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Those who cannot remember History

are condemned to repeat it


“Do you ever miss home?”
«I am always home, gringo»
WRITTEN AND DEVELOPED BY:
Riccardo Sirignano and Simone Formicola

Based on Household by Riccardo Sirignano

PRODUCERS: Simone Formicola

LEAD ARTIST: Daniela Giubellini

CREATIVE DIRECTION: Riccardo Sirignano


ADDITIONAL TEXTS: Andrea Buzzi, Claudia Cirillo

FRIEZES: Fabio Porfidia

GRAPHIC DESIGN: Antonio D’Achille, Riccardo Sirignano, Jacopo Zanessi

ENGLISH TRANSLATION: Caterina Arzani

ENGLISH REVISION: John Marron

PLAYTESTERS: Gianluca Alvino, Caterina Arzani, Morena Balocchi, Marcus Burggraf,


Andrea Buzzi, Eva Cara, Angela Cattoni, Claudia Cirillo, Alessio Coccaro, Mauro Cola,
Antony D’Alessandro, Claudia D’Aniello, Laura Fornasari, Grelots Lagriffe, Simo Zambardino

©2022 Two Little Mice SRL. All rights reserved.


No part of this product may be reproduced without
prior explicit consent by the developers.
Preface
Readers beware
Welcome to a Saga of the Fragile Peace, a book filled with moving stories that will lead you through 5 of the
most meandering years of the Household by playing as 24 unique and striking littlings.
As you might be accustomed to by now, this book was written by a boggart named Herasmo J. Hemingway, a
historian of the Little Folk who has made it his mission to give a voice to all littlings who never entered the annals
of History.
If you have no idea of what I am talking about, it might be best for you to go brush up on Household Volume I,
as things are only bound to become more obscure from now on!

This book is certainly not what you would expect, and not even I can tell you exactly what it is. Here you will find
24 Characters and all the information needed to fill our their Sheets. Your job will be choosing some (or all!) of
these Characters and reconstructing their adventures during the Fragile Peace. I hope in time you will get to know
them and love them as we do, and that you can share with them many amazing and tiny adventures.

And on the subject of adventures, this book contains a good 67 events for you to play through.
Six of them are ready-to-play adventures that a Narrator can set up with almost no preparation; they come with
all characters, opponents, facts, and basically everything you need to play them on the fly. Each of these adventures
will allow you to meet and get acquainted with the Characters in this Saga, and to familiarize yourself with the
gaming mechanics.
The other events are still waiting to be discovered. They are fragments, prompts, and notes giving you a solid
outline to follow to develop your own Saga, retracing the events of the Fragile Peace.

So, get comfortable, flip through the pages, and get ready to become members of the Household Historians’ Club.
Enjoy your journey!
Contents
T he H istorian ’ s C lub  8 A dventures in the S aga  63
Historical Time-line  10
C hapter I  69
Argo’s Diary  70
N oteworthy C haracters  13 The Epidemic  78
Dimitri Sokov  14 The Case of the Missing Bumblebee  86
Ira Poole  16 The Stolen Shipment  94
Jemma Reed  18 The Wax Trap  102
Tubo  20 The Blue Rat  110
Aidan Mackenna  22
Gwen Summers  24
Malaika Kumari  26 C hapter II P aragraph I  121
Pierre Delacroyance  28 Tragedy on the Banister  122
Humphrey Lockwood  30 On Argo’s Trail  123
Icarus König  32 Red-Handed  124
Litha Flammel  34 The Great Climb  125
Qamar Halabi  36 The Umbral Frontier  126
Gunther Lichtmann  38 Traveling with Protopopolov, Part I  127
Jocelyne Bonheur  40
Micah Doyle  42
Sienna Blackwell  44 C hapter II P aragraph II  129
Earnest Gilmore  46 The Long Hallway  130
Santiago Vilar  48 Traveling with Protopopolov, Part II  131
Siobhan Adhair  50 Argo’s Tomb  132
Yuliya Dragomirov  52 A Bitter Pill  133
Floyd Hansen  54 The Queen and the Boggart  134
Hannah Blaum  56 Qamar’s revenge, Part I  135
Priscilla Urbina  58
Zehra Ören  60
C hapter III P aragraph I  137
Breakout at Deepdown  138
By Candlelight  139
Traveling with Protopopolov, Part III  140
Murder in Bookshire  141
The Zoological Garden  142
Hunt in Greenwood  143
C hapter III P aragraph II  145 C hapter V P aragraph I  177
Duncan Rox’s Gang  146 The Great Yule Ball  178
Argo’s Code  147 Hunting the Tristarred  179
Wanted!  148 The Centennial Rodeo  180
Traveling with Protopopolov, Epilogue  149 The Stolen Pages  181
Ira Poole Must Die  150 Zehra’s Wedding  182
Qamar’s revenge, Part II  151 Undercover  183

C hapter IIII P aragraph I  153 C hapter V P aragraph II  185


The Centennial Celebration  154 Protect and Conquer  186
Santiago Vilar’s Last Duel  155 The Viletia Tournament  187
Diplomatic Incident  156 The Tournoire Uprising  188
Jemma’s Sentence  157 Mouse Trap  189
The Spider Cult, Part I  158 The Hard Life of a Criminal  190
The Heist of the Century, Part I  159 The Cursed Inbetweens  191

C hapter IIII P aragraph II  161 C hapter V P aragraph III  193


The Spider Cult, Part II  162 Nothing Ventured...  194
Petty Protopopolovs  163 Stone Wings  195
The Heist of the Century, Part II  164 Time to Die  196
The Way of Rust  165 Ashes to Ashes  197
The Medjay Order  166 The Domain Contract  198
The Tuberdam Monster, Part I  167 Attack on the Table  199

C hapter IIII P aragraph III  169 E pilogue  201


The Sunset Devil  170 The Fall of Faeriyev  204
The Tuberdam Monster, Part II  171
The Snake’s Tomb  172
Slumming it  173
Doing the Right Thing  174
The Caliph’s Shoes  175
The
Historians’
Club

My dearest reader, blebee handlers like Miss Hannah Blaum, who lived
in the Cupboard, and great scholars, like the detective,
In Household Volume I, I outlined an innovative Aidan Mackenna. Not to mention a scholar of the im-
method to reconstruct historical events with nothing possible such as the resourceful Gwen Summers.
more than a game. Thanks to my system, anyone who As I got deeper into my research, however, I realized
has a handful of dice, a pen, and some enthusiasm, can that piecing together all the adventures lived by these
take part in writing Household History and finally amazing littlings was far beyond what I could ever
give a voice to the many littlings whose names never hope to accomplish on my own. So, I decided not to
made it into the annals. do it.

Getting carried away by my classic spontaneous pas- It will be up to you, my dear and esteemed reader, to
sion, I also decided to take on the endeavor of retrac- help me complete my research by using the scientific
ing the life of some truly noteworthy littlings I got to method you can find in Household, as well as my own
know by meeting them on my journeys, by word of notes and observations collected in this one-of-a-kind
mouth, or by reading around as I do. book.
After months of research, I ended up with dozens As such, from this moment forward, with this sin-
upon dozens of pages of notes, historical documents, gle page and with these words, I hereby declare the
letters, newspaper clippings, testaments, greeting foundation of a prestigious Historians’ Club, and am
cards, and fragments of diaries, and had to roll up my most pleased to welcome you as an honorary member
sleeves to make sense of them all. of this Club. I entrust to you and your colleagues the
difficult but crucial task of reconstructing the events
In the end, I managed to isolate 24 littlings who played of the Fragile Peace as they befell these extraordinary
crucial roles in the twisting events of the Fragile Peace. littlings.
Some of them are boggarts like me, like cunning Sienna
from Wallford and good Floyd who lived in Stairside, Together, as historians and fellow members of this ex-
but there are also faeries, like tutor Pierre Delacroyance, clusive community open to all, we will finally have a
and sluagh from the Basement, like Doctor Malaika chance to write, one piece at a time, the History of the
Kumari. Some of them are valiant soldiers, like friend- Little Folk.
ly Tubo and the Tuberdam Gendarme Ira Poole, and
others are fearless hunters like Humphrey Lockwood
and salamander Litha Flammel. Then there are bum- Herasmo J. Hemingway

r 8 s
What to expect Historical
from this book Time-line
This book is composed of two main sections. The adventures in this book all take place during the
The first section focuses on 24 Noteworthy Fragile Peace, almost 100 years after the Master’s
Characters. These are 24 littlings from different Folks Disappearance.
and nations, with different Professions, and each with In Household Volume I you can find an entire sec-
their own Vocation. tion dedicated to Household History, which every
self-respecting narrator should read. However, I realize
For each Noteworthy Character, you’ll find: that sometimes exact dates and historical events might
elude us, after all, I sometimes have to count on my
Ӵ Everything you need to fill in their Sheet and fingers to remember the year of a specific battle too.
start playing So, to help budding Narrators and provide a quick
Ӵ Useful prompts about how they could reference for lazier or less diligent Players, I decided
Advance throughout the Saga to dedicate two pages of this book to a short historical
Ӵ A beautiful portrait painted by my friend, Mr. time-line that sums up the events of the last 100 years
J.D. Bilibinski of the Household.
Ӵ A long Prologue summing up their life in the Turn the page and enjoy the refresher!
years between their birth and the beginning
of the Fragile Peace

The Noteworthy Characters are at the heart of this


Saga, and I’ve done my best to give you all the informa-
tion I could gather about them. However, you are the
one who will fill their shoes, and as such, feel free to
change anything in order to better suit your historical
reconstruction, and even to introduce new Characters
to the Saga, perhaps the ones you can find in my other
book, A Practical Guide to Living Inside the House.

The second section of this book focuses on the Saga


proper, a truly remarkable collection of dozens upon
dozens of events and outright adventures that took
place during the 5 years of the Fragile Peace.
In this section, you will find everything you need to
go on great adventures while playing the Noteworthy
Characters, but I’ll go into further detail about this in
the appropriate chapter.

Pictured Here:
The symbol of the Household Historians’ Club.

r 9 s
HISTORICAL TIME-LINE 21 M.G. The Battle of the Great Stairs
Big Ben proposes to Wise Paracelsus to put aside their old
0 M.G. The Master’s Disappearance grudges and make an alliance against the invading army
Benjamin “Big Ben" Hearthworth learns that the Master of Faeries, but he doesn’t realize that the sprite intends to
and His Family have mysteriously vanished and vows, with strike a deal with Oberon and betray the boggart. When
all other Boggarts, to preserve the House for their return. the Boggarts are crushed between the Fae and Sprite
armies, the Battle of the Great Stairs turns into a Massacre.
8 M.G. The Sprite Colonization During this event, where Big Ben falls on the battlefield, is
Led by Wise Paracelsus, Sprites claim the Upper Floor largely remembered as “the Great Betrayal”.
and begin to build what would later become the Free
Dominions, ignoring Boggart protests. 23 M.G. The Boggart Exile
All Boggarts who refuse to renounce their cause are ex-
12- 20 M.G. The War of Two Folk iled to the Outhold. Thus begins the Empire of Oberon,
The Boggarts declare war against the Sprites and, after sev- known as Trismegistus.
eral years of skirmishes and truces, manage to overwhelm
them and push them back in Beddingham. Foreseeing a 51 M.G. The First Samhain
long siege with mass casualties on both sides, Big Ben gives On November 1st of 51 M.G., the 27 Sluagh tribes from
Wise Paracelsus three days to surrender. Farbeyond reach the Household through the Piping and
begin pillaging. Oberon sends his army against them, but
20 M.G. The Fae Exodus the Faeries get decimated in the ensuing battle, which is
A lightning bolt strikes the Dendronaos tree, ancestral known in History books as “The Wild Hunt”.
home of Faeries, and forces them on a long exodus to-
ward the Great Window of the Dining Hall. Led by Tsar 74 M.G. The Restoration Pact
Oberon, they establish their new Realm there. Oberon turns to the Boggarts and offers them a new deal:
in exchange for their help against the Sluagh, he promises

r 10 s
that, in the event of the Master’s return, he will restore Piano until young Tristan des Larmes known as the Black
the House to its original state and leave forever. Thus, Fairy vanquishes them in battle.
Boggarts return to the Hearth led by Big Ben’s grandson,
William Benjamin Hearthworth, and the First Household 89-91 M.G. The Battle of Quillwaters
War begins. When news of a huge Swan that has taken over the
Outhold and threatens the House reach Empress Arcadia
83 M.G. Oberon’s Assassination Oberonovna, she calls for a truce to the Household War.
Emperor Oberon Trismegistus is mysteriously assassi- For the first time ever, all Folks unite as one army against
nated, beginning the difficult process of choosing an heir the common enemy.
among the few Faeries of Imperial Lineage who survived
the fall of Dendronaos. 91 M.G. / 0 H.C. The High Council
Capitano Rodomonte defeats the Swan and brings to
84 M.G. Empress Arcadia Arcadia Oberonovna the head of the alleged assassin of
At first, General Ludmillen is nominated as Oberon’s her father, marking the end of the First Household War.
heir, but he renounces the crown. The second choice un- Arcadia abdicates from her throne and creates a High
expectedly falls on young Arcadia, Oberon’s daughter, Council with representatives from each Folk. In turn, the
who is crowned Tsarina of the Realm and Empress of the Council names her Ruling Empress of the Household.
Household.
97 M.G. / VI H.C. The Frontiers Opening
87 M.G. The Tristarred Rebellion Six years after the end of the First Household War, all cit-
With the “Brothers!” Edict, Arcadia Oberonovna declares izens of the Household with valid documents are finally
that all littlings belong to the same people, and there are no allowed to travel freely between the Rooms with no limita-
difference between the Little Folk. This rouses the wrath tions, in hopes this eases the integration and reconciliation
of some soldiers in the Great Imperial Army. These faer- of all Folks.
ies, who call themselves the Tristarred, take control of the Thus, the Fragile Peace begins.

r 11 s
r 12 s
i
Noteworthy Characters
2 4 littlings who de se rve a place i n h i story b o oks
Dimitri Sokov a 

NAME: Dimitri Vladenovich Sokov


FOLK: Fairy
PROFESSION: Soldier
VOCATION: Cadet
NATION: Realm
AGE: 27
HEIGHT: 1,78 tiny meters
EYES: Gold at Sunset
HAIR: Auburn


Society CHAPTER I
ART
CHARM
Aces: Decorum: Decent
ELOQUENCE Traits: Master at Arms (Cocktail Spear), Well-Mannered
ETIQUETTE Moves: Defensive Stance
GRACE Contracts: Starchild
Wealth: Middle Class Coins: 1
Academia Equipment: Cocktail Spear
CARE
Languages: Housian, Fae Title: Student Marshal
CRAF T
Memory from Prologue: Bond: I’m in love with Yuliya
CULTURE
INSIGHT CHAPTER II
INVESTIGATION
Skills: Etiquette, Fight
Move: Charge!
War
ATHLETICS CHAPTER III
AUTHORITY
Skills: Charm, Athletics Title: Marshal
COMBAT
STRENGTH
Trait: Well-Trained
WILL
CHAPTER IIII
Skills: Elusion, Caution
Street Move: Bodyguard
CAUTION
DEXTERITY
CHAPTER V
ELUSION
EXPLORATION Skills: Grace, Will
SHOOT Trait: Hard to Kill

r 14 s
Prologue
Vladen Vladenovich Sokov came from low but wealthy origins and chose to marry a poverty-stricken
noblewoman in a mutually beneficial agreement. Two sons were born from his union with the Honorable
Agaf 'ya Arcadia Karpovna Popov: Yuri and Dimitri. The boys grew up in the beautiful family estate in
Faeriyev, under the Great Window.

Dimitri Vladenovich Sokov was the younger of the two, destined to not inherit the title of his mother.
While Yuri was called Honorable in every occasion, Dimitri was never addressed as more than “Young
Lord”.

Nevertheless, the brothers both received the same top-tier education and were soon introduced to the
most elite Fae society. Over the years, Dimitri took his well-earned revenge on his noble titled brother.
To his dismay, Yuri took after their mother, and began growing uglier with each passing year, with a big,
bulbous nose in the middle of his face. Dimitri, on the other hand, grew up as beautiful as a star, and the
fine and elegant pencil mustache he developed at a very young age earned him the attention of all dam-
sels in the Realm.

Outside the Dining Hall, the Household War raged and the people of the House suffered. But radiant
Faeriyev was far from the front, and the Sokov boys grew up among galas and plays, far from the horrors
of war. When the Conflict ended, Yuri had climbed to the rank of Sergeant, mostly serving on the border
at La Ruelle under Gamekeeper General Jean Claude Van-Claude, and his family thought it only natural
for Dimitri to continue his military career. He was certainly not opposed to this idea.

After graduating from the Royal Army Academy in Glasburg, Dimitry was never sent on a single mission
on the field. On top of that, whenever he received orders to transfer to a foreign garrison, a mysterious
letter reached the command, halting everything and making sure he’d remain safely within the Realm
borders. The good soldier never realized how much his parents’ influence paved the way for his career.
He was too busy envying those with a true title of nobility, dreaming about the time he too will marry a
noblewoman like his father did.

For years, Dimitri lived in Glasburg, where he could put the charm of his uniform to good use, going
to exclusive parties and meeting many eligible bachelorettes. Finally, he was transferred to marvelous
Astraviya and stationed in the Palace at Highlight. This assignment meant leaving any and all dreams
of adventure behind to become part of the honor guard, more of a tourist attraction than a true soldier.
Dimitri found this to be perfect for his life, and was extremely proud to wear the cuirass with a golden
star on his chest, happily spending his days smiling and saluting to visitors.

The last thing he expected was to meet a woman who could turn that life right on its head and force
him to rethink his priorities. That woman was the icy and beautiful Yuliya Dragomirov, sergeant of the
Great Imperial Army. She had no noble title to her name and never looked at him twice on her visit to
the Palace in-between missions, but she had something that all other women Dimitri had ever courted
lacked, a force poor Dimitri couldn’t dream to resist.

r 15 s
Ira Poole a 

NAME: Ira Poole


FOLK: Sprite (Undine)
PROFESSION: Soldier
VOCATION: Gendarme
NATION: Free Dominions
AGE: 38
HEIGHT: 1,66 tiny meters
EYES: Black
HAIR: Gray


Society CHAPTER I
ART
CHARM
Aces: Decorum: Decent
ELOQUENCE Traits: Master at Arms (Cutlery Piece), From the Gutter
ETIQUETTE Moves: Power Through
GRACE Contracts: Out of the Drain
Wealth: Middle Class Coins: 2
Academia Equipment: Portable Pistol, Cutlery Piece
CARE
Languages: Housian, Sprigaelic, Slugan Title: Gendarme
CRAF T
Memory from Prologue: Reputation: I am a Tuberdam gendarme
CULTURE
INSIGHT CHAPTER II
INVESTIGATION
Skills: Strength, Authority
Move: Two on One
War
ATHLETICS CHAPTER III
AUTHORITY
Skills: Fight, Shoot Title: Deputy Brigadier
COMBAT
STRENGTH
Trait: Tough as a Nail
WILL
CHAPTER IIII
Skills: Force, Caution Title: Brigadier
Street Move: Endure Pain
CAUTION
DEXTERITY
CHAPTER V
ELUSION
EXPLORATION Skills: Elusion, Insight
SHOOT Trait: Alert

r 16 s
Prologue
Ira (pron. Eye-ruh, IPA [ˈaɪɹə]) was born in a simple undine family. After the Master’s disappearance his
grandparents were among the first sprites to ever settle in what would later become Tuberdam. Ira always
dreamed of one day selling his father’s old cobbler shop to become the captain of a ship that would sail
the breadth of the Bathtub. Sadly, not all dreams come true.

In the beginning the Household War seemed not to hit the Free Dominions so hard, as they were still
protected by the endless mountain chain of the Great Stairs. However, the passing years brought a great
economic recession and, as the most exposed town were destroyed, a great migration began, bringing
hundreds of survivors and fleeing littlings to search for a safe haven, on the Upper Floor.

And so Ira happened to grow up in an over-crowded neighborhood which was slowly but surely aban-
doned to its own devices. With every day, another local closed, and with every day, more of the few jobs
available were stormed by crowds of littlings in need.

As time went by, criminals found a way of taking advantage of this tragic emergency situation. And little
by little, the gendarmes stopped trying to stand in the way of criminal gangs.

If you wanted a chance to open a new shop, you had to pay a gang. You wanted fresh food? Best ask a
gang. And if someone was bothering you, the only ones who could do anything about it were the littlings
in the gang. And so, even as a child, Ira learned first-hand that Tuberdam port was ruled by a very strict
set of rules, none of which coincided with the law of the State.

After coming of age, Ira was called to defend the Free Dominions and became a proud soldier of the
Porcelain Army. He spent years fighting in the Top Hallway and defending the frontier at Topridge. He
managed to come home after all those years, still in one leaky piece because he was never a hero, and
never a sap. Ira spent some of his tours serving under Commander Norten Kirkland a great leader and
brilliant strategist who sadly would go on to become an enemy of the state. Together, they also investi-
gated the mysterious sluagh whom sprites called Rosencrantz the Red or the Far Darrig, a scourge on
the Upper Floor.

Upon returning from the War, he was a scarred littling. He had an especially hard time trusting the
Sluagh Folk since, after fighting against them in so many battles, he had learned to see them as the enemy.

With the help of his new friends, the brothers in arms with whom he had defended the Freedomes, Ira
managed to find a respectable job in the Gendarmerie. And with the help of his childhood friends, the
criminals from the poor neighborhoods, he even managed to climb the ranks.

Ira believed it was important to strike the right balance between legality and lawlessness. He sent to the
slammer the crooks who deserved it, but kept on the streets the good criminals who were reasonable
enough to understand and follow the rules of the city. Even when they were sluagh, like Micah. For good
or for ill, nothing happened in his neighborhood without Ira being aware of it.

r 17 s
Jemma Reed a 

NAME: Jemma Reed


FOLK: Boggart
PROFESSION: Soldier
VOCATION: Scissor for hire
NATION: Hearth
AGE: 28
HEIGHT: 1,84 tiny meters
EYES: Blue
HAIR: Auburn


Society CHAPTER I
ART
CHARM
Aces: Decorum: Shabby
ELOQUENCE Traits: Master at Arms (Greatscissor), Brawler
ETIQUETTE Moves: Endure Pain
GRACE Contracts: Dear to the Hearth
Wealth: Middle Class Coins: 2
Academia Equipment: Greatscissor
CARE
Languages: Housian, Hearthish
CRAF T
Memory from Prologue: Scar: Faeries abandoned us
CULTURE
INSIGHT CHAPTER II
INVESTIGATION
Skills: Fight, Will
Move: Spin Attack
War
ATHLETICS CHAPTER III
AUTHORITY
Skills: Athletics, Strength
COMBAT
STRENGTH
Trait: Hard to Kill
WILL
CHAPTER IIII
Skills: Authority, Eloquence
Street Move: Charge!
CAUTION
DEXTERITY
CHAPTER V
ELUSION
EXPLORATION Skills: Insight, Caution
SHOOT Trait: Big and Strong

r 18 s
Prologue
Like many other boggarts, Jemma was born outside the House, but she remembers almost nothing of her
life in the Outhold. When her mother Fiona led her to the Hearth after the Restoration Pact (see also
“The Restoration Pact” in Section VII “Household History” of Household - Volume I) Jemma was an
extremely shy girl. Her uncle Duncan Reed was a young soldier who fought side by side with Edward
Ashworth in a time before he was the Grim Knight (see also “Edward Ashworth” in Section IX “the
House” of Household - Volume I) who everybody reads about in the history books. Since nobody knew
who her father was, uncle Duncan was the only father figure Jemma had ever known.

Growing up, Jemma became a sturdy young woman who worked tirelessly to help her Folk build new
homes and farms in the lands of the Hearth. She moved often and, despite her best efforts, never had
many friends.

When she and her mother were in Doorkeep, soldiers of Kubalai Khan’s Horde attacked the town, setting
buildings on fire, stealing anything of value, and killing all those who stood in their way. The faeries in
charge of managing the outpost decided it was expendable and chose not to join the fray. The boggarts
led by Duncan were left to fight alone. And they were overwhelmed. The Household War was at its most
violent , and Jemma was only a teenager when everything she held dear was taken from her. She was
alone and lost, roaming the Short Hallway, trying to stay hidden and survive.

After days, everyone assumed she was dead and stopped searching for her. Everyone but good Duncan,
who knew what his niece was capable of. He didn’t rest until the day he found her, almost one month af-
ter the attack, holed away in the depths of the Inbetweens. She was starving and shaking, but still alive.
Her body was webbed with scars that told the sad story of her escape and of the terrible days that fol-
lowed. Trying to comfort her, the uncle showed Jemma his battle scars, all the marks the war had left on
his arms, face, and hands, and he told her something she would go on to repeat often in years to come:
each scar is a notch, counting the times someone underestimated you.

What Jemma didn’t know was that her uncle had defied many orders to keep searching for her. He had
become a deserter. For more than a year, she kept asking him why they wouldn’t return to the Hearth.
Meanwhile, Duncan asked her to cut her long braids and taught her how to defend herself and how to
attack. When the end of the War was in sight, Jemma and Duncan began working as bodyguards for a
company that mostly escorted dignitaries along the Long Hallway. Their duty was to protect the littlings
working to write the Peace from those who would stop them. And thanks to littlings like them, even if
they were paid well for it, the Conflict finally came to an end.

After the Peace was signed, Jemma parted ways with her uncle to return to the Hearth, where she spent
several years before being once again called to serve in the Great Imperial Army. But the young boggart
had grown steadfast and stubborn, she held no sympathy for the faeries that had exploited them during
the War, leaving them to take the brunt of the Horde attacks. So, she chose to defect, heading down
to the Basement, to Umbral, where she began working as a mercenary and debt collector. She held no
grudge against the unbleeding Folk. They were her enemies during the war, but she couldn't fault them
for fighting. However, the Realm was supposed to be their ally, and yet had no qualm abandoning them
in a time of need.

r 19 s
 b Tubo

NAME: Tubo
FOLK: Sluagh
PROFESSION: Soldier
VOCATION: Guardian
NATION: Horde
AGE: 19
HEIGHT: 2,10 tiny meters
EYES: Gray
HAIR: Black (Bald)


Society CHAPTER I
ART
CHARM
Aces: Decorum: Decent
ELOQUENCE Traits: Master at Arms (Bolt), Big and Strong
ETIQUETTE Moves: Bodyguard
GRACE Contracts: Revenant from Farbeyond
Wealth: Middle Class Coins: 3
Academia Equipment: Bolt
CARE
Languages: Housian, Slugan
CRAF T
Memory from Prologue: Achievement: I’m a free littling
CULTURE
INSIGHT CHAPTER II
INVESTIGATION
Skills: Fight, Strength
Move: Spin Attack
War
ATHLETICS CHAPTER III
AUTHORITY
Skills: Will, Elusion
COMBAT
STRENGTH
Trait: Selfless
WILL
CHAPTER IIII
Skills: Etiquette, Athletics Title: Mamluk
Street Move: Hold them Back
CAUTION
DEXTERITY
CHAPTER V
ELUSION
EXPLORATION Skills: Culture, Athletics
SHOOT Trait: Braveheart

r 20 s
Prologue
In the most remote corners of the Basement, there are some Emirs and Sheiks who levy severe tributes to
their subjects. Sometimes out of need, sometimes out of greed. During Kubalai Khan’s reign, the cruelest
among these lords would even make bets with the poor and challenge them in cruel games and compe-
titions that they were clearly destined to lose. For these reasons, and for many others, it was not unheard
of for poor farming families of the Horde to accrue such great debts that they could never hope to repay.
When this happened, the only solution was to give up the strongest of their children to the cruel leader,
forcing them to become a Rag. A slave trained in the art of combat.

Nobody knows who Tubo’s parents were, nor the reason that pushed them to hand over their presum-
ably beloved son. But one way or another the young sluagh ended up a Rag in the palace of an Emir in
Penjara. He wasn’t much of a fighter in the beginning, he was just a shy littling with a good heart, but
soon enough his huge build and obedient disposition made him stand out among the other servants. At
one point, the Emir ordered for a set of elegant clothes to be tailored for Tubo and that he be given a
golden armor with a large turban. He was even allowed to seat at a table for meal, like a lowly guest. Each
noble that came by the palace inquired about buying Tubo, either to have him become a Janissary of the
Horde, to make him fight rats with his bare hands in the arenas of Umbral, or to parade him in front of
the lords and ladies of Viletia on long summer parties. But the Emir was very possessive of Tubo, and no
price was ever high enough to persuade him to separate from him.

Tubo was 13 when the Household War came to an end, and under Capitano Rodomonte’s rule there
were not many occasions for grand battles like before. Thus, the Emir grew bored, and he began asking
all those who wanted to buy Tubo to bring their best rags and soldiers and have them fight against him.
If anyone ever managed to beat Tubo, the Emir would do more than sell him. He would give him away as
a gift. So, the overgrown sluagh was harshly reminded that, after all, he was just a slave. For many years,
Tubo was forced to fight against opponent after opponent. The fights became ever harder, he faced sev-
eral centipedes and even a small spider without a leg. At nightfall, all other slaves were chained, but not
him. Because Tubo was good and tame, he never even thought he could run.

One day, he was even allowed to leave Penjara to escort the Emir in a long journey heading to the Free
Dominions. As they were traveling through the Long Hallway, their group was attacked by brigands and,
after a strenuous fight, the Emir and all his guard died. According to the law, Tubo should have brought
his master’s body back home and continued his life as a rag. But after seeing the magnificence of the
Great Stairs, the good sluagh decided that he wanted more. He wanted to be a free littling. Not long af-
ter, he met Litha, a young hunter who became his first and best friend, his older sister, and with whom
he fought many battles. Of his own free will.

r 21 s
 b Aidan Mackenna

NAME: Aidan Mackenna


FOLK: Sprite (Salamander)
PROFESSION: Scholar
VOCATION: Detective
NATION: Free Dominions
AGE: 24
HEIGHT: 1,68 tiny meters
EYES: Green
HAIR: Red


Society CHAPTER I
ART
CHARM
Aces: Decorum: Elegant
ELOQUENCE Traits: Know-it-all, Forensic Science
ETIQUETTE Moves: Attention to Details
GRACE Contracts: Out of the Spark
Wealth: Well-off: Coins: 4
Academia Equipment: Elegant Clothes, Portable Pistol
CARE
Languages: Housian, Slugan, Sprigaelic Title: Detective
CRAF T
Memory from Prologue: Reputation: I am a top notch detective
CULTURE
INSIGHT CHAPTER II
INVESTIGATION
Skills: Fight, Investigation
Move: Tinker
War
ATHLETICS CHAPTER III
AUTHORITY
Skills: Insight, Will Title: Inspector
COMBAT
STRENGTH
Trait: Sixth Sense
WILL
CHAPTER IIII
Skills: Craft, Elusion
Street Move: Friends in High Places
CAUTION
DEXTERITY
CHAPTER V
ELUSION
EXPLORATION Skills: Caution, Shoot Title: Chief Inspector
SHOOT Trait: Engineer

r 22 s
Prologue
At the beginning of the Household War, Rosevault was the richest, best protected place in the Upper
Floor. As such, over the following years, the Vanity city became home to the families of the wealthiest
merchants and most decorated officials of the Porcelain Army.

There, Muir Mackenna and Rebecca Morgen met and fell in love, despite their differences. He was an
undine from Tuberdam, a tough and grouchy littling who had built a career in the Gendarmerie and fi-
nally became Commissioner of Rosevault. She was a salamander from a well-to-do family, famous both
for her great talent as a writer and her social commitment to the welfare of refugees and war orphans.
From their unlikely union, an equally unlikely salamander was born. His hair was fiery red, just like his
mother’s, and for this he was named Aidan, which in Sprigaelic means “blazing”.

Aidan received the best education his parents’ money could buy and was soon introduced to the elite so-
ciety of the Freedomes. His father wanted him to have a brilliant military career. In his own way, he tried
to instill in Aidan his passion for warfare, weapons, and military tactics. All things the young salaman-
der studied diligently, but never showed much inclination for. On the other hand, his mother introduced
Aidan to art history and practice, trying to foster his sensitive side, pushing him to socialize more despite
his shyness and lack of friends his own age. For his own part, Aidan was interested in the mysteries of
the House, in the legends about the Inbetweens, in the far-away lands of the Farbeyond, and in the writ-
ings of Sage Paracelsus and Argo the Bureaucrat. Still he never thought he had any say in his own future.

When the Household War was at his harshest, Muir was often away from home, and Rebecca poured
all of her time and care in the children that lost their parents in the conflict. Aidan often followed his
mother to study in the library, with the noise of laughter or crying from his less fortunate peers as a back-
ground. Some of the kids were maybe jealous of his wealth and family, and soon began to pick on him,
making him the butt of cruel jokes or pulling him into brawls that invariably ended with him losing. It
was in one of these unfortunate occasions that Aidan first met Siobhan, a thin sylph who, armed with a
stick and the courage of a centipede, scared away his tormentors. From then on, the two of them became
inseparable: she was always dirty and distracted but kept him safe and in exchange the diligent young sal-
amander taught her etiquette and told her stories about faraway places. They had the same eagerness to
learn, the same unending curiosity, and they often got into trouble for that. They chased after one anoth-
er all across the Vanity and became practically siblings while the rest of the Household was torn by War.

When Aidan came of age, the Household War had just ended and the Household had no need for more
soldiers, it needed smart, cultured littlings to safeguard the hard-fought peace. After a decree by the
Symposium, a shortlist was created for deserving students to get a chance to attend the most prestigious
universities of the Free Dominions and later be enrolled as officers in the Army or Police. It was the per-
fect solution for Aidan, who was terrified at the prospect of facing the Army Academy without Siobhan
there to defend him from his fellow cadets. The two of them took separate routes, and for five years they
only met during the Yule holidays, when they could return to Rosevault. In those years, the salamander
was among the very first littlings to gain entrance in the cutting-edge faculty of Forensic Sciences, where
his keen eye, cool composure, and endless curiosity contributed to making him a first-grade detective in
no time.

r 23 s
Gwen Summers a 

NAME: Gwen Summers


FOLK: Boggart
PROFESSION: Scholar
VOCATION: Researcher
NATION: Hearth
AGE: 24
HEIGHT: 1,76 tiny meters
EYES: Green
HAIR: Brown


Society CHAPTER I
ART
CHARM
Aces: Decorum: Decent
ELOQUENCE Traits: Know-it-all, Librarian
ETIQUETTE Moves: Fast Learning
GRACE Contracts: Dear to the Hearth
Wealth: Middle Class Coins: 4
Academia Equipment: Portable Pistol (illegal)
CARE
Languages: Housian, Sprigaelic, Hearthish
CRAF T
Memory from Prologue: Achievement: I managed a pawnshop
CULTURE
INSIGHT CHAPTER II
INVESTIGATION
Skills: Shoot, Exploration
Move: Unsolicited Advice
War
ATHLETICS CHAPTER III
AUTHORITY
Skills: Fight, Investigation
COMBAT
STRENGTH
Trait: Polyglot
WILL
CHAPTER IIII
Skills: Shoot, Fight
Street Move: Outsmart
CAUTION
DEXTERITY
CHAPTER V
ELUSION
EXPLORATION Skills: Will, Athletics
SHOOT Trait: Hard to Kill

r 24 s
Prologue
After the Great Betrayal (see also “The Great Betrayal” in Section VII “Household History” of Household
- Volume I) many boggarts lost their lives fighting bravely to defend the Master’s memory and many
more were driven out of the House and forced to seek shelter in the Brambles. Some other families still,
chose to bow to Oberon Trismegistus in exchange for being granted the chance to remain inside the
House. Permission was granted so long as they left the Living Room, their homeland, behind, and ac-
cepted to live in the Realm or in the Free Dominions. Gwen’s grandparents were among this last group
of unfortunate littlings.

They had always been against the war, they held no grudge against the sprites, who had possibly done
the right choice and avoided an even longer and harsher conflict. So they raised their only son, Gabriel,
according to these principles, and he met a boggart woman who shared them, Eleonore, and the two of
them also raised their daughter with these teachings. This daughter was Gwen.

Gwen was born around the time when the Restoration Pact (see also “The Restoration Pact” in Section
VII “Household History” of Household - Volume I) allowed boggarts to return to the House thanks, and
she grew up in a simple household in Beddingham. As a little girl, she loved listening to stories, and she
was quick to learn how to read on her own, eager to help her father with the accounts of the family shop.
Gabriel and Eleonore managed a little pawnshop, and on that counter, Gwen had a chance to see every
kind of object of all different eras and geographical provenance. The shop was the perfect place to both
satiate and whet her hunger for knowledge, a place where she could learn about different cultures and
meet strange littlings hailing from every Room of the House.

During the Household War, Gabriel was called to serve in the Great Imperial Army as a liaison between
boggarts and faeries, in charge of mediating with the littlings who had returned from the Garden. Left in
Beddingham, Eleanor was a good woman and an excellent cook, she had a gift for singing, but no talent
when it came to history or numbers. And so, the task to manage the family business fell on young Gwen.
In those years, as she spent every possible moment studying every book she could put her hands on, she
stumbled on the topic that would become her greatest obsession: the treaties and research of Argo the
Bureaucrat a mysterious littling who, according to rumors, was able to understand and control the power
of Contracts.

Growing up, Gwen became a clumsy but outgoing young woman, with keen green eyes that broadcast
her endless curiosity and a hint of naivety. She dreamed of entering the University in Clockminster, to
roam the same rooms where Argo had carried out his research, but the War had dealt a big blow to the
family business, and they couldn’t afford to pay her tuition. But then the Household War ended, and
in an attempt to help the Boggart Folk recover from the Conflict the Tsarina Arcadia Oberonovna of-
fered to cover all expenses for the boggarts who wished to return to the Hearth to study or work there.
So Gwen bid farewell to her family and set off to Wallford, where she studied History, Philosophy, and
Cartography. In the Hearth capital she also found a job as a librarian in the small but well stocked library
of old Barnett Black, the perfect cover to further (if only theoretically) research the incredible discoveries
of Argo the Bureaucrat.

r 25 s
Malaika Kumari a 

NAME: Malaika Kumari


FOLK: Sluagh
PROFESSION: Scholar
VOCATION: Doctor
NATION: Horde
AGE: 28
HEIGHT: 1,70 tiny meters
EYES: Pink
HAIR: Green and Purple


Society CHAPTER I
ART
CHARM
Aces: Decorum: Decent
ELOQUENCE Traits: Know-it-all, Physician
ETIQUETTE Moves: Soothe Pain
GRACE Contracts: Revenant from Farbeyond
Wealth: Middle Class Coins: 1
Academia Equipment: Doctor’s Bag
CARE
Languages: Housian, Slugan, Sprigaelic
CRAF T
Memory from Prologue: Achievement: There’s a cure for everything
CULTURE
INSIGHT CHAPTER II
INVESTIGATION
Skills: Care, Shoot
Move: Attention to Details
War
ATHLETICS CHAPTER III
AUTHORITY
Skills: Fight, Will
COMBAT
STRENGTH
Trait: Well-mannered
WILL
CHAPTER IIII
Skills: Insight, Authority
Street Move: Outsmart
CAUTION
DEXTERITY
CHAPTER V
ELUSION
EXPLORATION Skills: Elusion, Shoot
SHOOT Trait: Selfless

r 26 s
Prologue
The sluagh tribe Talon Khan was renowned for their fierce warriors, but what made them really famous
in the House was the fact that they could rely on the favor of Lainey Kumari,a healer so skilled that she
was called a witch by some. During a battle in the Long Hallway the Talon Khan camp was attacked
and destroyed by the Porcelain Army from the Free Dominions. The few survivors were taken prisoners,
but they had sustained such severe injuries that they wouldn’t have made it to the closest town. The field
doctors had the best intentions and tried their best to heal the prisoners, but failed because they knew
too little about the sluagh. As for Lainey, the soldiers from the Freedomes were so afraid of her fame
that they wouldn’t let her touch the prisoners. Only after the lieutenant of the garrison, a good-hearted
salamander, interceded, the witch was given a chance to save her people.

When Lainey returned to the Basement after an exchange of prisoners, she was carrying the child of that
salamander. The girl was born in Penjara, and she was given the name Malaika.

Malaika spent her childhood living in respectable poverty, like all other children around her. She never
felt the lack of a father, as most of her peers had lost one or both parents during the War. Her mother
was more than a role model to her, she was the cornerstone of their community, and their small house
was practically a clinic for the less fortunate. Growing up, it was only natural for Malaika to help Lainey,
ans soon enough she proved to have both an natural talent for medicine and a bright mind worthy of a
salamander. She had quite the fiery temper too, and her strength of will proved useful on many occasions
when she needed to defend her mother from the grave accusations of some local lords and their soldiers.
Many sluagh lords had tried to persuade her mother to move, but she always chose to remain with the
simple littlings, and this earned her several dangerous enemies.

As the years passed, the pressing requests became threats, and the threats devolved into actual assaults.
During one of these wicked attacks an Emir stooped so low as to set fire to their home, and Malaika and
her mother were forced to run for their lives. Scared for her daughter’s safety, Lainey decided to offer
her services at the court of Besan Tuan (see also “Besan Tuan” in Section IX “the House” of Household -
Volume I) in order to also gain his protection.

One day, Sheik Ören came to Penjara after he had been gravely wounded during a hunt, he was suffer-
ing excruciating pain due to the poison of a dangerous spider. Despite the fact that Lainey wasn’t there,
Malaika didn’t hesitate. She donned her mother’s robes and pretended to be her in order to be allowed
to save the sluagh’s life. Once healed, when he was informed of the situation, the Sheik offered to take
Malaika as his ward and bring her to Al Sehir with him. There, she could live with his daughter Zehra,
who was close to her in age, and enjoy the same lifestyle as her. While heartbroken, mother and daughter
accepted and parted ways.

