Citadel of the Unseen Sun: Episode 5
City of Decadence
Credits
Episode 5: City of Decadence Written by: Ghostfire Gaming Team
Anne Gregersen
CEO: Jordon Gibson
Head of Fables: James J. Haeck General Manager, TTRPG: Phil Beckwith
Story Design: James J. Haeck Communications and Marketing: Hannah Peart,
Art Director: Zoë Robinson Kathryn Griggs
Digital Analyst: Tyler Kempthorne
Citadel of the Unseen Sun Writers: Leon Barillaro, Products and Logistics: Matthew Witbreuk, Simon
Anne Gregersen, James J. Haeck, Sarah Madsen,
Montgomery Martin, Kelly McLaughlin, Joshua Sherry, Rex Gibson
“HTTPaladin” Mendenhall
Game Designers: Shawn Merwin, James J. Haeck
Editor: Matt Click Art Direction: Suzanne Helmigh, Marius Bota, Ona
Managing Editor: James J. Haeck
Kristensen, Zoë Robinson
Graphic Design: Rich Lescouflair and Peter Lead Graphic Designer: Martin Hughes
Wocken Design
Ghostfire Gaming Discord Community Managers:
Layout: Rich Lescouflair Ian “Butters” Gratton, Lukas “Toasti” Scheerer,
Cover Design: Christine Foltzer Nelson “Deathven” Dicarlio, Tom “A Viking Walrus”
End Page Design: Abby Zweifel Garland, Caleb “Connendarf” Englehart, Cameron
“C4Burgers” Brechin
Episode 5 Interior Illustrators: Anna Moshak,
Andreas Rocha, Ben Zweifel, Carol Azevedo, Special thanks to the creative wizards at Wizards
Erion Makuo, Josh Ketchen, Kate Laird, Kristian of the Coast for being the caring stewards of this
Agerkvist, Linda Lithén, Luca Moos, Luke Beaber, game we love.
Maggie Ivy, Matt Hubel, Nikki Dawes, Sam Key,
Stanislav Dikolenko Special thanks to our playtesters and every one of
the passionate roleplayers of the Ghostfire Gaming
Episode 5 Cartographers: Ayu Maharani, Ben community. Your feedback and your love of
Zweifel, Kristian Agerkvist, Luke Beaber storytelling and monster-slaying is what drives us to
create games.
Based on Locations and Characters from the
Grim Hollow Campaign Setting by: Jordon and
Rex Gibson
This product is compliant with the Open Game Licence and is suitable for use with the 5th Edition rules system.
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version
1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.),
dialogue, plots, storylines, locations, characters, illustrations, and trade dress. (Elements that have previously been designated as
Open Game Content or are in the public domain are not included in this declaration.)
Open Content: Except for material designated as Product Identity (see above), the game mechanics of this game product are
Open Game Content, as defined in the Open Game License version 1.0a Section 1(d). No portion of this work other than the mate-
rial designated as Open Game Content may be reproduced in any form without written permission.
© 2021, Ghostfire Gaming Pty Ltd. All rights reserved. Reference to copyright material in no way constitutes a challenge to the
respective copyright holder of that material. Ghostfire Gaming, the Ghostfire Gaming logo, Grim Hollow and the Grim Hollow
logo are trademarks of Ghostfire Gaming Pty Ltd.
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Contents
Welcome to Fables! 5 Appendix B: Magic Items 79
You Are a Game Master 5 Bloodletter Axe 79
Running this Fable 5 Dose of Bliss 79
This Fable’s Story 6 Potion of Dead Blood 79
Prelude 9 Undead Necklace 80
Lesser Elemental Gem Weapon 80
Chapter 1: 11 Greater Elemental Gem Weapon 80
Entering Nov Ostoya Lesser Pain Gem Weapon 80
Greater Pain Gem Weapon 80
Blood on the Road 12 Striker Gem Weapon 80
The Walls of Nov Ostoya 13
Rising Tensions 16 Open Game License 81
Entering the City 18
Chapter 2:
The Low Streets of Nov Ostoya 27
Life on the Low Streets 28
On the Low Streets 29
Low Streets Locations 31
Street War 38
Moving Into the Heights 39
Chapter 3: 43
Blood-Drenched Heights
of Nov Ostoya
Festival of Tears 44
Heights Locations 45
Entering Blackharbour 51
Blackharbour Gala 54
Below the Surface 60
Escaping the Keep 64
Appendix A: New Monsters 65
Arch Vampire 65
Blood tracker 68
Blood Ooze 69
Crownbreaker Bruiser 70
Light Hunter 71
Nightseer Sage 73
Nov Ostoyan City Guard 75
Officer of the Scarlet Watch 76
Sanguine Street 77
Volitant Infiltrator 78
3
4
Welcome to Fables!
You hold in your hands an episode of Citadel of the Episodes and Chapters
Unseen Sun, the first of many Fables which span
worlds, genres, and the planes of existence. Each A Fable is a complete story, released in six monthly
episode of this Fable contains four sessions of thrilling episodes. Each episode is an arc of this overall story
fifth edition adventure—enough to entertain a group that presents a mini-sandbox environment. An
of weekly roleplaying game (RPG) players until the episode has a specific range of levels for which it’s
next episode arrives a month later. designed. As the Game Master, you are empowered
to run an episode for characters of a higher or lower
You Are a Game Master level than recommended for an episode—but be
prepared for a more challenging or easier session
As the Game Master (GM) of a Fable, you are given unless you do work yourself to alter the challenges
the power of a storyteller, telling tales of heroism and monsters the characters face.
and adventure to a rapt audience. Imagine yourself The characters can explore each episode’s region at
wrapped in the clothes of a traveling bard, your face their leisure. An episode is further divided into three
cast in glowing firelight, as you weave a tapestry of or four chapters. Each chapter describes a specific
words. Your words draw those who sit around the location within an episode’s sandbox environment—
fire with you into another world, where they are not or it could represent a linear series of encounters that
the mere audience of a tale, but actors, storytellers drive the plot forward. An episode typically has three
themselves. to four chapters, each of which contains enough game
The GM’s role is to establish the setting of each scene content to fill one or two game sessions.
in this Fable, introduce and roleplay its non-player
characters (NPCs), and play monsters and villains that Monsters, Magic, and More
long to bring a swift end the heroes’ adventures. The
players at your table are storytellers in their own right. When you see text in bold, that’s the Fable’s way of
Though they only embody a single character each telling you that a scene or location contains a monster
while you embody many, the players’ actions have the or NPC ready to fight. New monsters and NPCs
power to change the world of Etharis forever. The best in Fables are usually found in appendix A: New
GMs are willing to improvise, even ignoring the text Monsters of the episode in which they appear. If a
of a Fable when necessary, to ensure the characters’ monster’s name appears in bold but isn’t followed
actions have consequences—for both good and ill. by “(see appendix A)” or a similar pointer, then that
If you are not planning on running this Fable, monster’s game statistics are found in the fifth edition
stop reading now. What follows is for the Game core rules.
Master’s eyes only. When you see text in italics, that’s the Fable’s way
of telling you that you’re looking at the name of a
Running this Fable spell (like hideous laughter) or a magic item (like winged
boots). Most spells and magic items are found in the
Fables is an episodic adventure series using the fifth fifth edition core rules. New spells and magic items
edition of the world’s first roleplaying game. In are described in an episode’s appendices as well, as
order to play, you need the free fifth edition System indicated by a “(see appendix B)” pointer.
Reference Document, or the books that make up the
fifth edition core rules. When you see text in a box like this, the characters
This Fable takes place in the world of Etharis,
a realm of darkness described in Grim Hollow: The have likely entered a new area, or have triggered
Campaign Guide. Access to this book makes running
this Fable much easier. Players who want to lean into an event like an NPC entering the scene. This text is
the darkness of Grim Hollow’s dark fantasy setting
benefit from a copy of Grim Hollow: The Player’s meant for the GM to read or paraphrase aloud to the
Guide, as well.
Additionally, the following information will help players to set the scene.
you run this Fable as its GM:
5
Running a Dark Fantasy Game Backstory
Grim Hollow is a setting of darkness, despair, and The Ostoyan Empire is a grim and gothic land ruled
terrible evil. Heroes are rarely paragons of justice; by vampires who prey upon their subjects. The sun
they are mortals with their own foibles and flaws. In itself vanished from the sky many years ago in an
turn, villains are rarely avatars of pure evil hell-bent event called the Darkfall.
on destruction. The heroes and villains of this Fable
are operating at cross purposes—they stand in direct Darkfall and the Vampires
opposition to one another’s goals.
Because of this, dark fantasy stories rarely A fearsome earthquake rocked the lands of Ostoya,
culminate in purely happy endings. Innocent and tearing massive fissures in the ground. Necrotic
heroic lives are lost just as frequently as evil ones, and energy surged from the fissures, darkening the realm
people must sacrifice things which they hold dear to and plucking the sun from the sky. These fissures
achieve their ends. As a story involving death and also unearthed ancient, long-buried ruins. Countless
the undead, there are also a great deal of gruesome Ostoyan explorers ventured into the chasms in search
scenarios in this story. of answers—few returned. That is, until a horde of
Before you run this adventure, talk with your vampires and their undead minions emerged. These
players about their comfort level with dark fantasy, vampires conquered Ostoya and transformed it
with dark themes, and with gore and gruesome into their own dark empire, untouched by the light
events. This “session zero” check-in won’t water of the sun.
down your game or spoil any surprises—it’s an
opportunity to get everyone to buy-in to your game. Necropolis of the Holy Sun
If everyone’s excited for darkness, death, and despair,
you can safely indulge in all the dark fantasy you Untold centuries before the Darkfall brought Ostoya
want. If people have some reservations, you can make to its knees, a civilization lost to history existed in
the informed choice to either avoid this Fable or tailor the region. This mighty civilization venerated death
it to your group. Each Fable will be different, so it’s and the dead. Great art was made from the bones
perfectly fine if one isn’t suited to your preferred of the departed, and a common idiom was “All are
play style. equal in death.” The bones of a commoner are no
different from the bones of a highborn. Both can be
This Fable’s Story used as art—and both can be turned toward the art of
reanimation, or necromantic science.
This primer on Citadel of the Unseen Sun’s story None were more venerated in this civilization
and backstory will help you tell a compelling and than necromancers, for they could reanimate the
cohesive story. bones of the dead and turn them to the betterment of
the living. And of these necromancers, none held a
Overview higher position than Kasimir, the Royal Necromancer.
Kasimir was not king—the ruler of this land was a
In this Fable, a group of mercenary adventurers diplomat, not a mage—but he was the power behind
residing in the Ostoyan Empire are hired by a the throne. This most powerful of necromancers was
mysterious benefactor to recover an artifact from a a stern man, but one beloved by the people for his
long-lost civilization. Upon finding this artifact, they self-sacrificing generosity. He raised armies of undead
are slain by the lich Kasimir Sundrinker. A strange to protect the realm, made pilgrimages to small
power within each adventurer saves them from death, villages across the land, and even performed miracles
but they awaken within a twisted, false afterlife. to return life to the dead if they were vital the fate of
The characters learn over the course of this Fable the realm.
that this afterlife is the creation of Kasimir Sundrinker,
and that they are actually deep in the bowels of an Emerging from the Shadows
ancient Necropolis beneath the lands of the Ostoyan
Empire. They must reach the surface—and once there, The lost civilization now known only as the Ostoyan
gain the power to defeat Kasimir and end his plot to Necropolis revered the sun. They saw it as the source
use the sun stolen from the skies of Ostoya to ascend of all life and power. Later civilizations on Etharis
to godhood. would agree, connecting it to the dead goddess
Aurelia (see Grim Hollow: The Campaign Guide). Sigils
of the sun adorned every surface in this ancient
realm, often carved into stone or formed of magically
preserved bone.
6
But this society dedicated to light became eclipsed Light Hunters and the Sparks
by shadow. Vampires, accidents of overambitious
necromancers, lurked places untouched by the sun’s Kasimir’s scheme was not without its flaws. He
grandeur. In time, their numbers grew so great that unleashed the vampires he sealed away into the world
they swept through the Necropolis like a wave. The once more. Now unhindered by the light of the sun,
wave only grew, as the vampires turned unwitting they quickly conquered the surface-lands of Ostoya
people into their spawn. Kasimir and his fellow and became more powerful than ever before. Worse,
necromancers tried to halt the vampiric advance with Kasimir’s ritual to claim the sun was imperfect. The
their incorruptible reanimated warriors, but in time sun resisted command by a single will, containing
they too were overwhelmed. Their king was lost, and still a fragment of the divine mind of the goddess
the realm fell into eternal darkness. Aurelia, and this consciousness fractured portions of
the sun’s power and delivered them into the souls of
Swallowed by the Earth mortal beings.
These fragments were dubbed “sparks of sunlight”
Kasimir survived the vampires’ coup and retreated into by Kasimir. These sparks linger, usually dormant,
his citadel. Using his magic, he sealed the citadel with within the hearts of mortal people. Sometimes, they
rays of sunlight that would annihilate any vampire permit a person whose life is in mortal danger to
that sought entrance. Grieving the loss of his realm, manifest magical powers—it is one of the vanishingly
he invoked a terrible rite that caused the earth itself rare sources of divine magic in mortal hands on the
to open its great maw and devour the Necropolis face of Etharis.
whole. By his design, the vampires would never again Ever since realizing his error following the Darkfall,
see the sky. Kasimir has sought these sparks and their wielders. He
Kasimir toiled in his citadel to discover magic has no idea how many there are, or how far across the
which would allow him to destroy his foes and lands of Etharis they have spread. Once he gained his
resurrect his realm once and for all. At the same first, through divination and personal effort, he used
time, he delved into profane secrets of necromancy his magical power, amplified by the Unseen Sun, to
to grant himself eternal life—as a lich. Then, after infuse a human skeleton with the blazing might of the
countless centuries of study, he found it—the sun sun. This warrior arose, and he dubbed it his first Light
itself, if he could harness its power in full, would give Hunter—a tireless stalker who can sense other sparks of
him magical might sufficient enough to annihilate sunlight in the souls of others.
his enemies, and perhaps even restore everything Kasimir now has six Light Hunters, and he has
he had lost. spread them across the world in search of sparks of
He enacted a second dread ritual. An earthquake sunlight, so that he might unify the full power of the
rocked the lands above, which had since become Unseen Sun and fulfil his ambitions.
populated by humanoid peoples calling themselves
Ostoyans. Necrotic power surged from below,
darkening the realm and plucking the very sun from
the sky. The sun appeared within Kasimir’s citadel as
a blazing inferno: his Unseen Sun.
7
Kasimir’s False Afterlife their souls allows them to remain in their mortal
bodies, even as their spirits are whisked away into
While waiting for his hunters to recover the prodigal Kasimir’s false afterlife.
sparks, Kasimir needed to survive. His phylactery After waking in the deepest, darkest bowels of the
hungered for souls to prolong his undead life. Necropolis, they must ally themselves with fellow
He devised another plan—and this one would be survivors if they are to escape from this realm of
without flaw. undeath and horror.
Aurelia’s divine power once drew souls to their
afterlife. Kasimir used the Unseen Sun to divert Episode 2: Dreams of the World Beyond
the souls of all who lived under the shadow of the
Darkfall into a false afterlife. He fashioned this In this episode, the characters discover a realm within
metaphysical realm within the ruins of his old the Necropolis where ghostly spirits are trapped in
homeland. It would be a place where he could prey an eternal, placid existence of dreams. Here they are
upon the souls of the dead. Though he denies these preserved as food for Kasimir’s phylactery. When
souls their eternal rest, Kasimir feels no guilt—they they enter, the characters are stripped of their bodies
serve a greater purpose now: the resurrection of his and must find a way to return to their physical forms,
lost homeland. It is from this fertile ground that this if they are to continue their ascent.
