```metadata title: (Be)Neath description: |- A "Fallen London" TTRPG scenario for BRP / Call of Cthulhu 7th ed. by u/triskaideka_13 Version 1.1.3 tags: '' systems: [] renderer: V3 theme: 5ePHB ``` ```css @import url('https://fonts.googleapis.com/css2?family=Roboto+Slab&family=Brygada+1918&family=Lora&family=Voltaire&display=swap'); /* DEFINE CHAPTER COLORS */ :root { --empty : rgba( 0, 0, 0, 0); --background : rgba(222, 213, 197, 1); --golden : rgba(190, 180, 160, 1); --frame : rgba(200, 185, 160, .4); --table : rgba(180, 170, 140, .3); --table2 : rgba( 80, 180, 80, .1); --title : rgba( 40, 60, 40, .5); --moss : rgba( 89, 115, 83, 1); --teal : rgba( 45, 80, 85, 1); --cthulhu : rgba( 40, 60, 40, 1); --cthulhu2 : rgba( 40, 60, 40, .8); --cthulhu3 : rgba( 40, 60, 40, .4); --cthulhu4 : rgba( 40, 60, 40, .8); --irrigo : rgba(111, 39, 114, 1); --violant : rgba(135, 34, 44, 1); --cosmogone : rgba(195, 93, 26, 1); --peligin : rgba( 82, 82, 109, 1); --apocyan : rgba( 39, 140, 130, 1); --viric : rgba( 56, 138, 54, 1); --gant : rgba(100, 80, 65, 1); --bright : rgba( 95, 149, 155, 1); --medium : rgba( 95, 149, 155, .8); --highlight : rgba(185, 225, 228, 1); --white : rgba(255, 255, 255, 1); --light : rgba(237, 227, 210, 1); --dark : rgba( 40, 37, 32, 1); --black : rgba( 11, 15, 11, 1); --gradient : linear-gradient(180deg, var(--dark) 0%, var(--empty) 150%); } /* A4 PAGE SIZE */ .page { width : 210mm; height : 296.8mm; padding : 1.4cm 1.9cm 1cm; } .page .columns { column-count : 2; column-gap : 0.9cm; column-width : 8cm * @multiplier; -webkit-column-count : 2; -moz-column-count : 2; -webkit-column-width : 8cm * @multiplier; -moz-column-width : 8cm * @multiplier; -webkit-column-gap : 0.9cm; -moz-column-gap : 0.9cm; } /* PAGE BACKGROUND */ .page { background-image : url(https://images.fallenlondon.com/static/skyline_background.png); background-color : var(--dark); background-repeat : no-repeat; background-size : cover; } .columnWrapper { background-image : url(https://images.fallenlondon.com/static/bg-paper.png); background-color : var(--background); border-style : unset; margin : -20px -50px 0px -50px; padding : 30px 50px 20px 50px; height : 2100px; border : 2px solid var(--golden); outline : 5px solid var(--background); } /* HEADERS STYLE */ .page h1, .page h2, .page h3, .page h4, .page h5 { font-family : "Roboto Slab", Georgia, Times, serif; color : var(--dark); font-weight : 700; letter-spacing : 0.2px; } .page h1 { letter-spacing : 1px; padding-bottom : 0.7em; } .page h2 { font-family : Voltaire, Helvetica, Arial, sans-serif; font-size : 20px; padding-bottom : .2cm; } .page h3, .page h4 { font-size : 16.8px; border-bottom : unset; } .page * + h4, .page h2 + h5 { margin-top : 0.155cm; } .page * + h3 { margin-top : 0.4cm; } .page h4 { color : var(--teal); } .page h5 +* { margin-top : 0.2cm; } .page h5 { font-size : 1.1em; padding-bottom : .1em; } .page h6 { font-weight : 700; letter-spacing : 0.2px; } .page .note h5, .page .descriptive h5 { margin-top : .15em; } /* TEXT AND LINK STYLE */ .page p, .page dl, .page ul, .page ol, .page h6, .page .note p, .page .note.wrap p { font-family : "Roboto Slab", Georgia, Times, serif; color : var(--dark) font-weight : 400; font-size : 1.1em; line-height : 1.43em; } .page strong { letter-spacing : unset; } .page a:-webkit-any-link { color : var(--teal); } .page a:link, .page a:visited { text-decoration : none; } .page a:hover, .page a:active { color : var(--dark); text-decoration : underline; } /* COVER PAGES */ .page#p1 .columnWrapper, .page#p2 .columnWrapper, .page#p53 .columnWrapper, .page#p54 .columnWrapper { background-image : unset; background-color : unset; border : unset; outline : unset; } .page#p1, .page#p54 { text-align : center; } .page#p1 .columnWrapper, .page#p54 .columnWrapper { columns : 1; outline : 5px solid white; } .page#p1 h1, .page#p54 h1 { color : white; text-transform : uppercase; text-shadow : 0 0 15px var(--bright); } .page#p1 h1{ font-size : 75px; } .page#p1 h1, .page#p54 h1 { font-family : "Brygada 1918", Georgia, Times, serif; margin-top : 120px; } .page#p1 h2, .page#p54 h2, .page#p1 .footnote, .page#p54 .footnote { font-family : "Roboto Slab", Georgia, Times, serif; color : var(--white); font-size : 20px; font-weight : 400; text-align : center; position : unset; } .page#p1 .footnote, .page#p54 .footnote { margin-top : 35px; text-transform : unset; color : var(--highlight); } .page#p54 h1 { text-transform : unset; } .page#p54 .columnWrapper { padding : 30px 100px 20px 100px; } .page#p54 p, .page#p54 h3 { color : var(--white); } .page#p54 h1+p:first-letter { all: unset; } .page#p54 h1+p:first-line { font-family : "Brygada 1918", Georgia, Times, serif; font-size : 21px; } .page#p54 h3{ font-family : "Brygada 1918", Georgia, Times, serif; font-size : 19px; margin : unset; margin-bottom : 5px; } .page#p1 a:-webkit-any-link { color : var(--highlight); } .page#p54 a:-webkit-any-link { color : var(--white); } /* TABLE OF CONTENTS */ .page .toc h1 { text-align : left; font-family : Voltaire, Helvetica, Arial, sans-serif; text-transform : uppercase; color : var(--white); padding-bottom : .2em; letter-spacing : 2px; } .page .toc h3 { font-family : Voltaire, Helvetica, Arial, sans-serif; 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} .page .chapter h1 { font-family : Voltaire, Helvetica, Arial, sans-serif; text-transform : uppercase; font-size : 4.5em; color : var(--cthulhu2); padding-top : 0.15em; padding-bottom : 0.6em; text-decoration : underline overline; text-decoration-color : var(--cthulhu3); text-underline-offset : 10px; } /* MAP PAGES */ .page#p4 .columnWrapper, .page#p5 .columnWrapper { all : unset; } .page#p4 { background-image : url(https://i.imgur.com/m2SfSc0.jpg); } .page#p5 { background-image : url(https://i.imgur.com/EFRvWND.jpg); } .page#p4 .chapter h2::before, .page#p5 .chapter h2::after { all : unset; } .page#p27 .icon { margin-left : 0px; } .page#p27 img { width : 100%; height : 100%; } .page#p28 .columnWrapper, .page#p29 .columnWrapper { all : unset; } .page#p28 { background-image : url(https://i.imgur.com/OFfDsWg.jpg); } .page#p29 { background-image : url(https://i.imgur.com/N0FjAZ4.jpg); } /* SPECIES CHAPTER */ .page .title h1 { font-family : Voltaire, Helvetica, Arial, sans-serif; text-transform : uppercase; font-size : 30px; padding-bottom : .15cm; letter-spacing : 2px; } .page p + .title { padding-top : .15cm; } /* CHAPTER DROP CAP */ .page .chapter+p { margin-top : -1.5px; } .page .title.drop+p { margin-top : 9px; } .page h1+p::first-letter, .page h1+p::first-line { all : unset; } .page h1+p::first-letter, .page h1+.comment::first-letter, .page .chapter+p:first-letter, .page .title.drop+p:first-letter { text-transform : uppercase; line-height : 120px; font-size : 76px; float : left; margin : -35px 4px -45px -35px; padding : 2px; } .page h1+p::first-line, .page .chapter+p:first-line, .page .title.drop+p:first-line { font-size : 18px; letter-spacing : 0.2px; font-weight : 700; line-height : 1.3em; } .page h1+.comment::first-letter { font-size : 72px; line-height : 122px; } /* TABLES */ .page table { font-family : Roboto, Helvetica, Arial, sans-serif; font-size : 12px; letter-spacing : 0.2px; line-height : 1.25em; } .page table td strong, .page table thead th { vertical-align : top; font-family : "Roboto Slab", Georgia, Times, serif; font-weight : 600; } .page table tr { height : 17px; } .page table td { vertical-align : middle; } .page table tbody tr:nth-child(odd) { background-color : var(--table); } .page table + * { margin-bottom : .35cm; } .page table + h3 { margin-bottom : unset; } .page table th .h3, .page table td .h3 { font-size : 16.8px; margin-bottom : .34cm; } .page table th .h4, .page table td .h4 { font-size : 16px; margin-top : .24cm; margin-bottom : .24cm; } .page table td .h3 { font-family : "Roboto Slab", Georgia, Times, serif; color : var(--dark); font-weight : 700; letter-spacing : 0.2px; margin-top : .325cm; } /* QUOTES OR COMMENTS */ .page .comment p { color : var(--teal); font-style : italic; font-weight : 400; } .page .comment + * { margin-top : .5cm; } .page .descriptive .comment p { font-size : 12.5px; letter-spacing : 0.2px; color : var(--white); } /* FRAMED TEXT, NOTES, DESCRIPTIONS */ .page .note, .page .frame, .page .descriptive { filter : unset; border-style : unset; width : 331px; padding : 10px 12px 12px 12px; margin-left : -12px; border-radius : 20px; font-size : .318cm; outline : 1px solid var(--frame); border : 1px solid var(--golden); box-shadow : unset; } .page .note { background-color : var(--frame); } .page .frame { background-color : var(--light); } .page .descriptive { background-color : var(--moss); background-image : var(--gradient); } .page .descriptive table tbody tr:nth-child(odd) { background-color : var(--moss); } .page .descriptive p, .page .descriptive li, .page .descriptive h5, .page .descriptive table { color : white; } .page .note p, .page .frame p, .page .descriptive p { line-height : 1.5em; } .page .note + *, .page .frame + *, .page .descriptive+* { margin-top : 0.45cm; } .page .note.wide, .page .frame.wide, .page .descriptive.wide { width : 671px; } .page .note dl,ul,ol, .page .frame dl,ul,ol, .page .descriptive dl,ul,ol { font-family : Roboto, Helvetica, Arial, sans-serif; } .page .note p, .page .frame p, .page .descriptive p { text-indent : unset; } .page .note strong, .page .frame strong, .page .descriptive strong { letter-spacing : unset; } .page .note p+p, .page .frame p+p, .page .descriptive p+p { padding-top : 6px; } .page .note h5 + *, .page .frame h5 + *, .page .descriptive h5+* { margin-top : .2cm; } .page .note + .note, .page .note + .frame, .page .note + .descriptive, .page .frame + .note, .page .frame + .frame, .page .frame + .descriptive, .page .descriptive + .note, .page .descriptive + .frame, .page .descriptive + .descriptive { margin-top : 10px; } .page .note table + * { margin-bottom : unset; } /* SMALL TEXT AND LISTS */ .page .small { font-family : ScalySansRemake; font-size : .318cm; line-height : 1.2em; } .page .small + .small { margin-top : .4em; } .page .small p + p { margin-top : .25em; } .page .special p { margin-left : 1em; text-indent : -1em; } .page .special + * { margin-top : .325cm; } .page p + .special, .page .special + .comment { margin-top : .2cm; } .page .special + .note { margin-top : .5cm; } .page .note .special p + p { padding-top : unset; } .page .occupation + .occupation { margin-top : .325cm; } .page .occupation p { margin-left : 1em; text-indent : -1em; } .page .occupation p + p { text-indent : unset; margin-top : .3em; font-size : .34cm; line-height : 1.4em; } .page .monster p { margin-left : 1em; text-indent : -1em; font-size : .34cm; line-height : 1.4em; } .page .occupation p + p { text-indent : unset; margin-top : .3em; } /* FALLEN LONDON IMAGE FRAME */ .page .icon { float : right; margin : 0px 0px 0px 14px; } .page .icon.left { float : left; margin : 0px 14px 0px 0px; } .page .icon img { object-fit : cover; width : 92px; padding : 7px; background-size : cover; background-color : var(--light); box-shadow : rgba(0, 0, 0, 0.3) 0px 1px 3px 0px; } .page .icon.medium img { width : 110px; } .page .icon.big img { width : 150px; } .page .icon.huge img { width : 305px; margin-top : -5px; } .page .icon.double img { width : 100%; height : 210px; background-position : center; } .page .icon.absolute img { width : 92px; position : absolute; z-index : 1; top : 60px; right : 75px; } .page .icon+* { margin-top : 0.45cm; } /* FRAMED CLASS TABLE */ .page .classTable.frame { filter : unset; border-style : unset; width : 331px; padding : 10px 12px 12px 12px; margin-top : 1px; margin-left : -12px; border-radius : 20px; background-color : var(--frame); outline : 1px solid var(--frame); border : 1px solid var(--golden); } .page .classTable.frame.wide { width : 671px; } .page .classTable.frame h2 { padding-bottom : 2px; } /* FOOTER AND PAGE NUMBER */ .page .pageNumber, .page .footnote { font-family : Voltaire, Helvetica, Arial, sans-serif; position : absolute; text-transform : uppercase; bottom : 31px; right : 73px; letter-spacing : 1px; font-size : 1.2em; color : var(--white); text-align : right; margin : unset; padding : unset; width : 500px; line-height : 0px; font-weight : 400; } .page .footnote strong { font-weight : unset; padding-right : 30px; } .page .pageNumber{ right : 30px; } .page:nth-child(even) .pageNumber, .page:nth-child(even) .footnote { text-align : left; } .page:nth-child(even) .footnote{ right : unset; left : 73px; } .page:nth-child(even) .pageNumber{ right : unset; left : 30px; } .page:after { background-color : var(--cthulhu3) !important; background-image : unset !important; position : absolute !important; bottom : 0px !important; height : 11px !important; width : 100% !important; outline : 2px solid var(--cthulhu) !important; } /* CHARACTER SHEETS */ .page#p50 ul { margin-bottom : unset; } .page#p50 h5 { font-size : 14px; margin-top : 14px; margin-bottom : unset; } .page#p50 .note h5 { font-size : .375cm; margin-top : 0.15em; padding-bottom : 0.1em; } .page#p51 .columnWrapper, .page#p52 .columnWrapper { border : 2px solid var(--dark); outline : 5px solid var(--white); background-repeat : no-repeat; background-size : cover; background-color : var(--white); background-image : unset; } .page#p51, .page#p52 { background-color : var(--white); background-image : unset; } .page#p51:after, .page#p52:after { all : unset; } .page#p51 .footnote, .page#p52 .footnote { color : var(--black); } .page#p51 p, .page#p52 p { text-indent : unset; } .page#p51 .note, .page#p52 .note { outline : unset; border : 1px solid var(--black); background : unset; box-shadow : unset; } .page#p51 .frame, .page#p52 .frame { background-color : unset; border-radius : unset; border : unset; outline : 2px solid black; } /* CHARACTER SHEET TABLES AND TEXT*/ .page#p51 table, .page#p52 table { font-family : "Roboto Slab", Georgia, Times, serif; } .page#p51 table tbody tr:nth-child(odd), .page#p52 table tbody tr:nth-child(odd) { background-color : unset; } .page#p51 .tiny, .page#p52 .tiny { font-size : 10px; } .page#p51 .wide.black, .page#p52 .wide.black { background-color : black; outline : 7px solid black; } .page#p51 .wide.black h2, .page#p52 .wide.black h2 { color : white; padding : unset; } .page .character table { font-size : 14px; line-height : 1em; } .page .character table thead th, .page .character table tbody tr td { padding : unset; font-weight : normal; vertical-align : middle; height : 25px; } .page .character table tr { border-bottom : .5px dashed black; } .page#p52 .character table { font-size : 12px; } .page .attributes table { font-size : 16px; line-height : 1em; } .page .attributes table thead th, .page .attributes table tbody tr td { padding : unset; font-weight : normal; vertical-align : middle; height : 20px; } .page .attributes .small { font-size : 12px; letter-spacing : .5px; } .page .attributes em { font-family : Voltaire, Helvetica, Arial, sans-serif; font-style : normal; font-weight : 800; letter-spacing : 1px; } .page .skills table { font-size : 12px; line-height : 1em; } .page .skills table thead th, .page .skills table tbody tr td { padding : unset; font-weight : normal; vertical-align : middle; height : 20px; } .page .skills strong { font-family : Voltaire, Helvetica, Arial, sans-serif; font-size : 14px; letter-spacing : 1px; } .page .skills em { font-family : Voltaire, Helvetica, Arial, sans-serif; font-size : 12px; font-style : normal; letter-spacing : .5px; } .page .skills.weapons table thead th { font-size : 12px; font-style : normal; letter-spacing : .5px; } .page .skills.weapons .tiny { margin-bottom : 3px; } .page .skills.weapons .tiny strong { font-family : "Roboto Slab", Georgia, Times, serif; font-weight : 800; font-size : 10px; } /* CHARACTER SHEET PORTRAIT */ .page .icon.character img, .page .icon.character img { background-color : unset; box-shadow : unset; border : 2px solid black; position : absolute; text-transform : uppercase; bottom : 838px; right : 74px; z-index : 100; object-fit : cover; width : 178px; } /* SHAPES AND DECOR */ .page .echo { height : 16px; width : 16px; margin : 0px 0px -2px 0px; background-image : url(https://fallenlondon.wiki/w/images/6/68/Icon-echo-black.svg); border : none; outline : none; background-repeat : no-repeat; background-size : cover; } .page .line { border-bottom : 1px dashed black; } .page .square { height: 10px; width: 10px; outline : .1px solid black; margin-right : 5px; } .page .sub { width : 10px; margin-right : 5px; } .page .dot { width : 1px; } /* HORIZONTAL LINE */ .page hr { visibility : visible; border-top : 1px solid black; width : 100%; margin : 7px 0px; } /* Adjusts the various spacings of Numbered and Bulleted Lists */ .page .note ol > li { padding : 0 0 0 0.4em; text-indent : -1.5em; list-style-type : none; counter-increment : item; } .page .note ul { margin-top : 0.6em; } .page ol { margin : 0.4em 0 0.5em; padding : 0; } .page ol > li { padding : 0 0 0 1.3em; text-indent : -1.5em; list-style-type : none; counter-increment : item; } .page ol > li:before { display : inline-block; width : 1em; padding-right : 0.5em; font-weight : bold; text-align : right; content : counter(item) "."; } /* FOOTER PAGE 2 */ .page#p2 { &:has(.toc):after { display: inline; } ``` # (Be)Neath ## a **Fallen London** scenario ## for BRP / Call of Cthulhu 7th ed. {{footnote by [u/triskaideka_13](https://www.reddit.com/user/triskaideka_13/) {{font-size:16px The Cat-Crazed Adventuress {{small Version 1.1.5}} }} }} \page {{toc,wide # Table of Contents - ### 1. A formal Introduction - #### [{{ The Neath}}{{ 3}}](#p3) - #### [{{ The Unterzee}}{{ 3}}](#p3) - #### [{{ Fallen London}}{{ 3}}](#p3) - #### [{{ The Fallen Cities}}{{ 3}}](#p3) - #### [{{ Map of London}}{{ 4}}](#p4) - #### [{{ London City}}{{ 6}}](#p6) - #### [{{ Main areas of interest}}{{ 6}}](#p6) - ### 2. Denizens of the Neath - #### [{{ Humans}}{{ 9}}](#p9) - #### [{{ Londoners}}{{ 9}}](#p9) - #### [{{ Khaganians}}{{ 10}}](#p10) - #### [{{ Outlaws}}{{ 10}}](#p10) - #### [{{ Sequencers}}{{ 11}}](#p11) - #### [{{ Surfacers}}{{ 11}}](#p11) - #### [{{ Tomb-Colonists}}{{ 12}}](#p12) - #### [{{ Clay Men}}{{ 13}}](#p13) - #### [{{ Ratus Faber}}{{ 14}}](#p14) - #### [{{ Cavies}}{{ 15}}](#p15) - #### [{{ Rubbery Men}}{{ 16}}](#p16) - #### [{{ Devils}}{{ 17}}](#p17) - #### [{{ Non-playable}}{{ 18}}](#p18) - #### [{{ Character Creation}}{{ 19}}](#p19) - #### [{{ Primary and Derived Attributes}}{{ 20}}](#20) - #### [{{ Social Class and Occupation}}{{ 21}}](#p21) \column - ### 3. A Guide to the Unterzee - #### [{{ The Western Continent}}{{ 23}}](#p23) - #### [{{ The Western Sea}}{{ 23}}](#p23) - #### [{{ The Northern Sea}}{{ 24}}](#p24) - #### [{{ The Middle Sea}}{{ 24}}](#p24) - #### [{{ The Eastern Reaches}}{{ 25}}](#p25) - #### [{{ The Southern Sea}}{{ 25}}](#p25) - #### [{{ The Elder Contintent}}{{ 26}}](#p26) - #### [{{ Unterzee Navigation}}{{ 27}}](#p27) - ### 4. Of Goods and Wares - #### [{{ Currency, Wages and Living Costs}}{{ 31}}](#p31) - #### [{{ Adventuring Gear}}{{ 32}}](#p32) - #### [{{ Neather Cousine}}{{ 34}}](#p34) - ### 5. Beasts, Horrors and Beings - #### [{{ Creatures of the Unterzee}}{{ 35}}](#p35) - #### [{{ The Nameless Gods}}{{ 42}}](#p42) - #### [{{ Beyond the Chain}}{{ 43}}](#p43) - ### 6. Appendices & Attachments - #### [{{ About Death}}{{ 44}}](#p44) - #### [{{ Feasts & Celebrations}}{{ 45}}](#p45) - #### [{{ The Correspondence}}{{ 46}}](#p46) - #### [{{ The Neathbow}}{{ 49}}](#p49) - #### [{{ Character Sheet}}{{ 50}}](#p50) }} : {{wide,columns {{note,legal ### Legal Notice / Disclaimers (Be)Neath is a **Fan Project** distributed solely for non-commercial purposes. **All rights remain reserved by the respective legal owners.** : ##### Game System & Tentacled Chapter Headers **©Chaosium Inc.