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701843915-Court-of-Blades-A-Couple-of-Drakes

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Published by luijo2806, 2024-03-26 20:32:29

Court-of-Blades-A-Couple-of-Drakes

701843915-Court-of-Blades-A-Couple-of-Drakes

192 the fortunato trade federation - tier iv Enterprising captains of merchant vessels, the Fortunato Trade Federation’s members jealously guard trade-routes and trade agreements in far-off lands. While The Bank of Brass and Bone holds dominion over domestic wealth, the Fortunato Trade Federation is tightening its grip on foreign trade. NPCs: Devi, Admiral of the fleet (Superstitious, Foreign); Aramis, Captain of The Lady Cambra (Unpredictable, Lucky) Notable Assets: The Largest Merchant Fleet, Opulent Headquarters, Hired Iberican Marines, Several Warehouses at the Docks Reputation: Once a ragtag band of merchant sailors and corsairs, the Fortunato Trade Federation is the embodiment of the idea that anyone can rise from nothing to have it all. They remember their roots, and give back to the community in ways that The Bank of Brass and Bone would never consider, making them more popular with the Ilrienne. Cross them, however, and seeing a fair trial becomes the least of your concerns.  Allies: The Graces, The Scholam Naturalis, Various Independent Traders and Merchants Enemies: The Bank of Brass and Bone Situation: The Fortunato Trade Federation has grown from a few ships and a dream to a financial powerhouse, bringing in goods from the far reaches of the globe and commanding exorbitant prices. If they can secure the trade lanes to Altori it will afford them the assets to purchase the Prince’s debt outright, giving them considerable political sway within the city and, therefore, sway over the laws governing trade in Ilrien.  Short-term Objective: Secure trade lanes to Altori.   Long-term Objective: Buy-out Crown debt in Ilrien and compete with The Bank of Brass and Bone.


193 the first court - tier iv Rigidly hierarchical and nigh sacramental in its pursuit of justice, the First Court traces its origin back to the Rebellion where it was instituted to arbitrate the crimes of the Imperial Legate and his officers. It has not become less enthralled by the guillotine over time. NPCs: Ramza, The High Judge (Progressive, Logical, Harsh); Garette, The Executioner (Jovial, Expedient) Notable Assets: A Network of Private Investigators  Reputation: If you end up in front of the judge it’s a coin toss as to whether you’ll walk out the front door or be carried to the guillotine. Justice is swift and there are no appeals in Ilrien. There is no prison at all for the common folk in Ilrien. A few holding cells in various Watch buildings and private chambers on family estates for problematic nobles—perhaps an archivist could recall the last time a noble was executed, but it was not recently—are all the city offers its wayward lambs. Do not end up in the court. Allies: The Bank of Brass and Bone Enemies: The Graces, Most of the Uncouth Factions Situation: The First Court is always busy, but more so this year as unrest at the Docks has led to threats of riot. Negotiations have been underwhelming and there is pressure from on high to execute the lead rabble-rouser, a matter requiring a delicate touch lest the First Court create a martyr. In the background, the court digs to uncover ties between any of the Houses of the Esultare and the Brizolatto Family. Short-term Objective: Execute a Docker rabble-rouser. Long-term Objective: Expose Esultare ties to the Brizolatto Family.


194 the scholam naturalis - tier iii The Scholam Naturalis is comprised of a decentralized network of colleges taught by the foremost authorities in their fields of study. The wealthy of every nation are educated here as a matter of course, and they offer scholarships to any with the Knack. They are the last bastion of formal magical instruction in the Principalities, affording them no small amount of power. NPCs: Poe, a Maestro for Knacks (Skilled, Canny); Althea, Headmaster of the Ilrien Chapter (Intelligent, Distrusting) Notable Assets: A Campus in the University District, A Small Cadre of Powerful Knacks. Reputation: Parts of the Scholam are regarded as a secret society, or an arcane cult functioning in the open. Rumors and myths revolve around the Scholam. Not all of the education here is arcane in nature, this is where the city’s scientists and great thinkers are trained as well. But the arcane wings give rise to the most outlandish hypotheses about the Scholam’s functions within Ilrien. Which are true and which are bedtime stories? Who is to say for certain? Allies: The Mercies, The Fortunato Trade Federation Enemies: The Graces Situation: Althea has invested Scholam resources into hunting down a fabled arcane artifact from the Dread Emperor’s reign, though most academics believe its existence was only a faerie tale. Alerted to a dangerous unknown party hiding within the Scholam there is a hunt underway to uncover the plot of the mysterious Sevenfold Veil. Is it a surfacing faction? A single actor? What are they doing with the artifacts they’ve stolen from the archives?   Short-term Objective: Secure a magical artifact. Long-term Objective: Root out the Sevenfold Veil within the Scholam.


195 the graces - tier iii The Temple of the Lady and those who serve the rituals and occasions of her worship, their presence in the city is felt at every stratum of the city, though their temporal power has waned over the past several decades. They are the arcane healers of Ilrien.  NPCs: Saori, Sister-Superior (Level-headed, Rational, Inquisitive); Reverie, a Grace (Well-intentioned, Pious, Extreme) Notable Assets: The Belief of the City, Charitable Outreaches, Pulpits, The Lady’s Own, Skilled Arcane Healers Reputation: The Graces are seen as a force for good in Ilrien and are considered, by most citizens, beyond reproach. Crimes committed against the Graces are swiftly met with the full weight of Ilrienne law. For this reason, the Graces often operate without fear even in The Twist. Allies: The Fortunato Trade Federation, The Arborist Guild Enemies: The Mercies Situation: The Temple of the Lady has seized formerly noble lands from a recently disgraced House of the Esultare, to the ire of other nobles who feel they had a better claim on the land. In order to move forward with their designs to build affordable housing on the plots they will need to first secure support and a sizable investment from The Bank of Brass and Bone.   Short-term Objective: Secure investment from the Bank of Brass and Bone. Long-term Objective: Construct affordable housing on seized noble lands. 


196 the gondoliers - tier iii Uncontested masters of the canals, the Gondoliers are a quasi-mystical society of boat guides who ply the waters at all hours in all conditions. On a moonless night, they can get you from the Twist to the Arbor without a sound. To become a Gondolier you must be sponsored by a Gondolier, and they do not surrender their secrets willingly. NPCs: Clove, a Team Leader (Sly, Quick, Reliable); Gable, a Journeyman Gondolier (Spry, Adventurous, Naive)  Notable Assets: An Array of Boats, Right of Way on the Canals Reputation: Rumors circulate through the city regarding the mysterious nature of the Gondoliers. Some believe they are all knacks; how else could they navigate the waters in pitch-darkness and in perfect silence? More practically, they are reliable and most citizens with means prefer to travel by waterway, and have a singular favorite gondolier.   Allies: The Signora, The Dockers Enemies: The Founder Situation: Something stalks the waterways of Ilrien between the hours of tryst and whist and has already cost a handful of lives. The attacks are becoming more frequent and The Gondoliers have taken it upon themselves to hunt down the monster to blame. Meanwhile, they are secretly attempting to bring SisterSuperior Saori to the table, to gain her approval to train Gondoliers as Mercies to help them protect Ilrien by night.   Short-term Objective: Hunt a monster which roams the canals.  Long-term Objective: Receive Mercy training to better protect the city.