Over the following years Malaika studied Medicine at the University in Al Sehir, always the best and
most attentive in her class. Zehra became like a sister to her, but not even she could distract her from her
work, which was her true calling. Malaika wanted to study and share her knowledge with the other Folks
in order to compile a comprehensive medical literature, and this noble goal earned her a special permit by
Caliph Laio the Handsome himself, allowing her to travel to the Free Dominions, the home of her father,
and attend the Faculty of Medicine and Surgery in Tuberdam at the Horde’s expense.

r 27 s
 b Pierre Delacroyance

NAME: Pierre Armand Delacroyance


FOLK: Fairy
PROFESSION: Scholar
VOCATION: Diplomat
NATION: Realm
AGE: 41
HEIGHT: 1,72 tiny meters
EYES: Pale Crystal-like Cerulean
HAIR: Mahogany


Society CHAPTER I
ART
CHARM
Aces: Decorum: Elegant
ELOQUENCE Traits: Know-it-all, Well-mannered
ETIQUETTE Moves: Do you know who I am!
GRACE Contracts: Starchild
Wealth: Well-off Coins: 5
Academia Equipment: Walking Toothpick, Elegant Clothes
CARE
Languages: Housian, Fae, Sprigaelic
CRAF T
Memory from Prologue: Reputation: I’m seen as an esteemed preceptor
CULTURE
INSIGHT CHAPTER II
INVESTIGATION
Skills: Fight, Eloquence Title: Ambassador
Move: Unsolicited Advice
War
ATHLETICS CHAPTER III
AUTHORITY
Skills: Authority, Etiquette
COMBAT
STRENGTH
Trait: Panache
WILL
CHAPTER IIII
Skills: Charm, Culture
Street Move: Talk to the Crowd
CAUTION
DEXTERITY
CHAPTER V
ELUSION
EXPLORATION Skills: Fight, Elusion Title: None
SHOOT Trait: Mediator

r 28 s
Prologue
Pierre’s great-grandparents came to the House together with Tsar Oberon Trismegistus. They spent
many years in his entourage and were such esteemed members of his court that they were even involved
in little Arcadia’s education. As a way to thank them for services rendered, the Tsar invested them with
the title of Knights of the Cupboard, to be passed down to their firstborn son and through generations.
Pierre’s grandfather, however, was only the fifth son, and as such only inherited a small part of his family’s
fortune and a small estate in the higher region of Mount Guignol. He went on to live there, taking the
surname Delacroyance to echo his parents’ title.

Pierre Armand Delacroyance was born a few years before the Wild Hunt, in a very troubled time in
Household History (see also “The Wild Hunt” in Section VII “Household History” of Household -
Volume I). Luckily for him, he was the son of Antoine Delacroyance, a personal preceptor to Duke
Fleureblanche. As such, he spent his childhood between Mount Guignol and Tournoire, surrounded by
the luxury and fine arts typical of the Piano. Even after coming of age, he easily avoided being drafted in
the military by devoting his full time to studying at the university.

After successfully graduating from his courses at the faculties for Diplomacy, Etiquette, and Amatory
Arts, his value as a scholar far outweighed what he could contribute as a soldier, and he was even spared
the conscription at the onset of the Household War.

Pierre became a hard-to-please and confident littling, a connoisseur of good taste, good manners, and
good food. He was much envied by many lords and even more ladies, who competed to hire him as pre-
ceptor for their children. And so, as the Household was fighting the harshest war in history, the fairy
scholar was visiting to the most beautiful cities in the Realm and living in the most prestigious palaces.

One such assignment brought him to move temporarily away from home and head to Faeriyev not
four days before the Tristarred rebellion in Mount Guignol after the “Brothers!” Edict (See also “The
“Brothers!” Edict” in Section VII “Household History” of Household - Volume I). A fortuitous event that
once again confirmed his good luck.

After the end of the Household War, many generals and officers of the Great Imperial Army returned
home, eager to offer a better future to their children. This led the demand for professionals with Pierre’s
expertise to grow sensibly. As such, Pierre was entrusted the honor to manage the education of young
Gaston, son of general Alexandre Lemiel. This sudden jump up in his career did nothing to stifle Pierre’s
overinflated ego, and those who met him at that time would describe him as a pretentious, snobbish fairy,
a littling with the paradoxical talent of being a great diplomat and simultaneously having a superficial
and naive perspective on life. With this in mind, it is no surprise to anyone that Pierre choose Gunther
as his personal secretary. After all, the sylph always made sure to bow to him, and did his best to earn
Pierre’s oh-so-easy to gain trust by groveling and showering him with compliments.

r 29 s
Humphrey Lockwood a 

NAME: Humphrey Lockwood


FOLK: Boggart
PROFESSION: Hunter
VOCATION: Lone Mouse
NATION: Hearth
AGE: 23
HEIGHT: 1,86 tiny meters
EYES: Hazelnut
HAIR: Brown


Society CHAPTER I
ART
CHARM
Aces: Decorum: Shabby
ELOQUENCE Traits: Sharpshooter, Beastmaster
ETIQUETTE Moves: Fast Reload
GRACE Contracts: Dear to the Hearth
Wealth: Middle Class Coins: 5
Academia Equipment: Heavy Keysket
CARE
Languages: Housian, Hearthish
CRAF T
Memory from Prologue: Scar: My heart was broken
CULTURE
INSIGHT CHAPTER II
INVESTIGATION
Skills: Fight, Caution
Move: Take Cover!
War
ATHLETICS CHAPTER III
AUTHORITY
Skills: Elusion, Shoot
COMBAT
STRENGTH
Trait: Camouflage
WILL
CHAPTER IIII
Skills: Strength, Dexterity
Street Move: Slay
CAUTION
DEXTERITY
CHAPTER V
ELUSION
EXPLORATION Skills: Exploration, Will
SHOOT Trait: Explorer

r 30 s
Prologue
Jebediah Lockwood was a famous hunter who explored every corner of the Inbetweens near Bookshire,
in the Hearth. Aside from his skill, he was famous for his hatred toward long-barreled keyskets, which
was also the reason behind his notorious feud with salamander colleague, Leroy Flammel (see also “The
Feud Between Lockwood and Flammel” in Section IX “the House” of Household - Volume I). Jebediah
had five sons: Jebediah Jr., Benjamin, Conrad, Grant, and little Humphrey. The youngest was also only
one to be born inside the House.

Being very young, Humphrey never took an active role in the Household War like his father and broth-
ers, but he still had to work hard to help his mother Rosemary on the family farm. They managed their
family estate together until the day Rosemary passed away due to a terrible illness.

When he finally rejoined his brothers, he was already a young but expert hunter, and he soon found out
that he felt more at ease in the lonely depths of the Inbetweens than surrounded by the sad stories of
veterans.

One day, while venturing in the Inbetweens for one of his usual scouting expeditions, Humphrey found
something very strange. It seemed as if a very young salamander with red hair had somehow ended up
trapped in a spiderweb and, always ready to help, he proceeded to saved her. At least, that’s what he
thought. As he learned soon after, that girl was also a hunter, and she was in the middle of setting up a
trap when the boggart burst on the scene and nullified her hard work. Her name was Litha and, unfor-
tunately, she was the daughter of that Flammel.

After that first eventful encounter, the two young littlings began meeting more often. Over the years
they became fast friends, although they had to hide this from their belligerent families, who would have
certainly forced them to stay apart.

At 19 years of age, Humphrey decided it was time for him to face his father in the open and invite Litha
to the annual Fungal Ball held on Lughnasadh. What happened there is unclear, as some witnesses say
that the boggart’s brothers rudely pushed the girl, causing her brothers to react violently, while others
maintain the exact opposite. What we can say for sure is that the Ball degenerated into a full-on brawl
soon after.

Tired of carrying on the family feud, Humphrey asked Litha to run away with him to Wallford, where
they could join one of the great Dens they heard so much about. They arranged to meet that night on
the Red Book that laid at the foot-hills of the Mountain of Pages. When the first light of dawn came
and young Litha had not arrived, Humphrey was so embittered that he decided to leave alone and never
turn back.

For three years the young hunter has been walking the paths between Pinewood and Wallford, and all of
his acquaintances would describe him as a quiet loner who never sticks his nose in other littlings’ busi-
ness. Whenever he comes into town, he simply heads to the shop, leaves the pelts and shells of his prey
on the counter and takes whatever sum he gets offered without ever haggling. He doesn’t wear the colors
of any Den and has no friends to speak of. Nobody would even notice if one day he left for a hunt and
didn’t make it back.

r 31 s
Icarus König a 

NAME: Icarus König


FOLK: Fairy
PROFESSION: Hunter
VOCATION: Scout
NATION: Realm
AGE: 22
HEIGHT: 1,72 tiny meters
EYES: Moss and Beech Bark
HAIR: Blond


Society CHAPTER I
ART
CHARM
Aces: Decorum: Shabby
ELOQUENCE Traits: Sharpshooter, Alert
ETIQUETTE Moves: Sharp eye
GRACE Contracts: Starchild
Wealth: Poor Coins: 0
Academia Equipment: Halfscissor, Crossbow
CARE
Languages: Housian, Fae Title: Lance Corporal
CRAF T
Memory from Prologue: Achievement: I became a sentry
CULTURE
INSIGHT CHAPTER II
INVESTIGATION
Skills: Shoot, Caution
Move: Quick Reaction
War
ATHLETICS CHAPTER III
AUTHORITY
Skills: Elusion, Grace Title: Corporal
COMBAT
STRENGTH
Trait: Deadeye
WILL
CHAPTER IIII
Skills: Fight, Athletics
Street Move: Fast Reload
CAUTION
DEXTERITY
CHAPTER V
ELUSION
EXPLORATION Skills: Exploration, Will Title: Sergeant
SHOOT Trait: Camouflage

r 32 s
Prologue
During the rule of Oberon Trismegistus, the Dining Hall was an even richer and more peaceful place
than it is today. Even during the Household War the fine littlings of the Room were able to keep living
their mostly peaceful and comfortable lives. Mister Arius König and his wife, for example, could even
afford to close the family shop and move to Unter, under the Cupboard, where the greatest port in the
Realm had created many jobs and opportunities for wealth. Unfortunately for them, Unter’s port fell out
of use when the Kitchen was reclaimed soon after. The city and everyone who lived and worked in it fell
into extreme poverty in the span of months.

Icarus was the couple’s first born, coming into the world when his parents were already older. Ever since
he was a child,he loved to run around on back alleys, squeezing past the crowd to admire the handsome
soldiers parading out to the front or coming back home. The young blond fairy dreamed to one day en-
roll in the amazing Army Academy in Glasburg, higher up in the Cupboard. It was an impossible dream
for a humble boy like him without any money.

Even though he was a twig of a boy, Icarus began working when he was very young. He was a porter, a
shop boy, an errand boy, and a messenger, and generally he took on any simple or harsh job he could, just
so he could help his family, especially little Thalia, his younger sister. The little fairy girl had been very
sick ever since she was born, and her health kept declining day after day, worsened by the damp air of
their poor neighborhood. Any Plate young Icarus could save was put aside to ensure Thalia could one day
receive better care. But his earnings were hardly enough to help with keeping the family afloat.

On the day Tsarina Arcadia Oberonovna declared the end of the Household War, all the faeries and lit-
tlings of the House celebrated, but not the König family. Because on that same joyous day, little Thalia
was taken by a fainting spell. Icarus ran around the city streets, looking for a doctor, but the celebrations
and military parades meant it took him hours to find one. When he made it back, it was already too late.

The following year Icarus turned of age and his parents insisted that he use all the money he had saved
and set aside for his sister’s medicines to pay the admission fee into the Army Academy, so he could get
the life he had always dreamed of. Over the following years Icarus stood out at the Academy for his ir-
reproachable conduct, his punctuality, and great dedication. He also had the good fortune to study under
Sergeant Ludwig Teeloffel, who became like a second father to him, and even procured him a job as a
night janitor so that he could keep supporting his family in Unter.

Today Icarus is a sentry for the Great Imperial Army, stationed at the border in La Ruelle on stand-
by, ready to set out for a scouting mission to one of the most dangerous places of the House: the Long
Hallway.

r 33 s
 b Litha Flammel

NAME: Litha Flammel


FOLK: Sprite (Salamander)
PROFESSION: Hunter
VOCATION: Guide
NATION: Hearth
AGE: 21
HEIGHT: 1,60 tiny meters
EYES: Blue
HAIR: Red


Society CHAPTER I
ART
CHARM
Aces: Decorum: Decent
ELOQUENCE Traits: Sharpshooter, Pathfinder
ETIQUETTE Moves: Sharp eye
GRACE Contracts: Out of the Spark
Wealth: Middle Class Coins: 2
Academia Equipment: Long Keysket, Fire Starter, Lantern
CARE
Languages: Housian, Sprigaelic
CRAF T
Memory from Prologue: Achievement: I can do in on my own!
CULTURE
INSIGHT CHAPTER II
INVESTIGATION
Skills: Shoot, Exploration
Move: Take Cover!
War
ATHLETICS CHAPTER III
AUTHORITY
Skills: Fight, Eloquence
COMBAT
STRENGTH
Trait: Kind Soul
WILL
CHAPTER IIII
Skills: Elusion, Dexterity
Street Move: Rescue
CAUTION
DEXTERITY
CHAPTER V
ELUSION
EXPLORATION Skills: Charm, Will
SHOOT Trait: Beastmaster

r 34 s
Prologue
When the Household War was drawing to a close, Leroy Flammel was gravely wounded and thus dis-
charged from the Porcelain Army. He was on the Ground Floor at that time and wouldn’t have survived
the harsh journey on the Great Stairs. So he decided to move to the Hearth with his family and wait a
while to regain his strength. But over the years the Flammels fell in love with the rural life of the Hearth,
and they eventually were one of the first families to build their home on the Shelf that would later be-
come Bookshire.

Little Litha got her name because she was born on the day of Litha, the first day of Summer, and she had
two equally older brothers, the twins Edwin and Godwin. Litha and her family were the only sprites in a
boggart town, and they clearly did not go unnoticed. Their blue eyes and the hair as red as candle-flame
were sure to catch the eye in a sea of boggarts. In the beginning things didn’t go so well, and from a
very young age, Litha had to come to terms with a world that did not accept her, though she couldn’t
understand why. It got better as years went by, only to worsen drastically when her father decided to
begin a feud against his former friend and colleague Jebediah Lockwood (see also “The Feud Between
Lockwood and Flammel” in Section IX “the House” of Household - Volume I).

Litha always wanted to become a hunter just like her beloved father and brothers, despite the fact that
they constantly made fun of her for being too small and clumsy. One day, determined to prove her skill,
she set off to catch a spider, but a young boggart suddenly burst into the Inbetweens, scaring away her
quarry and wrecking her trap. The boy was Humphrey, one of those Lockwoods her father wanted noth-
ing to do with, but he was much different from his arrogant brothers. After that rocky beginning, the
two of them became friends, and they took every opportunity to run to the Inbetweens to hunt together
behind their parents’ backs.

When her father found her at the Fungal Ball with Humphrey, he made a scene, took her home, and
locked her in, telling her that from that moment she was forbidden from leaving the house alone. It was
then that Litha decided to run away with Humphrey, asking him to meet her at the Red Book that very
night. But twisted luck made it so that Leroy found her just as she was leaving the house in the dead of
night. The shock and sadness were so great, that the old hunter’s war wounds flared up, and continued
to torment him for days. Litha was a good daughter, she couldn’t leave her dad. On that night and for
many months after, she remained by his side, nursing him to health, and she was very disappointed when
Humphrey left without her, without even leaving her a letter.

One year later she left her childhood home and the Hearth, decided to make her own fortune as a guide
for dignitaries traveling on the roads to the Free Dominions. It was on one such trip that she met a slu-
agh named Tubo, a gentle giant who soon became her best friend and her reliable partner in adventure.
People who traveled with them describe them as a lively and well-matched duo. Young Litha still brought
in her eyes the memory of a great sadness, but in her heart the carefree flame of adventure burned bright,
and she had smiles to spare even in the darkest of times.

r 35 s
 b Qamar Halabi

NAME: Qamar Halabi


FOLK: Sluagh
PROFESSION: Hunter
VOCATION: Bounty Hunter
NATION: Horde
AGE: 25
HEIGHT: 1,75 tiny meters
EYES: Pink
HAIR: Dark Green


Society CHAPTER I
ART
CHARM
Aces: Decorum: Decent
ELOQUENCE Traits: Sharpshooter, Sixth Sense
ETIQUETTE Moves: Find Resources
GRACE Contracts: Revenant from Farbeyond
Wealth: Poor Coins: 0
Academia Equipment: Long Keysket, Nailtip
CARE
Languages: Housian, Slugan
CRAF T
Memory from Prologue: Scar: They killed my family
CULTURE
INSIGHT CHAPTER II
INVESTIGATION
Skills: Fight, Shoot
Move: Precision Shot
War
ATHLETICS CHAPTER III
AUTHORITY
Skills: Charm, Grace
COMBAT
STRENGTH
Trait: Tough as a Nail
WILL
CHAPTER IIII
Skills: Caution, Investigation
Street Move: Quick Reaction
CAUTION
DEXTERITY
CHAPTER V
ELUSION
EXPLORATION Skills: Athletics, Dexterity
SHOOT Trait: Hard to Kill

r 36 s
Prologue
Some sluagh tribes settled into the Kashab Desert after reaching the House long ago and spent years rid-
ing lizards on the dunes of sawdust . Tempered by the False Fire burning in the Furnace, these littlings
are the only ones able to survive the many dangers of this remote corner of the House. Qamar’s parents
were rovers of the hot Kashab, born of the sluagh who arrived from the Farbeyond.

During the Household War there was a fierce military campaign that brought faeries and boggarts of the
Great Imperial Army to invade the Basement. While these soldiers were ultimately destined to fail, they
still managed to cause substantial losses to the Horde ranks.

Qamar’s first memory dates back to the time she was still a child, to the day when a boggart with a
cross-shaped scar on his left hand killed her parents just before she could escape. Today she doesn’t even
remember their names, but the look in her mother’s eyes and that single detail of their killer have been
burned in her memory, and for twenty years have been the center of her every nightmare.

On the run from enemy soldiers fighting to stay alive, the little sluagh girl managed to make her way
to Utu Dasewer, a city that, back then, was far less hospitable than it is today. Thanks to her resolve and
great strength of will, Qamar earned the sympathy of a sluagh called Jossafat. The old sluagh had lost
a hand, a leg, and an eye in the war (see also “Utu Dasewer” in Section IX “the House” of Household
- Volume I), and back then was working a cook for soldiers and prisoners. For three years Qamar vol-
unteered to bring the chow to the inmates, asking every boggart she saw to show her their hands. They
were all impressed with how a tiny rose-eyed girl could be that fierce, that fearless in the face of anyone
and anything.

After giving up all hopes to ever find her parents’ murderer among the prisoners, when she was still a girl,
Qamar volunteered to become a guide for Emirs traveling from the other side of the Basement. It was
thanks to the patience of one of them that Qamar had a chance to study. Over many long nights spent
camping in the dunes, Qamar received the same education of her peers from the city, and began to un-
derstand how big the House really was, learning about the far-away places the invaders had come from...
and maybe returned to. Now that she’s grown up, Qamar has become a ruthless hunter and a breathtak-
ing woman, and for both these traits she was chosen by the Emir to become a spy and asked to infiltrate
enemy camps. She was forced to live a lie for many years, pretending to be a friend of the same littlings
that threatened her Folk. But she kept her resolve thinking that one day, she would find the boggart with
a cross-shaped scar on his left hand.

When the Household War ended, Qamar had nothing waiting for her back home. She didn’t have a
home either. So she went from Penjara, to Al Sehir, to Viletia, always searching information on the mur-
derer, and finding many trails that inevitably led to a dead end. Today, with the frontiers finally open,
the tireless hunter from the desert can finally climb the Quivering Stairs and venture in the lands of her
sworn enemies. To her, War will never end until the day she finds the boggart who killed her family.

r 37 s
 b Gunther Lichtmann

NAME: Gunther Lichtmann


FOLK: Sprite (Sylph)
PROFESSION: Criminal
VOCATION: Cheater
NATION: Realm
AGE: 36
HEIGHT: 1,90 tiny meters
EYES: Green
HAIR: Dark Green (Shaved)


Society CHAPTER I
ART
CHARM
Aces: Decorum: Elegant
ELOQUENCE Traits: Shadow, Perfect Liar
ETIQUETTE Moves: Your Loss, My Gain
GRACE Contracts: Out of the Draft
Wealth: Middle Class Coins: 1
Academia Equipment: Elegant Clothes
CARE
Languages: Housian, Slugan, Sprigaelic
CRAF T
Memory from Prologue: Scar: Honesty never paid me
CULTURE
INSIGHT CHAPTER II
INVESTIGATION
Skills: Eloquence, Insight
Move: Learn from Mistakes
War
ATHLETICS CHAPTER III
AUTHORITY
Skills: Caution, Elusion
COMBAT
STRENGTH
Trait: Sixth Sense
WILL
CHAPTER IIII
Skills: Etiquette, Dexterity
Street Move: Friends in Low Places
CAUTION
DEXTERITY
CHAPTER V
ELUSION
EXPLORATION Skills: Care, Investigation
SHOOT Trait: Counterfeiter

r 38 s
Prologue
The Licthmann family from Unter, under the Cupboard, always had a specific and well-deserved repu-
tation. Over time, this family of sylphs had become the touchstone for all those in search of easy money
with no questions, and they quite liked it, after all they were business littlings and very skilled cheaters.

Of Luitpold and Ulla Lichtmann’s children, the eldest were Adolph and Berthilde, and they managed
the family business and smuggling ring respectively. The youngest child was named Gunther, and he had
a very different life-path in mind.

Growing up with the Lichtmanns wasn’t exactly easy for Gunther. He had to compete with his brother
and sister, who continuously lied to him and stole his breakfast or birthday presents. The two of them
always got off the hook for anything they did, even getting rewarded for their misdeeds by Luitpold and
Ulla, who believed that there is no smarter littling than the one who can outsmart others, even if the
other was their sibling. Gunther, on the other hand, only cared about numbers and statistics, and while he
dreamed of one day becoming an honest notary, he had to settle for helping his father with his gambling.

After coming of age and finishing the draft, Gunther finally managed to earn his sought-after degree at
the University of Glasburg and invested the entirety of his savings into a small office in a very promising
part of town. And so, his career as a notary and accountant set off, working for humble merchants and
one retired colonel who had turned artisan and began brewing beer. But his business kept going worse,
with no upturn in sight. Unlike him, his colleagues were all rich fancypants who lived in the most elite
regions of the Cupboard, and the reason was pretty self-evident. His sister Berthilde was the one to open
his eyes to the fact that everyone but him was taking advantage of the ruckus caused by the Household
War to break the law here and there, moving numbers where it best suited them and their their bottom
line. For Gunther that was the final proof that honesty never pays, it never did and never would.

Tired of being treated as a doormat by those who constantly took shortcuts in life, Gunther left all scru-
ples behind and decided to use his talents to get rich on other people’s money. All it took was adding
one or two clauses to his contracts, making some favors, forging a couple signatures, and rounding up the
numbers here and there and soon enough he was stinking rich. He spent years living in luxury, indulging
his every whim, and he never felt bad for what he was doing, nor did he stop to consider what it meant
for the people he was swindling. Quite the opposite, he even kicked himself for having been so naive not
to listen to his family sooner and wasting so many years on a childish dream.

When the High Council was instituted, the music changed quickly. It only took a couple of years for the
inspections to kick in and swindlers were found and arrested one after the other. Even Gunther, who felt
untouchable, ended up on the list of a ruthless Commissioner of the Royal Gendarmerie, and in order
to avoid prison, he had to bribe several judges. In the end, his license was revoked, his money finished,
and he was banned from practicing. But a self-made sylph like Gunther knows the best ways to land
on his feet: he just needed to find the most self-important (and easiest to swindle) littling of the House
and befriend him. And this is how he became the personal assistant to Pierre Delacroyance, the scholar.

r 39 s
 b Jocelyne Bonheur

NAME: Jocelyne Bonheur


FOLK: Fairy
PROFESSION: Criminal
VOCATION: Courtesan
NATION: Realm
AGE: 24
HEIGHT: 1,60 tiny meters
EYES: Midnight Deep Cobalt
HAIR: Blond


Society CHAPTER I
ART
CHARM
Aces: Decorum: Elegant
ELOQUENCE Traits: Shadow, Heartbreaker
ETIQUETTE Moves: I heard a rumor!
GRACE Contracts: Starchild
Wealth: Middle Class Coins: 0
Academia Equipment: Portable Pistol (illegal), Elegant Clothes
CARE
Languages: Housian, Fae
CRAF T
Memory from Prologue: Achievement: I learned how to stand back up
CULTURE
INSIGHT CHAPTER II
INVESTIGATION
Skills: Charm, Elusion
Move: Your Loss, My Gain
War
ATHLETICS CHAPTER III
AUTHORITY
Skills: Shoot, Investigation
COMBAT
STRENGTH
Trait: Gifted Performer (Acting)
WILL
CHAPTER IIII
Skills: Grace, Care
Street Move: Expedient
CAUTION
DEXTERITY
CHAPTER V
ELUSION
EXPLORATION Skills: Authority, Shoot
SHOOT Trait: Kind Soul

r 40 s
Prologue
After the “Brothers!” Edict the Tristarred took control of the Piano, perpetrating terrible crimes against
all sprites, sluagh, and boggarts that up to that day led peaceful lives between the mahogany walls (see
also “The “Brothers!” Edict” in Section VII “Household History” of Household - Volume I). Those re-
grettable events were followed by weeks of violence and endless days of siege that didn’t come to a close
until young Tristan des Larmes, also known as the Black Fairy, finally intervened (see also “Tristan des
Larmes” in Section IX “the House” of Household - Volume I). In those terrible days, the fury of the hy-
per-nationalist soldiers stopped targeting only those who didn’t belong to the winged Folk. Soon enough,
they turned against the faeries who they considered to have too much of a relationship with other Folks.
Chanel Bonheur was one such unfortunate littling since, after becoming a widow during the Household
War, she had remarried to a wealthy undine in hopes of providing a better future to her daughter Jocelyne.

And so, when she little more than a child, Jocelyne was left orphaned and homeless, forced to live on
the streets in the aftermath of a bloody battle. The fine littlings of the Royal Gendarmerie tried several
times to take her to an orphanage, but she never trusted them as they wore the same uniform of the evil
Tristarred that had taken her mother away. And as she was avoiding them, Jocelyne befriended many
littlings who lived in the poorest part of town, where the gendarmes were more reluctant to go. There,
between grifters and acrobats, she rekindled the spark of joy that had so often made her stand out, she
even took to dancing and acting again, just as Chanel taught her.

Years went by and Jocelyn grew into a young woman who was as joyful as she was unscrupulous, who
wanted to take back everything life had stolen from her, whatever the cost. She never really realized that
many of her adoptive parents were seasoned criminals who had put her on a dangerous path with their
well-intentioned attempts at raising her. Perhaps she knew and didn’t really care, because what she really
wanted to do was to keep on dancing, performing, and wearing clothes and jewels worthy of the Tsarina.
And so, when she came of age, she bid farewell to all the littlings who had raised her as a shared daughter
and went out to seek her fortune in one of the amazing theaters in Astraviya she had read so much about.

But after making her way to the Table she realized that the shining lights of the capital that had bright-
ened her darkest nights were actually a blazing flame burning anyone who dared to step too close. Soon
Jocelyne had to face the harsh reality of a city swarmed by crowds of littlings, all of them trying to escape
a terrible past and find a better tomorrow. After failing few auditions and having a couple of doors shut
in her face, the young fairy had already given up on her dreams of glory. She began spending her days in
envy of the old Ladies of the Chandelier who paraded their lap bumblebees on white carriages.

And because she was vain and spoiled, but also very sly, Jocelyne found a way to put her smile to good
use. She got in touch with the criminal underworld of the capital, where she could get the most beautiful
dresses and expensive make-up in exchange for a couple favors. She began working as a courtesan in the
most exclusive parts of Lowlight with the sole goal of meeting unfaithful husbands, who are always the
best target for blackmail.

r 41 s
Micah Doyle a 

NAME: Micah Doyle (Michelagro Dole)


FOLK: Sluagh
PROFESSION: Criminal
VOCATION: Thug
NATION: Free Dominions
AGE: 38
HEIGHT: 1,88 tiny meters
EYES: Black
HAIR: Black


Society CHAPTER I
ART
CHARM
Aces: Decorum: Shabby
ELOQUENCE Traits: Shadow, Tough as a Nail
ETIQUETTE Moves: Jack of all Trades
GRACE Contracts: Revenant from Farbeyond
Wealth: Poor Coins: 0
Academia Equipment: 2x Nailtip
CARE
Languages: Housian, Slugan
CRAF T
Memory from Prologue: Scar: I did what I had to
CULTURE
INSIGHT CHAPTER II
INVESTIGATION
Skills: Authority, Strength
Move: Ambush
War
ATHLETICS CHAPTER III
AUTHORITY
Skills: Fight, Elusion
COMBAT
STRENGTH
Trait: Nail Thrower
WILL
CHAPTER IIII
Skills: Eloquence, Shoot
Street Move: Concealed Nail
CAUTION
DEXTERITY
CHAPTER V
ELUSION
EXPLORATION Skills: Etiquette, Will
SHOOT Trait: Hard to Kill

r 42 s
Prologue
Michelagro Dole came to the Upper Floor when he was barely twenty years old. Back then he was a
simple littling from Viletia who, like so many others, had left his home country in an attempt to build
a new life far from the War. When he reached the registrar’s office to petition for his residency per-
mit he couldn’t speak Sprigaelic nor Housian, so people couldn’t understand him and put him down
as Micah Doyle.

The city of Tuberdam was the most popular destination for refugees, who crowded the streets near the
port in search of a job. Every day hundreds of strong young littlings and family littlings elbowed each
other to get chosen to sweat and toil for the few Plates that would allow them to get by another day. Back
then, littlings coming from the Basement weren’t looked kindly upon, and they were highly discriminat-
ed by locals. When it came to work, they had to be willing to settle for laughably low pays for the harsh-
est, less desirable jobs, but Micah was tall and strong and resolute, and with time he managed to set sail
on a small merchant ship.

And after many years of sacrifice, life finally took a turn for the better for him: he managed to save a
small bag of crystals and finally found a place to live. His dream was to settle down and find a better
job, far away from the harbor. Finally ready to hand in his letter of resignation, Micah paid a visit to his
captain, a violent and ruthless littling, and found him violently arguing with his poor wife. Micah knew
he shouldn’t meddle into that situation, but when he saw the littling attack the woman, he just couldn’t
stop himself. Sadly, the captain took out his gun and, in the ensuing scuffle, he was somehow killed. So
Micah was caught by the Police and brought in front of a judge who sentenced him to 50 years in prison.

Over three long years in prison, Micah was harassed by several criminals who laughed at him for his
strong Viletian accent and for his meek disposition. One after the other, those littlings tasted the sluagh’s
fists, and soon enough Micah had a reputation that reached outside the prison. One day, a littling by the
name of Lynch sent his people to bribe the judges and the police, ensuring that Micah would be let out.
Outside the prison, he sent a carriage to wait for him and bring him in a luxury hotel, where Micah found
a set of elegant clothes and some shiny nailtips.

From that moment, Micah set aside his aspirations for a quiet life and dedicated himself to working for
Lynch as debt collector, batterer, and killer. It wasn’t honest work, but he was respected and well paid
and he had a chance to give a lesson to all those who had always looked down to him. Over the years, he
made a name for himself and everyone in the neighborhood knew about the tall thin sluagh who always
wore elegant clothes and spoke with a strange accent, and they feared him because they knew what he
did for a living. Even the police learned that it was better not to mess with him, and even Ira the Undine
got to know him and added him to his list of “trustworthy” criminals. Life had become much easier, but
deep-down Micah knew this was not what he was born for. He dreamed of to one day being able to leave
Tuberdam behind and start a new life somewhere else, in a place where nobody knew him or his past.
Sadly he was far too good at his job, and the local underworld had no plans to let him get away.

r 43 s
Sienna Blackwell a 

NAME: Sienna Veronica Blackwell


FOLK: Boggart
PROFESSION: Criminal
VOCATION: Thief
NATION: Hearth
AGE: 21
HEIGHT: 1,75 tiny meters
EYES: Black
HAIR: Black


Society CHAPTER I
ART
CHARM
Aces: Decorum: Shabby
ELOQUENCE Traits: Shadow, Picklock
ETIQUETTE Moves: Expedient
GRACE Contracts: Dear to the Hearth
Wealth: Poor Coins: 0
Academia Equipment: Nailtip, Lockpicks
CARE
Languages: Housian, Hearthish, Fae
CRAF T
Memory from Prologue: Bond: I can always rely on Earnest
CULTURE
INSIGHT CHAPTER II
INVESTIGATION
Skills: Eloquence, Craft
Move: Fiddling
War
ATHLETICS CHAPTER III
AUTHORITY
Skills: Dexterity, Elusion
COMBAT
STRENGTH
Trait: Pickpocket
WILL
CHAPTER IIII
Skills: Fight, Shoot
Street Move: Jack of all Trades
CAUTION
DEXTERITY
CHAPTER V
ELUSION
EXPLORATION Skills: Insight, Athletics
SHOOT Trait: Perfect Liar

r 44 s
Prologue
When Sienna Blackwell was born her grandmother Margaret was already an elderly boggart who had to
survive the long journey back into the House after the Restoration Pact (see also “The Restoration Pact”
in Section VII “Household History” of Household - Volume I). Margaret’s son was called James, he was a
good littling and so he was sent to fight at the front with his brother and all other able-bodied boggarts.
The little girl’s mother, on the other hand, was a skillful tailor and she spent her days and nights working
in a small shop, making blue hats for the soldiers of the Hearth Army. So Sienna grew up spending most
of her days at her granny’s.

Margaret was more than a grandmother to Sienna; she was her mother and a trusted friend. From her
granny, Sienna inherited her determination, her strength of character, and the ability to shrug life’s terri-
ble events off to focus on what is good and fun. Additionally Margaret, who had lived a hard life in the
Outhold, taught her granddaughter that, if she really wanted something in life, she should just take it,
and that in the end, it was better to ask for forgiveness rather than permission. Sienna learned this last
lesson all too well and, thanks to her notorious audacity, always acted as if Wallford and everything with-
in it belonged to her.

At 10 years old Sienna was already a young criminal through and through. Her slender built and skill
with lockpicks made her a precious resource for the criminal underworld of the capital. Her favorite tar-
gets were always faeries, as she thought they were all rich and snobbish. She even managed to steal the
red and green jacket from an officer of the Great Imperial Army. That soon became her all-time favorite
thing, her most precious possession. At the time Sienna was already very cunning, it looked as if nobody
could stop her, and nobody could, until that time she tried to rob Arthur Gilmore’s shop almost as a
prank and met his son Earnest. The boggart lad was already big and strong, and he was ready to give her
a beating, but she somehow managed to convince him that she was a spy working for the Tsarina herself.
And so she got off scot-free. When, after quite some time, good Earnest realized he had been fooled it
was already too late, the two of them had already become best friends, and they would have done any-
thing for one another, despite the fact that they had nothing in common but their thirst for adventure.

Growing up, Sienna still had a questionable conduct, even by criminal standards, and she didn’t think
twice about working with any and every criminal group in town, without ever taking a side. Everyone had
some unfinished business with her, but everyone also had a favor to ask in exchange for wiping her slate
clean. This suit Sienna just fine, as she felt like nothing could ever thwart her complete freedom. Even
after spending some months in jail, after her girlfriend told her she never wanted to see her again, and
after her parents banned her from their home, Sienna never doubted to have chosen the right path in life.
After all, she could always rely on the unconditional love of her grandmother and the unwarranted help
of good Earnest, to whom she always said she’d mend her ways if he only bailed her out one last time.

r 45 s
Earnest Gilmore a 

NAME: Earnest Gilmore


FOLK: Boggart
PROFESSION: Duelist
VOCATION: Hero
NATION: Hearth
AGE: 23
HEIGHT: 1,98 tiny meters
EYES: Blue
HAIR: Brown


Society CHAPTER I
ART
CHARM
Aces: Decorum: Decent
ELOQUENCE Traits: Swordfighter (Dueling Halfscissor), Selfless
ETIQUETTE Moves: Riposte
GRACE Contracts: Dear to the Hearth
Wealth: Poor Coins: 2
Academia Equipment: Dueling Halfscissor
CARE
Languages: Housian, Hearthish
CRAF T
Memory from Prologue: Bond: Sienna is my best friend
CULTURE
INSIGHT CHAPTER II
INVESTIGATION
Skills: Strength, Fight
Move: En Garde
War
ATHLETICS CHAPTER III
AUTHORITY
Skills: Caution, Dexterity
COMBAT
STRENGTH
Trait: Big and Strong
WILL
CHAPTER IIII
Skills: Care, Will
Street Move: Broken Time
CAUTION
DEXTERITY
CHAPTER V
ELUSION
EXPLORATION Skills: Eloquence, Athletics
SHOOT Trait: Braveheart

r 46 s
Prologue
Arthur Gilmore was a skilled carpenter, and when the time came or him to serve his country and help in
the war effort, he was asked to do so from his workbench, rather than at to the front. He had help in the
shop, his beloved son Frank, who was his carbon copy and greatest source of pride, while his wife Nancy
and the newborn Earnest waited for him at home.

When Earnest was just a child, his brother Frank was a grown littling, tall and strong, and he was called
to serve the Hearth fighting in the Household War. Like many of his peers, Frank was no soldier, but a
simple crafter with a good heart that suddenly found himself torn from home, never to return. And so
Arthur turned to his second son, and decided that he would be the one to inherit the family workshop,
and so he began training him in the craft. For his part, Earnest had never felt like he was missing the
weight of his father’s expectation, and he quietly dreamed of one day becoming a famous duelist like
the characters in the stories his mother loved to read to him. Unfortunately for him, despite being still a
growing boy, he was already tall and strong, and worse still, he was comically clumsy.

One day his father found him in the workshop, busy pouring his attention and hard work on a wooden
plank. It was the first time he ever saw him so intent on his job, and he was very pleased, thinking to have
finally instilled in the boy his love for the craft. But Arthur’s pride soon turned disappointment and rage,
when he realized that his son was actually carving a small wooden half-scissor to use for fencing training.
As a punishment he ordered Earnest to clean the workshop from top to bottom before the day was over.
It was during that strenuous day of work that little Sienna decided to sneak in the workshop to try and
steal from Arthur’s cashbox and was obviously spotted by Earnest, who took his unfinished half-scissor
and declared to be ready to fight her. Scared, the boggart girl persuaded him that she was actually a spy
sent by the Tsarina herself. Good Earnest believed her and even gave his word that he would defend her,
whatever the cost. After that, the two of them grew up together and became fast friends.

After coming of age, Earnest finally found the courage to tell his father that he couldn’t help him in the
shop anymore, as he had decided to enroll in the Fencing Academy and chase his dream. It was no easy
feat, as Earnest was a good-hearted littling who knew that this would break the heart of his father once
more, after he had already lost a son to the violence of War. But still, he left his family home to go learn
the art if the half-scissor, all the while coming back every weekend to help his father with the heavier
tasks. And when he managed to save enough, he paid for his cousin George to travel to Wallford, so he
could take his place in the workshop.

When he graduated, Earnest had become a handsome strong littling, the pride of the Academy, and
one of the most sought-after bachelors in town. From then on things went progressively worse, be-
cause it was very hard for a duelist of humble birth to find employment, and in the end people began
thinking he was actually good for nothing, that it would be best if he set the stupid dreams of glory
aside and tried being a honest littling for a change. The best he could do was offer his old half-scissor
to defend honest merchants, becoming an extremely polite debt collector and an excellent stand-in
champion for duels of honor.

r 47 s
 b Santiago Vilar

NAME: Santiago Garcia Vilfredo


Eduardo Ramirez Vilar
FOLK: Sluagh
PROFESSION: Duelist
VOCATION: Swashbuckler
NATION: Horde
AGE: 26
HEIGHT: 1,74 tiny meters
EYES: Yellow
HAIR: Black


Society CHAPTER I
ART
CHARM
Aces: Decorum: Decent
ELOQUENCE Traits: Swordfighter (Lancetta), Acrobat
ETIQUETTE Moves: Bravado
GRACE Contracts: Revenant from Farbeyond
Wealth: Poor Coins: 0
Academia Equipment: Lancetta, Portable Pistol (illegal)
CARE
Languages: Housian, Slugan
CRAF T
Memory from Prologue: Reputation: I’m Don Ramiro Vilar’s heir
CULTURE
INSIGHT CHAPTER II
INVESTIGATION
Skills: Fight, Elusion
Move: Riposte
War
ATHLETICS CHAPTER III
AUTHORITY
Skills: Athletics, Dexterity
COMBAT
STRENGTH
Trait: Heartbreaker
WILL
CHAPTER IIII
Skills: Shoot, Charm
Street Move: Feint
CAUTION
DEXTERITY
CHAPTER V
ELUSION
EXPLORATION Skills: Will, Grace
SHOOT Trait: Hard to Kill

r 48 s
Prologue
Don Ramiro Vilar was a skilled duelist and a great ladies’ man and when his life came to an early end on
the battlefield, he already had a very long list of illegitimate children all over the House. As his servants
were clearing out the Vilar estate in El Paso de Umbral, however, they stumbled into a secret door lead-
ing to a small study where they finally found his testament. The document revealed that Don Ramiro
was very saddened by the fact he had never met any of his children and decided to leave both his surname
and all of his riches to the sluagh who would prove to be his real heir by graduating with top marks at the
Fencing Academy of the Mirandola Gulf. That had never happened before. Many littlings tried over the
course of many years, but all of them failed to fulfill the ludicrous demands of perfection that had always
characterized the great masters of Viletia.

The sluagh named Santiago was born precisely in Umbral, and he was handsome and daring, and showed
all the characteristics of a gentle-littling. At the time he was only a poor child in a poor city, but ev-
ery evening his mother Maria told him about how their life was bound to change, because he was the
son of the great Don Ramiro Vilar and when the time came, he would claim his rightful inheritance.
So Santiago grew up knowing that his veins were filled with the blood of a great hero, and every day he
stopped to look in through the gates of the old Vilar estate, dreaming about a time when it would belong
to him.

After coming of age, he moved his mother to Viletia, which was a calm oasis in a time of War and helped
her find employment as a maid in the mansion of a local lord. Then the two parted ways, and Santiago
headed to the Mirandola Gulf, to the oldest Fencing Academy in the Horde. The school only took in
seven students each year, and they would need to study the codices of the lancetta, of chivalry, and of
cowardice for seven years before they could face the unsparing exam to be finally regarded as a Viletian
duelist. Santiago proved beyond all doubt to be the most skilled, most noble, and most coward of all can-
didates and his entrance exam was so brilliant, that everyone in town soon began to whisper about how
the lost son of Don Ramiro Vilar had finally returned.

For seven years, Santiago kept his name and head held high, standing out in every discipline and earning
the respect of his teachers. His fellow students, on the other hand, secretly hated him, not just because
he was skilled, but because he had such a natural talent that he never needed to work to excel. At night,
while everyone else studied and trained, Santiago sneaked out to party and enjoy his life, or to bring col-
orful molds and the promise of a better future to his mother Maria.

