142 GM asks: “What special pains will you take to keep this intrigue secret?” The answer to this question helps the GM consider how large a clock the opposition’s racing intrigue clock should be. If you plan to move fast and trust that audacity will carry you to victory, it might stay a 4-section clock. If, however, you are willing to play the long-game and move with caution, spend favor with other factions, or wager the strength of your reputation as a shield against suspicion, the clock might grow in size. Fortune favors the bold, but skullduggery is best accomplished with circumspection from behind a good excuse. Player asks: “Who else am I defying by committing to this course, and what kind of collateral damage might result?” The status quo does not like being disrupted. The moment you change the fiction of Ilrien you make enemies. Everyone in the city has their own aims, goals, and aspirations; the moment you maneuver into a position more favorable to yourself, you cut the moorings of a dozen competing plots. The GM informs you who you inadvertently snubbed by achieving your own aims. They also describe how the change might cause unforeseen damage to people and places beyond your intended target. making progress Progress is made on your outstanding intrigue clocks by taking action during downtime to carry out your plan. This might be issuing commands to your retinues, consorting with contacts, skulking around in hostile territory to ferret out information, or any other fictional action that gets you closer to achieving your goal. Unlike normal long-term clocks, pursuing your aims with intrigue does not simply constitute a fortune roll. You are putting yourself in harm’s way, exposing yourself to the consequences of your plan being discovered by your enemies. Your GM will state the position and effect of your rolls before you carry out your intrigue actions. The default position for these rolls is controlled, but your target’s tier, available assets, and the number of ticks on your enemy’s racing intrigue clock might mean you carry out your machinations from a desperate position. Failure marks the appropriate number of ticks on your target’s racing clock, though these may be mitigated as usual with a resistance roll. Mark ticks on your intrigue clocks as you would a normal long-term project clock. When your clock is filled, your desired outcome comes to pass. Should your enemies fill their clock before your intrigue comes to fruition, you have wagered and lost. The consequences discussed with your GM come to pass instead.
143 example intrigue Player: “Lucrezia, my paramour, is in debt to the Bank of Brass and Bone. I want to ensure that the ledger holding her debt is altered to erase all evidence the debt ever existed. I think I’m risking the censure of the Bank if my plot is discovered; they’ll probably refuse to contract with us in the future. They might bring their complaints to the Prince, too. House Elanda won’t be well pleased, I imagine.” GM: “This is going to require getting an agent into the Bank of Brass and Bone. You’ve got a retinue of Foxes, but it’ll probably take some time to get them placed to start cooking the books for you, right? Are you willing to wait, or do you think you could maybe bribe someone on the inside? You might be able to leverage your favor with the Houses Minor to make that happen, but how far can you trust them?” The Player and GM decide that this makes sense as a 6-part clock. The Bank doesn’t trust easily, and their agents are carefully vetted for loyalty. Player: “I’m going to send the best of my Foxes, Cesare. They’ve always proven themselves loyal, and I’ll arrange a public dismissal. Cesare will bide their time before approaching the Bank of Brass and Bone. I want to make sure I’ve got deniability should Cesare fail. It’ll take a while longer, but I really don’t want this traced back to me.” The Player and GM agree to change the Intrigue to an 8-part clock, representing the careful placement of Cesare. The GM assigns the bank a 6-part clock to represent the ferreting out of Cesare’s Disloyalty. GM: “You’ve hit the nail on the head here, I think. House Elanda as First House of the Esultare is firmly tied to the Bank of Brass and Bone. Should your plans be discovered, they’ll probably be moved to go to war with your House. Undermining the Bank is bad for business. The First Court might have all they need to levy charges against you as well. If you succeed, you’ll be snubbing the Arborists who are waiting to buy up Lucrezia’s estates when she defaults on her loan. As far as collateral damage, I’ve got to tell you, if the Bank of Brass and Bone lose Lucrezia’s sizeable debt, they’re going to be insolvent and the Fortunato Trade Federation are primed to move in and take control of a large part of Ilrien’s banking. The Bank and the Fortunato are going to swap tiers.”
144 Rituals & Crafting arcane magnitude Arcane energy varies in power, so to help the GM judge these forces consistently, the following magnitude scale is provided. Magnitude measures the quality level of a magical creature, arcane spell or other arcane phenomena by its area, scale, duration, range, and force. You can use the magnitude of an entity or power as a dice pool for the fortune roll to see how much effect it has, if it’s not obvious or certain. Example: A local township has been delayed in bringing the city’s grain shipment. It turns out they angered a very old creature when they clear-cut a new swath of forest to expand their fields. When the coterie arrives to see what the matter is, the creature turns its wrath toward them. This particular forest spirit has a magnitude of 5, so when it reaches out to crush the coterie with its tree-like limbs, it rolls 6d. On a 1-3 the attack has little effect; it batters whoever is closest, causing only minor harm. On a 4-5 it is relatively successful, battering everyone close enough to it for minor harm. On a 6 it successfully thrashes the entire group, using roots to reach anyone outside of its limb range and inflicting harm. On a critical success the mighty creature hammers the party causing significant harm. You can add levels of magnitude together to describe a combination of effects, or simply focus on one key feature for the magnitude assessment, ignoring other elements, even if they’re on the scale. Additional elements are not always additive. Example: In the previous example, the forest spirit generated magnitude 5 force and the GM included it’s reach “for free” as part of its power. Example: In another session, a Knack wants to accomplish a ritual that will unleash a forest spirit on a mercenary band hiding in the foothills. The GM decides this is a significant summoning and chooses to add two levels of magnitude together force 5 and range 4. To summon such devastating power the Knack will suffer 9 stress. The GM offers a compromise, the ritual will only cost 7 stress if the knack is willing to take extra time, but some of the mercenaries will see it coming and have the good sense to run away. The magnitude is just a set of guidelines to help the GM make judgement calls. How they choose to judge magnitude is ultimately up to them.
145 The tables below can also be used as a guide to quality level when a PC acquires an asset or crafts something. area/scale 0 - A closet, or 1 or 2 people 1 - A small room, or 3-6 people 2 - A large room, or a dozen people 3 - Several rooms, or 20 people 4 - A small building, or 40 people 5 - A large building, or 80 people 6 - A city block, or 160 people duration/range 0 - A few moments, or within reach 1 - A few minutes, or a dozen paces 2 - An hour, or a stone’s throw 3 - A few hours, or down the road 4 - A day, or several blocks away 5 - Several days, or across a district 6 - A week, or across the city tier & quality/force 0 - Poor, or weak 1 - Adequate, or moderate 2 - Good, or strong 3 - Excellent, or serious 4 - Superior, or powerful 5 - Impeccable, or overwhelming 6 - Legendary, or devastating quality examples 0 - A rusty knife, tattered clothing, an old shack 1 - A fighting blade, common clothing, cheap food 2 - A pistol, respectable clothing, private rented room, common magic 3 - A coach, boat, fashionable clothing, small home 4 - Luxury transportation, townhouse, powerful magic, typical spirits 5 - A large townhouse, small ship, custom clothing, rare arcane trinkets 6 - A mansion, large ship, awe-inspiring magic, nature spirits force examples 0 - A firm shove, candle flame, breeze, tiny spark 1 - A solid punch, steady wind, torch flame 2 - A powerful blow, howling wind, burning brand 3 - A crushing blow, staggering wind, Molotov cocktail 4 - A charging horse, burning forge, whirlwind 5 - A cannon, raging thunder-storm, massive fire, lightning strike 6 - Hurricane wind, molten lava, tidal wave, electrical maelstrom
146 Rituals A ritual is required for big magic, the truly awe-inspiring stuff. Rituals undertaken by “blunts”, those without the knack, can backfire terribly. Even amongst the skilled or talented there is much that can go awry when weaving arcane currents of these proportions. All rituals have a cost. Based on the nature of the ritual you are trying to complete, the GM will create an unintended side-effect. When the ritual is complete the GM will advance the clock for this side-effect coming to fruition, determining the trigger(s) required to fill the tracker. Any unintended consequences that do not require a clock happen immediately upon completion. For every special ability you have in the “Knack” playbook, you may have one of these features: • You know what the side-effect of your ritual will be before it comes to pass. • You can mitigate the severity of the side-effect by one magnitude effect level. • You can spend a downtime activity holding off the side-effect, stopping it from happening at a particularly inopportune time. If you are a “blunt” with no skills from the “Knack” playbook, you are at the mercy of the GM’s good will. Use the below unintended consequences as a guideline, based on the ritual’s magnitude. 1-4 Magnitude Effect Level - Minor; a noticeable physical change in the caster, sensitivity to a common substance, the caster becomes distracted and reduces one less stress than their normal when they indulge for a set amount of time. 5-8 Magnitude Effect Level - Significant; the caster is fatigued and must spend one additional stress to push themselves for a set amount of time, a personal sacrifice is demanded, something annoying is summoned by the display of arcana. 9-12 Magnitude Effect Level - Severe; the ritual cannot be controlled after it’s served its initial purpose, something dangerous is woken or attracted by the output of arcana, a great sacrifice is demanded. find a ritual source All rituals come from somewhere. They can be obtained using Acquire Asset or found or awarded in the course of play. Because rituals are the province of the old Warweavers, they are not easily available, and can be quite costly.
