
Quiet Lake

NAVER BATHHOUSE
One entire island is the site of a stately structure
of marble and silver, the Naver Bathhouse. For 2
crystal orbs, patrons can get a steam bath or sauna,
as well as luxuriate in one of many pools (some
hot and some cold). The bathhouse is far larger
on the inside than the outside would suggest—
which is of course nothing out of the ordinary in
Satyrine—but the extra space within is not used in
a logical or straightforward fashion. This means
that visitors can easily become lost in what amounts
to a labyrinth of literally hundreds of small steam
rooms, steam showers, saunas, and pools.
It also means that clandestine meetings and
rendezvous occur deep within the baths all the time
among those who have learned their way around.
All attendants of Naver Bathhouse are Naver attendant: level 3;
thoughtforms that have been designed without eyes blind but operates normally
to further the impression of privacy. without sight

SEROTINAL SHORES
Along the western edge of the lake is a small region
called the Serotinal Shores. What makes it unique
is that it is always out of sync with the rest of the
district (and the city) regarding the season. When
everywhere else is experiencing winter, the leaves
on the trees of Serotinal Shores are just beginning
to fall to the ground. When everywhere else is
blooming in spring, the shores are still as cold and
dead as winter.
The waters get very deep very quickly off Serotinal
Shores, but they are also very clear compared to
the dark waters in the rest of the lake. One can see
submerged statues and buildings surrounded by
aquatic plants and small schools of fish. Sometimes,
there are lights in the windows of the buildings, and
more than one person claims to have seen people
walking the underwater streets between them as if
nothing were out of the ordinary.

THE SINGING TOMB


This island holds nothing but a solitary mausoleum
covered in baroque imagery and decoration. At
night, sometimes, a child’s voice can be heard

139
Secrets of Silent Streets

here, singing songs long out of date. Sometimes,


the voice is that of a woman. Sometimes both.
Sometimes, a whole choir of people or children
seem to be singing songs from a hundred years ago.
Investigations have never shown the presence
of any ghosts, and through magic, vislae have
confirmed that the occupant of the mausoleum, a
woman named Shari Mezzotharan, is content in the
Pale and has never visited her tomb.

THE SUBMERGED OPERA


Beneath the waters of Quiet Lake lies a fully
functioning opera house that is owned, operated,
and attended only by those who can safely spend
hours or more underwater. This includes vislae
with water-breathing spells, people with ephemera
objects, and those who have permanently adopted
gills (and at least one performer that hails from a
distant half-world where everyone breathes water
rather than air). The nature of the opera house
allows performers to sing—and everyone else to
talk—within its water-filled walls, but the sound
never leaves the place, keeping Quiet Lake . . . quiet.

THE ISLAND OF TOSH


This square island in the lake seems rather
unremarkable. A thick perimeter of trees makes
it difficult to see into the island itself. Among the
trees stands the ruined foundation of a circular
building and a few miscellaneous stones. Again,
fairly unremarkable.
However, the island has a secret. There is a
written language called Somis that can be read
and understood only on Tosh. Those who know
the language can feel safe knowing that messages,
instructions, or even whole books in Somis cannot
be deciphered anywhere—even using magic of any
kind—except here.
Rumors among the very learned suggest that
there is a secret form of Somis that can be read only
on the Island of Tosh at night, illuminated solely by
Savion Clay moonlight. If this “Moonlight Somis” exists, it’s a
secret within an already well-kept secret.

140
Quiet Lake

PEOPLE OF QUIET LAKE


The following people may be encountered in Quiet
Lake.

WILLARD MOORE
A renowned but retired archeologist, Willard Willard Moore: level 6;
Moore is perhaps one of the foremost experts on +3 defenses
the arabast. He lives with his family in an elegant Arabast, page 16
manor in Quiet Lake, reportedly with a hoard of
valuable (and in some cases dangerous) artifacts of
the past.

MORATH
A killer stalks Quiet Lake, and though no one knows
it, his name is Morath. Possessed by spirits of Morath: level 9; magic
murder and at least one powerful demon, he is kept (two successes), +3 defenses;
in check by one thing: the entities possessing him +3 stealth; +1 Armor;
ever-changing spirit-granted
rarely agree. The demon wants to go on a killing abilities
spree, while the spirits of murder are interested
in preying on Morath’s dark world slowly and
carefully so he will never be caught and his reign
of blood can continue for years. Morath’s victims
are sometimes killed in subtle ways, via poisons or
similar means. Their bodies are arranged artfully
and with symbolic importance. The rest of the
time—at the demon’s urgings—his victims are
savagely dismembered by acts of pure violence.
Thus, most people believe that (at least two)
different serial murderers operate in the district,
when it is in fact just one.

RANETTE PINOCH
Ranette has worked as an orator, a priest, and a Ranette Pinoch: level 6;
writer. She has taught her ideas and philosophies +2 Dodge, +4 Resist
throughout the city, imparting wisdom on
motivation, productivity, and transforming belief
into reality. Ranette’s ex-husband, however, was a
powerful criminal boss who is now serving a long
sentence in prison. She worries sometimes because
her house still contains hidden caches of ill-gotten
goods and funds, but, perhaps fortunately, it also
has all of his magical safeguards and wards.

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Secrets of Silent Streets

RUMAN information they need is in the hands of a group


This Weaver has no mouth in his bronze face, but that calls themselves the Citrine Court. The court is
he carries a short staff topped with a bronze skull. a group of vislae who live in Quiet Lake.
The skull speaks for Ruman, or Ruman speaks Ruman: level 7; magic (two Finding the Citrine Court almost certainly
through the skull (the distinction is unclear). He successes), +3 defenses; involves visiting the district, as people outside
lives in a sprawling house on one of the false +4 magical lore; vislae with Quiet Lake don’t have many details about them.
many spells; +2 spellcasting
islands in the lake, the basement of which extends However, even the locals don’t know very much.
far underwater. Ruman is standoffish, vengeful, and Only that there is a dive tube that extends out of the
even cruel, yet he is the keeper of many secrets, so water near the middle of the lake, and occasionally
young vislae often seek him out to learn from him thoughtform servants come up out of it to purchase
and hear what he has to say, or what the skull has supplies and claim that they serve the Citrine Court.
to say.
FINDING THE COURT
A dive tube extends down into the depths. It’s
A QUIET LAKE STORY essentially a clear, hard shaft that extends down
The depths have depths, they say in Quiet Lake. into the water, just big enough for a person to crawl
Most non-residents don’t know what that means, through. Rungs like a ladder’s offer a way to make
but some find out. the vertical climb and descent easier. Fish swim
This story involves the PCs needing information around the climber, particularly if they bring light.
about almost any topic—the whereabouts of a The bottom of the tube extends into the interior of
missing person, a magical secret, or a foe’s secret an airtight structure. This is the home of the Citrine
soul name, for example. The GM reveals that the Court.

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Quiet Lake

As befits the name, their submerged home is “Call me Ishmael,” Moby Dick says.
made of yellow-gold stone. The interior surfaces “It was the best of times, it was the worst of
hold a polished luster, although the corners times,” A Tale of Two Cities states drily.
come at harsh, sharp angles. Anyone entering The PCs, of course, need to convince the court
is immediately confronted by two thoughtform Thoughtform servants: to give them the information they want. But
servants asking the intruders to identify themselves level 3 convincing the members of anything is difficult.
and their business. They are contrary, rude, and capricious. In fact,
The PCs will need to convince the servants to they’re basically all mad. Plus, it’s difficult to tell one
allow them to have an audience with the court, but member from another unless you get close enough
that isn’t too difficult (challenge 3). Before they can to read the text on each book and can identify them
be brought before the court, however, they must be by their book. The PCs need to get at least three
ritually cleansed. The thoughtforms insist upon it, of the members on their side, each requiring a
and there is no dissuading them (without magical different persuasion action (challenge 8).
mind control or something similar). GMs should choose a few If court members are asked why they are
novels specifically related associated with the novels, or really anything
RITUAL CLEANSING to players in the group. about the books, they become offended as if deeply
If someone is a fantasy
The cleansing room has a large rectangular pool, fiction fan, use The
insulted. This adds +1 to the challenge.
about 5 feet (1.5 m) deep. It is filled with fish. Those Hobbit. If someone hates However, if the PCs provide the court with
to be cleansed must enter the pool (clothed or not, Jane Austen, use Pride something interesting, it counts as a persuasion
the thoughtforms do not care), where the fish nibble and Prejudice. If possible, success. Interesting, in this context, could include:
at them. This is disconcerting, but the fish inflict no have the court members ✦✦ The gift of something magical or rare
use famous quotes from
harm and, in fact, restore all the stat pools of those ✦✦ Performance of a visually interesting magical
their book as a part of their
bathing. speech, even if it’s forced. practice (that doesn’t harm a court member or
Should any of the PCs examine the pool closely, the court)
they notice a glowing green stone at the center, ✦✦ Quoting from memory from one of the novels

at the bottom. This is a madstone—specifically represented (but not something a court


a Masticating Stone. If anyone wants to take this Masticating Stone: see the member has already said)
ephemera object, they’ll have to do it without the Ephemera Objects deck in ✦✦ An entertaining performance (music, poetry,

servants spotting them (challenge 3) or they’ll be the Black Cube dance, etc.)
forcibly asked to leave. If the stone is removed, the
pool and the fish lose any special properties in a few RESOLUTION
days. If the PCs get what they want, they can leave any
time. If they’ve been entertaining, the court won’t
AN AUDIENCE WITH THE COURT ask them to leave, hoping for more diversion (and
The members of the court number nine, and each Citrine Court member: the PCs might have more than one question).
of them has a book rather than a normal head. Each level 7; magic (two Should the PCs fail to persuade or entertain the
book is a well-known novel from Shadow: Of Mice successes), +3 defenses; court, they are asked to leave. If the characters
+3 general knowledge; vislae
and Men, Catch-22, Moby Dick, A Tale of Two Cities, with many spells;
refuse to go, the court members all cast spells to
and so on. Each court member tries to exemplify +3 spellcasting teleport the PCs to the shore of Quiet Lake.
the novel in some way in their personality, but they Acumen awards for this story should come from
don’t all excel in that endeavor. Regardless of the appropriate PC character arc steps.
book involved, each member is difficult to deal with.

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T
he Reinvention is still a work in progress,
although it’s impressive as it is. When the
area previously known as the North End
M MOOD AND FEEL
Clean. Bright. Shiny. Ostentatious. These describe
the feel of the Reinvention. Even by Satyrine
was reclaimed after the War, it was nothing but standards, this is a place you see construction and
ruin. The Hate Cysts had been found and cleared, edifice and don’t bother asking why someone would
but nothing remained to salvage. An influential build them. They did it because they could. To
leader and former gerent named Brell Millarane many architects and builders, the Reinvention was
inspired the rebuilding of the old district entirely. a blank canvas, and they were assured that money
And because they started from scratch, they gave it Rumors abound that Brell was no object. So they built and built, in some cases
a new name: the Reinvention, for reinventing the Millarane designed and making things three times as large, as tall, or as
district is exactly what they were doing. Millarane funded the building of the elaborate as they really needed to be.
Reinvention as a magical
funded the initial construction himself, but he working of some kind, the
The styles here are varied, but overall an early
found other investors eventually as well. Nothing effect of which has not yet twentieth-century New York feel is not too far off,
is too grand or dramatic for the Reinvention. come to fruition. particularly mixed with a dash of modern Las Vegas
Sweeping spiral roads, huge structures, colossal (at least insofar as it is filled with a hodgepodge of
statues that loom over the streets below, ziggurats, new construction aimed at recreating the feel of
and other dramatic edifices make the district other places or older times with a “bigger is better”
unique. motif ). In some ways, it may be hard to distinguish
the district from the Marquis Quarter, but the
idea here is that it’s more stately in the Marquis
LINK TO THE GOLD SUN Quarter. The feel of the Reinvention isn’t wealth on
There is an inherent magic in the Reinvention display—it’s progress and engineering.
linked strongly to the Gold Sun. Every great once in
a while, objects change into other objects or repair
themselves if broken. These changes are always A REINVENTION
gradual. NEIGHBORHOOD
A few vislae have managed to harness this power In many districts of the city, the neighborhoods
and draw upon it to repair objects or heal injuries. grew and developed organically, over time. But in
They’ve set up shop (sometimes literally) in the the Reinvention, they were all carefully planned
district to perform magical renewals. and drawn up ahead of time with clear borders.
The neighborhood known as the Chimera is no
Emilia Ditroliski: level 5; exception. The current gerent, Emilia Ditroliski, is
+2 Resist; +2 architecture quiet and reserved. A former architect, she designed
the building that serves as her headquarters and
home in the neighborhood, a narrow, five-story

146
The Reinvention

147
Secrets of Silent Streets

structure with shops on the ground level and precious stones and represents the Shadow-ideal
administrative offices above. It’s more space than “Earth.” Recently, a group of thieves attempted to
she needs, but that’s the essence of the Reinvention, break in and steal the globe, but they were found
it would seem. on the street, decapitated, the next morning. The
Emilia uses about two dozen thoughtforms members of the Chalmara Sodality claim that
to keep the neighborhood running safely, and they have no knowledge of what occurred, and the
her husband, Viton, serves as her administrative Viton: level 4; guards of Chalmara House recall no attempted
assistant. +1 administration break-in.
The Chimera is a mix of residential high-rise
buildings and the shops and services that cater to Chalmara guard: level 3; DECHINE’S RESTAURANT
the almost 10,000 people who live there. At its heart +2 Withstand and Resist; This establishment is wreathed in dark, polished
is a huge open square called Chimera Plaza, filled +1 Armor woods and velvety surfaces. It’s quite busy at night,
with abstract sculptures that incorporate multiple but almost always empty during the day (although it
fountains. Vendors of all stripes offer food and is open during the day). The owner and proprietor
games and other entertainment there. Dechine: level 5; magic is a devil named Dechine. She resembles a darkly
(two successes), +2 defenses; beautiful woman with black hair, narrow red eyes,
+4 stealth, +2 perception; and hands made of the night—midnight black and
can teleport up to 10 miles
LOCATIONS IN THE and destroy matter with a
full of stars.
REINVENTION touch Dechine works for a being that calls himself
The following locations can be found within the Aroethe. Others refer to him as the White Duke, or
Reinvention. Aroethe: level 17; magic just the Duke. These same people might try to get
(three successes); very wide you to believe that Aroethe is the Duke, as in the
AERRAT BUILDING array of magical powers Duke of Demons, lord of all demonkind in the Red.
(THE TOWER OF TIME) Aroethe never claims such a title. He is, however,
The newly constructed Aerrat Building has already THE PATH extraordinarily powerful. He appears to be a thin
turned some heads in the Reinvention, and The Reinvention, page 84 human man with alabaster flesh and all-white
likewise, it’s already got a new name as far as the hair and eyes. He typically wears an expensive and
locals are concerned. The owners may call it the fashionable white suit with a red handkerchief
Aerrat Building, but to everyone else it is the Tower in the pocket. He does not live permanently in
of Time, because the entire 45-story building is Satyrine, but when in the city he conducts all of
made of clocks. Mostly used as office space, the his business out of a back booth in Dechine’s. He
interior of the Aerrat is a bit mazelike, and many Hotel of Words, page 118 stays at the Hotel of Words in the Marquis Quarter,
of the people who work there have adopted charms but few know that. His business is mysterious and
or other means to preserve their hearing from the clandestine, but he seems to be interested primarily
incessant ticking. in two things: a secret war with demons of the Dark
and the mortals who would help them in Satyrine,
CHALMARA HOUSE THE PATH and the establishment of a new pact with a willing
Headquarters of the Chalmara Sodality, this Chalmara Sodality, Goetic to help further the bonds between mortals
structure is essentially an art gallery filled with page 117 and demons of the Red.
all manner of paintings, sculpture, and artwork. The patrons of the restaurant are sophisticated
Because the group is so hated, they employ a private people looking for a quiet, mannered evening. Some
staff of guards to protect the building. One famous or all of them may actually be demons or mortals
work of art housed here is the Spinning Blue Jewel, possessed by demons.
a floating globe 3 feet (1 m) across that is made of

148
The Reinvention

FAR PYRAMID THEATER


This huge, lavish theater of metal and glass in
the shape of a pyramid shows plays and musical
performances four times each week. Tickets are
usually about 10 crystal. The theater boasts 4,000
seats. The manager is Ama Vancroft, the daughter Ama Vancroft: level 4;
of famous (and retired) entertainer Aida Vancroft. +2 business management
She not only runs the theater but also considers
herself a bit of a talent scout, and has made various Aida Vancroft worked for
entertainers’ careers and given starts to dozens. decades in Satyrine as a
comedian and ventriloquist.
She has secretly retired to
GAMROSE TOWER the Silent City southwest of
Known as the Bleeding Building for obvious reasons, Satyrine.
Gamrose Tower has many businesses in the lower
floors and apartments above. Its name comes from the
waterfall of red liquid that pours out of the exterior of
the building, near the top. The building also appears
to float about 40 feet (12 m) off the ground, but this is
due to the fact that the lowest portions of the building
are invisible. This unseen area only holds stairs up to
the rest of the building, but many people talk about
how unsettling it is to climb so many stairs without
seeing them, particularly as a waterfall of blood
descends from above. The pouring liquid ends in a
fountain at street level and drains away—somewhere.
The liquid is indeed blood, but not human or even
animal blood. Although it’s not common knowledge,
the truth is that it’s the blood of Jilamanthica, the
Ever-Dying, a goddess who is always on the brink
of death and yet never dies. She “lives” in the
penthouse of the building.
A massive snail-like being with telepathic powers
named Omarius guards and cares for the god. Omarius: level 8; magic
(two successes), +4 Resist,
STARSBIRTH ARENA −1 Dodge; +3 Armor;
can read minds, speak
Larger than many small towns, the Starsbirth Arena telepathically, move
is big enough for any ten concurrent sporting up to 1,000 pounds
events, reenactments of historical events involving psychokinetically, and inflict
thousands of actors, or concerts, plays, or other 2 Anguish on up to three
entertainments. The arena seats 200,000 people, targets within long range
using a mental attack
but reportedly it’s never been more than a fifth full.
Once every year, the arena is filled with water, and Gamrose Tower
hundreds of ships sail about within it in a dramatic
spectacle. Tickets are usually about 8 crystal.