Fable begins.
Episode 3: A Masque of Life
Skade, the Nightseer Sage
In this episode, the characters enter a realm of Deep
This Fable begins in medias res. The characters have Rivers, where souls flow from the world above into
been given a task by an old man who calls himself the Necropolis. A group of powerful, ostentatious
the Nightseer Sage. This sage is the guise of an Arch undead who call themselves the Doges have formed
Daemon of shadow, shapeshifting, and deception a society of endless revelry. The characters must find
named Skade—one which has long been content to a way to navigate the politics of this endless fete in
watch the unfolding drama of the Necropolis and order to reach the surface world once again.
Ostoya as an entertaining opera.
However, Kasimir’s recent success with the Light Episode 4: Land of Despair
Hunters has worried Skade. It longs for chaos and
conflict in the world, and it has enjoyed seeing In this episode, the characters breathe the fresh air of
Kasimir sow the seeds of chaos across Ostoya. Ostoya once again. They must navigate the infamous
However, it has begun to worry that if Kasimir is Labyrinth to reach the surface, and once there, they
successful, the lawful rule of the Ostoyan Empire— are faced with a decision: travel to Nov Ostoya to
evil as it may be—will merely be replaced by another learn the secrets of defeating Kasimir once and for all
society of law and order. or abandon their quest and seek solace elsewhere in
In the hopes of preventing this, Skade has the world.
assembled a group of adventurers who, by the
daemon’s design, possess within their souls a Spark of Episode 5: City of Decadence
Sunlight. These adventurers are the player characters;
unbeknownst to them, powers greater than them In this episode, the characters travel to Nov Ostoya in
have conspired to plunge them into a world of death search of the Nightseer Sage, who apparently holds
and despair. the key to destroying Kasimir Sundrinker. They must
work arm-in-arm with the gangs of Nov Ostoya
Citadel of the Unseen Sun to reach the city’s bloody heights and find their
mysterious benefactor.
This is a brief summary of the six episodes of
this Fable. Episode 6: Master of the Unseen Sun
Episode 1: Death is Not the End In this episode, the characters are pursued by
Kasimir’s deadly minions: the Light Hunters. They
In this episode, the characters are hired by the must cross the lands of Ostoya to reach their final
Nightseer Sage to recover a relic of a long-lost destination: the Citadel of the Unseen Sun. Once there,
civilization. In doing so, they are found and killed by their task is laid bare before them: Kasimir must fall.
Kasimir Sundrinker, but the Spark of Sunlight within
8
Prelude Their existence is tolerated by the vampiric rulers,
since the gang’s reputation helps keep the populace
In this episode, the characters must find the Nightseer in check and the vampires know they can crush
Sage in Nov Ostoya to learn the location of the the gang if they prove more trouble than they’re
Kasimir Sundrinker’s lair: the Citadel of the Unseen worth. Members of the Crownbreakers are easily
Sun. To do so, they must enter and navigate the recognized by their shaved and tattooed heads. The
deadly streets of Nov Ostoya, City of Gargoyles, Crownbreakers keep their headquarters in the Jolly
and seat of power for the vampiric oligarchs who Riser tavern in Nov Ostoya.
command the Ostoyan Empire.
Having escaped the winding pathways of the The Volitant
Labyrinth and explored the towns of Lunsk, Riven,
and Voyd, this episode begins as the characters arrive Power hungry and willing to grovel and beg for it, the
at the outskirts of the imperial capital. Depending on Volitant belief in the futility of fighting the vampiric
their actions in previous episodes, they may possess masters of Nov Ostoya. They long to get into the
information and tools to help them survive the blood-drinkers’ good graces, and will do anything to
bloody streets of Nov Ostoya. This episode’s story earn that favor. The Volitant frequently works closely
is a linear progression through the strata of Ostoyan with the nobles of Nov Ostoya, but just as frequently
society, with the characters constantly rising toward go behind their backs to paint themselves as noble
their ultimate goal in the Crimson Heights. Each heroes of Nov Ostoya and create situations that make
area within Nov Ostoya provides opportunities for it easier for them to curry favor.
the characters to explore and interact with NPCs for The Volitant are a gang of spies, thieves,
information and rewards. and brokers of secrets. They value information,
opportunities, and power over material goods.
Gangs of Nov Ostoya They are employed by the wealthy and powerful to
either find blackmail or place evidence on a client’s
In Nov Ostoya, the vampires and their cohorts reign competitor. For the Volitant, their most prosperous
supreme. They make the laws and govern their clients remain the vampires who rule the region and
subjects with a bare minimum of civility to ensure who buy secrets off the lips of Volitant agents.
the population doesn’t die out. But though their They are also the primary distributors of bliss,
rule affects the land and the people who work it, the a drug that offers a psychedelic high of joy and
vampires have little influence over the day-to-day happiness to those who take it (see dose of bliss in
activities of the residents of their city. appendix B). The gang maintains a grip on sections
The Low Streets of Nov Ostoya host a violent gang of the Low Streets by uncovering the secrets of the
war between two warring factions: the Crownbreakers people in their district and forcing them to pay a fee
and the Volitant. These two gangs govern the Low to keep those secrets contained, and by controlling
Streets in all but name, acting as mercenaries and the supply of bliss. Volitant members don’t wear a
thieves and demanding protection money from the standard uniform, but they have a fondness for bird
businesses within the lower section of the city. To the paraphernalia, including jewelry and embroidery on
population of the Low Streets, members of the gangs their clothing. The Volitant operate out of the Silver
are a more immediate threat than the vampires that Shrike tavern in Nov Ostoya.
tax, govern, and occasionally feed on them.
Character Advancement
The Crownbreakers
In this episode, characters traverse a relatively linear
The Crownbreakers are as close to an official anti- gauntlet of challenges that sees them entering through
vampire group that exists within Nov Ostoya. They the gates of Nov Ostoya, navigating its grungy Low
despise their vampire rulers, not because of their Streets, and finally rising to its dizzying and blood-
undead nature or their heinous acts, but simply drenched Heights. Characters gain a level whenever
because they are the aristocratic governing body they complete one of the following objectives. They
within the region. If the Crownbreakers had their can’t rise to higher than 11th level before the start of
way, might and strength would rule instead of the the next episode in this Fable.
soft platitudes employed at court. As a gang, they
are ruthless. They work as mercenaries, bruisers, and • The characters reach the Crimson Heights for the
assassins, and the common folk fear the appearance first time.
of a Crownbreaker because they know violence
follows them. • The characters escape Nov Ostoya after meeting the
Nightseer Sage.
9
Chapter 1:
Entering Nov Ostoya
For 9th-level characters
Eerie lights shine from the towers and battlements of Nov Ostoya,
beckoning to the approaching characters like swamp lights in a darkened
mire. At a walking pace, the party will arrive at the city's gates within an
hour. However, their journey toward the city is interrupted as the party
encounters a complication on the road: a bloody wagon accident.
As you near the site of the accident, you hear a quiet
groan from within the prison wagon. A hand reaches out
from beneath the corpses, shaking and clinging to the
prison bars. You hear a faint, gurgling voice whisper:
“Please...help me…”
Blood on the Road The lone survivor among the prisoners is a half-elf
Volitant infiltrator named Ishwyn. See appendix
As the characters approach the site of the accident, A for her game statistics, and the “Gangs of Nov
read or paraphrase the following: Ostoya” section in this episode's Prelude for more
information about the Volitant gang.
A large prison wagon with bent iron bars lies overturned She has one level of exhaustion (thus has
a few paces from the main road. Blood stains the disadvantage on ability checks) and carries no
ground in clear, red streaks. At the front of the wagon weapons. She was caught breaking into a wealthy
a dead horse lies tangled in its harness, broken legs merchant’s home in the township of Lunsk looking
sticking out in unnatural directions. The interior of the for signs of anti-vampire activity. Ishwyn was unable
wagon is no less gruesome, the view through the bars to provide evidence of her identity, so the guards
displaying humanoid bodies brutalized by the wagon’s believed her to be a common thief and threw her
inversion. onto the prison wagon. With Lunsk being so close
On the ground a little way from the wagon, a body to the Festival of Tears occurring in Nov Ostoya, the
wearing patched garments lies face down, unmoving. conviction was as good as a death sentence.
The prison wagon was transporting a group of eight Ishwyn, the Volitant Agent
captured humanoids to Nov Ostoya. When the horse
was spooked by a barking dog, the driver lost control Ishwyn does her best to convince the characters to
and the wagon careened off the road. break her out of the wagon, telling the characters
From a distance, it is impossible to tell if anyone about the circumstances of her arrest and her
survived the accident. If the characters approach the connections to the Volitant. She promises that she’ll
wagon to investigate, read or paraphrase the following: repay them when they get to Nov Ostoya and that
she’ll give them information about the city if they let
her out. If they hesitate, she offers a silver ring in the
shape of a raven as an immediate reward.
A character who succeeds on a DC 13 Wisdom
(Insight) check discerns that her promises ring true:
she’s clearly desperate to escape the wagon and her
false imprisonment.
Breaking Ishwyn out of the wagon is no easy feat, but
the crash made it more feasible. A character can pick
the lock to the wagon with a successful DC 25 Dexterity
check using thieves’ tools, opening the door and allow-
ing Ishwyn and the corpses to fall out. Alternatively,
characters can pull the bars of the wagon apart by suc-
ceeding on a DC 20 Strength check as an action, bending
them enough so that Ishwyn can wriggle free.
If released, Ishwyn provides basic information
about the Volitant of Nov Ostoya (see the “Gangs of
Nov Ostoya” section in this episode's Prelude). Due to
shock and dehydration she tires quickly, and her an-
swers become hard to understand. She considers the
characters her best chance at survival and aids them
however she can, but she attempts to escape if she be-
lieves them to be dangerous or if they turn hostile. She
possesses nothing but the dirty clothes she is wearing
and her silver ring, which can be sold for 30 gp.
12
Fables: Citadel of the Unseen Sun
Driver from Lunsk The Walls of Nov Ostoya
A DC 10 Wisdom (Medicine) check reveals that the When the characters reach Nov Ostoya, read or
driver lying a few feet from the wagon was knocked paraphrase the following:
unconscious from the crash. If characters restore any
number of his hit points, he regains consciousness. The walls of Nov Ostoya rise up before you, 50 feet of
Otherwise, he wakes up after 10 minutes. stone shadowed by the everlasting darkness engulfing
The injured driver is a trader named Vero Tansin the region. Bonfires and torches dot the walkway along
(LN, male human commoner) from the nearby the top of the walls, illuminating the guards who keep
village of Lunsk. His family suffers under Nov watch over the city’s defenses. Circular filigree snakes
Ostoya’s vampiric rule, since their trade partners have up the stone and thin windows intended for archers sit
either fled or vanished. In desperation, Vero took the empty and unused.
job of transporting prisoners to Nov Ostoya for the A short distance outside the walls, the road and
Festival of Tears, a three-day-long feast held by the fields are filled with wagons and impatient travelers.
vampires where they indulge in a varied and often- Nov Ostoyan guards mingle with civilian traders,
unwilling menu. He hoped the coin he earned from trying to calm the people gathered outside the city.
the job would keep his family from starving. One guard places their hand on a merchant’s arm in a
He holds nothing but contempt for Ishwyn reassuring manner as another guard a few paces over
and her Volitant background, though he refrains strikes a trader over the head with a club, silencing any
from saying so openly. (He learned of her Volitant argument and leaving the trader crying on the ground.
affiliation while heckling her companions on the road
to Nov Ostoya.) If asked about her, he calls Ishwyn A host of wagons and shouting traders desperate
a murderer whose rightful place is at the gallows. to enter the city stand before the gates. Ten Nov
A successful DC 14 Wisdom (Insight) check reveals Ostoyan city guards (see appendix A) try to maintain
that he is exaggerating her crime, perhaps due to calm, some through diplomacy and others through
his clear hatred of her affiliation. He offers to pay violence, all attempting to keep the civilians away
the characters 1 gp to escort him and Ishwyn to Nov from the city gate.
Ostoya and to ensure she doesn’t run off. The area within 60 feet of the city entrance and
Vero carries 20 gp, 27 sp, the keys to the prison its two gatehouses is completely empty of people.
wagon, a city pass to enter the Crimson Heights area of Makeshift barricades and spiked fences transform the
Nov Ostoya, and one potion of healing, which he drinks gate into an improvised bunker. Inside it, a group of
upon regaining consciousness if still in his possession. people holding spears and rusty weapons sit huddled
None of the prisoners carry anything of value. behind the barricades, looking frightened and
desperate. Of the twenty-seven people, nine of them
The Festival of Tears are armed with proper weapons and thirteen can be
seen from outside the barricades.
Ishwyn and Vero can explain that the Festival of
Tears is an annual celebration of the formation and Between the gatehouses, the entry to the city sits
ascension of the Crimson Court as led by Grand open and undefended by Nov Ostoyan guards. Instead,
Duke Klaus Vorgen. Its festivities continue for three makeshift barricades have been erected around it
days without pause at a grand gala held at the and bloody spikes made of iron and wood poke out
Blackharbour Keep in the Crimson Heights district. through the improvised walls. From the wet blood
The festival honors the leadership of the Crimson staining their points, you can assume that the spikes
Court and its members, and it provides an excellent have already deterred people from entering. Beyond
opportunity for nobles from other cities to rub elbows the barricades, frightened faces peer out at the
with the high aristocracy of Nov Ostoya. For the people surrounding crowd. You see people old and young
of the Low Streets area of the city, it is a three-day alike, some clutching packs or satchels and a few with
period of danger and death, as the guards abandon weapons in their hands.
their streets to oversee the visitors to the Heights.
Dilettante nobles in the upper echelons of Nov Ostoya
enjoy the festivities, browsing stores that offer wares
related to the ongoing festival. Power-savvy nobles find
little humor at the festival, seeing it as an opportunity
to advance their political influence in the region.
When the characters arrive at Nov Ostoya, the first
day of the festival is about to begin.
13
5.1: Entering Nov Ostoya
Wanted Criminals Farris and his followers paid a sum of money to the
Crownbreakers to purchase enough smuggled hand
The law enforcement of Nov Ostoya is a tool that you can use crossbows and shortswords for all of their number.
to drive the characters towards their goal in this episode. For The civilians, now armed, stormed the gatehouses
any reason you determine, the characters’ exploits during and rapidly took over the position, with the hopes of
this episode, or perhaps in episode 4, garnered the attention opening the gates.
of the Crimson Court. Once you decide that the pace of The civilians erected barricades from material
this adventure has gotten too relaxed, determine that the within the gatehouses to protect themselves while
characters have been identified and the guards of Nov Ostoya they opened the gates. The Nov Ostoyan city guard
have been granted the right to arrest them on sight. quickly surrounded them. Now they're completely
A character who succeeds on a DC 15 Intelligence (History) locked down, and the Scarlet Watch is mobilizing.
check knows that the Scarlet Watch is much different from
the standard city guard and that they would recognize the Desperate Civilians
characters as criminals. The character also knows that the
nobility is comfortable leaving the matter of arresting a group The civilians gathered around the city entrance
of criminals in the hands of the Scarlet Watch officers. are obviously not comfortable being there. Most of
them were summoned to Nov Ostoya to provide
If anyone tries to approach the gate, the Nov enrichment for the Festival of Tears, either by
Ostoyan guards command them to keep a distance to supplying the vampires and their cohorts with a
the insurgents. worthy feast, or by wheeling in entertainment for
The guards appear frazzled and ill at ease, and a their evening galas.
successful DC 13 Charisma (Persuasion) check made Traders, entertainers, and prison transports mix
against either a nearby guard or civilian reveals among the crowd of gathered wagons. The people
that these guards are working far beyond the scope display varying degrees of concern or forced calm, as
of their training. Though the rebels huddled up by it is common knowledge that, despite their long lives,
the gate are civilians and few of them are trained in vampires are anything but patient. The characters
combat, their position is sufficiently well defended have an opportunity to survey their surroundings and
that the guards can’t storm the gate without suffering interact with the people in the area.
casualties. Though the guards are loyal to the city,
they aren’t paid enough to risk their lives foolishly— City Passes
at least, not without “motivation” from a vampire
overseer. They would rather wait for the elite soldiers The traders, prison transports, and entertainers with
of the Scarlet Watch to arrive so they can deal with the business within the Nov Ostoya Heights have been
civilian escape attempt. provided passes for permission to enter that area
of the city. These passes display their name, their
Cornered Deserters business within the city, and their general appearance.