197 the signora - tier iii The Lady of the Silk and Roses, herself, herself. The Signora is the mistress of all courtesans and courtiers, the chief of every liftskirt to ply the trade in Ilrien. With a bevy of enforcers and a ruinous amount of blackmail and covertly gleaned intelligence, she counts among the most untouchable in the city.  NPCs: The Signora (Mysterious, Unreadable, Cunning); Crispin, a Courtier (Good Humored, Skilled Bravo, Romantic); Velvet, a Spy (Hidden, Slippery, Storied) Notable Assets: A Flying Squadron of Alluring Spies, a Host of Fine Establishments Across Ilrien, a Lethal Personal Guard.  Reputation: You do not cross The Signora. While few have the occasion, or cause to do so, there are some in the city that have risked their reputations and destroyed themselves in their efforts to interfere with, or silence The Signora. Discretion is of utmost importance to her, so when she burns someone it is assumed to be justified. Allies: The Gondoliers, The Broadsheets Enemies: The Brizolatto Family  Situation: Business has been booming, but finding good help can be a challenge. The Signora has decided to woo the leader of the Twistjacks in an effort to add their numbers to her own for protection. In the back rooms there is discussion of how best to deal with a former client of noble blood who refused to follow the rules. The Signora believes that simple public shaming would not send the right message in this instance. Short-term Objective: Recruit Twistjacks as Muscle. Long-term Objective: Murder a cruel and powerful former client.


198 the city watch - tier iii The Constabulari, the Custodes, the Coppers (from the original cappare, to catch), or simply The Watch. The dented breastplates and truncheons guarding the city from the depredations of the work-a-day criminal. NPCs: Kane, an Archivist (Astute, Principled, Meticulous); Hesperides, a Lead Detective (World-Weary, Intimidating, Honest) Notable Assets: A Network of Informants, a Bevy of Precincts across Ilrien. Reputation: The City Watch is a mixed bag of heroes and villains. Amongst the poor and The Uncouth there is a strong and often justified mistrust, while amongst citizens of means they are celebrated champions. Allies: The Bank of Brass and Bone, The First Court Enemies: The Founder, The Motley, The Brizolatto Family Situation: The City Watch has been in a subtle sort of war with the gangs lawlessly running the Founder. For a time they were willing to let them conduct business offshore without intervention, as it was less work for them. But lately their business has been spilling into the streets of Ilrien and raising alarm. The order has come down from on high: bring the Founder to heel. In the background, Hesperides is looking into the mythical figure, the Prince of Tatters.  Short-term Objective: Establish law in the Founder. Long-term Objective: Arrest the Prince of Tatters.


199 the dockers - tier iii The hard-bitten laborers and tradesmen of the Docks.  NPCs: Heron, the Dockmaster (Gruff, Old, Irritable); Rowan, a Loadmaster (Brutish, Dim, Good Natured) Notable Assets: Manpower, Professional Tools, a Powerful Union Reputation: The people of the Docks are a solid, hardworking lot, with their own principles and sense of justice; transgressors at the Docks rarely make it out of the Docks. They take care of their own, above all, and offer some of the best paying jobs to which a common citizen can aspire.  Allies: The Gondoliers, The Ironmongers Enemies: The Founder Situation: The Dockers have worked hard for the past sixteen months on the First Prince’s new warship, with months of labor left to finish it. Security at the worksite is tight, even slowing things down on occasion. To make matters worse, old lifts have been breaking left and right, injuring more than a handful of Dockers. Heron is pressing the city to invest in new equipment and raise the pay of Dockers.  Short-term Objective: Finish work on Prince’s new warship. Long-term Objective: Secure better working conditions.


200 the baker's guild - tier ii The Baker’s Guild is responsible for the distribution of daily bread throughout the city and charged with the logistics of feeding the city by extension. Restaurateurs with fine establishments in The Gilt and pull-cart maccara vendors in the Groan must all seek charter from the Bakers Guild before being allowed to operate within the city. NPCs: Vita, Coordinator (Harried, Impatient, Sharp); Olivia, Master Baker (Perfectionist, Resourceful, Decisive) Notable Assets: An Impressive Array of Ovens (some of which could cook a man to dust!), A Large Claim on Grain Entering the City, Public Feast-Halls, Ties to Every Restaurant in the City. Reputation: The greatest chefs of Ilrien, including the First Prince’s personal chef, all rose from The Baker’s Guild; that romantic notion sends plenty of fresh faces through the front doors, and masks the ruined husks ejected out the back. This is grueling work, just as likely to cost you a hand as any work down at the Docks, but for common citizens with aspirations of hearing a noble rave to other nobles about their culinary skill, it is the only way to go. Allies: The Ironmongers Enemies: The Twistjacks Situation: After negotiating for a plot of land set aside to expand the Arbor, before a recent boom in residents necessitated more practical uses, the Baker’s Guild is drafting plans for a new baking hall that will allow them to feed twice the residents in half the time. As though current circumstances did not already put them in the crosshairs of the Arborist Guild, they are also contracting with Calrais to import their wheat at a cost well below Ilrien wheat. Short-term Objective: Break ground on modern factory. Long-term Objective: Secure Calrayan wheat to increase profits.


201 the arborist guild - tier ii The Arborist Guild oversees the city’s famous arbors, both within the walls and without. Anyone wishing to grow any fruit for the production of wine labeled Ilrienne must seek approval by the Arborist Guild. The process can be lengthy, and often unfair.  NPCs: Antares, Overseer (Humorless, Professional, Spartan); Lena, a Wealthy Planter (Eccentric, Guileless, Excitable); Fionn, a Botanist (Patient, Intelligent, Off-putting) Notable Assets: The Crown Winery, The Prince’s Personal Sommelier, The Tree Singer, The Weather Magus, The Poisoner’s Garden Reputation: Common perception holds that the Arborist Guild is composed of stuff-shirts, high on their own self-importance. Lately they have faltered under the weight of very fine foreign imports casting shadows over their long-standing reputation as the very best on this or any other continent. There is very little the Arborists won’t consider to maintain their grasp on the wine trade in Ilrien.  Allies: The Graces, The Scholam Naturalis Enemies: The Bakers Guild, Foreign Vintners, The Tramps Situation: In a bid to expand the arbor space within the city walls, the Arborist Guild has entered into negotiations for estates owned by lesser destitute nobles, offering them the change to discreetly unload their debts and retire to a life of obscurity in one of the city’s fine townhouses. Meanwhile, they have recruited Knacks with very specific skillsets to ensure bumper crops, in order to compete with foreign fruits flooding the markets. Short-term Objective: Buy the estates of destitute nobles. Long-term Objective: Secure magical assistance to ensure crop yields.