149
Secrets of Silent Streets

TELLIAN THEATER the wealthy Myron family, repaired and refurbished


This theater hosts the Cirque Surreal, a troupe of after the War, with the aquarium built around it
performers that use magic as a part of their act. only recently. The Myrons still live there when they
Zilats, vislae, nonhumans, and the inexplicable are in the city (which is rare), but the building is
make up the Cirque, and the roster always seems to also an art studio (which holds art classes as well)
be growing and changing. The Tellian is a theater and a boarding house for artists in need.
in the round that can seat up to 900 people. It could
hold many more, but the stage is enormous to Angela the Raptor: level
accommodate the performers and ensure the safety 5; +3 Dodge; +4 acrobatics; PEOPLE OF THE
of the audience. Featured performers include: can fly at will REINVENTION
✦✦ Angela the Raptor flies through the air Ferelli: level 4; magic (two You’ll meet the following people in the Reinvention.
performing aerial stunts without a net or successes), breathes and
trapeze. shapes fire and ice CHESTER
✦✦ Ferelli breathes fire and ice, and in so doing Chester: level 2; +5 Resist; Chester is a ventriloquist’s dummy, once used by
creates temporary sculptures of either or both. +3 perception famous (now retired) entertainer Aida Vancroft.
✦✦ Kiaman is a musician who plays an instrument Kiaman: level 5; After years of adoration and fame, Chester gained
of his own creation called the Omnitron. +1 defenses; +3 musical sentience and mobility all his own. Aida suspected
He claims it can produce any sound that a performance but never knew for certain that it had happened.
conventional instrument can produce and a Sabestian: level 4; Before Aida moved away, Chester slipped off on his
variety that they cannot. He conjures additional +2 Resist; +4 juggling and own and now lives on the streets of the Reinvention,
arms made of violet energy to allow him to play dance trying to find his way in the world. He still has
this massive instrument. Xambor: level 7; magic long periods of inactivity where he appears to be
✦✦ Sabestian doesn’t juggle balls or even physical (two successes), +2 defenses; a lifeless wooden doll. If asked, he is interested in
objects, but patterns and images of light. conjures up to a dozen level finding Choo Choo and Betty Bop, two of Aida’s
3 ghosts at a time
✦✦ Xambor the Iridescent conjures ghostly choirs other ventriloquist’s dummies, as he suspects they
to perform. Stephe: level 8; magic (two are like him.
successes), +3 defenses; Stranger still, there are other Chesters in the city
Stephe is not a performer, but instead their +3 stealth and perception; and throughout the Actuality. At the height of Aida’s
vislae with many spells;
manager. She is an entirely black wolf with a tattoo +2 spellcasting (use stats for
popularity, Chester replicas were sold throughout
in a shaved spot on her right temple in the shape both forms) Satyrine. Apparently, some or all of them have at
of the symbol of her Vancian order. However, she least a modicum of intellect and a small amount of
is also—at the same time—an all-white wolf with a Translation Doll: see Object independent mobility. At least one Chester is being
similar tattoo, but of the Order of Weavers. Stephe of Power deck in the Black used by a vislae as a Translation Doll object of power.
inhabits both bodies simultaneously, and is both a Cube
Vance and a Weaver. Norien Koral: level 4; +2 NORIEN KORAL
Resist; +1 Armor; Norien Koral is a veteran of the War and has heavy
THE TROSEVAN +1 deception metal prosthetic legs so that he clanks noisily when
This tall cylindrical structure appears to be a giant he walks. Like most veterans, he won’t talk about
aquarium holding a pod of orcas. It stands 250 feet THE PATH the War and in fact gets very annoyed if anyone asks
high and 140 feet across (76 by 43 m). The truth Spearhead of the him about it or his legs. Norien is a member of the
Unknowable, page 119
is, the Trosevan Building is inside the aquarium. Spearhead of the Unknowable, although he used to
It’s accessed via an underground tunnel so that Order of Honed Thought, be a member of their rival organization, the Order
you come up from below the enormous water-filled page 118 of Honed Thought. He fancies himself a psychic
structure. The building is the ancestral home of sensitive, but he really isn’t.

150
The Reinvention

TORQUAN THE REFLECTION family was going to take a tour of the district from
So named because they change their shape and the air with the service of a balloon pilot named
appearance to match whomever they are talking to Aidry Colm: level 6; Aidry Colm. Only Scothin was on board when the
at the time, Torquan is one of the very few elderbrin +1 Dodge and Resist; balloon launched, and the rest of his family and
who will take human form. What people do not +3 piloting, +1 acrobatics their attendants were injured in the collapse. In the
realize is that this is the result of a rare disease Torquan: level 6; magic confusion and chaos, Scothin was forgotten. Worse,
among elderbrin. They cannot control it. (two successes), +1 defenses, the old man is in the thrall of dementia and has
change shape little concept of what’s going on around him. He
UPARA leans over the side of the basket, staring transfixed
Upara is an Apostate, or at least she used to be. Upara: level 5; magic (two at the city below. Sometimes he waves.
She works as a ticket-taker in the Tellian Theater successes), +2 Resist; The balloon itself is semi-intelligent and
and lives in a tiny apartment nearby. She had all +3 deception, +2 stealth; generates its own hot air to keep itself aloft (or to
vislae with a few spells;
but given up on magic, but things got weird for her spellcasting +1
rise or lower). It can even adjust itself to move one
recently when she met her exact double—a different way or another, although it isn’t able to forcibly go
modality. This impressive version of her from The Balloon: level 8; magic against the wind. The balloon is happy to be free
elsewhere had kept up with her magical studies and (two successes), +2 Resist; and on its own. It hates and resents Aidry, and isn’t
was a powerful vislae. Now she’s rededicated herself +3 perception; can ram really fond of people in general. It has little regard
itself into up to three targets
to the mastery of magic, but she wants a shortcut if they are in a small area,
one way or another for Scothin.
to make up for lost time. She’s willing to do almost inflicting 6 damage; can
anything to get a leg up on learning a potent spell lower its level by 1 to grant THE OFFER
or secret, obtaining a great object of power, and so itself +3 Armor; can cause The PCs are in the Reinvention for whatever
on. She’ll lie. She’ll cheat. She’ll steal. She’ll make a very faraway targets to swell reasons their own business might have brought
up like a balloon, inflicting
dangerous deal. them there. They see the loosed balloon float above
3 damage and 2 vex in all
Certes pools them, with an old man leaning over the side of
the basket giving them a wave. Suddenly, a man
A REINVENTION STORY comes running toward (and eventually past) them,
Rust leeches. It started with rust leeches. THE KEY shouting, “I’ll give anyone 5 gem orbs if they can
Apostate, page 60
The destructive little vermin drained the life get that balloon to land safely!”
out of a brand-new iron support beam beneath a The man is Ulthin Lake, Scothin’s nephew. His
platform near the Starsbirth Arena, leaving nothing concern for his uncle is sincere, and borne out of
THE GATE
but rust. The platform, designed to provide access affection. His offer is genuine as well—the family is
Modality, page 43
to hot-air balloons that moored there, collapsed. wealthy and Ulthin has that much money on him.
This severed the mooring lines tethering a balloon There’s not much time for him to explain if the PCs
there, which sailed off into the sky. The GM should give the express interest. “Runaway balloon!” he says. “My
PCs opportunities to try to uncle’s trapped up there. Please help!” If the PCs
THE BALLOON get up to the balloon, like don’t proffer help or they want more discussion,
running to and quickly
This round balloon looks like a giant eyeball, and it climbing to the rooftop of a
Ulthin gives up on them and keeps running after
always appears to be looking right at you, no matter building in its path to try to the balloon, which he fears will fly right into the
where you stand. Beneath it hangs a rattan basket jump in the basket. Abstraction.
covered in long multicolored streamers that hang
well below it when it flies. BRINGING DOWN THE BALLOON
The balloon’s basket held a single occupant when Scothin Lake: level 5; There are many ways for the PCs to intervene in the
it came loose, an elderly man named Scothin Lake. −2 Withstand and Dodge; situation, should they choose to, and not all of them
Scothin is a wealthy gentleman whose prestigious −2 remembering are good ideas.

151
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Damaging the balloon: Attempts to damage the reason with it. It wants to be free and doesn’t care
balloon in any way result in the balloon taking about Scothin. Convincing it to stop and land is
defensive, and then hostile, actions of its own. It challenge 10, but convincing it to slow down and
can’t move enough to deftly dodge attacks, but it allow Scothin to be removed in some fashion is a
tries anyway. What it can do as its action, however, challenge 6 task. The challenge of both of these
is produce (through budding) tiny replicas of itself actions is 2 higher for anyone who attempted to
that absorb incoming attacks—effectively giving harm the balloon earlier.
itself Armor. It will then retaliate against attackers
with an equally weird offensive capability. It causes THE SECOND BALLOON
a target within very long range to swell up like a Complicating matters, Aidry Colm shows up in
balloon themselves. The target becomes slightly a powered aerostat to attempt to catch up to and
buoyant (with no control over their own buoyancy), commandeer the escaping balloon. This powered
suffers 3 points of damage (Armor will not provide balloon has a magical engine that looks like a giant
protection), and gains 2 vex in all Certes pools. When frog that expels air from its wide mouth, propelling
all the vex are gone, the character returns to normal. the balloon in whatever direction Aidry steers. Her
goal is to get close enough to leap from her balloon to
Getting up to Scothin: The PCs don’t know that the other and then take control of it and get it to land.
Scothin operates at a diminished capacity. Getting a As mentioned earlier, though, the escaping
rope or something similar up to him is likely to be balloon hates Aidry and will flee from her. Should
frustrating because he won’t help or comply with this fail, it will attempt to cause her to fall as she
their requests. Flying or teleporting up to him is tries to cross into the basket. Anyone (including
likely not a problem, but a more conventional leap the PCs) apparently working with her also earns its
from somewhere high into the basket or onto the distrust and ire. Add +1 to any challenge to interact
balloon itself is a Movement-based action with a with the balloon, either peacefully or otherwise.
challenge of 8. Scothin, meanwhile, won’t listen to Further, the appearance of Aidry and her flying
reason and will try to resist any attempt to forcibly craft shocks Scothin enough that any prior success
take him out of the balloon. Convincing him to do at calming or charming him is undone.
otherwise is an action with a challenge of 7. Kind, The GM should also use at least one GM shift (if
soft-spoken words are more effective with him than not more!) to have Aidry’s attempts get in the way of
harsh ones, but kindness takes time. If the PCs are after or otherwise foil or befuddle whatever the PCs are
information, money, or doing. The truth is, she wants to save Scothin on
Forcing the balloon to land: Magical effects that something of that sort, they her own, showing off her bravery and skill. Thus,
might have come to the
can push or drag the balloon to the ground will be Reinvention looking for the
cooperation between her and the PCs will likely be
tricky. It has a lifting power of about 2 tons. Worse, Lake family, in which case inadvertent at best.
it will see any attempt to do so as an attack and they likely want to get in
will retaliate. Someone in the basket can attempt their good graces as much as RESOLUTION
to use the controls there to make the balloon land, Aidry does. Aidry wants to rescue Scothin because she wants to
but doing so requires a piloting action every round get in the good graces of the Lake family. Without
for three rounds. The challenge is 8 because the help, however, she’ll not only fail, but fall to her
balloon resists with all its might. death trying to cross from her aerostat to the balloon.
(The balloon and Scothin will then soar into the
Convincing the balloon to land: The PCs don’t Abstraction, probably never to be seen again.) In
know that the balloon is intelligent. If they manage the end, if the PCs intervene, Aidry might end up
to figure this out, however, they can attempt to looking like the hero, depending on circumstances.

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D
ark, gloomy, and preyed upon by vampires
and similar creatures, Rivenhome seems
almost strikingly different from the rest of
N THE BUREAU OF SAFETY
Unlike in other districts, the gerents of Rivenhome
comprise an organization that keeps records, issues
Satyrine. licenses and permits, and has its own force for law
Mostly the working lower class dwells in enforcement and criminal investigation. They call
Rivenhome, and it’s not generally regarded as this joint commission the Bureau of Safety. The
a happy place. The new buildings are somber, gerents all have an equal voice in this organization
and—particularly strange for Satyrine—show little and can draw on its resources equally.
variance from each other. Grey stone slabs make up While it seems like the Bureau would work
tall tenements, and wide, straight roads are grim, toward the common good—certainly the name
decorated only with the occasional War monument suggests it—it is in fact mostly a force to keep the
dedicated to the fallen and the lost in angular, citizens organized and in line.
violent, and surreal representations. Many of the neighborhood gerents still employ
Crime is commonplace in Rivenhome, which is their own private police forces, which have at times
ironic, as the gerents have extensive police forces, worked at cross purposes or even come into conflict
but it’s understandable because these forces are the with the Bureau. Rivenhome is a difficult and
epitome of corruption and graft. dangerous place.

MOOD AND FEEL A RIVENHOME


In Rivenhome, oppressive grey buildings loom above NEIGHBORHOOD
you as you walk down the street. Staircases lead to The Borisav is a large neighborhood in Rivenhome.
nowhere. Archways give way to empty courtyards. Like much of the district, it is filled with tall
Windows face blank walls. Most people would grey tenements, narrow streets, and cold, empty
describe Rivenhome with the word “grim.” Its role is courtyards.
primarily residential. Its entirety has been reclaimed Zdekis Slowinsk: level 14; Zdekis Slowinsk is the gerent of Borisav. Zdekis
from the Ruined Expanses. As a district, it did not magic (three successes), is notable because he is not human but a spirit of
exist before the War. Thus, all the buildings are new or +2 defenses; +3 social oppression. Most people don’t know this—they
interaction; magically
extensively refurbished. But you almost couldn’t tell. crushes wills, forcing victims
believe him to be a reclusive male human. It would
Describe Rivenhome as a city in an Eastern Bloc to do his bidding seem that in addition to his goals as a gerent, he
country in the 1960s, or at least how such places seeks to engender a feeling of grim oppression in
are portrayed in films—grim, grey, and oppressive. others.
Somehow, the weather is always cold and rainy, The neighborhood has a large municipal building
regardless of the time of year. Nights seem to last at its heart, where Zdekis and his people work, keep
much longer here, and they are always pitch black. their extensive files on all the residents, and conduct

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157
Secrets of Silent Streets

the business of the bureaucratic administration they perhaps ratgoblins or roachgoblins, many people
maintain (encouraged by Zdekis to further increase believe them to be something far worse. No one
the feelings of oppression). knows how deep the pit goes.
Zdekis employs a number of demons who take
human form to serve as his enforcers. They have BRADRIS GROCERY
been instructed never to kill or even seriously harm This quaint grocery store offers locals all the basics
one of the neighborhood residents, but instead to Narjiv and Sandre Bradris: at a decent price. It’s owned by Narjiv and Sandre
bully and command them, threatening them with level 3; +2 deception Bradris, an older couple that mostly keeps to
violence should they resist. In other words, oppress Kiver: level 8; magic (two themselves.
them. Some of Zdekis’s enforcers are human, but successes), +3 Withstand Their son, Kiver, was born . . . different. To some,
they are all so cruel and imperious that you couldn’t and Resist; +4 Armor; it would seem that he has the blood of demons or
+2 perception; touch causes
tell the difference between them and the demons paralysis (2 rests)
gods in his veins. To others, he seems cursed. Kiver
without a spell. looks like a young male human, but that’s thanks to
More than six thousand people live in Borisav. powerful glamours covering his actual appearance,
Zdekis’s enforcers number about fifty, and his which is a monstrous thing with bubbling orange
bureaucracy employs another hundred—which flesh, multiple mouths, too many eyes, and a
is ridiculous, but in keeping with the rest of the variety of tendrils and pseudopods rather than
district. conventional limbs. His parents will do anything to
keep his nature a secret, for the local gerent would
likely have him put down just for appearing to be a
LOCATIONS IN RIVENHOME THE PATH dangerous threat.
The following locations exist within Rivenhome. Rivenhome, page 78
THE ORACLE STAIRS
THE ASH GARDENS A staircase consisting of 444 steps doubles back
Young children toil in these expansive enclosures, THE KEY on itself multiple times, providing access to a
forming glass orbs to be used for currency. The Glass orbs, page 181 higher portion of the district. A ritualized means
children roll the orbs from ash in a secretive of climbing the stairs involving the exact speed one
process, and fill them with minor thoughts and takes to reach the top and the movements made and
ideas. words spoken while doing so is said to provide the
Those in charge of the Ash Gardens are Milos Milos Frabinia: level 4; climber with some truth about the near future.
Frabinia, a slight but cruel fellow, and Garand Osh, +2 Resist; knows a few signs
a plump mustachioed man whom the children Garand Osh: level 5; STOMA MANOR
love. Garand’s fun and caring demeanor is all an act +2 defenses; +3 deception Federik Stoma is the latest in a long line of bosses
to get the children to work harder, however. He’s Federik Stoma: level 7; that manage this family-based criminal syndicate.
actually as cold and heartless as his comrade, Milos. magic (two successes), The Stoma family, sometimes called Federik’s
+1 Withstand, +3 Resist; family, is the most powerful criminal organization
+2 social interaction
THE BONE PIT (including deception); often
in the district.
Although there are cemeteries in Rivenhome, carries a few ephemera The house is a looming, dark mansion with
the Bone Pit is a more common place to inter the objects or objects of power gargoyles and disturbing relief sculptures. The
dead. Corpses are lowered with ceremony into this that confer +2 Armor, the Stoma family has never hidden their nature. The
extremely deep pit, its sides lined with ledges and ability to teleport, and the authorities know exactly where to find Federik and
ability to communicate
niches filled with bones and skulls. Rumors abound what he does—but he pays them all so much in
telepathically to summon
that there are things living in the pit that feed on his underlings bribes that they happily look the other way.
the corpses placed there. While one would expect

158
Rivenhome

What at first appear to be thick-trunked trees Federik’s hound: level 4; The indefinable nature of the building is a boon
surrounding the manor are instead huge arms magic (two successes), to the tenants, both residential and commercial.
+3 defenses; +2 perception
thrusting up toward the sky. These arm-trees are Somehow this nature, not fully comprehensible
and stealth; magical
alive, but despite their appearance they are more creature; bite freezes foe by the mortal mind, keeps those within it safe and
like trees than arms. motionless for one round even empowers them. The people are healthier
Federik is short and broad. He dresses well and and happier, and the businesses more prosperous.
Nylaveth Stoma: level 6;
is never without his two hounds. Both dogs are And yet the place’s nature still frightens many away.
magic (two successes),
all straight lines and acute angles, creatures of +3 defenses; +1 deception; People fear what they cannot understand.
geometry rather than flesh. As such, they can rob an vislae with many spells,
opponent of all ability to move in three-dimensional including divinations, wards
space. that can foil intrusion, and
putting foes to sleep; +2
PEOPLE IN RIVENHOME
Federik’s sister Nylaveth does not live in the house spellcasting The following unfortunate souls live in Rivenhome.
but is there frequently with her daughter, Ullone.
Nylaveth is a Weaver and Federik calls upon her Ullone Stoma: level 3; ANBEISTA AND KAVIRSTA
magical abilities frequently. Ullone is a budding thief. +2 Dodge; +2 stealth and Anbeista and Kavirsta are kellidos that live in
deception
Rivenhome. In their homeland, deep in the
TRYPA Anbeista and Kavirsta: Feyward Lands, kellidos soar across the sky on
This huge structure is a large tenement building level 7; +3 Withstand, volcanic wings. But when they were forced to flee
with thousands of hole-like windows in its almost +4 Dodge; +3 perception, +2 their homes years ago, the only way the authorities
knowledge
organic-looking exterior walls. Those who live here, in Satyrine would allow them to stay was if they
speaking with dark cynicism, call their homes willingly gave up their dangerous flaming wings.
pods or eggs and refer to themselves and the other THE PATH Now these vaguely avian humanoids with
Vespertine, page 114
residents as worms or insects. scraggly orange and red plumage live atop one of
The Trypa serves as an excellent example of the the tallest buildings in Rivenhome in a nest-like
outright evil that can be achieved thanks to the structure of twigs and garbage. They are extremely
The Trypa and the
corruption of this district. The tenement is used by Unnamed are not near each intelligent and resentful of their current lot. Do
psychopaths from the Vespertine to slowly drain other, but people who know they plot revenge? Perhaps, but they know all too
the life force of those who live inside. In a way, the the truth of both understand well that they agreed to the actions that led to their
that, on some level, the
building is a living thing, but it’s a parasite. The current fate, and how do you really take vengeance
two odd structures are foes
residents are depressive and sickly—but not so that wage a secret war on on yourself? So they spend their days brooding
sickly as to cause panic or suspicion—and they die a level of reality beyond and selling bits of obscure lore known only by their
young. The Vespertine, who secretly own the Trypa, that which can be easily people.
pay off the local gerent to look the other way when observed. Agents acting on
behalf of one—knowingly or
there are complaints. Meanwhile, the dark fanatics unknowingly—strike blows KARAM ASFOUR
use the energy they steal to fuel their black-hearted against the other, although Tall and thin, Karam is a zilat apporter, or “grabber.”
schemes. the nature of these attacks is He can teleport people and objects from up to a
not always clear. mile away to where he is. While many grabbers
THE UNNAMED Karam Asfour: level 5;
use their ability to steal or kidnap, Karam attempts
This structure bears no name because, at least as magic (two successes), to use his powers to help others. He lives off the
it’s described, no language can contain it. Its form +2 Dodge, +1 Resist; +1 stealth; generosity of those he helps, but he’s frequently
and color are always shifting, yet it is perfectly safe can teleport a creature accused of theft by those who learn of his talents,
or object his own size or
to enter and occupy. Currently, the building serves smaller that he is aware of
so he lies low when possible. He lives on the streets
as a tenement, with a number of small businesses from up to 1 mile away to a most of the time.
on the lower level. close spot of his choosing

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Secrets of Silent Streets

THE HALF GOD A RIVENHOME STORY


The Half God is not a demigod but a god that was The Half God: level 16; “Life is just a lock, waiting for the right key so
torn in half in battle. Some say this happened magic (three successes), you can pass through the doorway into the next—
during the War, but that might be apocryphal. can sustain 8 Injuries per better—realm. I am that key. I’m here to help.”
Wound and 8 Wounds;
It’s likely that it happened much longer ago. Now various powers, all subtle
Lorus Styler grew up in Rivenhome, and his story
the Half God wanders the streets of Rivenhome is all too typical. An unhappy childhood of abuse
or stands in the shadows, watching silently. Most and neglect turned into an adulthood of more of
people consider an encounter with him to be a bad the same. Lorus, however, was smarter than the
omen. other children, and eventually became smarter than
most other adults. He spent every spare second
MARALLI THE FINCH Menter’s Square, page 167 in libraries, even traveling all the way to Menter’s
A self-appointed defender of the downtrodden, Square and plumbing the depths of the stacks.
Maralli is an Apostate operating in secret Maralli: level 8; magic (two There, he learned secrets that shaped him, and he
throughout Rivenhome. She attempts to bring food successes), +3 defenses; in turn shaped the secrets.
and other assistance to the poorest families in the +3 stealth; vislae with many Lorus has the ability to create a key for any lock
spells, including effects such
district and works against the forces of both the as telepathy, invisibility,
in no time at all, literally pulling it out of his own
criminals and the corrupt officials there. counterspelling, walking flesh as if it had always been there, just under the
through walls, inducing surface. This allows him to pass through any door.
RAX JAROS sleep and forgetfulness; Further, he can use a key to alter himself to render
Rax is a young criminal with a head that’s made +4 spellcasting himself invisible. Finally, he can kill with a key,
of glass and filled with fish. He leads a small gang inflicting 3 Wounds with but a touch.
of ruffians in Rivenhome who fill their nights Rax Jaros (and the rest of Now, Lorus Styler is a murderer, slipping into
with muggings and minor burglaries. They are his gang): level 4; stranger’s homes, killing them with a key, and
headstrong and belligerent, but if you can somehow +1 defenses; +1 stealth cutting key-shaped symbols into the flesh all over
get them talking, they have a uniquely informed their body. He has killed eighteen people so far,
view of the district and its current events at any each murder separated by about two or three weeks.
given time. Locals have given him the lackluster name of the
Key Killer (which Lorus hates.)
VINALIN Lorus sees life as a curse and believes that
Vinalin is a wealthy landlord who owns multiple Vinalin: level 4; +2 Resist; the murders he commits are a gift he bestows.
apartment buildings. He is also a member of the +2 stealth and deception He couldn’t really tell you why he ritualistically
Chalmara Sodality, who see the Actuality as a work mutilates the corpse after bequeathing his gift,
of art. His face is faceted like a jewel, each facet THE PATH
but it’s likely a deep-seated need to be noticed and
a mirror with a different color tint. Vinalin helps Chalmara Sodality, understood. Every murder he commits is a sort of
finance the Sodality’s violence and offers places for page 117 subconscious message to the world, insisting that
members to meet, live, or hide. he is not bound by its horrors and in fact is helping
others to be free.
Lorus is a large, physically fit man with pale skin
but dark hair and eyes. In his right arm, one can see
what looks like a key just below the skin.