This safety measure ensures that only those with
Ishwyn, Vero, or any of the traders in the crowd legitimate business there can enter the Crimson
outside the walls can explain that Nov Ostoya is a Heights. Those who wish to enter the Low Streets
closed city. No one goes in or out except the vampires, need only supply their name and reason for entering
merchants, or those with an official Ostoyan writ of the city when passing beyond the walls.
transit. Characters need a legitimate reason for enter-
ing the city, or a good facsimile of one. And some of Trade Caravan
the people within its walls want nothing but to leave
before they become victims of the vampire rulers. The traders outside the walls are desperate to enter.
The half-elf Farris Halfear organized the escape They know the services they offer the aristocracy
attempt. The disowned bastard son of a noble human- of Nov Ostoya can be easily supplied by their
oid family in the Heights, he resents the aristocratic competitors and being late bodes ill for their working
family who rejected him. He wanted to escape the city relationships with the vampiric rulers of the city.
as a defiant act against the nobility of Nov Ostoya. In The traders here refuse to part with their goods.
his mind, it was a grand act of rebellion; if a bastard Their wares are bound for the Festival of Tears and
born could outwit the masters of Nov Ostoya, the inci- not a grape can go missing. By looking over the
dent would bring shame to their supposed authority. wagons with a successful DC 14 Wisdom (Perception)
Unfortunately, his ability didn’t match his confidence. check, a character sees that four wagons in the trade
caravan contain fine food, silks, a locked chest, and
caskets of wine.
14
Fables: Citadel of the Unseen Sun
A successful DC 17 Intelligence (Investigation) gala was less an invitation than a demand. Though
check also reveals that the lock on the chest is finely the payment for the job is good, the risk and danger
made, suggesting it contains something valuable, and that comes with it has the members fidgeting where
that one crate of the wine caskets contains four flasks they stand. All troupe members use spy statistics.
with liquid brighter than wine. These flasks are in fact Jules Flint. The halfling manager of the Cirque
not wine, but instead potions of greater healing. de Nuit sits in the front of one of the wagons. He
A character must succeed on a DC 16 Dexterity appears the calmest of the troupe members, but the
(Sleight of Hand) check to steal one of the potions of façade is wearing thin. A successful DC 19 Wisdom
greater healing from the wagon. To steal the locked (Insight) check reveals that Jules is moments away
chest, a character must succeed on a DC 20 Dexterity from panic. He doesn’t want to chat and waves off
(Sleight of Hand) check and a subsequent DC 25 anyone who comes near him, since he’s busy looking
Dexterity check using thieves’ tools to open it. The over the troupe’s contracts.
chest contains ten diamonds, each worth 100 gp. Monsieur Fortunis. A pudgy elf with clearly
dyed black hair leans against the back of one of the
Cirque de Nuit troupe’s wagons, caressing a thin, fake mustache.
Ferni Diko refers to himself by his stage name:
Two wagons painted in dark blue and purple colors Monsieur Fortunis. He is the soothsayer of the group,
and accented with lines of gold stand in stark contrast though he has no divination abilities and his fortune
to the plain neighboring trade and prison wagons. The telling is based on tricks. His bombast barely hides
owners of the wagons, the traveling performers known the fact that he is nervous about telling the fortunes of
as Cirque de Nuit, have been hired as entertainment vampires in a few short hours. In exchange for 1 gp,
for the vampiric galas in the Crimson Heights. Due to he’ll tell a character’s fortune by reading their palm,
the civilian escape attempt and the lockdown at the though a character who succeeds on a DC 16 Wisdom
gate, they are late for their performance. (Insight) check sees that the monsieur is obviously
Five of the seven members of the troupe appear making it up. If a character pays to have their fortune
antsy. Being summoned to entertain at the evening told, roll on the Fortune Table below.
15
5.1: Entering Nov Ostoya
Fortune Table The Driver from Lunsk. If Vero made it from the
wagon to the city gates, he continuously wanders
d6 Fortune between the wagons, though he keeps an eye on
Ishwyn. He is panicked and—rightfully—afraid
1 You’ll meet a tall, dark stranger who will change your for his life. He was tasked with bringing eight live
life forever. humanoids for the vampires’ feast and now only
one remains. When he thinks no one can hear him,
2 A secret admirer will reveal themselves to you. he whispers under his breath, “Spoiled! One small
accident and all of them…gone and spoiled. Dead
3 You’re looking for something you’ve lost, though you blood for dead things ain’t right. They’ll have my
may not know it. It shall soon appear. neck for this, sure as night.”
He is frightened beyond reason and can be
4 You’ll soon face difficult challenges, but you will be convinced to leave Nov Ostoya and return to his
better for them. family if given 10 gp, or if a character succeeds on a
DC 12 Charisma (Intimidation or Persuasion) check.
5 If you continue along the path you’ve chosen, a future
of wealth and pleasure awaits you. Developments
6 The thing you are chasing won’t bring you happiness. Once the characters run out of things to explore at
Happiness is something you left behind. the edge of Nov Ostoya, or their players begin to lose
interest, the Nov Ostoyan city guard starts raising hell
Pyrah the Perilous. The lone human in the troupe (see “Rising Tensions,” below).
is Pyrah Frentelli, a dancer, firebreather, and juggler.
She is in a relationship with Jules but knows better Rising Tensions
than to bother him when he’s looking over contracts.
She’s juggling knives a few feet away from the The Scarlet Watch will eventually arrive on the scene,
wagons, occasionally catching one and throwing it but the would-be escapees and the city guards remain
into the trunk of a nearby tree. at a stalemate until then. Discontent grows among
The Diamonds. Two male dwarves sit at the front the civilians outside Nov Ostoya. Given enough time,
of a wagon, harmonizing with one another as they discontent has a way of turning into violence.
practice their singing and warm up their voices. Raku Once the characters have spent some time interact-
and Glass Goldvoice are both singers and recently ing with the people waiting outside the walls or inves-
married. Their long, well-combed beards have pearls tigating the area, read or paraphrase the following:
and jewels woven into them, and they wear light
clothing they carefully keep clean. A loud cry of pain cuts through the noise. Ahead,
The Twisting Twins. Two young half-elves near the barricaded gatehouses, a guard wearing Nov
in black and white skintight uniforms practice an Ostoyan colors jumps up on a wagon, pulling a halfling
acrobatic routine next to their wagons. The twins trader with him by the hair. The halfling is clutching his
Dina and Timo look near identical, except Dina has head and blood is trickling out between his fingers.
a higher voice and more feminine body than her The guard yells to the crowd: “Listen, you sorry
brother. The twins are the youngest in the troupe and wretches! I want no damn complaints out of any of
haven’t grasped the gravity of the situation. If asked, you. These grounds belong to our noble masters and
the twins excitedly talk about the opportunity to mistresses as much as the cobblestones behind those
perform for the nobility of Nov Ostoya and invite the walls, and you are sullying the good names of our
characters to practice acrobatics with them. regents by behaving like common rabble. The Scarlet
Watch will arrive within the hour and then this will be
Prison Transports dealt with. Efficiently. Unless you plan on tackling those
traitors yourself, I want nothing but quiet out of you.”
Vero Tansin wasn’t the only one transporting As the guard finishes his announcement, he pushes
prisoners to Nov Ostoya. Two stout dwarf veterans, the halfling into the crowd. The guard starts to descend
one of them wielding a heavy club like a cane, lean from the wagon when a rock flies through the air and
against a large prison wagon. Inside, a group of ten strikes him hard on the head.
humanoids with hefty irons clasped around their
necks sit hunched, staring at the floor of the wagon.
The two dwarves are Tikk and Gordorihn, and their
sole concern is keeping their prisoners from escaping.
If the characters approach, Tikk glares and tells them
to bugger off or they can have a taste of her club. The
chained humanoids do nothing, exhaustion having
robbed them of energy fight.
16
Fables: Citadel of the Unseen Sun
Seeing who threw the rock quickly becomes 17
impossible as the crowd turns into a writhing mass of
panic. The guards push through the crowd, grabbing
random people and asking questions at the points of
their weapons.
Water for the Dying
In the commotion, characters with a passive Wisdom
(Perception) score of 15 or higher notice a man in dark
clothing with tattoos covering a shaved head sneaking
toward the prison wagon. The man (a Crownbreaker
bruiser, see appendix A) produces waterskins from
within his cloak and passes them to the prisoners.
The characters are certain he wasn’t among the
crowd when they arrived. He arrived later, sneaking
out through the Underway (see “The Underway of
Nov Ostoya,” later in this chapter) and plans to return
the same way once his task is complete.
If the characters don’t interrupt, the prisoners take
the waterskins and drink quickly. The Crownbreaker
turns to leave the area and notices the characters
looking his way.
If he is interrupted, such as if the characters call
for the guards or threaten him, he makes a run for it,
darting into the crowd as he tries to escape.
If Ishwyn is present, she notices the sneaking figure
and recognizes him as a Crownbreaker. She warns the
characters not to trust the violent and unpredictable
members of that gang. She also says that if the
Crownbreaker truly wanted to help the people of
Nov Ostoya, he would have offered the rebels a quick
death and resolved the commotion that way. She
thinks something else is afoot.
Confronting the Crownbreaker
If the Crownbreaker hasn’t run away, the characters
can approach him. He’s older than he looked from a
distance, with bruised fists and a scarred face. Barrow
thanks the characters for not ratting him out and asks
if they want to enter Nov Ostoya. If the characters say
yes, read or paraphrase the following:
The man laughs, showing a grin which is missing a
tooth. He says “It’s rare I talk to folk mad enough to
enter Nov Ostoya willingly. But since you scratched my
hide, I can scratch yours. I can get you as far as the
Low Streets, though it won’t be a pleasant trip.”
Barrow provides directions to the entrance of the
Underway and draws the thieves’ cant symbol for
“safe passage” in the dirt. If the characters follow
those symbols, they’ll eventually arrive at a ladder
that leads up to the Low Streets of Nov Ostoya.
5.1: Entering Nov Ostoya
He tells the party they look like a capable lot and to go Entering the City
to the Jolly Riser in the Low Streets if they are in need
of work while in the city. The Scarlet Watch will arrive within the hour. The
Barrow’s Mission. It was not kindness that characters must make themselves scarce and enter
prompted Barrow to offer a drink to the prisoners. He the city quickly, lest they lose their opportunity.
knew the prisoners were marked for the vampires in Depending on the information they gathered outside
the Heights and wanted to sabotage their meals. The the walls and the hints they collected in episode 4 of
waterskins he offered the prisoners contained holy this Fable, they may have several choices of where
water that would enter the prisoners’ bloodstream. and how to enter Nov Ostoya.
It functions as a potion of dead blood (see appendix The issue of the cornered escapees presents a
B) if a vampire drinks from them. Though the creative problem for the characters to solve and they
Crownbreakers know it is unlikely to kill a vampire, might come up with innovative ideas. Encourage
they hope such an incident will shift the vampires’ the players to think outside the box, as long as the
attention on the villages outside Nov Ostoya instead potential consequences of their actions are made clear
of the Crownbreakers in the Low Streets, allowing before they enact a plan. Nov Ostoya is not kind to
them to expand their operations within the city. outsiders who interfere with city matters.
If asked, Barrow said he did it to offer aid to the Once the characters successfully enter the city,
poor prisoners. A character who succeeds on a DC proceed to chapter 2.
15 Wisdom (Insight) check knows he’s lying. A
successful DC 21 Charisma (Deception or Persuasion) Clearing the Escapees
check convinces him the characters are trustworthy,
and he shares his plan. The characters may decide to aid the city watch in
Gang Tensions. Barrow refuses to talk about dealing with the escapees barricaded at the gate. If
anything if Ishwyn is nearby, calling her Volitant scum the characters approach the gate, the city guards ask
and spitting in her direction. Ishwyn likewise refuses to their business, but otherwise they don’t hinder their
follow directions set by Barrow and stays behind if the progress. The guard sees the escapees as a time-
party proceeds toward the Underway, though she tells sensitive issue and any possible solution for clearing
the characters to find her at the Silver Shrike tavern for it is a welcome one. If the characters remove the
their reward. If she’s left behind and Vero is still present, escapees from the gate—by killing them or convincing
she slips away from him after they enter Nov Ostoya. them to surrender—they are allowed to enter the Low
Streets without hindrance.
Liliyana Telepsik and the City The characters can gain the aid of the guards if
they are persuasive enough. If a character succeeds
If the characters brought Lily with them from Voyd, she departs on a DC 20 Charisma (Persuasion) check, five of
the party and makes her own way in the city. In chapter 2, the ten guards outside the walls agree to assist in
the characters may travel to Harper's Gracious Goods. There, dealing with the escapees. This check is made with
they find that Lily has begun secretly residing there, after she disadvantage if the guards noticed the characters
saved the life of a resistance member and being dragged into talking to the Crownbreaker by the prison wagon. The
his anti-vampire resistance movement. The resistance members characters gain advantage on the check if Ishwyn is
hesitate at first to accept a stranger, but after she showcases with them and they didn’t assist the Crownbreaker
her divine abilities they warm up to her fast and consider her who offered water to the prisoners.
a valuable weapon in their mission toward freeing Nov Ostoya When a character approaches the defended
from its vampiric rulers. Perhaps, with her clerical powers, she gatehouses, read or paraphrase the following when
can be the spark that ignites real change in Nov Ostoya. they’re within 60 feet of the barricades:
If the characters bring Lily to the gala at Blackharbour Keep
in chapter 3 of this episode, her divine gifts become difficult A loud voice with the booming authority of someone high
to hide. The vampires at the gala behave like cats smelling born carries out from beyond the barricades. “Halt! State
catnip and are drawn to Lily, though they may not understand your intention, stranger. If we like what we hear, we
why. If a vampire has a prolonged conversation with Lily at the might let you walk away without leaving a trail of blood.”
gala and they succeed on a DC 16 Wisdom (Insight) check, they
recognize the spark of sunlight in her and offer her a position The speaker is Farris Halfear, the leader of the
as their personal servant. It is heavily implied that accepting escaping rebels. The spiky barricades are the only
such a position means becoming a captive for the vampire to things keeping them alive, and Farris’s confidence is
feed off at best, and a mindless thrall at worst. waning quickly.
18
Fables: Citadel of the Unseen Sun
Improvised Defenses and sixteen commoners armed with shortswords
(which they are proficient in). These commoners have
The only advantages the escapees have are their the following additional action:
numbers and their defenses. Each gatehouse can hold Rock. Ranged Weapon Attack: +2 to hit, range 20/60
six people and is made of stone, granting anyone ft., one target. Hit: 2 (1d4) bludgeoning damage.
inside full cover from outside attackers. The makeshift Bad Company. If the characters brought the
defenses across the open gate counts as half cover guard, or Ishwyn, a known vampire sympathizer,
and requires a DC 15 Strength (Athletics) or Dexterity to assist them when approaching the gate, Farris is
(Acrobatics) check to vault over them. On a failed instantly hostile toward the group.
check, the character attempting the vault doesn’t cross
and takes 7 (3d4) piercing damage from the viciously If Farris is Killed
spiked barricades.