202 the broadsheets - tier ii The Broadsheets function as the newspaper of the city, with the most impressive array of printing presses. If you get on their bad side, they can make a lurid bit of rumor into a newsbreak, putting it into the hands of all the citizenry within days.  NPCs: Reflet, Editor-in-Chief (Fast Talker, Connected, Respected); L’emporte, a Journalist (Stealthy, Canny, Manipulative); Jewel, an Interviewer (Unabashed, Fearless, Well-Intentioned) Notable Assets: Modern Printing Presses, Paper Factory, Proprietary Ink, Freedom of the Press Reputation: Voice and champion of the common folk? Washed-up literary has-beens feeding on the city’s insecurities? It depends on who you ask, or perhaps, who wrote the article in question. The Editor-in-Chief is considered a fair and impartial journalist at heart, so at the very least, if you contest any slanderous articles and provide proof to the contrary it will be published as well. Allies: The Signora, The Citizenry  Enemies: Many Situation: Nothing feeds the beast like a good story of corrupt officials—those infallible people whose job is to uphold the law and protect the people—doing naughty things, or exposing the myriad ways the average person is merely a puppet in a greater game. The Broadsheets are always looking to burn authority and support free-thinking. In particular, they work to print the Buskins’ treatise in order to further illuminate the people of Ilrien to the corruption inherent with the very idea of some being worthier than others. What separates them and us? A vault full of fiore and a small army. Short-term Objective: Expose corruption within the City Watch. Long-term Objective: Print Buskins’ treatise to stir up anti-noble sentiment.


203 the ironmongers - tier ii The Ironmongers is a guild of craftsmen that set the median prices for metalworking goods and services of all stripes. From the smallest gears for common clocks, to the finest sabres produced in Ilrien, the Ironmongers have a hand in its production and value.  NPCs: Landon, a Clerk (Shrewd, Knowledgeable, Unliked); Rowe, a Master Blade Artisan (Massive, Fearsome, Even-Tempered) Notable Assets: Workhouses at the Docks, Stores of Metal Bars from Copper to Gold, Professional Tools, an Elite Customer Base Reputation: The Ironmongers are most present at the Docks, but have shops across the city. They are quieter than other factions, focused on their trade and honing their skills. Quiet is rarely a good thing. In the absence of noise, people make up their own. Are the Ironmongers part of a secret society? It’s hard to say, but it is easy to say that Ilrienne steel is the finest in the world to those with a discerning eye, not easily swayed by fads. Allies: The Bakers Guild, The Dockers Enemies: A Bevy of Foreign Craftsmen Situation: The Ironmongers are developing a new alloy that rivals tempered steel in strength, and are trying to complete the formula. Sabres from Altori have become all the rage amongst the noblity, hurting even the most masterful swordsmiths of Ilrien, while cheap metalwork floods in from the north, wounding Ilrienne craftsmen at every level. The only recourse is to make something better and charge through the teeth for it. Behind closed doors they also work to produce a powerful new weapon that could, potentially, bring an entire city to heel. They expect it will fetch an incredible price, offsetting their recent losses.  Short-term Objective: Discover a new alloy and charge exorbitant prices. Long-term Objective: Produce a powerful new weapon.


The Uncouth


205 the prince of tatters - tier iv A fallen noble scion with a mythical and supernatural reputation. A ghost, a demon, a revenant, a cast-off of Ilrien’s past come to wreak a terrible vengeance against any who did them wrong. NPCs: Antea, The Prince of Tatters (knack, driven, angry).  Notable Assets: Anonymity, Well-placed Loyal Agents, Carefully Hidden Wealth. Reputation: Most dismiss the Prince of Tatters as a bogeyman to frighten misbehaving noble children. Those who have spent enough time in the dark corners of Ilrien know there are echoes of truth in every tale, and strange happenings in the city give them occasion to worry. Allies: None Enemies: The Bank of Brass and Bone, The Brizolatto Family Situation: Ruined, shamed, and left for dead, The Prince of Tatters haunts the city. In time, they will gain their revenge on all of those who wronged them. But first, a weapon must be fashioned. Then, the sitting King of the Shadows must die. Don Brizolatto had a hand in the Prince’s fall, and despite the power that the Brizolatto wields, it is all rag and tatter before the Prince. Short-term Objective: Recruit a powerful Knack. Long-term Objective: Kill Don Brizolatto and co-opt his organization.


206 the brizolatto family- tier iv A well-connected and well-respected criminal organization deeply rooted in enterprises across the city. Technically criminals, though careful enough to stay beyond the reach of the law.  NPCs: Apollo, the Patriarch (practical, powerful, troubled); Rosario, a broker (steely, appraising, hungry) Notable Assets: Legitimate Fronts, Hired Killers, Blackmail on Important Figures, the Fear of the Common People. Reputation: The Brizolatto are careful devils. While some thieves content themselves pilfering the pockets of their marks once, the Brizolatto know that repeat customers are what makes a business run. They keep the smaller crooks in line through fear and businesses under their protection rarely burn to the ground so long as their ruinous terms are met. Allies: The Founder, The Blue Devils Enemies: The Watch, The Prince of Tatters Situation: Don Apollo has grown increasingly paranoid as the rumors of the Prince of Tatters’ exploits in the city wind ever closer to home. Despite this, he drives his alchemists to produce a substance more addictive than Glint in hopes of gathering the wealth necessary to outright buy the loyalty of the First Court. Should he ever gain the means, he would make himself immune to their censure and have the power to stamp out his rivals, both the ones he knows and the ones stubbornly clinging to the shadows. Short-term Objective: Introduce a dangerous new drug. Long-term Objective: Buy a Judge on the First Court


207 rignolle’s rovers - tier iii A band of famous mercenaries formed during the final years of the war against the Dread Emperor. They were initially composed of some of the most famous warriors from across the continents, brought together by Rignolle, a bravo in the emperor’s court. Some of the mercenaries still carry the names and secrets of the first Rovers.   NPCs: “Rignolle”, The Captain (swaggering, crass, possessed); Nadir, Second in Command (wry, arcane, savvy); Lotus, an Assassin (beautiful, deadly, witty) Notable Assets: An Archive of Company History Dating Back to the Dread Empire, A Plump War Chest, High Quality Weapons and Armor. Reputation: The Rovers were homegrown heroes, second sons and down-at-heel scions who sought adventure. Now, centuries after the Nights of the Mask, they have grown into an accomplished corps of professionals. They fight with a flair for the romantic like proper Ilrienne, but their results speak for themselves. Allies: The Bank of Brass and Bone, The Ironmongers Enemies: The Ten Hammer Regulars, The Broadsheets, The College of Satire Situation: Currently, The Rovers are engaged in an ongoing conflict in Northern Calrais and the bulk of their forces are away from the city. The token force left behind still rivals the City Watch body for body, a fact of which the Watch is acutely aware. Nadir has been left behind overseeing day-to-day operations, and is engaged with the First Court and the Prince renegotiating the Rovers’ contract in Calrais. If the Court won’t bend, it would be a small thing to find the money some other way... Short-term Objective: Fight a popular war. Long-term Objective: Ransom the Groan.