Santiago was the first in the entire history of the Academy to graduate with top marks and finally earn
Don Ramiro’s surname and his great fortune. At least, that’s what he believed. But the inheritance it had
remained pending for too long and during his studies the faeries of the Great Imperial Army seized the
Vilar estate and turned it into an embassy. All that was left for Santiago was the black clock-arm of Don
Ramiro, handed to him with full honors by an old maid who kept it safe for many years. Despite this
cheap shot dealt by destiny, Santiago promptly wore his famous smile and set off in search of adventure,
leaving his mother with the promise that he will gather a fortune ten times that of his father and return
to give her the life she had always wanted.

r 49 s
 b Siobhan Adhair

NAME: Siobhan Adhair


FOLK: Sprite (Sylph)
PROFESSION: Duelist
VOCATION: Virtuoso
NATION: Free Dominions
AGE: 25
HEIGHT: 1,78 tiny meters
EYES: Purple
HAIR: Pale Mint


Society CHAPTER I
ART
CHARM
Aces: Decorum: Decent
ELOQUENCE Traits: Swordfighter (Needle), Panache
ETIQUETTE Moves: En Garde
GRACE Contracts: Out of the Draft
Wealth: Middle Class Coins: 2
Academia Equipment: Needle, Spool
CARE
Languages: Housian, Sprigaelic
CRAF T
Memory from Prologue: Bond: Aidan always believed in me
CULTURE
INSIGHT CHAPTER II
INVESTIGATION
Skills: Athletics, Dexterity
Move: Make an Entrance
War
ATHLETICS CHAPTER III
AUTHORITY
Skills: Fight, Grace
COMBAT
STRENGTH
Trait: Kind Soul
WILL
CHAPTER IIII
Skills: Insight, Will
Street Move: Feint
CAUTION
DEXTERITY
CHAPTER V
ELUSION
EXPLORATION Skills: Charm, Elusion
SHOOT Trait: Acrobat

r 50 s
Prologue
The Household War was unlike any other conflict the House had ever seen, dragging all the Folks in
decades of open combat. Countless littlings lost their lives in those years, and some of them left behind
children, orphans with nobody to care for them. Siobhan Adhair was one of these homeless children who,
through no fault of her own, ended up living in an orphanage in Rosevault, in the Freedomes.

When she was little Siobhan had few friends and refused to speak a word to her guardians or prospective
adoptive parents. Her moody temper and rebellious nature inevitably led her to be the center of any and
every brawl and soon enough the sylph earned a reputation as a difficult child, a ne’er do well who would
never find a new family. Those were hard years for Siobhan, as they were for everyone in the Household.
For every littling that starved and died at the front, a new child came to Rosevault search of peace.

When the orphanage was full, a philanthropic salamander named Rebecca Morgen opened the doors of
one of her family’s mansions to the new incoming children. As the lady was taking the children there,
she stumbled into little Siobhan, who was impulsive and covered in bruises, and she decided to take her
under her wing. In her big new home, the sylph met Rebecca’s son, young Aidan, a fragile and kind sala-
mander that spent his days locked up in the library. Siobhan didn’t know how to read or write, but Aidan
was open to teach her, and he showed her the maps of the House and the portraits of important people
who made history. For the first time Siobhan caught a glimpse of the world outside of Rosevault, and she
was mesmerized by the vastness of the Rooms and nations, and little by little she and Aidan became best
friends. Whenever she asked a question, the Salamander almost always had the answer, and if he didn’t,
the thing immediately became a mystery, and every mystery soon became an adventure, and at the end
of every adventure, they just couldn’t wait to start the next one. They made a promise to each-other: to-
gether, they would solve all of the House’s mysteries.

Growing up, Siobhan became very different from the little girl that left the orphanage. With the help
of Aidan and Rebecca she learned good manners and good posture, and she transformed into a beauti-
ful sylph with an impeccable style admired by all. Her hot-headed temper never left, though, and it led
her to enroll into the Academy in Rosevault, where she learned the art of the dueling needle, the most
sublime and refined of all fencing techniques. From then on her life became a flurry of tournaments and
sporting events, which had grown in popularity after the end of the War. She went on to compete all over
the Upper Floor, representing Rosevault and even the Free Dominions in junior competitions, inevitably
getting separated from her best friend, whom she could only meet during the Yule holidays.

For years the sport newspapers told the exploits of the beautiful young sylph, with no equals on the fenc-
ing scene, whose technique was as clean and elegant as a dance. Many littlings came to her with her big
contracts, asking her to compete internationally. But all of them were left holding the bag when Siobhan
abandoned her career as a professional fencer to become Aidan’s honor guard and personal assistant after
he earned the title of detective. While her career was promising, she couldn’t go back on the promise she
made to her best friend, and she certainly could never allow him to solve all the mysteries of the House
without her.

r 51 s
 b Yuliya Dragomirov

NAME: Yuliya Fedorovna Dragomirov


FOLK: Fairy
PROFESSION: Duelist
VOCATION: Captain
NATION: Realm
AGE: 28
HEIGHT: 1,68 tiny meters
EYES: Icy Silver-Green
HAIR: Red


Society CHAPTER I
ART
CHARM
Aces: Decorum: Decent
ELOQUENCE Traits: Swordfighter (Pin), Tough as a Nail
ETIQUETTE Moves: Cunning Tactics
GRACE Contracts: Starchild
Wealth: Middle Class Coins: 1
Academia Equipment: Pin, Cape
CARE
Languages: Housian, Fae, Sprigaelic Title: Sergeant
CRAF T
Memory from Prologue: Reputation: I am an inflexible officer
CULTURE
INSIGHT CHAPTER II
INVESTIGATION
Skills: Fight, Dexterity
Move: Riposte
War
ATHLETICS CHAPTER III
AUTHORITY
Skills: Authority, Will Title: Marshal
COMBAT
STRENGTH
Trait: Sixth Sense
WILL
CHAPTER IIII
Skills: Investigation, Athletics Title: Captain
Street Move: Feint
CAUTION
DEXTERITY
CHAPTER V
ELUSION
EXPLORATION Skills: Insight, Caution
SHOOT Trait: Hard to Kill

r 52 s
Prologue
The day Yuliya was born should have been a joyous one, as she was the first-born of a family of the Realm
elite, beloved and respected by all. However, it turned out to be an infinitely sad day. Because of the de-
livery, Marshal Fedor Dragomirov had to face two great sorrows on the same day: the death in childbirth
of his beloved wife Agafya and the fact that his first-born turned out to be a girl.

At the time, Faeriyev was incontestably the safest city in the entire House thanks to its strategic location.
As such it was the place many high-ranking officers of the Great Imperial Army chose as their base both
to plan the offense and to keep their families safe. As the less fortunate experienced the horrors of War
on their skins, Yuliya spent her time paging through her father’s huge collection of maps, looking at the
bigger picture, and she soon began seeing the conflict as a big mathematical problem that she could solve
with strategy instead of using brute force. Eager to prove herself useful, the young fairy tried several times
to speak to her father, but Fedor had turned cold and bitter, and he preferred to ignore her, unable to see
in her the son he had always pictured at his side.

Growing up, Yuliya always wished to be a boy, so she could rise to meet her father’s expectation. She
trained day and night in hopes to one day become a soldier and serve the Great Imperial Army in that
War that felt like it would last forever. But all her effort was for naught, as Fedor would never jeopar-
dize his reputation by sending a daughter to the Army Academy in Glasburg. He had already resolved
to find her a good respectable fiancé and marry her off soon to keep the family’s good name from being
dragged through the mud. But then one day Tsar Oberon Trismegistus was mysteriously assassinated (see
also “The First Household War” in Section VII “Household History” of Household - Volume I) and his
daughter Arcadia was crowned his heir in Highlight. And for the first time Yuliya understood that she
didn’t have to be male to get the life that she had always wanted. From then on she never allowed any-
body to tell her what she could and couldn’t do.

She went against her father’s will and gained admittance into the Realm’s Fencing School, where she
learned the dueling art of the pin, the fastest and most lethal dueling weapon in the house. When she
graduated, the War had just ended and the delicate situation called for many new recruits to step up and
serve the Great Imperial Army. Yuliya volunteered, with the dream of one day becoming a Golden Back
and finally return home to prove to her father that he had been wrong all along.

Soon enough her tireless dedication, respect, and determination led her to gain the rank of Sergeant and
brought her to be stationed in Lowlight Astraviya, in the capital of the Realm. From there, she went on
a new mission to another place in the Room or in the Common Lands every few months, and every time
she returned with her head held high, preceded by news of her success. She was often offered to enter in
the Tsarina’s personal guard, but she always refused, as she knew that her destiny was on the battlefield.
The only sign of recognition she accepted, and with great reverence, was a dueling pin that had once be-
longed to the Captain of the Golden Backs, Valentine Du Lampe.

r 53 s
 b Floyd Hansen

NAME: Floyd Benjamin Hansen


FOLK: Boggart
PROFESSION: Animal Handler
VOCATION: Rancher
NATION: Hearth
AGE: 37
HEIGHT: 1,92 tiny meters
EYES: Brown
HAIR: Brown


Society CHAPTER I
ART
CHARM
Aces: Decorum: Decent
ELOQUENCE Traits: Animal Companion: Mouse, Fang and Claws (Mouse)
ETIQUETTE Moves: Warn of Danger (Mouse)
GRACE Contracts: Dear to the Hearth
Wealth: Middle Class Coins: 3
Academia Equipment: Traveling Nail
CARE
Languages: Housian, Hearthish
CRAF T
Memory from Prologue: Scar: I fought in the Household War
CULTURE
INSIGHT CHAPTER II
INVESTIGATION
Skills: Athletics, Elusion
Move: Protect (Mouse)
War
ATHLETICS CHAPTER III
AUTHORITY
Skills: Fight, Caution
COMBAT
STRENGTH
Trait: Saddle Mouse (Mouse)
WILL
CHAPTER IIII
Skills: Strength, Will
Street Move: Slash (Mouse)
CAUTION
DEXTERITY
CHAPTER V
ELUSION
EXPLORATION Skills: Insight, Authority
SHOOT Trait: Reassuring Presence (Mouse)

r 54 s
Prologue
When he arrived in the House with his family, Floyd was already a teenager and he was eager to see
with his own eyes the Master’s Rooms he had heard so much about. But back then the Hearth was a
dangerous and hostile place, and the Master's Fireplace was at death's door. When the Grim Knight
Edward Ashworth climbed the painful Steps (see also “Edward Ashworth” in Section IX “the House” of
Household - Volume I) his brother Billy dragged him away from the crowd, and together they followed
the knight in secret until he vanished into the Flames only to later reemerge clad in the first cinder armor.
To them, that was a sign that Boggarts would always raise up again, they would always find the strength
to fight.

Billy was a strong and cheerful boggart, and he was a true example for his little brother, as well as a good
friend. Together, the two of them faced all adversities, and when they were called to fight at the front
they set off together to defend the House from the invaders. Billy immediately proved to be a fine soldier,
and he always helped his brother in a time of need, even shielding him with his own body once and get-
ting his hand pierced by a rusted spear of a Janissary of the Horde. That wound never really healed and it
left a painful cross-shaped scar, a permanent mark that Floyd regarded as a sign of their brotherly bond.

Growing up the two of them got separated: Billy was deployed to the Basement with the battalions of
the Great Imperial Army, while Floyd remained in the Hearth. As it turned out, the boggart was a tal-
ented mouse trainer, and his skills were much more needed in the camps of the Hearth than at the front.
It didn’t take long for his job, his easygoing attitude and helpfulness to earn him the respect of several
cavalry regiments, and there wasn’t a Captain in the Hearth’s Army that didn’t know that Floyd Hansen
was the best mouse handler in Stairside.

When the Household War ended, Floyd had become a strong and good-hearted littling who always put
his nation and Folk before anything else. The violence of battle and years of hardship had made him
into a true veteran, changing him to the core but somehow leaving untouched the cheerful boy he had
been. He was a friendly, peaceful boggart who always tried to mediate when situations turned thorny.
His friends and acquaintances knew they could rely on him, and nobody had ever seen him sad or wor-
ried, except maybe for the time when he heard about his brother Billy dying in a battle on the Quivering
Stairs, on his way back from the Basement.

Over the following years, he retired in a nice farm in Stairside, where he began to raise both saddle- and
hound-mice, earning the love and respect of his fellow citizens, who sometimes saw him running around
and playing with the mice, rolling in the dirt with them like an overgrown kid. Floyd held a really deep
love and respect for those kind creatures, and there was nothing he wouldn’t have done for them. One
of them had become his best friend: he was a small brown mouse named Timothy, the runt of his litter,
who was so tiny he never managed to nurse from his mother. So Floyd decided to bring him home, and
from then on they were never apart.

r 55 s
Hannah Blaum a 

NAME: Hannah Arkadia Blaum


FOLK: Fairy
PROFESSION: Animal Handler
VOCATION: Veterinarian
NATION: Realm
AGE: 22
HEIGHT: 1,72 tiny meters
EYES: Deepest Clear Sky Blue
HAIR: Honey


Society CHAPTER I
ART
CHARM
Aces: Decorum: Decent
ELOQUENCE Traits: Animal Companion: Bumblebee, Cute Little Antennae
ETIQUETTE Moves: Cuteness overload (Bumblebee)
GRACE Contracts: Starchild
Wealth: Middle Class Coins: 3
Academia Equipment: Bumblebee Glove
CARE
Languages: Housian, Fae, Slugan
CRAF T
Memory from Prologue: Bond: Bonbon and I are inseparable
CULTURE
INSIGHT CHAPTER II
INVESTIGATION
Skills: Eloquence, Shoot
Move: Fly Like a Butterfly (Bumblebee)
War
ATHLETICS CHAPTER III
AUTHORITY
Skills: Exploration, Shoot
COMBAT
STRENGTH
Trait: Sharp Sting (Bumblebee)
WILL
CHAPTER IIII
Skills: Care, Etiquette
Street Move: Inspire (Bumblebee)
CAUTION
DEXTERITY
CHAPTER V
ELUSION
EXPLORATION Skills: Elusion, Caution Title: Animal Handler
SHOOT Trait: Queen Bumblebee (Bumblebee) Corporal

r 56 s
Prologue
Not all faeries are born in beautiful glass cities in the Realm, not all of them lead a life of balls and ga-
las and dinners. The Blaum family, for example, had a quaint farm in a little village just outside the
Cupboard, and they had to wake up early every morning to go out and feed the animals in their nice pad-
docks surrounded by white picket fences.

The Blaums’ eldest daughter was Hannah Arkadia, and she was a sweet and beautiful fairy, regarded by
many as a true blessing to the family because she was always polite, helpful, and caring. She was like a
polestar for her younger siblings, who always wanted to be near her. They helped her by fetching water
for the mice or feeding the fireflies, and in return she kept them company by singing in her lovely voice
and made them a delicious and hearty breakfast every morning.

Among the clients and family friends of the Blaums’ there was Mr. Rhoter Honig, a former officer of
the Great Imperial Army who had retired to Glasburg after being wounded on the battlefield, and now
devoted himself to his true passion: bumblebee rearing. Mr. Honig was like an adoptive grandfather to
Hannah, who eagerly waited for his visits and admired him endlessly, because he had lived an adven-
turous life and knew the animals of the House better than anyone. Her love and respect were clearly re-
ciprocated, as of the four children in Mr. Honig’s family, not one shared his endless love for the animal
kingdom, and so he was extremely happy to share his vast knowledge and thousand interesting stories
with a girl as smart and attentive as Hannah.

To celebrate the end of the Household War events and parties of all kinds were organized in the Realm,
and among these there was a parade of beautiful bumblebees organized by Mr. Honig himself. On this
occasion, he decided to go down to the Blaum farm to ask Hannah if she would accompany him to
Glasburg and help him organize the event. The girl and her family were both sad to part and thrilled for
the great experience that could represent for Hannah. In the end Hannah’s help was so instrumental, that
Honig decided to give her Bonbon, a small thoroughbred bumblebee, as a gift. On top of that, he also
offered her a job as his personal assistant, asking her to move to his estate in the Cupboard. The fairy girl
had never wanted to move away from the countryside, but now that she had spent some time in one of
the biggest cities of the Realm, she couldn’t imagine ever going back, so she accepted without hesitation.

Over time, Hannah became a skilled bumblebee handler and specialized in caring and training the most
beautiful golden specimens that would go on to compete in beauty pageants and live with nobles. And
so, a young country girl quickly became a young business fairy who was eager to work her way up both
in her career and in Fae society, hoping to one day get the chance to work side by side with the best an-
imal handler in the whole House, the great philanthropist Viscount Oleg Protopopolov (see also “Oleg
Protopopolov” in Section IX “the House” of Household - Volume I), owner of the Zoological Garden in
Astraviya.

r 57 s
 b Pryscilla Urbina

NAME: Pryscilla Urbina


FOLK: Sprite (Undine)
PROFESSION: Animal Handler
VOCATION: Street Performer
NATION: Free Dominions
AGE: 23
HEIGHT: 1,52 tiny meters
EYES: Yellow
HAIR: Blue


Society CHAPTER I
ART
CHARM
Aces: Decorum: Decent
ELOQUENCE Traits: Animal Companion: Gecko, Carnival Gecko (Gecko)
ETIQUETTE Moves: Grab It (Gecko)
GRACE Contracts: Out of the Drain
Wealth: Poor Coins: 1
Academia Equipment: Flute
CARE
Languages: Housian, Sprigaelic, Slugan
CRAF T
Memory from Prologue: Bond: Zagor and I are unstoppable
CULTURE
INSIGHT CHAPTER II
INVESTIGATION
Skills: Elusion, Dexterity
Move: Slip Away (Gecko)
War
ATHLETICS CHAPTER III
AUTHORITY
Skills: Art, Eloquence
COMBAT
STRENGTH
Trait: Extendable Tongue (Gecko)
WILL
CHAPTER IIII
Skills: Investigation, Shoot
Street Move: Snitch (Gecko)
CAUTION
DEXTERITY
CHAPTER V
ELUSION
EXPLORATION Skills: Caution, Athletics
SHOOT Trait: Camouflage Skin (Gecko)

r 58 s
Prologue
When Cori Urbina and his wife Kassidy tragically lost their lives after their carriage rolled over, their
daughter Pryscilla was suddenly thrown into Nygel’s arms as an unexpected ward. Cori’s brother was a
friendly undine who worked as a blacksmith in Beddingham and had no idea how to even begin taking
care of a little girl. Luckily he could rely on the help of his boyfriend Gale, a sylph musician who was the
eldest of four and thus had a lot of practical experience. So the three of them became a family and, despite
some difficulty starting off, they were successfully happy.

Pryscilla was a lively and perceptive undine child, who loved to climb in all the places where she shouldn’t
have been to spy on others. During the Household War her fathers both worked tirelessly to make uni-
forms and weapons for the soldiers at the front, but they also found the time to make little toys and puz-
zles for her, something to keep her busy and entertained before bedtime. Nygel’s best work was without a
doubt the tiny iron gecko with a mouth that opens when you pull its tail. It was a small masterpiece that
Pryscilla jealously guarded and that could always put a smile back on her face, no matter what.

Growing up, the undine became a carefree young woman who loved to put herself to the test and nev-
er refused a challenge. Wanting to help her family, she began working as a stable hand in a gecko farm,
cleaning their enclosures and bringing them food every day in the morning and evening. Over the years,
her innate curiosity led her to learn the trade simply by listening to and observing the other handlers
that worked with her, until one day she became their full-fledged coworker. In her free time, she enjoyed
playing the harmonica, the flute, the guitar, and many other instruments that Gale had taught her over
the years, and sometimes she even sneaked into theaters as the crowd was leaving a show to avoid paying
the ticket.

One day, a new litter of small green geckos was born on the farm, and one of them had a funny dark spot
on his face that made it look as if he was wearing a mask. Little Zagor was aggressive, and kept starting
fights with his peaceful brothers, and none of the handlers, not even Pryscilla, could find a way to calm
him down. Later, after they had already given up hope, the undine was sitting under a mushroom and
playing her flute when, to her surprise, she spotted the little gecko heading her way. He seemed very
pleased and was wiggling his tail to the music. So the two of them became friends and, since nobody else
could really deal with Zagor, the farm owners unanimously decided to gift it to Pryscilla.

A couple years before the frontiers opened, Pryscilla and Zagor had already bid farewell to the family end
left to tour the Free Dominions, even going down to the Ground Floor. They brought their street show
all around and earned an – almost always – honest living, while still getting small revenges on littlings
who were rude or tried to take advantage of them. After all, as Pryscilla liked to say to her greedy little
friend: it’s not stealing if you’ve earned it!

r 59 s
Zehra Ören a 

NAME: Zehra Ören


FOLK: Sluagh
PROFESSION: Animal Handler
VOCATION: Aristocrat
NATION: Horde
AGE: 25
HEIGHT: 1,78 tiny meters
EYES: Yellow
HAIR: Black and Blue


Society CHAPTER I
ART
CHARM
Aces: - Decorum: Elegant
ELOQUENCE Traits: Animal Companion: Beetle, Hold the Ground (Beetle)
ETIQUETTE Moves: Horns and Jaws (Beetle)
GRACE Contracts: Revenant from Farbeyond
Wealth: Rich Coins: 10
Academia Equipment: Elegant Clothes, Walking Toothpick
CARE
Languages: Housian, Slugan, Fae Title: Khatun
CRAF T
Memory from Prologue: Reputation: I am the daughter of Sheik Ören
CULTURE
INSIGHT CHAPTER II
INVESTIGATION
Skills: Strength, Insight
Move: Ironclad Resistance (Beetle)
War
ATHLETICS CHAPTER III
AUTHORITY
Skills: Fight, Care
COMBAT
STRENGTH
Trait: Broadback (Beetle)
WILL
CHAPTER IIII
Skills: Eloquence, Athletics Title: Sheika
Street Move: Smash (Beetle)
CAUTION
DEXTERITY
CHAPTER V
ELUSION
EXPLORATION Skills: Will, Grace
SHOOT Trait: Fierce (Beetle)

r 60 s
Prologue
Sheik Ishak Ören was a strong and brave sluagh who loved to fight and hunt, but most of all loved his
glorious nation. Many women had tried to steal his heart, because he was a good, powerful, and hand-
some man, but none of them, not even the most charming, could seem to succeed.

One day, as he was fighting against the littlings of Durul Khan, he faced the most skilled lancer he had
ever met. Their battle lasted for one day and one night, until both of them fell to the ground, exhausted.
That soldier’s name was Birsen, and she was Durul’s daughter. She and Ishak loved each other for a life-
time and had an amazing daughter they named Zehra.

Zehra was a Kathun, the daughter of an important noble of the Horde, and as such she grew up in a beau-
tiful mansion in the most charming part of Al Sehir, with the most famous tutors of the capital as her
teachers. The sluagh had everything she wished for, but just like her mother she was as wild as she was
beautiful and grew restless in the confines of life at the palace. Her father loved her more than any other
thing in the world and only wanted the best for her, but he couldn’t understand the reason behind her
rebellious streak. He kept hoping that one day she would settle down and bring great honor to the family.

In the Sheik’s mansion there were many servants and handmaids, but none of them were a friend or a
peer Zehra could play with, and so she spent her days alone with a big black female beetle named Güzel,
who was both her governess and her best friend. Over the years, she developed a great interest for insects
and all animals in general, and she began telling everyone she met that one day she would study veteri-
nary medicine at the University in Al Sehir. Her father was never pleased with such talk, but luckily her
mother was always there to mediate.

One day, the Sheik was badly injured during a hunt, and saved by the cures of a young sluagh from
Penjara who was an expert healer. That girl’s name was Malaika and, as a reward, Sheik Oren decided to
bring her into his palace, to live with his family in Al Sehir. Zehra and Malaika couldn’t have been more
different, one was hot-tempered and born to a life of riches, the other, cool and precise, had always lived
in poverty. Nevertheless, they became fast friends, and growing up together even began calling each-oth-
er sisters.

When Zehra reached the age to enroll in university her father categorically forbade her from doing it
and dragged her to a long series of events where he wanted her to meet and choose a worthy bachelor
to become her fiancé. But during one of these events, a Janissary’s watch-beetle became aggressive and
violent, to the point that nobody could even get close to it. When Zehra stepped in, managing to calm
it easily without resorting to brute force, Caliph Laio the Handsome (see also “Laio the Handsome” in
Section IX “the House” of Household - Volume I) himself turned to Sheik Ören and suggested that the
girl should go to University, as after the end of the War, what the Horde needed were brilliant littlings,
just like her. Oren couldn’t disagree with the Caliph and torn between pride and worry sent his daughter
off with the gift of a young beetle, son of Güzel, whom he named Kalkan, the Slugan word for “shield”.

r 61 s
THE CHILD RETURNED FROM WAR

71 M.g. - Basement Campaign


First Household War

Six littlings were standing in front of Colonel Jules des Larmes. He knew them all by name.
13 regiments of the Great Imperial Army had left Highlight, each of them was composed of 100
brave faeries. 11 had reached the Quivering Stairs, where they spent months fighting and being dec-
imated by the Horde. Only 3 had reached Utu Dasewer, 300 littlings, worn out by heat and hunger:
they were slaughtered.
The survivors were taken prisoners, they were made slaves for years while, at home, their wives and
children had already chiseled the limestone for their graves.
40 had managed to escape in the Sawdust Desert, led by the colonel. 12 died from starvation. 7
were eaten by centipedes. 4 had met the poison of wild molds. 8 had drunk the Kashab water. 2 had
decided to end it all. Colonel Jules des Larmes knew them all by name.

Standing in front of him, there were 6 malnourished, tired, dirty littlings. He would have laid down
his life for any of them. Echoes of war cries filled his ears, his legs shook as they sank in the sawdust.
The white trousers and dull boots waded through the lazy dunes, hardened with dry blood. Dark
shadows stood out against the fire of the Furnace, cutting the shapes of rovers and their lizards.
The soldiers were surrounded, and there was no courage left their eyes.

The sluagh of the Desert rode on them like hungry spiders. One of them raised his rifle toward a
soldier, but the colonel was quicker. He took the pistol and aimed at the heart.
Some wars last decades and change nothing, but there are moments that pass in an instant and de-
cide the fate of many. In a fraction of a second someone would have opened fire, and they would have
killed. And in that fraction of a second the colonel saw a child, sitting on the saddle behind the rover.
He was thin, and he was sad.
The finger was already on the trigger, the mouth dry, the eyes reddened by the specks of sawdust.
The face hardened by the Fire.
He did not shoot because he was a good man. The brave 5 who returned home with him said it
often: he was a good man. He had run, with no strength and no breath, trying to stop that bullet with
everything he had left. His body. He had done everything he could.
But colonel des Larmes, as well-known to those who knew him, never cared for praise. He could
only think about that one soldier, dead because of his mercy.
He knew him by name and his name was Tristan. And that was the name he gave to the child, an
orphan like many.
His child that came from War.

r 62 s
II
Adventures in the Saga
from chapter i, to the epilogue

r 63 s
Adventures
in the Saga

This section of the book is reserved for Narrators only. CHAP TER I
Here, you’ll find many exciting adventures and fas- Thanks to my research, I managed to almost entirely
cinating events that make up the Saga of the Fragile piece together 6 adventures that took place during
Peace, all divided into Chapters and Paragraphs, as Chapter I, each revolving around 4 of the Noteworthy
usual. Characters you met in the previous pages.
These 6 adventures are ready to be played, and con-
tain detailed rulings so that the Narrator won’t have to
do much work when preparing the first Session. You’ll
find that these Chapter I adventures are ideal to learn
the basics of the game and get acquainted with the
Noteworthy Characters.

OTHER CHAP TERS


Beginning from Chapter II, I regretfully cannot offer
such a detailed account of events. After all, this is pre-
cisely why I am asking for your help! It will be up to
you and your fellow historians to retrace the story of
our Noteworthy Characters, and this is precisely the
goal of the game.
Not to worry, though, I don’t intend to throw you
in like a bumblebee among wasps, with no direction.
To help in your endeavors, I gathered some notes and
divided them into smaller events, taking care of orga-
nizing them into Paragraphs and Chapters.
For each Paragraph of each Chapter of the Saga,
you’ll find 6 adventures that each fit on a page, for a
total of 60 events you can recreate with your friends.

Pictured Here:
Gwen Summers and Humphrey Lockwood. r 64 s
Each of these adventures will include all the infor-
mation you might need to play. For example, it will
tell you where the events took place, who took part A Small
in them, and why. Additionally, each event also comes
with one or more tables filled with prompts and ideas,
or with a Secondary Character of great significance.
Step
The number of Characters and
After going through all the Chapters, you will also adventures in this game can look
find an Epilogue including some of the Noteworthy imposing even to the bravest his-
Characters, in which you’ll learn of the famous Fall of torians. There is truly a lot of work
Faeriyev. This Epilogue is a unique historical event, to be done! I recommend you begin
as it is divided into two parallel adventures that can with a small step.
be played either simultaneously by two groups, or in
succession. If you want a lighter approach to
the Saga, you can try to follow the
life of Gwen Summers, beginning
f rom Chapter I: Argo’s Diary.
HOW TO APPROACH THE SAGA The story of Miss Summers is
Truth be told, there is no right or wrong way to ap- truly eventful, and it’s perfect for
proach the Saga. those among you who are looking
For example, you could choose a specific Noteworthy for a compact version of the Saga.
Character and follow their story through several After going through all the
Paragraphs and Chapters and, after each adventure, Chapters with Gwen and her un-
move on to the next, introducing the other Characters likely companions, you can always
they meet on each occasion. go back to retrace the life and ad-
Alternatively, you could play through all adventures
ventures of the other littlings she
in Chapter I, then all adventures in Chapter II, and
met while on her exciting mission.
so on, until you have fully reconstructed the Saga. But
you could also focus on a specific Room, or start by
following a Character and then switching focus when
that feels right.

In the same way, you can play this Saga with a small
group of friends, and share among you the burden and
honor of playing the role of several Characters. Or you FEW OR MANY PLAYERS
could gather a small Historians’ Club of your own, and Each adventure in the Saga is planned for a group of 4
go all out, setting up a great Saga in style, with 24 dif- Players plus a Narrator.
ferent Players. If your group is larger, there’s no problem. Feel free
to add other Characters either by choosing among
I suggest you look at this book as your window onto the names in the “Other Characters” entry of each
the Fragile Peace, and on the life of some truly ex- Adventure, or by creating brand new Characters of
ceptional littlings who, alas, haven’t found their place your own.
in History books just yet. You're here to retrace their Similarly, if your group is smaller, you can let the
lives and add precious building blocks to Household Narrator play as one or two of the Characters who
History. The how is up to you! weren't assigned to a Player.

r 65 s
CHAP TER I SEP T - DEC VI H.C.

Argo’s The Epidemic The Case of the The Stolen The Wax Trap The Blue Rat
Diary Missing Bumblebee Shipment

CHAP TER II - PARA I JAN - MAR VII H.C.

Tragedy on On Argo’s Red-Handed The Great The Umbral Traveling with


the Banister Trail Climb Frontier Protopopolov part I

CHAP TER II - PARA II APR VII- MAR VIII H.C.

The Long Traveling with Argo’s Tomb A Bitter Pill The Queen Qamar’s
Hallway Protopopolov part II and the Boggart Revenge part I

CHAP TER III - PARA I APR - JUL VIII H.C.

Breakout at By Candlelight Traveling with Murder The Zoological Hunt in


Deepdown Protopopolov part III in Bookshire Garden Greenwood

CHAP TER III - PARA II AUG VIII- JAN IX H.C.

Duncan Rox’s Argo’s Code Wanted! Traveling with Ira Poole Qamar’s
Gang Protopopolov Epilogue Must Die Revenge part ii

CHAP TER IIII - PARA I FEB - JUN IX H.C.

The Centennial Santiago Vilar’s Diplomatic Jemma’s The Spider The Heist of the
Celebration Last Duel Incident Sentence Cult part I Century part I

r 66 s
CHAP TER IIII - PARA II JUL - SEP T IX H.C.

The Spider Petty The Heist of the The Way The Medjay The Tuberdam
Cult part II Protopopolovs Century part II of Rust Order Monster part I

CHAP TER IIII - PARA III OCT - NOV IX H.C.

The Sunset The Tuberdam The Snake’s Slumming it Doing the The Caliph's
Devil Monster part II Tomb Right Thing Shoes

CHAP TER V - PARA I DEC IX - FEB X A.C.

The Great Hunting the The Centennial The Stolen Zehra’s Undercover
Yule Ball Tristarred Rodeo Pages Wedding

CHAP TER V - PARA II MAR - SEP T X H.C.

Protect and The Viletia The Tournoire Mouse-Trap The Hard Life The Cursed
Conquer Tournament Uprising of a Criminal Inbetweens

CHAP TER V - PARA III OCT X H.C.

Nothing Stone Wings Time to Die Ashes to Ashes The Domain Attack on
Ventured... Contract the Table

EPILOGUE 21 OCT X A.C.

The Fall The Fall


ofFaeriyev ofFaeriyev

Common Lands Realm Hearth Free Dominions Horde


I devoted
my whole life
to this research

r 68 s
Chapter i
introductory adventures
september vi h.c. - december vi h.c.

r 69 s
Argo ’s
Diary

Where: Wallford, Hearth The package contained one page of Argo’s diary en-
When: September VI H.C. (Chapter I) cased in a thin layer of wax. The few readable lines
Protagonists: Gwen, Humphrey, Earnest, and Sienna were written in an incomprehensible language, but the
Other Characters: Jemma and Floyd were also in letter encouraged her:
the Hearth at the time, and they might have witnessed
the facts.
Goal: Reaching Chesterfield by-the-fire with the
page from Argo's Diary.

My whole life was spent


BACKSTORY
in the fruitless attempt to
Argo the Bureaucrat was an outstanding littling, who
unveil Argo’s secret.
dedicated his life to studying Contracts and trying to Perhaps you, my dear
understand and benefit from their power. After his
untimely disappearance, there were rumors saying that
Gwen, will be more
the results of his precious research were gathered in the fortunate.
pages of a legendary diary.

Professor Teampall was one of the many littlings who Seek counsel with my dear
obsessed over the Bureaucrat’s secrets, as was Gwen,
the librarian. As such, the two exchanged frequent
friend, Prof. Flanagan in
letters to discuss their theories and share pieces of Chesterfield by-the-fire.
information.
One day, a mysterious package addressed to Gwen
arrived at the Wallford Piping Station. The package
was accompanied by a letter informing her that pro- Prof H. Teampall
fessor Teampall had passed away because of old age,
and had left her something precious as an inheritance.

On the right:
Humphrey and Gwen in
r 70 s the book clerk’s study in Wallford.
Characters EARNEST GILMORE
On his way to the graduation party for his esteemed
cousin, the gourmet Samuel Gilmore, Ernest decides
to join Gwen and the others to split the costs for a
GWEN SUMMERS guide to Chesterfield by-the-fire.
After dedicating her life to researching the truth about Unlike his traveling companions, he certainly doesn’t
Argo the Bureaucrat, Gwen finally has a chance to need an escort to feel safe on the long journey, but he
solve this mystery. still would rather not take any unnecessary risks. This
Moved by an unexpected adventurous spirit, she also looked like a good way to keep Sienna out of
hires Humphrey as an escort to take her and the page trouble.
from the diary to Chesterfield by-the-fire, the first
stop on her journey.

SIENNA BLACKWELL
After learning about Samuel’s graduation, Sienna pes-
HUMPHREY LOCKWOOD tered her childhood friend to take her with him and
After returning to Wallford to sell the spoils of his last pay for her ticket on a carriage. She claims to have
hunting trip, solitary Humphrey is about to travel to always wanted to visit Chesterfield by-the-fire, and
Chesterfield by-the-fire. that she might even choose to stay there to study and
From there, he will leave for the Yule Tree on an- take one or two degrees.
other hunting trip. Since he intended to make the The truth is, that her escapades at the expense of
journey anyway, he accepts a small fee to act as criminal gangs in Wallford have made it almost im-
a guide for the fae couple, Ernest, Sienna, possible for her to stay in the capital, and she decided a
and Gwen. He even gives Gwen is change of scenery might be in order. To make matters
word of honor that he shall even worse, Sienna “forgot” to pay the fee to renew her
take both her and her documents.
belongings safely to Nevertheless, she doesn’t let the situation faze her.
their destination. Perhaps she’ll can manage to get something good even
in that boring town under the Sofa.

r 71 s
The Wallford To minimize risks, Sienna must hide among the

Doors suitcases and succeed in a Basic Reaction Roll in


Elusion + Street as the group approaches the check-
point, otherwise she’ll have to lie, bribe, or take on the
When they leave the tavern after breakfast, Gwen, soldiers standing guard.
Sienna, and Earnest find Humphrey already engrossed
in preparations, loading their luggage on his small car- After reaching the city gate, a pair of boggart soldiers
riage pulled by a brown mouse. open the doors to the carriage for a quick check of
Next to the hunter stand two distinguished-look- the documents pertaining to the littlings and their
ing faeries, getting ready to share the journey to weapons.
Chesterfield by-the-fire with the three boggarts. If all illegal weapons were not properly hidden, the
They are a couple of newlyweds who decided to have soldiers will find them easily, seize them, and level a
their honeymoon in the Hearth. fine of 3 Coins on the transgressors.
His name is Gustav, he is a strapping young littling Offering 1 Coin as a “tip” or flashing a smile are also
with blond hair, sporting a waxed mustache and ele- viable alternatives for littlings who wish to keep their
gant clothes in the fashion of the Realm. He has some weapons and not pay the fine or to persuade the guards
banknotes (1 Coin) in his trouser pockets, and a gold to turn a blind eye to expired documents. Bribing the
watch peeking from his breast pocket. A Basic Action soldiers is certainly easier, but it still requires a Basic
Roll allows the Characters to recognize this item as a Action Roll. The other options will require a Critical
very valuable piece (3 Coins), standard issue for offi- Action Roll.
cers of the Great Imperial Army.
Her name is Juliette (although Gustav calls her Ju-
jù), and she is a cheerful woman with a very voluminous
dress and a bee fur hat. The many jewels at her wrists
and neck appear to be worth a fortune, but looking
closely and succeeding in an Extreme Reaction Roll
in Investigation + Street, a savvy littling can see that
they are actually excellent fakes. Both of them speak in
a heavy Noble Fae accent, and see all things as exqui-
sitely picturesque.

Once everything has been loaded it’s all set for the
journey, so long as everyone has their papers in order
and permits for their weapons ready to be checked at
the city gate. Gustav is the first to speak up, telling
Humphrey he lost the documentation for his halfscis-
sor at some point on their journey, and asking him to
hide it from the soldiers in exchange for a generous
Coin.
With a little effort and a Basic Action Roll, the
hunter can hide the weapon beneath the carriage and
pocket the easy money. Innocent-looking Gwen and
Sienna also have to take care of their illegal weapons
if they wish to avoid being arrested, and Sienna must
additionally deal with the fact that her documents Pictured Here:
have expired. A page of Argo’s legendary Diary,
completely encased in wax.

r 72 s
The Camp pen if Gustav is entrusted a watch shift, or if the two
can take advantage of the roach ambush to sneak off
After a long day on the road, the dim light of the unseen.
Fireplace floods the Living Room in a cold sunset. It’s If none of these events happen, Gustav and Juliette
time for the carriage to stop and for the littlings to set will attack the group before the break of dawn in an
up camp for the night. attempt to take the page and run (Combat beginning
With some common sense and a Basic Action Roll with a Reaction Turn, “Soldiers” Opponent with the
they can set up camp under a tall mushroom, so that Double Trouble and Hard to Kill Optional Traits).
it may protect the fire and tents from the damp night
wind. Littlings who score a Critical Success, howev-
er, will easily notice that the cap of that mushroom is
lined with damp mold that will surely freeze during
the night, and that it’s better to take shelter somewhere Following
else.

After setting up the tents and eating supper, it’s time


the Trail
for the Characters to decide the four shifts to keep If Gustav and Juliette succeed in their plan, the bog-
watch against roaches and other nocturnal beasts. garts will discover the faeries’ betrayal at dawn. Since
Gustav would rather not take the first watch, as he is the couple left in the middle of the night, the boggarts
very tired, while Juliette pulls completely out of the will have to follow their tracks to recover the stolen
discussion, since she cannot stray from her long beauty goods.
routine nor lose any sleep.
As they canvass the area with a Basic Action Roll, the
boggarts find a set of footprints left by the thieves, they
got away from the camp and walked for several hun-
dred tiny meters.
Since the faeries probably didn’t take flight in order
to avoid being heard and their footprints seem to head
away from both Wallford and Chesterfield by-the-fire,
the littlings can deduce that they must have made
camp not too far away.

When it’s their turn to stand watch, each Character Considering the landscape of the Room and the paths
will have to stay awake by passing a Basic Reaction patrolled by the Hearth Army, a littling who succeeds
Roll in Will + Street first, and then pay attention and in a Critical Action Roll can deduce that the fae camp
not get distracted by making a Basic Reaction Roll in must be located either in a mushroom grove or inside
Caution + Street. an Inbetween beneath the Floor.
If camp was set beneath the moldy mushroom, it Anyway, if they keep following the direction of the
will freeze during the night and put out the camp fire last footprints they could find, they will arrive at the
during second watch, thus attracting a small pack of edge of a group of brown mushrooms, but only an ex-
roaches (Combat beginning with a Reaction Turn, cellent explorer succeeding in an Extreme Action Roll
“Roaches” Opponent). will be able to notice that Juliette’s smaller footprints
If anyone falls asleep or gets distracted during their actually split in the opposite direction, toward a clear-
watch, Gustav and Juliette will take advantage of their ing in the Carpet.
oversight to steal the precious page from Argo’s diary
from Gwen and leave the camp. The same will hap-

r 73 s
r 74 s
The Mushroom
Grove Run!
About twenty tiny meters inside the grove, all tracks A common spider is a positively
get muddled in a patch of slimy moss on the Floor. tough Opponent for Characters go-
The tall caps of the mushrooms let very little sunlight ing through their first Chapter.
filter through here and there, making for a gloomy and Sure, Gwen and her f riends are fi-
eerie landscape, and the white spores falling from the ery littlings ready for battle, who can
undersides of the caps waft in the air like clouds of get the upper hand on the arachnid
stinky, sparse fog. by getting the most out of their re-
Expert travelers passing a Basic Action Roll know sources. But this should not be taken
very well that these spores could be poisonous, but for granted.
littlings can just cover their noses and mouths with a
piece of cloth to avoid inhalation. Littlings who don’t When you play through this Combat,
take this precaution suffer the Sick Condition. remind the Players that there is no
shame in running away.
Wading through the swamp, it’s easy to realize that Live to fight another day!
this is a dangerous place, but only keen-eyed littlings
who manage to succeed in an Extreme Reaction Roll
in Caution + Street can notice that they are heading
toward a trap before it’s too late (Combat beginning
with a Reaction Turn, “Common Spider” Opponent).