148 learning a ritual Once you find the ritual, you undertake a long-term project to learn the intricacies of its lasting. Most rituals will require an 8-part clock to learn. Define the nature of the ritual by answering the questions below: GM Asks: What does the ritual do, and how is it arcane? Player Asks: What must I do to perform the ritual and what is the price? GM asks: What new belief or fear does knowledge of this ritual and its arcane force instill in you? Example Ritual Answers Player Answers: The ritual summons a torrential storm to put out the fires raging in the city. As long as the ritual is active my eyes crackle with lightning and sparks jump from my fingers to metal objects. GM Answers: You will have to spend one downtime activity to perform the ritual and another downtime activity to climb to the highest point on the city wall to unleash the ritual’s power. The cost will be 6 stress if you are uninterrupted, but for every interruption along the way you will incur 1 additional stress as you fight to contain that power. Player Answers: If this was a relatively uncomplicated ritual; I mean, something that I could do alone, then the Warweavers must have been truly terrifying. performing a ritual Most rituals take one downtime activity to complete, but the GM may call for two, or three downtime activities to resolve the ritual, depending on its scope. This represents the amount of time required to prepare and cast a ritual. Some rituals may be performed in advance of their intended use. In this case the ritual is considered dormant, waiting a final word or gesture at a later time for completion. When you perform a ritual, you take an amount of stress established by the ritual questions, according to the magnitude of the forces brought to bear. The GM uses magnitude as a guideline for setting stress cost, using their discretion.
149 Crafting During downtime, a PC can Tinker with special materials and tools to produce or modify items, mundane or arcane in nature. The system for crafting and enchanting is the same, with some details changed depending on the crafted item. inventing To invent a formula for a new alchemical concoction, a spell for a new enchantment, or the plan for a new device of your design, you need to Study it as a long-term project. Most new formulas, enchantments, or designs will require an 8-segment progress clock* to invent and learn. The Player and the GM answer questions about the invention to define its purpose in play and what is required to create it (see below). The player records these answers in their notes for future reference. *If a PC with no skills in the Knack playbook wishes to create a spell for a new enchantment, they require a 10-12 segment progress clock, signifying the additional undertaking of learning the required uncommon reagents and craftwork. Creation Questions GM asks: “What type of creation is it and what does it do?” Player answers. A creation might be mundane, alchemical, or arcane. Player asks: “What’s the minimum quality level of this item?” GM answers, with the magnitude of the effects the item produces as a guideline. GM asks: “What rare, strange, or adverse aspect of this formula, enchantment, or design has kept it in obscurity, out of common usage?” Player answers. Player asks: “What drawbacks does this item have, if any?” GM answers by choosing one or more from the drawbacks list, or by saying there are none. Once you’ve invented a formula, enchantment, or design, you can craft it by using a downtime activity. No one else can craft this invention unless they learn your design as a long-term project. If you acquire a formula or design invented by another tinkerer, you may learn to craft it by completing a long-term project. Learning an existing formula, enchantment, or design will typically require a 4-segment progress clock to learn. Common alchemicals, enchantments, and ordinary items don’t require special formulas or designs to learn. Anyone may attempt to craft them by using commonly available instructions.
150 crafting or creating Crafting Roll Modifiers • 1d for each Tinker (if mundane or alchemical) or Channel (if arcane*) action dot. • +1 quality per influence spent. • +1 quality for Workshop coterie upgrade. • Crafting Roll Results • 1-3: Quality level is tier -1. • 4/5: Quality level is equal to tier. • 6: Quality level is tier +1. • Critical: Quality level is tier +2. To craft something, spend one downtime activity to make a Tinker or Channel roll to determine the quality level of the item you produce. The base quality level is equal to your coterie’s tier, modified by the result of the roll. The results are based on your coterie’s tier because it indicates the overall quality of the workspace and materials to which you have access. If you do the work with the Workshop upgrade for your coterie your effective tier is one level higher for this roll. The GM sets a minimum quality level that must be achieved to craft the item, based on the magnitude of the effect(s) it produces. The GM uses magnitude as a guideline for setting the quality level—it may be higher or lower at their discretion to better describe the nature of the project. An item may be crafted at higher quality if the player wishes to attempt it. You may spend influence 1-for-1 to increase the final quality level result of your roll (this can raise quality level beyond tier +2). A word of caution for blunts: If someone with no skill in the Knack playbook wishes to craft something arcane, they are subject to -1d on the Channel roll. If they have 0 in Channel there is no change, but they are unable to push themselves for an additional die.
151 modifying Adding a feature or additional function to an item is simpler than creating something new. You don’t need to invent a special formula or plan. Use a downtime activity and make a crafting roll to modify an item (the baseline quality of an item that you modify is equal to your coterie’s tier, as usual). A simple, useful modification requires tier +1 quality. A weapon that breaks down into two sections to be more easily concealed. A significant modification requires tier +2 quality. Strengthening the barrel and powder load of a single-shot pistol to fire further. An arcane or alchemical modification requires tier +3 quality. A dagger that can harm a spirit. An outfit coated with alchemicals to make you more alluring. Modified items, like special creations, may have drawbacks. drawbacks A creation or modification may have one or more drawbacks, chosen by the GM. Complex- You’ll have to create it in multiple stages; the GM will tell you how many. At least one downtime activity and crafting roll is needed per stage. Conspicuous- This creation doesn’t go unnoticed. Take +1 exposure if it’s used any number of times on an errand. Consumable- This creation has a limited number of uses (all alchemicals must have this drawback, usually one use). Rare- This creation requires a rare item or material when it is crafted. Can often be paid for with +1 influence. Unreliable- When you use the item, make a fortune roll (using its quality) to see how well it performs. Volatile- The item produces a dangerous or troublesome side-effect for the user, specified by the GM. A side-effect is a consequence, and may be resisted.
152 sample common creations Creations are listed with their quality level (by tier: I-VI), followed by a number of uses if they’re consumable (1-3). The items listed below are commonly known and do not require studying before producing them. Example: Mirah spends a downtime activity distilling a batch of Crumble. She rolls Tinker and gets a 4, meaning quality level equal to her coterie tier which is II. She spends 1 influence to bump up her result to a 6 (tier+1) which is high enough for Crumble (III). She makes two doses of the intoxicant. intoxicants Drawback: Volatile. Lvl 1 harm “fuzzy”. Dreamleaf (I/3) A red-veined leaf, dried and crumbled before smoking. Induces a mild euphoria followed by lurid dreams. Said to be collected from the graves of Knacks. Glint (II/3) A crystalline alchemical powder. Induces feelings of invincibility. Developed for the Dread Emperor’s frontline armies and named for the look in the user’s eyes while under the influence. Weeping Bell (I/2) A tea made from the flesh of a mushroom of the same name. When drunk it induces a trance which some say reveals the arcane world. Others are skeptical. Crumble (III/2) A preparation of alchemical powder which when breathed immediately seizes muscles and tightens the airways. Down you go. Sweetsleep (II/2) A colorless, tasteless liquid which emits an anesthetic fume. A favorite of infiltrators everywhere.