208 the ten hammer regulars - tier iii The Ten Hammer Regulars represent a democratic party of foreign mercenaries, with multiple captains at any given time. Disagreements amongst the Regulars only very rarely turn violent, and they have a system worked out for these situations. It is bloody, but effective. NPCs: Moonshadow, a Captain (dark, cunning, meticulous); Mack, a Captain (loyal, dashing, dangerous) Notable Assets: A Charter of Bylaws with a Rule for Everything, a Fortified Meetinghouse in the Twist (The Anvil), Ten Warships, a Brilliant Corps of Contract Lawyers, a Contract with the Fortunato Trade Federation. Reputation: The Ten Hammers are a bold new fashion in Ilrienne. Most companies have a single captain, but the Ten Hammers boast ten. They claim to all speak with a single voice, but their employers often receive new assurances each time they speak to a new captain. Even so, the Ten Hammers are reputed to execute their contracts to the letter...though you will have much less success stretching clauses with them. Allies: The Fortunato Trade Federation, The Dockers, The Buskin Enemies: Rignolle’s Rovers, The Unburnt, The College of Satire Situation: The Ten Hammer Regulars have never been properly accepted in Ilrien society, despite endearing themselves to the city by taking the contract to protect of the Fortunato Trade Federation. Many nobles are slowly coming to trust these strange mercenaries now that their investments are being defended by the Hammers. The Ten Hammers are using this newfound faith to their advantage, both to secure better lodgings and to eventually muscle out their less egalitarian competition.  Short-term Objective: Establish a headquarters on the White Road Long-term Objective: Drive off the Unburnt


209 the founder - tier iii An uneasy anarchy of minor gangs floating just off the Twist. The Founder views itself as the last bastion of real freedom in Ilrien. It governs itself with its own laws and ethical code. NPCs: Serena, the Ringleader (erudite, aloof, not to be trifled with); Lost Wolf, a Promising Student (young, daring, social climber); Semba, a Captain (scarred, gregarious, fast) Notable Assets: A Legion of Street-toughs, Ill-gotten Booty, Stolen Weaponry, Quick Skiffs, Talented Sailors. Reputation: The Founder is a bevy of freedom fighters or a powder keg waiting for a match, depending entirely on who you ask. Some say they will eventually be the spark that kindles revolution and bring about an age free from the Mask or noble squabbling. Others say they’ll burn down the city and then themselves. Either way, we’re in for a show. Allies: The Motley, The Buskin Enemies: The City Watch, The Twistjacks, The First Court. Situation: The Founder has launched night-raids on the Shores district since the founding, making off with valuable cargo and ransoming it back. However, they know that in order to become the power they want to be, rather than the minor annoyance they are, they’ll need a vessel a little heftier than a skiff. They will be devilfish, not barnacles. Short-term Objective: Steal a proper warship. Long-term Objective: Declare a pirate king.


210 the unburnt - tier ii Mercenary survivors; well-paid, but oft as not handed the filthiest and least conventionally-survivable missions. The Unburnt are a hard-bitten group priding itself on getting the job done. As such, they are often the first called upon to deal with impossible situations.  NPCs: Sonny, the Captain (professional, dour, pragmatic); Valor, a Mercenary (honorable, larger than life, decorus) Notable Assets: The Blazon (an unmistakable warbanner; pawned), a Fearsome Reputation, a Supernatural Edge.  Reputation: The job may be difficult, dirty, or just this shade of impossible, but the Unburnt will see it done. Many would-be patrons have contracted this small mercenary band in the hopes they would provide a momentary obstacle for forces far larger and which they wouldn’t have to pay following their destruction. But the Unburnt trudge home, bloodied but unbroken, demanding their pay anyway. Allies: The Mercies, The Gondoliers, The Broadsheets Enemies: Rignolle’s Rovers, The Ten Hammer Regulars, The Dead Watchers Situation: The Unburnt are between contracts right now, and as usual, short on coin and prospects. They’ve had to hock the Blazon to keep their kit in order. Securing a new patron is paramount. After that, they can worry about expansion. Something will turn up.  Short-term Objective: Get the Blazon out of hock. Long-term Objective: Recruit a Ten Hammer Captain


211 the blue devils - tier ii Swaggering bravos who draw their membership from among the minor nobility. There is no shortage of disaffected minor nobles and dissolute society brats looking for a taste of freedom and danger. They find themselves drawn inexorably into a conglomeration of bacchanalian parties and flashing steel. NPCs: Valcara, a Ward Boss (sly, caustic, grasping); Tyrian, a Wealthy Patron (calculating, cultured, untouchable); Lucenne, a Bravo (one-eyed, trained, reasonable) Notable Assets: A Fencing School in the Spindle, Protection Rackets, Immunity from Watch Censure, Fantastically Designed Devil-masks. Reputation: The Blue Devils are too romantic and fashionable to be called a gang. It fails to capture their genteel nature. Certainly, they conduct themselves like ruffians and will kill a man in the street. But they’ll at least do so under the pretense of a legal duel, like gentlemen. Allies:  Minor noble houses, The Signorra, Soraya Enemies: Major noble houses, The Tramps, The Motley Situation: The Blue Devils are young and hungry as far as powers go, eager to carve their name on the city. They’ve got plenty of enemies among the gangs in the Twist and their continued expansion draws no small amount of ire. They may be clever and dashing enough, however, that under the leadership of Valcara they could cut the hearts from their foes and ascend the highest avenues of wealth and power. The fortunes of their birth did not give them everything, so perhaps swords will do better.  Short-term Objective: Crash a rival’s party. Long-term Objective: Expand their holdings into the Gilt.


212 twistjacks - tier ii The Watchman’s badge is a shield, not just for the people of the city, but the powers who hold the city in thrall. Some Watchmen set down the shield, deciding it has turned the wrong way and protects the wrong people. They take their truncheons though. Every one of them. Now they stalk the streets of the Twist, bringing a healthy fervor for justice. NPCs: Austell, a Jack (self-sacrificing, trustworthy, cautious); Fortuna, a Jack (lucky, headstrong, keen) Notable Assets: Watch Contacts, Friendly Magistrates, Alchemical and Clockwork Crime-fighting Equipment, Knowledge of the Twist. Reputation: Twistjacks patrol the alleys and closes of the Groan, bringing to justice those who evade the reach of the law. The Watch might take a bribe or decline to chase you into dangerous territory. But when you catch your breath, you’ll turn and find a Twistjack with an evil grin, truncheon already raised. Allies: The Tramps, The Mercies, the Dead Watchers. Enemies: The Motley, The Brizolatto Crime Family, The Blue Devils, The City Watch Situation: The Twistjacks are at an impasse of late. Austell, the founding Jack, still believes that justice is best dispensed by the Courts. Fortuna, the current second, is becoming increasingly hard to control, taking justice onto herself more and more often. If Fortuna is given free reign, the Twistjacks will find more immediately satisfying ways to punish those preying on their neighbors in the Twist. Short-term Objective: Massacre a Twist gang. Long-term Objective: Deliver Don Brizolatto to justice.


213 the motley - tier i A legion of beggars and the dispossessed painted like terrifying harlequins. More a horde or a force of nature than a criminal gang, how anyone could claim leadership of this tidal wave of violence and laughter is one of the Groan’s great mysteries. They flood through the Twist in the late-night hours like a tide of locusts. NPCs: Rush, the Leader (unpredictable, quick, mad); Morley, the Frontman (feral, self-important, anarchist) Notable Assets: An Unceasing Tide of the Disenfranchised, Bottles and Chains, a Complete Lack of Fear Reputation: The Motley are urban decay made manifest. Once the city’s working heart beat loudest in the Groan. Now it is a place where it is less dangerous to be a tiger than a man. The world tries its best to break you, but the Motley just laugh and laugh and laugh. If you hear the laughter as the sun sets over the Groan, quicken your stride and lock your door. Allies: - Enemies: The City Watch, The Twistjacks, Soraya Situation: The Motley is the Wild Hunt of Ilrien. Whoever they catch on their nightly gallivant either joins the pelting charge or is run down and savaged. Many wonder what Rush’s endgame might be, though most quickly dismiss it as deciphering the goals of a hurricane. Little do they know that Rush and Morley have grand designs indeed...if the Twistjacks don’t put them down first. Short-term Objective: Gather recruits among disaffected youths. Long-term Objective: Occupy The Bank of Brass and Bone.