If the Characters notice the trap, they have a chance


to avoid it by turning on their heels or shoot at the
spider as it waits to ambush them from a mushroom a simple map written in Fae, pointing to the middle
cap. Either way, they can also notice that there are two of a clearing.
bundles of cobweb next to the beast, and see a bit of After defeating or outrunning the hungry spider, the
Gustav’s jacket peeking out from one of them. boggarts can finally enjoy a Moment’s Respite.
If the Characters turn tail and run, the spider will
furiously chase after them (Critical Extended Roll for
Consecutive Successes), jumping off the mushroom
and propelling the bundles forward. Picking up one of
the cobweb bundles will require some strength and a
Critical Action Roll.
The Clearing
Following Juliette’s tracks or Gustav’s map, the
One of the two bundles contains a poor boggart in Characters reach a clearing in the Carpet where any
an advanced stage of decomposition, while Gustav is motivated littling can pass a Basic Action Roll and
obviously in the other. spot a hidden opening beneath the Carpet Tufts, hid-
The watch and coins can still be taken from the ing a heavy trapdoor set in the Floor.
body of the fairy, but the banknotes were ruined by To open the trapdoor, they’ll need Gustav’s key or
the arachnid’s bile. Digging deeper in Gustav’s in- a skilled hand (Basic Action Roll). After unlocking
side pockets with a Basic Action Roll, the Characters the trapdoor, they can finally enter the Inbetweens
can find a metal cigarette case containing a key and underground.

r 75 s
The Underground The Underground
Inbetweens Study
Beneath the trapdoor there’s a very long ladder, lead- At the end of the tunnel, there’s a huge circular room
ing into the depths of the Floor, ten tiny meters below with a vaulted ceiling.
the surface. The Inbetweens here are a maze of dusty On the wall to the left there is some wooden scaf-
tunnels that branch off in several directions, where lit- folding, and on top of it, six faeries are working to
tlings went to work to widen the natural cracks. The expand the room with shovels and pickaxes. None of
tunnels are long and quiet, only lit by the dim green them wishes to risk their lives in a fight. The same
light of an occasional patch of shining mold. doesn’t go for the two soldiers who give orders to the
workers. They are all armed with shields and spears,
The soldiers who patrol the area (“Gendarmes” and protected by cuirasses (“Cuirassiers” Opponent
Opponent with all Optional Traits) move in pairs, and with the Shield Optional Trait).
they are unaware of the Characters’ presence unless To catch these soldiers off-guard, Characters will
Juliette and Gustav were found out during their at- have to make an Extreme Action Roll to move slowly
tempted theft. and hide behind piles of rubble, or take their shots
They are all faeries who only speak Fae and they while standing Within Range from the dark tunnel
all wear old uniforms which anyone who passes a outside, about ten tiny meters away.
Basic Action Roll can recognize as dating back to the
Household War. If the guards have sounded the alarm, the two sol-
diers are hiding at each side of the door to ambush
To avoid being noticed by the soldiers, the Characters the Characters as soon as they step in (Combat begins
will have to pass a Critical Reaction Roll in Elusion with a Reaction Turn). The only way to avoid this sur-
+ Street, but they also need to pay attention to where prise attack is for the first Character coming out of
they’re going. the tunnel to be very careful and pass a Basic Reaction
Failing the Critical Action Roll to find the right path Roll in Caution + Street, or be attentive enough to pass
and getting lost in the tunnels will inevitably lead the a Critical Reaction Roll in Insight + Society and notice
Characters to being discovered by the guards (Combat the worried expressions of the workers trying to act
beginning with a Reaction Turn, “Gendarmes” normal.
Opponent with all Optional Traits), who won’t hesi-
tate to sound the alarm and warn their comrades. About twenty tiny meters away from the door, stand-
ing against the opposite wall of the study, there are
By defeating one of the fairies and examining their three big desks covered in maps of the Hearth, books
uniform, the Characters can notice that two of the five on Contracts and on Argo’s story – all familiar to
stars on their left shoulders were cut off. Gwen – and a letter with orders written in code.
This clue is more than enough for level-headed Juliette is standing in front of a desk, with her back
littlings who pass a Basic Action Roll to understand to the entrance. She is wearing an old officer uniform
that they are dealing with the hyper-nationalist reb- of the Great Imperial Army and appears to be working
els known as the Tristarred (see “the Brothers! Edict” on making a copy of the page from Argo’s diary.
in Section VII “Household History” of Household -
Volume I). Their reasons for hiding in the Hearth and It’s impossible to steal the page back away from
looking for Argo’s diary remain a mystery. Juliette without being noticed, as such, the Characters
At the very end of the tunnels, there’s a distant light, will need to resort to violence or threaten her with an
revealing the door to an underground study. Extreme Action Roll.

r 76 s
Anyway, Juliette will prove she is willing to die rath- this terrible vision, Characters will have to succeed in
er than betray her cause and, unless the Characters a Critical Reaction Roll in Will + War to avoid the
manage to disarm her first with a Basic Reaction Roll Scared Condition.
in Dexterity + War, she will use her gun on herself to
avoid capture. Taking advantage of the short chewing break, the
With her back to the wall, Juliette reveals that the Characters can easily grab the page and the letter from
Tristarred are gathering their forces and, with the help the desk before starting their daring escape toward the
of the secrets in Argo’s diary, they will finally manage trapdoor they used to enter (Critical Extended Roll for
to dethrone Tsarina Arcadia Oberonovna and restore Consecutive Successes).
the old Fae empire in the House. If Juliette is unable If they manage to escape, the centipede will get stuck
or unwilling to share this, the same information can in the vertical tunnel with the ladder and, shaking furi-
also be found in the letter on the desk, once the code is ously, ultimately bury both itself and the underground
cracked with a Critical Action Roll. base forever.

Conclusion
After retrieving the page of Argo’s diary so precious
to Gwen and discovering the Tristarred’s plan, the
boggarts can finally return to their camp for a well-de-
served rest and a lavish dinner, before setting back off
for Chesterfield by-the-fire.

The Collapse All-in-all, Earnest has failed to keep Sienna out of


trouble for the journey, but the girl probably found her
own way to get something good out of the experience.
If Juliette shoots herself, or if anyone shoots in the
direction of the workers or misses their target, a stray As for Humphrey, he probably couldn’t wait to leave
bullet will plunge into a crack on the wall and set off all this stuff behind and go back to his life as a hunt-
a chain reaction, that leads to a huge hole opening in er. Unfortunately for him, the page of the diary lost a
the wall. corner at some point on their adventurous journey. As
If none of these events happens, one of the workers such, Gwen smartly points out that the boggart has
will take the first chance he gets to strike a weak spot failed to keep his promise to take her and her belong-
in the wall and set off the collapse in a desperate move. ing to Chesterfield by-the-fire in one piece.
This means that Humphrey is still bound to escort
A cloud of dust erupts from the long crack in the wall Gwen, at least until she feels like he has paid for his
and out of it, a never-ending stream of black, shiny mistake.
legs, emerges, crawling on the wall. A huge spurred
centipede makes its roaring entrance in the study as it
begins to crumble, swallowing Juliette whole – if she
is still alive – or eating one of the guards. Faced with

r 77 s
The
Epidemic

Where: Al Sehir, Horde Malaika’s hand. The woman’s name was Masal, and
When: October VI H.C. (Chapter I) she was desperate, because her daughter Nil had been
Protagonists: Malaika, Zehra, Qamar, and Santiago taken ill, and was near her death. She implored the
Other Characters: Jemma was also in the Horde at doctor to help her, even though she had no money to
the time, and she might have witnessed the facts. pay. Worried about the fate of the little girl and the
Goal: Helping Masal and stopping the epidemic. possibility of an epidemic, Malaika held off on her
journey and got to work.

BACKSTORY
It has been more than ten years since Malaika and
Zehra began living as sisters in the palace of Sheik
Ören, Zehra’s father. Both of them frequented the
Characters
University of Al Sehir, earning the Caliph’s respect.
The two girls shared a deep bond despite the fact that
they were almost complete opposites, and when they MALAIKA KUMARI
had to leave their home-city, they did so together, but Doctor Kumari spent most of her life living in pov-
for completely different reasons. erty and, despite the fact that she now shares a home
Traveling with Qamar, a hunter who was employed with the daughter of a Sheik, she hasn’t forgotten her
as Malaika’s guide, and with the handsome duelist humble roots. Her cool rational mind keeps her from
Santiago, whom Zehra chose as her bodyguard, they giving in to emotion, but doesn’t blind her to the suf-
traveled to the poorest and most disreputable part of fering of others.
the city, ready to face custom controls and begin their Her journey to study at the Faculty of Medicine and
journey. Surgery in Tuberdam immediately falls in second place
when she is faced with the emergency.
Amid the crowd of littlings trying to make their way
in and out the doors of the Rusted City, a sluagh
dressed in rags spotted Malaika, and recognized her
as a physician. She threw herself at her feet, clasping

r 78 s
ZEHRA ÖREN SANTIAGO VILAR
Khatun Ören is a sensitive but spoiled young wom- The most romantic duelists graduated in Viletia never
an, who decided to spend a couple years on the upper search for a job, but for adventure and fame. Santiago
Floors of the House to gain new experiences. She is Vilar felt like the capital would be a good place to
willing and eager to take up the challenge, but she is find both, but after months spent lazing and drinking,
somewhat oblivious to the dangers and pitfalls of the he finally had to reconsider. As such, when charming
Basement. Zehra asked for his help, he didn’t hesitate to offer her
Luckily, she can rely on her beetle, Kalkan, to pro- his lancetta and service.
tect her. As a principled and coward littling, Santiago doesn’t
need grand motives to set off on an adventure: the plea
of a damsel, her sweet smile, and generous reward are
more than enough.
QAMAR HALABI
Qamar dedicated her life to searching for her par-
ent’s killer and, since the frontiers are now open, she
can finally climb the Quivering Stairs to pursue her
vengeance.
But the journey to Umbral is long and expensive, as
such, when the sluagh from the Desert heard about
Malaika looking for a guide, she volunteered for the job.

Pictured Here:
The kit of a well-prepared
physician.

r 79 s
The Blue Blood This terrible disease spreads by contact and causes the
dark Sluagh blood to thin out, turning to the tell-tale
Masal’s home is made up of a single circular room built blue that gave the sickness its name. Without treat-
inside a tin Can, just like many other houses crowding ment, it quickly turns deadly, and little Nil clearly has
the poor neighborhoods of the capital. Behind a thick only one day to live, if not less.
curtain used as a door, the Characters find a dimly lit
and stifling room, poorly furnished and with too few To cure Blue Blood, the patient must drink Emolin,
chairs for them to all sit. In a corner, there’s a small cot a linctus composed of a mixture of with willor
upon which little Nil is tossing in her sleep. The dark- mold, haw-shroom, and purified hornet venom.
skinned girl has big eyes, which have been half-closed Making this medicine from scratch is a process that
for three days, since she lost consciousness and fell into requires four days, time the Characters don’t have.
a form of half-sleep. It’s clear to everyone that she is Trying to go back to the wealthier part of the city is
sweating profusely, even though her skin feels chill to also problematic, as it is late afternoon, and they’d run
the touch, and her complexion has turned livid in her the risk of being too late, even more so now that many
illness. However, only a medical expert can make the streets have been closed in preparation for Samhain,
right diagnosis with a Basic Action Roll. By lifting an the most important Sluagh festival. A Basic Action
eyelid or opening the girl’s mouth, Characters can note Roll in Culture will be enough for a well-informed
her eyes and tongue have turned blue, a clear sign of littling to notice that this situation is rather suspicious,
the sluagh disease known as Blue Blood. as six months ago Caliph Laio the Handsome issued a
law, ordering that the Militia provide medicine for the
In wealthier areas of the capital, this sickness was erad- merchants to distribute for free in poor neighborhoods.
icated years ago, but small outbreaks still plague the
poor folk. If questioned on the subject, Masal will state that her
daughter has been sick for two weeks, like many others
in the area, and that, to her knowledge, the only littling
to have any dose of Emolin is a merchant named Florio.
This notoriously disreputable sluagh is now selling
Pictured Here:
Kalkan, Zehra’s beetle friend the linctus by the dose for an exorbitant sum (5 Coins),
a huge amount of money for people like Masal, and
even more so if you consider that treatment requires
three doses. And if that wasn’t enough, when Masal
had finally managed to save enough money for the first
dose, the merchant had out-right refused to sell to
her because of an old quarrel with Masal’s late
husband. Those coins are all the sluagh has left,
but she is willing to give them to the doctor
in exchange for help. If all this wasn’t enough,
there is one more thing that the Characters
can notice with a Critical Reaction Roll in
Care + Academia: Masal hasn’t realized it yet,
but she is also showing early symptoms of the
disease, meaning she will need the medicine her-
self very soon.

r 80 s
The Poor The Market
Neighborhood When the Characters reach the market, the day is com-
ing to an end and most of the people who are still in
Walking the alleys of the poor neighborhood, the the square are busy clearing out their stalls and loading
Characters meet several beggars, workers, and even bundles of cloth, everyday items, dried mushrooms, and
children who clearly sport symptoms of Blue Blood. cuts of cockroach onto carts. Florio is a middle-aged
Asking around, they’ll easily confirm what Masal sluagh wearing airy white robes and a burgundy fez.
told them about Florio and his bad reputation, as When addressing the workers who handle his goods,
well as learning that several sluagh have already died he is extremely rude, but he will quickly change de-
in recent weeks because of what is now clearly an meanor, acting friendly and accommodating as soon as
epidemic. a respectable Character approaches (Decorum Level of
Elegant or above).
Heading toward the central market of the neighbor-
hood, the Characters will have to pay attention, as If asked about Emolin, the merchant will clearly state
many ill-intentioned littlings take notice of them. that he only has three doses and a Basic Reaction Roll
Characters will have to be very careful and pass a in Insight + Society is enough to realize that he is
Critical Reaction Roll in Caution + Street if they wish telling the truth. He asks double what he had asked
to avoid getting their purses cut (-2 Coins). Anyone Masal (10 Coins) for each dose of the medicine, since
scoring at least a Basic Success can notice the thief at he immediately understood that the Characters come
work and has a chance to chase after them. from a wealthier area of the capital.
Catching up to the thief requires a Basic Extended Trying to reason with Florio is almost impossible,
Roll for Consecutive Successes. but a Critical Action Roll can allow characters to lie,
seduce, or threaten him into revealing that the Militia
Lingering in an alley for some time or asking around is forcing him to sell the medicine instead of distrib-
for information about the epidemic and the medicine uting it for free. Apparently, on the orders of captain
distribution, the Characters can make a Basic Action Dogu Durukan, the littlings also pay him a tidy sum
Roll to learn that many littlings blame a littling of the to keep their secret. Florio doesn't know if everyone in
militia named Faruq. the Militia station is corrupt, but he can swear to the
involvement of Faruq, as he is the one bringing him
The sluagh working in the neighborhood's militia Emolin every week.
station supplies Florio with the Emolin, and has re-
peatedly proved that he can procure the medicine for Strong-arming Florio with a Critical Action Roll, the
free when his friends and relatives need it. Characters can also persuade the merchant to confess
Staying too long in the same alley to talk, on the that Faruq has agreed to meet him near an Inbetween
other hand, might catch the unwanted attention of of the Wall that same nightfall, for the next delivery
local thugs looking for easy money (“Hooligans” of medicine.
Opponent), petty criminals with no useful information Being too aggressive with Florio, either by resorting
on the situation at hand. to physical violence or failing an Intimidation roll, will
elicit an immediate response from four of his rather
burly clerks (“Hooligans” Opponent with the Triple
Threat Optional Trait). After seeing his littlings get
defeated, Florio will prove even more eager to reveal
everything he knows.

r 81 s
The Militia Militia station, but it can also give the Characters a

Station different perspective on the story. If they’re reasonable,


a Basic Action Roll will be enough to get Faruq to
talk, but if they come on too aggressive, they’ll have
The Militia station is guarded by some sluagh in mus- to make an Extreme Action Roll instead. Either way,
tard-colored uniforms, busy either working or playing they can persuade the soldier to confess that captain
cards. If the Characters question the littlings in the Dogu Durukan is the one forcing him to lead this dirty
Militia on the situation, they curtly deny having ever operation. Sadly, some members of Faruq’s family also
sold the medicine, stating that the citizens were the fell victim to the disease and obeying the orders of
ones to sell them away, underestimating the dangers greedy Durukan is the only way to ensure that they
of the contagion. Not even Zehra’s authority can per- get treatment.
suade them to change their attitude, and they grow If the Characters manage to call on Faruq’s good
irritated if the Characters insist. heart, he’ll decide to help by handing over the keys
If the soldiers get attacked, threatened, or pushed to to the station and explaining to them how to reach
the point they lose patience, they can easily decide to the captain’s office, where they’ll find the Emolin as
throw the Characters in jail for a couple nights as a well as all the proof they need to incriminate Durukan.
lesson. Attacking members of the Militia in the station However, if they threaten Faruq, he’ll get scared at the
is ill-advised, as it will set off a massive chain reaction prospect of taking the fall for his commanding officer
(“Gendarmes” Opponent with all Optional Traits) and betray the Character as soon as he can.
and force them to sound the alarm bell to call for the After getting out of the station, the Characters have
Janissaries (“Janissaries” Opponent). a Moment’s Respite.

To avoid irritating the soldiers, Characters may take


advantage of a distraction to make a Critical Action
Roll to sneak into the station from the entry hall by
stepping through a door behind the desk.
If found out, the only way they have to avoid spend-
Prison
ing a night in jail is to bribe someone in the Militia OP TIONAL
with 2 Coins, or somehow persuade them to turn a If the Characters end up in jail for any reason, their
blind eye with a Basic Action Roll. weapons will be confiscated and they’ll be locked in
two cells beneath the Militia station. Each cell has
In the corridor, they find an open door which allows three walls and one side closed with bars facing on a
them to eavesdrop on a conversation between Faruq corridor.
and another soldier discussing the next delivery of a In the evening, the Characters are alone in the cells,
crate of Emolin to Florio. The meeting will take place under constant supervision of a littling of the Militia
near an Inbetween in the Wall at nightfall. (“Gendarmes” Opponent) who immediately shushes
After this conversation, the two littlings head back any attempt at conversation above a whisper.
to work and the only way for the Characters to avoid To escape, they can lie to the soldier to get him to
being found out is to climb out of a small window into open the door with a Critical Action Roll, or distract
a side alley. After learning about the time and place him with a Basic Action Roll while another Character
of the delivery, the Characters can choose whether to tries to pick the lock or to steal the keys from his belt
wait and follow Faruq and a group of his colleagues with a Critical Action Roll in Dexterity.
(“Soldiers” Opponent), or get to the meeting spot first. After taking care of the soldier, they can retrieve
their things and leave the station or choose to search
Facing Faruq head-on is a risky move which could through the rooms to find the captain’s office.
cause a violent reaction and involve the littlings of the

r 82 s
The Exchange If Florio was threatened or has understood the
Character’s motives before the exchange, one of his
As they get further away from the poor neighborhood clerks is tasked with informing a soldier that someone
and nearer to the Wall, the houses that surround the has followed them to their meeting point. It will take
Characters grow sparser and more run-down, and the a sharp eye for the Characters to pass a Basic Reaction
streets turn into dark paths lined with tall grim mush- Roll in Caution + Street, notice the two littlings
rooms. With the growing darkness, tailing either Faruq speaking off to one side, and run away before being
or Florio will be easy, requiring only a Basic Action Roll. found out.
The two littlings both head toward a large vertical Anyway, if a fight breaks out for any reason, Florio’s
crack in the Wall looking a bit like a cave. Florio is snail will get agitated and turn over the cart, breaking
traveling with a small cart pulled by a snail, while his the crate and all Emolin vials within it. Being defeated
four clerks follow him on foot (“Hooligans” Opponent by the guards obviously results in the Characters end-
with the Triple Threat Optional Trait). ing up in jail.
Faruq, on the other hand, walks together with a
group of colleagues (“Soldiers” Opponent) while two
of them carry a wooden crate containing 30 doses of
Emolin, each in a small glass vial.
After the mushroom grove, Florio and Faruq keep The Captain’s
traveling to the small cave where the exchange will
take place. From now on, tailing them will become
harder, and the Characters must pass a Critical
Office
Action Roll. Either by breaking out of prison, by sneaking in, or by
following Faruq’s instructions, the Characters finally
The exchange is quick and easy enough. The soldiers reach the office of captain Durukan, located at the
place the crate on the ground, and the clerks pick it up heart of the station. At night, the building is patrolled
and place it on the cart. Meanwhile, Florio takes out by a group of sleepy agents of the militia (“Gendarmes”
a bag filled with the money he extorted from the poor Opponent with the Armed Optional Trait) who can be
folk in exchange for the medicine, and hands it over to easily avoided by paying attention and passing a Basic
a pleased Faruq, who begins counting. Action Roll.
Opening the door will be easy enough if they have
If the Characters are patient enough to watch the the keys, otherwise the Characters will have to pick
scene unfold from up-close, they can notice a strange the lock with a Basic Action Roll, or be forced to bust
reaction from the soldier, who at one point becomes through it with a Critical Action Roll, inevitably rais-
enraged and berates Florio for upping the price too ing the alarm with the guards and having to fight them
much. As for the merchant, he shows no fear nor re- or hide carefully for a while with a successful Basic
morse, and says he is certain captain Dogu Durukan Reaction Roll in Elusion + Street.
will be very pleased with the increased profit of his
sales. The captain’s office is a sparsely furnished room, with
a large wooden desk standing in the middle. Once they
The conversation is enough for a perceptive littling make it inside, it's so dark that the Characters will have
making a Basic Action Roll to understand that Faruq to light a candle in order to read or search for anything.
is far from happy for having to deal with Florio, but is Behind the desk there’s a rickety chair with a uniform
apparently being forced into it. This means that, if the jacket of the Militia hanging from the back, complete
Characters want to solve the problem at the source, with belt and holster with an unloaded pistol inside.
they must clearly talk with Durukan himself. Rifling through the pockets, the Characters can find
a handful of bullets and some loose change (1 Coin).

r 83 s
The central drawer of the desk has a small keyhole Captain Dogu Durukan is a tall and fat sluagh with
with the key still inside. Turning the key will allow greenish skin and a thick red beard. Once defeated or
the Characters to open the drawer, but also activate an forced into submission, he offers to reveal the place
accordion-like mechanism that emits a loud off-tune where he hid the Emolin crates only under promise
noise and calls all soldiers to the scene. of immunity. If they wish to deny this request, the
If an insightful littling realizes that this could be a trap Characters can still gain the information through
and tries to understand how it works, they can make a trickery with a Basic Action Roll, or through intim-
Critical Action Roll to avoid setting it off and use a small idation with a Critical Action Roll.
lever beneath the drawer to open it. Inside the drawer If the Characters managed to bring Faruq on their
there’s Durukan’s accounting ledger, where he has per- side, he will burst into the office at the end of the fight
sonally noted all earnings gained from the unlawful sale with several other honest soldiers, and force Durukan
of the medicine. If handed over to a higher authority, to surrender unconditionally.
this proof will be enough to put an end to his misdeeds.

Standing against a wall in the room, there is also a heavy


metal cabined locked with a large padlock. The padlock
will prove hard to pick, requiring a Critical Action Roll,
and trying to break it will be even harder, requiring an
Extreme Action Roll. The key to this padlock is al-
ways with Dogu Durukan. Inside the locker, there
are six muskets with bayonets, as well as some wads
of banknotes (7 Coins), and the old crates of Emolin.
However, the crates are almost completely empty, with
only three or four vials remaining. Conclusion
Backed into a corner, Dogu Durukan finally reveals
that the rest of the medicine is hidden in a small ware-

The Ambush house not far from the station, giving a chance for the
honest littlings of the Militia to get it and distribute
it to everyone in need. In the end, Malaika can return
If the characters raise the alarm, they are immediately to Masal and Nil to administer them the Emolin and
attacked by the littlings of the Militia (“Gendarmes” make sure both of them have the doses they need to
Opponent with the Armed Optional Trait). After three get better, meanwhile Zehra sends her father all in-
rounds of combat, captain Dogu Durukan will also join criminating proof they have found against the captain
the fray with his personal guard (“Soldiers” Opponent and ensures that he will spend the rest of his days in
with the Double Trouble, Hard to Kill, and Armored Deepdown prison.
Optional Traits).
If Florio or Faruq are aware of the Character’s plan After eradicating the epidemic and punishing the cul-
and hostile to them, the captain and his guard will lay an prits, the four brave littlings can finally return to their
ambush for them, attacking them as soon as they enter journey.
the office and setting off combat on a Reaction Turn.

If the Characters were successful in their investigation,


on the other hand, they’ll hear Durukan’s steps ap-
proach from the corridor as they open the cabinet, and
have a chance to lay an ambush for him.

r 84 s
r 85 s
the Case of the
Missing Bumblebee

Where: Lowlight Astraviya, Realm


When: November VI H.C. (Chapter I)
Protagonists: Yuliya, Dimitri, Hannah, and Jocelyne
Other Characters: Pierre, Gunther, Icarus, and
Pryscilla were also in the Realm at the time and might
have witnessed the facts.
Goal: Finding Joya the bumblebee before the pageant
begins.

BACKSTORY
On November first, on the day of Samhain, we cel-
ebrate the arrival of the Sluagh in the House. This
festivity wasn’t really appreciated by Faeries, given the
historical strife between the Realm and the Horde. As On the night of October 31st, one day before the pag-
such, that year Tsarina Arcadia Oberonovna decided eant, Luciana Morena was staying at the Grand Hotel
it was her duty to increase her subjects’ awareness of Astraviya with her secretary and partner Walter L.
the event with a rather pleasant occasion: a prestigious Rivler, an undine. While the two were taking part in a
beauty pageant for bumblebees. costume party organized in the crystal restaurant that
faces the Chandelier, there was a sudden and violent
Newspapers at the time wrote about this event and brawl and their bumblebee was kidnapped.
how it brought to Astraviya nobles and animal han-
dlers of every Folk and Nation. Among them, the With few hours to go before the pageant, in an at-
assumed favorite was a sluagh lady named Luciana tempt to avoid an international incident, the entourage
Morena, as her pet bumblebee, Joya, had already won of the Tsarina sent gendarmes to search for the lost
many competitions. bumblebee.

Above:
Bonbon, Hannah’s little
bumblebee friend.
On the right:
Yuliya, Jocelyne, and Hannah
r 86 s at the crime scene.
Characters DIMITRI SOKOV
To prove the commitment of the Tsarina, the Realm
decided to deploy both Yuliya and an honor guard
from the Highlight palace. Dimitri is not exactly a
YULIYA DRAGOMIROV littling of action, but he is willing to put himself on
Sergeant Dragomirov has earned a good reputation the line and prove his valor if it means having a chance
in the Great Imperial Army because of her efficiency. to win over Yuliya.
When she received orders to supervise the search, she
was less than enthusiastic about spending her time
searching for a prized pet, but still accepted the as-
signment without hesitation, determined to defend the
honor of the Crown. JOCELYNE BONHEUR
Beautiful Jocelyne had caught for herself an old re-
tired general by the name of Vasily Egorovic Petin,
who went to the party with her behind his wife’s back.
HANNAH BLAUM During the ball, she was accosted by an honor guard
Mr. Rhoter Honig is an esteemed handler who was who looked something like Dimitry and, with his bra-
invited to attend the pageant as a member of the jury. zen advances, had caused a series of violent reactions
Confined to his bed by a nasty flu, he took the last-mo- that ultimately started the brawl.
ment decision to send his young pupil Hannah in his Aside from this, she knows nothing of what hap-
stead. When she heard news of what happened, the fairy pened, but she has appointed herself as eye-witness to
girl volunteered to help with the search as a “bumblebee the events and, still dressed and made up for the party,
expert consultant”. Her priority is saving the life of the is now awaiting interrogation.
poor bee, but she also hopes to use this as a chance to Her real goal is getting as much as possible in ex-
make a name for herself with high Astraviyan society. change for what little information she has.

r 87 s
The Grand If interrogated about the soldier described by

Hotel Astraviya Jocelyne as the instigator of the brawl, the gendarmes


will say that, according to the log, none of the guests
belonged to the honor guard.
Yuliya, Dimitri, and Hannah arrive at the Grand Hotel
around seven in the morning, about five hours after Walter L. Rivler has a terrible attitude and, despite the
the events. The gendarmes escort them to the hotel fact that he is only a secretary to lady Morena, he looks
restaurant, and to a hall in complete disarray. down on everyone. If questioned, he proves calm but
Luciana Morena is wearing a magnificent red and short, and openly declares without standing on cere-
black dress and holding a fan in her hands. She only mony that he believes the Tsarina will do her best to
speaks Umbral Slugan, but still refuses to speak with solve the situation, and that he expects the bumblebee
anyone, her eyes lost up in the ceiling wearing an returned in the span of a couple days, conveniently af-
inconsolable and empty expression. Next to her, the ter the pageant has ended. He is clearly convinced that
perfectly dressed undine Walter L. Rivler observes the the entourage of the Tsarina is behind this as, lo and
gendarmes at work with a clear air of superiority, more behold, she was the one to invite them to stay the night
annoyed than worried. at the Grand Hotel and join the party.
Jocelyn stands out in a sea of white tablecloths be- If explicitly asked, the undine can also show Joya’s
cause of her colorful dress and excessive makeup, and papers, containing a long list of specific details and
keen-eyed littlings can clearly see that she is a courte- distinguishing marks that only an animal handler can
san with a Basic Action Roll. fully understand. Standing out amid the list of pe-
culiarities is a note about a small white spot shaped
Questioning the gendarmes on the scene, the like a heart on the left side of the bumblebee’s neck.
Characters learn that the party had continued much Insightful littlings can make a Critical Action Roll
longer than allowed, until a brawl among the guests to notice that the undine is hiding something but,
shut things down late at night. All involved littlings if pressured, he will state that he had nothing to do
left the scene more or less unharmed, with the ex- with what happened and was even paid a nice bonus to
ception of an undine who was wounded and taken make sure that the bumblebee never left the lady’s side.
away. Despite the gendarmes’ precision, it appears
that someone forgot to note down the name of this A quick look around the hall will reveal nothing of
unlucky guest. interest, but a successful Basic Action Roll to carefully
The truth is that the wounded guest is former gen- study the windows will note a series of honey and food
eral Petin, and that he used his connections to stay splatters that prove the windows were opened during
anonymous and keep his night out with Jocelyne a or after the brawl.
secret from his wife. But Jocelyne is the only one who
knows this.

If Jocelyne tells Yuliya about the identity of general


Petin, the sergeant can leverage her authority or de-
termination and make a Basic Action Roll to convince
The Hospital
the gendarmes to reveal that the man was taken to a In a simple middle-class neighborhood of the capital,
small hospital in Lowlight, away from prying eyes. The there’s a small hospital where former general Petin was
gendarmes also questioned the waiters, who swear to brought in an attempt to avoid the public eye. Coming
have repeatedly checked to make sure that all windows in, the Characters find a black desk with an old, listless
to the restaurants were closed, as explicitly requested sylph woman sitting in front of a pile of documents.
by Rivler, in order to ensure the safety of the precious
bumblebee.

r 88 s
Berenice has voluminous pastel-pink hair, she wears a the emblem of the Great Imperial Army and his rank
short white coat over a rather eclectic dress. She states embroidered on the chest. As soon as the Characters
that she is extremely busy and offers brief answers to enter his room either way, Petin will switch to scream-
any questions posed to her, showing no respect for oth- ing for the guards’ attention.
er people’s authority or time. If questioned about Petin, Coming in through the window gives the Characters
she will simply point out in her whiny nasal voice that a chance to sneak up on the former general unnoticed,
patient confidentiality prevents her from divulging any if they are careful and pass a Basic Action Roll, but
and all information. stopping the guards from coming in through the door
To persuade her to reveal that the former general is will require quite some force and a Critical Extended
in a room on the third floor, the Characters will have to Roll for Best of 3.
either show some resolve or find a deeper connection
with a Basic Action Roll. Any contact with Hannah’s When questioned about what happened last night,
bumblebee will cause her a severe allergic reaction, Petin alternates moments of complete denial with
leading her to lose patience and preventing any useful heavy threats against anyone accusing him unjustly.
interaction. The old general still holds much sway in high society,
and he can easily ruin the reputation of his enemies
Petin’s desperate calls reach the Characters as they are with a couple of strongly-worded letters to the right
climbing the stairs or, if things drag on, when they’re people. It will take a strong backbone and a successful
still standing at the desk with Berenice. It seems as if Basic Reaction Roll in Will + Society to not give in to
someone is attacking the former general in his hospital his threats.
bed. Once they reach the third floor, the Characters Characters who fail, suffer the Scared Condition,
can easily find Petin’s room as there are two honor but those who can keep calm have a couple of ways
guards standing at the door. The high-ranking faeries to persuade Petin to help, like threatening him with
appear deaf to the screams for help of their superior, informing his wife about his night out with Jocelyne,
and they have no intention to intervene or let anyone leveraging his love for beautiful women, or convincing
through. Given their high rank, they don’t recognize him that a valet at the Grand Hotel placed him on the
Yuliya’s authority, even asking for her name and rank scene of the crime as he was interrogated by the Royal
and threatening to report her if she doesn’t immediate- Gendarmerie. Good manners also stand a chance to
ly leave the facility with her friends. Littlings who ar- loosen the veteran’s tongue, with some dedication. Any
en’t moved easily and make a Critical Action Roll can of these paths will require a Critical Action Roll to
notice that the guards have good intentions and that succeed.
Petin is only thrashing about because of his wounds,
but otherwise they are certain that a terrible murder After persuading Petin to speak, he will admit to being
is happening just behind the door, and that the guards at the ball with Jocelyne, but also clarify that he always
are complicit. behaved like a gentlittling, and say that he is also will-
To get into Petin’s room, the Characters will either ing to give the courtesan some money (1 Coin) “as a
have to outsmart the guards with a Critical Action present” in exchange for her discretion.
Roll or defeat them (“Gendarmes” Opponent). The handsome soldier who provoked him at the
Alternatively, they can try to climb the outside wall party, siding up to Jocelyne and setting off the brawl, is
of the building with a Basic Action Roll and enter named Boris and works as a honor guard at the Soap
through the window. Bubble station at the center of the Table. Petin recog-
nized him immediately, but obviously didn’t want to
Vasily Egorovic Petin is a fairy getting on in years with reveal his name to avoid being exposed himself. Now
some gray hair and an imposing mustache. He is laying he has no choice.
on the bed, screaming his head off in pain with no re-
straint. He wears light blue striped pajamas with both

r 89 s
r 90 s
Soap Bubbles If the Characters question Boris in the cabin and
Dimitri takes Boris’ post, Luther will not notice the
At the center of Lowlight, there’s a station housing difference and nonchalantly step closer to the fairy,
the four white beetles that use their mighty wings to passing him a white envelope with a nice amount (8
“blow” the huge soap bubbles that carry littlings up to Coins) inside before leaving with a wink.
Highlight.
Boris is standing in front of the large golden ring Confronted with the envelope, Boris will do everything
and, at a first glance, he looks just like Dimitri: similar he can to persuade Yuliya not to have him arrested, and
faces, similar height, same uniform of the honor guard. will eagerly reveal everything he knows about Luther
and Nestor.
Boris is very charming and constantly tries to find
complicity with littlings he talks to. Interrogating him
while he is still at his post will result in the Characters
getting constantly interrupted by visitors asking to
travel upward to Highlight. The only chance at a
private conversation is to step away into one of the
The Valet
wooden sheds used by workers to gather the beetle OP TIONAL
manure and hide it from the public. To do this, how- Nestor is a short and thin salamander wish a sharp
ever, Dimitri must remain behind to act as a guard and face surrounded by orange curls. He wears the typical
answer questions posed by tourists, a job he knows all uniform of the Grand Hotel Astraviya and is labo-
too well. riously pulling some large stinky bags into an alley
At first, Boris will firmly deny ever being at the behind the Hotel.
party, and respond by accusing Jocelyne of making Anyone who knows the city well, knows that Nestor
everything up as a plot to get some attention, but an is eager to do favors for nobles and members of the
expert eye succeeding in a Basic Action Roll can easily military in exchange for money, but littlings who pass
spot a bandage peeking out from under the edge of a Critical Action Roll also remember that the sala-
his helmet, probably covering a wound on his fore- mander is in deep with a local gang, and that they have
head. When the evidence is pointed out, Boris still been asking him for bigger and bigger favors.
denies any involvement with the kidnapping of the If questioned about what happened the previous
bumblebee, maintaining that he hid his participation night and why he let Boris in without an invitation,
at the party only to avoid getting an official write-up. Nestor will prove kind and accommodating, stating
Pushing his brazen lies aside with a little more effort that he wants to help with the search. He only asks
and a Basic Action Roll can persuade him to reveal for a couple of minutes so that he can throw away
that a valet from the Hotel, a chap named Nestor, was the big bags of trash he is carrying and change his
the one who let him in through a window despite the gloves. Sharp littlings who pass a Basic Reaction Roll
fact that he didn’t have an invitation. If pushed into a in Insight + Society will notice that he is lying in an
corner with a Critical Success, the soldier will reveal attempt to escape as soon as he turns the corner.
that he set off the brawl on purpose because a boggart
named Luther promised him a lot of money for it. Littlings who notice his lie can easily stop his escape,
otherwise the Characters will have to run after him, as
If the Characters are questioning Boris at his post, at he upturns dumpsters and stalls along the way (Basic
some point they can make a Basic Reaction Roll in Extended Roll for Consecutive Successes). Characters
Caution + Street to notice a boggart dressed in white who fail 2 rolls in a row stumble to the ground, losing a
looking at them from afar. This is precisely Luther level of Decorum and suffering 3 Stress, and are unable
and, after tailing him carefully, the Characters can to keep chasing Nestor. If all Characters fail, Nestor
reach his gang. manages to escape.

r 91 s
After catching or busting Nestor, he’ll have no choice Anyway, the key to the door is in his breast pocket,
but to reveal that a boggart named Luther paid him to and can be easily picked up after defeating Luther
let Boris into the party, but he swears to know nothing (“Hooligans” Opponent with the Triple Threat
else. He desperately asks to not be handed over to the Optional Trait).
gendarmes and, as a sign of good faith, will reveal the
address of Luther’s gang. Ducking inside the alley to the back unseen is impos-
sible, unless someone takes care of distracting Luther
for some time, and even then, sneaking through will
require a good dose of stealth and a successful Critical

The Gang Reaction Roll in Elusion + Street. Parked in the inner


courtyard there’s a single mouse and buggy. There’s
also a door to the building there, it is locked but can be
In a poor neighborhood of the capital, there’s a small opened with a Basic Action Roll.
wooden house that once upon a time had been a tavern
or bistro of some kind. All windows are boarded up
and the only door to enter stands right next to a nar-
row alley leading to the back.
Luther is outside, leaning on the door. He is a mus-
cly blond boggart who wears an elegant white suit and
keeps a watchful eye on the street.

If taken head-on, Luther will act almost too charming


and jovial, taking every chance he gets to show how
unafraid he is in the face of everyone. He never an- After getting into the house, the Characters find
swers any question coming from littlings in uniform, themselves in a dark and dusty warehouse with several
only making rude and tasteless jokes. It will take quite stacked tables. In a corner, there’s a hunched old sluagh
the dose of courage and an Extreme Action Roll for a wearing leather gloves and an apron as she carefully
soldier to wipe the smile from his face and persuade paints over the fur of a bumblebee tied to a table.
him to open the door. Beside the old lady, there are six shady littlings in the
Aside from that, Luther will prove impervious to room (“Soldiers” Opponent with the Double Trouble
good and bad manners alike, but he might be swayed and Hard to Kill Optional Traits). Four of them are
by the charms of a beautiful woman. A Critical Action playing cards, two are trying to rush the artist.
Roll can trick him into boasting about being part of an If Luther was on alert, he has given order to attack the
important criminal gang, and about how he just scored Characters on sight. If the Characters enter the room
hundreds of Crystals with a single job, even waving a while still wearing uniforms of the Imperial Army,
wad of large banknotes as proof. they will also be surrounded and attacked immediately.
Either way, the sluagh will always try to make a quick
A keen-eyed littling may make a Basic Action Roll to getaway with the bumblebee on the buggy.
notice that the boggart has some bumblebee hair on By warning the gendarmes, the Characters can also
his shirt, but an even more attentive littling scoring a organize a sting, while the most cunning littlings can
Critical Success will immediately recognize the hair as even try to bluff their way out of the situation with a
being orange-y in tint, far too common to have come Critical Action Roll. Forcing the criminals to surrender
from the missing animal. is quite the feat, and it requires an Extreme Success.

r 92 s
After dealing with the gang, the Characters will realize By hook or by crook, the undeniable proof will force
that the sluagh was using a copy of Joya’s documents the undine to concede and confess that he hid the
to try and paint a common bumblebee to look just like bumblebee during the brawl as a plot to scare Luciana
him. Since the original papers were not stolen and are and get a ransom out of her. He will also demand to be
still with Walter L. Rivler, this copy is clear evidence of offered a contract in which, in exchange for revealing
his involvement in the crime. the hiding place of the missing bumblebee, he will face
Catching the sluagh forger and bringing her in for no consequence for his crimes. Signing this contract is
questioning, it’s easy to learn that the undine was ac- the fastest way to find the bumblebee, but the thief will
tually the one who paid the gang to cause a brawl in go unpunished.
order to fake the kidnapping of the prized bumblebee,
which actually never left the Grand Hotel. A cunning littling succeeding in a Basic Action Roll
Joya’s body-double was a ruse created to act as if can manage to write a misleading contract that will
the bumblebee was being handed back and to pocket still allow authorities to imprison the undine.
a hefty ransom from Luciana Morena. After handing Alternatively, the Character can make a Critical
in the famous animal counterfeiter to authorities, the Action Roll to find where the bumblebee was hidden
Characters receive a reward (4 Coins) from generous without Walter’s help.
philanthropist and staunch animal lover, Viscount Oleg
Protopopolov (see “Oleg Protopopolov” in Section IX For all this time, precious little Joya was bound and
“the House” of Household - Volume I). gagged underneath a table, right next to his owner, so
that the undine would never actually fail to uphold his
contract. Had it not been for the brave deeds of our
upstanding littlings, Walter L. Rivler would have got-

Return to the ten away with staging the kidnapping and pocketing
the ransom.