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Rivenhome

INSPECTOR TIRRES
Inspector Tirres stands but 5 feet (1.5 m) tall, but Inspector Tirres: level 5;
you’d never judge her by her size, as she’s capable, +2 defenses; +1 Armor;
smart, and—not to put too fine a point on it— +2 investigation and
perception
mean. Tirres works for the Bureau of Safety in the
district.
She’s realized that to stop the Key Killer, she
needs magical help, and that means vislae. Through
various connections or channels appropriate to the
PCs, she contacts one of them and asks for their
help. She offers to pay them in a coin they can THE KEY
respect—magecoins. She’s managed to procure 10 Magecoins, page 182
of them. Don’t ask her how. But to earn them, the
PCs have to find and stop the Key Killer in any way
they see fit.

THE INVESTIGATION
A few divination spells are very likely all the PCs
need to learn the identity or location of Lorus. He
has no protection against such things. (In almost
any other district, someone would have taken such
action against him much earlier.) If they don’t use
magic to find him, the PCs will need to look for
clues and interrogate witnesses. This will take ten
times as long, but eventually a lead will draw them
to Lorus. Perhaps a witness saw him leaving one
of the murder scenes and mentions the telltale key
beneath his skin.

CONFRONTING THE KILLER


Lorus has an escape plan should someone come for Lorus Styler: level 6;
him in his flat, where he lives alone in ramshackle magic (two successes),
squalor. He takes a mazelike route through a series +1 Withstand, +2 Dodge,
+3 Resist; +2 stealth and
of locked doors leading through empty apartments perception; can open any
in his building. This path has a number of hiding door, turn invisible, and
spots where he can wait invisibly. It’s likely that he inflict 3 Wounds with a
will slip away the first time the PCs come looking touch of a key
for him. They’ll have to find some other way to
locate and confront him.
When they do, Lorus will use his deadly key
ability to try to defend himself. He’ll attempt to fight
to the death, which is ultimately what he desires for Rax Jaros
himself anyway.
Stopping Lorus earns the PCs 1 Acumen each.

161
Secrets of Silent Streets

W
hen you visit, pronounce it “Rive-
river,” not “River-iver,” or the locals will
chuckle at you.
O Riveriver as a small town on its own rather than a
district of a larger city might be appropriate.

In this mostly residential district, riverside


properties are the most desirable, but most of the A RIVERIVER
people of Riveriver are decidedly middle-class. NEIGHBORHOOD
Seven bridges span the Chirdes, and thus have The Velleity neighborhood is close to Long Park
become the focal points of the district. (which is in a neighborhood also called Long Park).
It’s also a transport hub for the city, with Seagate About half the neighborhood is residential and the
Docks and the Indigo Rail station both found here. other half filled with shops and services that cater
strictly to locals.
The gerent is actually two people who share a
THE CHIRDES RIVER Mika Tomi: level 5; single body. Mika Tomi and Randolf Grammar both
The Chirdes River, which gives the district its name, +1 Resist; +2 persuasion act as gerent, with Mika using their shared body
is fast moving and clear. Nice homes line the banks Randolf Grammar: level 5; on most days, and Randolf operating it at night—
in most places, with many having a small dock +1 magical lore meaning that they can be active around the clock.
for a boat. Pleasure boats on the Chirdes are not The body is originally Randolf’s, so they appear
uncommon, but neither are small fishing boats. to be a white-haired man in his early fifties with
Along the riverbed, small aquatic beings called a well-trimmed white beard and striking, angular
niathisa dwell. Niathisa look like 2-foot (60 cm) long Niathisa: level 3 features who wears bright blue eyeglasses. They live
fish with humanlike hands rather than a head. They with Randolf’s large extended family, most of whom
use their hands to dig up objects that have fallen seem to prefer Mika to Randolf.
into the riverbed over the years and trade the scrap In general, Mika is polite and relatively altruistic.
to merchants who come to the river. Occasionally, Randolf is more selfish (and he resents Mika for
however, they find something truly valuable, and taking his body half the time, hoping to get rid of
they’re smart enough to recognize it when they do. her one day).
In Velleity the gerent does not employ
thoughtforms, so their two assistants as well as
MOOD AND FEEL their six full-time police officers are human.
Riveriver is quiet, its people insular. Outsiders
commonly visit to use the rail station or Seagate
Docks, or maybe visit Menter’s Square, but they
rarely explore the rest of the district. The homes and
buildings here are usually simple, of dark wood,
with frequent trees and nearby parks. Portraying

164
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165
Secrets of Silent Streets

LOCATIONS IN RIVERIVER THE PATH Outside the rail station, every day, stands a
The following locations are found within Riveriver. Riveriver, page 85 homeless man named Clarke. He has antlers like
a deer and a grizzled face, and he wears layers and
Clarke: level 3; +1 Resist; layers of shabby clothes. Should anyone give him a
THE BLUE EVENING STABLES +3 poetry handout, he will recite a poem for them, and a large
A series of wooden buildings painted blue, the handout will prompt him to compose a poem in
Blue Evening Stables are owned by Hiram and Kai Hiram and Kia Brotheran: their honor on the spot. He’s an established fixture
Brotheran, siblings and business partners. level 4; +2 Dodge; of the station and the surrounding neighborhood,
The stables house horses made of tangled briars, +2 handling animals well liked and treated well.
mist, or water. Not to mention a carousel horse.
Plus a horse with a swirling cloud for a head, one LONG PARK
that’s riddled with holes, another with headlights As its name suggests, Long Park stretches for a
and the front bumper of an old car, and a shockingly great distance—a sort of winding rectangle.
long-legged thing named Timothy with a mass of The centerpiece of the park is a structure made of
oversized eyes where his head should be. seventeen living trees, curving toward each other and
eventually knotting together halfway up their 80-foot
(24 m) trunks to make a sort of dome underneath.
THE HOUSE OF THE SEA LOST This grand natural structure is used as a theater for
This tower is just a large column of water plays and oratory, as well as dances and parties.
suspended in air. To enter, one must be able to To some, Long Park is notable for intelligent
breathe water. Most people use spells, but there are plants called wary shrubs. They give off a trilling
a few devices that amount to hoses that connect sound if any creature gets too close. If someone can
to the outside of the tower. Visitors can breathe manage to calm them (which requires speaking
through them, although they stink of the breath of their language, and probably requires some kind of
all the others who have used them before. Within magical influence), they know many secrets.
the House of the Sea Lost, a number of businesses Long Park is also home to a number of animals
keep their offices. Foremost among them is the of living glass—birds, squirrels, rabbits, and even
Bureau of Salvage, which records every ship and the occasional fox or cat. No one knows the origin of
sailor lost at sea and any and all salvage recovered. these creatures, and they’re not telling.
The park also hosts a variety of homeless people who
INDIGO RAIL STATION camp here in makeshift tents. (Clarke, who spends
This large station is where trains come in from his time by the rail station, stays in the park at night.)
outside the city, bearing passengers and goods of all The people of Long Park are cared for by mysterious
kinds. It also serves as a Satyrine Rail station, so it’s creatures made of sentient music. In return, the people
convenient for almost anyone in the city to transfer Music creature: level 5; try to protect the music creatures from those who
here and travel throughout Indigo. magic (two successes), would like to know more of their nature or origin.
The trains that come through here are noisy +3 Resist; immune to
physical damage; can
and churn up smoke, so living by the station is magically create food and
MARKET BRIDGE
not desirable. A few nearby homes, however, have simple objects out of music Seven bridges in the district cross the Chirdes,
installed sound dampeners made by a local Maker. and one of them, a wide bridge of white stone,
These elaborate constructs are, curiously, made serves as a market with buildings and stalls built
of bits of multicolored cloth. Near the station, one upon it. Market Bridge is used almost solely by
can see these walls of cloth pieces fluttering in the Riveriver locals, and non-locals can find that they’re
breeze. overcharged in their purchases.

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Riveriver

MENTER’S SQUARE The library is so vast that some people have


This square has a clocktower in each corner, each become lost within it. These so-called “people of
showing a different time. The locals all have their the stacks” have formed bands and now live out
favorites, and conflicts over various clocks can It’s possible that the books their lives (or their descendants live out their lives)
become physical. themselves create the world amid the books with no intention of leaving. The
What you might not realize when walking deep within Menter’s librarians do what they can to stay on friendly
through the osmosis of
past is that the square also offers entrance to the information, ideas, and, in
relations with the people of the stacks, who have
largest library in the city. It’s ostensibly located some cases, fiction. developed their own language and customs.
underground, although some argue that the miles of The people of the stacks feed on rats and other
shelf-filled tunnels are actually an extradimensional vermin they hunt, as well as a certain kind of edible
realm all their own. The library, just called Menter’s, fungus that grows on the books in the lower levels.
employs at least five hundred librarians. They speak of creatures much larger than rats down
Some people claim that the library is infinite, but very deep in the stacks, but they don’t share much
that seems implausible to most. No one librarian in detail. It would seem, however, that the deeper
Menter’s—even Aarav Khatri, the head librarian— Aarav Khatri: level 6; into the library one goes, the more it becomes an
knows the entire layout, however. They all have −1 Withstand, +4 Resist; independent world than a library, and in between it
their areas of expertise, but there are so many of +4 knowledge of the library, is both at once, with books filling what would seem
+2 administration and
them that not every librarian knows all the other general knowledge; can
to be meadows in a forest or grottos within caves.
librarians, let alone all their specialties. Menter’s teleport anywhere in the
can be a confusing place, but in theory every book library he has been before
is there. Every book. Finding the right book, on the
other hand, can be quite difficult.

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Secrets of Silent Streets

MERIWEATHER HOSPITAL Sun floating in it. She possesses the ability to give
One of the largest medical facilities in Satyrine, Conditions of level 7 and anything she touches—creature or object—an eye
Meriweather Hospital has more than a hundred below can be successfully that lasts for about an hour, through which she can
beds, with ten doctors on staff, thirty nurses and treated and cured in a see.
week’s stay at Meriweather
other attendants, and another thirty support staff. Hospital.
Meriweather boasts a unique form of care in that a
special staff of nine birds of different types, with an PEOPLE IN RIVERIVER
angel named Yi-Mun at their head, visit the hospital These people can all be found in the Riveriver
once a week and administer aid to the seriously ill District.
or injured.
A stay in the hospital costs 12 crystal orbs per Alamathi: level 11; CAPTAIN ALAMATHI
night. +4 defenses; +4 sailing; Unnaturally tall and thin, Alamathi is the captain
Emergency care (healing a serious injury) costs can sustain 5 Injuries per of the Turn of the Page, a magical ship made
Wound and 5 Wounds
an additional 25 crystal. entirely out of books about the sea, its creatures,
and its gods. She knows the Alone as well as (or
SEAGATE DOCKS THE PATH better than) anyone alive. She and Grabollis of the
Ships from the Alone come into this port, bringing The Alone, page 48 Valedictorian are rivals and hate each other.
all manner of strange goods: talking fruit from
Durrentam, rope made of stone from the Floating SARA DATHAFORD
Isles, and bricks made of smoke from the Ju-nui- Sara Dathaford: level 4; Poet and actress, Sara recently moved to Riveriver
Pron, just to name a few. Ships of sail, those of +2 Dodge and Resist; and seeks to raise funding to start her own
steam, and those pulled by trained jellyfish are all +2 social interaction theater/bar. While she would like legitimate
present here. investors, she’s not opposed to getting involved with
The docks are girded by a row of warehouses shadier elements.
to store all the incoming (and outgoing) goods. A
very tall signal tower rises above them. Most of the FARROW
dockworkers are thoughtforms and never leave the Farrow: level 5; +2 defenses; Farrow is a living drawing, animated a few years
dock area. +1 persuasion ago by a vislae’s spell that for some reason never
depleted. Now Farrow is an independent entity in
THE VALEDICTORIAN In’Kalia Segali: level 5; their own right. They look like a hastily sketched
The Valedictorian is a huge ship that serves as a magic (two successes), human man, with a somewhat endearingly lopsided
mobile university studying the sea, its creatures, +3 Resist; +2 metalworking; face. Farrow eats, breathes, and sleeps just like they
vislae with a large number
and all manner of related topics. In addition to a of spells and items she has
were a living human. They work as a barista in
crew, the university has fifteen professors, twenty- created; +2 spellcasting Metzi’s, a coffee shop in Riveriver, and try to figure
two administrators and staff, and usually around out what to do with their surprise existence.
140 students. When it comes to Satyrine, which it Grabollis: level 7; magic
does about once a month, it docks in Riveriver at (two successes), +3 defenses; IN’KALIA SEGALI
Seagate. +2 perception and stealth; An insatiable logovore with a unique set of
can sustain 4 Injuries per
The captain of the Valedictorian is a woman Wound or Anguish, and 4
principles, In’Kalia’s skin drips with ink, covered in
named Grabollis. She is secretly a member of Wounds and Anguish words she has eaten. Atop her silvery hair, she often
the Vespertine and operates as a clandestine wears her signature Maker object: a bronze mask
spy gathering information for the organization. THE PATH
topped with elegant, curving horns. She is mostly
Grabollis has no face, just an empty dark blue void Vespertine, page 114 generous, helpful, and kind, but for those who
where it should be, with the symbol of the Indigo attempt to control or harm others’ minds, she will

168
Riveriver

respond swiftly and in kind, often using an item Fedona is a great and often untapped resource
she’s crafted just for that purpose. regarding demonkind. She has written an obscure
In’Kalia takes great pride in infiltrating libraries, THE PATH book called Politics of the Red, in which she
bookstores, and other knowledge-filled places, Duke of Demons, page 27 speculates that there is an actual Duke of Demons,
where she surreptitiously eats from tomes that she and he may be what keeps the Red from erupting
believes no one else loves (or will miss). She has a into nothing but violence and destruction. In
particular affinity for Menter’s, even though she has Menter’s Square, page 167 person, she may admit that she had a long romantic
been banned from entering. She lives in Fartown relationship with someone she believes was the
but can often be found outside that huge library, Duke (although he never called himself that). That
trying to find new ways to get in. Aroethe, page 148 entity was Aroethe, although that’s not the name he
Those who introduce her to a previously used back then.
unknown stash of knowledge will likely garner her
favor, and possibly find themselves on the receiving TIMEAUS THE SHIPWRIGHT
end of a gift in the form of something she’s made. Timeaus: level 4; It would be tempting to call Timeaus a centaur.
+3 Withstand; +2 Armor; The upper torso of the man appears to rise from
LARAKALIA +3 woodworking and a quadruped’s body. However, there’s nothing of a
shipmaking
One of the Dead, here by permission of the Pale, natural animal in his lower half. Instead, his four
Larakalia looks like a fleshless skeleton draped in Larakalia: level 4; +2 Resist; legs look more like the legs of a piano, table, or
robes. They wander Riveriver, playing a red and black +2 musical performance other piece of elegant wooden furniture. He spends
viola for reasons all their own. Although this seems all of his time at Seagate Docks, where he plies his
to have no real effect, many residents believe that the craft. While Timeaus is not an actual Maker, his
music brings bad luck or is at least a poor omen. Nidas: level 6; magic (two ability to craft ships is enhanced by some kind of
successes), +1 Dodge, +3 magic, as he can accomplish the task in half the
NIDAS Resist; +2 brewing; telepathy normal time or less. For this, he charges twice as
Nidas has six arms and wears large golden The Warazax: level 5; much, so he is a wealthy man.
spectacles. He brews potions, elixirs, and alcohol, magic (two successes),
and his business employs seven apprentices +2 Resist; steals thoughts THE WARAZAX
with a touch of a tendril
and four thoughtforms. Nidas is a member (1 Intellect bene)
The Warazax is an animate aquatic plant sheathed
of the Spearhead of the Unknowable and can in water. It has a vague humanoid shape, but its
communicate mentally with anyone nearby and—if leafy tendril arms number as many as ten if needed.
they are well known to him—anyone in the city. It carries its water with it when it is not submerged
THE PATH
Spearhead of the in the Chirdes, which it calls home. The Warazax
FEDONA WHETHEL Unknowable, page 119 knows many secrets related to water and the moon,
Fedona Whethel is a very old Goetic (retired) who which it worships like a god. It feeds on ideas, and
now lives in the Riveriver District in a simple little Fedona Whethel: level 6; if it is starving and alone, it devours its own.
house on a simple little street near Long Park. The magic (two successes),
thing is, in her time, Fedona walked the Nightside −2 Withstand and Dodge,
+2 Resist; +4 knowledge of
Path and consorted with all manner of demons in demons; vislae with a few
A RIVERIVER STORY
all manner of ways. She firmly believes that demons spells; no longer has the Sometimes talent is a threat rather than a gift.
are—by most people—misunderstood. She thinks stamina to cast many spells A teenaged girl named Myara and her friend
that many of them (those most often referred to as Bellan found an old, wrinkled, and stained
devils) are much more sophisticated and nuanced THE WAY
monograph of the Beseech invocation. It turns out
than most depictions of them suggest. She’s not Beseech, page 31 that Myara has some natural vislae talent, but she
naive about their overall nature, though. isn’t really aware of the fact. So they were able to