153 poisons Drawback: Volatile. Lvl 1 harm “ill”. Slake (II/2) A vile drug refined from a particular canal bottom-feeder. The afflicted will not want to stray far from the privy. Blink (II/2) A chalky powder typically thrown into the faces of luckless sentries. Causes temporary blindness as the eyes film over. Scald (III/1) A vibrant red decoction which over the course of days, brings on fever, sweating, nausea, vomiting, and often death. A physician will doubtless notice the scarring of blood-vessels which indicates the use of this drug. Torpor (IV/1) A powerful paralytic. Ingested or Injected, derived from a mushroom which grows on the Necropolitan Hill. Traitor’s Tears (IV/1) Expensive to create (pay +1 influence) but quick to work. Ingested, it mimics the symptoms of a heart attack. Difficult to detect. weapons Drawback: Conspicuous. Grenado (III/2) A small clay pot filled with gunpowder and nails, fixed with a fuse. Flash Bomb (II/2) Stage magician’s powder packed into a small lantern. Smoke Bomb (I/2) A small clay pot filled alchemical components, fixed with a fuse. Creates a thick curtain of smoke. Marksman’s Rifle (IV/1) A finely tuned, long-barreled rifle complete with telescopic sight. Perfect for long-range engagements. Gun Cane (III/1) An easily disguised single-shot weapon. Popular with many lesser nobles.
154 potions (arcane) Drawback: Beacon. Attracts unwanted attention from magical creatures. Clamber (II/2) When consumed, this sticky brown liquid causes minute hairs to sprout on the palms of the drinker. They can now climb sheer walls with ease. Lasts for ten minutes or so. Aria (II/1) When consumed, the imbiber loses their voice for several days. A favorite weapon amongst the theatre district, and perhaps a clue as to why sprites and spirits are so fond of the place. Velvet (III/1) When the vial is shattered a 20x20x20’ area is blanketed in an inky pitch blackness. Increase the area by 20’ for every quality level over III. Black Widow (IV/1) When consumed, the imbiber’s saliva becomes deadly for several minutes. Martyr (IV/1) When consumed the imbiber’s blood becomes violently flammable when exposed to oxygen. This is strangely more survivable than it sounds. weapons (arcane) Drawback: Rare. Always costs +1 additional influence to create. Gorgon’s Gaze (III/1) A brass tube shaped like a telescope. When uncapped, it releases a beam of red light that turns living matter to stone. Banshee Grenado (III/1) This canister contains the wail of a banshee trapped in time. When unstoppered, the scream deafens anyone not adequately protected. Dragon’s Blood (IV/1) Probably not actually dragon’s blood. Whatever its pedigree, it burns white hot when exposed to air, and water only spreads the flames. Horn of Siege (IV/1) Put the silver-capped horn to your lips and blow. Stone crumbles before you, metal twists, though living things are completely unaffected. Ghostfire Acid (IV/2) Doses of this smoky green gas must be kept in mirrored glass vials. It wafts like smoke, burns like acid, and consumes organic material while leaving structures unharmed. Dissipates in ten minutes.
155 sample special formulas Perfect Sight (II/1, Arcane, Beacon) The imbiber can see in complete darkness, albeit only in shades of grey. Red Mist (II/2, Volatile), Refined from Glint, this is a potent combat cocktail allowing a combatant to ignore life-threatening injuries while engaging superior foes. Imbibers acquire the following consequences, “Cannot discern friend from foe,” and “Don’t stop until they are all broken.” These may be resisted as normal. Facade (III/1, Arcane, Beacon) Allows a user’s features to be molded like clay for 2 hours. Vitalis (III/1, Rare) Accelerates the user’s natural healing ability both physically and spiritually, adding +4 ticks to any healing clock. Sleeping Beauty (III/1, Volatile) Derived from widow’s tears, a pale flower growing in the Dead Hill, it puts the imbiber into a deep and death-like sleep for several days. True Sight (III/1, Arcane, Beacon) Gives the user the ability to see the invisible and sense danger before it comes to pass. Last Breath (IV/1, Volatile, Unreliable) Distilled from the dying breath of a hanged man. It may be used to delay death a while, or in rare cases return the recently dead to life. Oh so very rarely, the wrong person comes back... Thieves Life (IV/1, Arcane, Beacon) Said to be an unguent created by the old War Weavers for stealing each other’s secrets. A distillation of a living or once-living thing’s thoughts, derived from their blood. The imbiber gains all of the thing’s memories for weeks before fading. Side effects can be severe.
156 sample gadgets & special plans Blur Mask (III/1, Arcane, Beacon) A fine mask, subtly changing the features of the wearer every minute or so. Makes the wearer hard to remember. Wraithling Dagger (III/1, Rare, Volatile) A dagger made of a compressed alchemical reagent which reacts violently to blood. The blade disintegrates in minutes after use. Clever Ink (IV, Arcane, Beacon) A deep black ink that has the ability to rewrite specific clauses once the ink has cured. Mockingbird Box (IV, Arcane, Beacon) A pocket-sized, magical music box that can record nearby voices and conversation. Drone Beetle Jar (II/1, Rare, Conspicuous) When these strange, iridescent beetles beat their wings, it sounds uncannily like a garbled conversation. Shake the bottle and speak freely without concern of being overheard by anyone outside of a five-foot radius. (They typically survive in captivity for three days, provided you remember to poke holes in the lid.) The Canary (III/2, Arcane, Beacon) Made in pairs; they work reliably over long distances to send messages in a chirping code. Reason (II/1, Volatile, Limited) A discrete duelist’s gauntlet with a shocking secret. Powered by a small alchemical battery, it delivers a strong electrical current that stuns a grown man. It is capable of a single use per charge. Veritas (IV/1, Unreliable, Conspicuous) A peculiar device capable of measuring stress responses. It is very handy when you need to tell if someone is lying. Of course, first you have to convince them to put the thing on, and that alone may cause stress.
158 crafting example inventing a spring blade Silk is in need of a discreet weapon to fill out her assassination toolkit, something that comes to hand quickly and can get past reasonable scrutiny. She decides to make a spring-loaded dagger that she can wear around her wrist and hide beneath her sleeves until it is triggered. First, Silk must invent the new design. The GM and Silk’s player, Jo, go through the creation questions. 1. The GM asks, “What type of creation is it and what does it do?” Jo answers, “I want a spring-loaded wrist dagger, fit for a master assassin. It needs to be easy to hide and spring to hand quickly. 2. Jo asks, “What is the minimum quality level for this?” The GM answers, “If you want it to work as intended every time, we’ll call it a level 3. That’s 0 for scale, 0 for range, and 3 for quality. If you’re willing to take the attribute unreliable, it can be made at level 2.” 3. The GM asks, “What rare, arcane, or adverse aspect of this design or formula kept it in obscurity, or out of common usage?” Jo answers, “I think getting the lever and spring tension just right so that it goes off when it needs to and not when it’s not supposed to is very tricky. Failed similar designs probably landed a lot of folks in the gallows.” 4. Jo Asks, “What drawbacks does it have?” The GM answers, “I think this one has a delicate calibration drawback. After using it for an errand, you’ll need to spend a downtime action to set the spring tension back just so.” With the design settled, Silk spends a few downtime activities on a 6-segment long-term project clock to study the design and learn how to build it. crafting the spring blade Once the design is learned, Jo builds the spring blade by spending a downtime activity. Jo rolls Tinker and gets a 5, which is enough to build the item with quality equal to Jo’s coterie tier. Jo’s tier is 2, so that is quality level 2- not enough for the quality level 3 spring blade. To make up the difference, Jo will have to spend 1 influence on the construction of the spring blade. It’s not cheap, but Jo thinks it’s worth it, so she spends the influence and the new weapon is ready to go.
Chapter Four A Guide to Ilrien
160 Abridged Timeline of Ilrien -86 - Taliesen of Beryl leads his exiles to the Calrayan coast to found a beacon of liberty. -45 - Calrayan raiders sack the city. 0 - Founding of the new city on the rubble of the old. 125 - The Dread Emperor arrives with his Warweavers and legions to subjugate Ilrayan. 313 - The Grand Rebellion wrests control of the city from the Dread Empire. 317 - Ilrien’s families elect the first Prince of Ilrien. 318 - The first Prince is assassinated. The second Prince abdicates, and establishes the Grand Council. 320 - The Grand Council establishes the Esultare. The Great Game is begun. 430 - The Deathless tear down the last of the Dread Empire. Ilrien finances the crusade to contain the threat of the Deathless. 477 - The Last Deathless is sealed in the Necropolitan Hill. 480-651 - The Successor Wars are waged. While the mainland is consumed with infighting, Ilrien rises to power. 794 - Present day at the start of the game.