These defenses face both in and out of the city and Farris commands the escapees and they follow his
hold a group of ten Nov Ostoyan city guards (see orders implicitly because the civilians have never
appendix A) at bay on the interior side of the walls. been in a battle before. The few bruisers Farris has
with him learned their skills in the Low Streets of Nov
Rebels Holed Up Ostoya and have no experience fighting in large-scale
battles or against the city guard. If Farris dies, any
Twenty-seven escapees huddle in the gatehouses surviving escapees who witnessed his death must
and behind the barricades. The escapees consist of make a successful DC 15 Wisdom saving throw.
the following: Farris (use gladiator statistics) who If they fail, their confidence wavers and they rout,
has access to thirty throwing spears taken from the fleeing the gatehouses in a random direction and into
gatehouses; ten Low Street fighters (use spy statistics); the waiting arms of the city guard.
19
5.1: Entering Nov Ostoya
Farris Attacking the Escapees
Gatehouse Barricades If the characters attack the gatehouses and the people
Lair Actions in it, the escapees defend themselves as best they
can. If they see the characters approach and consider
This situation grants the trapped rebels special lair actions. them hostile, each escapee holds their action until
These lair actions occur only if nine or more members the characters are 50 feet away before launching
of the escapee force are alive. If one of the lair actions ranged attacks at them, as commanded by Farris.
mentions escapees moving, they do so without provoking This unleashes a volley of spears and stones at the
opportunity attacks. characters as they near the gatehouse. (To simplify
On initiative count 20 (losing initiative ties), the rebels take this barrage, make an attack with a +5 bonus against
a lair action to cause one of the following effects. The rebels each of the characters. On a hit, a creature takes 7
can’t use the same effect two rounds in a row: [3d4] bludgeoning and 7 [3d4] piercing damage.)
The characters can also get closer by sneaking
• Three rebels move to pull or push against a creature standing along the walls, allowing them to get the jump on the
within 5 feet of the spiked walls lined around the gate. The escapees beyond the barricades and robbing them of
creature must succeed on a DC 15 Strength saving throw or their opportunity to fire projectiles at the characters
be forced onto the spikes. On a failed save, the creature takes as they approach. Characters who succeed on a DC 15
14 (4d6) piercing damage and is restrained until the beginning Dexterity (Stealth) check evade notice as they sneak
of its next turn. On a successful save, the creature takes half along the walls.
damage and is not restrained.
Negotiate a Surrender
• A volley of rocks lands in a 10-foot-long, 20-feet-wide area that
at least half the rebels can see. Any creature standing within The characters can attempt to calm the escapees and
the area must make a DC 15 Dexterity saving throw, taking 15 convince them to lay down their arms. They are all
(6d4) bludgeoning damage on a failed save, or half as much frightened for their lives, including Farris, and if he is
damage on a successful one. presented a narrative where he might make it out of
this situation alive, he seizes it.
• Nine rebels pick up the spiked barricades and move them The characters can attempt to convince Farris and
either forward or backward 5 feet. Any creature occupying a the escapees to end the stalemate with a variety of
space where the spiked barricade is moved must make a DC arguments. They can say that, should the escapees
15 Dexterity saving throw to try to jump out of the way. On a lay down their arms and surrender, the city guards
failed save, the creature is pushed back 5 feet, knocked prone, will be much kinder to them than the Scarlet Watch
and takes 10 (4d4) piercing damage. On a successful save, the who are on their way. (This is true; the city guard will
creature is pushed back 5 feet but is not knocked prone and likely grant them a quick execution, while the Scarlet
doesn’t take damage. Watch will likely make gifts of them to the Crimson
Court.) They can suggest that the escapees pretend to
surrender and then make a run for it. Or one of the
characters can brandish a weapon along with a threat
of deadly violence if the escapees don’t come out of
hiding immediately.
If a character attempts to convince the escapees
to surrender, the character must succeed on a DC 25
Charisma (Deception, Intimidation, or Persuasion)
check, using whichever skill is most appropriate
for the angle they are taking. The check is made
with disadvantage if the characters have engaged
in combat with the escapees. If the check is failed, it
cannot be attempted again.
Into the Barricades
Though the city guard has orders to dispose of the
escapees, the characters can disregard these orders
and join the escapees’ cause.
20
Fables: Citadel of the Unseen Sun
With a successful DC 15 Charisma (Persuasion) Face the Law
check, the characters can convince Farris and the
people he is leading to allow the party into their Five officers of the Scarlet Watch (see appendix
midst. This check is made with advantage if the A) arrive 30 minutes after Barrow the Crownbreaker
characters put down their weapons and offer to enter gives waterskins to the prisoners. A character within
unarmed. Once they’re inside, read or paraphrase the 300 feet of the gate and who succeeds on a DC 17
following: Wisdom (Perception) check hears a shout from inside
the city walls and notices the ground shaking slightly.
A group of dirty, malnourished people stand in a sullen If any character is within 300 feet of the gate and
the cornered rebels, read or paraphrase the following:
crowd around you as you are let beyond the barricades.
The sound of crashing and shifting stone thunders out
They appear frightened and exhausted, and the few of the gateway. Dust rises in a massive cloud and loose
cobblestones fly toward you, as if a giant had thrown
people holding weapons lean against them like a a boulder at the city gate and shattered the street
beneath it.
wounded person would a crutch. As you approach, From within the dust you see a huge, unnatural
shape rising from the earth, its blood-red form covered
they clutch their weapons tighter, readying attacks if with jagged edges as if made from teeth. It looks
like the street has come alive, rising up above the
hostilities arise. makeshift defenses around the city gate. From beyond
the barricades, panicked cries and begging are heard
The tension behind the barricades is thick and over the groaning of the moving street.
everyone is on edge. Though no one there is keen on With a thunderous crash, the street smashes down.
starting a fight since the characters are clearly more The screams of the escapees are cut short and hot air
battle-ready than the civilians, they are desperately tasting like dust and blood blasts into you from the
defend themselves if provoked. impact. The cobblestones groan and rumble as they
Aiding the Escapees. With a successful DC 15 grind against one another, and pools of red wet the
Charisma (Persuasion) check, the characters convince earth around the gate to Nov Ostoya. Then, in a breath,
Farris of the truth of his impossible situation and offer silence falls over the area and the street lies still
to join him to fight against the city guard. If the check again, broken limbs and bloody puddles the only sign it
is successful, Farris cedes command to the characters moved at all.
and allows them to take charge in combat, though he
won’t allow the escapees to surrender. The Scarlet Watch activated the sanguine street (see
If the characters fight with the escapees and turn appendix A) lying dormant under the gate when they
against the city guards, the guards become hostile came within range. When it activated, it rose and
but still refuse to come near the barricades, keeping crushed the civilians hiding behind the barricades. All
a distance of at least 65 feet. Twenty Nov Ostoyan were killed, save for 2d6 people lucky enough to have
city guards (see appendix A) stand within sight been sheltered in the gatehouses.
of the gate. Ten of them are outside the city, while
the remaining ten are within the city walls. While The Scarlet Watch
leading the escapees, the characters can make use of
their lair actions (see the “Gatehouse Barricades Lair As the sanguine street returns to its inert form,
Actions” sidebar). the same five officers of the Scarlet Watch (see
If the characters succeed in defeating all the guards, appendix A) step over the now-bloody cobblestones.
the rebels thank them and flee from Nov Ostoya. The They order the city guard to apprehend any civilians
characters are free to enter the city. However, unless who survived the sanguine street attack and to kill
they deal with the traders and performers outside, those who resist. Those who are apprehended are
they leave witnesses in their wake. The people transported to the Crimson Heights to become that
gathered outside the walls saw everything happen evening’s dinner for the vampire nobles.
and give a detailed account when the Scarlet Watch If the civilians run, the Scarlet Watch order the
shows up. The characters can convince the crowd to guard to pursue and deliver the captives to their
keep their mouths shut about what they saw with a personal quarters.
successful DC 21 Charisma (Intimidation) check.
Turning Hostile. Should the characters turn
hostile against either Farris or the civilians while
within the barricades, the escapees immediately attack
them and attempt to force the characters out of the
defended area.
21
5.1: Entering Nov Ostoya
Officer of the The Low Streets gate is not the only official
Scarlet Watch entrance into the city. Another gate leads directly into
the Crimson Heights, but during the Festival of Tears
only the nobility and their entourages are allowed to
use it. They don’t want to see the grim menu carted in
alongside them.
Entering through the harbor requires characters to
board a ship. Commandeering a small fishing boat
and attempting to row into the Nov Ostoya docks
attracts the attention of the guards, who question
and apprehend those who enter the city through
alternative routes—especially those who don’t have
legitimate business with the vampiric leaders of
Nov Ostoya.
Arcane Entry
Characters can use whatever means they have at their
disposal to fly over the walls or sneak through the
barricade. These tactics, while straightforward, bear
lethal consequences should they fail. The city guards
immediately attack those who use unsanctioned
magic within sight of Nov Ostoya.
A character who succeeds on a DC 15 Intelligence
(History) check knows that Nov Ostoya places
restrictions on the practice of magic, making overt
arcane displays within the city both rare and
dangerous. A character who succeeds on a DC 20
Intelligence (History) check also knows that powerful
magic is legally allowed only to the vampiric nobility
and their entourages, placing the tool of magic firmly
in the hands of the governing rulers.
This incident forced the Scarlet Watch officers to Magic in Nov Ostoya
leave the festival taking place in the Heights. Having
been robbed of the entertainments in the Nov Ostoyan Though the arcane is far from unknown in the city, it is highly
Heights, they are eager to use this opportunity to rise regulated. A bit of magical aid goes a long way when it comes
in favor to the nobles by making a gift of these would- to slaying vampires—something the governing vampiric body
be escapees. of the city understands well. Though arcane practices aren’t
After the rebels have been dealt with, the Scarlet illegal, they are heavily scrutinized and only a few living
Watch and the city guard start letting the waiting people have approval to use magic openly. All of them reside
people into the city. Everyone going into the Heights in the Crimson Heights, and all are in the pockets of their
is required to show their pass to be allowed entry, vampire masters.
even at this entrance to the Low Streets. Those simply Some in the Low Streets know a few arcane tricks and
wishing to enter the Low Streets need only to state avoid censure, such as members of the Volitant, but the city
their names and business here. guards have orders to treat obvious signs of powerful magic
as a direct threat against the established rulers of the city. If
Other Routes members of the city guard see someone casting a spell of 3rd
level or higher, they turn hostile and have the authority to kill
Based on their interactions in episode 4 of this Fable, whoever cast the spell, as well as anyone seen aiding them.
or through their own ingenuity, the characters may Any number of killings of the common folk by the city
have an alternative means of entry to Nov Ostoya. guard are attributed to usage of unlawful magic, though the
evidence of such claims is notoriously hard to find.
22
Fables: Citadel of the Unseen Sun
The Underway of Nov Ostoya Getting Lost in the
Underway
The Underway sewers of Nov Ostoya run throughout
the city, from the Low Streets to the wealthiest homes Without the ability to read the thieves’ cant symbols marking
in the Heights. The labyrinthine channels reach the sewers, using a prewritten map, or following a guide,
deep into the earth into lost catacombs and ancient navigating the labyrinthine layout of the Underway is nigh
structures from a time long forgotten. impossible. Dead ends, looping tunnels, descends and ascends,
The characters can use the Underway to enter and crumbled architecture lead into ancient ruins within the
the city without attracting attention, though finding sewer system. If the characters wander aimlessly through the
their way through the winding sewer tunnels can Underway, they must succeed on a Wisdom (Survival) check
be difficult without a guide or knowledge of the to avoid getting lost. The DC starts at 5 and increases with 5
denizens who understand the Underway’s paths. every time they turn down a new tunnel. If the characters fail
the check, they are lost within the confines of the sewers.
Finding the Underway Entrance Aid from the Nightseer Sage. If the characters have
become lost, you can help keep the story moving with
Because the sewers are a practical installation and intervention from their enigmatic patron. The Nightseer Sage
not a secretive one, openings into its network are not did not set this convoluted plot in motion simply for their
hidden. That does not make entry simple, however, pawns to get lost in the sewers of the city, especially not
as the ruling body of Nov Ostoya understands the when they are so close to meeting. Ten minutes after failing a
danger of unmonitored entrances into the city. Wisdom (Survival) check and getting lost, the Nightseer Sage
A character who succeeds on a DC 17 Intelligence appears from around a corner in the form of a finely dressed
(History) or Wisdom (Perception) check to remember human man, wearing a top hat and white gloves that extend
or look for an alternative entry into the city finds a into long claws. Their clothes look much too clean for sewer
partially broken spill pipe leading into the Underway delving. The Nightseer Sage scolds the characters for getting
500 feet away from the city gate. These pipes usually lost and says they’ll help them back, just this once, before
have an iron grid covering the opening, but this one disappearing behind the next corner. If the characters follow,
lacks the bars. The characters automatically succeed they find themselves back at the Underway entrance.
on the check if they use the enchanted map of Nov This works only once and if the characters wander off again,
Ostoya (see appendix B) gained from the aglæcwif in they are considered lost to the passages of the Underway.
episode 4, or if they received directions from Barrow,
the Crownbreaker who gave water to the prisoners.
23
5.1: Entering Nov Ostoya
Into the Underway
If the characters decide to explore, roll on the
Underway Encounter Table below to determine what
awaits them every time they turn a new corner.
Underway Encounter Table
d20 Encounter
1 A group of 2d4 blood oozes (see appendix A) crawl
on the ceilings, walls, and floors. They immediately
attack the party.
2 Three Crownbreaker bruisers (see appendix A)
sit crouched next to a small pile of dead rats.
These new recruits got lost in the Underway and
are desperate from starvation. They attack at the
slightest provocation.
3–4 Two ravenous vampire spawn hide in the filthy
refuse of the sewer and leap out to attack the
characters. A character with a passive Wisdom
(Perception) score of 16 or higher notices them
lurking and are not surprised by their attack.
The Underway entrance is partially hidden and 5 The wall of the tunnel has collapsed, revealing
allows the characters to enter without anyone near the a pocket of shattered necropolis architecture. A
main gate noticing them doing so. character who succeeds on a DC 17 Intelligence
The Underway is a vile place, filled with discharge (Investigation) check finds 3d100 gp hidden in the
and refuse from the city above it. When the characters rubble, along with 1d4 random gems.
enter the Underway, read or paraphrase the following:
6–7 A bloated, rotten corpse floats along the surface of
A sharp stench of refuse and rot hits you as you enter the Underway refuse.
the Nov Ostoyan sewers. Brown, lumpy liquid flows in
a disgusting stream through the underground pipes, 8–9 A swarm of rats strips the remnants off a nearly
sloshing against the walkways set on each side of the skeletal corpse. They scurry when the characters
sewage water. Pitch blackness awaits you, dripping approach. The corpse has two daggers on it and 1d10
muck and the scratching of vermin clawing against rock gp, but it is so deteriorated that it is impossible to
echoing from within. tell what it was in life.