Grand Hotel
Walter L. Rivler and Luciana Morena never left the
Grand Hotel Astraviya and are still with the gen-
darmes. Upon entering, Yuliya and Dimitri are accost-
Conclusion
ed by a valet who lets them know that a ransom letter Some papers find it weird that the undine chose this
was just delivered to Luciana Morena, and that the occasion to set off his plan since, being so close to the
ransom requested in exchange for Joya the bumblebee day of the pageant, all attention was bound to be on
is for one thousand crystals. them. They even go so far as to state that Rivler’s true
When confronted with the evidence, Walter will target was not money, and that this was all a plot to
deny everything and insist that he is bound by contract heighten tensions between the Realm and the Horde.
to ensure that the bumblebee never leaves his owner’s An interesting theory that, sadly, will never be prov-
side. If backed into a corner, he will start threatening en nor disproved, as lady Luciana Morena asked for
the Characters with a diplomatic incident, quickly the undine to be extradited to spend his sentence in
escalating, and pushing the unaware Luciana Morena Deepdown.
to take his side. The lady only speaks Umbral Slugan,
and she is unwilling to believe her secretary is guilty In the end, Joya the bumblebee takes part in the pag-
in any way. eant, coming to a very dignified second place.

r 93 s
The Stolen
Shipment

Where: Tuberdam, Free Dominions rather surprised to have found out about the theft only
When: November VI H.C. (Chapter I) after the fact.
Protagonists: Aidan, Siobhan, Ira, and Micah In a different neighborhood of the city, the young
Other Characters: Pierre and Gunther were also in detective Aidan Mackenna and his bodyguard Siobhan
the Freedomes at the time, and they might have wit- were contacted in their hotel by a breathless messenger
nessed the facts. carrying a letter from the Rector of the Symposium,
Goal: Retrieving the stamp with Marquis Tristan des Werner Reinhardt himself (see “Werner Reinhardt”
Larmes’ sigil. in Section IX “the House” of Household - Volume
I). Apparently, among the stolen goods there was a
box containing an official stamp with the Marquis
des Larmes’ seal (see “Tristan des Larmes” in Section
BACKSTORY IX “the House” of Household - Volume I). This item
A small cargo ship coming in from the Faucet had was extremely precious, as it would allow anyone to
just moored in Tuberdam port in the middle of the seal letters and official documents in the name of the
night after a serious delay. Since the strict laws against Marquis, and it was shipped in an unmarked box ex-
disturbing the peace enforced in the Free Dominions pressly to avoid unwanted attention.
completely forbid them from unloading at night, the
captain decided that the safest option is for the crew
to sleep on board. Despite his caution, upon waking up
the next morning he found that some of the crates in Please head to marshal César de la Cuve
his cargo had been emptied, and promptly called the right away. He will lead you to the
Port Authorities to investigate. scene of the crime.
While Ira Poole and his fellow agents of the
Gendarmerie sealed off the dock, beginning their pre-
I trust that you understand the serious-
liminary investigation and hoping to avoid overtime, ness of this matter and the sensitivity
Micah joined the small crowd of curious onlookers, of this task. I ardently hope you can
trying to understand what had happened. Both lit- provide a prompt and discrete solution.
tlings have their contacts with local gangs, and were

r 94 s
Characters
AIDAN MACKENNA
Recently graduated from the brand-new Faculty of
Forensic Sciences, young Aidan is extremely motivat-
ed to prove his worth. Upon receiving the letter from
Reinhardt, however, he realized that this assignment
places on his shoulders the reputation of the entire
institution, which the Rector campaigned for against
the Gendarmerie’s strenuous resistance.
This means that he must battle his own shyness and
insecurity and assert himself on the job. Hopefully his
childhood friend Siobhan can help with that.

SIOBHAN ADHAIR
The elegant fencing athlete from Rosevault hates hav-
ing to run anywhere without the time she needs to get
ready, but she had to make an exception this time, since
Aidan insisted so much.
Siobhan understands how important this case is for
the salamander and has decided she’ll give it her all
(despite her laziness and air-headedness), and make
sure nobody tramples over him.

IRA POOLE
An investigation this early in the morning is always a
nuisance for undines like Ira, but it is even more an-
noying when the solution of the case is so self-evident.
It was enough for him to see the two sluagh standing
in the middle of a crew of honest sprites. He already
has an idea of how things went down.
Even more so after all his contacts in local gangs
denied any involvement. Seeing Aidan and Siobhan MICAH DOYLE
arrive on the scene was just further proof that that The life of a criminal is always marked by bad luck.
would be a day worth forgetting. For many criminals, it is someone else’s, for Micah, it
is always his own rotten luck. Moved by sheer curiosity,
he often ends up in the wrong place at the wrong time,
and while he always tries to have several cards up his
Pictured Here: sleeve, he never manages to get a hold of all of them.
Siobhan vaults with her needle and spool.

r 95 s
The Dock the undine by the arm and says “I’m counting on you”
in a rather commanding tone, which Ira can easily in-
Several wooden docks extend from the Edge of the terpret with a Basic Reaction Roll in Insight + Society
Tub, floating on top of the water. Moored at one of as “I’m counting on you to close the case as quickly as
them, there’s a small cargo ship surrounded by littlings possible, we have no time to waste with amateurs and
of the Gendarmerie. Two sprites in red uniforms are must reopen the dock”.
examining the dock, while two others make sure no Meanwhile, a big boggart standing two tiny meters
unauthorized littlings cross the boardwalk to the ship. tall makes his way through the crowd of onlookers
Ira is coordinating all the usual controls when a and puts a friendly hand over Micah’s shoulders. Two
familiar voice calls for him from the dock. The mar- Teeth is a famous criminal of Linch’s gang who earned
shal of the Port Authority, Cesàr de la Cuve, is a tall his nickname when he lost his front teeth in a brawl.
and thin sluagh who always looks both tired and an- This gave him a heavy speech impediment, and he
noyed. He is walking toward the undine, and Aidan hates to be mocked about it. He discretely informs
and Siobhan are trying to keep up with him. The Micah that his boss had intended to steal an interest-
marshal has come to notify Ira that the Rector of the ing stamp from this exact ship, but that someone else
Symposium, Werner Reinhardt himself, asked that the apparently beat him to it. If the sluagh can manage to
salamander detective and his assistant be included in find the item, or at least the guilty party, Linch might
the investigation. even be inclined to consider part of his debts settled,
Cesàr appears to be curt but polite, he wants to en- and allow Micah to finally leave the city.
sure that Ira addresses Aidan politely and that he meet
every request of the detective. Before leaving, he grabs There are many possible ways for Micah to get on
board the ship, but probably the easiest is to noncha-
lantly join the group of detectives coming to the scene
and just act natural with a Basic Action Roll.

The Deck
As soon as he arrives on the ship’s deck, Aidan will im-
mediately notice that the gendarmes have inadvertent-
ly disrupted the crime scene by walking carelessly all
over the wooden floor.
He can still look around with an Action Roll,
and his keen eye and a Basic Success allow him to
easily notice the clear marks left by some crates that
were moved to the other side of the ship. With a
Critical Success, however, he will also notice that the
tracks aren’t really fresh, and that they were probably
caused by routine loading operations.
From the bridge, there’s a single door leading to a
steep set of stairs going below deck.

r 96 s
Below Deck With a Basic Action Roll, even someone who doesn't
know much about numismatics can realize that the
Once below deck, the Characters find themselves in crystals come from the Realm, as they sport a portrait
the main area of the ship, a single, large room, where of Tsarina Arcadia Oberonovna.
the crew eat and sleep. The crew is composed of six lit-
tlings from several Folks, and is now sitting patiently To the fore, next to the stairs going above deck, there’s
on some stools, awaiting orders. a narrow door that leads to the Boatswain's cabin,
The captain is a sturdy salamander named Elijah while at the aft there’s a larger door presumably head-
Nerman, he wears a nice claret-colored jacket and ing to the captain’s room. Both are locked.
an elegant set of eyeglasses, and is sitting next to Some tiny meters before the captain’s cabin, there’s a
his rougher second in command, the boggart Brody wide set of stairs going down to an open door with no
Jameson. Behind them, there are the sylph boatswain lock, leading into the cargo hold.
Seamus O’Neill, and a disreputable-looking undine
sailor called Fergus. In the very last row, there are two
sluagh deckhands from the Basement, the younger is
Nico, and the older one is Jabbar.
Standing guard in the room, there’s gendarme spe-
cialist Sophiett, a small-framed young sylph with
an annoyingly piercing voice, who holds Ira in great
esteem.

On one side of the room there’s a long table,


still set with dishes and some leftover dried
mushrooms from the previous dinner.
Analyzing the food with a simple Basic
Action Roll, it’s easy to rule out any poisoning
or tampering. At the opposite end of the room,
there are four tidy cots. Going carefully through
the cots with a Critical Action Roll, the
Characters can find a tidy sum (2 Coins)
in a small satchel hidden in Jabbar’s mattress.

Pictured Here:
Aidan and Siobhan
at the Tuberdam port.

r 97 s
Interrogations Brody knows nothing of the theft, and nothing of
Nerman’s deal with Leroy. On the contrary, he is firm-
Each member of the crew can be interrogated either ly convinced that the captain is completely innocent,
in front of the others or in a separate room to try and and his explosive temper leads him to react violently
glean useful information to solve the case. As for the as soon as anyone disrespects either him or his captain.
gendarmes, everyone, including specialist Sophiett, has Pushing him too hard will invariably result in a Brawl
already reached the conclusion that the cargo was sto- (“Hooligans” Opponent).
len by someone from the crew, and all accusing fingers
are being pointed to the two sluagh. Boatswain Seamus O’Neill is an extremely handsome
sylph, polite and well put together. If asked, he will
Captain Nerman is rather annoyed by this whole busi- eagerly show the ship’s ledger to the Characters, going
ness, and keeps repeating that, while the gendarmes are through it with them, and pointing out all the crates
there, falsely accusing his littlings, the real thieves have that have been loaded and unloaded from the ship. He
probably gotten away. The middle-aged salamander will also hand over the keys to both his cabin and the
has a strong character, and he insists that Ira must put captain’s. Carefully reading the contents of the ledger
an end to this “farce” and let the ship go immediately. with a Basic Action Roll, the Characters can learn that
The Gendarmerie’s inefficiency has already cost him most of the open crates were filled with pelts and fab-
a lot of money, and he cannot afford to lose any more ric, and only one was marked as “other cargo”, probably
time on top of it. the one that contained the des Larmes seal.
Questioned further, the sylph will reveal that the
So long as he is in front of the crew, he refuses to captain had paid him to ensure that all cargo would be
concede anything, but if the characters pull him to a loaded and taken to its destination without incident.
separate room, he proves ready to cooperate. A persua- This means that he was bound by the Counterpart of
sive argument made with a Critical Action Roll can his Contract, and he cannot be the thief. Additionally,
convince the captain to spill the beans, force him to the Boatswain truthfully says that he personally
give himself away, or open the door for some negotia- checked the cargo after loading, before Fergus and the
tion. Additionally, if the Characters have learned that two sluagh brought everything into the hold.
the two sluagh don’t have a regular contract, they can A truly observant littling who manages to pass an
use this detail as a Help to force the captain’s hand in Extreme Reaction Roll in Insight + Society can cer-
the interrogation. tainly notice something amiss under the serene ap-
With some encouragement, the captain will reveal pearance of the sylph and harbor suspicions that he is
that he was paid by Leroy’s gang to paint a red mark on hiding something. Still, there is no way that O’Neill
the crate containing the Marquis des Larmes’ seal, so will confess while there’s no proof against him.
that the criminals could find it and steal it once it was An interesting detail is that O’Neill is fluent in every
unloaded on the dock. With the stamp stolen from single Household language.
the ship, the captain is afraid that Leroy will hold him
responsible, and thus wishes to leave Tuberdam as soon Fergus is a sour and rude old littling, who clearly hasn’t
as possible. understood that he is one of the suspects, and will re-
peatedly interrupt the investigations to try to give his
Brody is a relatively short, but robust and muscular own contribution. He takes every chance he gets to go
boggart. Despite being the captain’s second, he wears on long rambling tangents about “the good old times”,
a simple undershirt with white and blue stripes and when he was a lieutenant in the Porcelain Army and
appears to know no etiquette. His head is completely there was still no law against shooting the “invaders”.
shaved, but he compensates for the lack of hair with a He obviously shows ill feelings toward both Micah
bushy red mustache. and the two deckhands, and also openly calls Aidan’s
methods “ridiculous nonsense”.

r 98 s
Encouraging him with a Basic Action Roll, the then, will he finally stutter some confused sentences
Characters can find out that, the sailor didn’t help the about the stowaways. The Characters can then make a
loading operations as per usual, but left the two sluagh Basic Action Roll to convince Jabbar that Nico has be-
to do all the work on their own. If they try forcing trayed him, or make a Critical Action Roll to persuade
him to talk, however, they will get nothing out of him him to talk by leading him to believe that at least Nico
except for long series of colorful insults worthy of a will be spared from the consequences of what they did.
true sea mouse.
After spilling the beans, Jabbar will ask the Characters
Nico and Jabbar are two sluagh from the Basement. to spare the boy, if not both of them, from the gen-
Nico is a slim boy who only speaks Slugan and un- darmes. All things considered, they are only two refu-
derstands very little Housian. He will answer every gees who wanted to help out others who are facing a
question posed to him by looking at Jabbar and saying situation they know all too well. They know nothing
simply “yes” or “no” with a scared look in his eyes. of the theft.
Jabbar shoots terrible glares at the boy, cutting him
off with incomprehensible grumblings from behind his
grizzled beard. If questioned, he understands Housian
well enough.
So long as the two sluagh are together, it will be im- The Captain’s
possible to convince Nico to talk. On the other hand,
Jabbar will deny any involvement, constantly speaking
over the littling asking the questions and calling for
Cabin
the captain or Brody to intervene, even yelling that the To gain entrance to the Captain’s cabin, the Characters
gendarmes want to put them in jail because they are need the key. Alternatively, they can open the door by
sluagh and that that is not fair. calling on brute force or on a lockpick with a Critical
Action Roll.
The truth is that Nico and Jabbar hide two secrets. Inside, they find an elegant room with fine furniture,
The first is that they arrived in the Free Dominions there’s a small four-poster bed, a desk underneath the
with fake documents, and that they are now working window, and a two-door wardrobe.
for the captain without a regular contract. This in-
formation can be extracted with a Basic Action Roll, Going over everything with an Action Roll, they can
either by checking their documents or by repeatedly find several things: a Basic Success will reveal that the
making promises, threats, or lying. round window letting light into the room is far too
The second secret is that the two deckhands were small for any littling to get in or out of; an additional
approached by a fairy before the ship could leave the Basic Success will allow them to find a musket hidden
port of departure. This mysterious littling offered beneath the bed; finally, a Critical Success will bring to
them a bag of crystals in exchange for hiding four fa- light a letter hidden in an inside pocket of a jacket in
eries without documents in as many crates they were the wardrobe.
about to load on the ship. As it turns out, the musket is an illegal weapon with
no papers, and an expert can make a Critical Action
Persuading them to reveal this information is a diffi- Roll in Craft to learn that it hasn’t been fired in a very
cult and delicate task, and the two must be separated long time. The letter is addressed to the Captain and
and questioned away from each other in order for this signed “L”. In it, someone asks him to mark a crate
to happen. There are several possible ways to reach this with red paint and reminds him about the debt he ac-
goal, but the fastest is talking to Nico alone (in Slugan) crued while gambling.
and leveraging his fear with a Basic Action Roll, only

r 99 s
The Boatswain’s can be read by holding the pages in front of a candle,

Cabin or of a salamander’s bioluminescent hand.


These pages of the diary are written in Fae, and they all
contain poems about fraternal love, like one that reads:
To gain entrance to the Boatswain’s cabin, the
Characters need the key. Alternatively, they can try “Brother dear,
a Basic Action Roll to break through the door, or a Love binds us
Critical Action Roll to pick the lock. Under this Star
O’Neill’s room is smaller than the captain’s, it has That made us,
a lower ceiling, and is outfitted with clearly cheaper And as it made us
furniture. There’s a clearly slept-in cot on the left side We are Right."
and a large trunk on the right, while a small desk and a
round mirror stand in front of the door. To open the trunk, the Characters need the Boatswain’s
key, but the key recently broke inside the lock and can't
Carefully searching the cot with a Basic Action Roll be used. If they don’t have the needed finesse to spring
will leave a Character with their hands stained by a the lock with a Basic Action Roll, they can turn to vio-
white and sticky substance that can be identified as an lence and make a Critical Action Roll to break it open.
extremely expensive face cream only by an expert of A point-blank shot from a musket is another easy way
the subject who scores a Critical Success. to solve this problem.
Rifling through the desk with an Action Roll and Inside the trunk there are shoes, clothes, and hats,
scoring a Basic Success, on the other hand, will allow but also a small leather satchel containing a knot of
the Characters to notice that, hidden between the leather straps decorated with small metal studs. The
soaps and beard-care items, there’s a small box of typ- last item is extremely odd, and almost looks like a huge
ically feminine make up. If they are even more careful garter used for Forces know what.
and score an Extreme Success, they can also notice a
thin false bottom hiding in one of the drawers. If questioned directly on the contents of his room,
O’Neill will categorically refuse to answer, stating that
his things have nothing to do with the investigation
at hand.

The Cargo
The secret compartment contains a small diary. On
Hold
the pages, there are several hand-written love poems The door leading to the bottom deck of the ship has
in Housian. Interestingly enough, the poems appear to no lock and, according to the crew, never had one.
only be written on left pages, while all the pages on the The cargo hold is large and dark with no portholes, it
right are kept blank. This oddity can be enough for a contains twenty crates, each more than one tiny meter
smart littling who succeeds in a Basic Action Roll to tall. Most of them are sealed and contain exactly what
understand, that those pages are not blank at all. They would be expected, if compared to the boatswain’s led-
are written in invisible ink, and the words upon them ger. Five of them are open and empty.

r 100 s
When carefully analyzing these five crates with an will need to be very careful and pass a Critical Reaction
Action Roll, a Basic Successs will reveal that one was Roll in Caution + War to avoid their surprise attack
marked with a stroke of red paint. Inside the five crates (Combat beginning with a Reaction Turn, “Soldiers”
there is only some dried mold used to pack the goods, Opponent with the Double Trouble, Shooters, Barrage,
but a Critical Success and a keen eye will uncover an and Hard to Kill Optional Traits).
interesting detail about how the crates were opened.
Four of the crates were apparently opened from If the Characters don’t suspect O’Neill but understand
the inside and only one (the one marked in red) was that the thieves are still on board the ship and begin
opened from the outside and still sports a clear dent looking for them, the fairies will still shoot at anyone
on one side. who searches the cargo hold, and surprise them by
jumping out from their hiding spots (Combat begin-
The four faeries hidden in the cargo by the sluagh got ning with a Reaction Turn).
out of their crates during the night and got their hands Once the faeries are defeated, the survivors - includ-
on the seal, but they haven’t left the ship yet. Indeed, ing O’Neill - will do anything to avoid capture, even
they are still hiding beneath the hold, in a small com- shooting themselves to the call of “Ce n’est pas mon
partment that can be accessed through two lose planks frère”, which, can be translated from Noble Fae as
in the floor. “This is not my brother”.
Only someone with a great eye for details can notice That sentence is more than enough for any littling
their presence with an Extreme Action Roll. who studied history to make a Basic Action Roll in
Culture to understand that the faeries belong to the
dissident group known as the Tristarred, and that they
would have been a menace, with the des Larmes seal

The Moment in their hands.

of Truth When combat is over, the Characters can easily take


the seal from the hands of their opponents.

The truth is that Boatswain Seamus O’Neill is actually


a carefully disguised fairy wearing a harness not unlike
the one that the Characters found in his truck to hide
his wings. It was him who paid the unaware sluagh a
bag of crystals to sneak four faeries on board, so that
Conclusion
they could steal the seal. With the case solved, Aidan and Siobhan can finally
After all, as the Boatswain, O’Neill is the only one return to their hotel with heads held high, while Ira
other than the captain who could know in which box will have to deal with all the paperwork.
the stamp was hidden. As for Micah, everything that went down on the
ship probably prevented him from grabbing the stamp
If the Characters find him out or push him into a cor- to take to Linch, but perhaps his new friends and the
ner, O’Neill will loudly call himself an idiot, slamming occasional good deed will help him get closer to leav-
his fist on the wall twice. ing his hated criminal career behind.

This is actually a signal, warning the four stowaways


that it is time for them to intervene, and the Characters

r 101 s
The Wax
Trap

Where: La Ruelle, Realm him to a shady bar, saying she’d be back to get him in
When: December VI H.C. (Chapter I) a couple hours and leaving to enjoy her favorite past-
Protagonists: Pierre, Gunther, Pryscilla, and Icarus time: gambling. In the end, she lost track of time and
Other Characters: Yuliya and Hannah were also in remained at the gambling table until dawn, then ran
the Realm at the time, and they might have witnessed back to the bar to discover that Gaston was nowhere
the facts. to be seen.
Goal: Finding Gaston Lemiel. So Pryscilla had to go to his tutor, Pierre, and inform
him of what had happened, so that he could go out
immediately to search for his pupil and avoid incur-
ring the wrath of the general. Afraid that things could
BACKSTORY take a turn for the worst, Pierre also commandeered a
Gaston Lemiel, the son of general Alexandre Lemiel, soldier as his escort, and his blind luck made sure he
loves spending the Yule holidays in La Ruelle to in- found a skilled explorer like Icarus.
dulge in his greatest passions: mead, beautiful women,
and hunting. As usual, he also paid for his tutor, Pierre,
and the tutor’s secretary, Gunther, to travel with him
and ensure that he keeps up respectable conduct and
that his natural inclination to go against the rules
doesn’t land him in any trouble.
Characters
One evening, while the two supposedly responsible PIERRE DELACROYANCE
littlings were enjoying a lavish dinner of honey-based Gaston’s tutor feels an almost fatherly love for the
dishes, handsome Gaston left the house for a suppos- boy, since he spent years raising him and teaching him
edly short walk, and didn't come back. As Pierre and about the finer things in life. Pierre possibly went a
Gunther fell asleep still sitting at the table, the gener- bit too far with that, causing the recent surge in rash
al’s son paid a fee to the self-appointed “local guide” behavior, but now he is very motivated to find the boy
Pryscilla, asking to be taken to a safe tavern located and give him a good talking-to. He is extremely wor-
in one of the most dangerous (and thus interesting) ried by the current situation, but is certain he can rely
neighborhoods of the city. The undine simply took on his loyal secretary, Gunther.

r 102 s
GUNTHER LICHTMANN The Slums of
The former notary from Unter loves living the high
life on Pierre’s and general Lemiel’s dime, but he cer-
tainly dislikes the drawbacks of his job, like the risk of
La Ruelle
consequences and repercussions. In a quaint, well protected town like La Ruelle,
even the slums are in good condition and pretty
He always maintains his fake groveling persona when far from scary. While the paint is flaking, even the
talking to Pierre, and tries to oblige him with every- worst joints have colorful buildings with the occa-
thing, certain that if he is the one to find Gaston, he sional decorative mushroom or mold on the front.
will receive a handsome reward. Still, he has no inten- The oldest, most run-down establishment of the
tion of risking his own life or fine clothes for the good neighborhood is “Ye Olde Hornet Pub”, and this is
of the boy. where Pryscilla left Gaston last evening. Stepping
closer to the door, the Characters can already hear
the annoying sound of broken glass and pottery being
swept against the floor, as well as the loud complaints
PRYSCILLA URBINA of the undine publican.
In her travels around the House, Pryscilla earns a liv- The door is open, but if anyone tries to step in, the
ing by picking up any odd job, but perhaps this time old guy will run to slam it in their face with a curt
she’s gone too far. “We’re closed!”. The two words are his answer to any
and all questions, and his tone gets progressively angri-
She is extremely superstitious, and feels a pressing er and ruder every time he has to repeat them. It will
need to find Gaston as soon as possible, so that she can take a good deal of patience or some cunning to reason
prove to the Household Forces that she did leave him with him. In edge cases, a good kick will be enough to
in a safe place (which is what she was paid to do) and earn access to the pub. Either option requires a Critical
avoid incurring Terrible Terrible Things. Action Roll.

Once inside, the pub hall appears so dirty and in


disrepair that it will almost be hard to spot the
ICARUS KÖNIG clear signs of a brawl being swept up by the undine.
Corporal König was temporarily assigned to La Ruelle Certainly, the large broken table is in plain sight for
as he waited to be deployed to the Long Hallway. everyone, as are the broken bottles, but only a keen-
When Pierre ordered him to help in the name of eyed littling succeeding in a Basic Action Roll can no-
general Lemiel, he was unaware that the tutor had no tice a small metal buckle on the ground. The buckle is
authority to do such a thing, and felt obliged to obey. very distinctive, and Pierre will immediately recognize
it as coming from a pair of boots he gave to Gaston as
From his point of view, it’s rather improper for a fairy a present. It will then take a true detective to score the
who wants for nothing like Gaston to act so recklessly Critical Success needed to notice a patch of black and
when he should be serving his country. But it’s not for yellow leather stuck beneath the sole of the publican’s
him to judge, after all. shoe, a badge of the hunters from the Goldwing Den.

The old undine is named Conner and he takes care to


clean his filthy palms on his filthy apron before shaking
anyone’s hand. He has thin white hair on his head and
an even thinner patience. Once the Characters manage
to get him to talk, whether by hook or by crook, he
remembers seeing Gaston the night before, but not

r 103 s
what happened to him or where he might have gone, To get the story of how things actually went, the
and rather tactlessly suggests that a Coin might jog his Characters will have to hand over another Coin or
memory. convince Conner to finally open up either by showing
To anyone who pays up, or proves extremely deter- the den’s badge or by persuading him with a Critical
mined (Basic Action Roll), old Conner will say that Action Roll.
Gaston had a bit of a squabble with some disreputable
sluagh and then proceeded to leave the pub with some
of them, but it’s pretty clear to anyone who succeeds in
a Basic Action Roll that he is lying.
The truth is that Gaston had an argument with a The Goldwing
boggart named Michelle, who unfortunately happens
to be the only son of Rupert Everly, Master Hunter at
the Goldwing Den. It was Michelle and his boggarts
Den
who jumped Gaston, doing a number on him and ulti- OP TIONAL
mately leaving him unconscious on the ground. When Leaving La Ruelle behind and taking the road to the
he woke up, the fairy felt so deeply humiliated that he Waxy Swale, the Characters pass by a white farm-
wanted to be on his own for a while, and decided to house, headquarters of the Goldwing Den. The inner
leave for a short hunting trip in the Waxy Swale. courtyard is littered with carts and carriages and lined
with mangers and drinking troughs for mice, but there
is no trace of the animals themselves.
After reaching the front door and ringing the brass
bell, the Characters will have to wait a while before
Nicolas finally makes his way there to open it. The
young freckled boggart is a newcomer at the den, but
he is the only littling still at the headquarters, tasked
with keeping watch while the others are away.

After stepping into the Den’s headquarters, the


Characters are taken to a large and well-kept hall dec-
orated with obnoxious taste. There are three walls
covered in shelves, hosting a mix of trophies, cups,
and extremely heavy antique keyskets, the fourth wall
is completely hidden by heads, wings, and stingers of
huge hornets, except for a wide fireplace with a man-
telpiece sporting the den’s symbol: a black hornet with
golden wings and stinger. Put on display underneath
the symbol, there’s a ceremonial pistol with a black
barrel and golden trim that once belonged to the
founder, Goldwing Aliston.

While he is very polite, Nicolas tries to avoid mak-


ing conversation with the Characters and is generally
worried that he might say or do something that will
get him into trouble, and acts even more nervous and
fidgety when anyone asks him a question. Neither
money nor diplomacy can persuade him to open up,
but Characters can leverage his obvious fear with a
Basic Action Roll to force him to reveal that Master
Hunter Rupert Everly left the headquarters two hours
before for the Waxy Swale, and that he took every last
hunter with him.

Before the Characters leave the den, good Nicolas will


feel the need to recommend they don’t go snooping
into Everly’s business, as the boggart is notoriously
arrogant and hotheaded, and he looked to be in a pos-
itively terrible mood that morning.

The Waxy Swale


As the Characters get closer to the Waxy Swale, the
tall mushrooms surrounding the hives get increasingly
numerous, and their feet begin sticking slightly to the
Floor due to the sugary and oily residue everywhere. Pictured Here:
Icarus faces a large wasp
The well-traveled trails are covered with more and in the Waxy Swale.
less recent traces left by littlings, animals, and cart
wheels coming and going in all directions. The expert
eye of a hunter making a Basic Action Roll can look scend from the mushroom caps, after all, some of them
at these jumbled tracks and spot a series of footprints appear to have been broken recently by other littlings.
among them, ones left by a fairy wearing elegant boots Getting through requires a Critical Action Roll, and
and swaying slightly on their feet. The traces head whoever fails loses a level of Decorum.
deeper into a grove of mushrooms and, following them,
the Characters can easily find a bottle of cheap liquor On the other side of the stalactites, the footprints that
that was emptied and left on the ground. A careful lit- disappeared as they entered the grove return, easy to
tling who scores a Critical Success can also spot the far follow, and it’s clear that they are heading to the hives.
larger footprints left by a heavy boggart that follows In the wide and bright clearing, an unnatural silence is
the ones presumably left by Gustav very closely. The the only omen of the incoming attack buy a group of
two trails go deeper into the grove, but then seem to hungry wasps that are now inching closer, hidden by
disappear. the mushrooms.
Only a careful littling passing a Basic Reaction Roll
Proceeding further with their feet sinking in wax, the in Exploration + Street or Caution + Street can notice
Characters come to a dead-end. At this point, it ap- their presence before they attack and try to escape,
pears as if the only way to proceed is breaking through otherwise the beasts jump into the air and fly at the
the wall of thin stalactites of solidified wax that de- group (“Wasps” Opponent).

r 105 s
Beneath hours, but it also irritates the eyes of littlings and can

the Hives prove very bothersome. Characters who don’t succeed


in a Basic Reaction Roll in Exploration + Street suffer
the Blinded Condition.
Going deeper into the Swale, the large hives reflect a Waiting around the smoky embers, the Goldwing
golden shine, giving the place an almost magical at- hunters (“Goldwing Hunters” Opponent) are passing
mosphere. Here, the Characters find three hunters of the time playing dice on a wooden trunk. Now and
the Goldwing Den (“Goldwing Hunters” Opponent) then, the trunk gives a jolt and changes the result of
as they lazily patrol the area. Stopping to watch their the dice, causing the hunters to angrily kick the trunk
moves with a Basic Action Roll, it’s easy to realize they in protest.
are on a circular path around some sort of camp. If Resorting to violence and attacking the hunt-
defeated and questioned, the hunters reveal they found ers is a dangerous but efficient method to save the
and captured poor Gaston, who is now being kept poor fairy they hold captive, but it is not the only
hostage in their camp not far away while they wait for way. Creating a diversion to sneak into the camp or
Rupert Everly to arrive. trying to reason with the hunters are both valid op-
tions requiring a Critical Action Roll. As a final
Behind a small hill lined with orange mold, there’s a alternative, the largest hunter, an overgrown sluagh
plume of smoke that betrays the presence of a camp called Laurence, is an avid gambler, and can be easily
fire. The bitter smell of the gray cloud is more than persuaded to bet the fate of the prisoner in a game
enough to keep wasps and hornets at bay for some of dice played as a Basic Extended Roll for Best of 3.

Goldwing
Hunters m basic opponent
Stress:

Moves: Surround
Traits: Littling, Triple Threat, Shooters

Actions:
I - The hunters take precisely aimed shots. React with Caution.
II - The hunters shout and push you around with their weapons. React with Will.
III - The hunters play dirty, or try to trap you. React with Insight.
IIII - The hunters attack you with drawn weapons. React with Fight.
V - The hunters shoot from every direction, you must find cover. React with Investigation.
VI - The hunters target you with ranged weapons. React with Elusion.

Hunters from the Goldwing Den are among the few littlings brave enough to venture into the Waxy Swale
to hunt the dangerous beasts that inhabit it or escort an intrepid researcher. These littlings have a reputation
for being fearless explorers who put the Den above everything else and are always loyal to their Master
Hunter, Rupert Everly.

Surround: The hunters scatter and surround the group. React with Caution + Street. Characters who fail
become Confused. If they are already Confused, they become Scared.

r 106 s
Anyway, to open the trunk, the Characters will need to About a hundred tiny meters ahead, the bristly black
make a Critical Action Roll to force the lid open or to hair of a large rat (“Rat” Opponent) can be glimpsed
prove they are very skilled with lockpicks, or get their behind a mold bush, accompanied by the eerie sound
hands on the key. of long fangs crunching on something. From a dis-
tance, the Characters can’t recognize anything about
Inside the trunk there’s a young fairy, bound and the victim, but as they step closer, they can make a
gagged, but he is clearly not Pierre’s student. He Critical Action Roll to spot that the beast is tearing
doesn’t even remotely look like him. Once he’s set free, through Gustav’s clothes and munching on his hat.
the young and blond Franz will go on and on thanking Meanwhile, they must also be very careful to avoid
his saviors and blessing their good heart, while also being noticed by the rat by making a Critical Reaction
cussing at the hunters. Once he is out of the trunk, Roll in Exploration + Street or Elusion + Street. If the
everyone can notice that the fairy is wearing Gaston’s rat feels threatened, it will charge.
green coat, apparently badly wrinkled and torn in sev-
eral places, but a detail runs the risk of being over- If the rat manages to reach the Characters as they try
looked by anyone who fails a Basic Reaction Roll in to escape, Everly and his littlings will swoop in in the
Insight + Street: when going in for a hug, Franz tries nick of time.
to pocket Pierre’s wallet. On the other hand, if they manage to avoid or out-
Either caught red-handed or warmly encouraged to run the rat, they will have a very easy time going back
tell the truth with a Critical Action Roll, the crimi- to Gaston’s footprints and following the trail of his
nal will eagerly inform the Characters that he found naked, stumbling escape to an Inbetween in the Wall.
Gaston’s coat near a pool of water not too far from
there. Additionally, for the very reasonable sum of 1
Coin, Franz will boldly volunteer to keep this precious
piece of information from the Goldwing hunters, as
they appear very eager to catch the General’s son.
If they want to, the Characters can refuse to make
a deal with him and still ensure Franz’s cooperation
by making a persuading argument that calls upon his
fervent survival instinct with a Critical Action Roll.

The puddle
A water leak sprouting from the Floor generated a
large pool of water surrounded by the occasional col-
orful mold. The damp wax surrounding the pool is
covered in footprints left by both littlings and beasts,
and with a Basic Action Roll, a hunter will be able to
recognize the tracks of a large rat as well as the foot-
prints of both Gustav and a boggart apparently run-
ning after him. Later on, the footprints get muddled
as traces of a fall and a scuffle appear on the bushes.
Looking around, the Characters can easily find a boot Pictured Here:
without the buckle that belonged to Gustav. Zagor, the smart gecko
traveling with Pryscilla.

r 107 s
The Inbetween Only by stepping extremely close to the sleeping beast
or by making the ill-advised choice to attack it with
Next to a hive, there’s a crack in the Baseboard so deep a ranged weapon will the Characters realize that that
that the golden light of the Swale can hardly reach in- is no mouse, but a heavy fur blanket under which
side. All around, the busy bees are buzzing so loudly Michelle and Gaston are both sleeping peacefully.
that it’s hard to communicate. An expert adventurer Once woken up, the two littlings will be extremely
succeeding in a Basic Action Roll knows that when this embarrassed, each pulling on a side of the cover to hide
happens, the abundance of wax can come in handy to their naked bodies.
fashion some earplugs to keep the loud noise at bay and According to the story the two of them stammer
protect the sanity of littlings passing through. Littlings out, they were attacked by a rat and forced to run, lat-
who don’t wear earplugs and who fail a Critical er spending the night in this hole, where they had to
Reaction Roll in Will + Street will suffer the Confused sleep next to each-other to avoid hypothermia. Their
Condition. clear embarrassment and unwitting contradictions are
enough for any sensible littling succeeding in a Basic
In front of the crack, three hunters of the Goldwing Action Roll to understand the truth is much different.
Den are talking with Rupert Everly.
The Master Hunter is a tall and imposing boggart After his initial relief upon discovering that his son is
with long blond hair surrounding a bald patch and a safe and sound, Everly also begins to doubt the ver-
thick white beard coming down to his chest. Against sion of events he is being told, and flies into a rage.
all expectations, he doesn’t look furious, but completely To reason with him and stop him from going on a
stricken as he clasps torn pieces of a jacket belonging rampage, the Characters will have to pin him down
to his son, Michelle. Talking to him, the Characters to the facts, or convince him that the guys are telling
can easily discover that his son also ventured into the the truth with a Critical Extended Roll for Best of 3.
Swale, certainly looking to give a lesson to Gaston, and Alternatively, they can set Everly straight by proving
that he is also missing. Everly trails off from his story even more headstrong than he is or, as a very last resort,
several times to sing the many praises of Michelle, to facing both him and his hunters (“Hunters” Opponent
burst into tears and crush the closest littling into a hug, with the Shooter and Triple Threat Optional Traits).
or to show the shiny golden pendant worth 4 Coins
which is the last memento of his wife Brigitte. Aside
from this, the Master Hunter confesses that he has
never really been there for his son, but that he is now
very motivated to find both him and Gustav, and set
aside any past disagreements.
Conclusion
After leading Gaston back to town, Pierre and Gunther
Venturing deeper into the Inbetweens, visibility will can finally breathe a sigh of relief and go back to their
become extremely low, and the littlings will have to lavish dinners in La Ruelle, while Pryscilla can finally
rely on the occasional greenish-yellowish light of some rest easy knowing that the Household Forces won’t
patches of shining mold to proceed. Even in the dark, punish her with their Terrible Terrible Things.
they still occasionally spot traces left by stumbling bare As for Icarus, the young explorer is about to leave for
feet running through the dark. a year-long tour in the Long Hallway, one of the most
As they proceed, they begin to hear the echoes of a dangerous places in the House, but he almost feels re-
mighty snoring beast growing louder, and they can easily lief when thinking that he won’t have to deal with the
follow it to what looks like the den of a mouse. In the squabbles of high Fae society over there.
very back of the hole, the bristly hair of a brown mouse
ebbs and falls rhythmically with the powerful snores.

r 108 s
r 109 s
The
Blue Rat

Where: Stairside, Hearth for old Abbott's repairs, Jemma and the others exited
When: December VI H.C. (Chapter I) the tavern together, and came face to face with a group
Protagonists: Jemma, Floyd, Litha, and Tubo of belligerent sluagh from the Horde Army.
Other Characters: Earnest and Sienna were also
near Stairside at the time, and they might have wit-
nessed the facts.
Goal: Saving the Blue Rat.
Characters
BACKSTORY
The Blue Rat Tavern was the favorite hangout for JEMMA REED
soldiers and hunters passing through Stairside as they The boggart mercenary earns a living by escorting
took nobles and travelers to and from the Realm, the travelers from Umbral to Stairside and the other way
Horde, and the Free Dominions. The old boggart around, never really stopping anywhere. The Blue Rat
tavern keeper was named Abbott, and he was rather is the closest thing she has to a home, and this gives
fond of Jemma, as she was one of his best clients. The her plenty of reasons to do everything in her power
boggart sometimes came there to meet Litha and to ensure that old Abbott gets compensated for the
Tubo and entrust in their capable hands the travelers damages.
she escorted through the Long Hallway who wanted
to proceed toward the Great Stairs. And that was also
the place where she met Floyd, the animal handler she
always recommended to littlings looking for a good FLOYD HANSEN
saddle mouse. Everyone in Stairside knows Floyd Hansen, he is a
veteran of the First Household War and a great mouse
One cold December day, the four of them were all shar- farmer, and everyone holds him in great esteem be-
ing a lunch when a boggart of the Hearth Army made cause he is a good and principled littling. Neither him
his unusual entrance into the tavern, flying straight nor little Timothy would ever stand by while some-
through one of the windows. Motivated to find the lit- one, especially a dear friend like Abbott, was being
tling responsible for this wicked act and have them pay wronged like that.

r 110 s
LITHA FLAMMEL TUBO
Half of the life of the salamander is spent escorting A boggart flying through a window would never in-
travelers on the Great Stairs, but the other half is made terfere with Tubo’s peaceful meal. After all, he is used
up of long lulls in taverns much like the Blue Rat. The to stranger things. Nevertheless, the good sluagh has
tavern is the place where Litha met Floyd and Jemma, a strong sense of justice, and he would never let this
and where she spent many nights and festivities away act of vandalism go unpunished. Still, he doesn’t really
from her father’s home. Seeing Jemma sprint outside have time to think about it, as his inseparable friend
of the tavern to take on the situation head-first, Litha Litha has already taken off and left the table to check
couldn’t just hold back, she follows her to make sure what is going on. He clearly can’t allow her to face
that the situation gets resolved and that the boggart possible danger on her own.
doesn’t get into trouble.

Pictured Here:
Litha and Tubo
at the Blue Rat.

r 111 s
The
Horde Army
A group of boggarts in light blue uniforms have their
hands ready on their weapons and are now waiting
impatiently for an order from sergeant Robert “Rob”
Robford to intervene. Portly Rob, on the other hand,
simply adjusts his belt under his cumbersome belly
and, after spitting on the ground, turns to the littling
in front of him, curling his mustache and looking less
than impressed.
Standing in front of Rob, the captain of the Horde
Army, Butrus ibn Lulu, shouts at him to keep his lit-
tlings under control if he doesn’t want them to also be
tossed away. The sluagh is a tall man with very thin
legs and disproportionately large shoulders and chest,
he has long oily green hair that surround his thin face,
framing an improbably long nose. Now and then, he
turns to the soldiers of the Horde Army standing be-
side him with weapons already drawn and, speaking Pictured Here:
Slugan, makes a cruel jab or tasteless joke. He mostly Old Abbott,
the owner of the Blue Rat.
speaks to the boggarts, warning them to let his sluagh
through.