161 Dueling & the Court ofBlades Legal disputes in Ilrien, matters of personal and familial honor, and redress for grievous wrongs both public and personal oft as not result in dueling. The customs and courtesies attached to such duels are as changeable as the fashions of the city, but at minimum the law requires witnesses, an impartial judge, and the permission of local magistrates before any blood is shed. Even so, the existence of the law is no bar to its breaking, and illegal duels menace the streets of Ilrien no matter the measures taken to rein in such violence. So what does dueling look like in your Ilrien? Consider the following: What weapons are in fashion this season? Swords in the square? Pistols at dawn? Daggers and cloaks? Cudgels and fists? Whose authority must be sought with regard to legality? A petition to the Prince? Accord between dueling Houses? The Watch’s special arbiters? A Grace of the Church of the Lady? The owner of the dueling ground? What strange formality must be observed? Must the duelists be blindfolded? Is dueling only done in darkness? Are both parties poisoned beforehand, or otherwise inebriated? Do they compose verse while fighting? Where do personal duels take place? Any sufficient open space? Regulated dueling grounds within the city? Never within the city’s walls? On cat-bridges over the canals? How far does it go? Is it tradition to fight to first blood? Three passes with blunted weapons? Will only death suffice? What is customarily afforded to the winner? A public retraction of insult from the loser, or penned by the loser’s second should they fall? The weapon of the vanquished, as payment for the sleight? The debts of the slain, should they perish in the duel? Duels of significant weight, matters which command the personal attention of the Esultare, are conducted in the city’s premier dueling ground, the Court of Blades. Here, blades flash and the crowd roars as satisfaction is sought before the watching eyes of the city. Here, even the Prince may answer a challenge, for none are above the call of the Court of Blades. Whatever form it takes in your game, this arena is a place where great wrongs are righted and vengeance flashes red to the roar of a very polite mob.
162 When constructing your Court of Blades, consider the following questions: Only matters of important warrant duels within the Court of Blades. What would these be? Is it only matters between the Houses of the Esultare? Are particularly heinous crimes judged here? Are they the cases of personal interest to the Prince? Are they voted on by the Houses Minor? The winner carries forward reward and renown. What form does this take? Are they exempt from legal recourse for any duel following their victory? Are they are granted a weapon from the Prince’s own hand? Are they are named a Justice of the Prince, fighting thereafter as a champion of the Court? Do proposals of marriage flood in as noble families seek alliance with the victor? The Court of Blades is more dangerous than a normal dueling ground. How? Are duels fought on an elevated platform, high above the arena floor? Does the duel take place on narrow catwalks over water? Does the arena also contain a dangerous creature, or creatures? Do alchemical and clockwork traps lurk beneath the sands, triggered by unwary footfalls? Are the normal rules of Ilrien not enforced here, bidding duelists only win at all costs? Is it all of these? Daily Life Ilrien is a nation unto itself. It is a city-state spanning 160 square miles, from the Docks to the Great Gates, and the northern foothills, to The Necropolitan Hill. The great city is home to just over 124,000 registered citizens, scores of those deemed undesirables, and other souls passing through. The city is webbed by a delicate network of bridges, canals, and elevated walkways. At all hours, the city is abuzz with activity. Barter and trade echo loudly in the markets and plazas throughout the day, and quietly in the alleys and winesinks by night. The din of hammers and saws in the Arsenal gives way to the skirl of steel in the Twist when darkness closes in and night lets down her hair.
163 Currency The fiore is the currency of the city, named for the crocus stamped onto its silver surface. The flower itself was a symbol of the true first Prince’s House. Much of the city still runs on trade and barter. Large purchases are typically arranged at the Bank of Brass and Bone. It is highly unusual for anyone to simply show up somewhere with a large sack of fiore. The well-to-do carry bank-notarized letters of credit. The Great Game politics amongst the esultare Every House of the Esultare has its own agenda. Most Houses have at least one rival House, whether secretly, or publicly known. When a matter of politics must be discussed between Houses, an invitation to meet will typically be sent by the aggrieved House. Either the head of the opposing household, or someone with the power to speak for them, is expected to attend. It is considered impolite to bring more than two personal guards to one of these affairs. warfare amongst the esultare Open warfare is frowned upon, as it might make the Houses Major look petulant in front of the citizens of Ilrien. If a House of the Esultare commits a crime so egregious it must be met with violence, it is preceded by lengthy court hearings. Only one House of the Esultare has ever been found guilty and fallen so. After the verdict was passed, in a single night the house was burned to the ground by the army of the Grand Council. The old estate site is now home to a lighthouse. Because of this, warfare happens in the shadows. It is not unprecedented for Houses to engage in deeply personal secret wars with one another for years. Armed clashes in out of the way locales are not uncommon, though it is gauche to mention them in polite company. Fighting between Houses is done covertly, through malicious interference and undermining, with the price of failure quite high.
164 Cuisine fine food Fine Food is a luxury readily available for those with the fiore and their guests. Meals are served with carefully selected and aged wines from the city’s vintners, with balsamic vinegars a common condiment. Meats are most plentiful amongst the wealthy, vegetables are served fresh year-round, and the highest quality honeys are infused with spices and flowers in which to soak sweet breads. Interesting and flavorful sauces, olives, and fine cheese are staples here. family meals Family Meals are served on large platters, or in lidded vessels that are shared communally. A typical family meal amongst even the lower classes consists of a salad of spiced fresh or pickled vegetables, fragrant sauces, small servings of seafood, with enough bread to feed a mule team. Bread is served as a large round, or loaf, and pieces are pulled off, bit by bit, by everyone seated at the table. Meals are typically served with tea, and finished with sweets like candied dates, fruit breads, and cafe. street food Street Food is an important staple of life in Ilrien. Every district of the city features its own regular vendors. Buffeted in with the tide, every culture finds its way to Ilrien and with them comes their food. With the Iberican came the tapilla, small discs of fried dough stuffed with grilled meats and vegetables. With the Maur came the chelau, roasted hollow gourds overflowing with rice perfumed with exotic spices. The Calrais brought along their ember-baked kolschei, savory sausages in yeasted butter-rolls. The Altori, a relatively recent entrant on the food stage of Ilrien, has taken the city by storm with a variety honey-drenched sweet pastries and maccara, pan-tossed noodle bowls laden with fresh vegetables. Though Ilrien’s haute cuisine is a thing of beauty and grace, fussily executed by legions of trained chefs, the soul of Ilrienne cuisine is found along the canals where a multicultural army of street cooks serve up a thousand national delicacies. Few enough of them are “properly Ilrienne,” but that hardly matters to the Dockers, Gondoliers, and other hungry tradesfolk. Every citizen of Ilrien has a favorite street food vendor.
165 Law & Order the grand council Composed of representatives from every House Major, House Minor, and led by an impartial leader from The Temple of the Lady on behalf of the people, the Grand Council is the political and judicial forum of Ilrien. Every piece of legislature comes from the Grand Council, all high-profile crimes are prosecuted in front of the Grand Council. When war comes, the standing army, the Urban Cohort of Ilrien takes to the field at the Grand Council’s behest. the first court While the Grand Council sorts of high crimes, common legal matters are dealt with by the First Court. Punishments range from service, to public humiliation, to execution by guillotine. House arrest is commonplace, as there are no public prisons in Ilrien, only a few holding cells in the various Watch Houses. The system is nothing if not efficient where taxpayer fiore are concerned. private guards A staple of any affluent family is the private guard, not to be mistaken for a bravo. Most appear as common servants, rarely wearing visible weapons or behaving in any way that might disrupt the tranquility of the wealthier neighborhoods. Martial artists and skillful unarmed combatants are in particularly high demand in this field. Weapons are gauche in polite company and social gatherings, so the bearing of arms is typically reserved for private property. Bravos, of course, are another matter altogether. the city watch Peacekeepers of the city, the City Watch deal with the everyday law and order of Ilrien, outside of the Houses Major. Patrolling in breastplates and brown oilskin cloaks, they keep a watchful eye out for trouble. Should they find it, it is their duty to ascertain the truth of the matter. They determine who is pushed before the First Court and who just gets sent crying back home to their mothers with a good ear twisting. Public sentiment is high and they are typically viewed as the good guys. As with any profession possessing power, however, there are bad apples, some rotten to the core. It is wise to learn which ones may be trusted and which to give wide berth.