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Secrets of Silent Streets

perform the invocation in Bellan’s basement, but Things that dwell in dark, dank basements and
because they were untrained and the monograph cellars worship—or at least pay homage to—the
not entirely clear or complete, things went awry. God of the Basement. The domain it presides over
Something listened. And it came. And it wouldn’t is one of mold, damp, and things that have perhaps
leave. never seen the light.
Myara and Bellan fled, and said nothing. The God of the Basement cannot eat directly, but
Suddenly, Bellan’s parents disappeared. Then others it can form a psychic link to a creature that worships
in the neighborhood disappeared. Rats and spiders it and force the creature to eat what it wants them
and other basement-dwelling creatures began to act to, taking nourishment through the link. It wants
strangely and gather in unprecedented swarms. The nothing to do with the PCs, can’t meaningfully
neighborhood is spooked. The local gerent has sent communicate, and isn’t interested in combat for
some people to investigate, but they found nothing its own sake, so if the characters bother the god, it
with a cursory look around. likely leaves after showing its displeasure with an
act of violence or two.
BELLAN’S STREET Fighting the god is probably not wise unless the
The houses on Bellan’s street—like many Riveriver PCs are extremely powerful, because it is a god,
houses—share connected basements. The after all.
basements are damp, dark, and used mainly for There are some scattered, well-gnawed bones
storage. They’re home to rats, spiders, centipedes, in the basement, along with the remains of three
and various other creatures. people (including Bellan’s parents) and a few dogs,
The PCs get involved by accident, as they make cats, and other creatures.
their way through the district and a swarm of rats
suddenly rushes toward them, likely right in the Rat swarm: level 3; NEXT STEPS
street (which is, of course, Bellan’s street). The +1 Dodge; can attack If the PCs discover the god and escape alive, they
animals act in concert but seem deranged. They bite all close foes, inflicting 1 have a variety of options.
damage
everything they come across, including inorganic 1. Leave. It’s not unreasonable to think that the
inanimate objects. It’s as though they’re exploring PCs will just leave well enough alone.
by tasting. Treat the rats as a single entity. 2. Investigate the street or neighborhood. It’s not
If the PCs drive off the rats, the creatures flee There are no accidents. difficult to hear the rumors from locals—people
toward the cellar door of a nearby house. Should Only synchronicity. disappearing, vermin acting strangely, and noises
the PCs investigate, they find no one at home in the heard in the basement. But no one in the area
rather simple wooden house, but the cellar door is knows what’s going on. Someone might point
open a crack. Below, the God of the Basement waits. out that while the couple in the house the PCs
investigated disappeared (Esther and Anoan), their
THE GOD OF THE BASEMENT The God of the Basement: son Bellan was seen at the house of his friend,
Not all gods are equal. The God of the Basement— level 14; magic (three Myara.
also known as the Cellar God—is a quasi-intelligent successes), +2 Withstand, 3. Research. Menter’s isn’t far away, and a
−5 Dodge; can sustain 6
thing only partially aware of its surroundings. All it Injuries per Wound and 6
challenge 4 research action and about four hours of
knows is that it is unhappy, hungry, and trapped. It Wounds; can attack all close time (three if the PCs get a librarian to help) reveals
looks like a bronze pyramid, 8 feet (2.5 m) to a side, foes with its huge hands, the identity of what the PCs saw, and the basic
with a single green eye and huge green wings that inflicting 6 points of damage details of the God of the Basement’s nature. This
also look like giant hands. to each; touch also inflicts 2 is likely a very important step in dealing with the
Anguish
problem.

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Riveriver

The only real way forward is to find Myara. She’s


tall and thin, with long golden hair. Bellan is a
bit shorter, with dark skin and hair. Myara is the
vislae talent, but Bellan is the talker, and he’s very
protective of her. She and Bellan are scared, but a
well-phrased plea (or a heaping helping of guilt)
will convince them to talk (a challenge 5 Interaction
action). Myara can show the PCs the monograph,
and examining it might suggest where things went
wrong. The miscast invocation summoned the god
without giving it a way to leave.
The solution is to obtain a proper monograph of
Beseech—or, if a PC already knows the invocation,
just perform it—and use it to ask the God of the
Basement to leave. And it will. It’s that easy. The
god is a barely aware entity, after all. But whomever
uses Beseech must know what they are beseeching.
(The PCs might come up with their own alternative
solution too.)

RESOLUTION
It will become clear that Myara is a potentially
powerful and innately talented vislae, but since she
has no training and has done no studying, she’s just
a danger. Responsible vislae will want to get her
somewhere where she can learn to use her talents
properly and safely. If the PCs come from different
orders, they may have differing opinions on who
can best instruct her. They’ll have to work that out
themselves.
Turning Myara and Bellan over to the authorities
only gets them sent to prison for murder and
public endangerment.
If the PCs encounter the God of the Basement
but leave without solving the problem, there is no
reward. Those who see it all the way through gain
2 Acumen for saving the neighborhood. Getting
Myara the help she needs is worth another 1
Acumen reward.

The Trypa

171
Secrets of Silent Streets

C
rowded streets. Sometimes such a thing is
rare in Satyrine, but not in Strangeglass.
Strangeglass serves primarily as a
P listening to music but there’s another song playing
that you can just barely hear in the pauses between
notes.
commercial district. In particular, the emotion and
thought trade for which Satyrine is so known is
conducted primarily in Strangeglass. Strangeglass, Rivenhome, A STRANGEGLASS
Hundreds of businesses and services are based Riveriver, and the NEIGHBORHOOD
here, and many of the people who work here live Confederacy of Cloisters all The Calamera neighborhood is a strange mixture of
form what is colloquially
in the district as well. It’s also the location of many called “the Lower Third,”
homes, small businesses, and other buildings. It’s
factories and light industrial work (refineries, meaning (erroneously) that thick with trees and hedges, with stone buildings
smelting, and so on). Whether you’re looking for these four districts make up hidden within the lush foliage and stone walls
a lawyer, an assayer, an accountant, a metal lattice, about a third of the city. surrounding courtyards and cloistered gardens.
or just a nice new pair of shoes, the Strangeglass The neighborhood gets its name from the fact
District likely has what you’re looking for. that so many of the buildings are dark brown, and
There are those who say this entire district has calamera is a popular type of coffee in Satyrine. The
its own consciousness. If they are to be believed, Hall of Honed Thought, Hall of Honed Thought can be found here, as well
the district is female, and is very protective of her page 176 as a variety of dentist and doctor’s offices, a few
residents. restaurants, bed and breakfast inns, a mail-order
bookseller, and other miscellaneous office spaces.
Branford Thomas: level 4; Branford Thomas is the gerent of the district
MOOD AND FEEL +1 Dodge; +4 perception, and, as gerents go, he’s not a bad one. Older than
Strangeglass is a very middle-class business +1 social interaction he looks, Branford is tall and thin and has an
district, with offices, businesses, and homes, enchanted brass eye that hovers around his head,
probably in that order. You’re more likely to see always looking where he is not. He’s a difficult
a businessperson in a suit on the sidewalk than fellow to surprise.
someone with grocery bags. The gerent employs a team of a dozen
Most of the buildings here are three stories or thoughtforms that all look like dogs. However,
less, and—by Satyrine standards, anyway—fairly each has the ability to transform into a dog-
conventional. Taxis are everywhere, and it’s a pretty human hybrid, standing erect with hands that
busy place overall. end in opposable thumbs. These thoughtforms—
And yet there’s a feeling of something being a Bran’s Brood: level 3; called Bran’s Brood—keep the peace, help those
little . . . off here. It’s nothing obvious. Nothing +2 Dodge, +1 Resist; in need, and do general service work in the
that a character can give a name to, but it’s there, +1 stealth neighborhood. They answer directly to the gerent.
lingering at the edge of perception. It’s like being The neighborhood also employs about a dozen real
in a room with too many mirrors, or when you’re humans to do clerical and administrative work.

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175
Secrets of Silent Streets

THE PATH
LOCATIONS IN THE Strangeglass District, aged man with scars on his neck and silver-grey
STRANGEGLASS DISTRICT page 77 eyes. Natanal—Nat to his friends—was a protégé of
The following locations can be found in the General Cherevon Kol, a former leader of the order
Strangeglass District. Prosody, page 69 who kept the group tight and focused. Nat took
on the mantle of leadership after Kol disappeared
COIFFURE EXTRAVAGANCE Marcus Errant: level 3; during the War. The loss of Kol caused the order to
Marcus Errant makes no apologies for the +4 hairstyling devolve into its current, far more casual status.
audacious name of his establishment or the prices Kallie: level 4; +2 Resist;
he charges. He and his staff produce some of the +3 poetry, +2 business KALLIE’S
most elaborate and beautiful hairstyles seen in the Trent Coyal III: level 3; One of the best-known prosodies, Kallie’s caters
city. +3 pharmaceuticals, to the businesspeople of Strangeglass as well as to
Coiffure Extravagance is a fantastic place to gather +2 shopkeeping poetry fans who come from other districts to enjoy
information about the latest comings and goings of Therian Newell: the verbal treats offered here.
the upper classes without going to an upper-class level 8; magic (two Kallie’s main stage is a theater in the round,
area of the city. The wealthy and trendy are willing successes), +3 defenses; where table seating is offered—while food isn’t
+4 law and persuasion,
to make the trip to this district for Marcus. +2 stealth; vislae with many
served (obviously), a variety of teas and coffees are.
spells; +2 spellcasting There are two smaller stages.
COYAL PHARMACY Kallie herself is a poet, although she very rarely
The Coyal family has owned and operated this The Revelation, page 99 goes on stage. She’s young, smart, and driven.
pharmacy for three generations, and the current
manager, Trent Coyal III, is a good businessman. Gielis the ghost: level 6; THE LAW OFFICES OF NEWELL,
Unfortunately, his grandfather had a secret, which immune to physical effects; KEMPER, AND BUNDT
he buried in the business—literally. The body of a +3 Resist; −2 perception; Therian Newell is head of this legal firm, which
move through matter; move
man he killed in a crime of passion is buried in the things with psychokinesis
works primarily for one of the powerful organized
walls of the pharmacy. Now the ghost of the man, crime syndicates in Satyrine, called by most the
Gielis, has finally gained the experience and the Verdun Kemper: level 6; Revelation. Therian is a vislae as well and uses
power to make himself known (it takes some ghosts +2 defenses; +2 law and magic in his research, including divinations to help
a long time). Gielis searches for the elder Coyal, research, +1 persuasion him plan for defense strategies. He’s never lost a
not realizing he’s been in the Pale for more than a case.
decade. Over time, Gielis grows more confused and Alicia Bundt: level 6; Verdun Kemper and Alicia Bundt are not vislae,
violent. +3 Dodge, +1 Resist; +2 law but capable lawyers. Alicia is particularly ruthless
and deception, +1 attacks and never hesitates to stoop to illegal or even bloody
with poisoned knife (level
HALL OF HONED THOUGHT 6 poison deals 1 additional
tactics if she believes it will help her.
The district is the home of the headquarters of Wound) The office is large and well appointed, but not
the Order of Honed Thought. This long, low showy. Three clerks and five thoughtform assistants
building with an elaborate entrance is marked by an are always on hand.
acheiropoieta said to have seeped from the dream of THE PATH
Order of Honed Thought,
a sleeping god. Members are to recite the mantra of page 118
MARIONETTE HOTEL
honed thought before entering. True to its current A large, well-appointed, and comfortable hotel, the
nature as a social club, the hall is mostly just a Marionette has a good reputation as a safe and clean
firelit, members-only bar. Some offices and the like Natanal Vig: level 7; place to stay with a friendly staff. The hotel appears
remain in the back. +2 Withstand and Dodge, to rise eight floors above the street, making it one
The current leader of the order, and the occupant +5 Resist; +2 social of the taller buildings in the district. What many
interaction
of one of those offices, is Natanal Vig, a middle- people don’t know, however, is that the hotel has

176
The Strangeglass District

Malani Maleago

an entire secret ninth floor of rooms for rent. It is Rellis Awen: level 7; Rellis Awen runs the office. She is a sophisticated
literally invisible from the outside and impossible to +2 defenses; +2 persuasion businessperson in an impeccable suit that can
and deception; can see
reach from the inside without a proper key. People through up to 6 inches change colors and styles based on her wishes. She’s
desire these rooms when they’re in hiding or need (15 cm) of any material also a zilat, with the ability to see through matter
to meet clandestinely with someone. The entire when she concentrates, but only her very closest
floor is proof against divinations of all sorts (level 13 Consortium security: confidantes know this to be the case.
level 5; +2 defenses;
and lower). +3 Armor; +2 perception The Consortium employs a private security staff
Niles Chorulan manages the hotel and entrusts its that is like their own small army, and they are based
secrets with very few. He’s a churlish, surprisingly here.
THE PATH
young man who smokes invisible cigarettes (that Zilat, page 124
produce visible smoke). MALEAGO INSURANCE
A typical room at the Marionette costs 50 crystal Niles Chorulan: level 6; This large round building floats on a round pool.
each night. A room on the ninth floor costs 200 +3 Resist; thanks to The building is surrounded by red swans that
crystal each night. special enchantments, he live in the pool. It serves as the headquarters for
is immune to magic that
Satyrine’s only insurance company. Maleago insures
compels or controls his mind
OFFICE OF THE EMOTION property against damage and loss, and recently
MILLS CONSORTIUM Malani Maleago: level 5; started offering life insurance policies (coming
This massive building looks more like a palace than magic (two successes), back from the dead causes problems, obviously, but
+7 defenses; +3 business
an office building. It serves as the headquarters contingencies for that are worked into the policy).
and persuasion; +5 Armor;
of all businesses having to do with the creation, sports a number of magical Malani Maleago is the wealthy head of the
transportation, and sales distribution of emotions. All defenses that make her very company. She is always accompanied by a pair of
Consortium business is conducted within these walls. difficult to harm red swans and bears red swan feathers on various

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Secrets of Silent Streets

portions of her own flesh. She is infamous for her beings throughout the Actuality. He might be far
paranoia and over-cautious nature. better known in some places far away from Satyrine
than he is in his own district.
SPIRITUAL THERAPY Kudash is always looking for people to help him
Mina Michelet is a therapist who works with spirits Mina Michelet: level 4; procure and safely transport things to the city from
and ghosts. Her offices are comfortable and homey, magic (two successes), elsewhere.
more like someone’s living room. She is a very +3 Resist; can see and hear
spirits
casual person, but caring and honest. She treats LEIGH STRATHIAN
people who are possessed as well as haunting Leigh Strathian: level 9; Leigh belongs to the sect known as the Xan Weir,
spirits, or those who Listen to the Whispers. In her magic (two successes), and as such she wears a mask at all times. She also
work she is willing to come to someone’s home, +2 defenses; +4 stealth often wears a cloak that is like a mirror that reflects
and perception; vislae with
particularly if the spirit in question is tied to the many spells and secrets;
entirely different parts of the city. Leigh is a vislae,
location. Mina is even willing to try to hunt down +3 spellcasting but she does not use her spells and abilities openly.
and reason with dangerous spirits like wraiths, but She avoids social contact in general, in fact, keeping
she (wisely) flees in the face of real danger. THE PATH
to herself in her apartment above a plumber’s office
Xan Weir, page 115 in Strangeglass.
TOMASA SERVICES However, Leigh knows many magical secrets,
Located in a large office building, Tomasa Services so sometimes other vislae track her down to learn
offers thoughtform creation and assignment THE KEY them. She always refuses at first, but a compelling
to businesses and individuals. Tomasa keeps Listens to the Whispers, story and a silver tongue (and magecoins) can
accurate records of all their transactions, so they page 108 convince her.
probably have a more complete accounting of the
thoughtforms in Satyrine than anyone else. MAVEN NARR
Maven Narr: level 5; +2 A businessperson, Maven appears unremarkable
VENURES Resist; +3 persuasion and in a suit, with short hair and a stern face. She’s got
A dance hall playing big band tunes six nights a deception a thoughtform assistant she calls Karl. Maven’s a
week. The band leader Edmund Sayers plays the Karl: level 4; +2 Withstand cheat and a scoundrel, however, robbing customers
piano here. Every time his fingers touch the keys, and Dodge; +1 Armor through overcharging or selling cheap, almost
magical lights, sparks, and streams flare from the worthless goods or services. To help her, she has
piano. Edmund Sayers: level 5; a few bits of minor magic or ephemera objects to
+2 Resist; +4 music, either deceive people or prevent them from seeing
+1 social interaction through deception.
PEOPLE IN THE
STRANGEGLASS DISTRICT VARAN
The following are a few people you can encounter Varan: level 6; magic (two Varan is a young zilat prodigy specializing in
in the Strangeglass District. successes), +3 defenses; exorcism. What he lacks in social skills he makes up
−2 social interaction, for in knowledge and intelligence. He tries to come
+4 to find and identify
KUDASH spirits; banishes spirits
across as extremely professional but ends up just
This wealthy businessman was once gerent of his being gruff and sometimes even rude. Varan’s gum-
neighborhood. He’s retired from that role and lives Mourm: level 4 chewing elderbrin assistant, Mourm, carries all his
in a mansion with his wife and two children. Now gear and does the menial labor portion of each job.
Kudash specializes in procuring extraordinarily rare Kudash: level 7; +2 defenses;
substances from other suns and bringing them to +3 social interaction
the city. As such, he does business with people and

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The Strangeglass District

YMASS “Narlus is a Maker . . . a fucking crazy Maker.


Ymass is a drune, a creature from a half-world, Ymass: level 5; magic (two He’s always grumbling about how he hates the
who now lives permanently in Satyrine. There are successes), +4 Withstand, world, always talking about putting people who
probably about five hundred drune in the city, and +2 Dodge, +1 Resist; have wronged him ‘on his list.’ In particular, he talks
+1 Armor; +2 gossip and
a quarter of them live in a small commune in the general knowledge
about how much he hates a lawyer named Niaboa
Strangeglass District, which is where Ymass dwells Curtan, who represented another Maker in a case
as well. against him. Narlus lost most of his money as well
Ymass stands more than 6 feet (2 m) tall, with THE PATH as his rep when the judge ruled against him. He
brownish-red (almost purple) flesh and four Half-worlds, page 51 doesn’t blame the other Maker or the judge, but
muscular arms. He stands out from others of his instead the lawyer.
kind because he’s adapted so well to human society. “Anyway, I think he’s built something . . . awful. I
He speaks the language, dresses more or less like don’t know the precise details, but I think he’s going
a human (as much as possible), and understands to use it to get at Niaboa, and I think it’s going to
the idiosyncrasies that otherwise form a barrier hurt a lot of other people too. But I don’t have any
between his kind and the rest of the city. proof. I can’t go to the gerent, and even if I did,
Ymass works as a delivery person in the district, I don’t know if I should go to the one in Narlus’s
riding a large, modified bicycle that has two wheels Fartown neighborhood or Niaboa’s Strangeglass
in front. Because he moves around town quickly neighborhood. Can you help me?”
and interacts with various businesses, Ymass likely
possesses a lot more information than most people TAKING INITIAL STEPS
suspect. The NPC’s suspicions are right on all counts.
Narlus is going to plant a bomb in Niaboa’s office
building, which happens to be one of the largest
A STRANGEGLASS STORY buildings in the district. But none of the gerents the
“I will carve my name in the flesh of the world.” PCs might contact provide any real help without
some hard evidence.
Narlus Breech is ruthless to the point of psychosis. The PCs can check into Narlus’s Fartown
He wants to create something that will make history house, but by the time they do, he’s gone from
remember him, and the easiest thing to create is there. There’s little left in the house—it’s basically
destruction. abandoned. Narlus had to sell most of what he
To that end, this malicious Maker has created owned to buy the materials for his bomb, and what
a sort of bomb and planted it in the heart of the he didn’t sell, he packed into his bag, which he now
Strangeglass District. He plans on taking credit carries with him.
for it only after it detonates, at which time he will The only thing the characters find in the house
go into hiding even as he promises that more will is a crumpled piece of paper with partial notes
come. and plans for what he’s making. A Maker PC can
The PCs hear about this from an NPC with whom THE KEY automatically get information from this (or anyone
one or more of them have a bond—a friend, a NPC bond, page 157 else can with a challenge 3 Intellect action) to learn
compatriot in their order, or someone like that. This that he’s making something that will adversely—
NPC knows Narlus and has read between the lines probably violently—affect people’s minds in a very
of things he’s said and done, leading the NPC to large area.
suspect (correctly) what the Maker plans. The NPC,
unable to act on these suspicions, or at least act on
them alone, approaches the PC they know for help.