** (BRP, Call of Cthulhu 7th ed.) : ##### Game Lore & Overall Artwork **©Failbetter Games** except for a few images generated with [**Midjourney AI**](https://www.midjourney.com/): p. 3 (all), pp. 9-11 (all portraits), pp. 12-17 (all), p. 18 (Chelonites, Shroomers, Blemmigans), p. 35. The MotR map of London on pp. 4-5 has been customized to include extra locations relevant to the game. : **Special Thanks**: [**Fallen London Wiki**](https://fallenlondon.wiki/wiki/Fallen_London_Wiki), [**Sunless Sea Wiki**](https://sunlesssea.fandom.com/wiki/), [**The Fifth City: The Neath's Lore Wiki**](https://thefifthcity.fandom.com/wiki/), [**Fallen London: In the Echo Bazaar**](https://www.tavern-keeper.com/campaign/771/wiki), [**TV Tropes Wiki**](https://tvtropes.org/pmwiki/pmwiki.php/Characters/SunlessSea). (Lore information) Document layout made with [**the Homebrewery**](https://homebrewery.naturalcrit.com/). }} }} \page {{chapter ## Chapter I # A FORMAL INTRODUCTION }} Welcome, delicious friend. The year is 1892. Thirty years ago, London was stolen by bats and brought to the lawless cavern called the Neath. Formerly the capital of the British Empire, it is now known as Fallen London or the Fifth City and its fate lies in hands of the Masters of the mysterious Echo Bazaar. ## The Neath {{icon ![The Neath](https://i.imgur.com/OqrmUbd.jpg)}} Dark and marvellous, the Neath is a cavern the size of a continent - no less than a mile high in its thinnest. It lies a mile below the surface of the Earth, completely devoid of the sun, dimly illuminated by false-light stars that shift on the cavern's ceiling. ## The Unterzee {{icon ![Waves](https://i.imgur.com/1cMIB8G.jpg)}} The Neath also contains the Unterzee, an ocean teeming with life including monsters aplenty, that covers the entirety of the cavern. The Unterzee is dotted with islands that tend to move around, though a few things remain constant: on its western shore lies London and the settlements around it; to the south lies the Elder Continent, a tropical landmass bathed in the soft glow of the Mountain of Light, and to the east lies the Zee-god Salt's domain. You do not want to go North. ## Fallen London Over three million people live in the London city limits, hemmed in by the cliffs of the Neath and the wide open Zee. It is a city of industry and contrast, with the rich and powerful indulging in bohemian arts and playing their games of politics, while many {{descriptive,margin-top:unset ##### The Fallen Cities {{icon ![Fallen London](https://i.imgur.com/HRoZHkq.jpg)}} Four other cities have been dragged down to the Neath. Only the Bazaar stands transfixed and indefatigable. The process of Falling a city is as follows: the Masters of the Bazaar arrive at a powerful and well-populated city and broker a deal with its rulers, which often involves a tale of love. After the deal is brokered, the old city is drowned in a unique form of snow, called lacre, killing nearly all of its inhabitants, and the new one literally falls on its top. The new city is then subjugated, and carries on business as usual. | # | City | Empire | Falling | |:--|:----------------|:------------|-------------:| | 1 | Uruk(?) | Sumerian(?) | unknown | | 2 | Amarna | Egyptian | ca. 1335 BCE | | 3 | Chichen Itza(?) | Mayan | ca. 800s CE | | 4 | Karakorum | Mongolian | 1254 CE | | 5 | London | British | 1862 CE | {{comment "The Bazaar stole London three decades ago. Of course only anarchists and revolutionaries say 'stole' any more. Everyone who matters has grown to know and love the status quo. It's quiet down here. All those jewels and mushrooms and all that black water. What could be better?" }} }} others endure a living of pickled mushrooms and salted zeefood or resort to criminality. This is not to say London is a bad place to live - compared to the rest of the Neathy settlements it is a haven of safety and abundance, and is free from the oppressive law of the surface and the terrors of the Zee. Art flourishes, factories produce goods sold at open market to the common man, and there is ample work for the dedicated and industrious of all different species and social classes whether they are living, unliving or even (although frowned upon) Soulless. {{pageNumber,auto}} {{footnote **chapter I** a formal introduction}} \page {{pageNumber,auto}} {{footnote **chapter I** a formal introduction}} \page {{pageNumber,auto}} {{footnote **chapter I** a formal introduction}} \page {{title,drop # London City }} Things have changed since the Fall, and names have been replaced, but more strangely, Londoners have begun to notice that new maps contradict their predecessors. For instance, for someone standing just under the spires of the Bazaar, the directions to any other point of interest would be the same, but the route would be different each time. Perhaps there are just no worthy cartographers, but seasoned zailors and geography professors have reported similar observations all over the Neath. ## Main areas of interest: ##### City Centre - **The Echo Bazaar** - **Bazaar sidestreets** - **House of Chimes** ##### South-West - **The Forgotten Quarter** ##### North Area - **Veilgarden** - **The University** ##### East Area - **Wolfstack Docks** - **Watchmakers' Hill** ##### North-East - **Mahogany Hall** - **Spite** - **The Flit** ##### Far-East - **Mrs Plenty's Carnival** ##### North-West - **Ladybones Road** - **Wilmot's End** - **The Labyrinth of Tigers** ##### Far-West - **The Shuttered Palace** - **Ealing Gardens** - **The Hellbound Railway** \column ## City Centre ##### The Echo Bazaar {{icon ![Bazaar](https://images.fallenlondon.com/icons/bazaar.png) }} Glistening black spires reach into the air, and crimson glimmers dance on the uppermost limbs of the Bazaar, like the signalling-lights of deep-sea creatures. There are patterns there. It's like a dance: it mirrors the movements of the crowds in the street below. But seriously, it's kinda like a crab. A crab the size of a fortress, with massive towering spires inscribed with burning sigils. Just keep your eyes off the carvings up high. ##### Bazaar Sidestreets Almost all legal commerce takes place beneath the auspices of the Bazaar's spires, where sits the central business district of London. The rent here is astronomical, but these extortionately-priced lodgings overlook the fastest and most plentiful exchange of goods in the world, where people make fortunes in a day and lose them the next. ##### The House of Chimes {{icon ![Chimes](https://images.fallenlondon.com/icons/houseofchimes.png) }} An exclusive club run by the Masters, with an exorbitant monthly fee, housed in what was formerly known as Big Ben. Upon their first entrance, patrons must prove why they consider themselves exceptional in order to access the House's resources and opportunities. ## South-West ##### The Forgotten Quarter {{icon ![Horsehead](https://images.fallenlondon.com/icons/forgottenquarter.png) }} The Quarter is the last surviving remnant of the Fourth City. Despite being known to be infested with Devils, sorrow-spiders, and who knows what else, it's a magnet for scholars and a frequent location of archaeological expeditions. One day, when the Sixth City falls, London will simply be a pile of relics hidden in a Quarter of its own. {{pageNumber,auto}} {{footnote **chapter I** a formal introduction }} \page ## North Area ##### Veilgarden {{icon ![Veilgarden](https://images.fallenlondon.com/icons/veilgarden.png)}} An artistic district of a less-than-reputable character, full of such depraved characters as prostitutes and poets. The whole atmosphere is a mix of bohemian indecorum and a desperate desire to gain legitimacy, but it is also an excellent place to buy books of all sorts. ##### The University The University is divided into two colleges, Benthic and Summerset, which have a notoriously fierce rivalry. In its cobblestone halls learning and knowledge are king, with dusty scholars and maverick professors working tirelessly to uncover the secrets of their world, and working just as hard dueling over prestige and authority within their ruthless academic world. {{special **Summerset College** is the more well-bred side of the University, typically comprised of the children of higher society, clergy, lawyers, and officials. It does not allow the soulless in. Motto: *Superbe et sophistice*. **Benthic College** is more inclusive, allowing the soulless, devils, revolutionaries and even children of poor families to enter, and actively rewards students for being prosecuted by the Ministry of Public Decency. Motto: *Omnes adsint, quamvis dementi, quamvis nefasti*. }} ## East Area ##### Wolfstack Docks {{icon ![Ladybones](https://images.fallenlondon.com/icons/wolfstack.png)}} Some of the busiest places in the city, as this the main dock and port where the trading steamer fleets come in from the lands across the Unterzee. Navy dreadnoughts, merchant-captain traders, fishing trawlers, cargo ships and any other variety of Zee-faring vessel you can imagine line its quays. Zailors are a riotous bunch, and the Docks, while not being a den of criminality, is certainly not prone to high society. Drownies line the shoreline, their moans and protestations a firm reminder of the dangers of the Zailor's life. ##### Watchmakers’ Hill A dangerous sort of place, unfortunately beset by creatures that crawl out of the marshes that border the Zee, and uncomfortably close to the docks and the crime that stems from there. A dangerous place by all accounts, but full of exotic characters: bragging huntsmen, blind astronomers, and the vigilant members of the Department of Menace Extermination. ## North-East ##### Mahogany Hall {{icon ![Master](https://images.fallenlondon.com/icons/mahoganyhall.png)}} London's most popular and prestigious theatre. It really does put on a different kind of show each day, as advertised: light entertainment on Monday, circus performers on Tuesday, comedy and variety on Wednesday, opera and ballet on Thursday, singers on Friday, magicians on Saturday, and the Kashmiri Princess - Mahogany Hall's star - on Sunday. ##### Spite A ragged market, populated with stalls selling all manner of things. It is a notoriously poor neighbourhood, and street urchin gangs are a common sight. It is slightly famous for its textile factories, and much more famous for being a hive of criminal activity, second only to the Flit. As such, constables are common, and pickpockets more common. ##### The Flit {{icon ![Flit](https://images.fallenlondon.com/icons/flit.png) }} The worst district in the city, which is a rather impressive achievement. The towering tenement blocks lend their roofs and rookeries to a sprawling criminal utopia free of the constables and the law. It is a very dangerous place, with the lawless elements fighting for control or banding together on a whim. {{pageNumber,auto}} {{footnote **chapter I** a formal introduction }} \page ## Far-East ##### Mrs Plenty’s Carnival {{icon ![Carnival](https://images.fallenlondon.com/icons/carnival.png)}} The Carnival is a popular attraction found near Spite in London, a spot of light, color and music in the dark of the Neath. Mrs Plenty is its owner and namesake, and she arranges and manages the Carnival's festivities. Since the stuffy rules of polite society are more relaxed here, people from London's many social circles mingle freely and it is a great place to meet others and make friends; but being both profitable and full of distracted patrons, it is also an enticing target for pickpockets and other criminals. ## North-West ##### Ladybones Road {{icon ![Ladybones](https://images.fallenlondon.com/icons/ladybones.png)}} A district where the middle and lower classes mingle fruitfully, Ladybones is rife with mysteries and intrigue and therefore frequented by detectives and Constables, who have made their headquarters in Concord Square. Other notable locations are the entrance to the Clay Quarters, a labyrinth under the city in which Clay Men conduct their business, Moloch Street, the first stop on the railway lines to Hell, and the Brass Embassy, an establishment staffed by devils and goat-demons that also serves as Hell's Embassy. ##### Wilmot’s End The location of London's Foreign Office, studded with monuments and statuary gifted from foreign powers, such as a bulb-tipped brass minaret from the Iron Republic and a rainbow glass statue of a horseman from the Presbyterate. If the stories are to be believed, this is also where the serious business of London's spycraft happens. The Foreign Office itself occupies two of the larger minarets and a copper pagoda. \column ##### The Labyrinth of Tigers {{icon ![Labyrinth](https://images.fallenlondon.com/icons/labyrinth.png)}} A convoluted maze which serves as both a Madhouse and a Zoo for beasts from every corner of the Unterzee. The tigers that live here as "exhibits" are actually quite comfortable; they're often allowed to roam freely throughout the Labyrinth, and their "cages" are lavishly furnished. Rather creepily, on the other hand, the human exhibits in the Third Coil suffer even worse conditions than in jail. ## Far-West ##### The Shuttered Palace Formerly Kensington Palace, but renamed after the Fall. The Traitor Empress and her consort and family are largely confined here, in the protective custody of the Bazaar. No-one is permitted to use her name anymore. ##### Ealing Gardens A neighborhood on the far edge of London, where Rubbery Men and other outcasts live. : {{descriptive,margin-top:8px ##### The Hellbound Railway {{icon ![Labyrinth](https://images.fallenlondon.com/icons/railway.png)}} A massive project has been recently conducted by the Great Railway Company, establishing a connection to Hell through the Hinterlands, following the Stolen River to the edge of Hell. | # | Station | Location | |--:|:---------------|:------------------------------| | 1 | Moloch Street | London city | | 2 | Ealing Gardens | Home to Rubbery folk | | 3 | Jericho Locks | Home to Upper River workers | | 4 | Evenlode | Town atop First City ruins | | 5 | Balmoral | The Empress' Scottish holding | | 6 | Station VIII | Factory complex | | 7 | Burrow-Infra-Mump  | A lonely church | | 8 | Moulin | Small town | | 9 | The Hurlers | Frozen wasteland | |10 | Marigold | Walls of Hell terminus | {{comment "...the Hinterlands are bad territory. Ravines, bogs, hills made of bone. Moreover, they are inhabited, and not by gentlefolk." }} }} {{pageNumber,auto}} {{footnote **chapter I** a formal introduction }} \page {{chapter ## Chapter II # Denizens of the Neath }} Extraordinary circumstances and the very impermanent nature of death in the Neath mean that the streets of the Fifth City home a wide variety of individuals, some more peculiar than others. {{title # Humans }} Despite it being an extremely dangerous place for them, Humans are the most commonly encountered people in the Neath, or at least those who seem more people than other. They come in all shapes and sizes and tend to be relatively similar the species from the surface, but due to the unique conditions of the environment they may also possess unusual physical traits or abilities. While most humans found in the Neath are survivors of the Fall of London or the descendants of those who sunk with the previous cities, there are also daring adventurers descending from the surface to solve mysteries or acquire a fortune. ##### Dangerous Sunlight For a surface-dweller, the Sun is a benevolent force. However, while sunlight is highly addictive to the denizens of the Neath (who doesn't love a warm summer day?) those who were born on the Unterzee may enter a trance of sorts or even go insane when exposed to it. Specifically, those who have lived too long are likely to either drop dead or disintegrate upon reaching the surface, although it is said that they usually go out with a smile. ##### Human attributes (all factions) {{column-count:2 | Char. | Rolls (x5) | Avg. | |:------|:-----------|-----:| | SIZ | 2D6 +6 | 65 | | STR | 3D6 | 50 | | CON | 3D6 | 50 | | DEX | 3D6 | 50 | | Char. | Rolls (x5) | Avg. | |:------|:-----------|-----:| | APP | 3D6 | 50 | | INT | 2D6 +6 | 65 | | EDU | 2D6 +6 | 65 | | POW | 3D6 | 50 | }} ## The Londoners {{icon,big ![Bohemien](https://i.imgur.com/w7Z54LS.jpg) }} The Londoners comprise the most common human Lineage in the Neath. ##### Social Classes While prosperous, the Victorian era is a time of deep social divide. The Upper class are royalty and wealthy officers and businesmen. The Middle class or Bourgeoisie consists of those who have skilled jobs to support their families such as merchants, shopkeepers and the white collars performing desk professions. The Lower class consists of the unskilled laborers who work in brutal and unsanitary conditions and those who are helpless and depend on the support of others. Lastly, while not properly a social class, the Bohémien exist on the margins of Law-Abiding Society. ##### The Campaign of '68 Not even a decade after the Fall, and upon finding themselves just downriver of Hell, the Royal Army planned a good Christian invasion. The invasion went straight to hell in exactly the wrong way, as the soldiers were overrun in the Forgotten Quarter and suffered heavy losses. The few surviving the experience were severely traumatized, but even after such a dramatic loss, there’s no way the clergy doesn’t have more plans in store for the devils. ##### Character Whichever their upbringing, Londoners are often prone to ambition, greed or avarice. {{special **Base skills:** As per the Character Sheet. **Birthplace:** London or Port Carnelian. }} {{pageNumber,auto}} {{footnote **chapter II** denizens of the neath }} \page ## The Khaganians {{icon,big ![Khaganian](https://i.imgur.com/JArTovk.jpg) }} London's primary rival in the Unterzee, the Khanate is populated by the descendants of those who fell with the Fourth city, Karakorum. ##### Tradition and Innovaton The Khanate and the Khaganians are as a whole a very culturally expressive nation. While they retain fondness for sets of armor and equine imagery and a significant part of their culture is their respect for history and their elders, they are also known for their advanced technology and science, the most advanced in the Neath. ##### The Deep Blue Heaven The sky and the Sun are sacred to the Khaganians, and have been since the time of the Fourth City. Their cult finds its roots in Tengrism, an ancient shamanistic religion. ##### Character The Khaganians are usually very proud and extremely distrustful of foreigners. {{special **Base skills:** 5% Fighting: Brawl, 10% Fighting: Sword, 10% First Aid, 15% Language: English, 5% Legalities, 5% Library use, 15% Neathology, 10% Technology. **Birthplace:** Khan's Heart, Khan's Glory, Khan's Shadow or Port Carnelian. }} {{note ##### Trivia: The Rat Khan Five clans hold sway over the Khanate's society and economy. The Wolf Clan is considered the weakest, and other clans nickname its leader the 'Rat Khan' after the Rattus Faber. | Clan | Domain | Color| |:----------|:---------------------|---:| | Leopard | Royalty, Priesthood | blue and gold | | Taimen | Police, Intelligence | white and gold | | Eagle | Navy | red and gold | | Tortoise | Manufacturing, Trade | green | | Wolf | Engineering, Maintenance | - | }} ## The Outlaws {{icon,big ![Outlaw](https://i.imgur.com/7AJKtGS.jpg) }} Those who have a criminal bent and find life off the Zee unthinkable find refuge in the corsair's forest and its "capital" Gaider's Mourn. ##### A Pirate's Paradise The Mourn teems with all sorts of pirates, smugglers and other individuals of dubious reputation, meaning that visitors of a "respectable" quality are treated with suspicion here. Built halfway across a gigantic stalagmite, it has no safe harbours for ships, so any visiting vessels are slowly raised high into the air from zee-level using a complicated winch system, before being safely secured in cradles. ##### Staccato Fights The most notable establishment in the Mourn is a drinking-den called the Arrant Limpet, which notably serves an extremely hard drink called Red Ruin. Because the Mourn tends to attract people with a certain kind of temperament, fights break out quite frequently, and their danger is magnified many times by the Mourn's narrow walkways and high altitude. As such, these fights have a "staccato quality," and the best combatants commonly use hit-and-run tactics. ##### Character Dangerous and unpredictable, corsairs and pirates can have a range of personalities and motivations. However, they are typically ruthless, independent and resourceful. They may also have a reputation for being eccentric or larger-than-life characters. {{special **Base skills:** 20% Appraise, 0% Etiquette, 30% Fighting: Brawl, 20% First Aid, 20% Intimidate, 0% Legalities, 0% Library Use, 10% Sleight of Hand. **Birthplace:** Any Human city of the Neath. Has a base of operations in Gaider's Mourn. }} {{pageNumber,auto}} {{footnote **chapter II** denizens of the neath }} \page ## The Sequencers {{icon,big ![Sequencer](https://i.imgur.com/X0N99DO.jpg) }} Easily identified by dazzling gold-speckled eyes, the Sequencers are people that have been altered by exposure to the Dawn Machine. ##### The Dawn Machine A mess of elliptical rings and burning sigils, the Dawn Machine was originally a project of London's Admiralty meant to provide light to the Neath. Over time, the machine developed a will of its own and began to take control, brainwashing the Royal Navy. These were the first of the New Sequence, a group dedicated to spreading the Dawn Machine’s influence across the Neath. However, some have since left the cult while remaining golden-eyed, implying that those that remain loyal to it may actually do so out of sincere belief. ##### Character Sequencers radiate confidence and warmth and are in a constantly positive mood. {{special **Base skills:** 15% Animal Handling, 0% Appraise, 0% Fighting: Brawl, 10% Intimidate, 0% Legalities, 40% Perception, 20% Persuasion & Psychology. **Birthplace:** Any human city of the Neath. Converted at The Grand Geode. }} {{comment "You always knew the Neath was a place where the laws of the sunlit world did not apply: but now, somehow, you can see it." }} {{note ##### Trivia: Golden Eyes {{icon ![Dawn Machine](https://images.fallenlondon.com/icons/dawnmachine.png)}} Aside from making them easily recognizable, this alteration also changes the perception of the Sequencers - they seem to become capable of physically seeing the forces of law and chaos at work in the world, though the exact way in which this manifests is unknown. }} ## The Surfacers {{icon,big ![An Adventurer](https://i.imgur.com/LVBnC7u.jpg)}} Surface-dwellers have all sorts of motivations for visiting the Neath. However, there are a few that are more common than others. ##### Knowledge Scholars and eccentrics are often drawn to the Neath because of its his mysteries and history. They may be researchers seeking specific knowledge, archaeologists motivated by the prospect of uncovering rare artifacts, or even occultists enthralled by a chance to uncover the laws of the Neath or become acquainted with eldritch beings. ##### Profit While some visitors may be motivated by a profound desire for knowledge, many others are primarily interested in making a profit. These are usually treasure hunters seeking to acquire valuable artifacts or rare items that they can sell for a high price, or wealthy merchants venturing to London and the Khanate to establish import routes for their wares. While the exceptional properties of Neathy products are known to usually fade quickly upon reaching the Surface, export routes are also occasionally explored. ##### Fame Some visitors are driven by a desire for personal recognition, either alone or in complement to their other motivations. ##### Character Surface-dwellers traveling to the Neath are curious and adventurous individuals who are willing to take risks in pursuit of their goals. {{special **Base skills:** 20% Appraise, 10% Fighting: Brawl, 20% First Aid, 5% Intimidate, 20% Investigation, 20% Language: Other, 0% Neathology, 5% Survival. **Birthplace:** Any human city of the Surface. }} {{pageNumber,auto}} {{footnote **chapter II** denizens of the neath }} \page {{title # Tomb-Colonists }} Death is not necessarily permanent in the Neath, but it doesn't mean you can't get ill or injured. Generally speaking, a person becomes a tomb-colonist by being thoroughly, thoroughly wounded or becoming very, very, old: when they are either too ill or too disfigured to be in a polite company, they're shipped to off the tomb-colonies. The tomb-colonies have existed since before the fall of London, and some tomb-colonists have lived during the time of the Fourth City, or even long before that. ### The Tomb-Colonies Venderbight is the largest tomb-colony, and the one that comes up first whenever the tomb-topic is brought up in London. Londoners who are just too scandalous, decrepit, or unappealing for "polite" society are often forced to reside here until their names are cleared. Thanks to relative popularity, there are some amenities for visitors, given that it's the main attraction in the area, but these are rather meager. The Grand Sanatorium, the largest building in Venderbight, is where some tomb-colonists go to waste. Most of them consider this more dignified than the alternatives, such as being eaten by moths or dying in combat, but of course everyone's choice of death is different. ### Character The tomb-colonists are quite notorious for their unparalleled experience in many activities, such as dueling or chess. This makes them formidable opponents when challenged. They