The sewage is a mix of water, refuse, blood, and 10–20 The passage is empty. Nothing happens.
general filth. Rats and other vermin scurry from the
characters as they move farther into the Underway. Also see the “Getting Lost in the Underway”
Thieves’ Cant Markings. The Crownbreaker gang sidebar for information about what happens if the
uses the Underway to traverse the city and smuggle characters wander too far off the known paths and
goods in and out of Nov Ostoya. Their frequent travel lose their way in the sewers of Nov Ostoya.
through this section of the sewers keeps them relatively
safe, and these paths are marked using thieves’ cant Safe Exit: Basement of the Jolly Riser
symbols. A character who understands thieves’ cant
knows the meaning behind these symbols, and if the As the characters follow the trail of “safe” markings,
characters received the enchanted map in episode 4, they spot an engraving in the sewer wall. Read or
they know the route to enter into the city safely. paraphrase the following:
The Underway holds many dangers. Attempting to
navigate it without knowing the symbols showing safe A crude engraving has been carved into the jagged
passage or without a guide requires immense amounts sewer wall. Colored in chalk, it depicts a pale-skinned
of luck to make it out with both life and limbs intact. character wearing long robes and holding a goblet filled
with dark liquid. At their feet, humanoid figures sit with
their heads bowed in submission, blood flowing from
circular wounds at their wrists and necks.
A character who inspects the engraving notices dark
blood stains on the wall and circular scrapes on the
24
Fables: Citadel of the Unseen Sun
floor immediately in front of the engraving, as if The dead humanoid is a member of the
heavy stone was repeatedly dragged over the floor. Crownbreakers named Nuna Varkin, a dwarf bruiser
A character who succeeds on a DC 20 Intelligence for the gang. She was on a solo run through the
(Investigation) check also notices two smooth surfaces sewers and was surprised by a group of blood oozes
on the floor roughly shoulder width apart, as if (see appendix A) near the entry to the Underway. The
hundreds of people had kneeled in that spot over a blood oozes made quick work of her.
long period of time, slowly wearing down the stone. A character who examines the body and succeeds
Activating the Engraving. The engraving is on a DC 17 Wisdom (Medicine) check knows that it
a trigger-based door. To open it, a character must hasn’t been dead long, and that its skin is pockmarked
complete a series of actions based on the first of two as if damaged by something acidic. A character who
phrases commonly used by the Crownbreakers to examines the red bloody liquid covering the corpse
identify allies outside their gang. The characters with a light source and who succeeds on a DC 15
could have received the phrase from the Raevans in Intelligence (Nature) check notices that the gelatinous
chapter 2 of episode 4 of this Fable. It goes as follows, blood smells sour and definitely didn’t belong to
with one person asking the question and the other the corpse.
providing the correct answer. Dead End and the Final Exit. If the characters
Question: How do you satisfy the masters of death? continue down the “safe” path, they arrive at the
Answer: You bleed, you kneel, you breathe no longer. resting place of the blood oozes. Three blood oozes
To open the engraved door, a character needs (see appendix A) have climbed the walls and ceilings
to smear fresh blood on the engraving, kneel in of the dead-end passage, covering the entire tunnel
front of it, and hold their breath for 1 minute. Upon in crimson gore. The oozes are pressed against the
completion of all three actions, the engraving swings ceiling, camouflaged against the bloodred stone. If
open, revealing a wooden ladder leading upward to the characters continue forward, the blood oozes drop
an unlocked trapdoor. Entering through the trapdoor down, attacking them from above. A character who
leads to the basement of the Jolly Riser tavern, the succeeds on a DC 15 Wisdom (Perception) check spots
main meeting point for the Crownbreakers within the blood oozes.
Nov Ostoya. If the characters kill the blood oozes or rush past
When the characters exit into the tavern basement, them, they discover a wooden ladder leading up
proceed to chapter 2. to an uncovered sewer hole. Climbing it places the
characters in an alleyway within the Low Streets,
Dangerous Exit: right next to a municipal building called the Indenture
Alley by the Indenture Stills Stills. Proceed to chapter 2.
Loot. The axe on the body is a bloodletter axe (see
The characters can pass the engraving and continue appendix B), a weapon used by the Crownbreakers.
farther into the Underway, following either the The characters can also harvest one vial of arcane blood
thieves’ cant symbols or the route marked for them from each slain blood ooze. If a character spends 1
on the enchanted map of Nov Ostoya (see appendix hour and succeeds on a DC 20 Intelligence check using
B) the party might have received in episode 4. This brewer’s supplies, they can turn one vial of tainted
path takes them farther into the Nov Ostoyan sewer blood into a potion of dead blood (see appendix B).
system, though it doesn’t lead into the area beneath
the Heights. Returning to the
As the characters continue along the path marked City Entrance
with safety symbols, the plain stone surfaces of the
Underway increasingly become festooned with If the characters decide to wait until the situation around the
undisturbed cobwebs clinging to the floors and gate calms down, they can return to the city entrance later
ceilings. Turning the next corner, the characters see a in the day and attempt to gain entry. They can move through
humanoid lying on the walkway of the sewers, face the gate like any civilian, but due to the commotion caused
down and covered in a thick layer of grime and decay. by the would-be escapees, four officers of the Scarlet Watch
have been stationed at the gate, in addition to the ten Nov
A gaunt humanoid lies unmoving on the floor with thick, Ostoyan city guards normally defending it (see appendix A for
the stat blocks of both NPCs).
red liquid covering part of their body and the walls If the characters are recognized by a member of the Scarlet
Watch who succeeds on a DC 15 Wisdom (Insight) check, the
next to them. The skin on the body looks ashen and Scarlet Watch activates the sanguine street (see appendix A)
beneath the gate and sets it on the characters.
intricate black tattoos decorate their shaved head. In
one hand, they maintain their grip on an axe with a
blood-red handle.
25
5.1: Entering Nov Ostoya
Chapter 2:
The Low Streets of Nov Ostoya
For 9th-level characters
Having passed the walls of Nov Ostoya, the characters now
stand in the dark Low Streets of the seaside capital. The victory of
entering the city—via whatever route—doesn’t allow the party to
relax. They’ve made it…but now what?
Life on the Low Streets Opposed to them are the Crownbreakers, who believe
that the only way to achieve true freedom is to fight
Though the Low Streets don’t house many vampires, back against the Crimson Court, no matter how much
they are nevertheless riddled with dangers. they may suffer. To the most pragmatic of them, the
Desperation makes villains out of otherwise- vampires aren’t utterly invincible, and they may slip
kindhearted people, and the gangs of Nov Ostoya up once. To the most idealistic, even if the vampires
rule the area through threats and violence. The faint are unbeatable, a life of capitulation is not a life worth
teal and purple lights illuminating the city streets living anyway.
offer some protection, but they also serve as a grim
reminder of the shifting days in the Low Streets. Tolling of the Blood Hour
During the day’s last hour, the lights shift to a
bloodred hue and creatures emerge from the shadows As darkness is eternal within Nov Ostoya, day-to-day
of narrow alleys to hunt, kill, and feast. activities are not framed by a day and night cycle. There
is no sun to rise with, only an endless night where
Gangs and Turf shadows reign and mortals do their best to survive.
Working hours are long and tiring for the populace.
The Low Streets of Nov Ostoya are the battlefield Municipal buildings, stores, and taverns remain open
of an ongoing turf war between two ideologically for business all hours except one, with their managers
motivated gangs: the Crownbreakers and the and workers resting in shifts.
Volitants. The characters have already met one or To note the shift from one date to another, the last
more members of each gang—for that reason, these hour of each day is marked by red lights rippling
gangs are described more in the introduction of through the city. The arcane lights illuminating the
this episode. streets switch to a deep crimson, waking the creatures
In short, the Volitants are mortals that believe life that normally keep to the shadows.
in Nov Ostoya can be improved by appeasing the No one leaves their homes during the Blood Hour.
bloody urges of the vampires who rule the city and Buildings lock their doors, and anyone caught out
not making a fuss. After all, the vampires can never be in the streets hunkers down and prays nothing finds
defeated, and the mortals who make the best lapdogs them. If the characters are outside in the Low Streets
may eventually be granted power by their masters. of Nov Ostoya during the Blood Hour, roll on the
Blood Hour Encounter Table once every 10 minutes.
28
Fables: Citadel of the Unseen Sun
Blood Hour Encounter Table You are cordially invited to
attend the Festival of Tears gala
d10 Encounter at Blackharbour Keep. Do not
allow yourself to be perceived
1 A furious, disgraced vampire noble and his pet as outsiders (Gawking at the
blood tracker (see appendix A) wander the streets, fountains of blood is the surest
looking for something to kill. way to seem like you do not
belong.) There is a special guest,
An incubus and a succubus appearing as attractive who likewise does not wish to
2 humanoids call to the characters, offering both be perceived by the party’s
exsanguinating attendees, who
safety and a good time until the Blood Hour passes. longs to share unavoidably vital
information with you—namely,
Three vampire spawn fight over an incapacitated answers that will help you rid
3 humanoid commoner. If interrupted or approached, yourself of the radiant power that
binds you to the one who calls
they attack. himself Sundrinker.
A vampire noble wanders the streets with an eerie Do not stand me up.
4 smile. She stares at the characters and attempts to
Best,
charm one of them to come with her. A Special Guest
A pack of five werewolves feast on two dead Once the characters read the contents of the
humanoids. They growl at the characters but don’t invitation, the paper disintegrates into dust.
5 attack unless they come within 10 feet of their kills If they ask the person who handed them the paper
about the origin of the invitation, they look confused
or display hostility. and ask what invitation the characters are talking
about. The person has no recollection of receiving or
6 Five zombies have cornered a halfling commoner handing over the invitation and thinks the characters
and are about to kill her. might have indulged in too much bliss.
Four snarling, hungry blood trackers (see appendix This Chapter’s Goal
7 A) spring from the darkness and attack the
From the Low Streets, the characters must find a way
characters. to enter the Crimson Heights and the Festival of Tears
gala taking place at Blackharbour Keep. They can
Seven specters howl at one another, attacking the find aid among the two gangs of Nov Ostoya—the
characters on sight. If the characters engage in the Crownbreakers and the Volitant—or they can attempt
8 fight, 1d4 shadows join the combat at the beginning to find their own way into the upper echelons of the
of each round. The shadows stop appearing when dark capital.
the specters are slain. Whether the characters are looking for the
Nightseer Sage to obtain information or revenge
9–10 Good fortune; the characters feel the hair-raising doesn’t matter if the window of opportunity closes
sensation of being watched, but nothing comes of it. before they act.
At any other time of day, roll on the Blood Hour
Encounter Table for every 10 minutes a character
spends wandering in the alleyways away from
the glowing streetlamps of the main roads, as the
denizens who hide in the dark become aware of the
presence of a potential meal.
On the Low Streets
How the characters enter Nov Ostoya affects how
they first experience the city. Regardless of the route
chosen by the party in chapter 1, they immediately
receive a message pointing them toward the Festival
of Tears and a meeting with the Nightseer Sage.
Invitation from
the Nightseer Sage
Within moments of the characters’ arrival, the first
person they see hands them a slip of paper covered in
blood-red calligraphy, and claims the sender said they
were "a friend of theirs." The note reads:
29
5.2: The Low Streets of Nov Ostoya
Petra Vinesta The darkness lifts slightly as you step into the streets
of Nov Ostoya. Arcane lights in teal, purple, and blue
Potential for Failure. The Festival of Tears lasts flicker from light posts along the main street leading
for three days, so the characters might take a breather from the gate. Ill-maintained gothic buildings stand
in the Low Streets before moving into the Heights. tall around you, with their windows shuttered and their
They need to be careful that time doesn’t slip away doors closed. In the alleys between these run-down
from them while they are doing so. houses, inky darkness looms and the shadows within the
If they take longer than three days, the Nightseer blackness move as if alive.
Sage gives up on these characters, for if they can’t
wend their way through Nov Ostoya, they don’t The characters are free to explore the Low Streets
stand a chance against Kasimir Sundrinker. It’s your as they wish, potentially starting with the nearest
prerogative to illustrate the impact of this failure. No official-looking building to the gate, Harper’s
matter how hard they search the city, they can’t find Gracious Goods. See the “Low Streets Locations”
the information they seek. section of this chapter for information about the store.
Returning from Failure. If you don’t want to If Ishwyn is with the party when they entered the
let them fail utterly by missing their deadline, one city, she thanks them for their aid and tells them to
possibility to help them return to the critical path of go to the Silver Shrike tavern just up the main road
this Fable is to involve Kasimir’s light hunters. Once to receive their reward for helping her. She also tells
the characters leave Nov Ostoya after missing their them that the Volitant always need for contractors
deadline, they are beset by all six of the light hunters and might help the characters enter the Heights if
(see appendix A) at the gates of the city, just like the they wish to do so. She then slips away in the crowd,
encounter that begins episode 6 of this Fable. If they leaving the party behind.
are captured and defeated, they awaken in Kasimir’s See the Silver Shrike entry in “Low Streets
prison (described further in episode 6), potentially Locations” section of this chapter if the characters go
allowing them to defeat Kasimir, even without the to collect their Volitant reward.
Nightseer Sage’s aid.
Entering through the Underway:
Entering through the Gate the Jolly Riser
If the characters entered Nov Ostoya through the If the characters entered the city by means of the
main city gate in chapter of this episode, read or hidden door in Underway in chapter 1 of this episode,
paraphrase the following: read or paraphrase the following:
As you ascend the ladder and open the wooden
trapdoor, you see a dark, musty room. Faint light shines
down from a stairway leading up to another floor,
allowing you to view your surroundings.
The room appears to be a basement made from
ancient black rock. Some areas are marked by new
construction, as holes in the old architecture were
sloppily patched up. Bottles and caskets labeled as
different types of alcohol are stacked next to crates
of fruit in various degrees of spoilage. From upstairs,
yells and shouting almost drown out a high-tempo violin
playing an energetic jig.
As you look around, a voice rings out, “What in all
the dead lordlings are you doing in my tavern!?”
30
Fables: Citadel of the Unseen Sun
The speaker is Petra Vinesta (CN female human Gang Favors
Crownbreaker bruiser, see appendix A), the owner
of the Jolly Riser. She immediately attempts to The Low Streets are a stepping-stone to ascend through
grapple the first character she sees while demanding the levels of the city. To enter the prestigious Heights and
an explanation of how they got into her tavern. If the infiltrate the gala there, the characters must explore the Low
characters mention Barrow by name or supply her Streets for possible avenues of entry. The gangs of Nov Ostoya
with half of the key phrase, she relaxes and tells them can assist them…for a favor or two.
to follow her upstairs, though she mutters curses The characters can gain the aid of one of the two gangs
under her breath as she ascends the staircase. ruling the area: the Crownbreakers or the Volitant. Both can
See the Jolly Riser entry in the “Low Streets help the party enter the Crimson Heights. Their aid is not
Locations” section of this chapter if the characters free, however, and the characters need to complete a number
follow Petra up the stairs and enter the tavern. of jobs or “favors” for them to gain such assistance. If they
complete their provided jobs successfully, the characters have
Entering through the Underway: earned a ticket into the Heights.
The Indenture Stills Details about acquiring jobs from either gang are listed
under their respective headquarters, the Jolly Riser for the
If the characters entered the city via the Underway Crownbreakers and the Silver Shrike for the Volitant.
after confronting the blood oozes in chapter 1 of this Working for the Gangs. To gain the help of either gang,
episode, read or paraphrase the following: the party must complete at least two jobs for them, and/
or assist them in the gang fight later in this chapter. If they
As you ascend the ladder, you enter a narrow, grime handle their assigned jobs poorly, the gang might turn against
filled alley next to a massive building made of dark them. Examples of inadequate job completions include being
stone. After the Underway the air tastes fresh and caught pocketing wares for themselves or informing to the
clean, but after a moment you realize that it feels rivaling gang.
too thick and bears a strange metallic taste. The Brewing Street War. Tensions between the two gangs are
cobblestone in the alleyway are sticky with a grayish high, and a gang war is on the verge of erupting. After the
substance with traces of red in it. Against the walls, characters have visited five locations in the Low Streets, go to
a few dead rats and other critters lie in partial the “Street War” section of this chapter.
states of decay.