The Outsiders


215 the sevenfold veils - tier iv One part hidden college, one part social club, one part cult, The Sevenfold Veils are a secret society of wealthy dabblers in the occult and arcane. They find funding and advancement within the secret heart of society and the highest halls of learning. They work to exhume the Last Deathless. NPCs: Antoni, a Librarian (obsessed, intelligent, well intentioned); Octavia, a Noble (conceited, difficult, connected) Notable Assets: Grimoires of Ancient Knowledge, Several Family Fortunes, Shadowy Associates, a Ritual Space Hidden Beneath the Palace. Reputation: Secretive and grasping, the Sevenfold Veils operate in the shadows of polite society. Dilettantes, though talented in matters both occult and politic, they work in secret as they gather arcane power through backroom negotiation, grey-market acquisition, and the occasional theft or murder. Allies: Members within every House Minor. Enemies: The Scholam Naturalis, The Mercies, The Dead Watchers  Situation: The Sevenfold Veils have quietly consolidated their power amongst the minor cults of the city, skimming the cream of the talented practitioners of the arts arcane. Their maneuverings have not gone unnoticed by the Scholam Naturalis. But the advent of their master, The Last Deathless, is nearly at hand. They lack only the secrets of the Book of the Unbroken Watch and access to The Necropolitan Hill without the prying eyes of the Dead Watchers. Short-term Objective: Steal the Book of the Unbroken Watch Long-term Objective: Awaken the Last Deathless


216 the mercies - tier iii The militant extension of the Lady’s followers, The Mercies operate with the singular purpose of cleansing the world of evil. The Mercies ostensibly fall under the umbrella of the Graces of the Temple of the Lady, though their charter explicitly names them as a separate organization altogether. Their secrets are best left beyond the scope of canon law.  NPCs: Nefera, an Exorcist (radical, unstoppable, calculating); Cyrus, an Inquisitor (noble, judgmental, professional); Ophelia, a Monster Hunter (street smart, fast, psychic) Notable Assets: Hunter Diaries, Arcane Weaponry, Alchemical Serums, Free Passage Through the City. Reputation: Insular and mistrusted by the greater majority of the city, the Mercies are what happens when Graces decide to do something more than pray when magic goes awry. They keep their supernatural edges secret, and their operations away from the prying eyes of the city. Allies: The Dead Watchers, The Unburnt Enemies: The Graces, The Sevenfold Veils Situation: Ophelia has been given dispensation by the Mercies to put a stop to a great predator that is treating the lower city as its hunting ground. The game of cat and mouse has embroiled many Mercies, and left more corpses than is comfortable for anyone in the city. Meanwhile, Cyrus searches the Hunter Diaries for clues to enact the Rite of Revelation. Short-term Objective: Hunt a powerful monster of the old world. Long-term Objective: Enact a ritual that reveals monsters that hide among us.


217 the dead watchers - tier ii An old family of grave keepers, The Dead Watchers are highly skilled guardians who know every inch of The Necropolitan Hill. They are rarely seen before sunset. The undertakers of the greatest city in the world, nothing goes into or out of The Necropolitan Hill without their say-so. NPCs: Jared, the Captain (not to be trifled with, cold, guarded); Saint, the Welcome Wagon (curious, polite, deadly) Notable Assets: Unassailable Will, Knowledge of the Necropolises, a Divine Purpose. Reputation: The Dead Watchers hold the Necropolitan Hill, as much a part of the scenery as the Gallows Tree and the Lich Gate. They keep safe and tidy the place where the dead rest beneath the weight of history, and they dislike visitors who linger long after dark. Allies: The Mercies, The Gondoliers Enemies: The Seven-fold Veils, Soraya Situation: While the city comes to celebrate their dead, the Dead Watchers are at an impasse. For generations they have sought a way to ensure the most dangerous of their charges remains dead, but the necessary excavations and experiments that take place must be handled with delicacy. While they spread rumors to keep away prying eyes, Jared and his watchers labor against all odds to still the heart of a thing called the Last Deathless. Short-term Objective: Spread rumors of plague upon The Necropolitan Hill. Long-term Objective: Destroy the heart of the Last Deathless


218 the college of satire - tier ii A school of well-paid and much in-demand truthsayers and jesters. No court is complete without one. Speaking truth to power, the College places suitable agents in the households of Princes and Merchants alike. The College of Satire ensures that no matter how grave the affairs of the day, the crowns of Ilrien do not take themselves too seriously. NPCs: Atlas, a Jester (complex, strange, honest); Calliope, an Orator (captivating, polished, knowledgeable) Notable Assets: Wealthy Patrons, Blackmail and Secrets, Distinctive Costumes. Reputation: Spies, plain and simple. No one believes these jesters are as simple as they appear. No one wearing that much greasepaint can be up to any good. Allies: The Buskin, The Broadsheets Enemies: The Scholam Naturalis Situation: The College is in high favor amongst the nobility, and it is only right and proper they should have access to the best and brightest as early as possible. The Scholam Naturalis is a perfect place to secure further patronage, and continue to spread influence amongst the up-and-coming nobility. Meanwhile, Atlas has taken to ensuring that the core tenet of the College not be forgotten. “It is ours to remind them not to grow too big for their britches.” Many think the College full of fools. It’s true of course, but when the wind is southerly, they know a hawk from a handsaw. Short-term Objective: Seek appointment to the Scholam Naturalis Long-term Objective: Pull a prank that will never be forgotten.


219 the buskin - tier ii Bohemian street performers, artists, writers, and intellectuals. They espouse Truth, Beauty, Love, and all the other capitalized words which draw the hearts and minds of people like crepe-paper moths. They want an end to the Mask and the privilege of the nobility. Or Masks of their own.  NPCs: Julius, a Sculptor (perfectionist, audacious, rebellious); Camilla, a Leading Lady (fickle, mean-spirited, cunning) Notable Assets: Playhouses and Street Fairs, Secret Meeting Houses, the Love of the Nouveau Riche, Signs and Codewords.  Reputation: The Buskin is not well thought of, frankly. Dreamers and madmen in sandwich boards screaming about equality and liberty, the bonds of brotherhood rather than bondage. It’s all well and good they see to the entertainment of the people, but must they be so...political? Someone throw a pie! Allies: The College of Satire, The Broadsheets, The Baker’s Guild Enemies: The Blue Devils, the Nobility Situation: The Buskin has bided its time long enough. Simple japes and goodnatured ribbing will only go so far. That’s more the Satirists’ shtick anyway, and the Buskin must advance the Avant Garde and push the envelope. They have a play, you see. As soon as the third estate sees it, it will be all too easy to whip them into a frenzy and tear masks from faces for good and for all. Short-term Objective: Excoriate the First House with a new play. Long-term Objective: Instigate a riot.