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NIABOA
Niaboa Curtan: level 6; Niaboa Curtan, a lawyer specializing in vislae law, is
+2 Resist; +3 law, +1 social wealthy and arrogant. She doesn’t even remember
interaction Narlus, and if someone tries to warn her, she
brushes them off. “You don’t get where I am in life
without leaving some angry people in your wake,”
she says. Her terrible attitude might make the PCs
not want to help her, but it’s more than her life
that’s at stake (assuming that’s something they care
about).
Niaboa lives in a large house in a nice
Strangeglass neighborhood—a different
neighborhood than her office. The PCs probably
surmise that Narlus will either strike there or strike
at her office. They have no real way of knowing
which for sure, so they likely have to make a choice,
or somehow watch over both. But Narlus is going
for her office.
The office building is a glistening structure of
Narlus: level 6; magic (two silver and glass, standing twenty stories. It is filled
successes), +2 defenses, with offices of all kinds. Two elevators connect all
+1 crafting; vislae with the floors.
a few spells, including
opening locks, creating a
defensive shield that grants THE PLAN
2 Armor, and a mental The Maker’s plan is simple. He will go up to the
shock spell that inflicts 6 floor with Niaboa’s office, break into a janitor’s
points of mental damage closet (using a spell to unlock the door), plant his
bomb and set it to go off five minutes later, and
then leave, locking the closet door behind him.
The truly awful bomb is a level 10 ephemera
object that can be set to activate on a delay of up to
five minutes. It inflicts 9 points of mental damage
in a very large area, and anyone who survives
must make a second Resist defense action or be
compelled to eat human flesh of anyone nearby.
The depletion of this secondary effect is 0–5 (check
each hour).
PCs watching over the office will have a chance to
spot Narlus. He’s trying to be surreptitious, but he’s
no master of stealth. (The challenge of the action is
6, but only if they’re looking for him.) If they don’t
spot him going in, the most dramatic thing to have
happen—which might be time for a GM shift—is
to have the PCs see him exit the building. If they

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The Strangeglass District

do, they can try to intercept him, but even if they


succeed, the bomb will go off in five minutes. So
maybe they should ignore him and search for the
bomb. But that’s up to them.
If the PCs find the bomb (the closet door it
lies behind is level 3), a Maker can deactivate it
immediately, and anyone else can deactivate it by
succeeding at an Intellect-based action (challenge
4).
If the bomb goes off, unless all the people in
the building get out (which seems unlikely), those
caught in its very large area suffer 9 points of
mental damage unless they resist its level 10 effect.
This turns a lot of brains to mush, and those who
survive are compelled to eat the flesh of anyone
nearby, living or dead. This compulsion lasts for at
least an hour.

CONSEQUENCES
Should Narlus get away, he goes into hiding, then
sends letters to newspapers around the city that
he will detonate similar bombs all over Satyrine.
Fortunately, in the crumpled note the PCs found
in his house, there’s a reference that they thought
meant one thing in context, but now suggests a
different meaning altogether. The note seemed to
refer to particular materials that would entrance the
victims, but in fact it refers to a secret hiding place
for his lab that has an entrance in the old boarded-
up well down the street from his house. The PCs
can investigate that on their own or turn it over to
the local gerent—who will act on it now that there’s
evidence.
Stopping the detonation earns 1 Acumen, and
apprehending Narlus also earns 1 Acumen.

The Cicatrix

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Secrets of Silent Streets

T
he Verdant Quarter. The Virescent District.
The many names of this area of the city
suggest the green, lush nature of its
Q THE WANDERING TREES
It comes as no surprise to most people that some of
the topiary in this district have taken on their own
predominant feature: bushes and trees. As the sapient lives and even gained mobility. Trees and
name “Topiary District” implies, though, they’ve shrubs in the shape of bears, lions, or people move
all been trimmed to take on various shapes. Entire Wandering tree: level 4; about surreptitiously. These wandering trees are rarely
houses, buildings, and complexes are carved from magic (two successes), seen, preferring to blend in with the other topiary
hedges, with functioning (but living) swinging +3 Withstand, +2 Dodge, to avoid the thoughtform tree shepherds that try to
+1 Resist; +2 Armor;
doors, staircases, furnishings, and more. +5 stealth (only when
capture them and haul them away to be replanted.
The Topiary District is a middle-class among trees) Tree shepherds look like green-skinned humans
neighborhood, with its share of parks and businesses and often carry long, pincer-like weapons to grab
that service the residents—groceries, pharmacies, and immobilize a wandering tree.
restaurants, and so on. Even by Satyrine standards, Tree shepherd: level 3; It’s said, however, that the wandering trees know
however, the district is underpopulated. Long magic (two successes), rare secrets, and many times vislae or other people
stretches are just rows of shaped trees or hedgerows +2 defenses; +1 Armor; try to find them and help them hide from the tree
+3 perception
with no occupied buildings. shepherds to gain their favor and learn their secrets.
The Topiary District suffered greatly in the
War, and much of it has been rebuilt—or rather,
regrown. They say the fires during the War A TOPIARY DISTRICT
were . . . well, we don’t talk about the War. NEIGHBORHOOD
The Zephyr neighborhood gets its name from a
prominent restaurant that once operated in the
MOOD AND FEEL middle of the area. The Zephyr was destroyed in
This district is quiet and lonely. It’s well kept, but the War and never rebuilt, but the neighborhood
the streets are often empty. A weirdly cut tree in the carries its name as a legacy. Shops and restaurants
shape of some monstrosity looms over you, with no abound, often with residential space above them,
one around to reassure you that it is just a tree. and they are ringed by residential blocks of houses
It’s also a confusing place. Hedge mazes are and apartments.
common, and sometimes it seems as though a side Hilas Strom: level 4; Hilas Strom is the gerent of Zephyr. He’s a
street simply becomes a maze without warning. +1 defenses; +2 seeing very old man and has served as the leader of the
Describe the structures as often having through deception neighborhood for most of his life. His long, straight
incorporated the topiary. It’s just not animals and grey hair is always pulled back to show the tattoo of
people or random shapes—the arboreal artists a large Z that takes up half his face. Rumors are that
here have created topiary walls, buildings, working when he sleeps, the tattoo leaves his face and moves
doors, ramps, and more. about his office, with its own agendas.

184
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185
Secrets of Silent Streets

About 4,800 people live and work in Zephyr. impossible. About every three months, a specialist
Hilas employs a staff of a dozen people who see Varan, page 178 (like Varan from the Strangeglass District, but there
to the business of the neighborhood, including are others) must be employed to clear the station
peacekeeping and firefighting as well as of spirits, spiritual residue, and sometimes even
recordkeeping, tax collecting, and so on. He also has excess ectoplasm. Sometimes, these specialists will
about the same number of thoughtform workers sell residue or ectoplasm to an enterprising Maker
who perform sanitation and upkeep duties. The looking for materials or ingredients.
most prominent of them is Jou, an elderbrin who Jou: level 5; magic (two
serves as Hilas’s right hand—particularly as it’s successes), +3 defenses; BRISTALL APIARY
getting harder and harder for the gerent to get about +2 social interaction; The source of Satyrine’s honey and the bees that
shapeshifting
or recall everything he needs to remember. pollinate most of the Topiary District, Bristall Apiary
is the home of more than a hundred thousand bees.
It includes wooden hive houses in a surrounding
LOCATIONS IN THE park filled with flowers.
TOPIARY DISTRICT THE PATH There are no beekeepers.
The following locations exist in the Topiary District. Topiary District, page 84 The hives operate as a single entity, with a queen
serving as a mind and the rest of the bees as limbs.
AETHYRIC RADIO They cannot speak, but they do know how to—as a
A tall, rune-covered tower of metal girders and swarm—spell out words that humans can read.
poles rises above the single-story brick building Once, there were beekeepers who built the hive
bearing the sign Aethyric Radio. This is the most THE KEY houses and gathered the bees together initially,
popular of Satyrine’s three radio stations. (All radio Aethyric devices, but they were killed in the War. The bees, however,
in the Actuality is aethyric, of course, but only one page 185 survived and adapted.
station has that as its name.) Most people in the district consider the bees to
The owner and manager of the station, Ila Ila Younger: level 5; be a positive force, respecting them and the hives
Younger, directs those who work for her to play +1 defenses; as a whole. It’s said that the queen is ancient and
mostly music, either prerecorded or broadcasts of +2 administration knows many secrets and even spells that she can
live performances from around the city. Very rarely, cast through the hives. Gaining audience with her
the station broadcasts brief news snippets or items presents a real challenge, as it would require a great
of general interest. deal of trust.
Yeardly Kane is the station’s most popular and Yeardly Kane: level 6;
well-known announcer and on-air personality. +3 public speaking, CARVER’S STREET
She is a bit of a celebrity in the city, highly sought +2 social interaction The locals call this road Spiderhaunt Street. Here,
after in various musical venues to broadcast the fabric of space wears thin, and you can see
performances. through to some unknowable elsewhere, where
The station is, of course, haunted. This almost titanic spiders spin colossal webs. They can see
goes without saying given the nature of the aethyr. you as well and lunge down, hoping to trap you in
It draws ghosts and spirits to it like a beacon. Many their silken mesh, but they can no more touch you
of these are simply spirit fragments—no longer than you could them. Specters of spiders, then,
fully aware, thinking beings, they’re all that’s left forever hunt pedestrian prey, unable to ever catch
of ancient ghosts long deteriorated into a single them. Scryers and diviners have attempted to locate
thought, emotion, or personality trait. the mysterious otherworld where the monstrous
The ghosts—both whole and partial—accumulate spiders dwell, but no one has yet succeeded.
over time to the point where transmission becomes

186
The Topiary District

GARVER’S CAFE built a pagoda in the Topiary District, surrounded


Garver is a self-aware tree that owns and runs by topiary of calm people and animals. Before she
this cafe, and physically makes up at least half died, Theriale put money in a trust for the pagoda
of it. Garver identifies as female and is chatty, Garver may or may and book to be well cared for.
welcoming, and pleasant. With animate branches, not be an elderbrin in Members of the Calming Susurrus visit the book,
she cooks and serves at the same time. the shape of a tree. reading its oversized pages, and sit in meditation in
Garver’s is technically an outdoor cafe, but Garver and around the pagoda.
can move her huge canopy of upper branches to A menu for Garver’s
provide protection from the elements if needed. Cafe can be found in THE RAVELED LODGE
The menu doesn’t really change. Patrons enjoy the Black Cube. This rather nondescript but well-kept building is
Garver’s for its stability. “You know what you’re surrounded by a walled courtyard. The high wall
going to get, and it’s good, solid food,” someone THE PATH
is made of brown and grey stone and surrounded
might say. “Nothing fancy, but it’s reliable.” The Enemy of by abstract topiary. Within it, in front of the lodge
Compassion, page 27 itself, is a grassy lawn and two almond-shaped pools
OLIAS’S GREENERY about 8 feet (2.5 m) across.
The most well-known and successful plant nursery Urgeborn, page 26 The two pools’ resemblance to eyes is not a
in the city, Olias’s Greenery employs more than coincidence. They serve as eyes, and the fish within
forty people and another sixty or more thoughtform Olias: level 5; +4 them as pupils, for a demon that possesses the
workers. The Greenery is a complex of buildings Withstand, +2 Dodge, courtyard. Quadalarime, a demon of the Dark,
the size of a large city park, including three long +1 Resist; +5 plant lore and belongs (loosely) to the lord known as The Enemy
care; often has a number
greenhouses, a tool shed, a sizable barn, and a of magical devices kept for
of Compassion. Quadalarime serves those within
central administration building. And of course, emergencies the lodge but has its own goals as well. Quadalarime
many hundreds of trees and other plants. has spawned many urgeborn and they spread out
Olias is a man with a lion’s head with a braided Nary: level 4; magic (two into the district, looking for easy victims to possess.
mane. He typically wears a top hat that is a birdcage successes), +2 Dodge, The current occupants of the lodge are Nary and
holding a pair of brightly plumed canaries. +3 Resist; vislae with a Bulchold Frein, a married woman and man. Nary is
few spells; +2 spellcasting;
A staff of sixteen arboreal artists work for Olias, usually has a level 3 demon
a Goetic, and Bulchold is a zilat tormentor. They are
creating topiary works of art that defy what should guardian all that remains of the Order of Recusants, a small
be possible. They include topiary with moving parts, group of self-serving nihilists interested in using
portions that are as solid as granite, or portions that Bulchold: level 5; magic the Nightside Path and the Dark to further their
are as transparent as a window. (two successes), +2 defenses; own power. Over the last year, most of the members
Olias also uses a number of tree shepherds inflicts 5 points of damage died or were imprisoned for various crimes, leaving
through pain on nearby
to capture wandering trees to repurpose for his target
only Nary and Bulchold.
business. The couple still has plans to use their abilities
Quadalarime: level 6; to further themselves. First, they need funds, and
THE PAGODA OF THE BOOK magic (two successes), in fact they currently plot a daring break-in of a
The sacred text of the Calming Susurrus, a +3 defenses; immune to wealthy merchant’s nearby home.
physical attacks;
contemplative belief system practiced by a small but +4 perception; unable to
Quadalarime serves as their watcher and
devout following, is titled The Whispered Way. The affect the physical world; guardian, but does not leave the courtyard.
original edition of the book was magically enlarged can cause disorientation
to stress its importance to the universe as a whole, (lose next action) or mental TOLLISBERRY PARK
and is now 9 feet (3 m) across when opened. pain (6 points of mental With its fluttering, steam-powered birds and
damage) on anyone in the
To house this one-of-a-kind tome, a wealthy skittering, jewel-eyed squirrels, this is, by most
courtyard
member of the Calming Susurrus named Theriale estimations, the “park of parks.” Literally thousands

187
Secrets of Silent Streets

of topiary sculptures decorate a hundred acres of It’s said that the Undersling SANDERS PILLE
parkland with animals, monsters, heroes, villains, has a “touch of the Red.” Sanders is a topiary artist with a fussy, irritable
and entire historical and literary scenes displayed. If that’s true, the Topiary (and likely irritating) sensibility. If he sees anyone
has a “touch of the Green.”
Plants—and living things
accidentally harming a topiary—or even coming
in general—flourish close—he will chide them and lecture about how
PEOPLE OF THE here, more than would be difficult they are to create. If he sees someone
TOPIARY DISTRICT expected. trimming them (even qualified, sanctioned people)
These are some of the people one can find in the he will stop to second-guess their choices and
Topiary District. Sanders Pille: level 3; criticize their work.
+3 artistry, −1 social
GORMAL interaction SLIPPING JACK
It’s hard to even guess what Gormal is, and if you A grifter, thief, and con man, Jack is not a human
ask, it won’t tell you. It appears to be an almost Gormal: level 7; at all, but a human shell filled with spiders who
egg-like entity, 5 feet (1.5 m) tall, floating 3 feet (1 magic (two successes), control his every move, word, and gesture with near
m) above the ground. Its outer surface is riveted +3 Withstand and Resist; flawlessness. It’s only if Jack’s ever injured that
+4 Armor; can attack all
metal, and in various places, the metal plates have close foes at once, inflicting
anyone might discover his true nature. Slipping
hooks and rings to which iron chains are attached. 7 points of damage Jack (as he’s known among grifter friends) very
The chains hang down to drag on the ground. The likely has motives beyond that of just lying and
only part of Gormal that isn’t covered in metal is Slipping Jack: level 7; stealing, but if so, he has never revealed them.
a rectangular slot in the middle where its large magic (two successes),
mouth, complete with ruby-red lips, is exposed. +3 defenses; +4 stealth and THERAI CAPTHINE
social interaction
Gormal wanders the Topiary District—more Therai helps supervise the legion of thoughtform
often cutting through the parks and lawns rather Therai Capthine: level 4; workers that trim and shape some of the topiary in
than following the streets—seemingly looking for +3 knowledge the district. As such, no one likely knows the area
something. It won’t explain. It will talk to people, as well as she does, both in terms of layout and in
though, and ask odd questions like, “Have you terms of past and current events. For the price of a
found a spot recently that smells differently than bottle of apple whiskey or lunch at Garver’s Cafe,
those around it?” Or, “What’s the reddest thing Therai often will share what she knows. She hates
you’ve seen lately?” Sanders Pille and avoids him if she can.
If threatened, Gormal’s chains animate and form
balls of fire at the end, making formidable weapons.
A TOPIARY DISTRICT STORY
KWAMIL The connection that links the PCs to this story is
Kwamil is just nine years old, and he’s already a Kwamil: level 4; magic one of their NPC bonds or a connection one of the
skilled vislae and 1st-degree Vance. He lives in the (two successes), +2 Dodge, characters has to a group. It can be as simple as
Topiary with his parents but travels to Fartown at +2 Resist; +4 knowledge; “I’m contacting you about a friend of a friend,” or
can sustain 2 Injuries per
least once a week. He is a genius, with the ability to Wound and 2 Wounds;
perhaps a higher-ranking member of a PC’s order
remember everything he reads, hears, or otherwise vislae with some spells; asks for a personal favor for their nephew, Tristan.
experiences, seemingly forever. +2 spellcasting In any event, someone who is acquainted with
Kwamil collects people’s names (by memorizing Tristan Farn and his situation contacts the PCs and
them) and associates them with their mother’s asks for help.
name, forming a portmanteau of his own creation THE KEY
that combines both. He claims that he has about NPC bonds, page 157
nine thousand of these.

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The Topiary District

TRISTAN FARN INVESTIGATION AND RESOLUTION


Tristan is a young man who lives in the Topiary Tristan Farn: level 3; The PCs can speak with Jou, the right hand of the
District. He works as a waiter at a small restaurant +2 plant knowledge, gerent of the Zephyr neighborhood, to learn the
called the Rock Garden, but what he really wants is +2 stealth details of the crime, which are straightforward.
a job helping to tend the topiary, or maybe working Jou, page 186 Tristan stabbed Choa to death in front of many
at Olias’s Greenery. He’s no artist, but he loves witnesses on the street, dropped the knife, and then
plants. He’s got dark hair and eyes and is slight of ran off. Choa had a twin sister named Ella, who also
build, made all the worse by his constant slouch. lives in the neighborhood. Both Choa and Ella were
Tristan, however, is wanted for the murder of budding vislae.
Choa Ganedel, an act he committed in front of The PCs can try to find Tristan, hopefully before
dozens of witnesses in the middle of a busy street in Reckart does. Reckart is open to bribery (probably
the Zephyr neighborhood. But what no one knows at least 50 crystal) to conveniently not find his
is that Tristan’s mind was controlled by the spell of subject, should it come up. The characters have no
a woman named Ella Ganedel, Choa’s twin sister. idea where to start looking, but a divination would
Whomever asked the PCs to intervene is easily locate the young man. Speaking with one of
convinced of Tristan’s innocence, or at the very least his friends—maybe a coworker at the restaurant—
believes that something odd is going on. They insist might give them a hint to look in the park, but it’s
(correctly) that Tristan would never do such a thing a very big park. If found, Tristan shares his belief
normally. that his mind was controlled, but he has no idea
Tristan is in hiding in Tollisberry Park. He’s been who would do that, and has no memory of the
there for three days. The authorities from Zephyr THE PATH event. The only thing he knows about the murder
are looking for him, obviously, but haven’t found Zilat, page 124 is where it happened, but that’s easily learned
him yet. They’re getting ready to employ a zilat information.
finder named Reckart. Church of Midnight, The PCs can speak with Ella, who pretends
page 111
not to know anything. If they see through her
ELLA GANEDEL deception, she reacts with immediate anger and
Ella is a young Apostate. Long jealous of her twin Reckart: level 4; +1 Resist; violence. If things go poorly for her, she will try
sister’s skill with research and creativity, she spent +1 perception; can locate to flee, with the intent of finding and joining the
all her money on an ephemera object that will a creature whose name he Church of Midnight.
knows
control someone’s mind so she can use a proxy to The PCs can use magic to learn the truth. Ella
kill Choa. More than just an act of jealousy, she’s Ella Ganedel: level 5; hasn’t covered her tracks in any way. Again, she
hoping this vile murder will count as her initiation magic (two successes), reacts very poorly if her deception is not believed.
into the Church of Midnight (which may or may not +1 defenses; +1 deception; If the PCs learn of the mind control or otherwise
vislae with a few spells,
be appropriate). She’s short, has a distinctively large including a venomous
prove Tristan’s innocence, his name is fairly
nose, and wears mostly purple. If asked about Choa, touch that inflicts 5 damage easily cleared, and he can get back on with his
she plays the distraught sister. and the ability to levitate life. Clearing him is a task worth 2 Acumen to all
into the air; +1 spellcasting involved.