The alley is a dead end, and its exit leads out Low Streets Locations
to a cobbled street illuminated by teal and purple
light posts. Though guards are stationed in the Low Streets, their
primary duty is to ensure no one leaves or enters
The characters have entered Nov Ostoya next to an the city unnoticed. They are placed at the city gates
infamous building in the Low Streets—the Indenture leading from the Low Streets out of Nov Ostoya, at
Stills. The alley is a waste spot for the Stills where the Indenture Stills, and at the gates connecting the
workers dispose of sullied and diseased blood unfit Low Streets to the Heights. The gate into the Heights
for consumption. is heavily defended, as members of the Scarlet Watch
The critters living in Nov Ostoya frequent the alley patrol to ensure none of the common rabble enter the
and feast on the blood, some of them dying as they wealthy section of the city.
consume disease-tainted blood. When the characters While assisting either the Crownbreakers or the
arrive, it has been several days since blood was last Volitant, the characters will be sent to the locations in
dumped in the alley. the Low Streets mentioned below perform tasks for
The alley exits into the main street and the entrance the gang. The characters can also visit these locations
to the Indenture Stills is clearly visible. See the if they explore Nov Ostoya on their own initiative.
Indenture Stills entry of the “Low Streets Locations” Some of the locations provide options for the
section of this chapter if the characters decide to characters to enter the Heights or provide unique
investigate the building further. clues that can help them once they leave the Low
Streets, without having to rely on either gang.
The Low Streets are divided into two sections
called the Warrens and High Street. All people in Nov
Ostoya know that High Street is the primary business
street of the city, and has nothing to do with the
similarly named Crimson Heights.
31
5.2: The Low Streets of Nov Ostoya
The Warrens are tightly packed and consist of more
alleyways than actual streets. The city guard rarely
patrol the area, and the Crownbreakers who rule this
section of the city govern it with bloody fists. High
Street is more refined, as the buildings are constructed
around the main road leading to the Heights. The
Volitant control this area, and though it is smaller
than the Warrens, it has more resources and the city
guards patrol it more often.
1. The Indenture Stills
The Indenture Stills is one of the only municipal
buildings within the Low Streets, located on High
Street with the city’s other major places of business.
The building is clean and well maintained, making
it stand out among the run-down houses of the Low
Streets. A minimum of four Nov Ostoyan city guards
(see appendix A) are stationed at its entrance at any
time. The guard doubles during the Blood Hour
(see “Life on the Low Streets,” at the beginning of
this chapter). Metal stills of different sizes occupy
most of the inside, holding gallons of recently
harvested blood.
Outside the entrance by the street hangs a large
wooden sign with embossed writing. It reads
as follows:
Attention Potential Donors:
Welcome to the Indenture Stills.
New donation rates, by royal decree, are
as follows:
Human: 2 silver per pint
Nonhuman: 12 silver per pint (prices vary by
rarity and market rates)
Maximum donation: 25% of available sanguis.
No exceptions! A live donor is one
who lives to donate again.
Additional pay for persons willing to take on
station positions. Bonus pay is awarded to blissful
donors. Approach the desk for more information.
The donation payments have been deemed
fair by the members of the Crimson Court and
are not up for discussion. Children and young
adults need not apply.
A character who succeeds on a DC 15 Intelligence
(History) or a DC 15 Wisdom (Insight) check
understands that the Indenture Stills generate a
steady supply of blood for the vampires living in
Nov Ostoya without them needing to feast on and
potentially kill the working populace of their city.
32
Fables: Citadel of the Unseen Sun
A character who succeeds on a DC 20 Intelligence Dose of Bliss
(History) check also knows that a “station position”
refers to a short-term contract where a person is on a DC 17 Intelligence (Investigation) or Wisdom
physically fed on by vampires. Being a “blissful” (Perception) check notices that the lockbox has a tiny
donor refers to the person being fed upon being high bit of golden powder on its exterior.
on the potent opiate known as bliss (see appendix If the guard is incapacitated or lured away from
B). The effects enter the bloodstream, granting the the position, a character can snatch the lockbox with
vampires a high when they feed on the donor. no issue. Otherwise, they must succeed on a DC 25
If a character donates blood in exchange for Dexterity (Stealth) check to take it without being
payment, they can donate up to 25 percent of their noticed. The lockbox has an AC of 13 and 20 hit
blood (2.5 pints for Medium races, 1.5 pints for Small points; it can be opened by breaking it, or picking its
races). The character gains one level of exhaustion. This lock with a successful DC 20 Dexterity check using
level of exhaustion can’t be recovered by taking a long thieves’ tools. The lockbox contains twenty doses of
rest until at least 2d4 days have passed (but a greater bliss (see appendix B).
restoration spell still reduces exhaustion as normal).
2. The Jolly Riser
Heights Entry: Station Position
This four-story tavern is both a piece of ancient
The characters can apply for station positions, which necropolis architecture and the Nov Ostoya
allow them enter the Crimson Heights and the headquarters for the Crownbreakers. Three of the four
vampiric gala. This option bears several risks. The stories are belowground and constructed from black
characters must dress in festive clothing offering stone engraved with skulls, bones, and other symbols
no protection and cannot carry any weapons or pertaining to the dead. These engravings have been
personal effects. They also risk severe injury or death defiled with paint or are used as hangers for coats,
if a vampire drinks too much, either accidentally or weapons, or wine racks.
intentionally. The job pays well enough that plenty of The tavern is the base of operations for the
desperate people take the gig anyway. Crownbreakers gang and they don’t tolerate outsiders
Station Pay. A station position pays 100 sp per starting trouble here. Ten Crownbreaker bruisers
night. Blissful subjects are paid 300 sp per night. (see appendix A) hang out somewhere on the tavern’s
Donors who aren't humans, elves, dwarves, or four levels at all times, and they won’t hesitate to
halflings earn double, since the taste of their blood is a knock some sense into anyone who tries to start
unique experience for many vampires. trouble on their home turf. During the Blood Hour,
the number of bruisers here increases to 15, as the
Volitant Job: Bliss Recovery gang gets their people off the streets. Either way,
starting trouble here is a dangerous idea.
Members of the Volitant were recently apprehended
with a large amount of bliss in their possession.
Though they were released, the bliss was confiscated
and brought to the Indenture Stills for safekeeping.
It is hidden in a lockbox on a shelf behind the main
desk, which is operated by one Nov Ostoyan city
guard (see appendix A). A character who succeeds
Bliss, Opiate of the Ostoyans
Bliss is a golden powder that has been pressed into a small bead
about half an inch in diameter. If placed under the tongue, it
dissolves over the course of 1 minute and fills the user with a
sense of profound euphoria. Pure relaxation overcomes the user
and all their worries are washed away as the drug takes the
effect. In the Low Streets of Nov Ostoya, the phrase “going to
visit Sally” is a euphemism for taking a bliss.
Bliss addicts are recognized by their teeth and lips, which are
stained orange-yellow by prolonged usage. See the dose of bliss
entry in appendix B for the effects on a character taking bliss.
33
5.2: The Low Streets of Nov Ostoya
Ground Floor: Street Level favors, the Crownbreakers can help them enter the
Crimson Heights undetected. They are given the
The first floor of the tavern leads out into the Warrens following tasks:
of the Low Streets. Anyone except Volitant members
are allowed to enter and can order drinks from the • Pick up an outstanding 50 gp fee for protection
bar, but Crownbreakers rarely linger at this level. This money from Ashway Orphanage (area 5 on the city
level of the bar is 80 feet long and 40 feet wide, and is map of Nov Ostoya).
packed to the brim with destitute-looking Ostoyans
seeking some small solace in this vile city. • Persuade Frenkle Legalities and Testaments (area 6)
to pay protection money to the Crownbreakers
First Basement: Crown Hall
• Entertain the Crownbreakers by fighting three times
The main drinking hall for members of the in the Butcher’s Circle of the Jolly Riser (area 2; just
Crownbreakers is the first floor below ground level. upstairs, they’re already in the Jolly Riser!)
Only members of the gang can enter, or those doing
a job for the gang and admitted by Petra, the tavern’s In exchange for completing these tasks, the party
owner. This level of the bar is 60 feet long and 40 feet receives the following items: a number of undead
wide, and is often packed with drunk Crownbreakers. necklaces (see appendix B) equal to the number of
characters, a signet ring that provides discounts
Second Basement: from a Crownbreaker affiliated weaponsmith
The Butcher’s Circle called Armond’s Smithy in the Crimson Heights,
and directives for entering the Heights through the
This floor is dedicated to violent pit fighting, which Underway as well as the thieves’ cant symbol for safe
takes place in a large stone ring with wooden walls passage, allowing the party to enter that section of the
separating the fighters from the onlookers. This level city without being noticed. The party is also given a
of the bar is 40 feet long and 40 feet wide. map of Nov Ostoya upon accepting the jobs.
Each fight is three rounds, and the winner of each
round is determined by a single check. Whoever wins 3. The Silver Shrike
two rounds wins the fight. If a character decides to
try their luck in the ring, they make three rolls as This tavern’s striking gothic exterior is made of light
follows: one unarmed attack roll, one Constitution gray rock and decorated with tapestries in colors of
saving throw, and one DC 19 Strength (Athletics) or indigo, silver, and teal. It stands out as one of the
Dexterity (Acrobatics) check (player’s choice). more elegant buildings in the Low Streets and is the
After the fight, the character takes 7 (2d6) Nov Ostoya headquarters for the Volitant gang.
bludgeoning damage for each round they lost. The tavern looks more like an extravagant
Winning the fight awards the character 1d4 × 10 gp in townhouse than a drinking establishment and has
addition to any coin they bet. Losing the fight results three large floors, each dedicated to entertaining
in a random injury, the nature of which is determined visitors. The first and second floors are open to
by the Grievous Wounds table in chapter 11 of Grim civilians, but the third floor and the roof are closed
Hollow: The Campaign Guide. off and allow only Volitant members and their hired
contractors to enter.
Third Basement: Cellar The roof has gangplanks and ropes hanging from it,
allowing Volitant agents to make quick escapes across
The lowest floor contains basic tavern supplies such the city’s rooftops directly from their headquarters.
as food, drinks, and basic first aid gear like bandages The third floor contains equipment used by the
and healing kits. It also provides a way to enter the Volitant, including silk ropes, disguise and forgery
Underway sewers and to exit Nov Ostoya undetected. kits, and vials of poison and antitoxin. Ten Volitant
This level of the bar is 30 feet long and 20 feet wide. infiltrators (see appendix A) are present in the tavern
at any given time, ready to act if someone proves
Heights Entry: troublesome.
Working for the Crownbreakers Ishwyn is hanging out at the first floor bar and
approaches the characters when they enter. She
If the characters mention that they need to enter thanks them for their assistance and rewards them
the Crimson Heights, they are directed to the with a pouch containing 50 gp. If the characters ask
tavern owner, Petra Vinesta (CN, female human if she wants to come with them, she agrees to join the
Crownbreaker bruiser, see appendix A), She party as long as they are in the Low Streets. She leaves
tells the characters that if they do the gang a few when the party enters the Crimson Heights or if they
work for the Crownbreakers.
34
Fables: Citadel of the Unseen Sun
Heights Entry: Archie Knights
Working for the Volitant
4. Harper’s Gracious Goods
If the characters mention they need to enter the
Heights, they are pointed to a soft-spoken dwarf The general store of Harper’s Gracious Goods located
with a shaved face playing chess by himself in the in High Street has seen better days, as its shelves lack
corner of the first floor. His name is Archie Knights various products and its exterior looks shabby at
(LN, male dwarf Volitant infiltrator, appendix A), best. Tomas Harper, the owner of the store (LN, male
and he is one of the leading members of the Volitant. half-elf commoner), constantly looks tired and has
He doesn’t look up from his game if the characters developed a nervous twitch around his eyes. His store
approach. However, he stops his game if asked for offers basic adventuring gear, though he only carries
help getting into the Crimson Heights. items listed as 5 gp or lower.
He asks them why they want to get into the If asked, Tomas denies being nervous about
gala—generally an unsafe place for blooded folk anything, but a successful DC 12 Wisdom (Insight)
to be. The Volitant way is to appeal to the nobles check reveals the lie. Though he should be trying to
of the Crimson Court in an attempt to gain favor sell his goods to customers, he seems more intent
(and thus, safety). A character can glean this on pushing whoever’s in the store out as quickly
impression from him, or any other Volitant member, as possible. A character who succeeds on a DC 15
by making a successful DC 15 Wisdom (Insight) Wisdom (Insight) check notices that Tomas keeps
check. Similarly, a character that tries to convince glancing at a trapdoor in the floor near the back of
him that they are attempting to gain access to the the store.
Heights to curry favor with the Crimson Court
themselves must make a successful DC 15 Charisma The Uprising
(Deception) check.
On a failure, he scoffs and returns to his game, In the basement of the store, a group of nine Low
telling the characters they might have better luck Streets citizens have gathered for a meeting. They
groveling at the feet of “those soft-headed, false- appropriately named themselves “the Resistance” and
hearted Crownbreakers.” On a success, he assents to are in the early stages of hatching a plan to disrupt
helping them sneak into the Heights, if they can help the vampiric power structure of Nov Ostoya. Seven
the gang out with a few things first. They are given of them are recent additions to the Resistance and
the following tasks: use spy statistics. They’re joined by the self-styled
vampire hunter Aleksander Novak (CN, male human
• Search the basement of Harper’s Gracious Goods veteran) and their leader Tia Tuvek (CG, female
(area 4 on the city map of Nov Ostoya) for dwarf veteran).
contraband. The owner, Tomas Harper, has been
acting suspicious lately.
• Recover a lost shipment of twenty doses of bliss that
has been taken to the Indenture Stills (area 1).
• Distribute the aforementioned bliss in the Sullen
Alley (area 7) for 5 gp per dose
For completing these favors, the party receives the
following: forged licenses that allow the characters
to enter the Crimson Heights; detailed information
about the Festival of Tears; the name “Gavril Gilfay,”
a tailor in the Heights who can give the characters
a partial guestlist for the gala with the code word
“swan feather”; and assurance that the Volitant can
arrange that the gate into the Heights is absent of
Scarlet Watch officers when the characters wish to
enter. The party is also given a map of Nov Ostoya
upon accepting the jobs.
35
5.2: The Low Streets of Nov Ostoya
Their current plan is to gather additional members Heights Entry: Underway Entrance
for their movement and set up safehouses throughout
the city. Then, they hope to loosen the vampiric rule If the characters choose not to claim the protection
over the city through sabotage, which may allow the money, the older kids of the orphanage run up
city’s residents to escape. to them as they leave the building. They provide
The floor is covered in a small amount of swirling detailed information about how the Crownbreakers
water meant to act as protection from any vampires move about, including the location of the Underway
entering the basement. entrance into the Crimson Heights, though they don’t
Familiar Face. If Farris survived the crisis at the know what dangers await the characters if they go
gates in chapter 1 of this episode, he can be found here down there.
too. He was a member of this resistance movement,
but got impatient with Aleksander’s methodical pace. 6. Frenkle Legalities & Testaments
He feels lucky to be alive, but harbors a secret belief
that the Resistance, like so many attempts to oppose This surprisingly elegant business located at the
the vampires before it, is doomed to fail, especially border between the Warrens and High Street provides
after the disaster at the gates. legal advice and arranges testaments for the residents
Entering the Basement. The resistance members of the Low Streets. It is a slow business, as wills are
ready their weapons the moment they notice the of less concern to the people of the Low Streets than
trapdoor open. If they see someone they don’t basic survival, so the legal practice found another way
recognize, they threaten to open fire. With a successful to make coin.