are an odd sort, who can research extraordinarily perilous activities and vicious bloody duels but also enjoy quiet parties and meaningless silences. Since life in the tomb-colonies can be depressing, especially when a sudden movement results in a loss of a limb, many tomb-colonists choose to visit or reside in London proper, often seeking excitement or a reminder of their old lives. {{icon,huge,width:100% ![Tomb Colonist](https://i.imgur.com/FZl36Xg.jpg) }} {{comment "...tomb-colonists do not exactly die. Many end in the Grand Sanatorium, withering slowly to insensate horror. A few end in Emergence: the delight of becoming an egg, of sorts. A vile and grand and tempting sin..." }} ### Tomb-Colonist attributes {{column-count:2 | Char. | Rolls (x5) | Avg. | |:------|:-----------|-----:| | SIZ | 3D6 | 50 | | STR | 3D6 | 50 | | CON | 3D6 | 50 | | DEX | 2D6 +6 | 65 | | Char. | Rolls (x5) | Avg. | |:------|:-----------|-----:| | APP | 2D6 +1 | 40 | | INT | 2D6 +6 | 65 | | EDU | 1D6 +12 | 75 | | POW | 3D6 | 50 | }} {{special **Base skills:** 5% Animal Handling, 10% Fighting: Brawl, 20% Fighting: Sword, 5% First Aid, 30% Human Sciences: History, 20% Intimidate, 20% Neathology, 0% Repair, 0% Seduction, 5% Survival. **Birthplace:** Any human city of the Neath. }} {{note ##### Trivia: Emergence {{icon ![Frost-moth](https://i.imgur.com/eTYWPSU.jpg) }} Tomb-colonists who severely overstay their welcome may spawn frost-moths, creatures that use them as a cocoon and burst out when the time is right. Some see it as a ritual of sort, called Emergence, while others consider them filthy. }} {{pageNumber,auto}} {{footnote **chapter II** denizens of the neath }} \page {{title # Clay Men }} Clay Men come to London as workers, and you’ll often find them among the Docks hauling cargo. Though they have their own language, called Loamsprach, they also speak English. If you don’t recognize them by their grey countenances, you can instantly recognize one by his DISTINCT. AND. PECULIAR. SPEECH. PATTERN. ### Polythreme The birthplace of the Clay Men is Polythreme, a small island nation within the Sea of Voices. Polythreme is a hellish place where everything is alive: candles scream as they burn, furniture is enslaved wood, and if you spend enough time there, even your clothes will come to life and start screaming. Needless to say, the Clay Men aren't very fond of this place and they're eager to get over to London as menial workers. ### The King with a Hundred Hearts The ruler of Polythreme, known as the King with a Hundred Hearts, is thousands of years old, possibly a survivor of the First City. Clay Men are formed when the King with a Hundred Hearts has a dream: each Clay Man has a tiny shard of the Mountain of Light within his chest, which keeps him alive; said shard is a fragment of the larger shard within the King's heart. Hence, the "Hundred Hearts". ### Character Though Londoners often treat them as second-class citizens, Clay Men are diligent workers who wouldn’t dare hurt anyone. So the next time you see one walking around, maybe smile and greet him. Or lend a hand. They are very knowledgeable in all things Dangerous, and that kind of friendship can often come in handy. Sadly, many unionized dock workers are rather irked that the Clay Men are replacing their jobs, leading to strikers destroying Clay Man shipments and occasionally smashing the poor things themselves. {{icon,huge,width:100% ![Clay Man](https://i.imgur.com/02m6LwJ.jpg) }} {{comment "The Clay Men are cheap, strong, contented immigrant labour. Are they really clay? Well, that's a very personal question. They don't ask you if you're really meat." }} ### Clay Man attributes {{column-count:2 | Char. | Rolls (x5) | Avg. | |:------|:-----------|-----:| | SIZ | 1D6 +12 | 75 | | STR | 1D6 +12 | 75 | | CON | 1D6 +12 | 75 | | DEX | 2D6 +1 | 40 | | Char. | Rolls (x5) | Avg. | |:------|:-----------|-----:| | APP | 2D6 +1 | 40 | | INT | 3D6 | 50 | | EDU | 2D6 +1 | 40 | | POW | 3D6 | 50 | }} {{special **Base skills:** 0% Animal Handling, 40% Athletics, 40% Fighting: Brawl, 0% First Aid, 30% Intimidate, 15% Language: English, 5% Legalities, 0% Library Use, 5% Psychology, 5% Stealth, 0% Survival. **Birthplace:** Polythreme, East of London. }} {{note ##### Trivia: Golem Sigils {{icon ![Correspondence](https://i.imgur.com/UQOrsKV.jpg) }} It's unclear what the Clay Men's engraved forehead markings are actually for. It is speculated that they may indicate their name, purpose, destination, or even - in case of Correspondence sigils - the individual (or cause) to whom (which) they've been bound in eternal servitude. }} {{pageNumber,auto}} {{footnote **chapter II** denizens of the neath }} \page {{title # Rattus Faber }} Rattus Faber are an unusual breed of rat: they are sentient, can make tools or even complicated weaponry like rifles and explosives, and generally operate like tiny cunning humans. (They are bipedal as well.) Aside from London, there is a large population of them on Pigmote Isle, where they have founded an independent nation, but that is not their location of origin. How exactly they evolved from normal rats is still shroud in mystery, but it is considered likely that they may have been in the Neath as long as humans - or even before them. ### The Republic of Murinia Years ago, a group of cavies - guinea pigs! - stole a ship from the docks of Fallen London and accidentally took a band of Rattus Faber with them. Unwillingly taken along and then catastrophically shipwrecked on Pigmote Island (cavies are not good at sailing, you see), these brave rats have since made use of their tools, teeth and clever hands to build a city on the northern coast of the island. While the hard-working rat-proletariat has a disdain for pompous aristocracy, recent events have brought them to sign a non-aggression pact with the Cavies in order to join forces against common enemies. ### Character Though naturally cautious, Rattus Faber are neither fearful nor stupid, and always speak carefully, with few precise words. Resilient and prone to teamwork like any other sentient rat, they also love to fix things and are rightfully renown as the best mechanics and gunsmith of the entire Neath. While most rats prefer to spend their time with their own or simply wish to be left alone, there are still some seeking place in a world where acceptance for their kind doesn't come easy. These individuals usually place great value on the opinions of those few they come to trust, but this trust comes with time and much effort, and is easily lost if abused. {{icon,huge,width:100% ![Rat](https://i.imgur.com/Ng2FyqQ.jpg) }} {{comment "You have rats: and some of the ratholes have been dynamited open, not gnawed. An infestation of rattus faber! Viciously intelligent rats who set traps for humans! No landlord or Constable will tangle with these." }} ### Rattus Faber attributes {{column-count:2 | Char. | Rolls (x5) | Avg. | |:------|:-----------|-----:| | SIZ | 2D6 +1 | 40 | | STR | 2D6 +6 | 65 | | CON | 2D6 +6 | 65 | | DEX | 1D6 +12 | 75 | | Char. | Rolls (x5) | Avg. | |:------|:-----------|-----:| | APP | 2D6 +1 | 40 | | INT | 2D6 +6 | 65 | | EDU | 3D6 | 50 | | POW | 3D6 | 50 | }} {{special **Base skills:** 10% Acrobatics, 5% Animal Handling, 10% First Aid, 0% Legalities, 0% Library Use, 20% Repair, 0% Seduction, 25% Stealth, 25% Survival. **Birthplace:** Fallen London or Murinia. }} {{note ##### Trivia: A True Delicacy {{icon ![Skewers](https://i.imgur.com/HmBIs4V.jpg) }} Despite them being sentient and extremely hard to catch, rats are often broiled or stewed with mushrooms as food among London's lower class. Members of the beggar-king's court are particularly fond of these scandalously savory dishes, which they consider a true delicacy. }} {{pageNumber,auto}} {{footnote **chapter II** denizens of the neath }} \page {{title # Cavies }} Noble and sapient rodents, Cavies are capable of great feats of artistry and engineering. As such, contrary to the unrefined and uneducated rats, they have formed social structures comparable to human ones. The foremost example of their audacity and finesse is the House of Cavy: a complex dynasty of guinea pigs with a rich history, ancestry, and social hierarchy, who have recently traveled from London to establish the thriving nation of Cavia - the Neath's most adorable nation. ### The Kingdom of Cavia The brave Cavies who endured the seven-months journey at Zee under the lead of His Graciousness King Gracegnaw, First of His Name, have successfully established a Kingdom on the southern half of Pigmote Isle. The settlement is dazzling: Pigmote's greatest treasure, scintillack, covers this area and not only provides the House of Cavy with a valuable resource, but also wreathes and brightens their fine dwellings with an encompassing silver phosphorescence. ### The Army of Cavia Slippery walls of mushroom flesh and towers as tall as a Zailor fortify the small but prideful Kingdom of Cavia, which has proven to be able to fence off the fiercest of enemies. Cavy warriors usually fight with a halberd and wear small but intricate suits of armor decorated with lumps of blue scintillack. ### Character While independance requires that some take care of menial labor, the citizens of Cavia are all equally well-educated regardless of being scholars or humble mushroom-farmers. The cavies still living in London, on the other hand, are usually gentlemen and noblewomen known for their attendance of literary salons, involvement in political factions and erudite interest in the city's history, with a particular focus on antiquities. {{icon,huge,width:100% ![Cavia](https://i.imgur.com/bCjmjta.jpg) }} {{comment "A scholarly creature from a warlike nation of aristocratic guinea pigs whose progenitors stole a steamer to escape the locked hutches of a London essayist. Apparently." }} ### Cavy attributes {{column-count:2 | Char. | Rolls (x5) | Avg. | |:------|:-----------|-----:| | SIZ | 2D6 +1 | 40 | | STR | 2D6 +1 | 40 | | CON | 3D6 | 50 | | DEX | 1D6 +12 | 75 | | Char. | Rolls (x5) | Avg. | |:------|:-----------|-----:| | APP | 2D6 +6 | 65 | | INT | 2D6 +6 | 50 | | EDU | 2D6 +6 | 50 | | POW | 3D6 | 50 | }} {{special **Base skills:** 5% Animal Handling, 20% Etiquette, 20% Fighting: Sword, 10% Firearms: Handgun, 5% Firearms: Rifle, 10% First Aid, 10% Human Sciences: History, 0% Intimidate, 0% Repair, 30% Stealth. **Birthplace:** Fallen London or Cavia. }} {{note ##### Trivia: The Lady's Eye {{icon ![Scintillack](https://i.imgur.com/J4pl7ii.jpg) }} Conflict with the rats arose when they allegedly stole The Lady's Eye, a lump of blue scintillack with extraordinary properties that shone upon the mountain between Cavia and Murinia. The gem was eventually gifted to the Hairless Advisor who helped broker peace with the rat Emissary. }} {{pageNumber,auto}} {{footnote **chapter II** denizens of the neath }} \page {{title # Rubbery Men }} More commonly called Rubberies, the Rubbery Men are mysterious crosses between squid and humans who generally cannot speak intelligibly. They come from the city of Flute Street, underneath London, and deal a brisk trade in strange sorts of amber. Rubberies are usually social outcasts, as their physiognomy is distressing and most lack the wealth for acceptable eccentricity. Some of them use books to point out any concepts they can't mime. ### The Tentacled Entrepreneur Rubbery Men face xenophobia and its effects: devils refuse to take their souls, and occasionally one is stoned to death. Even so, at least one of them has risen high enough in society to be an at least semi-influential businessman with stranglehold on the amber trade and a warren of factories crammed with Rubbery workers. He also recently ran for Mayor, promising to introduce uplifting and transformative Art to London. All his wealth, though, hasn't bought him more than a foot in society's door. ### The Shapeling Arts While the Entrepreneur promised to reveal new heights to human and non-human creativity opening a Salon of Rubbery Culture that would bring about transformation and improvement, it remains unclear what would it transform, and into what. What is known as a fact is that the Rubberies' deep amber can be used to conduct various strange experiments, and their Shapeling Arts allow the reshaping of very flesh and bone. ### Character Rubbery Men are usually very polite in a futile attempt to gain Human acceptance, and sad and anxious as a result of rejection. While they don't usually show any interest in romance, it appears that they are actually capable of Love, although the few who dared display it were outcast by their own kind. {{icon,huge,width:100% ![Rubbery Man](https://i.imgur.com/64L1zWo.jpg) }} {{comment "The Rubbery Men are the ones who resemble squids. They trade deep amber for fish, and for human music. Occasionally, one is stoned to death in an episode of civic high spirits." }} ### Rubbery Men attributes {{column-count:2 | Char. | Rolls (x5) | Avg. | |:------|:-----------|-----:| | SIZ | 2D6 +6 | 65 | | STR | 2D6 +6 | 65 | | CON | 3D6 | 50 | | DEX | 2D6 +6 | 65 | | Char. | Rolls (x5) | Avg. | |:------|:-----------|-----:| | APP | 2D6 +1 | 40 | | INT | 3D6 | 50 | | EDU | 2D6 +1 | 40 | | POW | 1D6 +12 | 75 | }} {{special **Base skills:** 0% Animal Handling, 20% Art/Craft: Shapeling, 0% Deception, 0% First Aid, 40% Intimidate, 5% Language: English, 0% Legalities, 5% Library Use, 20% Neathology, 0% Seduction, 20% Sleight of Hand. **Birthplace:** Flute Street or Ealing Gardens. }} {{note ##### Trivia: Healing Slime {{icon ![Slime](https://i.imgur.com/dcasQS5.jpg) }} The lemon-scented slime that the Rubbery Men exude appears to have healing properties, favored by the wretched and desperate. Use of the substance may result in mild side effects, like spasms, hair growth, and nightmares. }} {{pageNumber,auto}} {{footnote **chapter II** denizens of the neath }} \page {{title # Devils }} Devils, the emissaries of Hell (now just West of London) have come for one purpose: souls. And perhaps the company, the sights, and a little chamber-music. After the Fall they were given free reign to conduct business in London by the Bazaar and they now freely roam the city, much to the dismay of the Church. They run the Brass Embassy and patronize several extravagant establishments in the vicinity of Ladybones Road. ### The Brass Embassy Warm, bright and handsome, the Embassy is the hotel and apartment complex where devils stay and indulge themselves when leaving Hell for various reasons. The area around the Brass Embassy is the center of the soul trade and home to Abbadon and Bael, Hell's most successful company, and Dante's Grill, a relatively exclusive but popular restaurant known for its devilled kidneys. ### The Alphabeths of Hell Devils speak many languages - around a hundred, all in all, many of which may be lethal to learn or read. They largely go unnamed and undifferentiated, but some alphabets are said to be invisible while others glow bright enough to shine through several layers of cloth, making them useful for marking criminals. These languages may also be spoken, which frequently brings strange memories or sensations, and particularly grave words may even lead to sudden decay of objects around the speaker. ### Character Devils outwardly appear as impeccably-styled humans, but with fangs and red or brassy eyes to set them apart. Their fashion sense is notorious for being unusually ahead of its time, like in the 1920s, so their style of dress also distinguishes them very clearly. Rapacious and beguiling, they are usually schemers looking for ways to advance their own interests. {{icon,huge,width:100% ![Devil](https://i.imgur.com/pjMorYL.jpg) }} {{comment "The Bazaar's conveniently located for Hell. Which is great if you want to buy brass, obsidian, sulphur, hydrogen, devilbone or any of Hell's other well-known exports. Or if you want to sell souls. But you shouldn't do that." }} ### Devil attributes {{column-count:2 | Char. | Rolls (x5) | Avg. | |:------|:-----------|-----:| | SIZ | 3D6 | 50 | | STR | 3D6 | 50 | | CON | 2D6 +1 | 40 | | DEX | 3D6 | 50 | | Char. | Rolls (x5) | Avg. | |:------|:-----------|-----:| | APP | 1D6 +12 | 75 | | INT | 2D6 +6 | 65 | | EDU | 3D6 | 50 | | POW | 1D6 +12 | 75 | }} {{special **Base skills:** 0% Animal Handling, 5% Appraise, 10% Etiquette, 5% Fighting: Brawl, 0% First Aid, 20% Neathology, 20% Persuasion, 20% Psychology, 30% Seduction. **Birthplace:** Hell - now just West of London. }} {{note ##### Trivia: Soul Loss {{icon ![Soul](https://i.imgur.com/zirWtOF.jpg) }} While soul is a very important component of life, it can be removed with surprising ease and stored in a bottle or crate for transport and sale. On a case by case basis, side effects from its loss may either be dire or barely noticeable at all: certain professions are even said to benefit from it! }} {{pageNumber,auto}} {{footnote **chapter II** denizens of the neath }} \page {{title # Non-Playable }} The Neath homes an even wider variety of people and cultures, but a few of the more commonly encountered are non-playable unless otherwise stated by the Keeper. : ## The Chelonites {{icon ![Chelonian](https://i.imgur.com/MmC0SCb.jpg)}} The Chelonites have their main settlement on a deceased zee-turtle called the Shell, whose smell of rot is so overpowering that it may affect the mind. Their culture is based almost entirely on monster-hunting, and as such their diet is almost entirely meat-based. This principle includes their beer as well, which is supposedly made of eel-blood. Unfortunately, the Chelonites' aptitude for violence occasionally leads them into conflict with other factions of the Unterzee, including the Khanate. They also seem to have an enmity with the inhabitants of Polythreme. ##### The Bone Men Well-respected Chelonites are responsible for maintaining an important temple dedicated to Storm. These warrior-priests are covered in white clay, have sigils in the Correspondence etched into their skin, and are missing their littlest fingers, which were severed by their mothers at a very young age. ## Coral-People {{icon ![Coraly](https://images.fallenlondon.com/icons/coralperson.png)}} Deep in the Unterzee, among the glimmering convolutions of the Principles of Coral, lies the little town of Port Cecil, where prosaic Imperial docks and houses are tucked away in a baroque organic chaos. In that curious silvery light live a strange folk with their faces and bodies covered in intricate branching patterns of coral that seem almost sculpted. Once simple human beings who settled in order to work in the scintillack mines, they are now rumored to be able to communicate with the coral itself, bending its growth to their will. ## The Drownies {{icon ![Drownie](https://images.fallenlondon.com/icons/drownie_bearded.png)}} Drownies are entities that resemble both zombies and sirens: having drowned, they will try to drag you under the Zee's surface and make you one of them. Fear draws the Drownies like moths to a flame, and when a ship's crew fears the zee, to hear their song is a death sentence, as only few can resist the urge to jump in the dark waters and join them. Despite being pale and waterlogged corpses, the Drownies retain a certain amount of humanity after death and may rarely communicate with living men offering goods and services in exchange for scintillack, usually within the court of the Fathomking. They also have a settlement called Dahut, an underwater city renown to be as beautiful as it is dangerous. ## The Shroomers {{icon ![Shroomer](https://i.imgur.com/pxzuo0U.jpg)}} An unusual symbiosis of fungal and human thrives, the Shroomers of the Uttershroom live a shabby but sufficient life. Their Mother provides, releasing spores according to its own inscrutable schedule: one day, the air is soupy-thick. Another, it may clog the throat or even grow a tiny purple mushroom within your ear in a matter of hours. Life on the Uttershroom is unvarying and occasionally deadly poisonous, but the central contradiction of shroomer existence is that while they hate the Uttershroom, they'd do anything to avoid leaving. ##### The Blemmigans {{icon ![Blemmigan](https://i.imgur.com/xwpJVJw.jpg)}} The Uttershroom is also home to tiny sentient purple mushrooms with a wide mouth and arm tendrils that come from the underside of the cap. Despite being rumored to have a taste for flesh, they are actually docile creatures of letters, who blossom when they can exercise their liking for the written word. {{pageNumber,auto}} {{footnote **chapter II** denizens of the neath }} \page {{title,drop # Character Creation }} This scenario utilizes the *Basic Roleplaying* system, with guidance drawn from Chaosium's Call of Cthulhu's Keeper and Investigator Handbooks. If you're new to roleplaying, we advise you to thoroughly read this chapter to acquaint yourself with the game mechanics. Alternatively, you can also refer to the character creation quick reference on page 50 for a concise overview. : **Step 1: Know the scenario** If you're new to Fallen London, make sure to read or at least skim through this booklet to get acquainted with the scenario. : **Step 2: Develop a character concept** Your character's species and occupation determine their natural skills and starting abilities. Will you embrace the role of a fearless rat zailor or a Surface-dwelling archaeology professor? Create a concept that aligns with the game's setting and themes. : **Step 3: Allocate the primary attributes** Once you know what character you wouldlike to play, you can allocate their base stats.This is the most technical part of the process,but it can still be done done fairly quicklyusing different methods (see on the side). : **Step 4: Determine derived attributes** Your character's Hit Points, Magic Points, Sanity, Luck, Build, Damage Bonus, Movement, Occupation Points, and Personal Knowledge are all calculated based on your character's species and primary attributes. : **Step 5: Flesh out the details** Choose personal details such as your character's name, appearance, and backstory. These details should fit your character concept and help you role-play effectively. : **Step 6: Purchase Equipment** Calculate your allowance and talk to your Keeper about purchasing equipment based on your character concept and occupation. {{frame,margin-top:unset ### Primary Attributes Also known as ability scores or characteristics, a character's primary attributes are fundamental traits that represent their innate potential. - **Size (SIZ)** reflects your investigator’s combined height and weight. - **Strength (STR)** measures a character's physical power and ability to use force. - **Constitution (CON)** measures a character's endurance and resistance to harm. - **Dexterity (DEX)** measures a character's agility, coordination, and speed. - **Appearance (APP)** measures a character's physical appeal and social presence. - **Intelligence (INT)** measures a character's reasoning, problem-solving, and memory. - **Education (EDU)** measures a character's knowledge and experience. - **Power (POW)** is a combination of force of will, spirit, and mental stability. Chaosium's handbooks for Call of Cthulhu list a variety of methods to set a character's stats. These are our favorites: ##### Quick Fire Method (Easy) You’re given numbers: 80, 70, 60, 60, 50, 50, 50, and 40 and can assign one to each of your eight main characteristics. This is a good option for new players or players pressed for time, having to quickly replace a dead character. ##### Rolling Method (Normal) The traditional rolling method. You’ll be rolling a number of D6s depending on your species and then multiplying the result by 5. The recommended method for the experienced players, or the adventurous ones willing to leave everything up to chance. ##### Point Buy Method (Advanced) You’re given a budget of 460 points, which you can allocate however you like. Dedicated to the min-maxers and experienced players who have a very specific character in mind but feel limited by the default values offered in the quick fire method. }} {{pageNumber,auto}} {{footnote **chapter II** denizens of the neath }} \page {{wide,margin-bottom:0px; ### Primary Attributes Chart | Rolling method* | SIZ | STR | CON | DEX | APP | INT | EDU | POW | |:------------------|:------:|:------:|:------:|:------:|:------:|:------:|:------:|:------:| | Humans | 2D6+6 | 3D6 | 3D6 | 3D6 | 3D6 | 2D6+6 | 2D6+6 | 3D6 | | Tomb Colonists | 3D6 | 3D6 | 3D6 | 2D6+6 | 2D6+1 | 2D6+6 | 2D6+12 | 3D6 | | Clay Men | 1D6+12 | 1D6+12 | 1D6+12 | 2D6+1 | 2D6+1 | 3D6 | 2D6+1 | 3D6 | | Rattus Faber | 2D6+1 | 2D6+6 | 2D6+6 | 1D6+12 | 2D6+1 | 2D6+6 | 3D6 | 3D6 | | Cavies | 2D6+1 | 2D6+1 | 3D6 | 1D6+12 | 2D6+6 | 2D6+6 | 2D6+6 | 3D6 | | Rubbery Men | 2D6+6 | 2D6+6 | 3D6 | 2D6+6 | 2D6+1 | 3D6 | 2D6+1 | 2D6+12 | | Devils | 3D6 | 3D6 | 2D6+1 | 3D6 | 1D6+12 | 2D6+6 | 3D6 | 2D6+6 | | **Quick Fire and Point Buy methods** ||||||||| | Humans | 40-90 | 15-90 | 15-90 | 15-90 | 15-90 | 40-90 | 40-90 | 15-90 | | Tomb Colonists | 15-90 | 15-90 | 15-90 | 40-90 | 15-65 | 40-90 | 65-90 | 15-90 | | Clay Men | 65-90 | 65-90 | 65-90 | 15-65 | 15-65 | 15-90 | 15-65 | 15-90 | | Rattus Faber | 15-65 | 40-90 | 40-90 | 65-90 | 15-65 | 40-90 | 15-90 | 15-90 | | Cavies | 15-65 | 15-65 | 15-90 | 65-90 | 40-90 | 40-90 | 40-90 | 15-90 | | Rubbery Men | 40-90 | 40-90 | 15-90 | 40-90 | 15-65 | 15-90 | 15-65 | 65-90 | | Devils | 15-90 | 15-90 | 15-65 | 15-90 | 65-90 | 40-90 | 15-90 | 40-90 | **with the rolling method, remember to multiply the results of your dice rolls by 5.