166 Magic & Superstition arcane magic Minor magic is considered a part of everyday Ilrienne life. A beggar or child may have enchanted cards allowing them to perform tricks that would otherwise require uncommon sleight of hand, and this would not warrant a second look. However, big magic, for all of the presence of common enchantments within Ilrien, is rare. Seeing a wizard is akin to seeing an armed guard. It is a sheepdog amongst the sheep, reminding them to be wary of wolves. One might wonder, of course, if this particular wizard is sheepdog or wolf. Common mountebanks on the other hand, magicians practicing parlor tricks in the Plaza, are cheered for, their shows a favorite destination for caretakers looking to distract young children. Arcane ability seems to be passed on largely by blood. It may lay dormant for decades or even centuries, but eventually it has a way of showing up again. One in a thousand children may possess some minor arcane ability, and one out of one hundred thousand children may exhibit the knack required to become a wizard. Those with the gift are, appropriately enough, referred to as “Knacks.” They pejoratively refer to anyone born without as “Blunts.” There are as many types of magic as there are practitioners. The way magic is harnessed and directed is idiosyncratic, ranging from practiced formulae and calculations to the casting of animal bones for divination, to meditative trances channeling the dead. Ask five wizards how magic is best wielded and you will receive six answers...followed by a fistfight. It is worth noting that all wizards are knacks, but not all knacks are wizards. A wizard is someone who both has the knack and has undergone formal tutelage to hone their abilities. The common person would not be able to identify the distinction if a talented knack with no formal training donned wizard robes and called themselves a wizard. However, the Scholam may take exception… common superstitions • The nobility often erect mausolea for departed family members at The Necropolitan Hill for remembrance by the people, but have their bodies and most precious belongings interred in carefully tended crypts below the city proper. In life, their hands shepherd the city. In death, it is only sweet and seemly they are kept close at hand.
167 • Magicians or those with the knack, are forbidden from practicing their talents in or around The Necropolitan Hill for fear of waking the Deathless in its cold tomb. Even as far as the Groan, displays of legerdemain that might delight a crowd in any other part of the city will draw ire, crowds throwing insults and bottles rather than fiore. Common folk wisdom holds that the Deathless was an Imperial warweaver, a sorcerer-general, and magic calls to magic. When thunder rolls too close for comfort, you’ll often hear soft singing between the crashing; denizens of the Groan trying to lull the Deathless back to sleep. • The fireflies that light the warm, humid nights of Ilrien’s summer are considered lucky. Like the Ilrienne, they lead brief, beautiful lives. Young children make wishes on the first firefly of the season in the same way we might wish on the first star of the evening. • The Lady’s hours are the hours of Tryst and Whist. And dealings between these hours, midnight and four ‘o’clock in the morning, are considered to have her attention. This is not always a good thing. Sailors departing on early tides make an offering to the Lady, begging her forgiveness for leaving so soon. • It is considered bad luck to cut into bread. All bread is broken by hand in Ilrien, even at the finest events hosted by the Houses Major. There is a sense of sacrality about bread that is honored more fervidly the further down the rungs of social status you go. The poorest houses will not throw out even burnt or stale bread, giving rise to interesting dishes relying on those very features. “Burnt bread makes you sing like the canary,” is a common colloquialism. sprites and spirits Spirits are everywhere, but generally keep to themselves and out of sight, except on Spirit’s Eve, and only with the help of the city’s Graces. Hauntings are rare but not entirely unheard of, and typically terrifying for any living persons involved. If a spirit presents itself, it is folk wisdom to figure out what it wants from you and see the matter resolved quickly. Sprites come in all forms, and the way they are dealt with varies between households. Commoners will usually leave a bowl of milk or some other treat out to keep the troublemakers happy, though some foreigners prefer to ward them off entirely with a variety of herbs or talismans. It is often the nobility that attracts mischievous spirits running amuck in their households, as they are always the first to forget that they do not control everything in their world, and warrant reminding.
168 Culture the princes In Ilrien, Prince in a gender-neutral term. Regardless of who sits at the head of any House of the Esultare, they are referred to as a Prince, out of tradition. They are held to the same standards as the first Prince, and only foreigners puzzle over why anyone other than a male may be called a prince. Whomever a Prince of Ilrien marries is referred to by the honorific Prince Consort. Calling someone a prince in conversation is a glowing complement. Using any other term (king, queen, emperor, empress, princess, and so forth) is a thrown barb. It is not unusual for a woman to be the head of any given household, likewise, those who deem themselves agender or gender fluid, from the highest to the lowest echelons of society. The Ilrienne do not worry over gender when choosing the right person for a job. the lady & her consort The Lady is the primary deity worshipped in Ilrien, though travelers and foreigners bring their beliefs with them without rebuke. Amongst most of the continent it is her stoic and steadfast lover, the Lord who is worshipped. His is an even hand, judging foul from fair and right from wrong. The Lady is fickle and her attention wanders. Fair or foul, wrong or right, all are only points of view in her estimation. What matters is the elegance with which an action is carried out, and little else. She trusts the souls in Ilrien to take care of themselves, always exacting a price when she is asked for aid. The Lady, if she is a real being at all, does not play a corporeal part in this world. She is an idea, the embodiment of the carefree, self-governed, but ostensibly fair political machinations of Ilrien.
169 the noble’s mask The mask is a notable social convention particular to the city of Ilrien. When the Dread Empire claimed dominion over the entirety of the Principalities, Ilrien was the first nation to rise against their masters. They did this with the natural circumspection which they demonstrate to this day, and so, they donned masks when they moved against the Empire. They did not want their identities known should they fail, fearing their houses would be laid waste and their families destroyed root and branch. When the struggle for freedom was won, those who wore the mask continued to do so. Those who fought became the new nobility, seizing power as their rightful spoils and establishing themselves as the Great Houses. Now, all who trace their lineage to those rebels who shook off the yoke of the Empire wear the mask of a revolutionary. Not all of these Houses sit in the Esultare, and not all of the Houses of Esultare come from these honored bloodlines. The Lady’s irony is such that those who took masks to hide their face now reveal themselves through their mask. There is an elaborate code of markings, embellishments, and decorations through which any individual’s entire history might be read. Here, the notch at the corner of the left eye that identifies a mother who has died. There, the marking of a bond to the Graces in the gold stitching over the right cheek. Masks are so dense in meaning that foreigners can only puzzle at how the Ilrienne can read each other so quickly. The natural counterpoint is that other folk, those who have no traditional right to wear the mask, are a complete enigma. They could be absolutely anyone, and how could their honored-noble betters know? Weather & Seasons Ilrien is a warm and arid city sitting at the base of the Ribelle foothills, on a coast with frigid waters. As such, it is protected from most environmental extremes. The coldest season, winter, is mild and in the warmest season, summer, temperatures soar. Both spring with its bursts of brilliant wildflowers, and fall with its golden and maroon leaves are warm, but comfortable. Rain is scarce and droughts can become troublesome, particularly surrounding Longest Summer.