When the Characters leave the Blue Rat, all eyes turn
to them. Asking ibn Lulu to repay the damages to old
Abbott is the civilized way to start a conversation, but Asking some pointed questions of the sergeant and
it is also completely useless, as the sluagh just keeps making a Basic Action Roll, the Characters can finally
making bad jokes and saying that he just threw a lit- learn that the sluagh have good reason to be furious
tling, it was the boggart who broke the window. and to want to commandeer the Blue Rat and that,
After some convincing or threatening arguments and unless someone finds satisfactory alternative soon
a Basic Action Roll, the captain will shift his stance a enough, they will have all rights to do it.
little, stating that the situation was caused by the neg-
ligence of the Hearth Army, and all he can do is give Apparently, ibn Lulu and his littlings were deployed
them a couple extra hours and return later, at sundown. to a barrack in Stairside with orders to stop the traf-
Addressing sergeant Robford while ibn Lulu is there ficking of illegal weapons between the Hearth and
will similarly result in nothing more than grumbled Horde, sadly, the same barrack where they should
half-answers and cold stares. As soon as the sluagh have boarded was occupied by a lieutenant of the
leave, however, the situation will change drastically. Great Imperial Army, an arrogant good-for-nothing
Red-faced and sweating, Rob will exhale deeply, re- named Gaspard Paquette. The only way to persuade
vealing an even larger belly, wipe his face with a hand- ibn Lulu to let the Blue Rat be is to personally go talk
kerchief and fan himself with his hat, clearly worried to Paquette and convince him to hand the barracks
by the events. He knows Floyd rather well and confides back to the Horde Soldiers, but the Hearth Army has
in him, begrudgingly admitting that he finds himself their hands tied.
in a tricky situation.

r 112 s
The Garrison Leveraging some social skills or hinting at the fairy’s
obvious vices with a Basic Action Roll the Character
Some faeries of the Great Imperial Army are buzzing might finally get a single offer. Paquette offers to solve
around the old barracks, busy transporting heavy crates the situation with a game of cards against one of the
inside the building. Two stand out as they fly to the Characters. If they win at least two out of three hands,
roof of the structure, busy furling up the Horde flag the lieutenant will lead his littlings elsewhere, but if
and substituting it with the flag of the Realm. These he comes out on top, they will have to forget every-
littlings have no time and no inclination to stop and thing about the topic, roll up their sleeves, and get to
chat and, if asked questions by the Characters, they scraping away mold from the stables. Taking Paquette
will simply ignore them or redirect their complaints to up on his offer is the only way out, but any discerning
lieutenant Paquette. littling passing a Critical Action Roll can see that the
lieutenant would never make such an offer without a
The entrance of the barracks is so crowded with lit- hidden agenda.
tlings coming and going that it will be easy for the
Characters to enter without being noticed. The inside Paquette is a formidable player and, if that wasn't
of the building is bare and run-down, and the occa- enough, he is also brazenly lucky. The littling playing
sional scholar might mistake the Characters for the against him must succeed in an Extreme Extended
carpenters or painters they called to deal with the situ- Roll for Best of 3.
ation, even trying to put them to work. Crafty littlings might find this business rather suspi-
Above the general chatter, they can clearly hear the cious and, if they pay close attention during the second
sound of a door getting slammed violently by a furi- and third hand by making a Basic Reaction Roll in
ous buff fairy leaving a room and grumbling “Cursed Insight + Street they can clearly spot Paquette’s mas-
Paquette, always the same story” and barking an angry terful tricks: he is a skilled card sharp and the deck is
“What are you looking at?!” to anyone who dares meet stacked. After pointing out the trick, the Characters
his eyes. don’t even need to raise their voices to get Paquette
to cooperate. The threat of divulging the truth to his
Gaspard Paquette is a smaller middle-aged fairy who littlings is more than enough.
masks his near-complete baldness with an extremely
long, blond comb over. He loves smoking a long pipe Once defeated or exposed, Paquette will agree to leave
that exhales thick white clouds that smell like honey. the barracks and take his soldiers somewhere else, but
Going into his office, the Characters find him busy not before the Characters find him another suitable
counting mountains of Crystals on a desk that is fully accommodation.
decked out like a gambling table in an illegal gambling As a matter of fact, the lieutenant had received or-
house. ders and license to confiscate the gymnasium used as
Paquette seems in high spirits, but his mood changes a hangout by a group of threatening mercenaries, who
drastically as he sees the Characters, turning surly and managed to “persuade” him to find a different solution,
asking them the reason for their invasion, even threat- thus sending him to the barracks. This means that the
ening to arrest them with an improbably low and raspy only way to make sure that Paquette leads away his
voice. When questioned about the whole barracks soldiers, leaving the place to ibn Lulu, who in turn
business, the lieutenant states that he received orders would leave the Blue Rat in peace, is to personally go
to take his littlings to Stairside and thus has every right deal with the mercenaries, as the hands of the Great
to claim any suitable structure for their deployment. Imperial Army are tied.
Any attempt at strong-arming him will only irritate
Paquette, who is apparently completely secure in his
position and feels untouchable.

r 113 s
Bucket’s Shoulders perpetually back, arms crossed over a

Gymnasium round but muscly belly, Ace Bucket keeps a watchful


eye over his littlings and points out any mistake by
shouting with a booming voice, invariably spitting
Several hundred tiny meters before reaching the threads of the bitter chewing mold that is perpetually
gymnasium, the Characters can already hear the cries in his mind and has turned his teeth almost black over
of littlings training and fighting. At the door, they time. As such, speaking with the man can prove very
are greeted by a group of tall and muscular boggarts, difficult, as he won’t even look at whoever talks to him
all equally shirtless and with no hair on their chests. and constantly interrupts them.
The littlings behave roughly but gallantly with both When the characters drop the name of lieutenant
Jemma and Litha, and don’t hesitate to open the Paquette or captain ibn Lulu, for a moment it seems
doors to the group. like Bucket has no reaction, but boggarts all around
stop training and the gym plunges into complete si-
On the inside, the gymnasium is practically a single lence. It will take a couple seconds before the burly
large room with about twenty boggarts busy lifting boggart turns to face the Characters with a look of
weights or fighting hand-to-hand. The leader of this contempt, saying “So, you’re here to fight? Let’s fight,
group of buff littlings can be easily spotted, as he is then.” With a loud whistle, he calls forth a blond bog-
the one older littling and the only one wearing a shirt, gart, almost two tiny meters tall, who looks down on
albeit a sleeveless one. everyone.
The group can choose one Character to fight against
Bucket’s student in a hand-to-hand Duel against a 4
Dice Challenger, and only after the student is defeated
will Bucket’s attitude change.
After shouting to his littlings that there is nothing
to see here, and that they best go right back to training,
he will ask the Characters to follow him into a small
locker room. There, Bucket will open up a little and ex-
plain that the town council had given them permission
to train in a small villa in the suburbs to compensate
them for the loss of the gym. The solution would have
been satisfactory, if not for the fact that a salamander
criminal named Teddy Redman has taken up residence
in the villa with his gang.
Unfortunately, before changing his ways and serving
his nation with honor as a soldier, good Ace Bucket
was also a criminal and the salamander threatened to
rat him out and have him arrested, if he had gone to
the authorities.

The only way to allow Bucket’s mercenaries to move


to the villa, giving Paquette a chance to take control of
the gym and leave the barracks destined to ibn Lulu’s
sluagh, so that he will let the Blue Rat be, is to person-
ally go talk to Redman, since the boggart’s hands are
Pictured Here: fully tied.
Timothy, Floyd’s inseparable
adventure companion.

r 114 s
r 115 s
The Villa Whether they defeat or chase away the mice, the
Characters will make enough noise to catch the un-
The small villa in the suburbs is surrounded by a scrag- wanted attention of the criminal gang, who will come
gly garden and a tall fence with only a wrought iron full force ("Hooligans” Opponent with the Triple
gate shaped like a Comb. Threat Optional Trait), led by Teddy Redman himself.
If the Characters try to ring the bell or get the at-
tention of the two criminals patrolling the garden The salamander wears a very simple black suit and
(“Hooligans” Opponent), they get waved off rudely and white shirt, which bring out the convoluted frame of
even threatened with harm if they insist. The only way his precious golden glasses. Surprisingly enough, he is
to get in is to make a Basic Action Roll to either climb rather anxious to learn the reason for this intrusion.
over the gate or pick the lock, and once on the inside it While he tries to appear calm, it will only take a Basic
won’t be too hard to sneak through the molds and avoid Action Roll for a careful littling to notice that the sal-
security by making another Basic Action Roll. amander is actually extremely worried and, even more
The truly difficult part will be avoiding being smelled surprisingly, an extra Basic Success will reveal that
by the sharp noses of two vicious guard mice (“Guard both his hands and feet appear to be covered in blood.
mice” Opponent) who lay hidden in the bushes, wait- Trying to reason with him or to threaten him is com-
ing for nothing more than to maul intruders. If none of pletely useless, Redman is holding all the cards here,
the Characters succeed in a Critical Reaction Roll in and he is rather angry for the way his poor mice were
Caution + Street, the group will have to start combat treated.
with a Reaction Turn.

Guard Mice m basic opponent


Stress:

Moves: Growl
Traits: Beast, Triple Threat

Actions:
I - The guard mice attack you with its fangs and claws. React with Fight.
II - The guard mice try to drag you or push you to the ground. React with Strength.
III - The guard mice ferociously try to bite you. React with Dexterity.
IIII - The guard mice size you up, ready to jump at the first move. React with Caution.
V - The guard mice show you their fangs, then attack suddenly. React with Insight.
VI - The guard mice growl at you with hair bristling. React with Will.

Most mice in the Household are tame creatures who can be trained into loyal and good guard animals. Guard
mice tend to be smaller in size and are widely used by both military and police forces as hounds for their
patrol, search, and reconnaissance operations.
Many private citizens settle for having one or two sleepy mice in their garden, but you should never lower
your guard when these creatures are near, as they have extremely sharp senses and are perfectly able to block
ill-intentioned littlings.

Growl: The guard mice bare their fangs and let out a threatening growl. Characters who don’t pass an
Critical Reaction Roll in Will + War become Scared and suffer -1 to their next roll.

r 116 s
Calling on this clear passion for animals with a Critical
Action Roll is the perfect chance to persuade Redman
The Blue Rat
to listen and explain the need for him to hand over the If the Characters manage to help Snow deliver before
villa to Bucket. Against all expectations, the criminal nightfall, they will arrive at the Blue Rat just in time to
seems to understand the situation completely, and he see poor Robford letting ibn Lulu and his ten sluagh
also offers his regrets when he learns that his actions (“Soldiers” Opponent) enter the tavern. Otherwise,
caused such troubles for good old Abbott. when they arrive, the sluagh have already occupied all
Redman is almost in tears when he confesses that his tables in the tavern and two additional soldiers out on
only reason for occupying the villa is that his favorite patrol have also joined the group.
mouse, sweet little Snow, had sneaked to the second
floor of the house two days before and chosen that as With things finally worked out, the characters can ask
the place to give birth to her large litter of pups. Sadly, the captain to leave the Blue Rat and head to the bar-
they are having many complications during the deliv- racks. In response, the sluagh will thank them kindly
ery and the mouse is fighting for her life. and say that he is perfectly happy with the solution
they offer. Unfortunately, ibn Lulu stands up with a
rather poor choice of words much like “always better
than spending the night in this two-grain tavern”,
causing a violent reaction in meek old Abbott, who
hurls a bottle at the captain and drops him instantly.
After that, things quickly get out of hand, and a full-
out Brawl begins. Regardless of the results, the Blue
Rat will be almost completely trashed when things
calm down, and throwing out the sluagh will only pro-
vide the small consolation of receiving their help to
If the Characters volunteer to help Snow, they’ll be restore the place.
immediately led inside the villa. There, a white mouse
lies on a large bed, now broken under her weight, over
several sheets drenched in blood.
The mouse needs immediate care, time and patience,
to be administered with a Basic Extended Roll for
Multiple Successes. The Character must roll 10 Basic
Conclusion
Successes. If this happens within the first three Rounds, All in all, compared with the brawl against the Militia
the delivery is complete by nightfall. Otherwise, things of the Horde, the broken window that set everything
drag on and the Character becomes Tired. To make off was maybe a dismissible offense.
these rolls, a Character must be an Animal Handler, Jemma, Litha, Tubo, and Floyd have done their best
but all others can Help as usual. to solve so many problems, but they probably got car-
ried away, and in the end, they have to roll up their
After the situation is dealt with, Redman is more than sleeves to help rebuild the Blue Rat and earn Abbott’s
willing to leave the Villa so that Bucket may leave the forgiveness.
gym to Paquette, who will in turn leave the barracks to But that’s what friends are for.
ibn Lulu, thus saving the Blue Rat.

r 117 s
Now it’s your turn, friends
in the Historians’ Club.
Go discover Household History
and make sure that the deeds
of valiant littlings are never
forgotten.

r 118 s
r 119 s
Venturing in these places
is very dangerous,
but it is my job.

r 120 s
Chapter ii
paragraph i
ja n u a ry v i i h . c . - m a r c h v i i h . c .

ii

r 121 s
Tragedy on the Banister
JANUARY VII H.C., GREAT STAIRS 

Protagonists: Aidan, Dimitri, Ira, Siobhan Unfortunately, disguised among the crowd of wealthy
Other Characters: Micah, Icarus passengers, there was a group of Freers, the danger-
Goal: Reaching Downridge ous terrorists who follow the ruthless Commander
Kirkland. These littlings found a way to disrupt a
After solving the Tuberdam case (see “Chapter I: The stretch of the Banister and plummeted the caravan
Stolen Shipment”), Aidan, Siobhan, and Ira received down to the Steps, hunting down and killing any
a special commendation from the Realm, as well as a survivors. This, in the name of independence for the
medal that would be awarded to them at the palace in Free Dominions (see also “Chapter II” in Section VIII
Highlight Astraviya, in the Dining Hall. “Saga” of Household - Volume I).
In Topridge, they met Dimitri, who was assigned to
escort them and bring them tickets for the luxurious And so, Aidan and his friends had to face the dan-
Banister caravan (see “Entry Hall” in Section IX “the gerous criminals and find a way to lead the honest
House” of Household - Volume I). passengers of the caravan to safety.

PASSENGERS IN THE CARAVAN


I Gerard An elder fairy with a large scar on his face who claims to be a veteran of the Household War.
Marlot He later proves to be an agent of the Freers.
II Thomas A young boggart from Beddingham. He wears his best suit and is eager to begin his studies
Leaf at the University in Chesterfield by-the-fire.
III Phileas The ticket inspector. Sour-faced, cantankerous, and strict. This undine in pressed uniform
McMold has no patience for littlings without tickets or troublemakers in “his” Caravan. He wears a
large pocket watch at his belt.
IIII Francesca An older pair of newlyweds from Viletia going on a tour of the House for their honey-
and Ivo moon. Francesca is a theater enthusiast and constantly talks about the shows she went to in
Ferrario Beddingham.
V Aerinn An undine fabric merchant. She travels alone with no escort despite her young age. She
Brook pretends to be scared by the incident, but later proves to be an agent of the Freers.
VI Esther A sylph hunter. She sits alone, with her arms crossed and a hat pulled down to cover her eyes.
Flyver Reserved and detached, she still won’t hesitate to help littlings in danger.

r 122 s
On Argo’s Trail
FEBRUARY VII H.C., CHESTERFIELD BY-THE-FIRE 

Protagonists: Gwen, Humphrey, Pryscilla, Santiago met Pryscilla. The two of them wandered together in
Other Characters: Sienna, Earnest search of fortune, and ended up saving a merchant who
Goal: Piecing together the Map rewarded them with half of a treasure map. The other
half of the map had gotten torn off during a brawl and
Gwen spent four months fruitlessly trying to decipher the was now in the hands of a dangerous sluagh, a mem-
page from Argo’s diary she had inherited (see “Chapter ber of Duncan Rox’s gang (see “The Carpet Plains” in
I: Argo’s Diary”), sometimes calling on professor Noam Section IX “the House” of Household - Volume I).
Flanagan, who sadly could only help occasionally, be-
cause of his many obligations (see “Noam Flanagan” in After reaching Chesterfield by-the-fire, they tried to
Section IX “the House” of Household - Volume I). sell the map to professor Flanagan, passing it off as a
Meanwhile Humphrey, still bound by the promise he historical artifact, but the cunning salamander put them
made to Gwen, had begrudgingly placed on hold his in contact with Humphrey and Gwen instead. Because
life as a hunter to help her research, hoping to solve the that wasn’t just any treasure map, it was the map to the
whole conundrum as soon as possible. supposed burial place of Argo the Bureaucrat. The ad-
After traveling to Viletia with his previous compan- venturous littlings, each moved by their own motives,
ions, Santiago made his way to the Hearth, where he decided to join forces to piece together the map.

WHERE IS THE OTHER HALF OF THE MAP?


I Sold at an underground auction in Chesterfield, with other stolen and smuggled items.
II On the table of a gambling den in the Chesterfield slums. Someone just lost it while playing cards against
a littling of the Topper Gang.
III In the studio of Cornelius Barlow, an eccentric retired old boggart who is allergic to geckos and obsessed
with antiques.
IIII Mistakenly placed in an inside pocket of the travel bag carried by André Joyeaux, an extremely distrustful
fae diplomat who never travels without his armed bodyguards.
V Displayed among the trophies in the Blue Flames’ Den. A clumsy hunter is ready to give it away in ex-
change for a favor. Characters must help them make a good impression on their den-mates who are tired
of their messes.
VI In the office of the Chesterfield sheriff. The criminal from Duncan Rox’s gang was arrested and now makes
an offer from the tiny window of his cell: his freedom in exchange for the map.

r 123 s
Red-Handed
FEBRUARY VII H.C., STAIRSIDE 

Protagonists: Icarus, Sienna, Micah, Floyd WHO STOLE THE WEAPONS?


Other Characters: Litha, Tubo
I A group of Tristarred.
Goal: Finding the culprits
II Some corrupted soldiers of the Great
Stairside has always been a frontier. It’s a wide, but Imperial Army.
well-protected transit area that belongs to the Hearth, III Smugglers from the Hearth.
and army garrisons of both the Realm and the Horde
have gradually tried to occupy the region because of its IIII Bandits of Duncan Rox’s Gang.
strategic value and location. V An animal handler from the Horde.
That’s why one of Floyd’s stables there has been
VI A group of no-good local hunters.
commandeered by the Great Imperial Army, to be
used as storage space for crates of firearms destined
to the garrisons in the Long Hallway and Basement. WHY DID THEY STEAL THE WEAPONS?
Icarus was ready to be deployed to the Long Hallway I To sell them on the black market.
and, as the newest addition to the local garrison, was
II To frame poor Floyd.
charged with keeping guard at the storehouse.
At the same time, Micah had finally managed to claw III To cause a diplomatic incident.
his way out of the criminal world of the Freedomes, only IIII To take them from the Great Imperial Army.
to end up in serious economic difficulties once again.
Discriminated against because of his criminal record, he V To start a riot.
begrudgingly allowed Sienna to drag him right back to VI To create a diversion for something worse.
the wrong side of the law. The two of them tried to steal
the weapons, but they were caught red-handed by Icarus WHERE DID THEY
and Floyd, who wanted to have them arrested. HIDE THE WEAPONS?
I In the Inbetweens.
Fortunately, every dark cloud has a silver lining, and
their attempted theft brought to light the fact that the II In the stables of a ranch.
crates were already empty, and that the weapons had
III In the false bottom of a carriage.
already been stolen. And thus, either out of civic duty
or because of a wish to avoid jail, the four of them IIII In the cellar of a local bar.
ended up investigating this strange case of smuggling V In the armory of a hunters’ den.
perpetrated by bandits or by corrupted soldiers.
VI In an officer’s quarters.

r 124 s
The Great Climb
FEBRUARY VII H.C., GREAT STAIRS 

Protagonists: Gunther, Litha, Pierre, Tubo When the two brave littlings realized the predicament
Other Characters: Floyd, Ira that they had gotten themselves into, it was already
Goal: Reaching Topridge. too late, and Pierre was waiting at their meeting spot
in elegant clothes and with three suitcases of clothes,
Pierre was named Ambassador for the Realm and perfumes, and accessories.
didn’t hesitate to leave his job as tutor, bringing his ap- Together, they faced the dangerous climb of the
parently loyal secretary Gunther with him. For his first Great Stairs.
official assignment, he needed to travel to Beddingham
forthwith, and so, the two of them made preparations LUCKY FINDS
to leave as soon as possible. I A greatscissor dating back to the Battle of the
Sadly, the Tragedy on the Banister interrupted Great Stairs.
the only safe route to the Upper Floor, putting their
II An old set of porcelain armor.
journey and work in jeopardy. Catching everyone by
surprise, Pierre took up all his imprudent courage and III A nibbled coral fungus. It could fetch at least
decided to cross the Great Stairs by foot. 3 Coins.
IIII The body of a treasure hunter holding a old map.
Despite the skepticism of the secretary, the two of
V The prototype of a brilliant gadget.
them arrived at Downridge soon enough, where they
met Litha and Tubo, two expert guides who knew the VI A wallet covered in cobwebs with 5 Coins and
Steps and their dangers very well. some documents.

CLIMBING HAZARDS
I A hungry earwig climbs out of a crack to the Inbetweens.
II A common spider lies in ambush, camouflaged with some mushroom stalks.
III After crawling out of a tear in the wallpaper, a centipede stands in the middle of the path.
IIII The moldy ground begins to collapse. Characters who don’t pass a Critical Reaction Roll in Elusion + Street
lose one level of Decorum.
V The air is filled with spores. Characters who don’t pass a Critical Reaction Roll in Exploration + Street become Sick.
VI There’s a checkpoint of the Porcelain Army. Characters who pass a Critical Reaction Roll in Insight +
Society can realize it’s actually a Freer trap

r 125 s
The Umbral Frontier
MARCH VII H.C., EL PASO DE UMBR AL 

Protagonists: Jemma, Malaika, Qamar, Zehra HANS NADEL


Other Characters: Micah, Sienna COLONEL OF THE REALM
Goal: Reaching the Long Hallway.
"There’s always a price to pay for order.
After leaving Al Sehir, Malaika, Zehra, and Qamar
lingered for some time in Viletia, enjoying the gener- Colonel Hans Nadel is a middle-aged fairy with a
ous hospitality of a rich relative of the animal handler. long and fruitful career in the military. After fight-
In the first days of March, they hired Jemma to escort ing on the frontline of the Basement Campaign, he
the three of them to the Hearth and left for el Paso de learned that peace and order can only be obtained and
Umbral (see also “El Paso de Umbral” in Section IX maintained with a firm hand. His neat appearance, his
“the House” of Household - Volume I). ever-tidy uniform, and his gray mustache trimmed to
In those days, colonel Hans Nadel, a fairy of the perfection, all contribute to portraying an upstanding
Imperial Army, had deployed his battalion to the and uncompromising littling who looks at the Realm
Quivering Stairs, right on the frontier, stopping ev- and the Imperial Army with the utmost respect. He is
ery littling who wanted to leave town to travel to the the picture of a soldier who always places duty above
Ground Floor. everything else.

This rigorous blockade was established because three Rumor around town is that his love for military life
soldiers of the Realm had been killed in three differ- is clearly one-sided as, despite his years of service and
ent squabbles, in different parts of the city, but in the experience, he is still forced to preside over an embassy
same week. The colonel was determined to punish the so far from the heart of the Realm. Slanderous gossips
population, making an example out of them, so that claim that Nadel holds a considerable grudge against
they would hand over the murderers and put an end his nation, which has clearly lost sight of his valor de-
to the attacks. spite the years he has sacrificed, and favored youngsters
with wealthy families and little experience.
Perhaps the three sluagh and their escort found a At the moment, Colonel Nadel is firmly convinced
solution to untangle the situation, perhaps they simply that there is a conspiracy to discredit the Realm’s good
found a hidden path through the dangerous Inbetweens name, or even to blot his own name. This has made
crawling with centipedes. Either way, they managed to him paranoid, and reasoning with him might prove
find a way to reach the Long Hallway. difficult.

r 126 s
Traveling with Protopopolov, Part I
MARCH VII H.C., ASTR AVIYA 

Protagonists: Earnest, Hannah, Jocelyne, Yuliya want to offend the Tsarina. They set off together with
Other Characters: Dimitri Hannah, who couldn’t wait to prove her expertise to
Goal: Reaching Downridge. the Viscount, and with Earnest, who was hired as a
bodyguard. Additionally, it seems like Protopopolov
Viscount Oleg Protopopolov (see “Oleg Protopopolov” had met Jocelyne the night before his departure and,
in Section IX “the House” of Household - Volume I) completely smitten by the beautiful fairy, he had de-
was notoriously eccentric. To grow his beloved collec- cided to bring her along, promising a journey full of
tion of rare animals, he had struck a deal with a mys- comforts.
terious sluagh and decided to personally travel to the
Basement. Their journey went from Astraviya to Downridge (see
Allegedly, the Tsarina herself was worried for his also “Traveling with Protopopolov” in Section IX “the
safety and sent with him brave Yuliya to act as his House” of Household - Volume I), but they faced sever-
honor guard, as well as twenty of her best soldiers. al surprises. Apparently, the Viscount had no intention
However, the reckless philanthropist refused the escort of crossing customs at La Ruelle and insisted to take
out of worry that one of his rivals would spot him and a shortcut through the Inbetweens, secretly hoping to
steal his deal. He accepted to at least travel with the meet his “baby” Bismilla once again (see “Bismilla” in
duelist, since he saw her as more of a guest and didn’t Section IX “the House” of Household - Volume I).

PROTOPOPOLOV’S BLUNDERS
I Protopopolov ventures into the Inbetweens on his own while his travel companions aren’t looking.
II Trying to impress Jocelyne, Protopopolov picks a small bouquet of rare mold-flowers. One thing’s for sure:
their sweet aroma made a splash with a swarm of wasps.
III Protopopolov vanishes into a mushroom grove to tend to a clutch of spider eggs. The mother doesn’t appre-
ciate his help.
IIII Protopopolov enters the Inbetweens to look around and ends up completely covered in shining mold, attract-
ing every insect in the area.
V Protopopolov climbs up in an Inbetween following the scent of a rare mold, but accidentally causes a chain
reaction that sends everything crumbling.
VI While in the tunnels of the Inbetweens, Protopopolov thinks he caught a glimpse of his Bismilla. He begins
clapping his hands and crying out for her, catching the attention of a very hungry spurred centipede.

r 127 s
Let’s go!
We have a case
to solve

r 128 s
Chapter ii
paragraph ii
april vii h.c. - march viii h.c.

ii

r 129 s
The Long Hallway
APRIL VII H.C., LONG HALLWAY 

Protagonists: Icarus, Jemma, Malaika, Zehra fore by a group of mysterious sluagh, and he had been
Other Characters: Qamar the only one to survive.
Goal: Crossing the Long Hallway. Once he was back on his feet, he decided to ac-
company Malaika and the others to Downridge, both
Malaika and Zehra managed to find their way through hoping to be of assistance on this dangerous journey,
the border in El Paso de Umbral, but now had to face and determined to report what had happened to the
the most dangerous stretch of their journey to the authorities once in town.
Entry Hall: the crossing of the Long Hallway. Their The crossing of the Long Hallway turned out to be
bodyguard, scissor for hire Jemma, had already made even more dangerous than they had taken into account,
the journey across those wild and inhospitable lands and they were once again attacked by the violent and
several times, and she was well acquainted with the hostile littlings who had already wounded Icarus and
dangers they would face. had clearly returned to finish the job.

Along the way, the three women met Icarus, who was During this difficult crossing, Icarus and Jemma must
heavily wounded and needed immediate care (Icarus have been captured and taken to Deepdown prison on
begins this Paragraph with the Wounded Condition). some pretext, as they both ended there by the begin-
The fairy’s garrison had been attacked two nights be- ning of Chapter III.

WHO ATTACKED ICARUS’S GARRISON?


I A band of mercenaries, mostly sluagh and boggarts, in search of easy money.
II A group of soldiers of the Horde Army who were protecting their territory from the “spies” of the Great
Imperial Army.
III Three medjay masters from the Kashab, who came in search of a mysterious relic stolen by one of Icarus’s
commanding officers.
IIII The Tristarred faked the sluagh attack to increase tensions between the Realm and the Horde.
V Unbeknownst to Icarus, some of his comrades had attacked the Horde Army in the night. They acted
secretly on orders from the Golden Circle and caused the sluagh backlash.
VI A large net casting spider made its lair in the Inbetweens along the corridor. Some scared littlings have
been attacking sentries and travelers to feed the beast and avoid being eaten themselves.

r 130 s
Traveling with Protopopolov, Part II
APRIL VII H.C., DOW NRIDGE 

Protagonists: Yuliya, Hannah, Litha, Tubo


Other Characters: Jocelyne, Floyd PROTOPOPOLOV’S
Goal: Escorting Protopopolov to the Quivering BLUNDERS
Stairs. I Protopopolov sights a beautiful specimen
of bat and runs toward it. Yuliya and Tubo
Once in Downridge, Jocelyne probably decided that try to protect him, but they end up getting
the troublesome journey was not her cup of tea, and captured by the beast.
Viscount Protopopolov reluctantly parted ways with II Protopopolov stops to chat up some travel-
both her and good Earnest. ers and compliment their saddle mice. He
To replace his traveling companions, Protopopolov doesn’t realize they are evil bandits trying to
decided to look for a team of expert guides who could rob him.
ensure him a safe and swift journey to the lands of the
Horde, and thus ended up meeting and hiring Litha III Protopopolov approaches a pack of rats,
and Tubo. The salamander and her sluagh friend had convinced that he can tame them easily. He
already crossed the Long Hallway several times, but is wrong.
they probably underestimated just how much chaos IIII Protopopolov returns from Forces know
the philanthropist never failed to cause on his way. where with his hands covered in royal jelly.
A swarm of hornets follows after him.
Indeed, Protopopolov wanted to take advantage of the
V Protopopolov hired a new bodyguard in
journey to pick an extremely rare and precious coral
Downridge, he is a fairy ex-convict named
fungus, a white variety that, according to him, could
Heinrich. The viscount trusts him blindly,
only be found near the Inbetweens flanking the Long
but the mercenary turns out to be self-serv-
Hallway, and he even decided to offer the head-turn-
ing and arrives with the worst intentions.
ing sum of 5 Coins to anyone who managed to bring
him a specimen before they reached Umbral. VI Exhausted, Protopopolov sits down to rest
on a pebble. He doesn’t realize it is actually
During this difficult crossing, Yuliya and Tubo must a huge sleeping beetle.
have been captured and taken to Deepdown prison
on some pretext, as they both ended up there by the
beginning of Chapter III.

r 131 s
Argo’s Tomb
MAY VII H.C., PINEWOOD 

Protagonists: Gwen, Humphrey, Pryscilla, Unfortunately for everyone involved, the tomb was
Santiago not Argo’s burial place, but the tomb of a salamander
Other Characters: Earnest, Sienna woman who had been his assistant and also searched
Goal: Exploring the Tomb for Argo before passing away almost fifty years before.
Among the many wonders she had taken there with
The map to the tomb of Argo the Bureaucrat contained her, there was a small fortune, but also, and more im-
cryptic directions pointing to the heart of Pinewood portantly, a coded letter hinting that the salamander
Forest, in the Yule Tree. had hidden a page of Argo’s precious Diary in her per-
However, the tomb was not a mausoleum or a ma- sonal study in the Free Dominions, among the pages of
jestic structure, but a cave opening to the Inbetweens an old book titled “By Candlelight”.
beneath the Floor, with the access hidden beneath a
broken glass Ball decorated with red and white motifs. Perhaps at some point during this episode, Humphrey
We don’t know whether the Tristarred were already did something that persuaded Gwen to consider his
there or arrived following Gwen and the others, what’s promise fulfilled, as the two of them separated after
certain is that they were strangely interested in the these events, possibly with heavy hearts.
Bureaucrat’s mysterious research.

TRAPS INSIDE ARGO’S TOMB


I Sharpened pine needles spring out of the walls (Critical Reaction Roll in Caution + Street)
II An ornament from the Yule Tree falls down from the ceiling and rolls toward the Characters (Critical
Reaction Roll in Athletics + War)
III A suspended bridge covered in glass shards turns out to be an unstable, wobbly boardwalk (Critical
Reaction Roll in Grace + Street)
IIII Some cracks in the wall let in a cloud of noxious gas (Basic Reaction Roll in Strength + Street, Characters
who fail become Poisoned)
V The walls of a corridor slowly close in. It will take a Critical Action Roll in Craft to deactivate the
mechanism, or an Extreme Action Roll in Strength to stop it. If the Characters fail, the trap eventually
malfunctions and stops just in time not to crash them, but they become Scared.
VI Sharp razors begin swinging across the corridor. Getting past them requires a Critical Reaction Roll in
Athletics + War. Characters who fail become Hurt.

r 132 s
A Bitter Pill
JUNE VII H.C., ASTR AVIYA 

Protagonists: Aidan, Dimitri, Jocelyne, Siobhan As such, Aidan and Siobhan had to cut their holiday in
Other Characters: Pierre, Gunther the Realm short, focusing on cooperating with Dimitri
Goal: Solving the case to solve this thorny case.

The great composer Vitaly Gitara, the only fairy sitting Once again, the only witness to the events was beauti-
on the Symposium at the head of the Free Dominions, ful Jocelyne, who was also the culprit but didn’t know
was staying as a guest in Highlight to discuss with the it. As it turned out, the fairy was hired by a gang in
Tsarina a way to possibly lower custom taxes on goods Lowlight to seduce Gitara and put him to sleep with a
traveling to the Upper Floor. non-lethal alchemical solution.
When he was found lifeless in his rooms, many However, she was unaware that the composer was
feared that the relationship between the Realm and the actually extremely allergic to that substance, and that
Freedomes would be ruined forever. As such, authori- the criminal gang was being paid by Commander
ties decided to act as swiftly and discreetly as possible Kirkland’s Freers.
to bring the real culprit to justice.

CLUES AT THE CRIME SCENE


I There is a teapot and two teacups still sitting on the table in Gitara’s rooms. One of the cups is stained
with lipstick in the same shade worn by Jocelyne.
II In the laundry chute there’s a dainty pouch closed with a pink ribbon much like the ones Jocelyne wears,
it contains residue from a mix of molds.
III On Gitara’s jacket, hanging from the coat rack, there are some long blond hairs just like Jocelyne’s. In the
inside pocket, there’s half of a letter of threats he received some time before.
IIII In a corner under the bed, there’s a box containing some pills made with crystal mold, often used to
alleviate allergic reactions.
V In the fireplace there are pieces of a letter, but it is burnt and unreadable. The only letter still visible is a
capital “L” in the bottom right corner.
VI Some notes written by Gitara talk about a “porcelain fist against the true enemies of the Free Dominions:
the Freers”. Apparently, he wanted to ask the Great Imperial Army to intervene and help fight against
the terrorists.

r 133 s
The Queen and the Boggart
JUNE VII H.C., BEDDINGHAM 

Protagonists: Pierre, Gunther, Ira, Floyd commitment onto his subordinate, Ira. Behind the
Other Characters: Pryscilla, Gwen scenes there were many actors and set designers, and
Goal: Attending the show even some animal handlers, like good Floyd, who was
tasked with taking care of the dancing mice taking part
Ambassador Pierre Delacroyance and his secretary, in the opening number.
Gunther, had made their way to the Free Dominions In the months that preceded the premiere, the city
and were enjoying the posh life of dignitaries, taking was a flurry of rumors, as the title of the play seemed to
part in sumptuous meals and attending theater shows hint at a possible love-story between Tsarina Arcadia
in beautiful Beddingham. Oberonovna and young Bravespine, whose part had
been given to a sluagh from Bathur.
At that time, the Royal Theater was setting up the pre- It is no mystery that the opening night turned into
miere of a play titled “The Queen and the Boggart”, a major disaster, but some sources maintain that the
and all illustrious littlings were invited to attend. littlings behind this whole catastrophe had further
Like the Marshal of Tuberdam, Cesàr de la Cuve, motives, that they plotted to kill the male lead, possibly
who promptly feigned an illness to dump the social for political motives, possibly out of sheer envy.

CAUSE OF THE BRAWL


I The male lead of “The Queen and the Boggart” owes a lot of money to the Linch Gang, and the criminals
wanted to make him pay.
II A group of protesters organizes a picket line outside of the theater, throwing molds and waving banners.
Some of them manage to sneak behind the scenes and try to attack the actor playing the boggart while
others swarm the parterre, sparking panic.
III The brawl is actually a diversion organized by a group of Freers hidden among the audience. Their true
goal is to kill some foreign dignitaries sitting in the gallery.
IIII Jealous of the fact that a sluagh actor is playing the male lead, a boggart actor tries to get on stage and
shoot his rival.
V The male lead for “The Queen and the Boggart” is actually planted by littlings of the Blackwater Gang to
mock their rival gang, the Thimbles. The snub is so effective, that the brawl is inevitable.
VI The beau of the actress playing Arcadia is so jealous, that he climbs on stage, insults the sluagh actor, and
challenges him to a duel. When the first needle is unsheathed, things boil over quickly.

r 134 s
Qamar’s revenge, Part I
MARCH VIII H.C., CHESTERFIELD BY-THE-FIRE 

Protagonists: Qamar, Earnest, Sienna, Micah ESTON NORTHCOTT


Other Characters: Humphrey, Santiago
Goal: Stopping Northcott "The Living Room can still be Big!”

A group of young activists known as the Union had Eston Northcott looks like an old-fashioned boggart,
begun organizing assemblies in Chesterfield, calling sober, but always put together, with well-trimmed
into question General Bravespine’s leadership, and mustache and sideburns. To add to his gentlittling ap-
splitting public opinion in half with some calling pearance, he always carries a limescale pipe and wears
them free thinkers, and some considering them dan- a nice pair of leather gloves, allegedly used to cover a
gerous terrorists. Most of the rebels were students who horrible scar.
dreamed of changing the Hearth for the better, but In his youth, Northcott had experienced the horrors
there were also several hot-heads who didn’t hesitate of War first-hand, fighting against the Horde in the
to turn to vandalism and violence to send a message. Basement and losing many dear friends in lengthy
battles. After the war, he was unable to set down his
Some of the young littlings were being egged on by weapons, and even away from the battlefield, his deep
an old boggart named Eston Northcott, a veteran of hatred kept festering, aimed at both the sluagh, the
the First Household War who many saw as a war hero historical enemy, and the faeries, who now enjoyed all
because he had survived the Basement Campaign. It the benefits of the Astraviya Treaty.
goes without saying, but Northcott soon revealed his
true nature, proving he was a bitter reactionary and a He may no longer be a soldier, but the many friends
littlings who only cared for himself. he still has in the Hearth Army and the reputation he
earned during the war have been enough to earn him
Qamar arrived in the Hearth following Northcott’s the respect of a large crowd of discontented littlings.
trail, mistakenly convinced that he was her parent’s Northcott is convinced that Bravespine is a terrible
murderer, and she ended up working with Earnest, Governor, that he is a pawn for the Realm, and too
Sienna, and Micah. The boggart duelist had been naive and submissive to stand for the good of Boggarts.
hired by the family of one of Northcott’s followers to As protests continue to grow, many have begun con-
put an end to his bad influence and, unaware of their sidering Northcott their representative, and he has
actual goal of cashing in the debt owed by Northcott to grown closer to the most violent fringes. Some want
a criminal gang from Wallford, he brought his friend him to become Governor, especially trigger-happy sol-
Sienna and Micah with him. diers and criminals from several gangs who are itching
to call in the many favors they did for him in the past.

r 135 s
Why should I
trust you?

r 136 s
Chapter iii
paragraph i
a p r i l v i i i h . c . - j u ly v i i i h . c .

iii

r 137 s
Breakout at Deepdown
APRIL VIII H.C., PENJAR A 

Protagonists: Yuliya, Jemma, Tubo, Icarus escape plan. Meanwhile, Jemma and Icarus had made
Other Characters: - a name for themselves in an upper ring by swiftly han-
Goal: Escaping from Deepdown dling every criminal who tried to target them. After
several failed attempt, they had already lost all hope of
Deepdown prison is certainly the place most feared by returning to freedom.
every littling in the Household (see also“Chapter III
in Section VIII “Saga” of Household - Volume I). They finally got a chance to come together and make
After spending almost one year in this metal web, their way out of the prison when Jemma was forced to
Tubo had become the preferred target for the guards, fight against Tubo, an old acquaintance of hers, in an
who enjoyed pitting him against other prisoners in underground fight.
underground fights organized at the Bottom. Yuliya
had stuck by his side, trying to protect him however Note: All Characters begin this event with their
she could, while also trying to exploit Tubo’s unwilling Decorum at Uncouth and suffering the Sick Condition.
relationship with the prison guards to come up with an

DEEPDOWN INMATES
I Alisa Deepdown InmatesA sylph circus performer and escape artist, who got put in jail for using
Keeley her artistic talent to rob private houses. She can Help to pick locks and get out of handcuffs.
II Betris An old undine with a calm but authoritative aura. She probably was the leader of a gang and,
Creel even there in Deepdown, she managed to ascend to become the boss of a ring.
III Cheslav A fairy covered in scars who claims to be a war veteran. He is Helpful when fighting jailers
Lazarov but becomes a Hindrance as soon as he sees a chance to get out and leave the Characters
behind.
IIII Yoosuf A burly and quiet sluagh. He asks the Characters to help him save his little brother. He is
Demir Helpful for breaking doors, lifting and carrying heavy objects.
V Desmond A boggart animal handler who was arrested for selling sick and maimed mice to an Emir. He
Colepot is cheery and easygoing, and Helps characters tame beasts or ride them
VI Paquita A sluagh who was sent to Deepdown after poisoning her husband, Don Cervante, a famous
Ladrillo ratador. She swears that she corrupted a guard and learned of a safe way out and is willing to
share the knowledge with the Characters in exchange for protection.

r 138 s
By Candlelight
MAY VIII H.C., TUBERDAM 

Protagonists: Gwen, Malaika, Ira, Pryscilla As a matter of fact, Gwen had climbed up to the
Other Characters: Aidan, Siobhan Freedomes with Pryscilla to search for a book, “By
Goal: Escaping from the fire Candlelight”, where she hoped to find a page of
Argo’s Diary. The book had been sold at auction by
Some littlings maintain that the Library of Tuberdam the Library with many other books from Argo’s assis-
University contained a copy of every single book ever tant. Then there was Malaika, who had begun study-
printed in the Household, but alas, we will never know ing at the Faculty of Medicine and Surgery, and was
if its true, as the entire building was consumed by a searching for the same book, because she had heard
great fire in May of VIII H.C. Some people claim that it contained an interesting deliberation made by Argo
the Tristarred and Freers were behind the fire, others himself on the Sprite Hereditary Contract.
believe it was nothing but an unfortunate accident, but As for Ira, the undine was just hoping to enjoy a
what we know for sure is that four noteworthy littlings normal day at his job, and was sadly destined to be
were there, and that they witnessed it all. disappointed.