* }} {{frame ### Derived Attributes All other character statistics are calculated on the base of the primary attributes. - **Magic Points (MP)** equal one fifth of the character's POW and represent their innate ability to use Correspondence magic. - **Sanity Points (SAN)** equal a character's species max POW and represent their overall mental health. (Optionally, the Keeper may ask a player to deduct points based on their character's backstory and/or occupation.) - **Luck** is used as a pool or save throw to give characters a last chance in a crisis situation. Roll 3D6 x5 and check the result against INT. Note the best of the two scores as your Luck. ##### Combat Values - **Hit Points (HP)** equal SIZ + CON divided by 10 (round down) and represent a character's ability to withstand injury. - **Build and Damage Bonus** are calculated from STR + SIZ as indicated below, and represent a character's body type and ability to inflict more damage in combat. ##### Build and Damage Bonus | STR+SIZ | Body Type | Build | Bonus | |:--------|:---------------|:-----:|:-----:| | 165-190 | huge, muscular | 2 | +1D6 | | 125-164 | large, stocky | 1 | +1D4 | | 85-124 | medium, normal | 0 | None | | 65-84 | small, slim | -1 | -1 | | 2-64 | tiny, weak | -2 | -2 | }} : ### Movement Rate (MOV) A character can move a distance of up to three times their MOV in yards or meters each turn. This value is determined by their species, with variation based on their size. | Species | MOV | |:-----------------------|:-------:| | Tomb Colonists, Clay Men | 6 | | Humans, Rubbery Men, Devils | 9 | | Rats, Cavies | 12 | |**MOV Modifiers**|| | SIZ > both STR and DEX | -3 | | SIZ <= either STR or DEX | base | | SIZ < both STR and DEX | +3 | ### Age modifiers Additional age modifiers might be necessary for characters of certain species. | Species | Adolescent | Senior | |:--------|:---------------|:--------------| | Humans | 12 to 20 years | from 60 years | | Rats | 2 to 6 months | from 2 years | | Cavies | 2 to 6 months | from 4 years | {{special,small,margin-bottom:unset **Adolescent character:** deduct 5 from EDU and either STR or SIZ. Roll Luck twice. **Senior character:** reduce MOV by 1, subtract a total of 5 from STR/CON/DEX, decrease APP by 5, and make 1 EDU improvement check. {{margin-top:8px,margin-bottom:7px **When to apply:** }} - **Human:** up to 6 times, for each decade after 50 - **Rat:** up to 4 times, for each year after 1 - **Cavy:** up to 4 times, for each year after 3 }} {{pageNumber,auto}} {{footnote **chapter II** denizens of the neath }} \page {{frame ### Social Class and Occupation In real life, Social Class may define the type of education available to a person, which in turn leads to different occupations and income. In game mechanics, however, we strongly recommend you pick your Occupation first, calculate your Occupation Points on the base of your Social Class, and then allocate them as percentage points among the skills it provides, ensuring your Credit Rating falls within the range set by your Social Class. | Social Class | Occupation Points | CR | |:-------------|:-----------------------|:-----:| | Lower | STR or DEX x2 + EDU x2 | 0-29 | | Middle | INT or POW x2 + EDU x2 | 30-59 | | Upper | EDU x4 | 60-99 | ### Assets and Income | CR | Status | Assets | Monthly | Cash | |:------|:------------|:---------|:----------|:----------| | 0-9 | Penniless | None | Uncertain | 50 p | | 10-29 | Poor | CR x10 | 100 E | CR | | 30-59 | Average | CR x50 | CR x5 | CR x2 | | 60-89 | Wealthy | CR x250 | CR x25 | CR x10 | | 90-98 | Rich | CR x2000 | CR x100 | CR x25 | | 99 | Millionaire | 5M+ | CR x2500 | 150,000 E | ### Personal Knowledge Characters can also draw upon experience gained from non-professional activities. Multiply your INT x 2 and allot these points to any skills of your choice. }} ### Example Occupations While we shall include a short list of occupations to choose from, feel free to consult the Investigator's Handbook for inspiration or consult your Keeper about making amendments or creating your own. : **Important:** When allocating Occupation Points, it is essential to prioritize maintaining a suitable Credit Rating that aligns with your chosen Social Class. {{occupation **Antiquarian:** A collector of ancient artifacts. **Income:** Middle to Upper class (CR 30-70) **Skills:** Accounting, Appraise, Art/Craft: two, Forgery, Human Sciences: two (e.g., Anthropology, Archaeology), Library Use, Persuasion, two of choice. }} \column {{occupation,margin-top:unset **Apothecary:** A person who prepares and sells medicines and remedies. **Income:** Lowest to Upper class (CR 0-70) **Skills:** Appraise, First Aid, Medicine, Language: two (Latin, other), Natural Sciences: Herbalism and Pharmacology, Persuasion, three of choice. }} {{occupation **Aristocrat:** A member of the elite upper class with inherited wealth and status who pursues personal interests as a hobby. **Income:** Upper class (CR 60-99) **Skills:** Art/Craft: one, Etiquette, Fighting: Sword or Firearms: Handgun, History, Language: Latin, Leadership, Legalities, Persuasion, two of choice. }} {{occupation **Bohemian:** An artist living in poverty who finds fulfillment in their creative pursuits. **Income:** Lowest to Middle class (CR 0-30) **Skills:** Art/Craft: two, History, Language: one, Persuasion, Perception, Seduction, Survival, three of choice. }} {{occupation **Butler/Maid:** A person who performs household duties for an upper class family. **Income:** Lower to Middle class (CR 10-40) **Skills:** Art/Craft: one (e.g., Barbering), Etiquette, Perception, Persuasion, Psychology, Sleight of Hand, Repair, Stealth, three of choice. }} {{occupation **Captain/Sailor:** The responsible for the safe and efficient operation of a ship. **Income:** Middle to Upper class (CR 30-70) **Skills:** Athletics, Fighting: Brawl and Sword, Firearms: Rifle, Leadership, Navigation, Repair, Survival, Technology, two of choice. }} {{occupation **Chef/Cook:** A person in charge of preparing meals, in a restaurant or aboard a ship. **Income:** Lower to lowest Upper class (CR 10-60) **Skills:** Art/Craft: Cooking, First Aid, Language: one (e.g., French or Hindi), Natural Sciences: Herbalism, Perception, Persuasion, Psychology, Repair, Survival, two of choice. }} {{occupation **Constable/Taimen** A member of either the British or Khaganian police forces. **Income:** Middle to lowest Upper class (CR 30-60) **Skills:** Athletics, Fighting: Brawl, Firearms: Handgun, Intimidate, Investigation, Leadership, Legalities, Perception, Stealth, two of choice. }} {{pageNumber,auto}} {{footnote **chapter II** denizens of the neath }} \page {{occupation **Criminal/Pirate:** A person engaging in illegal activities, independently or with a crew. **Income:** Lowest to lower Upper class (CR 0-70) **Skills:** Appraise, Deception, Disguise, Dodge, Firearms: Rifle, Forgery, Lockpicking, Sleight of Hand, Stealth, two of choice. }} {{occupation **Entrepreneur/Salesman:** A person who owns and/or manages a business or store. **Income:** Middle to Upper class (CR 30-70) **Skills:** Accounting, Appraise, Etiquette, Language: two, Legalities, Persuasion, Psychology, three of choice. }} {{occupation **Explorer/Scout:** A brave pioneer, often funded by universities or wealthy investors. **Income:** Middle to lowest Upper class (CR 30-60) **Skills:** Animal Handling, Athletics, Firearms: Rifle, First Aid, Natural Sciences: two (e.g., Astronomy, Botany, Geology, Zoology), Perception, Stealth, Survival, two of choice. }} {{occupation **Exterminator:** A person who catches and disposes of rats and other disgusting pests. **Income:** Lowest to Middle class (CR 0-59) **Skills:** Animal Handling, Investigation, Natural Sciences: Chemistry and Entomology or Biology, Perception, Repair, Stealth, Survival, Technology, two of choice. }} {{occupation **Gunsmith/Gunnery Officer:** A crafter or skilled user of firearms or ship weapons. **Income:** Middle to lowest Upper class (CR 10-60) **Skills:** Firearms: two, First Aid, Intimidate, Natural Sciences: Chemistry, Repair, Sleight of Hand, Technology, three of choice. }} {{occupation **Investigator/Spy:** A person who carries out inquiries for a paying client. **Income:** Middle to lowest Upper class (CR 10-60) **Skills:** Athletics, Deception, Disguise, Firearms: Handgun and Rifle, Investigation, Perception, Psychology, Stealth, two of choice. }} {{occupation **Medic/Surgeon/Veterinary:** A trained healer or shady self-taught practitioner. **Income:** Lower to lowest Upper class (CR 10-60) **Skills:** Animal Handling, First Aid, Library Use, Medicine, Language: Latin, Natural Sciences: Biology, Psychology, Sleight of Hand, three of choice. }} {{occupation,margin-top:unset **Preacher:** A provider of questionable spiritual guidance and counsel. **Income:** Lower to lowest Upper class (CR 10-60) **Skills:** History, Legalities, Library Use, Language: one (e.g., Latin), Leadership, Perception, Persuasion, Psychology, three of choice. }} {{occupation **Professor/Student:** An academic who teaches or studies at a university or college. **Income:** Middle to lowest Upper class (CR 30-60) **Skills:** Human or Natural Sciences: three, Investigation, Language: one, Legalities, Library Use, Persuasion, three of choice. }} {{occupation **Prostitute:** An alluring individual engaging in the oldest job in the world. **Income:** Lower to lowest Upper class (CR 10-60) **Skills:** Appraise, Art/Craft: two, Perception, Persuasion, Psychology, Seduction, Sleight of Hand, Stealth, two of choice. }} {{occupation **Military/Eagle:** A member of Her Majesty's or the Great Khan's Naval Services. **Income:** Middle to Upper class (CR 30-70) **Skills:** Athletics, Fighting or Firearms: two, First Aid, Intimidate, Leadership, Legalities, Survival, three of choice. }} {{occupation **Street Urchin:** A homeless child living and surviving on the streets. **Income:** Lowest class (CR 0-9) **Skills:** Appraise, Acrobatics, Athletics, Disguise, Dodge, Lockpicking, Perception, Sleight of Hand, Stealth, two of choice. }} {{occupation **Tinker/Repairman:** A creator or maintainer of technological devices and machinery. **Income:** Lower to lowest Upper class (CR 10-60) **Skills:** Accounting, Investigation, Language: one (e.g., German), Library Use, Lockpicking, Perception, Repair, Technology, three of choice. }} : {{note,margin-top:5px; ##### Regarding Social Class The Keeper may apply a bonus or penalty to skill checks when interacting with individuals of a another social class, to reflect social pressures and the contempt some individuals may hold for those outside their own class (e.g., snobbish aristocrats versus criminals or union leaders). }} {{pageNumber,auto}} {{footnote **chapter II** denizens of the neath }} \page {{chapter ## Chapter III # A Guide to the Unterzee }} The Unterzee, an immense and hazardous underground sea, spans across multiple continents, each shrouded in a veil of mystery that beckons to bold explorers. While its ever-shifting landscape cannot be fully documented, in this chapter we shall strive to provide insight into its most significant landmarks and settlements, granting a glimpse of the wonders that await while also highlighting the potential difficulties that adventurers may face. ## The Western Continent {{icon,medium ![Venderbight](https://images.fallenlondon.com/icons/venderbight.png)}} The vast continent to the West is where the enigmatic Bazaar makes its home, together with the latest city to have fallen and the embrace of its welcoming waters. Venture North to explore the enigmatic Tomb Colonies and the salty wastes of Boreal Reach, or journey Southward to brave the perilous waters of the Cumaean Canal, the industrial might of the Iron Republic, and the radiant mystery of the malicious Dawn Machine. {{special **Boreal Reach**, where the Pale Wastes stretch white and silent as the face of the moon. (Codex, Whither) **Tomb Colonies**, a dusty place of crumbling pyramids, restless souls and forgotten secrets that go all way back to the Third City. (Venderbight) **Fallen London**, the safest harbour of the Neath. (Hunter's Keep, Mutton Island) **The Cumaen Canal**, an artificial waterway that connects the Unterzee to the Surface. **The Iron Republic**, Hell's anarchic client-state where Fuel is an abundant resource. **Dawn's Edge**, where the Dawn Machine was built by the Royal Navy. (Grand Geode) }} ## Near Home Waters {{icon,medium ![A Steamship](https://images.fallenlondon.com/icons/ship.png)}} Nestled closest to the western continent and within easy reach of London and the Bazaar, the Western Sea provides a relatively safe expanse for those just beginning their explorations of the Unterzee. Here, novice crews and captains can ply their trade along established routes. While a few notable landmarks dot the ever-changing landscape of these waters, their locations are often in flux, so caution is always warranted. All the while, on the edge of the slate-black zee, the Light-Ship stands vigilant: a beacon of hope and a lifeline for those who brave the dangers beyond and may find themselves stranded far from home. {{special **Shepherd's Wash**, the salty hinterland of London, home to hermits, nuns and shadowy business. (Shepherd Isles, Abbey Rock, Station III) **Stonesoul Isles**, where lie two colossal sphinx statues, last vestiges of the Second City. (The Salt Lions) **Demeaux's Gate**, home to a fervid forest of fungus and the base of operations of the Iron & Misery Company Funging Station. Named after a lost navigator, it poses the question of how his bones actually came to rest in the depths below. (Demeaux Island) **The Snares**, where lie the reigns of Cavia and Murinia, and a zailor can expect to find creeping tendrils of fungus, zee-weed, and other unnamable flora. (Pigmote Isle) **Corsair's Forest**, a place of sharp, towering stalagmites that serves as a haven for pirates and smugglers. (Gaider's Mourn) **The Light-Ship**, a last warning for travelers braving the perilous waters beyond. }} {{pageNumber,auto}} {{footnote **chapter III** a guide the unterzee }} \page ## The Frozen North {{icon,medium ![Avid Horizon](https://i.imgur.com/ioVUcg8.jpg)}} In the north, east of the Borean Reach and far from London, lies a treacherous and unforgiving region where the winds blow mercilessly and ice and snow remain eternal. This desolate expanse serves as the gateway to the High Wilderness, a realm of darkness and madness that few mortals have ever dared to explore. Some say that the Void is home to gods and other beings beyond human understanding, while others believe that it is simply a place of emptiness and despair. Whatever the truth may be, the Northern Sea remains a place of frozen terror where only the most intrepid zailors dare to tread. {{special **Frostfound**, an iceberg-like isle towering with twin castles of ice. Their spires are utterly pristine, untouched by human life, but a pitiable encampment squats by the dock. **Stormbones**, home to an ancient lighthouse. Its bright fire burns with a curiously medicinal scent which burns the lungs and clouds the head. (The Undercrow) **Palmerston's Reach**, a place of dramatic contrast between ice and fire. Here lies the tallest volcano of the Neath, with its cinders and brimstone. (Mount Palmerston) **Void's Approach**, where time contracts to a single frozen instant. Two winged shapes guard a gate of the colour that remains when all other colour has been eaten. This is the end. (Avid Horizon, Chapel of Light) }} \column ## The Middle Sea {{icon,medium ![Khan's Heart](https://images.fallenlondon.com/icons/khansheart_port.png)}} The heart of the Unterzee boasts ecosystems unlike any other. Visitors will come across incongruous giant lilypads, a screaming land where every objects comes alive, and a cluster of islands entirely made of sparkling scintillack coral. Here, the grip of the Fifth City begins to fade, and the black waters are fiercely contested by the Khanate, its most powerful rival. Its capital rises prominently from the Salt Steppes, asserting dominance in the region. {{special **The Salt Steppes**, beating heart of the Khaganian empire, home of the palaces of the Khan and his court, each a fortress to itself. (Khan's Heart, Khan's Shadow) **Sea of Lilies**, originally built as a floating prison for the Khanate. Now it answers only to its Governor, and its Governor answers to no one. (Wisdom) **The Principles of Coral**, where rumpled convolutions fill the water, glimmering with silvery light. The harder you look, the more you see shapes amid the chaos, almost as if they were sculpted. (Port Cecil) **Rattsey**, a lone island dominated by the peculiar statue of a crowned postman holding aloft a rat. (Nuncio) **The Sea of Voices**, home to the mysterious Clay Men and to a fallen stallactite where live a brotherhood of brawling and shouting men who call themselves monks. (Godfall, Polythreme) }} {{wide,text-align:center;font-size:90% {{icon,double,width:100% ![Khan's Heart](https://fallenlondon.wiki/w/images/6/60/Zailing_steppes-header.png)}} The Salt Steppes, heart of the Khaganian Empire. }} {{pageNumber,auto}} {{footnote **chapter III** a guide the unterzee }} \page ## The Eastern Reaches {{icon,medium ![Khan's Heart](https://images.fallenlondon.com/icons/irem_port.png)}} In the East lies an expanse of the Unterzee so far and treacherous that neither the powers of London nor the Khanate have yet managed to claim as a part of their reign. While most of its landmarks are ever-changing in the way of the sea, in the northern part of this region, among the independent reigns and cursed islands, stands Irem, the Pillared City, which emerges from the icy depths like a radiant sunrise, adorned with gold and red. Atop its towering pedestal, the Seven-Serpent gazes longingly upon all who come. You will always arrive as a stranger, but when you depart, a part of you will remain. {{special **The Pillared Sea**, the beach where history itself comes to rest. This is where riddles are born. They say it always was, always is, always will be. (Irem) **The Calumnies**, where lies a lone island of impossible sunlight and white, summer-seeming sands. (Aestival) **The Empire of Hands**, populated by ensouled and still-covetous apes. (Adventurers beware!) Visitors reports say that they have a great zeppelin in construction. **The Chelonate**, a floating city built on the shell of an enormous turtle slain by the monster-hunters that now populate it. **Gossamer Way**, a terrible reign of arachnids the size of a cat. (Saviour's Rocks) }} \column ## The Southern Sea {{icon,medium ![Khan's Heart](https://images.fallenlondon.com/icons/uttershroom_port.png)}} Nestled against the Elder Continent lies a stretch of warmer waters. Here the air is thick with the scents of a thriving ecosystem of flora and fungi; a blend of contrasting aromas that come together to create a unique and intoxicating fragrance that mixes salty damp and sweet decay. Near the Mangrove College, the enticing aroma of blooming flowers mingles with the woody smell of trees, signaling a lush and vibrant flora. Moving further into Myceligaea, the air is filled with the pungent and earthy smell of mushrooms, easily recognizable from a distance. Finally, as you approach Stamford's Expanse, the scent of roses edged with brimstone wafts through the air, both inviting and eerie, warning of danger. {{special **The Sea of Autumn**, an expanse of flourishing swamp forests. (Mangrove College) **Myceligaea**, dominated by a towering mauve mushroom. This giant fungus homes and feeds Blemmigans and a shabby but hospitable breed of fungal hybrids. (The Uttershroom) **Stamford's Expanse**, a cluster of islands characterized by a massive stone face the size of a village church, serenely gazing upwards. (Isle of Cats, Visage) **The Promised Sea**, where