170 MajorHolidayCalendar spring Masque - When the first noble families overthrew the Dread Emperor’s regime in Ilrien, they wore masks to keep their identity secret. When the city was liberated, they threw a celebration and every soul in Ilrien donned masks made from whatever they could cobble together, sharing bread together in the streets. Today the masks are far more elaborate, and the food is more luxurious, but even young children are taught the significance of the Masque. It is the only day of the year that commoners, and other non-descendants of the first noble rebels, are permitted to wear the masks of the honored-nobility. summer Longest Summer - The hottest month of summer can become unbearable for even the native Ilirenne. The people of Ilrien celebrate this month by abbreviating their work hours, vacationing, and leaving the streets empty for all of the most oppressive hours of the day. The city awakens once more after the sun sets and the breeze coming off of the water cools the superheated city of stone. fall Spirit’s Eve - There is one night per year when the veil between this life and the next is paper thin. The Graces meet in The Necropolitan Hill and perform a ritual that lifts the veil entirely from Ilrien, but only for the twilight hours. For those two hours surrounding sunset, the deceased may visit with family members who have left out offerings and invitations to guide them home. The spirits can only share what they knew in life, but according to common folk wisdom, they are beholden to tell the truth. winter The Pomegranate Festival - Crimson colored powder fills the air in celebration of the onset of winter. Warmed sweets are handed out to children and young adults on the streets. All citizens decorate their hair with wreaths of pomegranate blossoms. The Plaza remains stained red until the winter rains wash it away. It is considered very bad luck to have rain on the day of the Pomegranate Festival.
171 Overheard inIlrien “The Countess of Trata Vico? Hardly limpid pools, those eyes. More limpets. Now, The Signora of the Six Silks—aye, there’s a Prince of Love and Beauty. Don’t sneer, so, sir. She’s the only one I’ll draw steel for, and but one more word about your Countess, sir, I’ll be for you.” “...you mark me, they cross those Maur brutes, their kids will be cutting orphannotches on their masks before the week is out.” “It’s seven fiore for a taste, now.” “Last week it was five! That’s usury.” “Yeah, well the Dreamlily’s only blooming on the Dead Hill. Price goes up. You gonna go pick it?” “Coward.” “Better called a coward than proved a corpse. Be my guest, if you want to put that chestnut to the test. But it’s seven.” “Yes, the interest is ruinous. It is a bank. But you will pay it or you will wish you had. Would you cut off your ear because the piper will not change the tune?” “Clams, oysters, cockles, mussels. Lovely, fresh, and worth a tussle!” “I tell you, I saw him, plain as life. All in rags, and eyes of fire. Cut through six bravos quick as a virgin’s kiss.” “Your stories are no deeper than your wineskin, Sylvio. There is no Prince of Tatters.” (a snatch of a romantic ballad) “Each night she lit a candle there, And sat till Whist to wait What is Death to Love? Only passing fare. She heard a tapping at her gate…” “You Ilrienne and your Lady. Always with the Lady—” “You foreigners have such need for gods to watch you. The Lady taught us to dance, and love, and slay. She trusts us to watch ourselves.” “I’m going out to pluck a rose.” “That’s exactly what you need, another bastard.” “Scrawled it on the wall, I heard. ‘When you see the flash of white, The Magpie has already taken your life.’ Watch are looking into it. Silver peach of a shot, though.”
172 The City Districts the white road The White Road begins a mile outside of The Grand Gate and terminates just within the city walls where all the roads are all paved in stone. It was built to welcome travelers and remind the world of their standing. The intricacy of the stonework on any given road in Ilrien is tied to the wealth within the district, but few roads can rival the beauty of The White Road. Contains The Grand Gate public figure Geno, Lieutenant of the Gate’s Watch is obsessive about his work and integrity. luxury safety corruption criminal influence arcane influence the gilt The Gilt is the stretch of land encompassing the ornate plaza and the market square, surrounded by the finest shops and restaurants in the city. The roads here are amongst the most intricately laid in any district, and the canals allow easy access to all parts of the Gilt. Contains The Plaza and The Market public figure Semilla, Head Chef of L’Atelier is cutthroat, always managing to get the first and best pick of everything- no one is really sure how. luxury safety corruption criminal influence arcane influence hallmarks hallmarks
173 the coronet The Coronet sits on the highest point of the city, the last rolling hill before the city levels out into the sprawling metropolis below. Homes here belong exclusively to the upper echelons of society, sitting atop parcels of land large enough for grand riads and potagers dwarfing the central courtyards of middle-class homes. The canals only reach the base of this district. Contains The Palace and The Garden public figure Marny, the Gardener Palatine is aware of every coming and going within the city gardens. She remembers those who trample the carefully manicured flora with particular clarity. special feature Most engagement rolls suffer -1d due to the high amount of surveillance here. luxury safety corruption criminal influence arcane influence the lady’s own The Lady’s Own is a district popular with successful business owners for its wide walkways and canal access, hugging The Gilt district. The Temple sits at its head, a glowing silver-white beacon that stretches for the sky. The streets are cleaned here every quarter-day from sunrise to sunset, like clockwork. Contains The Temple public figure Sister-Superior Jhana, sweeps the Temple steps at the head of every daylight hour. When it rains, she stands out on the steps and watches them be washed. luxury safety corruption criminal influence arcane influence hallmarks hallmarks
174 the vine The Vine is a quiet district, occupied by the arborists and their orchards, fine vintners, and the massive complex housing The Granary. Legend holds that high value crops were moved into the city proper to stop them from being set on fire or pilfered during the wars. While the bustling city now houses too many to feed with such a small swath of land, it is kept out of tradition. The discerning Ilrienne would argue there is no finer wine or fruit in the world, driving the prices quite high and making it a luxury. Contains The Granary and The Arbor public figure Valentina, the Prince’s personal vintner. luxury safety corruption criminal influence arcane influence the spindle The Spindle is a hub of buzzing activity during daylight hours and a ghost town at night. The many academics and maestros fill the buildings of The University and then the streets between lectures. Carriages line the streets surrounding The Bank as deals are struck, or struck down. Contains The University and The Bank public figure Zoey, a banker who is known for taking on tough accounts for the “little guys”. luxury safety corruption criminal influence arcane influence hallmarks hallmarks
175 hallmarks hallmarks the rose district The Roses is home to much of the formal entertainment in the city. You will not get two paces before a playbill or menu is thrust into your hand. The numerous canals of the city all seem to meet in the Rose District, and cat-bridges no wider than a man’s shoulders are often the thoroughfare of choice here. Contains The Theater and The Silk public figure Gargoyle, an intimidating-looking animal tamer with a patch over his right eye. luxury safety corruption criminal influence arcane influence the trinket The Trinket is the heart of artistic expression in the city, but you might not realize it during the daylight hours. While the sun is up, the district is generally quiet. Once the sun goes down, however, the streets come alive with lamplight, music, drama, and The Firefly Market. If you did not find what you were looking for in The Market proper, you might try your luck here. Contains The Foreign Quarter and The Artist’s Quarter public figure Selkie, a former courtesan with a heart of gold. luxury safety corruption criminal influence arcane influence
176 the shores The Shores hugs the entire western border of the city. It is home to fishmongers, sailors, and the workhouses. There is a guardhouse for the City Watch here, keeping an eye on The Arsenal and warships alike. Word is that there is a fair bit of fiore to be made for a watchman taking up a station at the Shores. Plenty of high-stakes and illicit deals happen here. Contains The Arsenal and The Docks public figure Jericho, Captain of The Lady’s Luck is notoriously unlucky. luxury safety corruption criminal influence arcane influence the groan The southernmost crescent of the city is a swath of narrow alleys dotted with tall and narrow apartments stacked on top of equally small shops and cafes. The Groan houses the bulk of Ilrien’s working poor and the gutters here run above the ground, giving birth to the old saying, ‘When in The Groan, watch your step.’ Foreigners mistakenly take this as just a warning against cat-purses and cutthroats, ruining many a shoe, boot, and slipper. Rather, they should be aware of both those trailing their steps and just what they are stepping in. Contains The Traitor’s Gate, and The Twist public figure Fen, a smuggler who has never been caught. special feature If you are witnessed using magic in The Groan your coterie will incur +2 exposure. luxury safety corruption criminal influence arcane influence hallmarks hallmarks
177 the silent The Silent falls outside of the city’s walls, but is very much a district proper. Just a short way beyond the Traitor’s Gate lies the sprawling necropolis at The Necropolitan Hill. The grounds are covered with ancient mass graves and towering mausoleums marking the resting places of nobles past, in equal measure. Officially, home only to The Dead Watchers, a very old family tasked with keeping the site unmolested, many Ilrienne dread what else might dwell here. Contains The Necropolitan Hill public figure Jared, Captain of The Dead Watchers, has a reputation of being someone not to trifle with. luxury safety corruption criminal influence arcane influence ribelle foothills Named for the rebels that hid in them during the war on the Dread Emperor, it is also home to the Dead Hill, a place notorious for being dangerous, haunted, or both in spades. It is not typically considered an official city district, but everyone knows of it well enough, staying clear without good reason. Traits: Unknown. hallmarks
180 Spheres of Influence (detailed) Spheres of Influence represent important and noteworthy buildings and features within the city. Each Sphere of Influence includes multiple contacts of potential value to your coterie. Any time your House acquires a new Sphere of Influence, you will choose any one contact that is loyal to your coterie (this does not render them beyond manipulation). You receive the other contacts for your sphere as well, though they do not start off loyal. In addition, the coterie may undertake a long-term project, wooing any of the below contacts without owning the Sphere of Influence of which they are a part. Each Major House has a number of Spheres of Influence based on it’s ranking within the Esultare. The 6th House has 1 sphere (this is where your new House will begin). The 5th House has 2 spheres. The 4th House has 3 spheres. The 3rd House has 4 spheres. The 2nd House has 5 spheres. The 1st House has 6 spheres (one of which must be the Palace). the arsenal The Arsenal is as old as the city and made of the same milky-white stone as the city walls. It is an imposing military structure as defensible as any of Ilrien’s towers. It served as the Dread Emperor’s palace at one point, and its winding halls hide passages and secrets that have been discovered and forgotten again a hundred times over. Now it sits, most of its floors quietly falling into disrepair, filled with weaponry from across the ages. Most of the activity buzzes in the courtyard and on the main floor, where practical weapons are kept at the ready for defense of the city or an ally, or the occasional show of power. • Contacts: Berio, a Shipwright; Lucreze, a Quartermaster; Tate, a Captain • Faction with Holding: The Ironmongers • Perks: Blade Retinues and Colleagues gain +1 potency. We are only as good as our tools, after all.