220 the tramps - tier i A gang of do-gooders and anti-mercenaries directing and protecting the nomads and caravans passing through Ilrien. The Tramps are the trail guides of the greatest city in the world, shepherding to safety those ignorant of the dangers every street can hold. Their rates are inexpensive, and their connections make them very handy to know. NPCs: Sahara, Orchestrator (warm, effusive, insistent); Liam, a former Watchman (grizzled, wry, experienced) Notable Assets: Network of Safehouses, Hidden Paths, Popular Support in the Groan. Reputation: The Tramps are trustworthy, and bad for business by the account of any professional street thief. Their good relationships with bigger, more influential factions make them a hard target to hit. They take those relationships very seriously.  Allies: The Groan, The Twistjacks, The Buskins Enemies: The Motley, The Unburnt Situation: Sahara knows that Ilrien is not a kind city to those who don’t know her winding streets. It’s a jungle, and someone needs to be a guide and guardian lest the city chew them up and spit them out. She’s attracted some support, but in order to fight off the wolves, she needs a small army. Once she’s got the muscle, she’ll focus on the real problem: why do foreign traders, the lifeblood of Ilrien, have to enter through the Traitor’s Gate like common sell swords? Short-term Objective: Negotiate Ten Hammers mercenary protection. Long-term Objective: Gain rights to entrance through the Grand Gate.


221 soraya - tier i An old woman in tattered lace and velvet who lives under The Gilt Bridge, with an army of cats she calls The Royal Guard. Soraya has been called a witch, a seer, a beggar-queen, a former Prince, a creature crawled from the realm of Faerie, and none of these things are entirely wrong. NPCs: Soraya, The Witch (regal, obtuse, charming) Notable Assets: A Hopeless Number of Cats, Tattered Royal Finery Centuries out of Date.  Reputation: She may actually be a noble. Or she may actually spirit your children off in the middle of the night. No one is truly certain. She is the source of much musing and fear. Because where misunderstanding bides, fear is always close at hand. Allies: Every cat in the city. Enemies: The Motley Situation: Soraya has decided it is long since time she began her diplomatic strategies for dealing with the greater world. She means to extend gentle invitations to the diplomats of the Principalities that they might acknowledge her right to rule. Then, properly accepted as a power in her own right, she will strike against those not in her favor. Short-term Objective: Grant Rey, the Diplomat, an audience. Long-term Objective: Declare war on the Motley.


222 Contacts for Indulgences faith Little-Sister Claudia, The Lady’s Temple  Jin the Lost, The Lord’s Shrine Song, Shrine to the Old Gods Antar, Minor Temple or Shrine for a Foreign God obligation A Family Member or Close Friend Sister Aveline, Refugees and Orphans in The Groan Ripley, Secret Society gambling Fuad, Runs Dice Games Alesha, Runs Card Games Agrippa, Horse Race Bookie  Winn, The Piste Bookie stupor & pleasure Swayjin, Runs a Tavern Leviathan, Runs the Fighting Pits Rosignol, A Bawdy House Madame in The Rose District Dimitri, A Glint Dealer arcane Adrian, An Illusionist Melany, An Old Witch The Nightingale, An Impossibly Old Spirit in The Garden  Drax, A Dreamlily Dealer luxury Giovanni, Opera House Merlot, Grande Theater Feng, Bath House Sina, Fine Tailor


Chapter Five Playing the Game


224 Triggering the Action Roll Court of Blades is a fiction-first game where most of it is spent conversing. Your group talks, jests, and narrates everything happening in the fictional world until something happens to trigger the need for an action roll. It’s the Game Master’s responsibility to identify these moments, though in time you’ll intuit when it is time to reach for the dice yourself.  Any activity the Player Character would reasonably accomplish just gets done, no roll required. If something in the situation poses a challenge, however, it’s time to roll some dice. Here are examples of things that would prompt an action roll: • A PC is attempting something that could be risky or dangerous. Yes, they could pick this simple lock without issue typically, but because they’re in a crowded room can they do it fast enough and discretely enough to defy notice? • A PC is making a demand of someone that could result in risk or danger to themselves. Their favored contact, Allie, is typically happy to help them, but when they ask him to spy on the Brizolattos during a private party, it will take some convincing.  • Someone just really wants to roll the dice. They want the outcome to be left up to the whims of the Lady. When it’s time to roll, the conversation may sound like this: Player: I know this guy is about to hurt someone, I am just going to tackle him now, while I think he isn’t expecting it. GM: Okay, what kind of action do you think that will look like? Player: I think it’s going to be a Skirmish. I want to take this guy to the ground and get his dagger away from him.  GM: Cool, I could also see that as a Maneuver, but either way, that sounds risky to me. He is alone and has his back to you right now, so I am going to say the effect will be standard.  Player: I’m better with Maneuver, but I am really just trying to beat the stuffing out of this guy, so I’ll stick with Skirmish.  At this point the group may chime in to suggest a different position or effect. This is also when someone may offer to assist the PC in their action, or give them a set up action. The important takeaway here is that this is still part of the conversation belonging to the whole group.  Actions, position, and effect, are all tools to portray the nature of a situation, the effect that a PC can have on that situation, and what actions they are attempting to deal with it. This simple formula is the heart of Court of Blades gameplay. 


Actions in Play On the following pages, the twelve actions are detailed and fleshed out with examples of maneuvers and consequences.


226 channel When you Channel, you open your mind to arcane power and draw on sorcerous might. You might navigate the tricky syllables of an ancient spell of binding, or you quickly summon a magical ward to stave off damage. You may also identify a recently uncovered artifact, but Study might be better.  GM Questions • What does it look like when you Channel arcane power? Is there a telltale sign when you channel? • From where does the power come, and how do you bend it to your will?  Sorcerous might and arcane power are left intentionally vague. The city of Ilrien and the world of the Principalities can have as little or as much magic as you and your group thinks is interesting and appropriate for the story you want to tell. If there is magic, however, it comes from somewhere and its use requires talent or skill. The Weave, the tendrils of magic of which the Knacks of the Scholam Naturalis speak, is never safe or familiar. Magic is a natural force that can be harnessed but never tamed.  Channel, as an action, typically draws upon arcane energy in some form or another. Knacks have an internal power, whereas others Channeling might draw from an artifact, a trinket, a device, or an arcane creature or spirit. “Blunts” can interact with the Arcane, but Knacks create it. Channeling, at its most basic, is getting magic to do what you want it to. If you have an enchanted device that reveals the doorway to the catacombs only under the light of the moon, that’s Channeling. If you bend the laws of reality with an invocation, that’s Channeling. If you invoke a pact with the Queen of All Night’s Falling, that’s probably Channeling, too.


227 Examples Controlled— “I read through the grimoire and see if I can make sense of the ritual.” 4-5 Reduced Effect: The words writhe on the page. You think you’ll be able to make the ritual work, but you’ll pay a greater price for the magic.  1-3 Lesser Harm: The magic in the tome writhes like a sentient thing, reaching out and laying bare your deepest fears. Take level 1 harm “Shaken.” Risky— “I tap into the Weave and hurl a blast of force at the gangster.” 4-5 Complication: Your wave of force knocks the gangster back, but he yells to the rest of his crew, “They’ve got a Knack!” All the other guns swing in your direction. What do you do? Desperate— I pull up my magic like a shield as the gun goes off. 1-3 Severe Harm: The shield crackles into being and you slow the bullet with your Knack. But your reckless use of magic takes a terrible toll. Your nose, ears, and eyes dribble blood. Take Level 3 Harm “Burnt Out.”