189
Secrets of Silent Streets

T
he Undersling is a place of prowess tested
by violence. It’s difficult to reach and mostly
unpleasant, so the only reason to go there is
R destruction. Thus, the remains of broken support
ropes and chains hanging down from the sides
of the Undersling far outnumber those currently
to find a physical training facility, fighting arena, or holding it. A team of workers toil daily affixing new
weapons dealer. Not surprisingly, it’s also a place of supports to replace those that snap. Likewise, the
weaponsmiths and Satyrine’s largest prison. From time to time, remnants of past bridges from the entrance to the
You’ll find the Undersling beneath the streets the Undersling sways sling are many. And one day—perhaps soon—the
of Satyrine, specifically beneath the Confederacy uncomfortably. current bridge will collapse as well. And, most
of Cloisters and part of the Palindrome. After likely, it will be quickly replaced with another.
descending one of two major broad staircase
entrances, you come to a huge cavern stretching People say the Undersling
more than a mile into darkness. has a “touch of the Red” MOOD AND FEEL
Illuminated in the center of this cave, the to it. The Undersling is about danger and violence. But
Undersling hangs from the ceiling, suspended from in a way, it’s also about justice, particularly if you
hundreds—if not thousands—of ropes, chains, believe that might makes right. The people of the
and cables of all sorts like a fly trapped in a web. Undersling have their own sort of moral code and
The district is small compared to the others but don’t brook people breaking it. That code, however,
huge when you look at it, a solid mass of stone, is a bit different than you might expect. If you cheat
supplemented by wood and metal platforms and to win a fight—good on you, you found a new way
scaffolding, upon which hundreds of buildings rest. to win, and winning is everything. If you sidestep
The whole thing hangs from the ceiling of the cave a fight and win by dealing with your opponent in a
over a drop into darkness (and certain death). You different way (like having them arrested or burning
have to be brave or insane to even visit, let alone live down their house with them in it), you’ve broken
there. And that’s the point. the code. The code respects bravery and direct
A narrow and not particularly safe bridge extends action—a meeting of force against force.
from the ledge to the Undersling itself. The clear Magic—at least, the kind of magic embodied by
remains of prior bridges suggest that it is not the vislae spells and ephemera—isn’t well accepted
first and probably won’t be the last such bridge. here. Vislae have to take an extra step to prove
For those unwilling to brave the bridge, a few themselves. Straightforward battlemagic or
enterprising souls have skiffs that ferry people murderspells are fine, but subtler effects, or
through the air and across the gap, for a fee of 3 influencing someone’s mind—that’s not really the
crystal. Undersling way.
The Undersling long ago fell under a curse, Buildings here are simple, and even crude by
although no one knows the source of it. The curse Satyrine standards. Everything in the district is
brings a subtle but constant aura of decay and slowly disintegrating, rusting, or falling apart.

192
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Secrets of Silent Streets

Makeshift repairs are always ongoing. The only more violent pursuits. The Benthouse boasts many
exceptions to this are weapons. Weapons don’t Oja Kilendaris: level 10; trainers, but chief among them is Oja Kilendaris, a
decay, and in fact fare better here than elsewhere. +2 Withstand, +4 Dodge, woman of advanced years with an eyepatch and a
Blades take longer to dull, and firearms don’t need +2 Resist; +2 attacks and second pair of arms that she never uses in combat
any physical movement
as much upkeep. action
unless she’s fighting at least three opponents.
Living in the Undersling is an act of confidence
and a show of fearlessness. “Tough enough for the CADAVERS
Undersling” is a phrase used throughout the city to Bode: level 5; +3 Resist; A man named Bode owns Cadavers, one of several
mean someone brave and hardy. +3 deception, +2 other bars that also serve as small fighting arenas for
interactions; uses a variety patrons to view combats while they drink. Bode
of poisons with varying
effects
is slight and soft spoken, traits that belie his
AN UNDERSLING ruthlessness.
NEIGHBORHOOD There is, in fact, a circuit of bar-fighting
The Undersling is small for a district and has only competitions that occur here and elsewhere, with
a few neighborhoods. One is called Counterpane a new champion named if the current champion
and boasts a bit fewer than a thousand residents. is defeated. The Cadavers champion (but not the
Like most of the district, Counterpane is a jumble of Erlosk: level 6; circuit champion) is a hulk named Erlosk, clad in
houses, apartment buildings, businesses, bars, and +3 Withstand, −1 Resist; permanently affixed metal bands and plates, with
a handful of gymnasiums and arenas. +2 Armor; can sustain 5 his hands permanently fused into spiked balls.
Injuries per Wound and 4
Karlus Bettermen is the gerent. Thanks to a Wounds
changery, he appears to be a fit 18-year-old despite THE CHARNEL HOUSE
the fact that he’s actually close to 80. As you might Karlus Bettermen: level 8; Headquarters of the dark assassins’ guild known
expect, at least to some degree, a gerent in the +2 defenses; +1 Armor; as the Charnel Heart, this place is in a basement in
Undersling maintains their position through +2 attacks, +1 administration; what appears to be an abandoned building in the
can sustain 4 Injuries per
strength, and Karlus is no exception. He is trained Wound and 4 Wounds
Undersling. It’s a sort of temple where a growing
in a variety of weapons and fighting techniques glass shard, 12 feet (4 m) tall, rises up from the
and always wears armor under his clothing. He basement floor. The shard is certainly mystical
has a few hired guards for himself, his home, THE PATH and—according to agents of the group—intelligent
and his office, but the neighborhood has nothing Charnel Heart agents, and aware. It’s practically their god.
resembling a police force. In the Undersling, people page 143
solve their own problems, and if things get too far FOUNDRY 7
The Undersling, page 90
out of hand, the Thah will take care of it. This steelworking factory gets its name from
the number of the Red Sun, for it specializes in
Thah, page 20 weapons and everything it makes has a particular
LOCATIONS IN THE red hue. Things made in the foundry also bear a
UNDERSLING simple “7” stamped into the metal.
The following locations can be found within the
Undersling. PINION COURT
The cobblestone surface of this square is always
THE BENTHOUSE covered in feathers, for this is where angels are tried
This training facility and exercise gym specializes and punished, their wings torn from them. Angel
in combat instruction. Not just self-defense, but feathers never decay and those torn in humiliation
real fighting techniques for those interested in are not subject to wind, so the feathers forever mar
being sport fighters or soldiers, or chasing even the piazza.

194
The Undersling

LIBRARY OF THE UNDONE believes that the inmates of the prison are hers to
When books are begun but never finished, a man do with as she pleases, and no one ever seems to
named Torre collects their ghosts and secretes them Torre: level 4; +4 Resist; intervene to say otherwise.
away in his collection, which he calls the Library of +4 knowledge
the Undone. NORTH POST
Torre keeps the entirety of his collection in a The North Post serves as a training center and
series of magical bags, each containing five hundred meeting space for the Phalanx of Liquid Granite. It’s
times more than they should hold. He knows his a stout building crowned with a ring of statues of
books completely, but there’s no browsing—you people and animals.
have to ask for a book or a topic. The Phalanx of Liquid Granite is a society of
The location of the library changes frequently to warriors that use something called absurdity
foil would-be thieves. It’s in the Undersling now, magic. Harnessing absurdity magic, according to
but if Torre gets nervous (and he’s a very nervous members of the Phalanx, is incredibly difficult, as it
fellow), he will grab his bags and move in short means coming up with absurd—but still potentially
order. possible—physical feats and then attempting
them, buoyed by the magic. And the decision must
NEVERLIGHT PRISON come quickly, almost on instinct. Contemplating
Beneath the streets of the Undersling, within the the absurd in this way accomplishes nothing. The
giant slab of stone it’s built upon, is the largest and more absurd, apparently, the more magical power
most infamous prison in Satyrine. There are local one can draw, but no amount of absurdity magic
jails in every district, but Neverlight is for those can accomplish the impossible. Thus, many of the
sentenced to do long sentences for serious crimes. practitioners die making a split-second decision and
Neverlight is a hellish horror. Many areas are, as taking it too far.
the name suggests, entirely dark at all times and Still, Phalanx of Liquid Granite warriors have
very cold. Inmates are mistreated and neglected, been said to:
both physically and emotionally abused. The guards ✦✦ Leap into a group of foes and get them all

employed by the prison are specifically chosen for to strike each other while doing nothing but
their cruelty. If the Pinnacle Courts or the Deathless dodging.
Triumvirate object to these conditions, they keep ✦✦ Run along a railing while throwing shuriken at

it to themselves. Over the decades, the number foes on both sides of it.
of successful escapes have been very few, and the ✦✦ Throw a knife at a foe, run up to them before

prison operates on a very reasonable budget. they drop, pull it out, throw it at another foe,
Prisoners here are confined by wards and run up to them before they drop, pull it out,
suppressive magic that keeps them from using and so on.
spells or powers. The worst of the prisoners are put ✦✦ Stand on a rooftop, throw a handful of knives at

in huge birdcage-like cells and suspended from the the wall of a nearby building, making a stair-
bottom of the Undersling by chains—and more like path down, and then leap off and run down
than one of those chains has broken over time. the “stairs,” pulling out each knife with their
The warden is a powerful Vance named Chen Chen Zhao: level 9; magic foot and sending it flying at a foe with each
Zhao who is always clad in black metal armor, (two successes), step.
including a helmet that covers even her eyes, +2 Withstand, +4 Resist;
+3 Armor;
although she can see just fine. Her skin looks like +2 administration,
Members call their society liquid granite because
she’s made out of jagged blue glass. She is hard +1 magical lore; vislae with they are strong but move quickly and fluidly. And,
and ruthless, and maybe just a little paranoid. She many spells; +3 spellcasting of course, because it’s a bit absurd.

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Secrets of Silent Streets

THE SPIDERS OF COLOON material things very seriously. And the way that they
Although it’s a business, the Spiders of Coloon express this is that once each week, they conduct a
operates out of Coloon’s house. She breeds and (very illegal) ceremony wherein they cut one rope or
trains a very specific sort of spider and then sells chain that holds up the Undersling.
the eggs. The spiders here weave webs of emotion,
and these webs trap dreams as surely as a typical
spider’s web traps flies. Captured dreams can be PEOPLE OF THE
used for a variety of things, including as narcotics, UNDERSLING
carriers of secrets, or ingredients for Makers. These people can be found in the Undersling.
Coloon herself has no lower half, and she floats Coloon: level 5; +1 defenses;
in the air. Her long black hair is threaded with silver +2 spider interactions; AMBASSADOR OF THE RED
strands that look like spider silk but are actually 6 damage with diamond Obviously, there is no official position of
whip
wisps of spun diamond that she can use as terrible ambassador of the Red, but if there were, Narthalam
whips to defend herself. Narthalam Kur: level 8; Kur would hold it. A native of the Red, Narthalam is
+3 defenses; +4 intimidation; a scarred, hulking beast of a man whose very touch
TOWER OF THE BREATHED BIRDS can sustain 5 Injuries per ages and crumbles inanimate objects should he will
Wound and 5 Wounds
This tower gains its name from a ritual performed it. His knowledge of the realm of the Red Sun—
here, in which small statues of birds are crushed including demonkind—is extensive, and many
and then inhaled by the practitioners. The people come to him for information. However,
bird statues are made of a special powder that Karson and Rill Akakla: to gain it, one must pay homage to the Red and
transforms the inhaler into a savage beast with a level 7; +3 defenses; destroy something of value before Narthalam. His
birdlike head and a hooked beak almost like an axe. +2 Armor; +3 stealth and smile upon witnessing such an act is enough to give
perception, +2 attacks;
A father-daughter duo named Karson and Rill can sustain 4 Injuries per
a sane person nightmares.
Akakla founded the loose society that operates out Wound and 4 Wounds
of the tower. They work as mercenaries with a very (transformed, they gain BARADOS
dangerous reputation. People hire them to go into magic (two successes), Barados fancies herself a gunslinger, wearing
treacherous situations, wreak havoc, and very likely +1 attacks, +2 damage, and a pistol in a holster on each hip. She’s got olive
can sustain 5 Injuries per
kill large numbers of people. skin and dark eyes, and almost always wears red.
Wound and 5 Wounds)
Barados is for hire, either as an enforcer or as a
TEMPLE OF THE BURNED WICK Transformed mercenary: trainer. She’s self-serving in the extreme and won’t
The Wickburners are a solemn, heavily ritualized level 6; Magic (two risk her life for anyone or any cause, but if she’s
group of people in the Undersling who believe successes), +3 Withstand paid well she can be a valuable asset.
and Dodge; +1 Armor;
that reliance on material things—or just matter can sustain 4 Injuries per
in general—makes a soul weak. Their dogma is Wound and 4 Wounds THE MAN
complex, however. The Wickburners use things. In The Man is not a man. It’s an immortal entity
fact, they use things a lot. But they consume them, Barados: level 5; drawn to the very concept of violence. It is, in
never save them. Their name comes from a sort of +1 Withstand, +3 Dodge, fact, violence personified. Does it cause violence
mantra, “Tomorrow will bring another light,” which +2 Resist; +2 attacks with or does it merely find it? One thing is certain—it
a pistol
itself comes from a longer phrase from a never takes violent action itself, even if attacked.
200-year-old work by the playwright Nordia: The Man: level 9; magic Those near it, however, often soon find themselves
“Blowing out today’s candle is a waste of breath— (two successes), +4 defenses; committing an act of violence or suffering from
tomorrow will bring another light.” +2 stealth; can force a one.
nearby target to commit an
Their belief system, however, goes well beyond act of violence
The Man rarely speaks. It is tall and thin, with
“don’t hoard things.” They take the reliance on unkempt brown hair. It usually smokes a pipe. It is

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The Undersling

drawn to the Undersling but occasionally wanders AN UNDERSLING STORY


into other districts, almost as if lost, eventually Blood. Murder. Pain.
causing bloody events. It likely is a native of the Red. These are the essence of the Undersling, but even
Yestr as a human: level 6; these must crumble and fade eventually. Time has a
NABROUS WELT +2 Withstand and Dodge; way with all things, and even decay must . . . decay.
Twisted, scarred, and ugly by conventional +1 attacks; can sustain Yestr has been cursed. Once a powerful warrior,
5 Injuries per Wound and
standards, the man named Nabrous Welt has a 4 Wounds
beloved by the crowds at fighting rings throughout
reputation for being one of the greatest warriors the Undersling, she now wanders the district,
in Satyrine, skilled with blade, pistol, and his Yestr as a beast: level 7; constantly shifting from one state to another. In
own massive, misshapen hands. Despite the fact magic (two successes), one, she is lucid and appears to be herself—a broad-
that Nabrous lives a life of violence, working as a +1 defenses; +1 perception shouldered woman with scars mixed into her body
and stealth; can sustain
mercenary, guard, or enforcer, he maintains a strict 5 Injuries per Wound and
tattoos and the left side of her face replaced with a
code of integrity and honesty. In private matters, 4 Wounds; can attack one plate of dark wood. In the other state, however, she
he’s kind and generous. But if he’s paid to do so and foe for 7 points of damage is a hound-like beast with a fin on her back like a
you’re not helpless or a child, he’ll wring your neck. or two foes in one round for shark’s, and she sees hallucinatory threats wherever
3 points of damage each she looks.
THE SCALOPEDES Yestr won one too many of her fights. A mobster
Everyone knows that the areas beneath the city Nabrous Welt: level 11; named Corriane paid a vislae to put this curse
teem with unsavory creatures like ratgoblins and +3 defenses; +3 attacks and upon Yestr to both punish her and keep her from
roachgoblins. However, in the Undersling, people any physical movement fighting.
action; can sustain 6
called scalopedes dwell (and, in fact, hunt and Injuries per Wound and 5
eat ratgoblins and roachgoblins). Scalopedes are Wounds; +1 Armor A SAVAGE BEAST
not human, but rather some kind of intelligent, The PCs are in the Undersling and turn a corner
multilegged insect-things with heads not unlike that Scalopede: level 4; to see an older man attempting to defend himself
of a wasp and bodies a bit like an enormous mantis. +3 defenses; +4 climbing; and a young woman from a terrible, ravenous beast.
But all the scalopedes’ limbs end in six-fingered +2 Armor Without warning, the beast suddenly takes the
hands, and they use tools and weapons similar to form of a scarred and tattooed woman who seems
how a human would. Scalopedes keep to themselves shocked and confused. The two victims use the
but get along well enough with humans. Humans opportunity to get away.
find that they have a horrible acrid odor, however. The PCs may just keep walking. But if they
intervene, they can learn that the older man,
VA Kadaphius, and his daughter, Millene, were on their
Va is an angel in hiding. Fallen but not truly evil, Va: level 7; magic (two way home from working in the foundry when they
Va has simply lost her way and made a series of bad successes), +4 defenses; were attacked. They really just want to go home.
decisions. Now she’s hunted by those of her kind +2 disguise, perception, And the PCs might be able to learn that the woman
and stealth; can sustain
for two murders—one she did not commit, and 4 Injuries per Wound or
is, of course, Yestr. She’s not entirely sure how she
one she inadvertently did. She wears a disguise to Anguish got there and mumbles something about a curse
conceal her strikingly gorgeous human-seeming and some dust. Before she can explain, however, she
features. She can spread wings of solid light like instantly transforms into the beast and attacks the
those of a dragonfly, but she does not do so unless nearest person, whom she perceives to be a threat.
she absolutely must. Va doesn’t really have a plan, In the middle of a confrontation with Yestr, she
but she wants to stay out of the Pinion Court and Pinion Court, page 194 turns back into a human. When she transforms, 1
has—rightly or wrongly—determined that hiding Injury and 1 Wound instantly heal and any ongoing
near that place will make her harder to find. effects afflicting her—positive or negative—end.

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“Please,” she says, “get me somewhere where I CORRIANE


won’t cause any more harm.” But wait!
The PCs can take her to her home, about five Corriane knows about Yestr’s hope, and has no
minutes away, for which she’ll provide the address. If the PCs put Yestr in her intention of letting her or anyone else get hold
It’s a very simple apartment above a bar called home, they’ll need to figure of the Dust of Anigo’s Father. She’s got people
Candlecat’s. They should take precautions, however, out some way to secure her watching Yestr’s home and thugs positioned in the
there, or she’ll just transform
because in the time it takes to get her there, she again and leave.
alley of Cirde’s shop. If Yestr or anyone coming
transforms again. Typically, she’s human for a from her home enters the alley, the thugs accost
few minutes and the beast for no more than one them. They try to warn the PCs off from the shop,
minute, but this can vary. Corriane’s thugs: level 4; and are willing to use violence to back up their
As a human, Yestr will explain her plight—she’ll +1 Withstand and Dodge; position.
tell the PCs that she’s a fighter, that she’s cursed, +1 Armor The seven thugs are armed with knives, although
and that Corriane is behind it. If they have the one has a pistol as well. All wear tough leather
means, the PCs can try to remove the curse, but jackets. They’re not interested in killing the PCs,
it’s a level 9 effect. If they don’t, Yestr will tell them just showing them the error of not obeying their
about something called the Dust of Anigo’s Father order to leave the alley and forget about Yestr.
and where to get it. If they get her to her home, Yestr told the PCs about Corriane, so it should
she’ll even give them the money to pay for it. be no surprise who sent the thugs. If the thugs
successfully intimidate the PCs or physically keep
THE DUST OF ANIGO’S FATHER them from getting the dust, they have to give up on
Ten years ago, a man named Anigo came to Yestr or find another way.
Satyrine and dug up a grave in the Orchard of Orchard of Mausoleums, If the PCs want to try to reason with Corriane,
Mausoleums. He claimed—the story goes—that the page 55 they can find her at one of her inhalation parties.
grave was that of his father, a powerful vislae from These small affairs involve a conjured being that
before the War. All that was left was dust, but Anigo looks like a cloud of black smoke in the form of a
took the dust and began selling it around the city man wearing a suit (appropriate for a formal party).
to those who could appreciate its potency. Anigo The guests take turns with tubes (like drinking
disappeared soon after, never to be seen again. straws) inhaling small puffs of the being, which
The only known pinch of Dust of Anigo’s Father brings a euphoric high.
is in a tiny back-alley shop in the Undersling, run by Corriane: level 7; +2 Resist; Corriane is short and stocky with a broad face.
a woman named Cirde. Cirde is tall and imposing, +2 interactions She wears a ring on each finger, in each ear, and
with midnight-blue skin and blood-red hair. She’ll Cirde: level 6; +2 Withstand, in her nose. She has no intention of negotiating a
sell the dust for either 5 magecoins or 5 gem orbs. +4 Resist; +2 haggling deal that will help Yestr, but she’s no idiot. If the
(If Yestr gave the PCs money, it amounts to 15 gem PCs make a truly valuable offer, she might accept it.
orbs.) She’d be particularly interested in getting a group of
Cirde also has a variety of trinkets to sell, vislae to deal with some of her other enemies in the
including six random ephemera objects, if the PCs city, for starters.
are interested. Unlike most vendors, she’ll take gem
orbs or magecoins for them. RESOLUTION
The Dust of Anigo’s Father (level 7) can be If the PCs get the dust to Yestr, they’ll have made an
inhaled and causes serious hallucinations. However, ally in her, but also very likely a powerful enemy in
it also removes any magical spell or effect upon the Corriane. They earn 2 Acumen.
inhaler lower than level 10.