181 the twist The Twist is, without rival, the seediest and most dangerous section of Ilrien. Everyone here is a wolf of one stripe or another. It has its own code of conduct that should be observed with care. It is governed largely by cutthroat crime bosses, with The Watch rarely stepping foot in it. The only way through The Traitor’s Gate is through The Twist. • Contacts: Lyra, a Gang Boss; Sylvano, a Disreputable Apothecary; Peccote, a Tavern Keeper • Faction with Holding: The Blue Devils • Perks: When you take the Reduce Exposure downtime action you gain +1d. The Twist also offers discreet disposal of bodies. the grand gate The Grand Gate is the primary point of entrance to the city, and where The White Road ends. It is a massive structure built to impress and impose in equal measure. The gate is manned at all hours of the day and night. It can take hours to get through the gate during festivals, when merchants from across the greater area flock to sell their wares to the high spirited Ilrienne. • Contacts: Lungo, the Tax Collector; Pura, a Smuggler; Raul, a Lord of the Gate • Faction with Holding: The City Watch • Perks: +1d to gather information regarding comings and goings within Ilrien. Take +1 to your engagement roll when acting on that information. News typically comes to Ilrien via the Grand Gate. the docks The Docks are home to more than just moors on pristine waters. There is a stretch of the city abutting them that is home to an array of businesses, from fishmongers to bohemian merchant shops set up for the low cost and relative safety of the area. Sailors with ocean water for blood favor living at The Docks to remain near their Lady’s hand. • Contacts: Bertrand, the Harbormaster; Jesse, a Foreign Privateer; Abbas, an Antiquities Dealer • Faction with Holding: The Dockers • Perks: +1d to Acquire Asset. If it can be had, it probably came by way of the Docks.
182 the plaza The Plaza is a glittering spectacle at the heart of the city, home to the largest fountain in Ilrienne. The stones are intricately laid and the buildings surrounding the square are amongst the most ornate in the entire city. It is the most quintessentially Ilrienne part of Ilrien and the first must-see destination of any traveler. • Contacts: Tauseef, a Foreign Spy; Rand, a Bodyguard; Rey, a Diplomat • Faction with Holding: Soraya • Perks: +1 favor per errand that generates favor as the Plaza Criers sing your praises. the granary The Granary consists of a series of large, round, buildings made of interlocking clay bricks, the largest of which houses the city’s grain stores. Security at The Granary is maintained at high readiness, though very few have any desire to visit the site- unless there is a severe drought or crop failure, then it’s all the rage. • Contacts: Aura, a Mercy; Beaumond, a Reeve; Maurice, a Philanthropist • Faction with Holding: The Bakers Guild • Perks: +2 influence for errands concerning the Houses Minor. Bread offers a popularity all its own. the banks Below The Bank of Brass and Bone there are several small Banks catering to a host of different financial needs. At the end of the day most still answer to the Brass and Bone. It is fortunate that they’re all co-located, seeing as Ilrienne will likely bounce between at least three of them before finding the right person for their needs. • Contacts: Joran, a Key Loan Advisor; Mina, an Investor; Esperanza, an Arbitrator. • Faction with Holding: The Grand Council • Perks: Once during Downtime roll dice equal to your tier. Earn influence equal to the highest result minus your Exposure. Fiore and influence often go hand in hand.
183 the theatre The Theatre is one of the rare places in Ilrien where the upper echelons of the nobility and the common classes mix. Granted, first showings are typically at the exclusion of common folk, and even when the shows are open to all, the boxes are cost prohibitive to most- all the same, they do inhabit the same grand rooms here. • Contacts: Nicolette, the Prima Donna; Giorgio, a Playwright; Iniko, a Promoter • Faction with Holding: The College of Satire • Perks: +1d to Deception Engagements. You cannot consort with actors without picking up a few tricks along the way. the artist’s quarter The Artist’s Quarter is filled with small lofts and open, shared courtyards. Days here are filled with creating while the nights are filled with performing. This is a deeply bohemian section of the city, the people are warm and inviting. Beware those who are, perhaps, too inviting. A starving artist is as concerning as any other starving person. • Contacts: Imani, a Renowned Artist; Ulisse, a Romantic; Antonio, a Wealthy Patron • Faction with Holding: The Buskin • Perks: Your Fox Retinues and Colleagues gain +1 potency. Artists use lies to tell the truth, and so to do your Foxes. the traitor’s gate Located on the southern end of the city, and nestled firmly in The Twist, The Traitor’s Gate was built initially as a quick way to move the dead out to The Necropolitan Hill. It soon became popular with smugglers and thieves. When the uprising against the Dread Emperor came, it was the gate used by insurgents; it was at this time it became known as The Traitor’s Gate. • Contacts: Sara, a Mercenary; Tamberlaine, a Fortune Teller; Ulrich, a Poisoner • Faction with Holding: The Tramps • Perks: +1d to Hunt or Survey on territory. The Traitor’s Gate is home to all manner of things wishing not to be found, but as its masters, you do not give them a choice.
184 the arbor Several acres of meticulously cared after grape vines and pomegranate trees compose The Arbor. It is looked after by The Arborist Guild, which personally vets and chooses every employee working there. Amongst the superstitious it is a known hotspot for spirits and sprites. No one is absolutely certain why. • Contacts: Kellen, a Renowned Vintner; Rodolfo, a Wealthy Planter; Lydia, a Gourmand • Faction with Holding: The Arborist Guild • Perks: Take +1 result level for Alchemical Crafting. The freshest and rarest ingredients are at your disposal. the silk The Silk is the floating world of Ilrien. It comes alive when the sun sets, with brilliant lanterns and courtesans bustling between locales. Lavish parties are thrown on the main floors of buildings that are little more than four posts and an elevated floor once the shutters comprising the walls are peeled back. Quiet and dimly lit alleys denote the entrances to more discrete establishments. There is an unspoken rule that no one speaks of anything observed in The Silk; to do so is considered a serious faux pas. • Contacts: Monique, a Madame for Exotic Tastes; Angel, a Courtesan for the Nobility; Seti, an Opium Den Owner • Faction with Holding: The Signora • Perks: +1d to Consort or Sway on site. Tongues are loose in The Silk, and under the auspices of secrecy people are more willing to speak here. the palace The Palace sits atop the highest point in Ilrien, boasting a commanding view of the city from its southern windows. It is palatial and ostentatious, made more decadent by every new Prince who wishes to leave their mark. It is, however, property of the city and the ultimate prize for any House of the Esultare. • Contacts: Locke, a Royal Guard; Piero, a Chamberlain; Maria, a Lady in Waiting • Faction with Holding: The Bank of Brass and Bone • Perks: Whenever you would gain influence, take one additional point. This is the place to which and from which all influence flows in Ilrien.