DC 17 Charisma (Deception or Persuasion) check, a The business is a front for a quality forgery
character can calm them down and convince them to operating within the Low Streets. The owner,
lower their weapons. Otherwise, they fire on whoever Arkaline Frenkle, is a halfling mage who knows the
peeked through the trapdoor. spells illusory script, clairvoyance and major image in
addition to the spells provided in her game statistics.
5. Ashway Orphanage She forges licenses, city passes, and similar documents
for the people of the Low Streets and she charges a
There is no lack of orphans in Nov Ostoya. Since the hefty fee for her services. She often works with the
streets are unsafe for general residence, most of them Volitant and the Crownbreakers want to convince her
live at the Ashway Orphanage in the Warrens. It is an to pay them protection of 50 gp per month.
ill-maintained building that could obviously use more
funds. The Crownbreakers have been pressuring the Pressuring Frenkle
orphanage for protection money for months, but the
last payment of 50 gp has yet to be delivered. Arkaline is not easily intimidated or persuaded.
The orphanage is managed by partners Neffi (CG A character who succeeds on a DC 20 Charisma
male human scout) and Kyal (LN male half-elf scout). (Intimidation or Persuasion) check convinces her that
Neffi is soft-spoken, polite, and easy to talk to, while it is for her own good to hand over the money. If the
Kyal is burly, impatient, and quiet around strangers. characters threaten physical violence or attack her,
Kyal and Neffi consider the orphanage their home Arkaline casts greater invisibility and runs away.
and its inhabitants their family, a sentiment shared by If the characters rummage through her store and
the children living at the orphanage. succeed on a DC 25 Intelligence (Investigation) check,
they find 300 gp hidden in various nooks around the
Collections shop. On a failed check, they find 100 gp.
The orphanage never has an abundance of funds and Heights Entry: Forged City Passes
Neffi tries his best to persuade the characters to give
them more time to gather the coin. A successful DC 15 The characters can pay Arkaline to make city passes
Wisdom (Insight) check shows him to be truthful, and that will allow them entry into the Crimson Heights
also desperate. The characters could easily overpower at 75 gp per pass. A successful DC 20 Charisma
Neffi and Kyal, and Neffi knows this. A successful (Persuasion) check can lower the price to 50 gp, but
DC 15 Charisma (Persuasion or Intimidation) check that’s as low as Arkaline goes for these strangers. It
convinces Neffi to hand over the 35 gp they have takes Arkaline 1 hour to make a quality city pass,
available. On a failed check, they refuse to disclose and a character must succeed on a DC 25 Intelligence
where they keep the gold. If the characters attack (Investigation) check to discern that it is a fake. A city
either of them or threaten the children, they hand over pass must list a name, what business the person has
their savings of 35 gp. within the city, and the person’s general appearance.
36
Fables: Citadel of the Unseen Sun
7. Sullen Alley 37
Sullen Alley, also known as “Sally,” or “Sally’s Place,”
is the primary location within the Low Streets for
bliss addicts to congregate and indulge in the effects
of the drug. It lies on the border between High Street
and the Warrens, making it a spot for people to meet
without worrying about gang affiliation. The alley is
so popular for bliss users in the Low Streets that the
phrase “going to visit Sally” has become a euphemism
for taking a dose of the drug.
The alley looks more like a building than a street,
with tapestries and wooden beams placed to create
a makeshift roof. Barely conscious people sit leaning
against the walls of the alley, and others meander
back and forth nervously.
Selling Bliss
The people in the alley aren’t difficult customers,
but they try to push the price down by pleading
and threatening the characters. Such threats arise
from desperation, and since the addicts in the alley
use commoner statistics and have three levels of
exhaustion, a character can tell at a glance they don’t
pose any threat.
Heights Entry: Bodyguards for Hire
A character with a passive Wisdom (Perception) score
of 15 or higher hears a low gnashing sound coming
from farther down the alley. The alley bends, making
it impossible to see the cause, and asking the people
around the alley results in cryptic answers like “we
don’t go down there,” “you’re better off leaving it
alone,” and “don’t do what that rich fellow did and
investigate. It’ll be the end of you.”
The sound stems from five masterless blood
trackers (see appendix A) feasting on two humanoid
corpses in the back of the alley away from the city
lights. They are preoccupied with their meal and
don’t pay attention to the characters unless they come
within 30 feet or appear threatening, after which they
snarl and lower their heads to signal to the characters
they should leave. If they move closer, the blood
trackers attack. Within this secluded alley, characters
can use spells without the city guards noticing.
Wounded Nobleman. A human man crouches
on a rooftop above the blood trackers, a human man
crouches behind a crate. When he spots the characters,
he signals for them to please help him. His leg has
been bitten nearly all the way off, and his movement
speed is reduced to 10 feet and he can’t take the Dash
action. The wound was inflicted by the blood trackers,
but they allowed him to get away in order to feast on
the other humans here, his bodyguards.
5.2: The Low Streets of Nov Ostoya
A voice shouting in the street makes anyone nearby turn
their heads in response. “A fight! The Crowns and the
Voles are brawlin’ on High Street!”
The noble is Lord Nials Dresca (CN, male human The crisis at the city gates in addition to the Festival of
noble), and he came to Sullen Alley to acquire bliss Tears drew most guards away from the center of the
for his use. His personal guards who attempted to Low Streets. The tension between the gangs grew too
defend their charge but were killed in the fight while taut and a fight is about to break out on the border of
Nials hid. Their loyalty did them no favors. Nials the Warrens and High Street, just outside of Frenkle
has two doses of bliss (see appendix B) and 155 gp on Legalities & Testaments (area 6 on the city map of
his person. Nov Ostoya). At maximum, it takes the characters 10
If the characters bring Nials safely out of the alley, minutes to get to the area, depending where they are
he offers to buy any remaining bliss they have on in the Low Streets—and no time at all if they were
their person to show his gratitude. He mentions that already at the Frenkle building.
he’s stocking up because he’s a guest at the Festival If the characters are working with either gang, they
of Tears gala and that he’s nervous about attending, know that helping out in this situation would be a
especially since he is now without his personal guard. good way to earn favor with them, and that to ignore
If the characters offer to act as his personal guard, it could negatively affect their agreed-upon rewards.
Nials accepts and thanks them profusely. He tells them A character who succeeds on a DC 18 Intelligence
to meet him at the gate into the Heights before the next (History) or Wisdom (Insight) check also reasons that
Blood Hour arrives if they want to accept the offer. this fight would tighten security at the gates out of the
Low Streets within the next hour or so, as the guards
Street War try to contain the violence.
This event can occur at any time while the characters Bloody Street Fight
are exploring the Low Streets. It’s recommended
that it occurs after they’ve made a deal with either The characters arrive as the threats from the gangs are
the Crownbreakers or the Volitant, and have about to erupt into violence. Read or paraphrase the
accomplished one or two of their objectives. following:
The characters hear a shout from nearby, signaling
the beginning of this event: You see members of the two gangs standing 30 feet
from one another, yelling profanities and threats.
Dozens of gang members are present, none of which
pay attention to you. Suddenly, a brick flies from the
group of Crownbreakers into the gathered Volitant. A
furious cry sounds from the gang and the Volitant rush
forward. The Crownbreakers do the same, and the two
gangs clash in a bout of yells and newly bloody fists.
Street Fight Mechanics
This battle takes place over a wide area, so keeping the
characters contained within a portion of that area makes it
easier for everyone involved to get an overview of the situation.
Overall Fight. At the end of each round, 1d4 members of
each gang are killed. If one gang severely outnumbers the
other (at your discretion), roll 2d4 for the weaker gang, as
their losses start compounding. If the characters target a
group of gang members with a damaging effect, such as a
fireball spell, roll 2d4 and that amount of gang members are
immediately killed.
38
Fables: Citadel of the Unseen Sun
Thirty-three Volitant infiltrators and twenty-eight surviving gang members stagger to their feet and run
Crownbreaker bruisers are (see appendix A for off as quickly as they can.
both) present at the fight. There’s no need to track the If the party helped either gang, the members of that
exact numbers of combatants, unless you want to play gang thank them for their assistance. If the characters
extremely by-the-book. It’s simpler for 1d4 members were already working for the gang they helped, they
of each gang to die each turn—but not the ones that are provided the agreed-upon rewards no matter how
the characters are fighting, if any. many of the jobs they finished.
If the characters stand with either gang, they draw Not Getting Involved. If the characters stood and
the ire of the other. If they help both, they anger watched or ran away, the street fight is interrupted by
both. If the characters decide not to get involved, the city guards. Both Petra and Archie are arrested,
they need to succeed on a group DC 15 Dexterity and since they were the characters’ contacts, they
(Stealth) check to avoid notice. On a failed check, the cannot collect their gang-related rewards must find
gang they agreed to work with—if any—notices them another way to enter the Crimson Heights.
and pleads for their aid. If they refuse, the characters
become enemies of that gang. Moving Into the Heights
A character who succeeds on a DC 15 Wisdom
(Perception) check notices recognizable faces among There are multiple ways to enter the Crimson Heights,
the gangs, including both Petra and Archie among the none inherently better than any other. Their entry
fighting gang members. depends on how the party wishes to proceed and
what they did while within the Low Streets. However,
Results of the Fight once they have entered the Heights, returning to the
Low Streets poses additional risks as the characters
After 30 seconds of brawling (6 rounds of combat) have become known, which may result in a mark
have elapsed, twelve members of the Nov Ostoyan being placed on their backs by the gangs ruling the
city watch (see appendix A) arrive to break up lower section of the city.
the fight and make arrests. Both gangs know that
fighting with the city guard would be unwise, and the
39
5.2: The Low Streets of Nov Ostoya
Once the characters enter into the Heights, proceed Volitant Distraction
to chapter 3 of this episode. Also, characters gain a
level when they enter the Heights for the first time If the party aided the Volitant while in the Low
(see “Character Advancement,” at the beginning of Streets, the gang causes a distraction by having a
this episode). Nov Ostoyan city guard rush up to the gate and yell
about a fire in the Indenture Stills. The Scarlet Watch
Visitors to the Crimson Heights members present at the gate immediately leave to
investigate, leaving the city guard to handle who
If the party acquired a forged city pass to enter the enters and leaves the Heights for the next 30 minutes.
Crimson Heights, the Nov Ostoyan city guard (see The Indenture Stills were not set on fire, but an
appendix A) on duty at the city gate makes a DC illusion made the city guard believe urgent assistance
25 Intelligence (Investigation) check to ensure its was needed.
validity. On a successful check, the guard realizes it
is a fake and calls for backup from the three officers Underway Access
of the Scarlet Watch (see appendix A) and the four
Nov Ostoyan city guards also stationed at the gate. The Underway passage leading from the Low Streets
If the characters are wanted by the Scarlet Watch to the Crimson Heights is much shorter and less
(see the “Wanted Criminals” sidebar in chapter 1 winding than the path to enter the city. Offshoots
of this episode) and have not disguised themselves exist, but they are better maintained and some are
before trying to pass through the gate, a Scarlet barred with heavy iron grates.
Watch officer can make a DC 15 Wisdom (Insight) If the characters decide to explore, see the “Getting
check. On a success, the guard recognizes them Lost in the Underway” sidebar of chapter 1.
and turns hostile. If the characters change their
appearance, they should remember that the passes Thieves’ Cant Markings
list their name, their business within the city, and
their general appearance, so the disguise must match Thieves’ cant markings for safe passage have been
what is listed on the pass. carved into the walls of the Underway, serving as a
guide toward the Heights exit. The characters were
told to watch for this symbol if they helped the
Crownbreakers in the Low Streets.
40
Fables: Citadel of the Unseen Sun
Broken Doors and Bloody Refuse
After following the thieves’ cant symbols and
trudging along through the Underway for about 10
minutes, the characters turn a corner to see a 50-foot
long, 7-foot-high sewer tunnel with a large stone
engraving on its left side about 30 feet ahead. The
thieves’ cant symbols for safe passage end at the
engraving. Read or paraphrase the following:
The left wall of the tunnel has been decorated with a
crude engraving colored with chalk. It depicts a pale-
skinned person being pushed to the ground under the
feet of several humanoid characters. The humanoids
are holding weapons, and many of them are bleeding
from wounds, but they look victorious. One of the
humanoids is holding a broken crown in their hands.
From the tunnel ceiling above the engraving a
horizontal iron bar has been fused into the stone.
Further investigation requires the characters to Breaking Down the Wall. The door is in
approach the engraving. If they do, the three blood poor condition. A successful DC 15 Intelligence
oozes (see appendix A) hiding in the sewage attack (Investigation) check reveals that it can be broken
the characters. A character with a passive Wisdom down if enough force is applied. The wall has an AC
(Perception) score of 16 or who succeeds on a DC 16 of 17 and 100 hit points.
Wisdom (Perception) check spots the oozes hiding in If the characters make significant noise while
the bloody sewage. attacking the wall, an additional 1d4−1 blood oozes
The engraving is covered in blood from the oozes, (see appendix A) crawl out of the sewers at initiative
but a character who succeeds on a DC 16 Intelligence 20 of each round that the noise draws their attention.
(Investigation) or Wisdom (Perception) check notices
that the iron bar in the ceiling is smooth in places, as if it Exiting the Underway
has been touched by many hands throughout the years.
They also notice the engraving has damage in a single Once the characters passed through the engraving,
location, at about hip height for an average human. either by opening the door or breaking it down, they
Activating the Engraving. The engraving is see a ladder leading toward a partially ajar drain
a trigger-based door. To open it, a character must cover. This exit puts the characters in a Heights alley
complete a series of actions based on the second of about 300 feet from the gate leading to the Low Streets.
two phrases used by the Crownbreakers to identify
allies outside of their gang. The characters could have Other Means of Entry
received the phrase from the Raevans in chapter 2 of
episode 4 of this Fable. It goes as follows, with one The characters can enter the Crimson Heights through
person asking the question and the other providing alternative routes, as detailed in the “Low Streets
the correct answer. Locations” section of this chapter. The characters may
Question: How do you defeat the masters of death? have been unwilling or unable to gain the aid of the
Answer: You bleed, you rise, you topple their thrones. gangs and decided it was better to move ahead on
To open the engraved door, a character needs to their own. They might be employed by a human noble
smear fresh blood on the engraving, raise off the floor as bodyguards or investigate the Underway after
using the ceiling bar, and push the door open, which being pointed to the Heights entrance by the children
is usually done by kicking it while hanging from the of Ashway Orphanage.
iron bar. With all three of these actions accomplished,
the door swings open.
41
5.2: The Low Streets of Nov Ostoya
Chapter 3:
Bloodo-fDrNeonvcOhsetdoyHaeights
For 10th-level characters
The Crimson Heights offer a startling contrast to the Low Streets. The
wealthy and powerful make their homes in this district, leeching off
the hopelessness of the Low Streets and ignoring the desperate state
of their neighbors.
A variety of humanoids live in the district along includes the people from the Low Streets who rose
with the vampires. They include artisans, scholars, into the Heights, either as laborers who work menial
entertainers, and nobles who have won the good jobs or as permanent hirelings with a noble family
graces of their vampiric overseers. Some serve them where they work as a servants or cooks.
out of fear of the consequences should they defy This extensive chapter is designed to be played as
the vampires, while others serve in the hopes that, two 4-hour sessions. A break between sessions can
through diligent service, they may eventually join the occur either before or after the characters complete
ranks of the powerful undead. the “Entering Blackharbour” section of this chapter, as
Not all who live in the Crimson Heights are aware this marks a clear point of no return for the characters
of their perilous situation. Nobles who grew up and the Fable. The characters should be level 9 before
sheltered from the dangers outside the walls believe continuing into the Heights of Nov Ostoya.
the Heights is a representation of the world as it
should be. Some govern, some serve, and the rest are Festival of Tears
beneath notice; that order should not be challenged.