the underwater seat of the King of the Drownies lurks beneath the waves. Like an iceberg, most of the Hold is invisible. (Fathomking's hold) }} {{wide,text-align:center;font-size:90% {{icon,double,width:100% ![The Pillared Sea](https://fallenlondon.wiki/w/images/2/2e/Zailing_pillaredsea-header.png)}} The Pillared Sea, where riddles are born. }} {{pageNumber,auto}} {{footnote **chapter III** a guide the unterzee }} \page ## The Elder Continent {{icon,medium ![Khan's Heart](https://images.fallenlondon.com/icons/adamscape_port.png)}} On the southern edge of the Unterzee lies a warm and humid landmass more ancient than any of the Fallen Cities, with a rich wildlife and treasures beyond London's wildest dreams. Bathed in the soft radiance of the Mountain of Light, its verdant coastline is a sight to behold, dotted with the bustling Port Carnelian and the sparkling walled city of Varchas. Accessible through the Port at Adam's Way, the Elder Continent is also home to the Presbyterate, an empire of seventy-seven kingdoms, the most powerful of which is Nidah, the City of Immortality. Further east, the sea conceals an ancient voracity: its priests are long gone, but its appetite is still unsated. {{special **Carnelian Coast**, where London's contested outpost sweats under a blanket of southern heat. Behind lies the fungal jungle, ghostly in white and violet. (Port Carnelian) **Crying Heights**, a treacherous and inaccessible rocky coast crowned by mouldering cliffs. **Adam's Cape**, flanked by giant stone carvings of bees. Here opens the mouth of the waterway leading from the Southern Sea to the Elder Continent. (Adam's Way) **Southern Wall**, protecting the Mirrored City. Darkness is unwelcome here, and a quincunx of mirror-towers rise over the walls pouring burning white light into the bleak sky. Visitors from the Neath are granted but a single day's stay. (Varchas) **Sea of Statues**, a crumbling ancient citadel of stone surrounded by sunken statues. (Kingeater's Castle) }} {{wide,note,columns {{title,wide # Denizens of the Elder Continent }} ## The Presbyterians {{icon ![Presbyterian](https://images.fallenlondon.com/icons/chapsmouldering.png)}} Notoriously secretive and oftentimes snobbish, the Presbyterate is known for its less-than-mortal populace; they're far beyond the normal Neathy immortality seen in, say, London. People from this place can be killed several times over, live to a hundred, or be sliced into mincemeat, and still recover with barely a headache. The Presbyterate's language, referred to as "the language of Adam," is described as one that jangles like bells of bronze. In spite of, or perhaps because of, the prevalence of immortality in the Presbyterate, belief in the afterlife is rare. ## The Snuffers {{icon ![Snuffer](https://images.fallenlondon.com/icons/snuffer.png)}} Humanoid creatures that like to rip people's faces off and use them as their own, the Snuffers get their name from their tendency to "snuff" out the candles they enjoy eating, though none knows \column whether they crave the wax, or the flame. One of the more unsavory species from the Elder Continent, they are disturbing infiltrators that have settled in possibly every major community in the Neath searching for something, or perhaps somewhere. Surprisingly fast and strong for their size, they can easily overtake an opponent in a one-on-one fight, but luckily they do not return from death. ## The Tigers {{icon ![Tiger](https://images.fallenlondon.com/icons/tigerhat.png)}} Known for their eloquence, they frequently clash with the human expeditions along the Carnelian Coast, where they protect their ancestral land from the encroaching Imperial and Khanaganian forces. Their central governing body, the Court of the Wakeful Eye, is located not far from Port Carnelian and is headed by the Banded Prince and four ministers. They hold a keen interest in mirror-related activities, as they exist in both worlds, and are sworn enemies of the Fingerkings whom they strive to destroy. }} {{pageNumber,auto}} {{footnote **chapter III** a guide the unterzee }} \page {{title,drop # UNTERZEE NAVIGATION }} The very act of traversing the Unterzee is a test of skill, wit, and a touch of madness. Nonetheless, the intrepid explorers that ventured into its depths have managed to bring some order to its madness, and devised a peculiar map split into 36 tiles and 8 regions to account for its variance. Specifically, the shores of the Western and Southern continents maintain a fixed position, as well as the Pillared Sea nestled in the northeast, whereas the smaller isles are prone to shift within defined regions. While the overall map layout may not undergo \column dramatic alterations, however, it is crucial not to mistake its apparent stability for easy navigation, as there are still billions upon billions of possible arrangements of the tiles. ##### Stable Landmasses {{font-weight:400 (uncolored)}} - **The Western Continent** - **The Elder Continent** - **The Pillared Sea** ##### Shifting Landmasses - **Near Home Waters** (yellow) - **The Frozen North** (blue) - **The Middle Sea** (red) - **The Eastern Reaches** (orange) - **The Southern Sea** (green) : {{wide {{icon,map ![Tiled Map](https://i.imgur.com/fTzvGFp.jpg)}} }} {{pageNumber,auto}} {{footnote **chapter III** a guide the unterzee }} \page {{pageNumber,auto}} {{footnote **chapter III** a guide the unterzee }} \page {{pageNumber,auto}} {{footnote **chapter III** a guide the unterzee }} \page {{wide | {{h4 **The Western Continent** }} |||| |:------|:-------------------|---:|---:| | Codex | Frozen island whose inhabitants are either mutes or shivering, bad-tempered monkeys ||| | Cumaean Canal   | A system of tunnels and canal locks by which boats may return to the Surface. ||| | Grand Geode | The base of the New Sequence. Formerly Station V, part of London's Navy. ||| | Hunter's Keep | A small island near London, inhabited by three sisters. ||| | Iron Republic | An anarchic city ruled by Hell, populated by devils and serpent- and dog-headed beings. ||| | London | Capital of the mightiest empire of the Neath. ||| | Mutton Island | A fishing village that was part of London's suburbs before the Fall. ||| | Venderbight | A dusty colony of undead who live in ancient tombs. ||| | Whither | Icy town north of London, whose inhabitants answer questions with questions. ||| | {{h4 **Near Home Waters** }} || {{small **BEWARE: shifting landmasses!** }} || | Abbey Rock | A fortress-convent defended by the Sisterhood. ||| | Demeaux Island | An island covered in giant fungi. Base of operations of the Iron and Misery Company. ||| | Gaider's Mourn | Stalagmite base of operation for the pirates and smugglers of the Unterzee. ||| | Pigmote Isle | An island covered in scintillack, home to the Kingdom of Cavia and Republic of Murinia. ||| | Salt Lions | A pair of colossal sphinx statues. The Unmakers quarry the Sphinxstone for the Masters. ||| | Shepherd Isles | Rural islands named after the gentleman that found them. ||| | Station III | Research installation owned by the Soothe and Cooper company. ||| | {{h4 **The Frozen North** }} || {{small **BEWARE: shifting landmasses!** }} || | Avid Horizon | The frozen gate to the High Wilderness. ||| | Frostfound | A labyrinthian ice castle said to be created by a God. ||| | Chapel of Lights | An island covered in candle, inhabited by those who worship Mr Eaten. ||| | Mt Palmerston | Volcanic island home to the Brimstone Convention of exiled devils. ||| | The Undercrow | A well-lit cavern beneath an ancient lighthouse. ||| | {{h4 **The Middle Sea** }} || {{small **BEWARE: shifting landmasses!** }} || | Khan's Heart | London's fiercest rival: an oasis of light in the salt black wastes. ||| | Khan's Shadow | A fortress of wrecked ships home to exiled Khaganian warriors. ||| | Godfall | A monastery built on a fallen stalactite. ||| | Nuncio | Undelivered post washes up on its beach and is archived here. ||| | Polythreme | A kingdom of Clay Men and living objects, ruled by the unseen King with One Hundred Hearts. ||| | Port Cecil | Massive coral reef where opposed factions gather to play chess and hold diplomatic meetings. ||| | Wisdom | Former Khanate prison, now independent. It is guarded by giant frogs. ||| | {{h4 **The Eastern Reaches** }} || {{small **BEWARE: shifting landmasses!** }} || | Aestival | Uninhabited island bathed in sunlight from a hole in the roof of the Unterzee. ||| | Chelonate | A city built on the back of giant turtle. Its residents, monster-hunters, allege that they slew it. ||| | Empire of Hands | Empire of monkeys comprised of several jungle islands. Embargoed by London's Admiralty. || | Irem | Paradoxical ancient city, stable entrance to the dimension of Parabola. |||| | Saviour's Rocks | Home to an enormous number of Sorrow-Spiders, who act as rulers of a human settlement. ||| | {{h4 **The Southern Sea** }} || {{small **BEWARE: shifting landmasses!** }} || | Fathomking's Hold   | The coral home of the Fathomking, King of the Drownies. | || | Isle of Cats | Famous for its rose gardens and red honey, it is ruled by a Pirate King. ||| | Mangrove College | A college of philosophy built in the middle of a mangrove swamp. ||| | The Uttershroom | Giant purple mushroom inhabited by a primitive but hospitable folk. ||| | Visage | Island with a giant stone face, where everyone must wear masks. ||| | {{h4 **The Elder Continent** }} |||| | Adam's Way | Port that guards the entrance to the Elder Continent. ||| | Kingeater's Castle  | A sacrificial shrine to the Zee gods, known as "the end of the world". ||| | Nidah | Kingdom built on a mountain. Its inhabitants, the Presbyterians, are said to be immortal. ||| | Port Carnelian | Thriving harbour city disputed by London, Khanate and the native population of Tigers. ||| | Varchas | The city of mirrors. ||| }} {{pageNumber,auto}} {{footnote **chapter III** a guide the unterzee }} \page {{chapter ## Chapter IV # Of Goods and Wares }} The Bazaar buys and sells many things, from more common items like clothing or pets to the more intangible such as Secrets, Souls and Love Stories. : **Echoes** ({{echo,margin-left:-6px}}) are the currency of the Bazaar; and, thus, the legal tender of Fallen London. There are 100 pennies (p) in 1 Echo (E). Minted in the Bazaar itself and backed by the industrial might of the Masters, the Echo is not, however, the only currency in the Neath (or London), and may not always be accepted outside of the official channels. With knowledge slowly being lost from London, Secrets are the largest currency after the Echo. Knowledge is power, and rarity, or touches of the extraordinary, make such morsels of information all the more valuable. A tale of terrible monsters will get you a warm bed. A tale of infidelity at court may earn you a fortnight's pay. Information of greater import may get a person who knows what, depending on who is interested. ### Exchange rates | Secrets | Buyers/Users | Value | |:----------|:-----:|-------:| | Searing Enigma | | 250 E | | Extraordinary Implication | | 50 E | | Intriguing Snippet || 10 E | | **Tales** ||| | Tale of Forbidden Love | Masters | 50 E | | Touching Love Story | Masters | 2.5 E | | Tale of Terror || 1 E | | Memory of Distant Shores || 50 p | | Vision of the Surface || 50 p | | **Treasures** ||| | Outlandish Artefact || 100 E | | Human souls, crate (12) | Devils | 60 E | | Human soul, bottled | Devils | 5 E | | Scintillack Knob || 2.5 E | | Khaganian Coin | Khaganians| 2 p | | Nevercold Brass Sliver | Devils | 2 p| | Deep Amber Nodule | Rubberies | 1 p | | Drowning Pearl | Drownies | 1 p | | Rustygold Ring | Criminals| 1 p | {{note,margin-top:unset ##### Wages and Living Costs {{icon ![Echoes](https://images.fallenlondon.com/icons/banknotes.png)}} The following table roughly calculates the amount of Echoes necessary to survive and the wages which the average representative of the Lower, Middle and Upper classes, respectively, could bring to bear in one month. |Survival|Lower Class|Middle Class|Upper Class| |:------:|:---------:|:----------:|:---------:| | 80 E | 100 E | 150-300 E | from 1,500 E| For example, a single day's pay for manual labor will earn a Neather an average of 2.5 to 3.5 E, which is just enough to afford cheap lodgings and two simple meals, with only little to no savings for clothing or any other necessities. For more information on your character's assets and income, see the detailed chart on page 20. All listed prices are indicative only. | Real Estate | Suburbs - City Centre | |:---------------|---:| | Mansion | 60,000 - 120,000 E| | House | 30,000 - 60,000 E| | Flat | 15,000 - 30,000 E| |**Lodging, rental**|| | Mansion, year | 6,000 - 12,000 E| | House, year | 1,000 - 2,000 E| | House, month | 100 - 200 E| | Flat, month | 50 - 100 E| | Flat, week | 12.5 - 25 E| | Room, month | 30 - 60 E| | Room, week | 7.5 - 15 E| | **Lodging, per night/person** || | Royal suite | 100 - 200 E| | Room, luxury | 25 - 50 E| | Room, single | 2.5 - 5 E| | Room, shared | 1.5 - 3 E| | Bed, communal room | 50 p - 1 E|||| | **Meals Out** || | Lavish dinner | 30 - 60 E| | Quality meal, two course | 1.5 - 3 E| | Simple meal, one course | 75 p - 1.5 E| | Soup of the Day | 50 p - 1 E | | Watery Soup | 25 - 50 p| }} {{pageNumber,auto}} {{footnote **chapter IV** of goods and wares }} \page | {{h3 Adventuring Gear}}|| |:----------|-:| | Backpack | 4 E | | Bedroll | 3 E | | Blanket | 2 E | | Block and tackle | 2 E | | Boots | 4 E | | Boots, waterproof | 6 E | | Boots, insulated | 10 E | | Box | 50 p | | Box, mirrorcatch | 5 E | | Camp stove | 25 E | | Candles (12) | 1 E | | Chain (10 feet) | 10 E | | Chalk (1 piece) | 10 p | | Climbing gear | 25 E | | Clothes (1 piece) (*e.g.* shirt, skirt, slack) | 1 E | | Clothes, accessory (*e.g.* belt, tie, socks) | 50 p | | Clothes, trade outfit | 5 E | | Clothes, elegant/formal | 25 E | | Coat or cloak | 5 E | | Coat, waterproof | 10 E | | Coat, insulated| 20 E | | Coat, fine | 25 E | | Compass | 2 E | | Dark lantern | 2 E | | Fishing tackle | 1 E | | Flare, naval | 5 E | | Flask or tankard | 50 p | | Grappling hook | 6 E | | Hourglass | 2 E | | Ladder (10-foot) | 5 E | | Lamp| 1 E | | Lamp oil (pint, lasts 4 hrs) | 50 p | | Lock | 5 E | | Magnifying glass | 2 E | | Manacles | 10 E | | Matches (box) | 50 p | | Mess kit | 2 E | | Mirror | 1 E | | Pot, iron | 3 E | | Rope, 50 feet | 5 E | | Sack | 1 E | | Scale, merchant's | 20 E | | Shoes | 3 E | | Shoes, elegant | 15 E | | Signal whistle | 25 p | | Tent, two-person | 20 E | | Tent, family (luxury) | 50 E | | Telescope | 50 E | | Tool, simple (*e.g.* file, hammer, screwdriver)| 1 E | | Tool, large (*e.g.* crowbar, saw, pick, shovel)| 5 E | | Tool, precision (*e.g.* miniature screwdrivers)| 5 E | | Toolbox | 5 E | | Torch | 50 p | | Watch | 20 E | | Water canteen | 1 E | {{note,margin-top:unset,margin-bottom:unset ##### The Masters of the Bazaar {{icon ![Master](https://images.fallenlondon.com/icons/master.png)}} The cloaked Masters are in near-complete control of London's trade economy. They call themselves Mr, but they may not really be men, as they speak in high-pitched whispers, and appear winged or hunchbacked under the cloaks. Each Master oversees a certain form of trade: {{special **Mr Apples**: Food, wood, and immortality. **Mr Cups**: Crockery, pottery, sculpture, and all wares that are frangible and fine. **Mr Fires**: Coal, gas, and candles. **Mr Hearts**: Living animals, pets and all matters of flesh, blood, meat and offal. **Mr Iron**: Metals, tools, engines and weapons. **Mr Mirrors**: Fine or quality secrets. **Mr Pages**: Anything written as well as all manner of writing implements. **Mr Spices**: Spices, sweet smokes, and common drugs such as prisoners' honey. **Mr Stones**: Mining products such as jewels, quarry-stone, salt, and blasting powder. **Mr Veils**: Clothing, fabric and songs. **Mr Wines**: All things drinkable, including medicine and with the exception of water, plus entertainment, music and the ancient business of the ladies of the evening. }} }} | {{h3 Medical Equipment }} ||| |:----|:-:|-:| | Bandage or gauze (each) || 50 p | | Instrument, simple (*e.g.* syringe) || 1 - 5 E | | Instrument, large (*e.g.* bone saw) || 15 E | | Medical valise || 5 E | | Alcohol (gallon) | antiseptic | 2 - 5 E | | Camphor oil (quart) | anti-inflammatory | 2 - 5 E | | Carbolic acid (gallon) | antiseptic | 5 - 10 E | | Carbolic soap (1 bar) | antiseptic | 50 p | | Chloroform (quart) | anaesthetic | 5 - 10 E | | Coca (ounce) | stimulant | 2 - 6 E | | Epsom Salts (ounce) | laxative | 20 p | | Ether (quart) | anaesthetic | 5 - 10 E | | Laudanum (ounce) | painkiller, sedative | 1 - 3 E | | Lethean Tea (ounce) | amnesic | 1 E | | Morphine (ounce) | painkiller, sedative | 10 E | | Mutersalt (ounce) | paralytic agent | 5 E | | Opium (ounce) | painkiller, sedative | 5 - 10 E | | Paregoric (quart) | antidiarrheal, antitussive | 2 - 5 E | | Salicylate (ounce) | anti-inflammatory | 1 E | {{pageNumber,auto}} {{footnote **chapter IV** of goods and wares }} \page | {{h3 Weapons, Melee }}{{dot,width:60px}} {{small,font-weight:normal;text-align:right * non-lethal damage }}|||| |:----|:-:|:-:|-:| | Bayonet | Brawl | 1D4+DB | 1 E | | Brass Knuckles | Brawl | 1D4+DB | 1 E | | Bullwhip | Whip | 1D3+1+DB | 1 E | | Cavalry Lance | Spear | 1D8+1 | 25 E | | Cavalry Sabre | Sword | 1D8+1+DB | 10 E | | Club | Brawl | 1D6+DB | 2 E | | Garrote | Brawl | 1D6+DB | 50 p | | Hatchet, Sickle | Axe | 1D6+1+DB | 2 E | | Knife | Brawl | 1D4+2+DB | 4 E | | Knife, small | Brawl | 1D4+DB | 2 E | | Knife, large | Brawl | 1D8+DB | 8 E | | Life-preserver * | Brawl | 1D8+DB | 3 E | | Spear | Spear | 1D8+1 | 5 E | | Sword, Rapier | Sword | 1D6+1+DB | 15 E | | Sword Cane | Sword | 1D6+DB | 25 E | | {{h3 Weapons, Ranged}}|||| | Bow and Arrows | Bow | 1D6+half DB | 10 E | | Crossbow | Bow | 1D8+2 | 25 E | | Dagger | Throw | 1D6+half DB | 5 E | | Derringer | Handgun | per caliber | +20 E | | Dynamite Stick | Throw | 4D10 | 1 E | | Flintlock | Handgun | 1D6+1 | 30 E | | Revolver | Handgun | 1D10 | 50 E | | Revolver, Ladies' | Handgun | 1D8 | 35 E | | Rifle | Rifle | 2D6 | 40 E | | Rifle, Hunting | Rifle | 3D6 | 80 E | | Small Bore Shotgun | Rifle | 4D6 | 40 E | | War Boomerang | Throw | 1D8+half DB | 10 E | \column | {{h3 Ammunition}}|||| |:----|:-:|:-:|-:| | Ladies' Revolver, box of 100 ||| 1.5 E | | Rifle, Revolver, box of 100 ||| 2 E | | Hunting Rifle, box of 100 ||| 2.5 E | | Small Bore Shotgun, box of 100 ||| 5 E | | {{h3 Transportation }}|| |:----|-:| | Bycicle | 100 E | | Ferry crossing, deck passage | 50 p | | Hand-pulled cart ride, up to 2 miles | 75 p | |     per additional mile / person | 50 p | | Hellbound Railway, one way | 20 E | | Sea Voyage, per day | 20 E | | Sea Voyage, to the Surface || |     First Class, one way | 450 E | |     First Class, return | 800 E | |     Steerage | 200 E | | Steamer rental, per day | 80 - 500 E | | {{h3 Communication }}|| | Messenger, per mile | 10 p | | Newspaper | 5 p | | Postage, London (per ounce) | 5 p | |     shipping within the Western Continent | 10 p | |     shipping to the Khanate, Port Carnelian | 50 p | |     shipping to the Surface | 2 E | |     shipping to the rest of the Neath | 5 E | {{small,margin-top:5px,margin-bottom:20px **Keeper Tip**: See the Cthulhu Gaslight scenario for more details on 1890s equipment and weapons. }} {{frame,wide ### Gearing up your character {{columns When purchasing equipment for your character, ask your Keeper about a discounted kit suitable to your occupation. Here are some examples: **Amputation kit**: a leather valise with alcohol, bone saw, carbolic acid and soap, ether, forceps, gauze, needles, scalpels, scissors, surgical gloves, trephine, and surgical thread. Total price: 50 E **Apothecary's kit**: a leather valise with alcohol, glycerin, common herbs and drugs such as opium, cannabis, belladonna, digitalis, and laudanum, mortar and pestle, measuring scale, spoons and cups, tincture press and assorted beakers and vials. Total price: 50 E **Explorer's kit**: a sturdy backpack containing a bedroll, water canteen, compass, dark lantern, matches, mess kit, pocket knife, portable stove, rope and 6 pints of oil. Total price: 15 E \column **Medical kit**: a leather valise with alcohol, bandages, carbolic soap, sphygmomanometer, stethoscope, syringes and needles, suture thread, and a clinical termomether. Total price: 45 E **Secret Ingredients**: a leather purse containing a set of knives, mortar and pestle, spice grinder, common spices and two uncommon Neathy or Surface ingredients. Total price: 25-35 E **Toolkit**: a wooden box containing a hammer, nails, pliers, screws, screwdrivers, bolts, wrenches, washers, tape measure, a bottle of lubricant and a coil of thin rope. Total price: 20 E **Watchmaker's kit**: a leather purse containing a magnifying monocle, mainspring winder, tweezers, miniature screws and screwdrivers, a watch case opener, an oiler and cleaning cloths. Total price: 30 E }} }} {{pageNumber,auto}} {{footnote **chapter IV** of goods and wares }} \page ## Neather Cousine {{icon ![Lumps](https://images.fallenlondon.com/icons/lumps.png)}} The Neath boasts a unique culinary scene that revolves around the different types of mushrooms which grow abundantly in its damp and dark recesses. These versatile fungi are the staple food of the Neathers, who have learned to incorporate them in a wide variety of fascinating dishes ranging from crackers to toffee, scones and wine. Mushrooms are not, however, the only source of sustenance in the Neath, and the diet of the Neathers is often supplemented by zeefood as well as offal from the beasts dredged up from the Unterzee. While these dishes are not for the faint of heart and one must have a strong stomach to partake of them, they are essential for survival in this harsh environment. Everything else is an exclusive delicacy: fruit and vegetables are expensively imported from the Surface or the Elder Continent, and honey from Hell is a commodity reserved to the elites, testament to the stratified nature of the Neath, where access to necessities and goods are vastly different depending on one's social status. | {{h3 Foodstuff }} | per pound / 500g | |:----|-:| | Canned food | 50 p - 10 E | | Chicken eggs (each) | 5 E | | Cooking fat | 25 p | | Fermented shark | 1.5 E | | Fish eggs | 5 E | | Fish jerky | 2.5 E | | Fruit and vegetables | 50 E | | Fungal biscuit or cracker | 50 p | | Fungal bread | 1 E | | Fungal scones | 1.5 E | | Hardtack | 2 E | | Meats | 5 - 50 E | | Mushrooms, fresh | 25 - 35 p | | Mushrooms, flour or jerky | 50 - 75 p | | Mushrooms, jellied cake | 1 E | | Offal | 1 - 1.5 E | | Salt | 10 p | | Sugar | 25 p | | Wheat bread, biscuit or cake | 10 - 20 E | | Zeefood | 2 - 3 E | | {{h3 Beverages }}| per serving | |:----|-:| | Airag | 2 - 4 E| | Black Wings Absynthe | 1 E | | Darkdrop coffee | 10 p | | Greyfields 1868 | 20 - 40 E | | Morelways 1872 | 10 - 20 E | | Mushroom Ale | 25 p | | Mushroom wine, red | 40 p - 2 E | | Mushroom wine, white | 60 p - 3 E | | Scintillack Tea | 50 E | | Spirits | 75 p | | Tea | 25 - 50 p| {{wide,margin-top:unset | {{h3 **Local Specialties** }}|| |:------------------------|:------------| | Airag | A traditional Khaganian beverage made from fermented mare's milk. | | Black Wings Absinthe   | A potent and hallucinogenic drink smelling of wormwood and leather. | | Chertapples | Tart and crunchy apples with an unimpressive earthy taste and a literal strengthening effect. Imported from the Elder Continent. | | Dark-Dewed Cherries | Deep red cherries with a bittersweet taste, known for their ability to induce strange dreams and visions. Imported from the Elder Continent. | | Darkdrop coffee | A rich and strong coffee that is rumored to be brewed from bat's guano. | | Golden topper | Slender stalks and golden cups fried in a Greyfield's sauce. | | Greyfield | Dark mushroom wine with a earthy flavor that is an acquired taste. | | Jellied Mushroom Cakes   | A gelatinous treat made of deliciously flaky and gorgeously sweet molds. | | Morelways | Dark golden wine made from the finest morels, famous for its delicate taste. | | Orange-Apple | A Parabolan fruit with a tangy-sweet flavor, thick red peel and a citrusy flesh. | | Peppercaps | You never know how concentrated the spice will be until you bite down on one. | | Rubbery lumps | Alarming beasts dredged up from the Unterzee, chopped up and fried in batter. | | Scintillack Tea | Terribly expensive and slightly fishy, but also claimed to own restorative qualities. | | Slippery jack | Strips of dark brown fungus glistening with oil. | | Solacefruit | Parasitic fruit that is said to induce feelings of calm and tranquility.