185 the university Sprawling grounds and several large buildings comprise The University, one of the finest academic compounds in the modern world. The sciences and the arcane studies are both exhaustively pursued within these halls. The Scholam Naturalis of Ilrien is also located here. Outside, an outdoor theater gives public lectures and speeches to any with an interest in hearing. Citizen-facing politics, debates, and discussions, are most often played out here. • Contacts: Amari, the Crown Librarian; Basil, a Cloistered Academic; Leopold, a Dangerous Firebrand • Faction with Holding: The Scholam Naturalis • Perks: +1 to Study and Channel rolls on site. You have access to the finest library in the Principalities, and a college of Knacks eager to earn your favor. the market If you have fiore to spend, you will find a plethora of clever ways to spend it in The Market. Static storefronts with the finest wares and goods line wide streets, operated by citizens with wealthy patrons or the lesser scions of nobility. On the streets, vendors offering smaller selections and affordable options set up every morning. If it is legal, you can likely find it in The Market. • Contacts: Ahura, a Skilled Clothier; Jaque, a Fine Jeweler; Abi, a Rare Spice Merchant • Faction with Holding: The Fortunato Trade Company • Perks: Assets acquired on site have +1 potency or magnitude, your choice. Someone here has just what you need. the necropolitan hill The Necropolitan Hill is a sprawling necropolis as old as the city proper, with stones and mausolea so time-worn the epitaphs are but a faded memory. It is home to a thousand-thousand mysteries and dutifully tended and guarded by The Dead Watchers. • Contacts: Ferdinand, a Death Keeper; Moderata, a Medium; Khalid, a Hunter • Faction with Holding: The Dead Watchers • Perks: Take -1 Stress cost to Rituals. Old magic tangles around the Hill, bolstering your workings.
186 the foreign quarter If you are looking for flavor, look no further than The Foreign Quarter. People from across the continents congregate here, forming small enclaves. The food is striking, as are the people. Ilrienne marvel at the people of The Foreign Quarter with their unusual customs, accents, and clothing. New trends in fashion, food, slang, and even courtship can usually be traced back to The Foreign Quarter. • Contacts: Solara, a Linguist; Otto, a Broker; Malatesta, a Restaurateur • Faction with Holding: The Brizolatto Family • Perks: Take -2 Exposure on Errands performed on site. In a shifting sea of humanity, your exploits are lost in the tide. the temples The Temple Compound is more than a place of prayer and respite. Here, gifted Mercies are trained from childhood to heal, vanquish evil, and preserve the city. Blessings are given out, the very ill or possessed are cared for, and rituals are performed on a daily basis. It is a hive of activity from sunup to sundown. The High Graces keep council here, engaging in political maneuvering with no less zeal than the Houses of the Esultare. • Contacts: Fonte, a Lorekeeper; Bellini, a Hierophant; Eretrea, SisterCaptain of the Mercies • Faction with Holding: The Graces • Perks: +1d to all Healing rolls. Your patronage is rewarded with the finest healers the Graces have to offer. the garden Meticulously cared-for statuary and formal gardens, ponds, terraces, fussed after roses, and espaliered fruit trees compose The Garden. Small plazas are set up in reserved areas for nobility, private guards glaring away the rabble. It is a favorite place to conspire or negotiate for some. For others it is a place of respite or inspiration. The great playwright Emani wrote several of their finest sonnets in the public gardens. • Contacts: Satice, the Crown Gardener; Armin, a Courtier; Elowen, a Spymaster • Faction with Holding: The Arborist Guild • Perks: +1d to Social Engagements on site. A stroll through The Garden is a perfect pretense for clandestine meetings and artful negotiation.
187 the canals The Canals are the lifeblood of Ilrien. Citizens, foreigners, and nobility alike all use the Canals to travel the city with ease, though the quality of their gondolas may differ. The calling of gondoliers and the shouts of bargemasters drown out the seabirds, the bustle calling to mind a carelessly kicked anthill. Some estates can only be reasonably reached by boat, and licensed Water Merchants load their vessels with foodstuffs and flora to sell without ever leaving the water. • Contacts: de’Rossi, a Gondolier; Rostam, an Assassin; Aurelio, an Information Broker • Faction with Holding: The Gondoliers • Perks: +1d to Stealth Engagements. There are few places in the city inaccessible by means of the canals. the watch There are a great many cogs making the machinery of The City Watch tick. From the most tenured Guard Captain to the greenest recruit, all ultimately answer to The Grand Council. But they are a powerful group in their own right and quick to close ranks and protect their own. These are the souls that keep the peace within Ilrien. There are as many good apples as there are bad, but discerning one from the other without taking a bite can be a difficult undertaking. Chew with care. • Contacts: Salvatore, the Chief Inspector; Muzna, a Bounty Hunter; Titus, Captain of the Watch • Faction with Holding: The First Court • Perks: Any time you would take Exposure, take one less. The Watch protects its own. Evidence implicating you just seems to vanish.
188 Factions Factions include all of the various groups of people who make up the city and political landscape of Ilrien. From the Houses Major, to the lowliest vice purveyor, everyone serves a purpose, anyone can be a valuable ally, or a menacing rival. Choose who you befriend and anger with equal care. The Houses Major the grand council - tier vi The city-state’s standing army, a dedicated if not expansive core of career soldiers, is directed by the Grand Council on behalf of Ilrien, rather than any particular House. This has been the way since the last war ended. It maintains a relative balance of power between the most powerful factions, assuring the people that a democracy of sorts reigns over Ilrien. A representative from every House of the Esultare sits on the Council, as well as a representative from every House Minor. The Speaker of the Grand Council is almost always chosen from a noble bloodline; however, they are required to abandon their family name when elevated to the position. NPCs: Bellamy, The Speaker (Conservative, Cunning, Canny); Miranda, The Archivist (Fastidious, Dismissive, Sentimental) Situation: Any call for a new law to be passed, or an old law to be reformed or abolished must come from The Grand Council. It is known that it is easier to sway the representatives through The Speaker, than to try to woo the representative as individuals. houses of the esultare tier ii-v House Corvetto House Battalia House Bastien House Lovell House Al-Mari House Elanda
189 The Esultare House Tier is determined by the House's position in setup, and changes when Houses gain or lose rank amongst the Esultare. The First House: Tier V The Fourth & Fifth Houses: Tier III The Second & Third Houses: Tier IV The Sixth House: Tier II Houses of the Esultare have more advanced machinations than other factions, their goals and needs change by social season. See: The GM’s Turn (page 279).
The Houses Minor
191 the bank of brass and bone - tier v An independent league of mints, money-changers, investors, and economic titans that have come together as a monolithic financial power. If you touch a fiore, they made it happen. If you exchange a letter of credit, their seal is embossed on the bottom. NPCs: Luther, a Financial Strategist (Stony, Professional, Careful); Nadya, an Investor (Shrewd, Disarming, Terrifying) Notable Assets: The Vault, The Minor Banks, The Mints, Hired Armed Guards, Blocks of Luxury Apartments Reputation: The Esultare is in control of Irlien, but The Bank of Brass and Bone controls all the city’s debts, including those of the Prince and Esultare. This has given rise to the unpopular opinion that the Bank is the true power in Ilrien. For their continued well-being the Bank itself carefully avoids feeding this idea. Their meddling in politics happens through backroom deals, and never in the open. They are believed to be capable of anything. Allies: The City Watch, The First Court, Various Astute Business Owners Enemies: The Fortunato Trade Federation Situation: The Bank of Brass and Bone has long stood as the economic spine of the city-state, but over recent years the Fortunato Trade Federation has amassed a considerable sum of wealth themselves. Concerned their grasp on the city is loosening, the Bank has begun the process of calling in long-standing debts amongst the Houses of the Esultare to gain enough liquidity to purchase a controlling share of the Fortunato Trade Federation and secure their power for another hundred years. Short-term Objective: Call in debts among the Esultare. Long-term Objective: Purchase, steal, or otherwise gain a controlling share of the Fortunato Trade Federation.