228 command When you Command, you compel obedience. You might glare down a handful of thugs in an alleyway. With a cutting remark you may compel a fop to retract an insult. You might demand information from mercenaries in league with your House, but Consort might be better. GM Questions • Who are you Commanding? What’s your leverage? • What do you hope they’ll do? Commanding is the subtle and gentle art of getting someone unwilling to do what you want. They will do it out of fear or loyalty or respect, but they will do it. This stands in sharp relief against Consort, where you are trying to get along with someone or work together with them. That being said, if you go around Commanding your friends and contacts, do not be terribly surprised if the relationship suffers. Barking orders rarely wins friends and influences people in the long-term.  Command is typically the right action for dispensing orders to Retinues or Colleagues, unless you are leading from the front. If they are following in your footsteps, then by all means show them how it’s done with the appropriate action rating. Otherwise, treat it as a group action. Roll your Command and let them make a fortune roll with their Tier as a dice-pool.


229 Examples  Controlled— “I’m going to send my Courtier retinue to ferret out the secrets of the Signorra’s operation. Who’s been meeting with her in secret?” 4-5 Withdraw or Risk: “My apologies, patron, but the Signorra is a canny foe. You must give us leave to do whatever is necessary to bring this secret to light.” This will be Risky and your Courtiers will be out of your control for a while. Do you give the order? Risky— “I interpose myself between the duelists at the last minute, throwing my hands wide. “What is this going to prove, gentlemen? Look me in the eye and tell me you don’t know that this is exactly what the Prince of Tatters wants!” 1-3 Suffer Harm: Your words are swallowed by the crack of pistols as the duelists turn, fingers already on the triggers. Fire blazes in your shoulder and your hand is suddenly wet. Suffer Level 2 Harm, “Flesh Wound.” 4-5 Reduced Effect: The duelists hesitate, pistols still raised, but neither firing. “The Prince of Tatters? What proof do you have that a child’s fairy tale is involved?” Desperate— “Arrest me? Ha. ‘Gentlemen of the Watch, remember who really runs this city.’” 1-3 Serious Complication: “Right you are, then. Let’s have a talk with the First Court about it.”


230 consort When you Consort, you socialize amongst friends. When you Consort, you are behaving as you would amongst friends. You might chat up the friendly tavern owner in hopes of learning when the diplomat was last seen alive. With a drink and a chat, you may draw a secret from a confidant. You might use a disguise and forged papers to bluff past a checkpoint, but Skulk might be better. GM Questions • With whom do you consort? Where do you meet? What do you discuss? • What do you hope to achieve with them? When you Consort, you care what the other person thinks or feels. You listen to what they’re saying. You’re charming, social, and relatively open with them. Consorting works both with people you know and new people with whom you are trying to “fit in.”  To Consort, typically you need an environment that isn’t openly hostile. If there’s a pitched melee currently underway, it matters little how charming you are or how hard you are working to be open and earnest. The assassin will still open you, groin to gullet, no matter how much you want to talk the matter over.


231 Examples  Controlled— “Benecio is a friend of mine. I’ll see if he or his Gondoliers have heard anything about the courier we’re tracking.” 4-5 Reduced Effect: He has, but he also let him off his Gondola an hour ago. He took him out to the Founder. You’ll have to find him there. 4-5 Risky Position: You’ve been leaning on Benecio a lot lately. I think this could be the straw that breaks the camel’s back. He tells you that he’s busy. Do you push him? Risky— “I’m going to pull out my fine inebriants. Let’s go with Dreamlily. “Boys, how long have you been standing out here? How about something for the boredom,” and I’ll pass the pipe with the guards while Saint goes in the back way.” 4-5 Harm: The guards compliment your taste, but if you want to pull this off, you’re going to have to partake as well. Take Level 2 Harm, “Fading.” The world blurs around the edges and the colors get real interesting. Desperate— “I’m going to take this opportunity to work the room. I’ll use the code word for the conspiracy every so often, slipping it into casual conversation.” 4-5 Serious Complication: You get casually invited into a backroom. When you arrive it’s clear this is where the conspiracy is going over final instructions. A knife is pressed into your hand. “You know what to do. Jericho will watch your back.”


232 hunt When you Hunt, you carefully track a target.  You might follow a carriage as it crosses the city. You may navigate the press of the crowd to find a sight-line on the hangman at the execution. You might unobtrusively tail a corrupt priest, but Skulk might be better. GM Questions • How do you hunt them down? What methods do you use? • What do you hope to achieve? When you Hunt, it’s all about precise and skillful execution. Hunting is done on your terms. You stalk the target to their lair, you select the ambush point, you line up the target in your sights, and you take the shot. This might be the legwork before an actual fight kicks off. If you try to Hunt after the chaos has kicked into full swing, you’ll probably find yourself in a desperate position. Time and distance are your allies here. Hunt is not just the measure of your marksmanship. It entails tracking, stalking, and discovering the location of anything or anyone. There’s no “shoot” action in Court of Blades, but if you’re waiting for the perfect time to pull the trigger on a target from a hidden position, then Hunt is probably your roll. If you’re shooting someone with your pistol in a pitched melee, you might just as easily Skirmish.


233 Examples  Controlled— “I wait until the informant steps forward to speak to Alessio, hold my breath, and squeeze the trigger.” 4-5 Reduced Effect: Your shot clips the informant and he spins to the cobble stones. He chokes and sputters as Alessio drops to his knee to hear the informant’s final words. He can still spill the beans. What do you do? 4-5 Risky Position: You hit the informant through the throat and he goes down in a spray of blood. Alessio stands in shock for precisely three heartbeats before he turns to trace the shot. “Up there!” His guards ready pistols and encircle the building. Risky— “All this Glint has to be coming from somewhere. I’m going to hit the streets and track down the supplier.” 4-5 Complication: You track down the dealer, in the middle of a big deal when you arrive. Apollo Brizolatto is personally overseeing the buy. So are ten of his best killers. Desperate— “’The fight’s not the important thing here. We’ve got to catch Lucretzia!’ I break away from the skirmish and chase after her.” 4-5: Reduced Effect + Severe Harm: You disengage from the fight, dashing toward the door after Lucretzia. A pistol barks behind you and you feel the bullet pass through your back. Someone wasn’t done fighting with you! Take Level 3 Harm “Lung Shot.” Lucretzia is still in sight but you’ll have a hard time catching her now.


234 maneuver When you Maneuver, you traverse quickly and skillfully.  You might leap from roof-top to roof-top with a running start. You might navigate the tricky steps of a fashionable new dance. You might carefully lie by omission, but Consort might be better. GM Questions • How do you maneuver? How do you navigate the environment around you? • What do you hope to accomplish? When you Maneuver, you position yourself to skillfully take advantage of an opportunity. In a permissive environment, you may have better effect than when you have to Maneuver subtly or without attracting notice. It’s more than just where you place your feet. It’s a mixture of precise timing and instinctual awareness of the developing situation. When a Maneuver roll goes badly, it’s rarely “all or nothing.” Common consequence to a missed Maneuver is discovery, pursuit, or a more tenuous situation. Conversely, Maneuvering is a perfect set-up action, leveraging clever positioning and timing to achieve greater effects with follow-up actions.  