Eating a large amounts of it is considered one of the nicest ways to die. | | Spore-toffee | Thick and sticky snack of the criminal classes.| | Zzoup | A thick and spicy soup that tastes like mushrooms and iron. | }} {{pageNumber,auto}} {{footnote **chapter IV** of goods and wares }} \page {{chapter ## Chapter V # Beasts, Horrors and Gods }} The Unterzee is overflowing with creatures unlike any on the Surface. Most of them are content to keep to themselves and will only attack if someone encroaches on their territory, but many others may strike with little to no provocation. Since it is normal for zailors to return from their voyages with tales of the horrors they have faced, preparing for these encounters is an important priority for any crew worth its salt, lest their proud ship be soon reduced to scraps of rusted metal and devoured bodies. Below is a compilation of the most common beasts and renowned horrors that await those who dare to brave the Unterzee, along with a brief description of their main features. Their likelihood of encounter is denoted by a letter: C for Common, U for Uncommon, R for Rare, and L for Legendary. \column {{icon,huge,width:100% ![TheEye](https://i.imgur.com/02a8XAv.jpg) }} :::: {{wide | {{h4 Beasts}}||| |:----|:-------|:----| | Albino Moray | Pale eel covered in paralyzing slime, mostly found in Demeaux' Reach and Port Cecil. | U | | Angler Crabs | Common giant crabs named for their two large luminescent illiciae. | C | | Auroral Megalopod | Large crustaceans with glowing golden bodies. | U | | Bat Swarm | Dreadful giant bats moving in swarms large enough to damage merchant ships. | C | | Behemoustache | Southern Sea fish with moustache-looking feelers. | U | | Beloved | Slow flatfish with a loud annoying call. | U | | Blue Prophets | Giant blue birds said to scream the names of people who are about to die. | R | | Jillyfish | Sturdy purple jellyfish with a cap that resembles a woman's face. | C | | Milliner Bats | Weird blue-feathered bats found near Varchas. | U | | Plated Seal | A serpentine creature lurking in the iciest, most turbulent waters of the Unterzee. | C | | Tyrant Moth | Mythical giant moths with wings the size of a ship's sails. | L | |{{h4 **Horrors**}}||| | Bound Shark | Giant shark unnaturally bound in a knot of twisted metal, mechanisms and cages. | U | | Constant Companion | Strange underwater spider that hunts by smelling fear. | R | | Dawn-Fluke | A Lorn-Fluke that has been mysteriously affected by the Dawn Machine. | R | | Lifeberg | A living iceberg that ruthlessly hunts down and destroys unfortunate ships | R | | Lorn-Fluke | A sea urchin the size of a ship. The bigger specimen are known as Lornest-Flukes. | U | | Midnight Whale | Tales of this dark and fierce creature age back to the First City. | L | | Mt Nomad | A living mountain that lurks near the Chapel of Lights. | L | | Neither | Wriggling zee-beast resembling a slug with legs. | R | | Thalatte | Creature that looks like the gristly collage of an untamed vivisectionist. | R | | Tree of Ages | A Council of thousands of spiders fused together with a ship. | L | | Triskelegant | A fleshy triangle that spins jetting boiling water from its maws. | U | }} {{pageNumber,auto}} {{footnote **chapter V** beasts, horrors and gods }} \page {{title # BEASTS }} A comprehensive guide to all the creatures of the Neath is clearly beyond the scope of this guide, but we will provide a few examples that may be used as a guideline in addition to the ones found in Cthulhu's Core Rulebook. ## Albino Moray {{icon,medium ![Crab](https://static.wikia.nocookie.net/thefifthcity/images/9/9a/Eel_top.png) }} Disgusting large eels that can reach lengths of up to ten feet, the Albino Morays are covered in a slimy, poisonous secretion that renders their opponents paralyzed. {{column-count:2 | Char. | Rolls (x5) | Avg. | |:------|:-----------|-----:| | SIZ | 1D6 +18 | 105 | | STR | 3D6 | 50 | | CON | 2D6 | 35 | | Char. | Rolls (x5) | Avg. | |:------|:-----------|-----:| | DEX | 4D6 | 70 | | INT | --- | --- | | POW | 2D6 | 35 | }} {{monster **HP:** 14 **Average Damage Bonus:** +1D4 **Average Build:** 2 **Move:** 8 Swimming }} ##### ATTACKS {{monster **Attacks per round:** 1 bite or ramming charge. **Bite:** 40% (20/8), damage 1D4 + damage bonus **Charge:** 50% (25/10), damage 1D2 **Dodge:** 42% (21/8) **Armor:** 2 (glistening skin) **Skills:** 60% Perception (echo-locate) **Slime:** Any creature coming into direct contact with the Albino Moray's skin is at risk of being affected by its paralyzing slime. The victim must succeed on Resistance Roll (CON x 5) or become paralyzed for 1D4 rounds. }} ## Angler Crab {{icon,medium ![Crab](https://static.wikia.nocookie.net/thefifthcity/images/a/a5/Anglercrab.png) }} The Angler Crabs are formidable hunters who owe their name to the glowing stalks on their pincers, which are used to disorient rather than lure their prey. They come in three variations: smaller specimen such as the reddish Western Angler Crab and blueish Eastern Angler Crab, and the bigger Elder Angler Crab. {{column-count:2 | Char. | Rolls (x5) | Avg. | |:------|:-----------|-----:| | SIZ | 2D6 +6 | 65 | | STR | 3D6 | 50 | | CON | 3D6 | 50 | | Char. | Rolls (x5) | Avg. | |:------|:-----------|-----:| | DEX | 2D6 +6 | 65 | | INT | --- | --- | | POW | 2D6 | 35 | }} {{monster **HP:** 10 (14 if Elder Crab) **Average Damage Bonus:** None (+1D4 if Elder Crab) **Average Build:** 1 (3 if Elder Crab) **Move:** 4 / 6 Swimming }} ##### ATTACKS {{monster **Attacks per round:** 2 pincher strikes, or an attempt to disorient and then grab its prey. **Pincher:** 40% (20/8), damage 1D4 **Dodge:** 32% (16/6) **Armor:** 2-3 (exoskeleton) **Glowing Stalks:** The creature can emit a sudden and intense burst of bioluminescent light. The effectiveness of the prey's disorientation is determined rolling its POW against the crab's. **Grab and Hold:** (mnvr) damage 1D6 + damage bonus, followed by damage bonus each round while held (or drowning). }} ## Auroral Megalopod {{icon,medium ![Crab](https://static.wikia.nocookie.net/thefifthcity/images/3/3f/Megalops_top.png) }} The Auroral Megalopods possess a mesmerizing beauty, with shells that emit a soft golden glow, but are known for their aggressive nature. They are considered a distinct species due to their unique traits, such as the large, non-vestigial eyes and blue blood. Their pale glowing flesh is edible, but unsuitable to use as supplies. {{column-count:2 | Char. | Rolls (x5) | Avg. | |:------|:-----------|-----:| | SIZ | 2D6 +6 | 65 | | STR | 2D6 +6 | 65 | | CON | 2D6 +10 | 70 | | Char. | Rolls (x5) | Avg. | |:------|:-----------|-----:| | DEX | 2D6 +6 | 65 | | INT | 2D6 | 35 | | POW | 3D6 | 50 | }} {{monster **HP:** 13 **Average Damage Bonus:** +1D4 **Average Build:** 3 **Move:** 2 / 10 Swimming }} ##### ATTACKS {{monster **Attacks per round:** 2 pincher strikes, plus an optional ramming charge as bonus action. **Pincher:** 50% (25/10), damage 1D6 + damage bonus **Charge:** 55% (27/11) bonus action **Dodge:** 25% (12/5) **Armor:** 3 (exoskeleton) }} {{pageNumber,auto}} {{footnote **chapter V** beasts, horrors and gods }} \page ## Bat Swarm {{icon,medium ![Bats](https://i.imgur.com/1xrYHxA.jpg) }} A common sight in the dark depths of the Neath, Bats often merge together in chaotic flurries of leathery wings and piercing echolocation calls. They are drawn to sources of light and movement, making them a constant and tedious if mostly venial menace. {{column-count:2 | Char. | Rolls (x5) | Avg. | |:------|:-----------|-----:| | SIZ | 2D4 | 15 | | STR | 2D4 | 25 | | CON | 2D6 +6 | 65 | | Char. | Rolls (x5) | Avg. | |:------|:-----------|-----:| | DEX | 1D6 +18 | 105 | | INT | --- | 0 | | POW | 2D6 | 35 | }} {{monster **HP:** 5 **Average Damage Bonus:** -2 **Average Build:** -2 **Move:** 1 / 12 Flying ##### ATTACKS **Attacks per round:** 1 strike with teeth or claws. **Strike:** 40% (20/8), damage 1D2 **Swarm:** +1 to dice size per extra bat **Dodge:** 52% (26/10) **Armor:** None **Skills:** 75% Perception (echo-locate) **Swarm:** If attacking as a group, use the characteristics above to represent the group, increasing the Size by 10 and damage dice size by 1 for each additional creature. Each time the target beats the creatures reduce their number by one. For example a group of 6 bats would have a size of 65 and would inflict 1D6 damage. }} ## Behemoustache {{icon,medium ![Behemoustache](https://i.imgur.com/ovwStFj.jpg) }} While possessing formidable size and teeth, the Behemoustache stands out primarily due to its magnificent moustache and rarely poses a threat. {{column-count:2 | Char. | Rolls (x5) | Avg. | |:------|:-----------|-----:| | SIZ | 3D6 +10 | 165 | | STR | 2D6 +6 | 65 | | CON | 2D4 | 15 | | Char. | Rolls (x5) | Avg. | |:------|:-----------|-----:| | DEX | 2D6 | 35 | | INT | --- | 0 | | POW | 3D6 | 50 | }} {{monster **HP:** 18 **Average Damage Bonus:** +2D6 **Average Build:** 3 **Move:** 8 Swimming }} {{monster ##### ATTACKS **Attacks per round:** 1 ramming charge or attempt to bite and swallow. **Charge:** 30% (15/6), damage 1D4 + damage bonus **Dodge:** 17% (8/3) **Armor:** 2 (scales) **Enchanting:** The Behemoustache possesses a magnificent moustache that can captivate and distract individuals, making them momentarily enthralled by its majestic presence. **Grab and Hold:** (mnvr): damage 1D6 + damage bonus, followed by damage bonus each round while held (or drowning). }} ## Beloved {{icon,medium ![Beloved](https://i.imgur.com/Uzw25OF.jpg) }} A large and slow flatfish, the Beloved possesses a distinct characteristic in the form of a loud and annoying call. It is considered one of the least menacing creatures in the depths of the zee, but while friendly at first glance, it will promptly retaliate if provoked or attacked. {{column-count:2 | Char. | Rolls (x5) | Avg. | |:------|:-----------|-----:| | SIZ | 2D6 +6 | 65 | | STR | 3D6 | 50 | | CON | 3D6 | 50 | | Char. | Rolls (x5) | Avg. | |:------|:-----------|-----:| | DEX | 2D6 | 35 | | INT | --- | 0 | | POW | 2D6 | 35 | }} {{monster **HP:** 11 **Average Damage Bonus:** None **Average Build:** 0 **Move:** 6 Swimming }} {{monster ##### ATTACKS **Attacks per round:** 1 bite or cry. **Bite:** 40% (20/8), damage 1D4 + damage bonus **Dodge:** 17% (8/3) **Armor:** None **Beloved's cry:** 10% chance of 1D2 Sanity Loss. }} ## Blue Prophets {{icon,medium ![Blue Prophet](https://i.imgur.com/nirKgkd.jpg) }} Blue Prophets have earned their name due to the belief that they possess the ability to speak the names of those about to die. While individually they pose about as much threat as an average large parrot, they can become quite vicious when gathered in large flocks. {{pageNumber,auto}} {{footnote **chapter V** beasts, horrors and gods }} \page {{column-count:2 | Char. | Rolls (x5) | Avg. | |:------|:-----------|-----:| | SIZ | 3D4 | 30 | | STR | 2D6 | 35 | | CON | 2D6 +3 | 50 | | Char. | Rolls (x5) | Avg. | |:------|:-----------|-----:| | DEX | 3D6 | 50 | | INT | --- | 0 | | POW | 2D6 | 35 | }} {{monster **HP:** 8 **Average Damage Bonus:** -1 **Average Build:** -1 **Move:** 10 Flying }} {{monster ##### ATTACKS **Attacks per round:** 1 strike with the beak. **Beak:** 40% (20/8), damage 1D4 **Dodge:** 25% (12/10) **Armor:** None **Flock:** If attacking as a group, increase size and damage dice size as per the Bat Swarm fight. }} ## Jillyfish {{icon,medium ![Jillyfish](https://static.wikia.nocookie.net/thefifthcity/images/d/da/Jillyfish.png) }} Giant glowing purple jellyfishes with lethal tentacles. Some have hardened caps resembling a woman's face, which zailors claim to speak. {{column-count:2 | Char. | Rolls (x5) | Avg. | |:------|:-----------|-----:| | SIZ | 2D6 +12 | 100 | | STR | 3D6 +6 | 80 | | CON | 3D6 | 50 | | Char. | Rolls (x5) | Avg. | |:------|:-----------|-----:| | DEX | 2D6 | 35 | | INT | --- | 0 | | POW | 3D6 | 50 | }} {{monster **HP:** 13 **Average Damage Bonus:** +1D4 **Average Build:** 2 **Move:** 8 Swimming }} {{monster ##### ATTACKS **Attacks per round:** 1 ramming charge. **Charge:** 60% (20/8), damage 1D2 + damage bonus **Dodge:** 17% (8/3) **Armor:** None or up to 2 (hardened cap) **Poisonous Tentacles:** If touched, the victim must succeed on Resistance Roll (CON x 5). }} ## Milliner Bats {{icon,medium ![Feather](https://i.imgur.com/sZQpzN0.jpg) }} Quite average as far as bats go - except that they're covered in sky-blue feathers, applied with glue of all things, making them similar in appearance and danger to Blue Prophets. But how *did* these bats get their feathers? Did they steal them? ## Plated Seal {{icon,medium ![Snake](https://fallenlondon.wiki/w/images/5/51/Seamonster.png) }} Serpentine creatures that grow to around fifteen feet long, the plated seals are agile predators with bulging eyes and jaws filled of long, jagged teeth. {{column-count:2 | Char. | Rolls (x5) | Avg. | |:------|:-----------|-----:| | SIZ | 2D6 +6 | 65 | | STR | 3D6 +6 | 80 | | CON | 3D6 +6 | 80 | | Char. | Rolls (x5) | Avg. | |:------|:-----------|-----:| | DEX | 3D6 +6 | 80 | | INT | --- | --- | | POW | 2D6 +6 | 65 | }} {{monster **HP:** 14 **Average Damage Bonus:** +1D4 **Average Build:** 1 **Move:** 10 Swimming }} ##### ATTACKS {{monster **Attacks per round:** 1 bite or crushing grip. **Bite:** 60% (20/8), damage 1D4 + damage bonus **Dodge:** 40% (20/8) **Armor:** 2 (glistening skin) **Skills:** 90% Stealth **Constrict:** (mnvr) The victim may oppose a STR roll to resist damage. }} ## Tyrant Moth {{icon,medium ![Moth](https://i.imgur.com/OvH3m9w.jpg) }} These immense moths possess wings that stretch to extraordinary sizes, and are strong enough to destroy ships' sails if they're not fought off in time, which naturally makes them the subject of many myths and stories. {{column-count:2 | Char. | Rolls (x5) | Avg. | |:------|:-----------|-----:| | SIZ | 1D6 +18 | 105 | | STR | 5D6 +10 | 135 | | CON | 4D6 | 70 | | Char. | Rolls (x5) | Avg. | |:------|:-----------|-----:| | DEX | 4D6 | 70 | | INT | --- | --- | | POW | 3D6 +6 | 35 | }} {{monster **HP:** 17 **Average Damage Bonus:** +2D6 **Average Build:** 4 **Move:** 12 Flying }} ##### ATTACKS {{monster **Attacks per round:** 2 flutters of wings. **Flutter:** 70% (35/14), damage 1D6 + damage bonus **Dodge:** 42% (21/8) **Armor:** None. **Skills:** 60% Perception (echo-locate) }} {{pageNumber,auto}} {{footnote **chapter V** beasts, horrors and gods }} \page {{title # HORRORS }} In this chapter we shall delve into some of the unfathomable horrors that dwell within the Neath. Be wary, for each entry shall provide a glimpse into the nature of abhorrent beings whose mere sight can shatter the feeble boundaries of sanity. ## Bound Shark {{icon,medium ![Shark](https://static.wikia.nocookie.net/thefifthcity/images/2/2f/Boundshark.png) }} Enormous sharks that have been subjected to cruel and agonizing bindings, their bodies mutilated and twisted by cages, mechanisms and metallic rods that have been driven into their flesh, reshaping their internal organs into a twisted and unrecognizable mess. {{column-count:2 | Char. | Rolls (x5) | Avg. | |:------|:-----------|-----:| | SIZ | 5D6 | 90 | | STR | 5D6 | 90 | | CON | 4D6 | 90 | | Char. | Rolls (x5) | Avg. | |:------|:-----------|-----:| | DEX | 3D6 | 50 | | INT | --- | --- | | POW | 3D6 | 50 | }} {{monster **HP:** 18 **Average Damage Bonus:** +1D6 **Average Build:** 2 **Move:** 12 Swimming }} ##### ATTACKS {{monster **Attacks per round:** 2 biting and thrashing. **Bite:** 75% (37/15), damage 1D4 + damage bonus **Dodge:** 25% (12/5) **Armor:** 2 (metal cage) **Skills:** 40% Perception **Bite and Hold:** (mnvr) A shark may bite and hold onto its victim, inflicting automatic damage on following rounds until it can be dislodged by an opposed STR roll. }} ## Constant Companion {{icon,medium ![Spider](https://i.imgur.com/3nevePN.jpg) }} Most zee-beasts will ignore you unless you get too close - and will not pursue if you leave their territory. But not this creature. The Constant Companion hunts by smelling fear, and is said to feed on fear itself, becoming more formidable as its prey succumbs to terror. {{column-count:2 | Char. | Rolls (x5) | Avg. | |:------|:-----------|-----:| | SIZ | 3D6 +6 | 80 | | STR | 3D6 | 50 | | CON | 4D6 | 70 | | Char. | Rolls (x5) | Avg. | |:------|:-----------|-----:| | DEX | 2D6 +6 | 65 | | INT | 1D6 | 15 | | POW | 3D6 +6 | 80 | }} {{monster **HP:** 15 **Average Damage Bonus:** +1D4 **Average Build:** 1 **Move:** 10 Swimming }} ##### ATTACKS {{monster **Attacks per round:** 1 ramming charge. **Charge:** 50% (25/10), damage 1D8 + damage bonus **Dodge:** 32% (16/6) **Armor:** None. **Skills:** 50% Perception **Fear Scent:** +20% Spot Hidden perceiving fear. **Consuming Dread:** While fear lingers, its STR and POW increase by 1 up to 10 maximum points for every Sanity point lost within a 50-foot radius. **Paralyzing Aura:** Frightened individuals within 10 feet must succeed on a Hard POW roll or be paralyzed for 1D4 rounds. }} ## Lifeberg {{icon,medium ![Lifeberg](https://fallenlondon.wiki/w/images/0/05/Lifeberg.png) }} While it may appear as a formidable chunk of ice drifting through the water, this zee-monster hungers for both ships and men. It emits an unpleasant scent of ammonia, and is often marred by evidence of recent feasts, including iridescent slicks of fuel oil, sooty metal scraps, and frozen blood. {{column-count:2 | Char. | Rolls (x5) | Avg. | |:------|:-----------|-----:| | SIZ | 6D6 +6 | 110 | | STR | 6D6 +6 | 110 | | CON | 5D6 | 90 | | Char. | Rolls (x5) | Avg. | |:------|:-----------|-----:| | DEX | 3D6 | 50 | | INT | 1D6 | 15 | | POW | 3D6 | 50 | }} {{monster **HP:** 20 **Average Damage Bonus:** +2D6 **Average Build:** 3 **Move:** 6 Swimming }} ##### ATTACKS {{monster **Attacks per round:** 1 ramming charge. **Charge:** 80% (40/16), damage 1D8 + damage bonus **Dodge:** None, being an iceberg... **Armor:** 4 (thick ice) **Skills:** 40% Perception, 50% Stealth (if motionless) **Freezing Aura:** The cold imposes a penalty of 20% on all combat rolls made within 10 feet. }} {{pageNumber,auto}} {{footnote **chapter V** beasts, horrors and gods }} \page ## Lorn-Fluke {{icon,medium ![Fluke](https://i.imgur.com/nnYahGn.jpg) }} A Lorn-Fluke is similar in design to a sea urchin but the size of a ship. The most striking of its features are its spines, which possess strange memory-altering qualities. When someone is pierced by a spine that is still attached to the Fluke, they can enter a trance state in which their memories and the Fluke's memories merge and mix together. The needles are also capable of removing memories, specifically regrets, from the minds of those pierced with them. These needles can then be used again to inject those regrets into someone else. The Fluke serves as a massive repository of memories of those it has killed. When someone takes a memory from the Fluke, a spine containing that regret will grow upon the receiver. Lorn-Flukes are feared by zailors, who know that these spiny monstrosities can skewer a ship with their spikes and scream words in the Correspondence to drive the ship's crew mad {{column-count:2 | Char. | Rolls (x5) | Avg. | |:------|:-----------|-----:| | SIZ | 12D6 | 210 | | STR | 3D6 +10 | 100 | | CON | 12D6 | 210 | | Char. | Rolls (x5) | Avg. | |:------|:-----------|-----:| | DEX | 3D6 | 50 | | INT | 6D6 | 105 | | POW | 6D6 | 105 | }} {{monster **HP:** 42 **Average Damage Bonus:** +3D6 **Average Build:** 4 **Move:** 4 Swimming }} ##### ATTACKS {{monster **Attacks per round:** 1 strike or scream. **Strike:** 80% (40/16), damage 2D8 + damage bonus **Dodge:** 25% (12/5) **Armor:** 10 (hardened spines) **Skills:** 60% Perception, 50% Stealth **Memory Fusion:** When pierced, the target must make a Hard POW roll or enter a trance state, merging their memories with the Fluke's. **Scream:** The Lorn-Fluke screams in the Correspondence. All those who hear it must make a Hard POW roll or suffer 1D10 Sanity loss. : Flukes may be affected by the Dawn Machine. These specimen are called **Dawn-Flukes**. }} ## Mt. Nomad {{icon,medium ![Nomad](https://i.imgur.com/tM1jn1u.jpg) }} Somewhat similar in appearance to a Lifeberg, Mt. Nomad is a large purple mountain that exhibits aggressive behavior. {{column-count:2 | Char. | Rolls (x5) | Avg. | |:------|:-----------|-----:| | SIZ | --- | 500 | | STR | --- | 350 | | CON | --- | 500 | | Char. | Rolls (x5) | Avg. | |:------|:-----------|-----:| | DEX | --- | 20 | | INT | --- | 210 | | POW | --- | 210 | }} {{monster **HP:** 100 **Average Damage Bonus:** +10D6 **Average Build:** 11 **Move:** 2 Swimming }} ##### ATTACKS {{monster **Attacks per round:** 1 ramming charge. **Charge:** 80% (40/16), damage 2D6 + damage bonus **Dodge:** None, being a mountain. **Armor:** 10 (rock) **Skills:** 50% Perception, 40% Stealth (underwater) **Regeneration:** When defeated, Mt. Nomad hides underwater and recovers in just a few minutes. }} ## Neither {{icon,medium ![Neither](https://i.imgur.com/vLKajMZ.jpg) }} These enigmatic beings have bodies that appear more fluid than flesh, and generate powerful vortices in their death throes, engulfing anyone too close. {{column-count:2 | Char. | Rolls (x5) | Avg. | |:------|:-----------|-----:| | SIZ | 3D6 | 50 | | STR | 6D6 | 105 | | CON | 6D6 | 105 | | Char. | Rolls (x5) | Avg. | |:------|:-----------|-----:| | DEX | 3D6 +18 | 140 | | INT | 3D6 | 50 | | POW | 6D6 | 105 | }} {{monster **HP:** 15 **Average Damage Bonus:** +1D4 **Average Build:** 1 **Move:** 8 Swimming }} ##### ATTACKS {{monster **Attacks per round:** 2 ramming charges. **Fighting:** 80% (40/16), damage 2D6 + damage bonus **Dodge:** 70% (35/14) **Armor:** 2 (slippery) **Skills:** 50% Perception, 60% Stealth **Vortex:** Make a Hard DEX roll. Those engulfed suffer visions and automatic drowning damage. }} {{pageNumber,auto}} {{footnote **chapter V** beasts, horrors and gods }} \page ## Thalatte {{icon,medium ![Thalatte](https://i.imgur.com/xHjP7ml.jpg) }} The Thalatte is a large underwater monster with a nightmarish appearance. Its body is a gristly collage of mismatched organs, featuring a beaked mouth, a hooked sucker-maw, and a double handful of maxillipeds among its unsettling features. {{column-count:2 | Char. | Rolls (x5) | Avg. | |:------|:-----------|-----:| | SIZ | 4D6 +30 | 220 | | STR | 6D6 | 105 | | CON | 4D6 +30 | 220 | | Char. | Rolls (x5) | Avg. | |:------|:-----------|-----:| | DEX | 2D6 +12 | 95 | | INT | 2D6+6 | 50 | | POW | 4D6 | 70 | }} {{monster **HP:** 44 **Average Damage Bonus:** +3D6 **Average Build:** 4 **Move:** 12 Swimming }} ##### ATTACKS {{monster **Attacks per round:** 1 spit and 1 slashing claw. **Spit:** 80% (40/16), damage 1D8 + damage bonus **Claw:** 70% (35/14), damage 1D8 + damage bonus **Dodge:** 50% (25/10) **Armor:** 3 (patchwork hide) **Skills:** 40% Perception **Foul Meat:** The creature's meat is edible, but of repulsive nature, capable of driving individuals to madness if not properly processed. **Noxious Spit:** Containing noxious substances, the spit may cause additional damage over time. }} ## Tree of Ages {{icon,medium ![Tree of Ages](https://i.imgur.com/nGdPeXR.jpg) }} A hulking monstruositity made up of a ship fused with dozens of sorrow-spiders knotted together, the Tree of Ages harbors a deep ambition to stretch across the Neath, embodying the flawless geometry of sorrow. {{column-count:2 | Char. | Rolls (x5) | Avg. | |:------|:-----------|-----:| | SIZ | 4D6 +30 | 220 | | STR | 4D6 +30 | 220 | | CON | 24D6 | 420 | | Char. | Rolls (x5) | Avg. | |:------|:-----------|-----:| | DEX | 3D6 +18 | 140 | | INT | 24D6 | 420 | | POW | 4D6 +30 | 220 | }} {{monster **HP:** 64 **Average Damage Bonus:** +4D6 **Average Build:** 5 **Move:** 10 Swimming }} \column ##### ATTACKS {{monster **Attacks per round:** 2 ramming charges. **Charge:** 80% (40/16), damage 2D6 + damage bonus **Dodge:** 70% (35/14) **Armor:** 6 (exoskeleton) **Skills:** 70% Perception, 30% Stealth **Mental Domination:** The Tree of Ages can exert powerful mental control, manipulating their victims' thoughts and actions. **Spiderling Swarm:** These spiderlings act as an extension of its will, attacking and biting foes with their venomous fangs. **Web Sense:** Knows the exact location of any other creature in contact with its web. }} ## Triskelegant {{icon,medium ![Triskelegant](https://i.imgur.com/POalykH.jpgg) }} Titanic Triangular-shaped creatures notable for their ability to rotate extremely quickly, the Triskelegants can generate maelstroms strong enough to engulf any passing ships. They have three mouths, each one located on a "corner" of their bodies. {{column-count:2 | Char. | Rolls (x5) | Avg. | |:------|:-----------|-----:| | SIZ | 6D6 | 105 | | STR | 6D6 | 105 | | CON | 4D6 +30 | 220 | | Char. | Rolls (x5) | Avg. | |:------|:-----------|-----:| | DEX | 3D6 +18 | 140 | | INT | 3D6 | 50 | | POW | 6D6 | 105 | }} {{monster **HP:** 32 **Average Damage Bonus:** +2D6 **Average Build:** 3 **Move:** 8 Swimming }} ##### ATTACKS {{monster **Attacks per round:** 1 spinning vortex or 3 bites. **Bite:** 80% (40/16), damage 2D8 + damage bonus **Dodge:** 70% (35/14) **Armor:** 8 (toughened scales) **Skills:** 50% Perception, 60% Stealth **Maelstrom Generation:** The Triskelegant can unleash devastating maelstroms. **Whirling Fury:** Receives a bonus of +20% to its Dodge attempts when generating a maelstrom. }} {{frame ##### Facing Horror Remember, **the sight of any of these abominations can inflict mental trauma**. It is the Keeper's responsibility to define its extent and adjust the encounter accordingly, striking the delicate balance between fear and storytelling. }} {{pageNumber,auto}} {{footnote **chapter V** beasts, horrors and gods }} \page {{title,drop # The Nameless Gods }} Sailors on the Surface have always been a superstitious lot, eager to share tales of unlikely but detailed encounters with supernatural beings that have helped or hindered them on their travels. But on the Unterzee, these superstitions might actually hold some truth, for the Neath is full of things no mortal can possibly comprehend. At the heart of most of these tales is a trinity of entities whose true names are known only to themselves. Commonly referred to as Storm, Stone, and Salt, these enigmatic beings are both revered and feared by the most seasoned Zailors, who are keen to make offerings to gain their favor in the hopes of safe travels and bountiful catches. Unfortunately, it is never certain whether they will listen or, if they do, whether they will help as originally intended. ## Storm {{icon,medium ![Storm](https://i.imgur.com/6Ft65MZ.jpg) }} Known as the god of Anger and High Places, Storm is the most tangible and feared of the three, whose presence is said to be felt in moments of great tension, when the ship's hull creaks under the strain and breath is held in anticipation. His power manifests itself in every thunderclap, every bolt of lightning. The sudden crash of thunder, the roar of wind, the impact of ships on rocks, the spray of blood into water – all that is the god Storm. In the midst of a tempest, when the waves threaten to capsize the steamboat, sailors will invoke his name in desperate prayers for mercy. Some believe that he dwells among the false stars of the ceiling or is the false stars themselves. But even though most consider him a cruel and heartless god, there are those who still revere him as a mighty and awe-inspiring force of nature. {{comment,text-align:right "An ancient anger knows you." }} ## Stone {{icon,medium ![Stone](https://i.imgur.com/u3Wd2Ma.jpg) }} The most merciful of the three, Stone is a goddess of healing, stability, and defense of those things that are precious. She is the Mountain of Light, whose life-giving blood spills forth endlessly flowing past Adam’s way into the sea. Hers is the Elder Continent. It is said that sailors praying to Stone for safety have received her help, in the form of safe passage and good weather, in exchange for a sacrifice of food and comfort. This has lead to the widespread rumor that she may be responsible for the healing properties of the rare blue scintillack found throughout the Neath. Others believe that she is the force that keeps the Neath stable and prevents it from collapsing in on itself. {{comment,text-align:right "It’s very far away;
but perhaps it’s watching you." }} ## Salt {{icon,medium ![Salt](https://i.imgur.com/MDdt4mn.jpg) }} Very little is known of Salt, but there are none who set to the sea who have not felt him. Salt's Song is a light on the horizon, a sea breeze, a splash in the distance. It is always approaching, and never arriving. The out of place and the uncanny are Salt’s, and it is with him that sailors bargain with when they are lost at sea, and all hope has fled. He is the eastern breeze and the unbidden tears of longing: those who Salt favors are likely to never see home again, and those who have lost much, particularly loved ones, often ask Salt for solace. {{comment,text-align:right "It’s watching you; if it even exists." }} {{comment {{font-size:14px "King Storm, stay your anger.
Queen Stone, preserve our hearts.
Salt, tempt us not. " }} {{text-align:right -- Zailor's prayer }} }} {{pageNumber,auto}} {{footnote **chapter V** beasts, horrors and gods }} \page {{title # BEYOND THE CHAIN }} The Great Chain, also known as the Great Chain of Being or Great Chain of Existence, is the natural hierarchy of all living things, with god(s) at the top, followed by their servants, humans, animals (stratified according to their role in nature), plants, and minerals. The Beings listed on this page, however, appear to exists outside (and/or defying) the conventional understanding of the Chain. ## The Fathomking {{icon ![Fathomking](https://images.fallenlondon.com/icons/fathomking.png)}} The Fathomking is the ruler of the Drownies, and more broadly of all who die at sea. Above all, He values secrets and good stories, which He will pay handsomely for. As such, being granted audience to tell a tale of mysteries or terrors is relatively easy, but since He is also rather fond of punishing transgressors, visitors may be asked to become witnesses to the executions of more unfortunate guests. His favored term of address is "Your Complexity", and He is known to be capable of reviving the deceased, albeit for a very steep price. He is not generous, but may occasionally be fair. Rumors have it that his wife is a Lorn-Fluke, and this union is what made him into the powerful being He is: prior to it, He may have merely been a human. ## The Fingerkings {{icon ![Fingerking](https://images.fallenlondon.com/icons/snakehead2.png)}} Serpentine rulers of the dream-lands of Parabola, they are the royalty of the dream-snakes who do not exist. Since they are native to the lands of the Is-Not, the Fingerkings desire a true existence above all else, and derive sustenance from the memories and substance of beings from outside the world of dreams. The main way a Fingerking might achieve true existence is through possessing someone from outside Parabola, causing gaps in memory and a change in the appearance of their eyes - anything from a change in gaze to their pupils narrowing to reptilian slits. Fingerkings can also possess other creatures native to the Is-Not, though they usually do not wish or care to do so unless said being can survive in the real world. {{note ##### Beyond the Mirrors Since the Fall it has been discovered that dreams are not merely flashes of brain activity during sleep, but a separate and physical dimension known as Parabola. There are many ways to enter Parabola, the most widely known being Prisoner's Honey and Irem's House of the Amber Sky. It is also possible to physically pass through mirrors, but this process can be painful for obvious reasons. Those who properly enter Parabola (rather than accessing it through dreams) disappear from the physical world for the duration of their stay, and may reappear in other locations. When one’s body returns before their mind does, they may seem drunk. This is called being honeymazed. }} {{wide,text-align:center;font-size:90% {{icon,double,width:100% ![Parabola](https://fallenlondon.wiki/w/images/0/01/Parabola-header.png)}} Parabola, the reign beyond Mirrors }} {{pageNumber,auto}} {{footnote **chapter V** beasts, horrors and gods }} \page {{chapter ## Chapter VI # APPENDICES & ATTACHMENTS }} Within the dark realm of the Neath exist countless secrets that defy easy categorization. This chapter serves as a repository for various things of significance that have yet to be explored in detail, providing a glimpse into intriguing subjects that will add depth and richness to your adventures in this captivating universe. {{title # ABOUT DEATH }} In the depths of the Neath, death has become a malleable concept, and the consequences of dying have changed drastically. For humans, a fatal encounter does not necessarily mark the end. Stabbed, shot, or even drowned, timely stitching or a rude awakening with a hangover can ensure recovery and a second chance at life. Even natural causes and old age need not be fatal, as one can return time and again, eventually joining the ranks of the Tomb-Colonists, unless they wish otherwise. However, each death does take a toll. With each resurrection, as one becomes increasingly desensitized to death, their connection to humanity gradually wanes, diluting their sense of identity and morality. London's society has undergone profound changes due to this altered state of mortality. Serial killers are no longer feared as they once were on the Surface. Instead, a macabre game called Knife-and-Candle has emerged, where players compete in the art of murder. Yet, there remain certain circumstances that tighten death's grip permanently. Losing one's heart, head, or being dismembered leaves little hope of resurrection. Rare venoms can permanently extinguish life, and those who meet their demise in the depths of the Unterzee rarely find their way back, though some may reappear as Drownies. ## Other Species {{icon ![Boatman](https://fallenlondon.wiki/w/images/4/47/Boatman.png) }} Devils, through arcane rituals, reincarnate in new forms, often seeking death as a means to ascend. Rubbery Men, if among their kin at the time of passing, may return in a fresh body, while those who die alone face permanent demise. Clay Men, infused with life by the Mountain of Light, are virtually unkillable, only slowly losing power over time. Rats and cavies are not as fortunate. Though resilient and quick to heal, only the intervention of a higher power can eventually prevent their permanent demise. {{frame ##### The Practical Effects of Death **Humans:** The first death inflicts a loss of 1D10 Sanity, the second 1D6, the following 1D4. May alternatively embrace the fate of a Tomb-Colonist, reducing APP to a maximum of 65. Once granted another chance at life in the Neath, a human may no longer withstand sunlight unnless they have achieved True Immortality. **Tomb-Colonists:** Each passing decade or further death results in a 1D4 APP decrease, down to 15. **Clay Men:** Suffer a loss of 1D4 POW with each demise, but may be restored by a Higher Power. Healed with fresh clay, Art/Craft or DEX check. **Rats, Cavies:** May feign death to elude predators. When reduced to 0 HP, drop to 1 instead. Can't use this ability again until fully restored. Heal very quickly, 2D4 (up to 50%) HP per day. **Rubbery Men:** Suffer a loss of 30 skill points and may experience personality changes unless they preserve part of their essence in special amber. **Devils:** May gain 5 POW upon reincarnation, or suffer temporary/full memory loss, depending on the flawless execution of an intricate ritual. }} {{pageNumber,auto}} {{footnote **chapter VI** appendices & attachments }} \page {{title # FEASTS & CELEBRATIONS }} Over the years, Londoners have embraced a plethora of new holidays, with the most renowned being the Feast of the Exceptional Rose, the Fruits of the Zee Festival, Whitsun, Hallowmas and Sacksmas. ## The Exceptional Rose {{icon ![Rose](https://static.wikia.nocookie.net/thefifthcity/images/6/61/Fangrose.png) }} Every February in the Neath, for three weeks starting with the first Thursday of the month, Fallen Londoners don masks and engage in a romantic holiday event known as the Feast of the Exceptional Rose. While the name of the festival comes from the annual blooming of the Exceptional Rose, very few have actually seen this flower, which embodies the essence of love - simultaneously deadly, beautiful, deceitful, and envious. Part of Feast of the Rose is sending each other gifts, which range from the strange, like a glass full of teeth, to the chivalrous, like a murder of one's rival, or something useful like a Blemmigan Pedant. ## Whitsun {{icon ![Egg](https://fallenlondon.wiki/w/images/d/d6/Pelagic_egg.png) }} Celebrated yearly during the month of May, Whitsun unveils strange eggs scattered across Fallen London. From lofty chimneys to docked ships' holds, these eggs manifest in various sizes, some as large as beer barrels. Londoners, consumed by egg-madness, fervently collect and nurture them, even resorting to unusual methods to influence their development. The mystery of their eventual hatching holds anticipation and intrigue. What marvellous creature awaits within? Only time will reveal! ## Fruits of the Zee {{icon ![Carcass](https://fallenlondon.wiki/w/images/d/df/Carcass.png) }} Marking the end of false-summer, usually lasting for two weeks starting the end of August or early in September, the Fruits of the Zee Festival takes place on bucolic Mutton Island, which is readily accessible by ferry from Wolfstack Docks for a small price. Visitors may fish for Strange Catches, try Rubbery Lumps where they were invented, and even let drownies show them possible futures. Oddly, some of the more nightmare-plagued visitors have attempted to actually eat the island's wishing well, and end up being thrown off the island as a result. ## Hallowmas {{icon ![Infant](https://fallenlondon.wiki/w/images/3/39/Infantmask.png) }} One of London's older festivals, typically starting in October and lasting for two weeks, Hallowmas is the season of the commission and purging of sin. During this time it is customary to go masked and trade confessions with each other. ## Sacksmas {{icon ![Sacks](https://fallenlondon.wiki/w/images/3/3a/Sacks.png) }} In the Neath, Christmas takes on a peculiar twist. Instead of snow, an unusual substance called Lacre, reminiscent of ammonia, descends upon the city. Additionally, during the 12 Days of Mr Sacks, also referred to as the Crimson Beast of Winter,the customary tradition of exchanging gifts undergoes a transformation. Rather than receiving presents, a figure named Mr Sacks, Saint Nick's counterpart, appears at your doorstep to demand them. Armed with a massive bag, Mr Sacks traverses the city, collecting offerings from its inhabitants throughout the holiday season. It's Christmas turned upside down - a ghastly spectacle where individuals themselves occasionally become part of Mr Sacks' collection. {{comment "A knock on your door. A hunched figure. Every year, this Crimson Beast of Winter brings his terrible sack, demanding gifts to fill the void. And now you hear a high-pitched, faintly peevish voice: -What will you put in my sack?-" }} {{pageNumber,auto}} {{footnote **chapter VI** appendices & attachments }} \page {{title,drop # THE CORRESPONDENCE }} Mostly known as a form of esoteric writing that consists of intricate sigils and pictograms, the Correspondence is a dangerous and powerful language that can shape the world defying the laws of conventional understanding. However, it is extremely notorious for being hazardous to both the mind and the body, as the heat generated from the sigils can scorch an observer's eyebrows clean off just from studying it too closely, to say nothing of the horrifying secrets that now swim through their foolhardy mind. For this reason, most daren't study it beyond a passing glance. ## Applications Unlike most languages, which reflect the world and order thoughts, the Correspondence is capable of shaping the world and composing thoughts of its own accord. The meanings of sigils of the Correspondence that represent concepts can be especially notable, as they can be used to convey certain characteristics onto the objects upon which they're written. For instance, carefully inscribing the Correspondence sigils for "Light" and "Constancy" onto a waxen cylinder can create a candle that never loses its flame. ## Practitioners Those clever or foolish enough to study the Correspondence call themselves Scholars, whereas the professionals who specialize in it are said Correspondents. Unsurprisingly, studying Correspondence sigils can be difficult even for the experienced academic, as the few available works on the subject are fiercely hoarded by collectors and outright destroyed by the Ministry of Public Decency. Furthermore, lengthy discussions regarding the Correspondence can be extremely detrimental to all parties involved, as even just thinking about it may result in feelings of being scorched. {{icon,huge,width:100% ![Correspondence](https://i.imgur.com/FLSVeqR.jpg) }} {{comment "A law is a sequence of words, and words are simply meanings translated: by lines on a page, by sounds in a mouth, by movements across a ballroom. Or a cricket field." }} ## Spelling and Grammar {{icon,medium ![Paperweight](https://fallenlondon.wiki/w/images/d/d0/Correspondence_paperweight.png) }} Like all languages, the Correspondence has rules regarding grammar, spelling, and structure, but these rules can be unintuitive due to their inherent contraddictions. For instance, most sigils can be constructed from scratch by assembling them from other marks that act as root-sigils, or created from several sigils overlaid on top of one another. Many others, however, are seen once and never used anywhere else. Likewise, sentences can be extremely hard to define, as sigils of the Correspondence that are near one another can be totally unrelated, and yet sentences can span counterintuitive distances, spaced very far apart. In any case, usually only a maximum of six sigils are written together, as seven tend to burst into flame destroying the written surfaces. {{pageNumber,auto}} {{footnote **chapter VI** appendices & attachments }} \page ## Other Mediums {{icon ![Cricket](https://static.wikia.nocookie.net/thefifthcity/images/3/3d/Cricket.png) }} Speaking the Correspondence may manifest as light or form sigils in the air, and can have severe consequences, such as scarring or harming the speaker, potentially even destroying their voice or burning their lungs. Interestingly, it would appear that any sequence of defined events or actions can be used as a form of Correspondence, as "actions" are sequences of events, "laws" are sequences of words, and "words" are simply meanings translated into a suitable medium. Some Devils, for instance, are capable to dance in patterns resembling the Correspondence, and may sing hymns to convey inflection. Even something as unorthodox as cricket can serve as a medium for the Correspondence: the bat, a pen; the ball, punctuation; and the universe, the paper. ## Compilations There exist several compilations of the Correspondence, and given their contents, many of them need to be handled with care. One such compendium is the Gulbahar Redaction, a four-volume book consisting of sigils deemed forbidden by the Ministry of