People in the Heights are not willing or interested When the characters enter the Heights, either
in questioning the status quo that profits them. This through the main gate or by sneaking in through
the Underway, they enter a city completely unlike
Guise of the the Low Streets. The Festival of Tears entertains
Nightseer Sage the powerful people in the empire, and it brings
merriment to those who can afford the privilege of
wasting a workday on celebration.
As the characters approach the main street from
the gate or head out of the alley after exiting the
Underway, read or paraphrase the following:
Loud music and excited cheering flow from the main
street of the Heights with glorious, exuberant glee. For a
moment, the darkness of the eternal Nov Ostoyan nights
disappears. It appears the sun has risen again, as a
tremendous number of golden lanterns hang like glowing
clouds above, casting a warm light on the street below.
The colorfully dressed inhabitants of the Heights are
in the middle of the street, dancing in energetic circles
as a band of musicians plays a jaunty tune. Laughing
erupts from the people as the dancing goes too fast, and
some of the participants fall in a heap on the ground.
The music doesn’t end, and the fallen are pulled to
their feet and brought into the circle of dancers again.
As you stand there, a sudden voice sounds behind
you, laughter lacing each word as it says, “Come on.
Dance with me!”
The speaker looks like a female human with short
black hair that has ribbons and beads braided into it,
and her unusually long fingernails are painted red. She
smiles at the characters and grabs one of them in an
attempt to pull them into the dance. If they all refuse,
she laughs and remarks that the characters must be
daft to not want to participate in a party happening
right in front of their noses. A character who succeeds
on a DC 15 Wisdom (Insight or Perception) check
notices that none of the other dancers acknowledge the
woman or notice her presence.
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Fables: Citadel of the Unseen Sun
The woman is the Nightseer Sage in disguise, here Gang Opposition
to congratulate the characters for getting this far. The
Nightseer Sage has been thoroughly entertained by Depending on the characters’ actions in the Low Streets, the
watching their journey so far and is excited to bear Volitant or the Crownbreakers may be more or less inclined
witness to this last stretch of their journey before they to foil their plans. Assisting their opposition in the street war,
earn the answers they so desperately want. stealing product, or pocketing protection money result in the
If the characters confront the Nightseer Sage or hint gangs considering the characters as enemies.
at knowing their true identity, read the following. If the characters angered the Volitant, the guards of
Blackharbour are warned that the characters have entered
The woman touches her chest as if she’s shocked at what the Heights. The number of guards stationed at the entrances
she’s hearing, but the gleeful expression never leaves to Blackharbour is doubled and the characters are wanted
her face. She smiles a toothy grin at the characters and criminals that will be stopped by any guards they pass.
says, “You know…it’s been a true pleasure watching If they angered the Crownbreakers, members of the gang
your journey so far. From Dream-Town to the Locks shadow them through the Heights until they rest or sleep.
to the villages beyond this wonderfully wretched city. Then a group of assassins (Crownbreaker bruisers, see
It’s been centuries since I’ve been this entertained appendix A) attack and attempt to kill the characters or
by the actions of mortals. You’re impressive and that steal their equipment if killing them proves too difficult. The
deserves a reward, wouldn’t you say? Answers, perhaps? number of Crownbreakers attacking them equal the number of
Come collect them beneath the bleeding heart of the characters in the party minus 1.
Blackharbour gala today, where the decadence of this
city’s noble rulers flows into rot. I promise, after that, Heights Locations
you won’t see any more of little old me.”
The woman looks the characters up and down with After a few tense weeks of wandering the Necropolis,
a smirk before continuing, “But first, go to the Ruby exploring the eternally benighted Soman countryside,
Avenues and find some finer clothes. You look like and dealing with the lethal desperation of the Low
someone who fits better on a menu than a guest list.” Streets, the characters are due for some levity. The
The woman then vanishes from sight, seemingly Heights are obviously dangerous, as any region ruled
swallowed by the crowd behind her. by vampires would be, but the average citizen here is
more welcoming toward outsiders than they would
The Nightseer Sage has no interest in aiding the be elsewhere in the region, especially with the Festival
characters, only in prolonging the entertainment they of Tears taking place. The festival draws people from
can eke out of the party. Teasing and taunting them all over Soma, so the characters, though they may
is half the fun and vanishing right in front of them look foreign, won’t completely stand out in the crowd
should prove appropriately frustrating. of Heights residents.
The Crimson Heights are comprised of four
Welcome to the Heights main districts: the Residentials, the Ruby Avenues,
Dockside, and the Blackharbour grounds. The
Though the Heights of Nov Ostoya are renowned Residentials houses the city’s wealthy inhabitants and
for their beauty, the Festival of Tears elevates it to includes an abundance of manors, parks, and fine
a glorious level of opulent splendor. The Crimson stone buildings. It is closed to nonresidents. The Ruby
Heights seem more like a theater stage than a Avenues market district lies near the city gate leading
municipal district, and wherever the characters turn into the Heights. Here, people peruse fine wares
they see laughter, music, and merriment. and shop for expensive garments and equipment.
Depending on how much time they spent in the Dockside is smaller in comparison and deals in more
earlier chapters of this episode, they have a bit of practical goods, since it consists of warehouses and
leeway to explore the Heights before attending the taverns to service incoming merchant ships. Finally,
gala at Blackharbour Keep. The characters can visit the Blackharbour grounds neighbors the Residentials
locations this section of the city to gather information and houses Blackharbour Keep, the home of the
that may be pertinent for their success inside the keep. Crimson Court and the most powerful vampires of
Alternatively, they may spend the next few hours the region.
relaxing and enjoying the fact that, for the first time in
a while, they are not in immediate danger.
45
5.3: Blood-Drenched Heights of Nov Ostoya
8. Armond’s Smithy Armond’s Smithy Goods
For quality weaponry in the Heights, look no further Name Cost Effect
than Armond’s Smithy in the Ruby Avenues.
Armond’s Smithy is a family-owned business Elemental 350 gp Choose one of the following damage
managed by the siblings Torvald and Signy gem, greater types: acid, cold, fire, lightning.
Goldhammer (LN, dwarf berserkers) who took over Once per day, you can use a bonus
the shop after their father passed away. The business action to speak the command word
is named after him. Both are friendly and born and cause elemental energy to
salespeople, and each have an avenue of expertise. engulf your weapon. For the next
Torvald is an expert smith who forges the weapons 10 minutes, the weapon deals 3d4
being sold in the store. Signy is a student of gemcraft, additional damage of the chosen
a means of enchanting precious stones so their effects damage type.
extend to whatever weapon they are attached to.
Due to their weapon smithing talents, the dwarves Elemental 125 gp Choose one of the following damage
are carefully watched by the guards of Nov Ostoya gem, lesser types: acid, cold, fire, lightning.
and occasionally forced to work for the vampiric Once per day, you can use a bonus
nobles. Neither of them likes this, but they also know action to speak the command word
that defying their vampiric rulers would mean a swift and cause elemental energy to
end to their business—and probably their lives. engulf your weapon. For the next
The siblings can fuse a gem to a nonmagical weapon 10 minutes, the weapon deals 1d4
in the characters’ possession for a fee of 50 gp in additional damage of the chosen
addition to the cost of the gem and given eight hours damage type.
to complete the service. Only one of these gems can be
attached to a weapon at a time, as more than one would Pain gem, 150 gp Once per turn, a successful attack
make the magic unstable. In addition to standard greater with the weapon deals additional
weaponry, the siblings offer the gems as listed in the damage equal to your proficiency
table below. Premade weapons with gems infused can bonus.
be purchased for the weapon cost plus the gem cost.
Pain gem, 50 gp Once per turn, a successful attack
lesser with the weapon deals 1 additional
damage.
Striker gem 175 gp If you roll a 1 on an attack roll,
you can roll again and must use
the second result.
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Fables: Citadel of the Unseen Sun
If a weapon has a gem installed, it is considered (Deception) check against the Charisma (Persuasion)
magical for the purpose of overcoming resistances check of the person who caught them. Anyone
and immunities. Details for the different gems are also found to be cheating is immediately thrown out and
listed in appendix B. forbidden from entering the establishment again.
If the characters display the signet ring given to
them by the Crownbreakers in the Low Streets, each Liar’s Dice
character gets a 50 percent discount on a single item
they purchase, or they can get a 50 percent discount This game for any number of players is not played
for buying and fusing one gem onto a nonmagical against the house. The game starts with each player
weapon they already own. throwing an agreed upon amount of coin into the pot.
This can be added to later, if the players wish to make
9. The High Stakes things more interesting.
Each player has a cup with five d6s. Each round,
Dockside offers a various means of having a good the players roll their dice under their cup and look at
time, and the High Stakes gambling house has a them while hiding the result from other players.
reputation for providing that in abundance. This The first player announces a face value of their
two-story building is made of dark wood with bright choice and the minimum number of dice they believe
yellow window frames, doors, and decorations. It is are showing that value, split between all the cups in
the most infamous gambling house in the city, and the game. A “1” are wild, counting as whatever face is
services a broad clientele—at least, broad as can get on the current bid.
into the Crimson Heights. Going clockwise, each following player can either
The High Stakes features several unique games of make a higher bid by increasing the quantity of dice,
chance, listed below. Some of the games are played the face value, or both, or they can challenge the
against the house, while others are played by a group previous bid by calling them a liar. If a challenge is
of civilian patrons. made, all cups are removed, and the dice are revealed.
If a character is playing against others and reading If the bid is valid, meaning that there are at least
their expressions can give them an edge, they can as many of the face value and “1”s as were bid, the
attempt to make a Wisdom (Insight) check. Their bidder wins. Otherwise, the challenger wins.
success is determined by how high they roll on the A player who loses the round loses one of their
check: a DC 15 reveals if the person is happy, neutral, dice. The last player to retain a die or dice is the
or upset about the hand they have been dealt; a DC 20 winner and claims the pot.
reveals how easily the person can be pressured into
putting more coin into the pot; and a DC 25 indicates Rolling Jack
how confident the person is that they’ll win the round.
Rolling (Black) Jack is one of the most popular games
Rules of the House in Soma and is played in any gambling house in
the region.
The High Stakes enforces the following rules. This is a game for any number of players against
Penalties, however, may be relaxed for high nobles or the house. Each round, each player rolls two d10s and
vampiric patrons. adds up the numbers. Rolling a “1” counts as either
No Weapons, No Violence. Tensions grow a 1 or 11, as decided by the player. After these initial
high when gambling, and there is zero tolerance for two dice, the player can roll another d10 as many
violence while inside the building. Such grievances are times as they want, adding the new number to the
handled outside the confines of the gambling house, as total. Their goal is to get as close to 21 as possible, but
that removes responsibility from the owners. if they pass 21, they go bust and lose the round and
Weapons are cataloged and left at the door unless a any coin they bet. After all players have gone, the
person plans to bet a fancy piece of equipment at one house rolls in the same fashion.
of the tables. Then a server is sent to fetch it. The house cannot stop rolling until their total
No Cheating. Though ill advised, a character equals 17 or more, after which they must stop rolling.
can try to cheat while at the table. To succeed, the If the house busts, all players with 21 or less win.
character makes a Dexterity (Sleight of Hand) check The house wins all ties, including ties of 21 versus
with a DC of 15 or the highest of the players' passive 21. The only exception is if a player rolls a “Black
Wisdom (Perception) scores, whichever is higher. If Jack” which is a total of 21 rolled on the initial two
the character is discovered, a guard is called over and dice, as the player automatically wins if making
the character must succeed on a contested Charisma such a roll.
On a win, a player gets a 2-to-1 return.
47
5.3: Blood-Drenched Heights of Nov Ostoya
The Bloody Countess He has clients among the wealthy people of the
region, and his designs are true trendsetters for
Though the game is commonly known as The what fashion is in and what is out—something of no
Bloody Countess, Nov Ostoyan locals refer to it as importance at all in the Low Streets but is a mark of
Storming the Hill. stature and importance in the Heights.
This is a game for one player against the house. The If the characters want to blend in among the guests
house has two dice, taking the shape of red d20s. The of the gala, they need a set of fine clothes or they’ll
player pays the buy-in of 2 gp a minimum of once and stand out and risk being escorted out. Gavril can
a maximum of four times, receiving a number of d6s offer them clothing from the earlier fashion season
equal to the amount of times they paid the buy-in. for 15 gp per set. Though it is a bit out of style, it
Once payment has been made, the house rolls both won’t draw judgmental looks from the noble guests
d20s, choosing the highest number. After the d20s at the party. Alternatively, he offers a set of clothing
have been rolled, the player can buy one more d6 for that is currently in style for 45 gp, which takes 1 hour
their pot for 5 gp. The player then rolls their dice and for custom fitting. A character wearing such a fine
adds the numbers together. outfit has advantage on Charisma (Deception and
If the total amount rolled on the d6s exceeds the Persuasion) checks against members of the nobility,
number on the red d20, the player won and killed including the vampires.
the bloody countess, and the player wins at a 1-to-2
return. If the total number rolled didn’t exceed the Informer for the Volitant
number on the red d20, the countess wins.
Gavril works with the Volitant in the Low Streets,
10. Gilfay’s House of Garments supplying his assistants with information that they
return to their Volitant overseers. He provides
Gavril Gilfay (LN halfling male commoner) is a information about the gossip in the Heights among
regal-looking merchant who has owned and operated the nobility and rumors he overhears while tailoring
the House of Garments for nearly a century. He is outfits for the aristocracy. In exchange, the Volitant
as jovial as he is efficient, and with the aid of his provide him with smuggled materials including silks,
assistants hired from the Low Streets he can churn out silver thread, and other items hard to find in Nov
a truly impressive amount of clothing for the people Ostoya and its surrounding areas.
of the Heights.
Nov Ostoyan Noble Titles • Marquess/Marchioness, a rare position, but a powerful one
in charge of the navy. They work closely with humanoids as a
The titles of the nobility in Nov Ostoya once had a meaning result. With the ships leaving the ever-dark lands of Soma and
derived from rank, inheritance, and possession of lands, but the flowing water of the oceans all around the vessels, most
with ageless vampires taking over governance of the region, the vampires stay far away from ships.
meaning of these titles changed. They no longer refer to the
lands a noble person holds, but instead their position within the • Viscount/Viscountess, the leading researchers and historians in
aristocracy of Soma. For this same reason, most titles are not charge of innovation and invention. They remain secluded, but
inherited as vampires don’t have any interest in producing heirs their vast knowledge makes them valuable allies and dangerous
when they can maintain their position for centuries. adversaries.
Members of the aristocracy use the titles and honorifics as
a way to discern who is one of them and who is an outsider. • Grand, a prefix added in front of a noble title if the person is the
If the characters try to pass as nobles, their ruse lasts only as leader of the Crimson Court.
long as their knowledge of Nov Ostoyan etiquette holds.
The noble titles of the Ostoyan Empire are as follows. When referring to nobles in casual conversation, people may fall
back on the standard “Lord” or “Lady” used in other nations.
• Baron/Baroness, the overseers of construction who maintain The honorifics in the Ostoyan Empire are a bit different.
the infrastructure of the empire to complement its spreading
influence. • Master/Mistress is the honorific used by non-vampires when
referring to vampiric nobles. Vampiric nobles refer to each
• Count/Countess, those in charge of trade and diplomatic other by their titles, unless the vampire they are talking to is a
relations, both within and outside of Soma. member of the Crimson Court. Then they use Master/Mistress
as well.
• Duke/Duchess, generals, army commanders, or those who hold
a similar military position. • Lord/Lady, used only for humanoid nobles.
• Your Grace, used only for the ruler of the Crimson Court.
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Fables: Citadel of the Unseen Sun