HOW DID THE FIRE START?


I A Freer, infiltrated among the Library personnel, steals the page and escapes, upturning bookshelves and
desks with candles.
II A university student has been up all night to study a tall stack of books by candlelight. Ironically, one of the
books was precisely “By Candlelight”. When they fall asleep at the desk, the candle rolls off.
III An alchemist is using “By Candlelight” to attempt a crazy experiment with their traveling kit. Unfortunately,
something went wrong and caused a blaze.
IIII “By candlelight” is on the top shelf of an extremely tall bookcase in one of the oldest, worst maintained sec-
tions of the library. When someone tries to get it, the ladder unhooks from the bookcase and sends shelves
and lanterns falling like dominoes.
V A mysterious hooded figure tried to stop Gwen from taking the book and was willing to do anything to
succeed. Even setting fire to the library.
VI Some technicians closed the wing where the book is kept in order to carry out maintenance on the new gas
lantern system of the library. Unfortunately, there’s a gas leak during the trial, the undine engineer begins
feeling sick, and then a lantern pops, starting a great fire.

r 139 s
Traveling with Protopopolov, Part III
MAY VIII H.C., EL PASO DE UMBR AL 

Protagonists: Pierre, Gunther, Hannah, Litha The only hope for Protopopolov and the good littlings
Other Characters: Floyd of the Basement was in the hands of his trusted trav-
Goal: Freeing Protopopolov eling companions.

Litha decided to keep traveling with Viscount PROTOPOPOLOV’S BLUNDERS


Protopopolov in hopes to find some news of her friend,
I As soon as he’s set free, Protopopolov runs
Tubo, but ended up spending several months as a guest
to open the cages of the rats Don Escalante
of Don Julio Escalante with a group of other littlings.
breeds for the corrida. The rodents start a
The wealthy sluagh lived and worked at the Fae
stampede, overwhelming the viscount and
embassy in the old Vilar estate in Umbral, and had
everyone else.
immediately struck up a friendship with the Viscount,
becoming so friendly with him, that it was almost im- II Protopopolov tries to “help” by picking up
possible to speak to Protopopolov in private without an ornamental lancetta from a display on
the Don also being present. the wall. He mistakenly cuts a rope, causing
The only point of contention between the two was a heavy curtain to fall on the Characters,
Don Escalante passion for the corrida, and the fact who suffer -1 to all rolls until they manage
that he had been a ratador in his youth. As a staunch to get free.
animal-lover, Protopopolov was firmly against this III When the Characters reach Protopopolov,
barbaric performance, but despite the occasional grum- they discover that he has already gotten
bling, he always turned a blind eye, because Escalante free... And ran away into an Inbetween
and him had become friends and drinking buddies. crawling with spiders and centipedes.

The truth was that Don Escalante was a member of IIII During his imprisonment, Protopopolov
the Spider Cult, which against all expectations was co- befriended a charming sluagh who turns
operating with the Tristarred, and plotting something out to be a member of the Spider Cult.
terrible for the viscount. When his plan sprung into V Protopopolov was lied to and signed some
motion, he had Protopopolov kidnapped in the dead compromising documents. The Characters
of night and let the blame fall on the innocent citizens must find and destroy them.
of the poorest neighborhood in Umbral. His goal was
VI Once set free, Protopopolov reveals to his
baiting the Great Imperial Army into doing something
traveling companions that Don Escalante is
rash, sending their solders to search through the city,
not a criminal, but a littling in danger who
thus causing a violent uprising among the population.
needs their help. He is sadly mistaken.

r 140 s
Murder in Bookshire
JUNE VIII H.C., BOOKSHIRE 

Protagonists: Aidan, Siobhan, Micah, Sienna to sneak into the Lalutte estate and steal some old
Other Characters: Earnest, Qamar maps containing details about the Inbetweens of the
Goal: Finding the murderer House that the Golden Back had drafted during the
First Household War and kept secret ever since. The
After many setbacks, Micah had finally managed to boggart had no problem finding her old friend Micah
leave behind his criminal past and moved on to live and dragging him with her on another adventure.
a simple life in the rural town of Bookshire, in the
Hearth. Since he was a hardy littling and a good work- So, one way or another, and each for their own rea-
er, he found he could easily earn a living as a day la- sons, the four of them ended up on the scene of crime.
borer, working with many others to gather mushrooms. Per Aidan’s request, nothing had been moved, and
When he first discovered that Aidan and Siobhan Lalutte’s body was still seated at his desk, with a bullet
were in town to investigate the murder of a retired still wedged in his forehead. Behind a bookcase, there
Golden Back, a fairy by the name of Hector Lalutte, was a secret passage leading to a hidden room, where
he did his absolute best to keep a low profile and to the deceased Golden Back kept several map tubes that
avoid getting tangled up with them. now lay completely empty... as well as a Tristarred
Unfortunately for him, Sienna was also in town, and uniform.
she had been hired by Ferguson Fole’s gang in Wallford

CLUES AT THE CRIME SCENE


I Lalutte has a bullet hole in the middle of his forehead. The projectile was fired from a pistol at very
close range. Either the assassin took him by surprise, or he knew the victim.
II In the secret study there is also a locker with seven keys, but there are only six doors and locks in the
house.
III Beneath Lalutte’s desk there is a hidden trapdoor to a tunnel in the Inbetweens. The passage was used
recently, perhaps by the murderer.
IIII Among the victim’s correspondence, there are some ciphered notes about a Tristarred hideout near
Pinewood.
V The Tristarred uniform has a hidden pocket. In it, there’s half of a map of an Inbetween and an address
to an abandoned house in the Bookshire slums.
VI On one of the map tubes there is a name: Spencer Spring. It’s a boggart cartographer who lives nearby.

r 141 s
The Zoological Garden
JUNE VIII H.C., ASTR AVIYA 

Protagonists: Dimitri, Earnest, Jocelyne, Zehra In VIII H.C., Zehra was a guest at the Sluagh embassy
Other Characters: Sienna, Aidan, Siobhan in Highlight when she was invited to take part in the
Goal: Retrieving the animals event together with her lady-in-waiting, Jocelyne. At
the same time, Dimitri had been tasked by the Tsarina
The Astraviya Zoological Garden was the feather in with coordinating the gendarmes and ensuring every-
the cap of the Realm capital, it had been built entirely thing proceeded smoothly. Similarly, Ernest had been
under the orders of and funded by of Viscount Oleg hired by Protopopolov, who was still traveling toward
Protopopolov. the Basement at the time, to keep an eye on both the
Usually, only a section of the garden was accessible to visitors and the gendarmes as the official security
visitors, but the entire structure was open to the public manager of the Garden.As it turned out, some of the
in the week of Litha every year, attracting a large crowd animals had managed to escape from their habitats in
of enthusiasts and curious visitors, who traveled from ways yet unknown, spreading panic among the visitors.
every Room in the House to catch a glimpse of the Among the creatures, the most dangerous was certain-
magnificent and rare animals the viscount tended to as ly a yellow and black tarantula named Louis, a personal
if they were his many-legged, antenna-ed, venomous favorite of the Viscount.
children.

DAMAGES CAUSED BY LOUIS


I Louis crashes through a cage, setting free half a dozen centipedes who run in all directions (“Centipede”
Opponent with the Double Trouble Optional Trait).
II Louis destroys an aviary and a swarm of hornets attack the visitors (“Hornets” Opponent with the
Counter-attack Optional Trait).
III Louis breaks the tall glass scaffolding used as a panoramic promenade by some visitors.
Faeries manage to fly away, but a stroller gets stuck and risks falling to the ground.
IIII Louis pushes an elderly lady to the ground. Her husband, a skinny and retired General Kleinerknopf,
draws his pin and decides to fight the spider to avenge her honor. He must be saved before it’s too late.
V Louis spreads panic, making visitors scream and gendarmes blow their whistles. There’s so much of a
ruckus that the Characters can’t use any Ace until they restore peace.
VI Feeling trapped, Louis begins to shoot cobwebs all-over. Characters who don’t pass a Critical Reaction
Roll in Elusion + War are trapped (see the Cobweb Opponent Trait).

r 142 s
Hunt in Greenwood
JULY VIII H.C., PINEWOOD 

Protagonists: Floyd, Humphrey, Qamar, Santiago As it turned out, the spurred centipedes were nothing
Other Characters: Earnest, Sienna more than huge imitations activated with a system of
Goal: Stopping the attacks levers created by a cunning salamander in Duncan Rox’s
Gang to chase away travelers and steal their belongings.
Humphrey and Santiago had abandoned the search The criminal genius could rely on a large number of
for Argo’s Diary but kept in contact, meeting now and fierce littlings who had set up camp on the edge of
then in Chesterfield or Pinewood, one busy hunting, Dreadwood, partially hidden in the constant fog.
the other searching for fame and fortune.
The two of them heard news of spurred centipedes To make matters even more complex, apparently the
overtaking the Yule Tree and attacking hunters, sol- salamander had created a machine able to perfectly
diers, and merchants passing through, The same news mimic the call of centipedes, and repeated use of this
also reached Qamar and Floyd, who was staying at his machine ended up attracting some unwanted guests...
aunt Loretta’s in Chesterfield. Each for their own rea-
sons, the four decided to resolve the situation.

DANGERS OF GREENWOOD
I The group gets close to some mushrooms spreading poisonous spores. Characters who don’t pass a
Reaction Roll in Exploration + Street become Poisoned
II An Ornament of the Yule Tree falls on the group. Characters who don’t pass a Critical Reaction Roll in
Athletics + War become Hurt.
III A bleeding boggart slumped beneath a branch calls for aid. He claims to have been attacked by a spurred
centipede, but a Critical Reaction Roll in Care allows the Characters to realize that the red liquid is not
blood, but ink. He is actually baiting them into a trap!
IIII There’s an old hunting trap hidden beneath a mound of dried pine needles. Characters who don’t pass a
Critical Reaction Roll in Caution + Street get one foot trapped in a noose and find themselves hanging
upside down five tiny meters from the ground.
V Something or someone caused a terrible wildfire. As the flames spread, the smoke grows thicker and can
cause the Blinded Condition.
VI A mysterious hunter targets the Characters. She turns out to be a sharpshooter from Duncan Rox’s gang
(“Scouts” Opponent).

r 143 s
I do not seek vengeance
but I demand justice

r 144 s
Chapter iii
paragraph ii
a u g u s t v i i i h . c . - ja n u a ry i x h . c .

iii

r 145 s
Duncan Rox’s Gang
AUGUST VIII H.C., LIVING ROOM 

Protagonists: Floyd, Humphrey, Santiago, Sienna Most of the gang followed him in search of easy
Other Characters: Qamar money or to escape from the authorities, but his most
Goal: Disbanding the gang trusted littlings knew that all his raids were actually
steps toward a higher goal.
The Carpet Plains and Pinewood Forest have always A life mission, which Rox only shared with a chosen
been dangerous places, but they became even more so few.
when Duncan Rox’s Gang decided to repeatedly attack Santiago had come to the conclusion that the best way
merchants and hunters, unburdening them of their to earn fame was becoming the littling who brought
valuables (see “Duncan Rox’s Gang” in Section IX “the the dangerous Rox to justice. He had also managed to
House” of Household - Volume I). call on Floyd’s good heart and on Humphrey’s sense of
duty to get them to follow him. Sienna, on the other
Rox was a rough but elegant fairy who deserted as the hand, was a great fan of the outlaw, and she eagerly
Household War was coming to an end and managed sought any chance to meet him in person. That’s why
to gather many other soldiers from different Folks she decided to join the others and never listened to
around himself. their repeated no’s.

DUNCAN ROX’S END


I He gets captured by the Sheriff ’s littlings. News of his apprehension and move to Deepdown is on the
front page of all the newspapers.
II He is presumed dead after a gunfight between his gang and the Sheriff ’s littlings, but his body is never
found.
III After the fight, he apparently vanishes into thin air. Some claim that he had long been waiting for the
right moment to escape to the Garden with his gang.
IIII When the Hearth Army sends a large contingent of troops against his gang, Rox steals a private’s uniform
and disappears in the chaos
V During the final showdown, a terrible fire erupts. With the flames and smoke surrounding his camp in
Dreadwood, everyone believe Rox is dead.
VI Rox hands himself over to the authorities on condition that his littlings will be allowed to take to the
woods and go free.

r 146 s
Argo’s Code
SEPTEMBER VIII H.C., CLOCKMINSTER 

Protagonists: Aidan, Gwen, Yuliya, Siobhan DALL SOFFER


Other Characters: Ira, Pryscilla Dall Soffer is a middle-aged sylph who wears rumpled
Goal: Finding and saving Dall Soffer clothes and constantly looks like he has just rolled out
of bed. The foamy hair around his temples and his un-
After the mass escape from Deepdown prison, many naturally hunched-over posture, make him look like a
of the criminals found refuge in the Free Dominions, goofy and funny littling, but the truth is that Soffer is
as the nation didn’t allow for extradition. One of them a true genius, destined to change the Household for
was a brilliant sylph genius named Dall Soffer, who had good. Since he was a boy, the sylph was fascinated by
been declared Enemy of the State after cooperating firearms. He didn’t much care for using them, unlike
with the Tristarred during the tragic events of the Piano. many of his friends, who quickly enrolled to get their
guns and uniforms. He preferred by far assembling
Yuliya Dragomirov had returned to the Realm and was and disassembling them, as he found the mechanism
tasked with finding the old Sylph at any cost, making fascinating. During the Household War, his talent did
sure that he be handed over to the local authorities. not go unnoticed and he ended up cooperating with
On this mission, she would cooperate with Aidan and the Porcelain Army to produce a new generation of
Siobhan, the best detectives in the Freedomes. Gwen cannons and muskets.
was also looking for Soffer at the time, although her He was later taken prisoner by some soldiers of the
reasons were completely different: she was convinced Horde, then “set free” by the Great Imperial Army and
that the sylph was the only one who could melt the wax brought to Tournoire. And in those years, Soffer was
encasing the pages of Argo’s Diary so that she could secretly approached by the Tristarred, who forced him
read them. to produce for them the weapons they would later use
It’s unclear how she managed to join the investiga- for their terrible uprising, leading to the tragic events
tion, but personal letters allow us an insight into how of the Battle of the Ivory Perron. When the soldiers
fond Aidan was of the beautiful boggart. That might of Jules Des Larmes brought down the Ivory Keys to
be the reason why he decided to help her. The truth is re-take the Piano, ironically using the same cannons
that Soffer was in great danger, as the Tristarred were designed by the sylph, Soffer was considered a traitor,
also on his trail, and that he was actually the only one arrested, and sent to rot in Deepdown after the War.
who knew how to free the pages from their waxen case.
Unfortunately for Gwen, Argo’s Diary was completely Today, back in the House after the massive breakout,
written in code, one apparently too difficult to deci- Dall Soffer is a shy littling tormented by his past, but
pher. So, despite successfully getting them out of the he still hasn’t lost neither his brilliance nor his incred-
wax, the pages were still unreadable. ible genius.

r 147 s
Wanted!
SEPTEMBER VIII H.C., BASEMENT 

Protagonists: Zehra, Jemma, Litha, Tubo dispatched on the trail of her friend, Jemma. Together,
Other Characters: Earnest the four littlings found a way to face or elude the rust-
Goal: Eluding the Janissaries ed soldiers, allowing the boggart to reach the Umbral
frontier and leave the lands of the Horde.
Jemma and Tubo had been on the run for months,
hunted by littlings of the Militia. When Litha learned As for Tubo, on top of being an escaped convict, the
that they were still alive, she immediately abandoned sluagh was a Scrap who had abandoned his master, and
her job with Viscount Protopopolov and set out to the best Zehra could do, was take him in as her person-
look for them. al guard and name him as her Mamluk, even though
Meanwhile, Earnest had escorted Zehra back to the this meant that Litha would never see her dear friend
Basement, where the sluagh was informed by her fa- again after that day.
ther that the Janissaries of the Great Blade were being

DANGERS OF A FUGITIVE’S LIFE


I A viletian assassin (“Master Duelists” Opponent), allegedly hired by Verana herself, is on the trail of the
fugitives.
II A wealthy merchant, a childhood friend of Zehra, offers to hide the fugitives in one of her warehouses,
but ultimately betrays them.
III A swarm of bumblebees from the Black Legion (“Hornets” Opponent) patrols the skies in search of the
fugitives. It will take a Critical Reaction Roll in Athletics + War to quickly find a hiding spot or outrun
them.
IIII It turns out that the hidden cave where the fugitives found shelter is the lair of a hungry tarantula (“Large
Spider” Opponent).
V Tubo recognizes a group of lackeys of the Emir who kept him as a Scrap (“Cuirassiers” Opponent) sitting
in a tavern. If he doesn't pass an Extreme Reaction Roll in Will + War, he becomes Scared and risks
attracting unwanted attention.
VI The group is running on rough and uneven terrain, with the humid hot air of the False Fire making it
harder and harder to breathe. Characters who don’t pass a Critical Reaction Roll in Exploration + Street
become Tired. If they are already Tired, they become Confused.

r 148 s
Traveling with Protopopolov, Epilogue
OCTOBER VIII H.C., SAMAR AKNID 

Protagonists: Gunther, Pierre, Earnest, Hannah PROTOPOPOLOV’S


Other Characters: Zehra BLUNDERS
Goal: Saving Protopopolov
I On the way up to Samaraknid, Protopopolov
tries to befriend the wolf spider pulling the
When Earnest finally reached Al Sehir to personally
basket and risks sending everyone overboard.
inform Protopopolov of what had happened at his zo-
ological garden and escort him back to the Realm, he II Protopopolov curiously steps closer to a spi-
was taken aback by the fact his news went completely derweb in the form of a beautiful lace and
ignored. ends up getting stuck. A tarantula mistakes
The Viscount was already preoccupied with the fact him for its dinner.
that he and his trusted entourage would be visiting the III Protopopolov is convinced he can lasso
upside-down city of Samaraknid as personal guests of Wassim like a true rancher. While the spi-
Caliph Laio the Handsome. He had come all this way der drags him around, Characters must save
just to behold (and possibly attempt to buy) a rare and him or persuade him to let the rope go.
precious specimen of albino wolf spider by the name
of Wassim. IIII Protopopolov claims to know a universal spi-
der call and uses it to recall Wassim. Nobody
And so, Earnest, Pierre, Gunther, and Hannah entered expects the call to work, but the spider im-
the Upside-Down Welcome Contract with varying de- mediately lands behind the Characters. If
grees of enthusiasm and ascended to the upside-down they don’t pass a Critical Reaction Roll in
city where Laio kept his beloved arachnids. Will + Street, they become Scared.
Unfortunately, it seems that Protopopolov once again V Protopopolov insists on throwing a bucket
couldn’t help but get in trouble and, in an attempt to of feed into the manger of a spider, forgets
prove to the Caliph his famous talent for earning the that he is upside-down, and throws food
sympathy of dangerous beasts, he allowed Wassim to toward one of the Characters. If they don’t
escape. pass a Critical Reaction Roll in Grace +
Street, they become Ridiculous.
Things quickly got out of hand because Wassim was
VI While chaotically searching for the money
more than aggressive, but the clauses included in the
he needs to negotiate, Protopopolov opens
Upside-Down Welcome contract forbade everyone
the bag of a Character. If they don’t pass
from harming the beast.
a Critical Reaction Roll in Dexterity +
Society, they lose all Coins.

r 149 s
Ira Poole Must Die
NOVEMBER VIII H.C., TUBERDAM 

Protagonists: Ira, Micah, Malaika, Pryscilla MURDER ATTEMPTS


Other Characters: Aidan, Siobhan
Goal: Finding the instigator WHO?
I A littling of Linch’s Gang.
Years of honored career finally earned Ira the
II An officer of the army.
well-deserved promotion to Deputy Brigadier of the
Tuberdam Gendarmerie. In the meantime, the undine III A medjay knight.
also sadly accumulated a long list of enemies who, for IIII A former prisoner in search of vengeance
various reasons, would have done almost anything to
V A financially broken family man.
get him out of the way. Despite this, the stubborn lit-
tling, was still firmly convinced that he had everything VI An envious colleague.
under control.
One night, when he was out at dinner with Malaika
HOW?
in a small tub-side restaurant where Pryscilla and
Zagor were performing, someone tried to poison him. I With a flower pot.
It was only thanks to the skill of the physician that the II With a portable pistol.
undine managed to get out of it alive.
III With a push at just the right time.
Nearly one week earlier, Micah had received a strange IIII With a carriage going at full speed.
letter with no return address, informing several crim- V With a piano falling from the fifth floor.
inals like him that someone was willing to pay a
head-turning sum to anyone who could kill Deputy VI With a trusty old nailtip.
Brigadier Ira Poole. Knowing he couldn’t trust anyone,
the sluagh had begrudgingly left his peaceful country WHERE?
life in Bookshire and traveled to Tuberdam to warn the
I Near the theater.
agent in person.
That night, Micah arrived just in time to see Malaika II Just outside his house.
save the undine, but that was only the first of a long III Outside of a restaurant.
series of attempts against Ira’s life.
IIII Near the harbor.
V In the middle of the market.
VI Near the Edge.

r 150 s
Qamar’s revenge, Part II
JANUARY IX H.C., GLASBURG 

Protagonists: Qamar, Dimitri, Icarus, Jocelyne KEVIN WINTERSON


Other Characters: Yuliya GENER AL OF THE REALM
Goal: Learning the truth
“The future of this nation
A couple of years after the less-than-fortunate events is in our hands.”
in the capital, Jocelyne decided to seek fortune else-
where, and returned to her work as a courtesan in Son of boggarts who had remained in the House un-
beautiful Glasburg. There, she met the ruthless Qamar, der Oberon’s rule, General Kevin Winterson decided
who pretended to be just another courtesan but was se- to take up arms and serve the Realm, and managed to
cretly following a trail that, as she hoped, would finally prove his valor on many battlefields.
lead her to her parents’ murderer. Over time, he collected both medals and scars, and
The General of the Great Imperial Army Kevin was finally deployed to the Basement where, after
Winterson was a large boggart and a veteran of the Arcadia’s coronation, he began his climb toward the
Basement Campaign who, despite getting on in years, top of the military hierarchy.
was still at the top of his strength and worked to train
recruits at the Military Academy. Because of an infect- After the end of the War, Winterson continued climb-
ed wound, he had to have a hand amputated, and now ing the ranks, making alliances and earning the trust
wore a fishing hook at the end of his stub. According and admiration of nobles and officers alike.
to Qamar’s research, he could be the littling she had As a staunch and vocal opposer of the “Brothers!”
been looking for her whole life. Edict, he was contacted by some members of the
Tristarred top-brass, who opened the door for him to
In January of IX H.C., the General organized a great join the cause. Winterson eagerly accepted and he has
gala for his sixtieth birthday, and invited many beau- exploited his rank as general and his role as trainer at
tiful women, as well as many noble soldiers of the the Glasburg Military Academy ever since, covertly
army. Thus, Jocelyne and Qamar ended up in the same enlisting new recruits. His contacts among the Horde
ballroom as Dimitri and Icarus, while the latter was army and nobility also allowed him to act as a liaison
secretly investigating some very suspicious habits of with the Spider Cult.
the General. Today, General Winterson is a proud, inflexible, and
As it turned out, Winterson was not the killer of patriotic littling, who never stops looking for ways to
Qamar’s parents, but a liaison between the Tristarred grow his personal power and has no qualms making al-
and the Spider Cult who used his work in the Academy liances with people who would feed him to the spiders
to find new recruits. in a heartbeat.

r 151 s
Do you remember
the last time we met?

r 152 s
Chapter iiii
paragraph i
f e b r u a ry i x h . c . - j u n e i x h . c .

iiii

r 153 s
The Centennial Celebration
FEBRUARY IX H.C., CINDERHALL 

Protagonists: Floyd, Humphrey, Litha, Earnest Floyd, Earnest, and Humphrey were good-hearted
Other Characters: - littlings and couldn’t exempt themselves from taking
Goal: Taking part in the celebrations part in this beautiful celebration, and neither could
Litha, after all, despite being a salamander, she was
According to the classical calendar, year IX H.C. born and raised in the Hearth. On this occasion, Litha
corresponds to the hundredth year since the Master’s and Humphrey met for the first time in years, and the
disappearance. To honor this occasion, the Hearth four littlings stepped through the gates of Cinderhall
announced an entire year of celebrations to begin on together to answer a call from the Grim Knight,
Imbolc day. Edward Ashworth himself.

During the festivities, boggarts came to Cinderhall Perhaps, this was also the occasion in which Humphrey
from every corner of the House to bring their offerings and Floyd received orders to go search for the Sunset
and pay their respects, transforming the entire city into Devil, as they both ended up in the Kashab Desert
a funfair filled with colors and games. during the next Paragraph.

GAMES IN HONOR OF THE MASTER


I Eating contest with five, increasingly larger, courses. To win, Characters must pass 5 Critical Reaction
Rolls in Will + War. After two failures, they’re out. The prize is 3 Coins.
II Couple dances. Littlings taking part in the competition must make 2 consecutive Critical Action Rolls
in Grace + Society. If they succeed, they gain an Ace of Hearts. If they fail even once, they become
Embarrassed.
III Target shooting competition. Characters must shoot at targets of increasingly small size with an Extended
Roll for Best of 3. The prize is 3 Coins.
IIII Tug-of-war. Extended Critical Roll for Consecutive Successes. Juggernauting is allowed. Losers must
treat the winners to a beer and a slice of mushroom and beetle pie.
V Three-legged race. Extended Critical Roll for Best of 3. Both contestants make the rolls, alternating the
order. If they fail, they become a Hindrance to their team-mate. The prize is 2 Coins.
VI Fencing duel. 5-Dice Challenger. If the Character wins without suffering at least one Jab, the challenger
gets extremely offended and starts a Brawl (“Duelist” Opponent). The prize is 6 Coins.

r 154 s
Santiago Vilar’s Last Duel
MARCH IX H.C., VILETIA 

Protagonists: Gunther, Hannah, Pryscilla, Santiago MAXIMILIAN EISENGABEL


Other Characters: Zehra, Tubo DUELIST FROM THE REALM
Goal: Doing justice
“I am the best.
After solving the thorny problem of Duncan Rox’s Nobody can defeat me.”
gang, Santiago Vilar had finally earned a decent
amount of fame. When he returned home to Viletia With his well combed blond hair, curled-up mus-
to take part in the Ostara tournament, most of his tache, and eyes like green frosted grass, Maximilian
compatriots greeted him as something of a local hero. Eisengabel was a fairy from a well to do family, who
Finally, there was nobody who doubted that he was the had received the best education and was set for life at
rightful heir of Don Ramiro anymore. court as the son of a Major from the Great Imperial
Over one week of bouts and competitions, Santiago Army and a prominent baroness from the Cupboard.
prevailed over most of his opponents and earned sever-
al enemies, not least a fairy by the name of Maximilian Growing up, he became handsome and strong, but also
Eisengabel, a young and arrogant littling who had nev- terribly prideful. The expectations of the court, of his
er lost a duel and was the front-runner. fellow cadets, and of his relatives, weighed down on
Maximilian, who was shoehorned into the Faeriyev
When the sluagh duelist humiliated Maximilian in front Fencing Academy by his father’s vehement recommen-
of a crowd, the challenger became furious and shouted dation letters.
that he would soon have his vengeance for this snub.
Blinded by rage, he went to the house of Maria, Santiago’s He trained day and night in order to save face and be
mother, and stabbed her to death with his golden pin. recognized as the best student, someone who could de-
feat even the most skilled opponents. He was the pride
When Santiago learned about what happened, he lost of his teachers and an example for his fellow students.
his mind and swore vengeance against both Eisengabel As the best in his year, was sent to Viletia to bring
and all Faeries of the Household, who had first de- home the coveted title of champion.
prived him of the rightful inheritance of his father, and But when a fairy dealing with so many great ex-
now had taken the life of his mother. pectations, who was used to being the best and never
Among the witnesses, there were Hannah with her accept failure, suffered defeat at the hands of Santiago,
friend Pryscilla and Gunther the secretary. The three the dishonor was simply too much. Feeling disgraced
of them ended up following the duelist to put an end and humiliated, the scion of house of Eisengabel did
to his possibly endless spiral of madness and revenge. the unforgivable.

r 155 s
Diplomatic Incident
APRIL IX H.C., CLOCKMINSTER 

Protagonists: Malaika, Jocelyne, Icarus, Ira To legitimize the investigation, also taking into con-
Other Characters: Sienna, Micah sideration the fact that Icarus was a respectable soldier,
Goal: Solving the case. they were given forty-eight hours to gather proof in
their favor. To ensure that they wouldn’t escape, they
Icarus and Jocelyne arrived in the Free Dominions as were put under the surveillance of Marshal De la Cuve
members of ambassador Nadja Antonovna Yegorov’s who, as usual, claimed to be sick and sent Ira the un-
entourage, one as her bodyguard, the other as her per- dine and doctor Malaika Kumari in his stead.
sonal lady-in-waiting.
The ambassador was set to meet a respectable sala- Together, the four littlings ended up neck-deep in
mander, one Baldwin Bright, but during their encoun- an affair that was much bigger than they expected,
ter, they were both poisoned with a powerful dose of as this terrible murder had been organized by a large
apitoxin concealed in their tea. With all clues pointing group of Freers who were amassing followers all over
to them, Icarus and Jocelyne ended up in the difficult Clockminster. Nobody was safe, and they couldn’t trust
position of having to prove their innocence. anybody.

FREERS IN CLOCKMINSTER
I Lucas Draftin A sylph, the personal assistant to Baldwin Bright. He is a staunch believer in the
Freer cause who has been enlisting many scientists in Clockminster.
II Suzette De Mensonge A fairy, the cleaning woman assigned to ambassador Yegorov’s rooms. She was
hired by the Freers to procure the poison.
III Barry Bugle A young boggart acting as the Freers’ lookout in the corridors of Clockminster.
He doesn’t support the terrorists, who force him to cooperate by threatening his
family’s safety.
IIII Domnall Clancy A gendarme leading a group of corrupted agents who will do their best to create
roadblocks for the Characters.
V Nola Mossley An undine, driver of Yegorov’s personal carriage. If any problems arise, she is
armed and ready to help her accomplices escape.
VI Cailin McGovern A salamander student who has been using the labs at the Free University to mix
and stockpile explosives and black powder.

r 156 s
Jemma’s Sentence
APRIL IX H.C., ASTR AVIYA 

Protagonists: Yuliya, Jemma, Dimitri, Qamar Dimitri in turn went to Qamar, who was a skilled spy,
Other Characters: Earnest and the three ended up risking their lives together to
Goal: Saving Jemma save the boggart from an unfair punishment.

After escaping from Deepdown and leaving the


Basement, Jemma had found refuge with a group of SNAGS DURING
mercenaries based near Stairside. Unfortunately, her THE GETAWAY
new hosts did not wait long to betray her, handing her
I While the Characters are inside the prison,
over to the Great Imperial Army as soon as they came
there’s a change of the guard and the corri-
looking for fugitives.
dors are suddenly filled with gendarmes.
So, the boggart was put in handcuffs and taken to
Astraviya where, after a summary trial, she was found II When they reach Jemma’s cell, the Characters
guilty both of escaping from Deepdown prison and find it empty. The sentence was moved up
of deserting the Hearth Army many years before. For without warning, and Jemma is already being
these and several other minor offenses, she was sen- taken to her execution!
tenced to death.
III A Superintendent of the Royal Gendarmerie
comes in for a surprise inspection. As bad
Yuliya, had shared with the boggart her last days in
luck would have it, he is an old friend of
prison and their eventful escape from Deepdown,
Dimitri’s family and very eager to have a chat
and when she was informed about this, she simply
with him.
couldn't find peace. She tried everything she could to
have Jemma set free, or at least to have her sentence IIII A small but headstrong hound mouse, the
reduced. Alas, the red tape in the Realm made this animal companion of a lazy slacking gen-
process extremely slow, and the time at her disposal darme, keeps following Jemma’s scent. He
was so short, that it looked like there was no way for just won’t let her get away.
her to save her boggart friend. V While the Characters try to sneak Jemma
out, another prisoner is also putting into ac-
Consequently, Yuliya had no other choice but to ask tion their escape plan. They cause chaos and
Dimitri to help her. Together, they would sneak Jemma alert the guards.
out of prison under the cover of darkness.
VI Jemma angered the prison director and was
put into solitary confinement in the most in-
accessible wing of the building.

r 157 s
The Spider Cult, Part I
MAY IX H.C., AL SEHIR 

Protagonists: Aidan, Pierre, Tubo, Zehra had gone missing during their stay in Al Sehir, neither
Other Characters: Gunther Zehra nor the general population had learned about
Goal: Exposing the Cult members. these terrible facts, because the Janissaries had kept
this hidden and didn't want to raise the alarm.
On a day like any other, Sheik Ören sadly passed
away. To remember him, a state funeral was organized As it came to pass, someone made an attempt on the
and no expense spared, and even Caliph Laio the life of ambassador Pierre while he was Zehra’s guest.
Handsome and Emir Vaqaärd themselves came to pay This was the occasion when the sluagh first discovered
respects. Then, his daughter Zehra had to reluctantly about the existence of the Spider Cult and of their
take his place. The young sluagh was named Sheika, wish to expel all “foreigners” from the Horde.
and she inherited all the assets, duties, and honors
bestowed upon the Ören family (Zehra becomes Rich They say that, worried for what happened, the Tsarina
and gains 10 Coins). herself asked for the great detective Aidan Mackenna
to take on the case. Thus, the four littlings ended up
Meanwhile, despite the fact that four ambassadors exposing the largest conspiracy in Horde history.
from the Free Dominions, the Realm, and the Hearth

CLUES TO THE ATTACK


I Among the belongings of a staff member, they find a small golden statue of a spider.
II Examining the door to Pierre’s room from the corridor, they notice a faded symbol. It looks like a signal
for the attacker.
III Hidden between shingles on the roof of the balcony facing the Great Blade, there’s a golden mask. The
attacker must have lost it while escaping.
IIII Some books are missing from the bookshelf. The subjects were idol statues and the piping system for the
new fountains built by Laio the Handsome.
V Hidden among the tools in the beetle stables, there’s a long black robe with a hood. It was left there by
someone in a hurry.
VI The attacker’s weapon was a ceremonial short lancetta taken from a wall in the dining room. The room
was cleaned by staff not long before the guests arrived.

r 158 s
The Heist of the Century, Part I
MAY IX H.C., ROSEVAULT 

Protagonists: Gwen, Micah, Sienna, Siobhan had once belonged to Argo’s assistant and the scholar
Other Characters: Pryscilla rightfully assumed that it could be the item she needed
Goal: Finding the blueprints of the bank to decipher the pages of Argo’s Diary. After fruitlessly
trying to buy the artifact, Gwen was roped into help-
Ferguson Fole was a sylph from Wallford who had ing Sienna sneak into the engineer’s house with the
come up with an ingenious plan to rob the Household prospect of “borrowing” it instead.
Central Bank in Rosevault. He had managed to easily The scholar probably had no idea of the complicated
recruit Sienna for the heist and, in turn, the boggart mess she was getting herself into, but luckily for her
managed to bring poor Micah back on her side once Aidan had insisted that Siobhan stick by her side to
again. Together, the two of them devised a plan to make sure that nothing bad could happen to her.
sneak into engineer Paul Paquette’s villa and steal the
blueprints of the Bank. In the end, the contraption revealed that the pages
At the same time, Gwen had discovered that from Argo’s Diary were actually pieces of a map and
Paquette had bought a strange contraption at a char- that, once pieced together, it would lead to the secret
ity auction. This artifact with many colored lenses laboratory of the Bureaucrat.

TRAPS IN PAQUETTE’S HOUSE


I The staircase turns into a slide. Littlings on the steps fall down and risk hitting their head and becoming
Confused if they don’t pass a Critical Reaction Roll in Grace + Street.
II The armors lining the corridor are actually mechanical mannequins that swing their swords at random when
someone steps on a tile (Critical Reaction Roll in Athletics + War, Characters who fail become Hurt).
III The fireplace suddenly turns on, projecting flames into the room. Characters who don’t pass a 2 Critical
Reaction Roll in Elusion + War suffer Stress and lose one level of Decorum
IIII A littling rifling through the bookshelves must pass a Critical Reaction Roll in Insight + Academia in or-
der to notice that one book is actually a lever. If they fail, the wall rotates on itself, isolating the Character
from the group.
V A shining chest looks like it could contain a wealth of riches but turns out to be a trap that shocks anyone
trying to open it (Critical Reaction Roll in Caution + Street, Characters who fail become Confused).
VI Rifling through the furniture and desks, someone activates a series of crossbow bolts that fly out of hidden
holes in the walls (Critical Reaction Roll in Elusion + Street).

r 159 s
It’s not stealing
if you’ve earned it!

r 160 s
Chapter iiii
paragraph ii
j u ly i x h . c . - s e p t e m b e r i x h . c .

iiii

r 161 s
The Spider Cult, Part II
JULY IX H.C., AL SEHIR 

Protagonists: Yuliya, Dimitri, Zehra, Tubo what would become a veritable massacre thanks to re-
Other Characters: Aidan inforcements from the Great Imperial Army interven-
Goal: Defeating the Cult ing to give a hand.

Once the higher ups of the Spider Cult had been ex- As part of this effort, Yuliya and Dimitri were sent on
posed (see “Ch IIII Par I: The Spider Cult, Part I”), a mission to protect Sheika Zehra and escort her away
their followers came out into the open and began from the war zone, but ended up cooperating with
swarming the streets of Al Sehir, attacking foreign Tubo and the Sheika instead and putting an end to the
dignitaries and any sluagh who hosted them or were evils of the Spider Cult once and for all.
part of their entourage in any way. Together, the brave littlings heroically faced the
dangers of a city in riot and, ultimately, their contribu-
For days on end, the rusted city became a huge open tion made the difference, ensuring that the members of
battlefield, and the Horde Army only managed to stem the cult would face justice.

DANGERS OF THE SPIDER CULT


I Some snipers hidden behind the golden statue of an Idol from Farbeyond open fire on the Characters. To
avoid being hit, they must make a Critical Reaction Roll in Elusion + Street.
II Members of the cult attack a crowd on the run, causing panic. The Characters must make an Extreme
Reaction Roll in Strength or Athletics + War to avoid the stampede, suffering Stress and losing a level of
Decorum if they fail.
III Members of the cult keep popping out from every corner, every door, every alley. After defeating an
Opponent, roll a numeric die. If the result is odd, a new wave arrives and combat resumes from the top.
IIII Members of the cult managed to lead a tarantula through the Inbetweens of the Workbench and un-
leash it against the citizens and soldiers (“Large Spider” Opponent with the Cobweb and Venomous
Optional Traits).
V A team of assassins tries to stab the Characters from behind in the chaos. Characters who don’t pass a
Critical Reaction Roll in Caution + War become Hurt.
VI A small squad of Janissaries of the Great Blade reveals themselves as part of the Cult. They stand in the
path of citizens and soldiers who are trying to escape.

r 162 s
Petty Protopopolovs
JULY IX H.C., ASTR AVIYA (HIGHLIGHT) 

Protagonists: Pierre, Gunther, Jocelyne, Hannah BISMILLA PROTOPOPOLOV


Other Characters: Earnest MARQUISE OF THE EASTERN CHAIR
Goal: Persuading the Marquise
“Oleg has never been
Viscount Oleg Protopopolov had shelled out most of a clever child, you see,
his family’s fortune to build the Astraviya Zoological he takes after his father.”
Garden on a plot of land he was granted use of by his
old father, the eccentric Marquis Pyotr Protopopolov, Marquise Bismilla is an elderly fairy with a gaunt and
who had retired years before in to a beautiful estate in wrinkly face who wears classical and sober clothes
Tournoire. but never forgoes elegance. In the past, she was never
When old Pyotr passed away, Marquise Bismilla, considered a beauty, and now that the years have got-
Oleg’s mother, decided to revoke the permit, allowing ten the better of her, she looks almost like a scowling
no more than four weeks for the complete dismantling wasp, glaring at everyone and everything with disdain
of the imposing Zoological Garden and relocation of and contempt.
all animals within it. There is no littling in the House who resembles
Oleg Protopopolov less than his mother. He likes
When she learned about the news, apparently, the taking long walks, she much prefers traveling by
Tsarina invited Bismilla to Astraviya and offered to carriage. He loves animals of all species and sizes,
Viscount Oleg the full support of ambassador Pierre she detests anything with scales, fur, or a husk. He
and of his secretary Gunther, hoping that the three of drinks his tea with a lot of sugar, she takes it bitter
them could reason with the Marquise. Unfortunately and scorching hot.
for them, the Marquise was a moody and demanding
old woman, who had no qualms speaking her mind on At court, some say that the Marquise is deeply ashamed
any and every occasion, and still held a manifest disdain of her son and just can’t wait to drag him away from
for her late husband, her son, and his “silly creatures”. the spotlight by dismantling his silly Zoological
Garden. Others maintain that, deep down, she loves
This was perhaps the reason why Oleg avoided meet- and adores her overgrown child, and that she is doing
ing his mother as much as possible, even choosing to this all to bring him back home now that her husband
send his assistant Hannah to act as a mediator, also as returned to the Stars.
sending cunning Jocelyne to act as her lady-in-waiting Who can say what the truth is.
and advisor in case of need. The fate of the Zoological
Garden was in their hands.

r 163 s
The Heist of the Century, Part II
AUGUST IX H.C., ROSEVAULT 

Protagonists: Sienna, Micah, Earnest, Pryscilla Fortunately, the Marshal had a notorious sweet spot
Other Characters: - for strapping young boggarts, which gave Sienna the
Goal: Robbing the Bank brilliant idea of asking Earnest to help with the mis-
sion. But the honest littling would never agree to do
After getting their hands on the blueprints of the Bank, something so dishonorable. And so, Sienna decided to
Sienna and Micah had an easy time persuading Pryscilla lie to him, and she told him that Ferguson Fole, who
to join them and the team was on their way to perform had actually hired her for the crime, was threatening
what would go down in history as the heist of the century. her and had forced her to cooperate by tricking her
The only things separating them from more than into giving her word of honor that she would carry out
100,000 Crystals in newly minted banknotes at this the heist.
point, were the lack of a plan, the iron-clad security at Anyway, Earnest’s presence on the scene was useful
Rosevault, and the “Marshal” Oksana Diakovna (see in more than one way, as Fole and his littlings were
also “Oksana Diakovna” in Section IX “the House” of always plotting to betray Sienna and Micah and had
Household - Volume I). no intention of sharing the stolen fortune with them.