Public Decency. Another is the Dolford Compilation, which notably contains designations for dangerous sigils, called Regrettable, and includes threat levels for them, the most dangerous of which are termed conflagratory. {{frame,margin-top:17px ##### Knowing the Risks of Knowledge Investigators desiring to become practitioners of the Correspondence must be well aware that prolonged exposure to it may result in injuries, nightmares, or even long-term mental trauma. When a new sigil is discovered, a Hard POW roll is required to understand and internalize it. Whether the investigator can or cannot comprehend it, they may suffer negative consequences chosen by the Keeper. }} ## Some Examples The list of Sigils provided in these pages serves as a mere glimpse into the vast possibilities offered by the Correspondence. Keep in mind that your Keeper may adjust the costs associated with each based on the your intended actions, or request special POW and SAN checks whenever they are used or witnessed. ##### {{color:var(--violant) A Commingling of Radiances }} The light's embrace unfurls, piercing the darkness. Secrets are revealed. *Magic Points: 5-7* ##### {{color:var(--violant) Almost Never Remembered }} {{icon ![Correspondence](https://static.wikia.nocookie.net/thefifthcity/images/c/c2/Scrawl1.png) }} A shield is woven, a path is forgotten. Vital knowledge is obscured, ensuing protection or exerting manipulation. *Magic Points: 4-6* ##### {{color:var(--violant) A Mistake, Forged Into a Triumph }} Cosmic forces are realigned. Failures are transcended, and errors redeemed. *Magic Points: 7-9* ##### {{color:var(--violant) An Exchange of Burdens }} Irrepressible connections are forged, and a balance achieved. *Magic Points: 6-8* ##### {{color:var(--violant) An Impossible Number Divided by Seven }} Reality's threads fray and fortunes wanes as unpredictability weaves its tapestry. *Magic Points: 8-10* ##### {{color:var(--violant) An Unmappable Direction }} {{icon ![Correspondence](https://static.wikia.nocookie.net/thefifthcity/images/e/e1/Correspondence2.png) }} Veil parts, beckoning treacherous paths to realms uncharted and obscured from mortal perception. *Magic Points: 7-10* ##### {{color:var(--violant) A Peaceful but Undeniable Demand }} A whispered command, unyielding will of a dominating presence. *Magic Points: 6-8* ##### {{color:var(--violant) A Void Meant to be Filled }} A purposeful fill, satiating an emptiness. *Magic Points: 6-8* {{pageNumber,auto}} {{footnote **chapter VI** appendices & attachments }} \page ##### {{color:var(--violant) Breath }} A tether for life. *Magic Points: 4-6* ##### {{color:var(--violant) Chained by That Which is Inside }} Fears entangling a captive heart. *Magic Points: 8-10* ##### {{color:var(--violant) Construction of a Protective Barrier }} The might of an ethereal bastion. *Magic Points: 6-8* ##### {{color:var(--violant) Everything in Its Place }} Chaos defeated and wholeness reclaimed. *Magic Points: 6-8* ##### {{color:var(--violant) Forever Hurtling Towards the Earth }} Earth's pull beckons: embrace the fall or immobilize and shatter. *Magic Points: 6-8* ##### {{color:var(--violant) Illustrious Culpability }} Guilt's brilliance, unveiled. *Magic Points: 5-7* ##### {{color:var(--violant) Not to Be Forgot }} An unforgettable echo. *Magic Points: 4-6* ##### {{color:var(--violant) Not to Have Never Been }} A presence unbound by time. *Magic Points: 8-10* ##### {{color:var(--violant) Payment Made in Full }} A vow released by a promise fulfilled. *Magic Points: 4-6* ##### {{color:var(--violant) Rotating Something Other Than its Axis }} The defying of the laws of motion. *Magic Points: 7-9* ##### {{color:var(--violant) Separation }} The ineluctability of having become estranged. *Magic Points: 7-9* ##### {{color:var(--violant) Silence }} The peace and terror of interstellar void. *Magic Points: 6-8* ##### {{color:var(--violant) The Absence of Fertility }} Nourishment denied. *Magic Points: 7-9* ##### {{color:var(--violant) The Act of Kidnapping a New Friend }} Unknowingly abducted, entangled in a binding embrace. *Magic Points: 7-9* \column {{note ##### The Discordance {{icon ![Frosty](https://fallenlondon.wiki/w/images/2/27/Snowflake.png)}} Perplexing and frosty, the Discordance isn't an obscure language of frost and forbidden laws. One of the most dangerous parts of engaging with the Discordance is its pervasive chill. Attempting to comprehend this language can result in one's mind and memories becoming frozen; the ice fractals that form in such a process are actually one of the ways that Discordance can't be expressed. Speaking this forbidden language is also impossible; attempts at doing so only result in one's mouth becoming bloodied and frozen. If the discordance was to be defined by anything, it would be defined by contradiction. But it isn't, because it can't be defined. In truth, the Discordance doesn't actually even exist, in much the same way freezing temperatures are not actually heat, but the absence thereof. Therefore, the best place to find and study it isn't the Adulterine Castle, which also doesn't exist. {{comment "Whatever you think you remember, the first step is to remember that you don't. Once you've gained that perspective, you'll find that others can slip into place." }} }} ##### {{color:var(--violant) The Name-Which-Burns }} {{icon ![Correspondence](https://static.wikia.nocookie.net/thefifthcity/images/f/f7/Correspondence1.png) }} A name of might everlastingly carved. A fire's embrace. A divinity's all-consuming blaze of glory. *Magic Points: 12-16* ##### {{color:var(--violant) To Become Fire Rather Than Be Burned }} Unscathed, untamed, skin like the blaze. *Magic Points: 7-10* ##### {{color:var(--violant) Two Futures, Endlessly Circling }} A binding pull, eternal like gravity. *Magic Points: 8-10* ##### {{color:var(--violant) Writ Upon the Heavens }} The feeling to be upraised and yet ensnared by the very threads of cosmic tapestry. *Magic Points: 6-8* {{pageNumber,auto}} {{footnote **chapter VI** appendices & attachments }} \page {{title # THE NEATHBOW }} A visitor of the Neath will encounter colours which cannot be seen on the Surface where even the darkest of shadows are in fact still being affected by the sunlight. These seven colours are {{color:var(--irrigo) **irrigo**}}, {{color:var(--violant) **violant**}}, {{color:var(--cosmogone) **cosmogone**}}, {{color:var(--peligin) **peligin**}}, {{color:var(--apocyan) **apocyan**}}, {{color:var(--viric) **viric**}}, and {{color:var(--gant) **gant**}}. The Neathbow is their collective term. {{descriptive,background-color:var(--irrigo) {{icon ![Irrigo](https://static.wikia.nocookie.net/thefifthcity/images/b/bb/Irrigoletter.png)}} **Irrigo** is the colour of something genuinely forgotten. Exposure to it can cause severe memory loss, and in very large doses, it can make your skull grow over your eye sockets. Irrigo is the most easily found colour of the Neathbow, and its name probably comes from the Latin *irrigo*, meaning to flood or overwhelm, or, even more suitably, to diffuse or shed. }} {{descriptive,background-color:var(--violant) {{icon ![Violant](https://static.wikia.nocookie.net/thefifthcity/images/e/ed/Violantletter.png)}} **Violant**, on the contrary, is the colour of a memory unbidden, like that earworm of a tune that keeps looping in your head. Violant is extremely unnerving to stare at, and often indelibly lingers in one's memory, which makes it a favorite for esoteric publications. The name violant is said to stem from *violent* or *violet*, or both. }} {{descriptive,background-color:var(--cosmogone) {{icon ![Cosmogone](https://static.wikia.nocookie.net/thefifthcity/images/6/62/Cosmogone.png) }} **Cosmogone** is the colour of remembered sunlight. It's the colour of nostalgia, of what you think the past was, of the tinted shades you wear when you look back at what you think yesterday was. The fecund, the foetid, the fungal: these flourish in the glow of cosmogone. Cosmogone's name probably comes from the combination of the words *cosmos* and *gone*, fashioned in the style of *cosmogony*, the study of the origin of the universe. }} {{descriptive,margin-top:0;background-color:var(--peligin) {{icon ![Peligin](https://static.wikia.nocookie.net/thefifthcity/images/f/f9/Peliginletter.png) }} **Peligin** is the colour of the known unknown, of the awareness there's something out there in the black, out of reach, impossibly beyond sight. It is the hue of the waters of the Unterzee and of Death; the colour of mystery, of danger, and of fear. The term peligin is seemingly a portmanteau of the Latin *pelagus*, meaning *sea*, and the word *fuliginous*, meaning soot-like. }} {{descriptive,background-color:var(--apocyan) {{icon ![Apocyan](https://static.wikia.nocookie.net/thefifthcity/images/5/5c/Apocyanletter.png) }} **Apocyan** is the colour of envisioned future. It is the colour of the possible and the potential, of the pathways of destiny that we can conjure and conjuncture. Curiously, Apocyanic light is very difficult to contain, as it seems to *want* to release. The name apocyan presumably derives from the colour *cyan*, which has a similar hue, and the Greek prefix *apo-*, meaning something between "off, away" and "descended from". }} {{descriptive,background-color:var(--viric) {{icon ![Viric](https://static.wikia.nocookie.net/thefifthcity/images/5/59/Viricletter.png) }} **Viric** is the colour of the unknown known, the perceived disregarded. It's the colour of comfort, satiation and pleasant inattentiveness. The word viric probably comes from the Latin *viridis*, meaning *green, blooming, vigorous*. }} {{descriptive,background-color:var(--gant) {{icon ![Gant](https://static.wikia.nocookie.net/thefifthcity/images/5/55/Gantletter.png) }} **Gant** is the colour that remains when all others have been consumed. It is the colour of cessation, of the terminus of cognition; all that's left are the mortal remains. }} {{comment "A book for children. One page is devoted to each of the colours of the Neath, which are not found on the Surface." }} {{pageNumber,auto}} {{footnote **chapter VI** Appendices & Attachments }} \page {{title,wide,drop,margin-bottom:0px # CHARACTER CREATION QUICK REFERENCE }} While game statistics and mechanics are thoroughly covered in Chapters II and IV, this page offers a quick guide to character sheet compilation. ### Species & Primary Attributes Your inherent strengths and weaknesses are determined by your species. Roll and/or allocate points among the primary attributes in accordance with the tables on pages 19-20. ### Derived Attributes {{font-size:12px,font-weight:400 (rounded down)}} {{small - **Hit Points**: set as SIZ + CON divided by 10. - **Magic Points**: set as one-fifth of your POW. - **SAN**: start with your species' maximum POW, although the Keeper might require deductions based on your backstory. - **Luck**: set equal to INT, or roll 3D6 x5 and substitute this value for Luck if it surpasses your actual INT. }} ##### Build and Damage Bonus | STR+SIZ | Body Type | Build | Bonus | |:--------|:---------------|:-----:|:-----:| | 165-190 | huge, muscular | 2 | +1D6 | | 125-164 | large, stocky | 1 | +1D4 | | 85-124 | medium, normal | 0 | None | | 65-84 | small, slim | -1 | -1 | | 2-64 | tiny, weak | -2 | -2 | ##### Movement Rate (MOV) | Species | MOV | |:-----------------------|:-------:| | Tomb Colonists, Clay Men | 6 | | Humans, Rubbery Men, Devils | 9 | | Rats, Cavies | 12 | |**MOV Modifiers**|| | SIZ > both STR and DEX | -3 | | SIZ <= either STR or DEX | base | | SIZ < both STR and DEX | +3 | ##### Age modifiers {{small,margin-bottom:5px - **Adolescent character:** deduct 5 from EDU and either STR or SIZ. Roll Luck twice. - **Senior character:** reduce MOV by 1, subtract a total of 5 from STR/CON/DEX, decrease APP by 5, and make 1 EDU improvement check. }} | Species | Adolescent | Senior | max | |:--------|:---------------|:--------------|:--:| | Humans | 12 to 20 years | from 60 years | 6x | | Rats | 2 to 6 months | from 2 years | 4x | | Cavies | 2 to 6 months | from 4 years | 4x | \column : ### Base Skills Check your species' page and note down if your base skills must differ from standard. ### Occupation & Knowledge Select an occupation from pages 21-22. Calculate a pool of Knowledge points based on your social class of choice, and spend them to bring your Credit Rating within a suitable range. Use the rest to improve any or all of the skills listed for your occupation. | Social Class | Occupation Points | CR | |:-------------|:-----------------------|:-----:| | Lower | STR or DEX x2 + EDU x2 | 0-29 | | Middle | INT or POW x2 + EDU x2 | 30-59 | | Upper | EDU x4 | 60-99 | ##### Personal Interests Allocate a second pool of Knowledge points equal to INT x2 to any skills of your choice. ### Assets and Income | CR | Status | Assets | Monthly | Cash | |:------|:------------|:---------|:----------|:----------| | 0-9 | Penniless | None | Uncertain | 50 p | | 10-29 | Poor | CR x10 | 100 E | CR | | 30-59 | Average | CR x50 | CR x5 | CR x2 | | 60-89 | Wealthy | CR x250 | CR x25 | CR x10 | | 90-98 | Rich | CR x2000 | CR x100 | CR x25 | | 99 | Millionaire | 5M+ | CR x2500 | 150,000 E | ##### Adventuring Gear Acquire any appropriate equipment from the inventories provided on pages 32-33. ### Backstory Integration Elaborate on your character's history, relationships and personality. You may also consider discussing these elements with your Keeper to ensure a smooth integration of your backstory into the game's narrative. ##### Harnessing flaws {{icon ![Cards](https://fallenlondon.wiki/w/images/2/28/Cardfan.png) }} Embrace the challenge! Optional character elements such as flaws, fears, and vulnerabilities can enhance your experience, resulting in more compelling and immersive storytelling. {{pageNumber,auto}} {{footnote **chapter VI** Appendices & Attachments }} \page {{title # CHARACTER SHEET }} {{wide,width:66% {{character | **Full Name** | |:---------------------| | Species {{sub,width:210px}} (Pronoun {{sub,width:27px}} / {{sub,width:26px}} )| | Place / Date of birth {{sub,width:195px}}(Age {{sub,width:40px}} )| | Personal description | |   | | Residence / Address | | **Occupation** {{sub,width:168px}} (Social Class {{sub,width:70px}} )| }} }} : {{wide,column-count:3 {{attributes,margin-top:-8px | | | {{tiny base{{dot,width:8.5px}}half{{dot,width:9.5px}}fifth }} | |:-----|:------------------------|-----------------------------------------------:| |*SIZ* | {{small Size }} | __ | __ | __ | |*STR* | {{small Strength }} | __ | __ | __ | |*CON* | {{small Constitution }} | __ | __ | __ | |*DEX* | {{small Dexterity }} | __ | __ | __ | }} \column {{attributes,margin-top:-8px | | | {{tiny base{{dot,width:8.5px}}half{{dot,width:9.5px}}fifth }} | |:-----|:------------------------|-----------------------------------------------:| |*INT* | {{small Intelligence }} | __ | __ | __ | |*POW* | {{small Power }} | __ | __ | __ | |*EDU* | {{small Education }} | __ | __ | __ | |*APP* | {{small Appearance }} | __ | __ | __ | }} \column {{attributes,margin-top:-8px | | | {{tiny current {{dot,width:5px}}base }} || |:-----|:------------------------|-------------------------------------------------:|-:| |*HP* | {{small Hit Points }} | __  / __ || |*MP* | {{small Magic Points }} | __  / __ || |*SAN* | {{small Sanity }} | __  / __ || |*Luck*  | {{small Saving throw }} | __  / __ || }} }} {{wide,font-size:12px; {{square}} Temporary Insanity        {{square}} Indefinite Insanity        {{square}} Major Wound        {{square}} Unconscious        {{square}} Dying }} {{wide,skills,note,column-count:3 | **GRACE**: {{small,margin-bottom:5px *to make a lasting impression.* }} || |:---------------------------------------|-----------------------------------------------:| | Credit Rating (0) | __ | __ | __ | | {{square}}Etiquette (5) | __ | __ | __ | | Language: Native | | | {{sub}}{{square}}__________ (EDU) | __ | __ | __ | | Language: Other | | | {{sub}}{{square}}_______________ | __ | __ | __ | | {{sub}}{{square}}_______________ | __ | __ | __ | | {{sub}}{{square}}_______________ | __ | __ | __ | |   | | | **HEARTS**: {{small,margin-bottom:5px *to nurture and connect.* }} || | {{square}}Animal Handling (10) | __ | __ | __ | | Art/Craft (5) | __ | __ | __ | | {{sub}}{{square}}_______________ | __ | __ | __ | | {{sub}}{{square}}_______________ | __ | __ | __ | | {{sub}}{{square}}_______________ | __ | __ | __ | | {{square}}First Aid (25) | __ | __ | __ | | {{square}}Leadership (5) | __ | __ | __ | | {{square}}Persuasion (10) | __ | __ | __ | | {{square}}Psychology (10) | __ | __ | __ | | {{square}}Seduction (10) | __ | __ | __ | | {{square}}Survival (10) | __ | __ | __ | | **IRON**: {{small,margin-bottom:5px *to confront and overpower.* }} || |:---------------------------------------|-----------------------------------------------:| | {{square}}Acrobatics (0) | __ | __ | __ | | {{square}}Athletics (20) | __ | __ | __ | | Fighting (5) | __ | __ | __ | | {{sub}}{{square}}Brawl (20) | __ | __ | __ | | {{sub}}{{square}}_______________ | __ | __ | __ | | {{sub}}{{square}}_______________ | __ | __ | __ | | {{sub}}{{square}}_______________ | __ | __ | __ | | Firearms | | | {{sub}}{{square}}Handgun (20) | __ | __ | __ | | {{sub}}{{square}}Rifle (10) | __ | __ | __ | | {{sub}}{{square}}Cannon (5) | __ | __ | __ | | {{square}}Intimidate (15) | __ | __ | __ | |   | | | **VEILS**: {{small,margin-bottom:5px *to evade and circumvent.* }} || | {{square}}Deception (10) | __ | __ | __ | | {{square}}Disguise (5) | __ | __ | __ | | {{square}}Dodge (half DEX) | __ | __ | __ | | {{square}}Forgery (0) | __ | __ | __ | | {{square}}Lockpicking (0) | __ | __ | __ | | {{square}}Sleight of Hand (5) | __ | __ | __ | | {{square}}Stealth (10) | __ | __ | __ | | **MIRRORS**: {{small,margin-bottom:5px *to observe and discern.* }} || |:---------------------------------------|-----------------------------------------------:| | {{square}}Appraise (10) | __ | __ | __ | | {{square}}Investigation (10) | __ | __ | __ | | {{square}}Perception (20) | __ | __ | __ | |   | | | **PAGES**: {{small,margin-bottom:5px *esoteric and practical knowledge.* }} || | {{square}}Accounting (5) | __ | __ | __ | | Human Sciences (5) | __ | __ | __ | | {{sub}}{{square}}History (20) | __ | __ | __ | | {{sub}}{{square}}_______________ | __ | __ | __ | | {{sub}}{{square}}_______________ | __ | __ | __ | | {{square}}Legalities (10) | __ | __ | __ | | {{square}}Library Use (10) | __ | __ | __ | | {{square}}Medicine (0) | __ | __ | __ | | Natural Sciences (5) | __ | __ | __ | | {{sub}}{{square}}_______________ | __ | __ | __ | | {{sub}}{{square}}_______________ | __ | __ | __ | | {{square}}Navigation (0) | __ | __ | __ | | {{square}}Neathology (10) | __ | __ | __ | | {{square}}Religion (5) | __ | __ | __ | | {{square}}Repair (10) | __ | __ | __ | | {{square}}Technology (0) | __ | __ | __ | }} {{skills,weapons,wide,margin-top:unset,column-count:3 | **WEAPONS** {{dot,width:46px}} *Skill* {{dot,width:38px}} *Attacks* ||| |:--------------|:-----------|---:| | Unarmed | Brawl | 1 | | _____________ | __________ | __ | | _____________ | __________ | __ | | _____________ | __________ | __ | | _____________ | __________ | __ | | *Damage* |*Range*|*Ammo*|*Malf.*|*HP*| |:--------:|:-----:|:----:|:-----:|:--:| | 1D3 + DB | --- | --- | -- | -- | | ________ | ___ | ___ | __ | __ | | ________ | ___ | ___ | __ | __ | | ________ | ___ | ___ | __ | __ | | ________ | ___ | ___ | __ | __ | |**COMBAT**   | *Damage Bonus* ||| __________ | |:-----------:|:---------|------------------------:|:----------|---------------------------------------------------:| | | *Build* | _____   | | *Move*    _____ | | {{tiny,margin-top:8px; **Skill checks:** 01 Critical, Regular ≤ base, Hard ≤ half, Extreme ≤ fifth, 96+ Fumble}} ||||| | {{tiny **Major wound:** loss of ≥ ½ max HP in one attack. 0 HP with Majour Wound = Dying.}} ||||| | {{tiny **Healing:** Recover 1 HP/day save special skills. First Aid heals 1 HP, Medicine 1D3.}} ||||| }} {{icon,character ![Player](https://i.imgur.com/6twdS3H.jpg) }} {{footnote **PLAYER** _____________________ }} \page {{wide,text-align:center ### Character Background {{column-count:2 {{character | Backstory | |:-----------| |   | |   | |   | |   | |   | |   | |   | |   | | Personal goals | |   | |   | }} \column {{character | I love | |:-----------| |   | |   | | I will always | |   | |   | | I hate | |   | |   | | I will never | |   | |   | }} }} }} {{wide,text-align:center ### Significant People {{column-count:2 {{character,column-count:2 | Allies | |:-----------| |   | |   | |   | |:-----------| |   | |   | }} \column {{character,column-count:2 | Enemies | |:-----------| |   | |   | |   | |:-----------| |   | |   | }} }} }} {{wide,text-align:center ### Wealth & Possessions {{column-count:2 {{character,column-count:2 | Cash {{echo,margin-left:102px}} | |:-----------| | Assets {{echo,margin-left:92px}} | | Monthly {{echo,margin-left:81px}} | | Daily (1/30) {{echo,margin-left:66px}} | |   | |:-----------| |   | |   | |   | }} \column {{character,column-count:2 |   | |:-----------| |   | |   | |   | |   | |:-----------| |   | |   | |   | }} }} }} {{wide,text-align:center ### Correspondence Sigils {{column-count:2 {{character |   | |:-----------| |   | |   | |   | |   | |   | }} \column {{character |   | |:-----------| |   | |   | |   | |   | |   | }} }} }} {{wide,text-align:center ### Personal Notes {{column-count:2 {{character |   | |:-----------| |   | |   | |   | |   | |   | }} \column {{character |   | |:-----------| |   | |   | |   | |   | |   | }} }} }} {{footnote **PLAYER** _____________________ }} \page \page # Journey into the Darkness Welcome to the mysterious world of Fallen London, a city that was stolen by bats and dragged down into the depths of the earth. The Fifth City, as it's now known, is a place of twisted wonders and sinister secrets, ruled over by the enigmatic Masters of the Echo Bazaar. : In this Call of Cthulhu RPG scenario, you'll take on the role of brave investigators, delving deep into the sunken ruins of the Neath in a desperate bid to uncover its secrets and save humanity from a fate that may be worse than death itself. : ### Will you succumb to the madness or emerge victorious, ### with your soul and sanity intact? :: **Fallen London** and **Sunless Sea** belong to **©Failbetter Games** : (Be)Neath is a **Fan Project** distributed solely for non-commercial purposes. {{footnote by u/triskaideka_13}} : {{small For updates on this and other TTRPG projects follow me on [Reddit](https://www.reddit.com/user/triskaideka_13/) | [Twitter](https://twitter.com/13_triskaideka) | [Tumblr](https://www.tumblr.com/blog/triskaideka-13). }}