235 Examples  Controlled— “I’m familiar with the Firelight Stride. I’ll take Isabella for a turn around the dancefloor, and see if I can spot Lachance.” 4-5 Risky Position: You and Isabella wheel around the room in time with the intricate waltz, but you’re surprised to brush a little too close to Malcotto, the Corvetto Bravo. His smile is unkind as the song draws to a close. He still looks peevish from your last encounter. Risky— “From the roof I can lower myself onto the ledge below and then it’s in through the window, right?” 4-5 Complication: You drop to the ledge without trouble. You shin across the ledge toward the half-open window, but draw back when you hear the door inside open. Two voices are raised in conversation. “Yes, I have the documents right here. Have a look for yourself.”   Desperate— “The game is blown, now. I’ll grab whatever papers I can from the desk and dash to the window. I’ll shimmy along the ledge and find a good place to drop to the street.” 1-3 Severe Harm + Complication: You land all wrong, something in your leg giving out. Your world goes white with pain as you clutch the papers to your chest. You hear shouts of alarm from within. The guards will be along shortly, but you’re not going far on a broken leg. Or are you? 4-5 Serious Complication: You hit the street, roll, and come up running. Malcotto screams abuse at your back from the balcony. “Lovell dog! This does not end here!”


236 skirmish When you Skirmish, you entangle a target in combat. You might slip a knife into the ribs of the street-tough hired to kill you. You might fight an elaborate duel with an affronted rival. You might spring from the shadows to neutralize the agent on your tail, but Wreck might be better. GM Questions • How do you skirmish with them? What combat methods do you employ? • What do you hope to achieve? When you Skirmish with someone, you both attack and defend in a vicious back and forth. It is a useful skill for starting, surviving, and finishing a fight—but the fight is compulsory. This is not silently executing a guard. That is Skulking or Hunting. If you tackle them to the ground and wrestle them into submission, that is a Skirmish. If you challenge them to a formal duel and then draw swords on each other, there may be Maneuvering as you size each other up, but it will eventually come down to a Skirmish. Generally, the consequences to Skirmishing come from the enemy with which you skirmish. The more dangerous that opponent, the more desperate and dire the situation becomes. If you fight alongside a retinue or a colleague, in a battle, you Skirmish. If you order them to Skirmish on your behalf, you’re Commanding.


237 Examples  Controlled— “I’ve got all the aces here, and he doesn’t strike me as much of a fighter. I’m going to take the diplomat in a rush and then choke him out.” 1-3 Withdraw or Risk: The diplomat’s got more fight than you gave him credit. He snatches up a letter opener and stabs wildly. You want to keep trying to grapple him?  Risky— “When he comes at me with his court-sword, I’m going to parry his blade to the outside with my own and bring him down with a kick to the inside of his knee.” 4-5 Reduced Effect: It’s more of a shin-rake as you lash out, but he’s tougher than you give him credit for. He comes in close and grabs your wrist, trying to pull you off balance.  Desperate— “I’ll hold this alleyway while the rest of you get away. ‘Come, then! Come get your throats cut.’” 4-5 Reduced effect + Suffer Harm: They take you in a rush. You give as well as you get, but that means only one of theirs is down and you’re bleeding from a handful of wounds when another gets in close and buries a knife in your side. Take Level 3 Harm, “Gutted.” They’re getting around you and after the coterie as you sink to your knees.


238 skulk When you Skulk, you move carefully so as to avoid notice.  You might keep to the shadows to avoid the attention of a guard. You might cobble together a disguise to pass as a rival House’s courier. You might soundlessly pry open a window to secure entrance to a villa, though Tinker might be better.  GM Questions • How do you avoid notice? What in the environment aids your skulking? • What do you hope to achieve? When you Skulk, your movements and your intentions pass beneath the notice of others. Skulk is a useful catch-all for skillful movement, finesse, spycraft, and outright evasiveness. If you are doing something that requires the other party to not notice, it’s a good bet it’s a Skulk roll. You might use movement to hide out of sight or waylay an enemy in ambush. You might use sleight of hand and misdirection to plant an object or hide some thing from view. It may be used as a set-up action to keep a follow-up action covert, thus granting better position or effect. When a Skulk goes badly, it doesn’t necessarily mean the jig is up. It might, however, start a clock like “Discovered” and tick a segment or two. Think of the clock as “stealth harm levels.” The PC can take only a few more hits before they’re knocked out of the hide-and-seek fight. 


239 Examples  Controlled— “You say that he’s just up and working late? All alone? And I can see the ledger on his desk? Well. Let’s bop him on the head and be off with it!” 4-5 Reduced Effect: Easy enough. The approach is perfect. No squeaky boards or stumbles. But he sneezes just as you give him the bop and what should’ve flattened him just spins him in his chair, dazed and groaning. What do you do? Risky— “I’m going to slip the evidence into our host’s pocket while he’s turned and fussing with the drinks.” 4-5: Harm: Certainly. Your host is none the wiser as you plant the evidence. Ballatino, the Al-Mari envoy, on the other hand arches a dark eyebrow. Take Level 2 Harm, “Ballatino Knows.” Desperate— “I’ll throw my mask aside and turn my cloak. The Rovers aren’t far behind, but I think I can shake them and blend into the crowded market.” 1-3 Severe Harm: You almost get away with it. Were it not for the Rover who reaches out from the mouth of the alley and drags you back in. The next moments pass like an eternity as you’re rolled and booted like a meat football. Take Level 3 Harm, “Hemorrhaging.” 


240 study When you Study, you scrutinize details and interpret evidence.  You might decode an enciphered message or occult ritual. You might follow the money to draw connections between hired bravos and your rival. You might assume an enemy’s current intentions based on the number of warships they have docked in the harbor, but Survey might be better. GM Questions • What do you study? What details or evidence do you scrutinize? • What do you hope to understand? When you Study, you concentrate on small details—expressions, tone of voice, innuendo, breaches of etiquette, tiny clues—to find what is hidden, determine facts, corroborate evidence, and guide your decisions. Studying is often used to read a person in Ilrien—this is a gather information roll to judge whether or not they are lying, what they really want, their intentions, etc. When you Study someone this way, you can ask the GM questions while you interact with them, so you may wish to wait until they say something fishy, then ask the GM “Are they telling the truth?” If you want to get a feel for the current situation or scout a location, that’s Survey. That’s the action for big-picture information. Study is the opposite, relying on interpreting small clues and fine details on the personal level. It’s also the action for research of all kinds (like long-term projects!). Any fact can be discovered through Study. 


241 Examples  Controlled— “I light the candle, ring the bell, and open the book. No harm ever came from reading a book, right?” 4-5 Withdraw or Risk: There’s an audible crack of power as you open the book; as you reach out to turn to the first page, it flips invitingly under your hand. You’re dealing with something eldritch and powerful here. Do you read on? Risky— “I don’t have a lot of time while Apollo is out of the office. I shuffle through the papers on the table. I commit everything I can to memory.” 1-3 Desperate Situation: “Anything interesting?” Apollo leans against the doorframe with an insouciant smile.  Desperate— “I think I’ve got to work fast here. The Watch will be along, and with all this blood, it looks bad. I need to put this together before they get here.” 4-5 Serious Complication: You look over the crime-scene and analyze the clues. As your heart races, there’s one damning bit you keep coming back to. That boot print looks like it’s Watch issue.


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