198
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Z
ardim is known for many things, but
perhaps the first that come to mind are its
origami buildings, many of which have
S A ZARDIM NEIGHBORHOOD
The Flechazo neighborhood is near the docks, but
not actually at the seaside. Narrow streets connect
no foundation and are simply tethered so that the wide piazzas filled with workshops and crafters of
wind does not move them too far. Still, most of the all kinds, many of whom live and work in the same
structures here are more conventional. building. Flechazo is known as a place to take a
There is more to Zardim (called “the Zardim” by romantic stroll, and many small bars and cafes cater
many residents) than origami buildings. It’s also a to those doing just that.
district known for its docks and ships, as the Alone’s The heart of Flechazo is a wide-open square
waves wash upon its southwestern reaches. Finally, with a small green park in the center known as
it’s also called the Crafter’s District, as Zardim Anne Ceves: level 5; Siren’s Wake. The gerent, Anne Ceves, lives here.
is where many people ply their trade by making +3 Resist; +2 social She’s an older, stout woman who always wears
things. Artisans craft goods from glass, gold, silver, interaction and seeing elaborate blue dresses. Her office is in her home,
through deception
leather, paper, stone, water, fire, and other materials. but she’s rarely there—she prefers to walk about the
Zardim has also attracted a fair number of poets neighborhood with a small retinue and check in on
and musicians. every workshop, every studio, every shop, and even
every home in her jurisdiction. Everyone calls her
Miss Ceves.
MOOD AND FEEL The Flechazo neighborhood does not have
Zardim is an artistic seaside community. The traditional police or firefighters, but rather a
origami buildings offer just one (albeit dramatic) powerful spirit that watches over the entire area,
expression of that nature. It’s a place of calm and manifesting when and where it’s needed. This spirit
peace, but also hard work and dedication. As you The Szaz: level 7; magic is called the Szaz, and it was originally summoned
walk down the street, caricature artists offer to (two successes), +3 defenses; and bound to the neighborhood by Miss Ceves’s
sketch you, a poet tries to sell you a hand-stitched invisible and incorporeal Goetic father.
when it wishes to be
book of their work, and all the while craftspeople About 1,000 people live and work in the
bustle past to get to their workshops or to buy neighborhood.
supplies to ply their trade. Meanwhile, travelers
from afar and sailors wander the district on their
own business, likely just happy to be on dry land
and away from the endless, quiet expanse of the
Alone.

202
Zardim

203
Secrets of Silent Streets

THE PATH LOCATIONS IN ZARDIM


THE ALONE Zardim, page 82 The following locations lie in Zardim.
Stretching into perhaps limitless space beyond
Satyrine to the west, the ocean known as the THE GHEYAL
Alone is typically calm and grey. Occasionally, a Not so much a location as an encounter, the Gheyal
storm will brew and strike with little warning. is a 100-foot (30 m) statue of stone and urgalic steel
The Alone is filled with a multitude Arabast, page 16 thought to date back to the arabast. It depicts a
of islands, many quite small and most huge being, vaguely humanoid, with six arms and
uncharted—or rather, uncharted together in the crossed legs. Most notably, however, the Gheyal
same maps and texts. The location and details moves around Zardim, floating a few feet off the
of an island in the Alone is often as rare a secret ground, occasionally pausing for three or four
as any other in Satyrine, available only to the minutes before moving again. It always takes the
diligent and the studious, or perhaps those same winding, convoluted path, and since it’s older
with money to spend. Many islands hold their than any portion of the district, no one’s ever built
own utterly unique flora and fauna, and even anything to block its movements (attempts to do so
settlements of humans or people not human have always failed). Instead of fighting it, the people
at all. Paying homage to the obvious clichés, of Zardim have embraced it. They climb aboard and
sometimes powerful vislae head out into the ride it like a form of reliable public transportation.
Alone to build a lonely tower on an island so There are always a dozen or more passengers
they can be left to their own thoughts and wherever the Gheyal goes, some riding on an arm
devices. or its lap, while others perch on wooden platforms
Sailors who cross the Alone always bear tales people have affixed to its sides.
of strange sights: a heretofore undiscovered
island or a sea beast or strange ship. But some THE GREAT OBSERVATORY OF ZUIN
people believe these to be tall tales inspired A slender, seemingly impossible spire rises up
by the monotony and silence that can only be near the sea, with a dangerously steep and narrow
found days from any shore, sailing across this spiral path leading from the ground to the top.
isolating sea. Perched precariously at the pinnacle is what
Still, in the docks of Satyrine, you will hear appears to be a too-large-for-its-position structure
stories of floating cities adrift, aquatic peoples topped with a massive dome. And from the dome
who live inside gigantic fish, warded islands extends a telescope of spectacular size. This is the
imprisoning terrible demons, and ships with Great Observatory of Zuin. Named for a famous
feathered sails crewed by angels. And that’s just astronomer, the observatory concentrates on the
for starters. study of the stars and their mystical significance.
Hypaethral, page 68 Unlike the Hypaethral in the Fade, the
Great Observatory of Zuin welcomes neither
unannounced visitors nor amateurs. Instead, if
you’re not part of the official staff, you need to make
an appointment before visiting.
Marli and Tobran: level 5; Heads of the observatory staff are Marli and
+3 astronomy Tobran, twin siblings and both expert astronomers.
The twins appear much younger than they are,
with freckled light brown skin, reddish-blond hair,
and eyes that blaze like golden stars. Appointed by

204
Zardim

the city government, they run the observatory like is designed to catch the wind in massive sails. It
a fiefdom. Their staff consists of six humans, two frequently rises 30 feet (9 m) or more in the air,
elderbrin, and, interestingly enough, three bat- and then comes back down. Within the Kite Tower,
winged creatures called orum that can fly to and Orum: level 4; +2 Dodge a visitor will find a popular restaurant, a variety of
from the city below with speed and ease. shops, and a few private offices.
Layout: Filling the entrance hall are creatures that
look like a cross between a goose and a saxophone NESHANA’S HOUSE
(with the mouthpiece being the bill, the bell being Neshana: level 8; magic Neshana is the most prominent vislae who lives
the back end, and the neck being, well, the neck). (two successes), +3 defenses; in Zardim. She’s a Maker, but she actually gives
They produce a musical cacophony that might, in +2 Armor; +2 papercrafts; the organization and its teachings little thought.
vislae with many items and
itself, be a spell that helps to preserve and protect a few spells; +2 spellcasting;
Neshana has a unique talent. She makes origami
the observatory. can create and control an creatures. While many origami artists can claim
Beyond the entrance hall are a number of well- origami creature as an such a skill, her quickly folded creations take on
kept offices, storerooms, and meeting rooms, but action enormous form and life at her command. She wears
the main attraction, of course, is the observatory origami clothing that serves as armor, and her violet
dome itself. Filled with thousands of arcane Neshana’s origami eyes literally glow in the dark.
glyphs, sigils, and other magical symbols relating creature: level 5; magic Neshana’s house is as dramatic as she is. It is not
to the heavens and the objects adrift within it, (two successes), can origami, but rather wood. However, once inside,
sustain 6 Injuries for
the observatory seems more like a summoning each Wound; suffers
Neshana—or anyone else with some skill—can fold
chamber than anything else. double damage from fire or move the walls, creating a door or passage where
there was none, or expanding the size or shape of a
THE HOUSE IN THE SEA room in just a few moments.
Stairs lead down into the sea. They continue The house is well warded, and the only way
underwater into a deep, water-filled hole. At the to enter is through the front door (teleportation,
bottom of the 60-foot (18 m) deep hole lies a house. incorporeality, and so on will not work), which
bears a prominent lock. If someone says the words
IMYASIS THE PATH “Open,” “Key,” or “Lock” when close to the lock, the
The only erotic prosody in the city, Imyasis does not Prosodies, page 69 word takes physical substance in the air and forms
sate appetites for food, but for sex. Those who leave a key in the speaker’s hand. However, only “Open”
after enjoying the sexually charged poetry recited actually unlocks the lock. The other two trigger a
nightly feel gratified, their needs (whatever they magical trap and an alarm inside the house. The
may be) met. level 8 trap causes the offender to fold like paper
One of the strange things about Imyasis is the again and again until they are nothing but a two-
erotic graffiti art scrawled on many of the walls. It’s dimensional square (4 rests).
not strange because it exists, but because no one
knows who drew it, and why it sometimes changes THE PAPER PIERS
and even moves (lewdly). Akin to many of the buildings here, a wharf of
paper piers and docks provides strange purchase
THE KITE TOWER for incoming ships. Most ship captains prefer the
Although the lightweight nature of the origami Seagate Docks, page 168 Seagate Docks in Riveriver, but the more whimsical
buildings means that the wind can move or topple come here, as do those bringing goods bound for
them easily (and thus they are secured to the the businesses located in Zardim, the Hollows, or
ground with cables), this is never more apparent Lower Taverswood (which is not all that many).
than with the Kite Tower. This origami structure

205
Secrets of Silent Streets

THE PRISM SHIP LAVENDER


About ten days in a month (usually two stints A crafter of glass, crystal, and the ghosts of melted
of five days in a row), the Prism Ship is docked Lavender: level 5; ice, Lavender is a composite entity of two fused
at the Paper Piers. The ship of faceted glass has +1 defenses; +2 crafting sisters. She refers to herself as a single individual
a crew of twelve and a captain by the name of and looks like a typical woman, except that she has
Angus Marunder. Captain Marunder specializes in Captain Angus two faces about 45 degrees apart. Both personalities
transporting magical—even dangerous—cargo and Marunder: level 5; shine through Lavender, and they are quite
vislae passengers. The hold of the Prism Ship has +2 Withstand, +1 Dodge, different, giving her a manic-depressive reputation.
+3 Resist; +2 sailing and
many warded vaults, and the ship itself is highly magical lore
resistant to magic (no effect below level 10 can
affect any portion of it). A ZARDIM STORY
The PCs are in need of one or more physical
objects, and learn that it (or they) are coming in on
PEOPLE IN ZARDIM a ship in the Paper Piers in Zardim. They need to
The following are just some of the interesting go to the ship and acquire the item directly.
people encountered in Zardim.
THE NIGHTSHIP
BAO The ship the PCs need to meet is called the
Bao looks like a black silhouette in the shape of a Bao: level 7; magic (two Nightship, and as its name suggests, it sails only at
woman, with facial features crudely scratched into successes), +2 Withstand, night. Thus, it comes into port at night.
where her face would be. Using horrific magic, she +4 Resist; +2 stealth; can The Nightship is black like a midnight sky
cause all close creatures to
draws energy directly from the souls of those near suffer 1 point of damage,
(complete with stars) and has giant moths for sails.
her. She is clever and devious, and quite mad. which grants her +1 to all Its captain is Sybil Uenara, a muscular woman
Bao hates Marli and Tobran, jealous of their actions whose legs and half her face have been replaced
positions as heads of the Great Observatory of with molded, animate onyx.
Zuin. She feels an affinity for the stars and the The ship has a crew of twenty and typically carries
night sky that she cannot fully explain and believes cargo and a few passengers. About five days in a
that the observatory should be hers. She’s looking month (usually in a row), the Nightship is docked at
for assistance in getting in, for which she will pay the Paper Piers.
handsomely. At the same time, the folks at the
observatory have already dealt with her a few times THINGS GO AWRY
and would reward assistance in keeping her away. When the PCs arrive at the Nightship, there’s a
commotion. Not many people are around the piers
CADGE THE SEER at night, but the few who are present run from what
A zilat seer of great skill, Cadge uses the Sooth Deck Cadge the Seer: level 7; appear to be three angry vislae casting spells.
to tell fortunes and previse the future. People of +3 Resist; sees the future The three vislae all wear green robes and have
influence and power throughout the city visit Cadge sparkling jewels floating around their face and head.
to gain her oracles, but she is just as happy plying They call themselves the Coven of the Diamond
her craft on behalf of the common folk as well. She Cloud and gesture when they cast spells as though
dresses provocatively but has absolutely no interest they draw power from the jewels (although they
in sex or romance. technically do not). The coven is made up of two
men and a woman, and they all look fairly similar,
as though they are siblings (they are not).

206
Zardim

Each coven member uses a different spell. One Coven member: level 5; that she and her entire crew are also infected. They
casts a spell that freezes a close target motionless +2 defenses; +2 stealth; just haven’t shown any violent symptoms yet.
in a mass of ice (2 rests). Another casts a spell of vislae with a few spells; Should the PCs do any kind of research or
+1 spellcasting
illusion to make it seem as though there are six investigation into the Coven of the Diamond
coven members, not only to intimidate, but also to Cloud, they’ll learn that the vislae were peaceful
confuse and distract. This raises the challenge to and studious types who never caused trouble. If the
target a particular coven member by +2. The third characters stick around and watch the crew, they’ll
simply conjures crystal shards that fly at a faraway notice a growing antagonistic and violent nature
target and inflict 5 points of damage. building up in them.
Sailors and dockworkers do not stick around to No matter what the PCs do, if they suspect that
confront magic-wielding vislae. If left alone, the there’s more going on with the Nightship, they
vislae cause some destruction and then flee into are correct, and if they return to the craft, they’ll
the night. They head to Fartown, where they live; Captain Sybil Uenara: find that Uenara and her entire crew are now
however, they are confronted by a squad of the Thah level 6; +3 defenses; showing every sign of infection and acting with
that subdues them and leaves them for the local +3 Armor; +3 sailing, wild aggression. If left to their own devices, the
+1 attack with cutlass
gerent to deal with. and pistol
crew attacks the nearest ship and attempts to set it
If the PCs intervene at the docks, the coven aflame.
fights with manic glee and does not flee. If the Nightship crewmember: Some nearby sailors and dockworkers might
coven is victorious, they head to Fartown, but if level 3; +1 defenses; help fight off the infected crew’s rampage, but they
the PCs are victorious, Captain Uenara thanks +1 sailing and climbing were not expecting this attack. If the PCs do not
them and promises to turn any survivors over to Violent fungal infection: intervene, eventually the local authorities will deal
the authorities. She says the coven members were level 5; wears off after two or with the situation, but only after great damage and
stowaways who seemed interested in making off three days casualties have been inflicted.
with valuables once the Nightship reached Satyrine. Thah, page 20
The captain rewards the PCs with 2 magecoins RESOLUTION
each, and of course whatever it is that they came for. If the PCs manage to restore Uenara’s mind, or
if they talk to her after the infection is over, she’ll
MORE TO THE STORY THE WAY come clean and tell them the story of the skull-
Captain Uenara is lying. The Coven of the Diamond Water Mage, page 93 headed fungus thing. In return for their help—and
Cloud were paying passengers coming from perhaps their discretion—she gives them a book
the Silent City and were quiet and unassuming. that holds the Water Mage secret and tells them
Something crawled aboard the ship one night at sea, THE PATH
mysterious tales from the sea that grant them each
however, and attacked the crew. The vislae and the Silent City, page 50 2 points of Hidden Knowledge.
sailors drove the skull-headed fungus thing off the Regardless, if the PCs successfully intervened
ship. What Uenara suspects—correctly—is that the with the coven, they earn 1 Acumen, and if they also
three vislae were infected by some kind of mental stopped the captain and her crew from doing too
spores from the thing that attacked, eventually much damage, they earn another Acumen.
driving them into a violent state. But she doesn’t
want anyone to know that, as she can’t take the time
to get involved with such a tricky matter involving
multiple gerents (she’s massively in debt and needs
to earn orbs fast by hauling cargo again as soon as
the ship can get loaded). What she doesn’t know is

207
Secrets of Silent Streets

I
RNDXPNS
t’s easy to forget, but to get from one district to
another, at least in most cases, one must pass
through some amount of what are known as the
T vicinity. No one, however, has figured out a solution
other than finding and eliminating them one by
one. And the task is exceedingly dangerous. It’s
Ruined Expanses. About half of the city lies in ruins THE PATH probably a task only for vislae, and even then only
from the War. Whole districts were wiped out, and The War, page 65 the most skilled and powerful vislae.
almost every district was at one time much larger.
Buildings were damaged or completely pulverized
by powerful weapons, fire, or rampaging warbeasts. HATE CYSTS
Other sections are relatively intact, but the buildings Hate Cysts are the remnants of the terrible weapons
now lie in decay from years of abandonment when unleashed in the War. Like malignant tumors, they
tens of thousands of people fled the conflict. spread if left unchecked. They hide in the ruins of
Years ago, right after the War ended, things were their own making so they can spread their influence
worse. Almost every part of the city was damaged secretly.
in some way. But rebuilding efforts have repaired Every cyst is different. Some have a sentience all
many structures and erected entirely new ones. their own, while others seem to be raw emotion
Certain districts, like the Reinvention, are entirely and pure power fused together in the worst of ways.
new, built after the War amid what was once Reports from those who have encountered them
nothing but ruin. directly vary, but accounts include diseased, organic
Rebuilding is made all the more difficult by masses as large as a small building, swirling holes
leftover remains of weapons used in the War, of darkness, and fluctuating nodes of destructive
today called Hate Cysts. These cancerous things, energies. The cysts are often buried in rubble,
deeply embedded into the ruins, fester and seethe but sometimes they lie within the empty shells
in secret, thwarting attempts to restore the ruins of ruined buildings or underground, beneath the
around them through terrible but varied means. wreckage above.
The Hate Cysts spread disease, discontent, and Most often, Hate Cysts aren’t seen at all—only
depression. They cause machines to seize up, crane their effects. Some of the crimes against nature that
cables to snap, scaffolding to collapse, and other the cysts perpetrate include:
accidents to happen. And then, most overtly—and ✦✦ inducing terrifying hallucinations or

most terrifyingly—they spawn terrible beings and nightmares


mutate existing creatures that prey upon mortals Cyst spawn, page 212 ✦✦ spawning horrific monstrosities

who enter the expanses. ✦✦ influencing or even controlling minds to

The Ruined Expanses are not safe, and while the commit heinous acts
Hate Cysts exist, they cannot be made safe. Rooting ✦✦ mutating creatures into deformed beings

out and destroying a single Hate Cyst allows for ✦✦ unleashing diseases and curses

rebuilding to occur, but only in that immediate ✦✦ altering probability to cause deadly “accidents”

210
The Ruined Expanses

The Deathless Triumvirate offers a standing bounty Deathless Triumvirate, In some expanses, paths have been cleared
of 100 gem orbs for proof of the destruction of a Hate page 19 through the rubble, or simply blazed through and
Cyst, with the idea that once a cyst is removed, that over the wreckage, to facilitate travel across the ruin.
portion of the Ruined Expanse can be reclaimed and But make no mistake—these locales are not yet
rebuilt. (Attempting to do so with a cyst still present reclaimed. They are dangerous and unpredictable
and active leads only to death and dismay.) for many reasons. The architecture is unstable,
brigands and thieves make their lairs there, and
THE PATH creatures like ratgoblins and roachgoblins lurk
MOOD AND FEEL Ratgoblins, page 131 around every corner. Ghosts of those killed in the
These regions of desolation and neighborhoods War roam the streets. But more than that, the Hate
Roachgoblins, page 132
of destruction are like stretches of apocalyptic Cysts are still quite active.
wilderness dividing many of the intact districts. One strange effect of the cysts is the oppressive
Traveling from one district to another often involves gloom that hangs over the ruins. No matter the
passing through one of the expanses, and doing so weather or season elsewhere in the city, entering one
can be dangerous. of the Ruined Expanses brings on an almost cave-like
Explosion craters, empty buildings, partially atmosphere. Many people think of the ruins as being
collapsed structures, soaring mounds of rubble, underground and even describe the grey ceiling
debris-choked streets that create dead ends, and overhead, though there is no literal truth to it.
more kinds of wreckage fill the expanses. In some Walking through the ruins, one finds the rubble-
areas, plants have overgrown the ruins. Others are choked streets and empty piazzas unsettlingly quiet,
lifeless without a hint of green. Some areas are even in a city as sedate at Satyrine.
flooded while others are as dry as a desert.

211
Secrets of Silent Streets

CREATURES AND BEINGS OF They operate like a wolf pack, with a single leader—
THE RUINED EXPANSES often the vampire that created the others—and a
The following are just some of the horrors that lurk well-organized group that seeks to worry prey with
in the Ruined Expanses. repeated attacks until they bring it down.
A vampire lair often has at least one non-vampire
VERMIN guardian quite loyal to its masters. Some vampires
Rats, giant insects, and other creatures dwell in can summon and control hordes of bats, rats,
the ruins. Left to their own, most of these vermin insects, or other vermin to guard them as well.
would not be overt threats to people, but they are Further, the vampires who sleep in traditional
frequently controlled by worse things—vampires, coffins (remember, not all vampires have the
cyst spawn, and so on—to attack as a swarm. same traits) hide the coffins, sometimes in all-but-
Other larger, more predatory vermin, like unreachable places. Alternatively, they use false
ratgoblins or roachgoblins, are just as prevalent, and coffins and devious traps to catch would-be vampire
present more of a threat. These creatures and others hunters.
like them attack people who enter the ruins, but Another vampire group might not require coffins
usually only if they significantly outnumber their but instead have a hidden, sealed chamber where
victims. they sleep during the day. Others might need to
bathe in blood or immerse themselves in the glow
THIEVES of a vile mystical light. Whatever requirements a
While criminal gangs can be a problem in many vampire may have, it’s safe to assume that they’ve
areas of the city, in no place do they present a Typical ruin thief: level 4; used their long “life” and considerable power to
greater danger than the Ruined Expanses. Partially, +1 defenses; +1 Armor ensure that they will always be able to fulfill those
this is because there is no law here. In addition, the requirements, and won’t be disturbed while they do
ruins are so deadly that thugs and brigands living THE PATH
so.
here need to be particularly capable and particularly Vampires, page 139 Regardless of whatever plan you have to hunt
ruthless to survive. and destroy a vampire, all but the youngest of their
Feral shepherd, page 128 kind have probably already taken steps to prevent it
VAMPIRES from working. From concealed armor plates to turn
Vampires present a very real problem in Satyrine, Rivenhome, page 154 a wooden stake aimed at their heart to a bewitched
and almost all of them live in the Ruined Expanses. vislae servant trained to cast a spell to block out any
They exist in the greatest numbers around the sudden exposure to sunlight, vampires take steps to
Rivenhome district, preying upon its populace for Gthal: level 5; +2 Resist; cover their weaknesses.
their needs. intangible and invisible;
The term “vampire” is not one with a precise cause all within hearing CYST SPAWN
to feel one of the following
definition. You’ll find so-called experts who will effects: forget the last few
When those in the know hear the words “Cyst
say “vampires are immune to such-and-such” or minutes, tear at their own Spawn,” they most often think of the beings called
“vampires can be killed by such-and-such,” but the flesh and inflict 1 Wound, Feral Shepherds. But Cyst Spawn are varied and
truth is, it can vary from vampire to vampire. What or use their most potent numerous. For example, gthal are intelligent
is true, however, is that the “rules” that govern a attack, spell, or other effect tones, typically high pitched, but some are low,
harmlessly into the air or
vampire typically pass to anyone they transform reverberating noises that rattle your teeth. Invisible
the ground (gthal’s choice)
into one of their kind. This makes vampires seem and intangible, they can be dealt with only via
almost like strains, families, or tribes. Rictus hunter: level 6; magic, and they use sound as a weapon.
This means that while vampires are sometimes +2 defenses; +1 Armor; gaze Likewise, rictus hunters are spawn that resemble
loners, they are most often found in small groups. paralyzes (2 rests) large, predatory cats with heads like vultures, but

212
The Ruined Expanses

with beaks twisted into a terrible toothy grin. Their


gaze can cause one to freeze in their tracks.
As one last example (of a nowhere near complete
list), the scorned resemble old men whose heads Scorned: level 5;
open as if on hinges, releasing a caustic slime that +3 Withstand and Resist;
turns flesh to salt. slime inflicts 1 Wound
and renders one of the
victim’s limbs immobile due
SIEGE WORMS to an encasement of salt
Siege worms were sentient, demonic weapons of transformed from their own
war, laying waste to huge areas or smashing the flesh
sturdiest of defenses. A few remain in the Ruined
Expanses, now asleep. But if awoken—usually Siege worm: level 10;
by using potent magic (or particularly magical +4 defenses; +4 Armor;
flux) near them—they are terrifying engines of can sustain 6 Injuries per
Wound or Anguish,
destruction and death. They take different forms, and 5 Wounds and 4
but most are gigantic, multilimbed worm-like Anguish; touch deteriorates
things of some configuration. inorganic matter and
sickens living matter,
inflicting 1 scourge in all
A RUINED EXPANSE STORY pools (3 rests)

The PCs need to (or simply decide to) eliminate a


Hate Cyst. This might be to earn the bounty or for THE WAY
a more personal reason—perhaps, for example, Magical flux, page 13
they want to build in the ruined area themselves.
Regardless, they should come well equipped for
both physical and mental challenges and danger.
Finding the cyst is the first challenge. While it’s
not entirely accurate, it’s expedient to think of the
Hate Cyst as an intelligent entity that attempts they immediately begin to hallucinate, seeing their
to hide its presence most of the time. The vislae nearest ally transform into a horrific monstrosity.
almost certainly need some kind of magic to locate The victim must flee screaming or strike out with
the cyst, and even then, they’re likely to turn up a Depending on how long it intent to destroy, depending on their nature. The
number of false positive results before finding it. takes to find the cyst, the hallucination lasts until the Anguish is alleviated.
The cyst has a level of 10 for these purposes. This PCs might also incur an
unrelated encounter, such
process likely takes hours. as with criminals or a
THE GUARDIANS
wandering predator looking If the PCs get too close to the cyst, they are
THE CONTAMINATION for victims. This is likely the confronted by two horrific entities emerging from
Even being within the general vicinity of the result of a GM shift. the ruins. One looks like a horse with transparent
Hate Cyst is dangerous. A mental whining grows flesh that makes its bones, muscles, and internal
louder as long as the vislae continue to search. organs fully visible. It has an oversized mouth with
Eventually, they must succeed at Resist defense razor teeth and a cavity in its breast that can open
actions (challenge 8) or suffer 1 point of mental to produce thin, skeletal arms with clawed hands.
damage every ten minutes until they leave the area. The other creature looks like a human male that
Should someone sustain an Anguish from this, has been ripped in half in the midsection, with

213
Secrets of Silent Streets

the upper torso floating above the lower. In the Vislae will have to dig through extensive rubble to
gap, wormy things emerge with disgusting, toothy get to it (they likely have magic to expedite this).
mouths. Once they reach it, it looks like a throbbing sac
The horse-thing attacks with bites and kicks, but Horse-thing: level 8; of diseased tissue, about twice the size of a person.
begins its assault with a high-pitched keening that +3 defenses; +2 Armor; This close to the cyst, the flesh of intruders begins
turns living flesh to liquid, inflicting 2 Wounds, can sustain 5 Injuries per to flake off, liquefy, or bubble up with terrible sores.
Wound or Anguish, and
unless the victim succeeds at a Withstand defense 4 Wounds and Anguish;
Those failing a Withstand action (challenge 10) in a
action (challenge 8). keening inflicts 2 Wounds given round suffer 1 Wound.
The man-worm thing makes no sound at all, on all faraway living Dealing 20 points of damage from magical attacks
seemingly fading in and out of existence in a creatures to the cyst will destroy it. But each time a vislae
regular pattern. It bites with the many mouths of Man-worm thing: level 7; successfully inflicts damage on the cyst, they see a
the emergent worms, and it can attack insubstantial +4 Resist, +2 Withstand vision of a loved one suffering that damage instead,
targets as well as material ones. Worse, it passes and Dodge; can sustain inflicting an equal amount of mental damage upon
4 Injuries per Wound or
right through a victim’s Armor when it strikes, and Anguish, and 4 Wounds
the vislae if they fail a Resist action (challenge 10).
spells or other magical effects that would prevent and Anguish; attacks bypass
attacks are negated. Armor and negate any WRAPPING UP
These beings fight until destroyed. magical effect that would Destroying a Hate Cyst is likely worth 3 Acumen
thwart or defend against and quite possibly 1 Joy, depending on the
them; can attack all close
THE CYST foes as a single action
character. Alternatively, it’s also a large-enough
The Hate Cyst lies deep in the basement of a ruined accomplishment that it should be a step—if not the
structure with no easy or straightforward access. climax—of one or more character arcs.

214
Index

Aabr 85 Coyal Pharmacy 176


INDEX
Jupiter Grocery 108 Obscure Palace, the 120 Strangeglass District, the 172
Aberidus 57 Crater House, the 52 Kaladiasi Fuur 44 Office of the Emotion Mills Submerged Opera, the 140
Abeth’s Boats 138 Crowded Garden, the 138 Kallie’s 176 Consortium 177 Sugar & Regret
Abstraction, the 64 Cryter Miniss 69 Karam Asfour 159 Olamic Dreams 68 Phantasmagorical Cupcakes 81
Aerrat Building Cuckoo, the 31 Keanna Lyter 88 Olias’s Greenery 187 Sunship Births 69
(the Tower of Time) 148 Current Tap (ephemera object) 59 Kendon 88 Oracle Stairs, the 158 Taraqal Artist Commune 81
Aethyric Radio 186 cyst spawn 212 Kite Tower, the 205 Oraline’s Shelter 99 Tellian Theater 150
Aethyric Shrine of Bearable Daily Sights, the 108 Knocks, the 98 Orchard of Mausoleums 55 Temple of Is Not 56
Existence, the 52 Deathless Triumvirate, the 19 Krau Eiris 87 Order of Makers’ Annual Temple of Onanthes 56
Alexis Targete 131 Dechine’s Restaurant 148 Kryven’s Books 80 Creator’s Prize Ceremony 117 Temple of the Burned Wick 196
Alone, the 204 Doctor Phileth’s office 31 Kudash 178 Orestre 122 Temple of the Past, the 121
Ambassador of the Red 196 Donus Poole 86 Kwamil 188 Pagoda of the Book, the 187 Territhanc 110
Anbeista and Kavirsta 159 Dreamery, the 67 Labyrinth, the 119 Pale Embassy, the 121 Thae Nitaris 89
Annual Longbriar’s Dog Show 117 Edward Zane 33 Larakalia 169 Pale Gala, the 117 Thah, the 20
Ash Cevelin 69 Ellinda Monare 57 Lavender 206 Palindrome, the 126 Thanae 100
Ash Gardens, the 158 Emanuel 33 Law Offices of Newell, Paper Piers, the 205 Thanaveve Hall 131
Assemblage of Ink 77 Emotion Mills Consortium Kemper, and Bundt 176 past, the 17 Theater of Scripture, the 100
Audsley Barron 86 headquarters 117 laws 19 Pellimere’s House 109 Therai Capthine 188
August Invisible emotion smuggling 66 Leigh Strathian 178 Pennyfair, the 99 Thirteen Station 81
Tournament, the 117 Empiternal University 30 Library of Rhol, the people of Satyrine 21 thoughtforms 22
Autonomic Academy, the 67 Enridima 86 Left-Handed God 55 Pilgrim’s Door, the 31 Tieda’s Meats 43
Aviary of Suits 41 Eremite fish 116 Library of the Undone 195 Pinion Court 194 Timeaus the Shipwright 169
Avitt Sloan 85 Erricot 128 Lieutenant Fisk 110 Pinnacle Courts, the 120 Tinata and Corian 132
Bao 206 Euphonic Church, the 53 Liquid Gold 42 Prism Ship, the 206 Tollisberry Park 187
Bar/Café 78 Fade, the 62 Long Park 166 Pristine Guard Defenders 116 Tomasa Services 178
Barados 196 False Arch 80 Loose Ideas 42 Pyramids of Glass, the 131 Topiary District, the 182
Barat’s Rentals 108 Far Pyramid Theater 149 Lorelei of the Birds 81 Quiet Lake 134 Torinalli’s 79
Barristol 41 Farrow 168 Lost Silks 42 Rampallion 106 Torquan the Reflection 151
bazaar exile 40 Fartown 72 Lower Taverswood 104 Ranette Pinoch 141 Tower of Lost Sleep 69
Benighted Song, the 77 Fedona Whethel 169 Luster’s Firearms 42 Rare Books 42 Tower of the Breathed Birds 196
Benthouse, the 194 Fiona Speares 87 Maelstrom House 110 Raveled Lodge, the 187 travel in Satyrine 23
Berdun’s Music Shop 77 Firewitch, the 44 Magisterium’s Court 118 Rax Jaros 160 Tre Manor 31
Black Gardens, the 67 Flechazo 202 Magniloquent Moth, the 119 Reaver Shirts 69 Treya Fethalmais 58
Blavanish House 90 Flowing Road, the 30 Maleago Insurance 177 Reclaimed Area 38 109 Trosevan, the 150
Blue 86 Font, the 138 Malurus 69 Redivivus 50 Trypa 159
Blue Evening Stables, the 166 Foundry 7 194 Malvoach Library, the 81 Reinvention, the 144 Tural 101
Bone Pit, the 158 Gamrose Tower 149 Man, The 196 Revelation, the 99 Undersling, the 190
Borisav 156 Gao House 108 Mandala Gate 55 Rivenhome 154 Unelind 101
Bradris Grocery 158 Garden of Oflim, the 130 Maralli the Finch 160 Riveriver 162 Unnamed, the 159
Brickhouse District, the 26 Garver’s Café 187 Marionette Hotel 176 Royal Academy of Lifesages, the 31 Upara 151
Bristall Apiary 186 Gate to the Hollows 80 Market Bridge 166 Ruined Expanses, the 208 Uramulpur 45
Bureau of Safety, the 156 gerents 19 Marquis Quarter, the 112 Ruined Expanses thieves 212 Va 197
bust, the 40 Gheyal, the 204 Marti Black 33 Ruined Expanses vermin 212 Valedictorian, the 168
Cadavers 194 Gilded Horror, the 30 Masked House, the 30 Ruman 142 vampires 212
Cadge the Seer 206 God of the Basement, the 170 Mausoleum of Nahairan 55 running NPC vislae and other Vancian Campus, the 82
Cafe/Bar 78 Goetic Hall of Records 80 Maven Narr 178 powerful beings 24 Varan 178
Calamera 174 Gormal 188 Maze, the 138 Sanders Pille 188 Varo Mist 89
Calivan Madhouse 78 Grand Assembly, the 117 Memom 70 Sanne 88 Vatic Conclave, the 117
Captain Alamathi 168 Great Observatory of Zuin, the 204 Menter’s Square 167 Sara Dathaford 168 Vedanta 67
Captain Ella Fostian 122 Grey Memories 41 Meriweather Hospital 168 Sartorial Art 121 Velleity 164
Cardiophages, the 52 Grynn’s Gramarye 80 Merrian’s 55 Satyrine 12 Venomhome 82
Carousel of Storms, the 79 Half God, the 160 Midnight Cathedral, the 55 Savion Clay 88 Venures 178
Carver’s Street 186 Hall of Honed Thought 176 Milliner’s Collection, the 119 scalopedes 197 Verramin 58
Castle of the Lie 79 Hands of the Green 41 Minister Aug Fullan 122 Seagate Docks 168 Vinalin 160
Cavern in the Sun 52 Hassie 40 Mivael Murillo 42 Secramins 70 Vincome 90
Celestial Bazaar, the 36 Hate Cyst 210 Moiris the Balladeer 45 Secret Bar, the 109 Wandering Corners 28
Chalmara House 148 Heart’s Hearth 30 Morath 141 Seller’s Night 40 wandering trees 184
Changeries, the 79 Hollowfolk 96 Museum of Kept Things, the 130 Sensorium, the 56 Warazax, the 169
Chaona Zach 90 Hollows, the 94 Museum of Natural Beauty, the 130 Serotinal Shores 139 Water Riders 44
Charles Abernathy 85 Hotel Moribund 99 Museum of You, the 130 Seru 89 Willard Moore 141
Charnel House, the 194 Hotel of Words 118 Nabrous Welt 197 siege worms 213 William Ballond 86
Chester 150 House in the Sea, the 205 Nathan Nevrimol 88 Silent Church, the 131 Winding Gallery, the 131
Chimera 146 House of the Sea Lost, the 166 Naver Bathhouse 139 Singing Street, the 109 Wystrin 90
Chirdes River, the 164 Houses of the Blessed 53 Neimas Pens 42 Singing Tomb, the 139 Yellow Temple, the 56
Chromalia’s Court 116 Houses of the Winged 68 Nerril Tobias 88 Sire the Day (invocation) 35 Ymass 179
Church of Time, the 59 Hrimras 96 Neshana’s House 205 Sisters of the Lost Moment, the 58 Yulesses 45
Cicatrix, the 86 Hypaethral, the 68 Neverlight Prison 195 Skytower, the 121 Zahrm 90
City of Notions 8 Imyasis 205 Nidas 169 Slipping Jack 188 Zardim 201
Clemency 57 In’Kalia Segali 168 Nightship, the 206 Somin 89 Zephyr 184
Clockworks 41 Indigo Rail Station 166 Nils Sorson 58 Spider Lady 43 Zern 58
code, the 40 Infinite Voids Within Flesh 41 Nine Sisters, the 100 Spiders of Coloon, the 196 Zero’s 83
Coiffure Extravagance 176 Island of Tosh, the 140 Nivet 100 Spirit Gaoler, the 123 Zilat Cleaning Services 109
Confederacy of Cloisters, the 48 Jeren the Devoured 100 Norien Koral 150 Spiritual Therapy 178 Zoara 70
Conversation Alley 79 Jianyu Vang 132 North Post 195 Starsbirth Arena 149
Counterpane 194 Jun 88 NPC vislae and vislae houses 76 Stoma Manor 158
215
Secrets of Silent Streets

CREDITS

DESIGNER Monte Cook


MANAGING EDITOR Shanna Germain
EDITOR/PROOFREADER Ray Vallese
ART DIRECTOR/GRAPHIC DESIGNER Bear Weiter

CARTOGRAPHERS
Lee Smith, Bear Weiter

ARTISTS
Martin de Diego, Jason Engle, Michael Franchina, Aldo Katayanagi, Kezrek Laczin,
Eric Lofgren, Irina Nordsol, Roberto Pitturru, Maichol Quinto, David Seidman,
Joe Slucher, Zoa Smalley, Matt Stawicki

Secrets of Silent Streets is a supplement for Invisible Sun.


You need the Invisible Sun Black Cube to play.

© 2018 Monte Cook Games, LLC. INVISIBLE SUN and its logo are trademarks of Monte Cook
Games, LLC in the U.S.A. and other countries.
All Monte Cook Games characters and character names, and the distinctive likenesses thereof, are
trademarks of Monte Cook Games, LLC.

Printed in Canada

216

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