FERGUSON FOLE’S BETRAYAL


I After securing the loot, Ferguson Fole leads the Characters to the lair of Mammon, the Golden Silk
Orbweaver, and abandons them to their fate.
II After retrieving the loot, Fole escapes using a platform hoisted by a pulley and leaves the Characters in a
room full of explosives about to blow up.
III Fole trips the alarms and gets away, collapsing the escape path behind him. The Characters are stuck at a
dead end with a unit of Porcelain Infantry Soldiers.
IIII Ferguson Fole takes the loot and jumps into the void of the Inbetweens behind the Vanity, opening a
parachute backpack. The Characters must find a way to follow him down the crevasse before the guards
can reach them.
V Suddenly, there are many Ferguson Foles! It looks like they are everywhere, and they are running in all
directions. Are they accomplices or illusions? Only one of them is real, and he is escaping with the loot!
VI Ferguson Fole puts on a strange leather mask with a large filter, then tosses several smoke bombs to the
ground. The air fills with a mix of noxious and tear gases. The Characters cough, struggle, and cry, while
he simply strolls away with the stolen goods and trips all the alarms.

r 164 s
The Way of Rust
AUGUST IX H.C., BASEMENT 

Protagonists: Gwen, Icarus, Jemma, Litha learning from Litha that the hunter had already set
Other Characters: - off for the Desert. Unwilling to abandon her research
Goal: Reaching Utu Dasewer. and worried for the fate of her boggart friend, Gwen
hired both Litha and Jemma and began her journey
Two pages of Argo’s Diary, still encased in wax, had with the two of them. Along the way, they joined forc-
been sold at auction for an astonishing sum of money. es with Icarus, who was traveling to a garrison near the
However, the buyer never got their hands on the arti- Kashab.
facts, because someone attacked the armored transport
as it was traveling through Dasewer. This allowed On their journey, the four of them were repeatedly vic-
Gwen to understand that there was someone else in the tims of unprovoked attacks by expert sluagh assassins
Horde who was working to piece together the Diary, bent on stealing the pages of Argo’s Diary Gwen was
and she immediately began tracking them down. traveling with. The many attacks on the four littlings
To reach Utu Dasewer, the boggart needed a guide and their carriage were all organized by the ancient
and a bodyguard. As such, she tried everything she Medjay Order, the most dangerous assassin guild of
could think of to contact Humphrey, before ultimately the Household.

DANGERS OF THE JOURNEY


I During a stop on the Quivering Stairs, the littling on watch has to make a Critical Reaction Roll in
Caution + Street to avoid being taken by surprise by a group of Medjay assassins (“Duelists” Opponent).
II The Kashab Desert turns out to be full of quick-sawdust. Characters who don't pass an Extreme Reaction
Roll in Caution + Street end up stuck. A friend can pull a Character out by making a Critical Action Roll
in Strength.
III A lizard is hiding in ambush behind a group of mushrooms and jumps out suddenly to attack the travelers.
Characters who don’t pass a Critical Reaction Roll in Will + War lose their weapon and become Scared.
IIII Some bandits attack the group in the night. To notice them, the littling on watch must make a Critical
Reaction Roll in Caution + Street.
V A gust of hot wind from the False Fire starts a sawdust storm that lashes the group. Characters who don’t
pass an Extreme Reaction Roll in Exploration + Street become Blinded.
VI A group of medjay surround the Characters. They keep their distance while a master steps forward and
challenges one Character (Duel against a 7-dice Challenger).

r 165 s
The Medjay Order
SEPTEMBER IX H.C., KASHAB DESERT 

Protagonists: Floyd, Humphrey, Qamar, Santiago


Other Characters: Gwen, Jemma DESERT FINDS
Goal: Getting past the Medjay
I The entrance to an ancient building peeks
out from the sawdust. Beneath, they find an
Humphrey and Floyd accepted the mission offered
actual buried temple where they can make
by the Grim Knight Edward Ashworth, heading deep
camp.
into the Kashab Desert to search for the terrible beast
known to the sluagh as Xerxes, the Sunset Devil. For II There’s a limescale statue of a centipede
this long journey, they asked Qamar to help, as their half-hidden in the sawdust. Characters who
friend was born in the Kashab and had by now given fail a Critical Reaction Roll in Caution +
up hope of finding her parents’ murderer on the upper Street, get closer without paying enough at-
Floors. tention and attract a spurred centipede.
As they were crossing the desert, they found poor III An oasis of spongy molds and mushrooms
Santiago. The sluagh was hurt and malnourished and grows around a puddle. Littlings who drink
deeply changed, to the point that they almost failed the water without boiling it become Sick.
to recognize their cheery old friend. In his quest for If the Characters drink the water after
vengeance against the entire winged folk, the duelist boiling it, the liquid quenches their thirst,
had followed a group of faeries for three days and three removes the Tired Condition, and grants a
nights before the medjay attacked them all. Moment’s Respite.

The sluagh of the Medjay Order were servants and IIII They find a deserted camp in an Inbetween.
protectors of the False Fire, and they would never al- It doesn’t look like it has been abandoned
low any other littling to reach the Sunset. They were for very long.
trying to gather all pages from Argo’s Diary because V A colorful caravan of traveling perform-
they believed that it hid a secret that would allow the ers appears on the horizon. Littlings must
False Fire to burn even hotter and become one of the make a Critical Reaction Roll in Insight +
Household Forces. Street to notice it’s just a mirage. Characters
Perhaps at some point on this journey, Qamar learned who fail become Confused.
that the boggart she had been looking for was Floyd’s
VI There’s the dried-up carcass of a large ta-
brother, and that he had passed away years before.
rantula. On the spider’s back there’s a har-
Perhaps she finally found peace.
ness and saddle with several bags. Inside,
there are 3 Coins.

r 166 s
The Tuberdam Monster, Part I
SEPTEMBER IX H.C., TUBERDAM 

Protagonists: Aidan, Siobhan, Malaika, Ira Given the seriousness of the situation, the Marshal of
Other Characters: - the Port Authority, Cesàr de la Cuve, personally took
Goal: Investigating the murders charge of the case and entrusted the investigation to
Aidan, Siobhan, and Ira, who had repeatedly proven
Tuberdam Port is a dangerous place with hundreds of their skill. The undine also requested the aid of doctor
littlings passing through it every day, sailors, dockers, Kumari, who was an expert in sluagh anatomy. But all
and criminals of all kinds. Perhaps this is why the first their efforts were in vain, and the assassin always ap-
body of a sluagh found with a limescale blade in their peared to be one step ahead of the investigation.
heart was written off as nothing but a brutal settling
of scores. But as days went by, more and more sluagh When it finally looked like they had captured the cul-
suffered the same fate, and the citizens began talking prit, they realized that the littling was only a copycat.
about a ruthless assassin roaming the harbor with no The Monster kept striking and, possibly amused by the
intention of stopping their killing spree. The news- investigation, added Cesàr and Malaika to the list of
papers called them “The Tuberdam Monster”. They targets.
sometimes described the killer as a maniac who want-
ed to watch littlings un-bleed, and rarely as a twisted
vigilante on some sort of mission.

WHO IS THE COPYCAT?


I Rami Sadir A sluagh criminal with some scores to settle, who hoped to take advantage of the
Monster’s name to get away with it.
II Ewan Gustly A mythomaniac sylph disguised to resemble the murderer’s sketch broadcast by the
newspapers. He set everything up as a ploy to get more attention.
III Algernon An undine docker who decided to take advantage of the Monster’s case to get re-
Moldville venge for a betrayal.
IIII Percival O’Rinn A salamander criminology student who wanted to write his dissertation on the
Monster.
V Kevin Grassland A ruthless boggart exploiting the situation to get rich.
VI Senia J. A rich sylph heiress in search of a thrill because she was bored.
Whiffword

r 167 s
The moment comes
when a littling
must choose
which side they’re on

r 168 s
Chapter iiii
paragraph iii
o c tob e r i x h . c . - nove m b e r i x h . c .

iiii

r 169 s
The Sunset Devil
OCTOBER IX H.C., KASHAB DESERT 

Protagonists: Humphrey, Gwen, Floyd, Santiago So, fate brought Gwen and Humphrey back together,
Other Characters: Qamar their paths interwoven by the common thread of the
Goal: Defeating the Sunset Devil Bureaucrat, leading them to a terrifying monster that
no sane littling would ever choose to approach. As for
The False Fire burns inside the Furnace generating an Floyd and Santiago, the former was moved by love
unbearable amount of heat, and most of the times, the and duty to his home, the Hearth, and the latter was
temperature is enough to keep away even the bravest fueled by a thirst for blood, and only rarely managed to
littlings. Right next to the huge cast iron gate, there remember the loving bond he once shared with his old
was the dark lair of the huntsman spider called Xerxes. boggart friends.
Over the years, the spider served the Sunset and pro-
tected its treasure: a giant chest made of gold and rust, Perhaps, it was on this journey that Santiago struck
which contained the precious cover of Argo’s Diary as his Wallstrider Contract and completely cut ties with
well as half of its pages (see also “Xerxes” in Section IX Humphrey, as in the following Chapter, he had more
“the House” of Household - Volume I). fame and power, but many fewer friends by his side.

TREASURES IN XERXES’ LAIR


I The cogpesh and gear shield of a Janissary, still in one piece, lying beside the remains of their previous
owner.
II An ancient pendant representing the Beetle Idol made of gold and husk fragments. Extremely precious,
worth 10 Coins.
III An ancient dagger made with the thorn of a flower, perhaps carried by the first Sluagh from Farbeyond.
It’s a Small, Pointed, and Sharpened Weapon.
IIII The pistol of an officer in the Hearth Army dating back to the Basement Campaign. It's still loaded, but
faulty. If a Character tries to shoot it and fails to roll at least a Basic Success, the pistol explodes and deals
them 1 Stress.
V Bags belonging to some unfortunate littlings from long ago. They contain a small inlaid box filled with
ointments. It functions as a Doctor’s Bag.
VI A rusted banner with Kubalai Khan’s seal. While faded by time and heat, it’s an amazing military relic. If
needed, it functions as a two-handed weapon with Reach.

r 170 s
The Tuberdam Monster, Part II
OCTOBER IX H.C., TUBERDAM 

Protagonists: Aidan, Siobhan, Malaika, Ira or helping him to keep to the shadows and pursue the
Other Characters: - investigation with him, in secret?
Goal: Apprehending the murderer Meanwhile, newspapers published article after ar-
ticle about the Tuberdam Monster, and the trail of
After weeks of investigations focused on the case (see terrible murders seemed to have no end. The investi-
“Chapter IIII: The Tuberdam Monster, Part I”), Cesàr gation that finally brought in the culprit was destined
de la Cuve was convinced that he had found a clue to inspire a host of crime novels!
that could expose the real murderer, and decided to use
himself as bait to draw them out into the open. Alas,
his ingenious plan soon retorted against him, because
THE MONSTER’S MOTIVE
the Monster was one step ahead, and managed to set
up Cesàr in a compromising situation where he was I Studying the characteristics of sluagh blood.
found at a masterfully manufactured crime-scene, with II Getting rid of old comrades who know too
every bit of evidence pointing at him as the culprit. much.
III Killing political targets.
Faced with apparently undeniable proof of de la Cuve’s
guilt, Aidan and the others were pushed into a corner IIII An insane and bloody ideal.
with nobody they could trust. They had to make an V To challenge Cesàr de la Cuve.
extremely difficult choice: handing over to justice their
VI The initiation rite of a secret cult.
friend, the Marshal, now branded as a suspect at large,

THE MONSTER’S IDENTITY


I Caroline Devair A sylph student at the faculty of medicine.
II Lestat Lauterstimme A distant cousin of Ilse Lauterstimme, the singer sitting on the Symposium.
III Gustav Breen An undine who is the editor for The Faucet’s Voice, a small newspaper in
Tuberdam.
IIII Nazim An assassin from the Medjay Order.
V Alfonse de la Cuve The secret evil twin of the famous Marshal of the Port Authority, Cesàr de
la Cuve.
VI Albert Finley Enlight A salamander who is a famous crime fiction author.

r 171 s
The Snake’s Tomb
OCTOBER IX H.C., UTU DASEWER 

Protagonists: Qamar, Yuliya, Icarus, Litha When the Khan’s Seal finally made its way to Utu
Other Characters: Santiago Dasewer, the soldiers of the Militia refused to use it
Goal: Saving Ludwig Teelöffel because they believed that the tomb was protected by
a curse. Thus, the Sultan decided to send a group of
Balthazar Bashan, the Sultan of Utu Dasewer (see soldiers from the Great Imperial Army deployed to
also “Balthazar Bashan” in Section IX “the House” of the city on this mission. The troop of faeries were led
Household - Volume I), had discovered a passage to an by Sergeant Ludwig Teelöffel and, while they were
ancient Inbetween leading to a golden portal decorated valiant littlings, they never made it back.
with an effigy of the Serpent Idol. Court scholars were The Sergeant was almost a second father to Icarus,
convinced that this was the portal to an ancient tomb who refused to listen to reason and decided to head
built by the very first sluagh, and that, on the inside, into the tomb himself, going against direct orders. The
they would find a precious book from Farbeyond. only littlings willing to go with him were brave Yuliya,
Anyway, before the door to the tomb could be who was passing through Utu Dasewer for an inspec-
opened, they needed to retrieve the key: a seal that tion, and the two hunters, Litha and Qamar, who both
once belonged to Kubalai Khan himself, apparently cared for his cause and his safety.
disappeared without leaving trace.

DANGERS OF THE TOMB


I Some funerary urns, if opened, unleash a noxious cloud that causes the Poisoned Condition.
II A statue of the Serpent idol can hypnotize littlings who look it in the eye. Characters who don’t pass a
Critical Reaction Roll in Will + Academia become Confused and attack anyone who touches them
III There’s a huge empty hall. Characters who don’t pay attention by making a Critical Action Roll will put
a foot in the wrong place and set off a trap that floods the room (Extreme Reaction Roll in Athletics +
Street).
IIII There’s a long corridor supported by thin columns, any wrong move risks breaking one of the pillars and
shaking the room. The only way to get through unscathed is to set foot only on the tiles with a serpent
design. After 3 mistakes, the ceiling crumbles. Critical Reaction Roll in Strength + War
V The ceiling of a room begins to lower while sand floods in from holes in the walls. Characters must make
a Critical Action Roll in Culture to quickly find a solution.
VI An emerald green spurred centipede has taken up residence in the Tomb.

r 172 s
Slumming it
NOVEMBER IX H.C., UNTER 

Protagonists: Pierre, Jocelyne, Hannah, Pryscilla JOBS FOR KOLTER KLINGE


Other Characters: Icarus
I Delivering some crates to the Pipe to be
Goal: Earning a living
shipped and leaving a “tip” for the gen-
darmes. If opened, the crates contain bags
After the great heist at the Household Central Bank
of silverware and jewels, clearly stolen.
in Rosevault, all citizens saw their holdings cut in half,
and the House quickly headed into financial collapse II Delivering an “authentic” painting to a va-
Luck was even more cruel with Pierre the scholar, pid noblewoman in Teller. Unfortunately,
perhaps partly because of how Gunther had managed one of the butlers realizes that the painting
his assets, and he ended up losing all of his money as is a fake before the Characters manage to
well as his trusted assistant. leave the house.
Determined not to ask for help from anybody lest he III Cashing in an “outstanding payment” from
lose face, Pierre headed to the slums of Unter, aban- “defaulters” at the Cork Stopper, an infa-
doned his elegant clothes, rolled up his sleeves, and mous dive in Underboard.
began looking for employment.
IIII Retrieving a satchel from the back of an
Jocelyne and Pryscilla found themselves pretty much
“artisan’s” store and bringing it to a “repu-
in the same situation. The fairy had sadly relied on
table” jeweler. Peeking into the satchel, the
the wrong noble and ended up unemployed during
Characters can see that it contains fake jew-
the crisis, while the undine somehow managed to lose
els of the best quality.
every last grain she had earned in the heist, if she had
managed to bring anything home in the first place. V Visiting a “wine house and shop” in the
Inbetweens and retrieving some casks of
Together, the three of them began working as er- “handmade mold wine”. It’s pretty clear
rand-runners, and Pierre was the only one who didn’t that this is an illegal brewery. If the fences
know that their employer was Kolter Klinge, one of the don’t trust the Characters, they can easily
three crime lords in the city. When she saw the three of become violent.
them together, Hannah almost didn’t believe her eyes,
VI Discreetly escorting some “gentlittlings”
but she still did her best to avoid making them uncom-
from a decrepit building to the Pipe, where
fortable. Meanwhile, the animal handler’s dream had
they will get sealed up in a crate to be sent
become reality and she was now the personal assistant
to the Basement.
to Viscount Protopopolov, only passing through Unter.

r 173 s
Doing the Right Thing
NOVEMBER IX H.C., WALLFORD 

Protagonists: Earnest, Sienna, Jemma, Micah FERGUSON FOLE


Other Characters: Floyd
Goal: Bringing Ferguson Fole to justice “I am every where.”

An anonymous citizen had approached Jemma and We know very little about Ferguson Fole: that he was
promised her a handsome reward for finding the “dan- a tall, lanky sylph with a bald head. Everything else is
gerous criminal” Sienna Blackwell and handing her a tangled mess of call-ins, reports, and witness state-
over to authorities in the Free Dominions, stating that ments that piled up over the years, filled with truth
the boggart was the true criminal genius who orga- and lies that all sound improbable. One thing is cer-
nized the robbery at the Household Central Bank (see tain: if Fole ever tried to use his acumen for good, he
“Chapter IIII: The Heist of the Century, Part II”). would probably earn a seat on the Symposium in no
And Jemma would have even completed this mis- time. Unfortunately, he didn’t care for politics and only
sion, if Earnest hadn’t promptly intervened to stop her, wanted to get rich at everyone else’s expense.
calming tempers on all sides and explaining the situa- The only thing that can rival his innate cunning
tion. After finding out that his friend had lied to him, and cleverness was his calculating ruthlessness. So,
the duelist from Wallford had managed to persuade Ferguson Fole quickly became the leader of the
– or possibly force – Sienna and Micah to hand back Wallford underworld by remaining hidden and pull-
the stolen goods and help him bring Ferguson Fole to ing the strings of front littlings, goons, gendarmes,
justice. and rivals alike. A prime example of his strategy is the
infamous Topper Gang, who were nothing but an ex-
As it turned out, Jemma had been hired by Fole him- tension of his criminal empire.
self in an attempt to get rid of his former partners in There are countless rumors about him: some claim
crime, and since the mercenary didn’t really appreciate he was captured and executed several times, only to
being taken for a fool, she decided that she would also later pop up still free after some time, others swear he
join the unlikely trio to get back at him. was the mind behind the Deepdown Breakout and the
So, Sienna and Micah ended up doing the right ultimate fall of Rox’s Gang. Everyone knows he is a
thing for a change, setting their own interests aside for diabolical littling.
the greater good... who knows, maybe they even got Ferguson Fole has no friends and no partners: to
their revenge against the devilish Ferguson Fole. him, everyone is a tool to fulfill his ambitions, or a tar-
get for his shady machinations. Littlings who manage
to become his enemy, often don't even have the time to
regret their choices.

r 174 s
The Caliph's Shoes
NOVEMBER IX H.C., AL SEHIR 

Protagonists: Zehra, Tubo, Gunther, Dimitri found evidence of his misdeeds in his study and threat-
Other Characters: Yuliya ened to go straight to the authorities, asking Gunther
Goal: Saving Gunther’s reputation for one simple favor in exchange for their silence.
He had to attend a party held by Caliph Laio the
Most littlings suffered a hard blow after the financial Handsome (see also “Laio the Handsome” in Section
collapse. Gunther did not. He had skillfully “managed” IX “the House” of Household - Volume I) and steal his
both his assets and Pierre’s and “casually” ended up bejeweled shoes out of his rooms.
gaining a lot of money. To make sure that nobody
would notice what had happened, he decided to move So, armed with the worst intentions, the sylph paid a
to the Horde, where he bought a magnificent villa with visit to Sheika Zehra and, after an evening of drinking
a view of the Great Blade, right in front of Zehra’s. and chatting, proposed a bet. If she lost, she would
have to get him a pair of shoes of his choice. Obviously,
To protect his fortune, he asked the embassy to grant it was only after cheating and winning, that Gunther
him an escort and was sent a single honor guard, who told Zehra exactly what predicament she had gotten
turned out to be good Dimitri. However, this precau- herself into.
tion was useless, as a member of his household staff

LAIO’S TREASURES
I A ceremonial dagger with a curved blade that came from Farbeyond, the hilt is made of husk and deco-
rated with a red gem.
II Golden parchments filled with verses by Umair the Poet. The poems talk about the greatness and beauty
of Laio’s caliphate.
III A breathtaking and huge ceremonial Coin, masterfully decorated with abstract patterns surrounding the
Caliph’s insignia. It takes two strong littlings to move it.
IIII A jezail, an ancient musket made by the first sluagh who came through the Piping. It is a heavily embel-
lished weapon, an heirloom handed down in Laio’s family.
V A priceless mouse collar inlaid with many precious gems. It’s a complete set, with saddle and fine reins
made of gold.
VI A simple wooden statue portraying the Spider Idol.

r 175 s
I’ll make
my own choices

r 176 s
Chapter v
paragraph i
d e c e m b e r i x h . c . - f e b r u a ry x h . c .

r 177 s
The Great Yule Ball
DECEMBER IX H.C., TOURNOIRE 

Protagonists: Santiago, Gunther, Pierre, Malaika by side with the great Auguste Fabergé, who took her
Other Characters: Zehra, Tubo, Yuliya to the gala with him.
Goal: Preventing the attack But among the crowd of guests, there was one,
dressed in white and cloaked in red, who managed to
Every year, on the night of Yule, Marquis Tristan des bring the room to a standstill upon entering. Nobody
Larmes organizes an extravagant gala in his decadent knew why he had been invited and nobody dared ask
palace in Tournoire. Only the noblest and most im- him, because Santiago had made a name for himself
portant littlings of the Household are invited to the by ending the life of many faeries, mostly rebels and
Great Ball, and security for the event is provided by a criminals, and was famously so fast and fierce, that
troop of soldiers from the Great Imperial Army. some had begun calling him “The White Scorpion”.
Gunther had returned up from the Basement and
worn his best turban to finally make his grand entrance At the stroke of midnight, a traitor to the Realm
into Fae society. He was very surprised when he met drew his pistol and opened fire against the Marquis,
poor Pierre, who still considered him a good friend. who only survived by some miracle. This attack de-
The scholar wore a skillfully mended set of tails and volved into a large-scale battle when many soldiers in
did his very best to hide how poor he had become. Tournoire turned out to be members of the Tristarred,
He only managed to get an invite thanks to Viscount there to reclaim the Piano (see also “Chapter V” in
Protopopolov’s recommendation. At the same time, Section VIII “Saga” of Household - Volume I).
Malaika had recently moved to the Realm to work side

GUESTS AT THE GREAT BALL


I Amandine Roquefort General in the Great Imperial Army, she is at the Great Ball because she fears
a possible Tristarred attack.
II Fiordaliso de Fifre, A young fairy actor and a flirty libertine. He tries every trick in the book to
Aka Fifì chat up the wealthiest Character.
III Ashling Redgrave Award-winning salamander stylist who tailored the Marquis’ suit.
IIII Ezra Filibert A young baron from the Cupboard. He is a skilled fencer with a dueling
Lunemberg-Flaschestein half-scissor and a member of the Tristarred.
V Rashad al Shakush A charming Sheik from Al Sehir, a classy conversationalist and poet.
VI Abraham Mayweather He served with Jules des Larmes and still remembers him with love and respect.

r 178 s
Hunting the Tristarred
JANUARY X H.C., DINING HALL 

Protagonists: Earnest, Icarus, Hannah, Yuliya come by panic after seeing their plan fail, were desper-
Other Characters: Santiago ately trying to make their way out of the Realm and
Goal: Finding the Tristarred flee through the Inbetweens that open into the most
dangerous and wildest region of the Waxy Swale.
After the attempt on Marquis des Larmes’ life, many
littlings who had stood out for their professional or And so, Hannah was sent right into the fray, as her
civic merits were called in to serve their homeland expertise could truly make the difference between life
by becoming members of the Great Imperial Army. and death among the tall hives of the Swale. As for
Hannah was one of the valiant littlings who accepted Earnest, the boggart duelist had once again been hired
the call, becoming a military bumblebee handler, and by Viscount Protopopolov, who was simply terrified by
soon both her and fluffy Bonbon earned the rank of the prospect that his precious assistant could be sent to
Corporal. face the Tristarred “all alone”, and thus asked him to be
At the time, Captain Yuliya Dragomirov and Hannah’s personal bodyguard on this entire mission. I
Sergeant Icarus König, both newly promoted, were must say that Protopopolov’s request was less than con-
on a mission to chase some of the Tristarred who had ventional in the eyes of the Realm’s military, but appar-
plotted the attack at the Great Ball. The lowlifes, over- ently nobody could refuse a request made by the viscount.

TRISTARRED THREATS
I The Tristarred are entrenched in a crack in the Inbetweens and have covered the entrance with a thick layer
of wax. The Characters risk getting stuck.
II The Tristarred have left explosive barrels throughout the Inbetweens. One spark could be enough to blow
up everything.
III The Tristarred hole themselves up in a hive, which turns out to be home to a swarm of angry hornets.
IIII A group of hunters swears they have seen the Tristarred come through and offer to lead the group on their
trail. Once they arrive at a bottleneck with no exit, the hunters point their weapons at the Characters: they
are mercenaries hired by the Tristarred!
V The Tristarred take advantage of the Waxy Swale’s terrain to plummet a series of stalactites on the Characters
(Critical Reaction Roll in Elusion + Street).
VI The chaos of combat and whizzing of bullets have attracted something huge out of the depths of the Inbetweens.
With a terrible roar, Bismilla, the Giant Centipede, crashes through a wall and makes her triumphant entrance.

r 179 s
The Centennial Rodeo
FEBRUARY X H.C., STAIRSIDE 

Protagonists: Floyd, Jemma, Litha, Sienna Jemma, Litha, and Sienna had all had their fair share
Other Characters: Earnest, Pryscilla of adventure with the boggart, becoming good friends
Goal: Winning the Rodeo with him, and thought that they could enjoy cheering
for him at the rodeo. As often happened, they were
To round off the celebrations of the centennial of the very wrong.
Master’s disappearance, the Hearth was fully immersed in
festivities and events of all kinds for the entire month of Apparently, there were many littlings who wanted
Imbolc. Among the most important events, there was cer- to snatch the title of Champion of the Centennial
tainly the Centennial Rodeo organized in Stairside: every Rodeo and the tidy pile of crystals it came with, and
citizen of the realm who could ride a mouse participated. so, the competition became no-holds-barred. The
Among these good littlings in search of excitement, four of them had to deal with the vexations, threats,
there was Floyd, who had received the public thanks and clever undermining of one or more other con-
of Grand Master Ashworth himself after his quest testants, who wanted to win the competitions at the
against the Sunset Devil, and was now even more ad- Rodeo at any cost.
mired by his compatriots.

COMPETITIONS AT THE RODEO


I Speed race. Riders get ready at the starting blocks and, when the judge fires the starting pistol, race on their
mice to the finish line. Extended Roll for Best of 3.
II Rodeo. Contestants must remain on the saddle of a rearing mouse until they either manage to tame it or get
thrown into the dust. Extended Roll for Consecutive Successes.
III Mouse beauty pageant. Contestants must present the most beautiful and decked out mouse and prove it
can answer commands perfectly.
IIII Obstacle race. The jockeys on their mice must complete a circuit with several mold hedges, water ponds,
and fences. Extended Roll for Best of 5.
V Chariot race. Similar to the speed race, but teams can also compete. Contestants are allowed foul play and
sabotage attempts against opposing “crews”.
VI Mousehand competition. Littlings must manage a herd and fulfill several commands before the bell: divide
the mice into two separate herds (Critical Action Roll), getting the herd through a narrow path (2 Critical
Action Roll), and driving the herd into a pen (2 Critical Action Roll). Contestants have 5 Rounds.

r 180 s
The Stolen Pages
FEBRUARY X H.C., WALLFORD 

Protagonists: Gwen, Aidan, Humphrey, Siobhan Analyzing the crime scene and following every lead,
Other Characters: Sienna they discovered that the pages had been stolen by a
Goal: Retrieving the pages power-hungry littling who had already secured the
Neverheard Contract and the Wallstrider Contract
After the celebration on the last Imbolc night, (see also “Personal Contracts” in Section V “Contracts”
Humphrey escorted Gwen home, only for them to of Household - Volume I).
realize that someone had torn through every room in To make matters even worse, the Tristarred were also
the house and stolen the precious pages from Argo’s looking for the legendary diary, and were now also on
Diary. the trail of this mysterious littling in hopes of stealing
the stolen pages from him.
While the hunter fruitlessly searched for the culprit
all over town, the scholar wrote a letter to her dear Nothing so bad is not good for something as, after
friend, the expert detective Aidan Mackenna, and the events, Parry Gwen managed to finally gather all
asked for his precious help. The letter reached the the pages of the coveted Diary. With all pages finally
salamander as he was passing through Downridge gathered and bound together, the adventurous librar-
and, since he’d always had a thing for beautiful Gwen, ian could now devote herself to the long and complex
he immediately ran to her aid, dragging his assistant work of deciphering them. The legacy of Argo the
Siobhan along. Bureaucrat had never been so close.

CLUES
I Gwen’s bed has been torn open by what appears to be a jagged blade. Perhaps a Cogpesh?
II After hanging a painting back up, they find boot prints right beside it. It looks like somebody walked on
the wall.
III There are no traces of a break-in on windows or doors, but the skylight is ajar. The thief must have come
and gone through there, walking on the roof.
IIII Some passersby swear that they saw a shadow on the rooftops near the house, with a squad of faeries from
the Great Imperial Army running after it.
V While the house was turned upside down, neighbors swear they didn’t hear a thing.
VI There are some misplaced tiles on the roof, the path of the thief can be followed.

r 181 s
Zehra’s Wedding
FEBRUARY X H.C., UTU DASEWER 

Protagonists: Zehra, Tubo, Qamar, Micah MASUDA AL MAJDOUB


Other Characters: - EMIR FROM DASEWER
Goal: Stopping the wedding
“Why do they need to have so many legs?!”
Zehra’s mother invited her to come to Utu Dasewer
with Tubo and then sent her to bring a gift to Emir The young Emir Masuda Al Majdoub is the last
Masuda Al Majdoub. Upon their arrival, the two found descendant of a long dynasty of warriors that trace
magnificent sets of gala clothes and even a marvelous their roots directly to Farbeyond. His wealth is nearly
set of armor made from the husk of a huntsman spider unlimited, and everyone in Dasewer knows his palace
that allegedly belonged to the terrible Xerxes. Seeing is filled with unique wonders and that he hosts lavish
the rooms filled with luxuries and the crowd of hand- parties regularly.
maidens waiting for her, should have been enough for At first glance, he looks like a florid sluagh, with
Zehra to realize what was going on. round, chubby cheeks delicately framed by a thin and
But it was only after the sluagh was introduced to well-kept goatee. Always perfectly dressed, the Emir
Masuda and handed him the golden box sent by her loves colorful clothes and is both charming and loqua-
mother, when she saw him open it and noticed that it cious. Unlike his father, Masuda never excelled in the
contained a dried tarantula egg, the clear symbol of a art of war nor in sports, and instead always showed a
marriage proposal, that she finally understood. And so, clear preference for music, dance, and poetry. Unlike
while the Emir jumped up with happiness and enthu- his mother, he never became a skilled beetle handler
siastically agreed to marry the beautiful sluagh, she sat and never learned to ride beetles, and he even feels a
there, watching her mother’s plan unfold and realiz- hint of fear for all animals with more than four legs.
ing that she only had four days to find a solution that Kalkan included.
would allow her to back out of the wedding without
offending her host. All things considered, Masuda is not a perfect lit-
tling, but he is certainly kind and caring, and if we
Luckily, she could rely on the help and expertise of her also consider his unbelievable wealth, it is not hard to
old acquaintance, Qamar, who in turn decided to ask for understand why Zehra’s mother determined that he
the assistance of poor Micah, who back then was sim- would be the perfect husband for her daughter. But
ply trying his best to keep on the straight and narrow, will Zehra agree with her?
working in One-eyed Jo’s bar (see also “Utu Dasewer” in
Section IX “the House” of Household - Volume I).

r 182 s
Undercover
FEBRUARY X H.C., UNTER 

Protagonists: Dimitri, Ira, Jocelyne, Pryscilla LUUK DE VRIES


Other Characters: Pierre, Icarus THE FAKE KIRKLAND
Goal: Catching the culprit
“All the House is a stage,
Pryscilla and Jocelyne were still working for Kolter and some of us need to eat!”
Klinge’s gang in the Unter underworld. From time to
time, they still went to the old Pipe to hand over an The fake Northen Kirkland is none-other than a fairy
occasional bribe to the gendarmes who turned a blind from Tuberdam named Luuk de Vries.
eye on some unlawful shipments from Tuberdam. Luuk is a middle-aged actor who had a promising
One day they were very surprised to find out that the debut but ended up getting a big head and turning the
agent on duty was none other than Dimitri, and their entire theater scene of the Upper Floor against him. In
surprise grew even more when they opened the crate the end, it took less time for him to be forgotten than
to see the contents. It was poor Ira, who had faced a it had to for him to acquire fame, and he earned an
dangerous and winding journey through the Piping to honorable mention in the endless list of failed actors.
arrive in Unter without rousing suspicions.
After spending years in search of a role, or at least of
In truth, Ira and Dimitri were in the middle of an the shadow of an audition at the bottom of a long line
undercover operation in which they pretended to of bottles of increasing size and lowering price, Luuk
be rebels or criminals to get a chance to capture managed to acquire an unfathomable amount of debt
Commander Kirkland, the Freer leader. They were and ended up working for Linch’s Gang at Tuberdam
very happy for the chance to rely on Jocelyne and port. Thanks to his talent as a failed actor, the fairy
Pryscilla’s help for this, much preferring that to an ac- turned out to be a useful addition to the criminal orga-
tual police report. And so, the four of them set off on nization, and ended up at the heart of a criminal plot
one of the most exciting investigations in Household without equal.
history, one which ended with the unmasking of a With his wings hidden, face covered in makeup, and
cunning con artist who was using Kirkland’s name to a red uniform stuffed in the right places, Luuk became
get rich, and amassing many dangerous enemies in the perfect body double of Kirkland and was sent to
the process. Unter. And so, Linch distracted the gendarmerie and
the army from “his” Tuberdam and created a host of
problems for his rivals in the Triad in one fell swoop!

r 183 s
This
is my moment

r 184 s
Chapter v
paragraph ii
march x h.c. - september x h.c.

r 185 s
Protect and Conquer
MARCH X H.C., GLASBURG 

Protagonists: Yuliya, Dimitri, Santiago, Icarus JÜRGEN GRAU


Other Characters: Hannah TRISTARRED GENER AL
Goal: Defeating General Jürgen Grau
“I sacrificed my whole life
The Golden Back Jürgen Grau had a reputation as a for this Room.
valiant fighter and staunch defender of his homeland, I will not see it in the hands of invaders.”
and when Grand Duke Ludmillen Vonnhoimar-
Eudoxia declared a state of emergency after the attack General Jürgen Grau is a self-made littling. His family
in Tournoire, he was among the first to answer the call. was not noble or wealthy, and during his entire military
Yuliya and Icarus, as dutiful as always, were very glad career, he had never received a single recommendation
to be given a chance to serve under his expert leader- or leg-up. With sacrifice and dedication, he climbed
ship, while Dimitri would have honestly preferred to the ranks of the Great Imperial Army, ultimately en-
be assigned to somewhat less dangerous tasks. tering the Golden Backs corps. After swearing his oath
One inauspicious day, while they were on a mission at the Star Temple in Faeriyev, he committed body and
in the Inbetweens of the Cupboard, the two faeries soul to ensure that his name became a symbol of effi-
fell victim to a traitorous ambush. A group of their ciency and respectability.
fellow soldiers, all faeries who were loyal to General
Grau, jumped them and almost overwhelmed them. Blinded by his thirst for power, Grau is convinced
Luckily, Yuliya and the others managed to prevail and that the Tsarina lacks the backbone needed to bring
get out of there alive in the end, perhaps also thanks to the Realm back to the former splendor of Oberon
Santiago’s prompt intervention. Trismegistus’ empire, and that the “Brothers!” Edict
was just the final blow to Fae supremacy in the
Days earlier, the sluagh had learned that Jürgen Grau Household. To him, it is now clear that Arcadia must
was actually a member of the Tristarred, and even a be deposed, and that the only way to do this, is to take
hot shot in the terrorist organization. As such, he had advantage of the Tristarred and work in the shadows.
decided to eliminate the general once and for all. Him,
and anyone who would stand in his way. Thus, the decorated hero and defender of the House,
Yuliya and the others would have preferred locking quickly became an enemy of the state, plotting the de-
the Golden Back behind bars, but they couldn’t trust mise of his own soldiers.
anyone in the military and needed the precious informa-
tion and invaluable help of the sluagh, so they decided
to cooperate. Who knows who had their way in the end.

r 186 s
The Viletia Tournament
MARCH X H.C., VILETIA 

Protagonists: Siobhan, Aidan, Micah, Qamar fact that he couldn’t take part in them himself. But he
Other Characters: - was still doing his best to not spoil the journey.
Goal: Saving Verana of Viletia Waiting for them in Viletia, they found good Micah,
who had made the journey from Utu Dasewer with
For years, Siobhan had set aside her ambitions as a duel- Qamar, and this was extremely lucky for them, as many
ist to remain beside her friend, Aidan, on his important tried to sabotage Siobhan’s duels, and it looked like
investigations throughout the House. This once, it was there was someone ready to do anything to prevent her
the salamander’s turn to set aside his work, travel with from winning. As it turned out, one of the contestants
her down to the Basement, and support her during the was an assassin bent on securing the first place in order
long days of the Tournament held in Viletia during the to win a kiss from the beautiful Verana of Viletia, the
Ostara Carnival. Sure, Aidan did nothing but buy and perfect opportunity to kill the Dogaressa. It was un-
read newspapers, following the investigations that came clear who paid the assassin, but Aidan still had a field
after the Great Yule Ball accident and griping about the day with the investigation, as usual.

CHALLENGERS AT THE TOURNAMENT


I Ximena De A sluagh without equal with cape and lancetta, who made a name for herself as a
Adelante ratador. 7-Dice Challenger. Strong Spot Strength, Weak Spot Eloquence.
II William Booker A hunky boggart very skilled with the halfscissor but weak to feminine charms.
J. Whitefield 6-Dice Challenger. Strong Spot Dexterity, Weak Spot Charm.
III Captain Albert An undine high-ranking officer from the Porcelain Army. Apparently, he is related to
Reinhardt the Esteemed Rector of the Symposium. 7-Dice Challenger, Strong Spot Authority,
Weak Spot Grace.
IIII Aristide A thin sluagh, garishly decked out and armed with a bent needle. He doesn’t look
Melpomeno fearsome, and is just an older littling from the nobility who seeks to win back the heart
Stoppie of his beloved. 4-Dice Challenger. Weak Spots Fight and Strength.
V Felicia Zephyr A very elegant sylph dressed in pale green and wielding needle and spool. She is a fenc-
ing champion from Rosevault and an old rival of Siobhan's, as well as the front-run-
ner. 8-Dice Challenger. Strong Spot Grace, Weak Spot Strength.
VI Adonis Much-decorated officer of the Great Imperial Army and son of a Golden Back. He is
Prikolotov following in his father’s footsteps. 6-Dice Challenger. Strong Spot Fight.

r 187 s
The Tournoire Uprising
APRIL X H.C., TOURNOIRE 

Protagonists: Ira, Malaika, Zehra, Tubo At that time, Sheika Zehra had been sent by Caliph
Other Characters: Yuliya, Dimitri Laio the Handsome as ambassador of the Horde to the
Goal: Pacifying the uprising Realm. At first, the sluagh had been happy to reunite
with her adoptive sister Malaika, but she soon realized
After the attack during the Great Yule Ball, the sluagh, that they had both changed very much.
boggarts, and sprites who peacefully lived in Tournoire In Zehra’s eyes, it looked as if the scholar had forgot-
began feeling increasingly threatened, afraid of another ten her roots and as if she didn’t care about the future
massacre like the one that followed the “Brothers!” Edict. of the Horde enough. Conversely, Malaika felt like the
This led to growing tensions, that caused incredi- animal handler was too focused on the needs of the
bly violent acts to be perpetrated by both citizens and citizens of the Basement, perhaps to the detriment of
armed forces, and ultimately resulted in an out-and- other Folks.
out uprising.
In the end, the sisters were caught in the middle of
And once again, the streets of the Piano went through the uprising, together with Tubo and Ira, who had
days of great tension, and it felt as if the tragic events made the journey to Tournoire to personally ensure
of the past were bound to repeat themselves with no- Malaika’s safety. Together, the four of them had to find
body who could stop them. a way to deal with the situation.

DANGERS OF THE UPRISING


I A group of terrified gendarmes mistakes the Characters for insurgents and opens fire on them (Critical
Reaction Roll in Elusion + Street).
II One of the instigators stirs up the crowd against the Marquis, the Duke, the gendarmes... and against the
Characters too! They must make an Extreme Reaction Roll in Authority + War to avoid being targeted
by the crowd.
III Dense smoke fills the streets because of the many fights and fires dotting the city. Characters who don’t
pass a Critical Reaction Roll in Exploration + Street become Blinded.
IIII Due to the explosions, a group of beetles stampedes blindly out of their stables, causing panic.
V The insurgents try to set fire to the Master’s sheet music.
VI Some innocent citizens and shopkeepers are barricaded inside a shop while the insurgents try to break in
from the street. The Characters must help the civilians before it’s too late.

r 188 s
Mouse-Trap
MAY X H.C., STAIRSIDE 

Protagonists: Floyd, Earnest, Hannah, Sienna In the end, a boggart general who wasn’t looking for
Other Characters: Jemma, Litha trouble allowed Hannah to commandeer the animals
Goal: Solving the problem on the condition that she and her other friends would
take him to La Ruelle, perhaps as a way to not hand
Hannah had become a full-fledged soldier of the Great over more resources, perhaps out of spite for the Realm.
Imperial Army, tasked with training animals for mil- However, the usually difficult journey was destined
itary purposes. As such, she was sent to Stairside to to become even harder, as there was someone waiting
commandeer some saddle mice for the Realm military for them and they were heading into a trap.
deployed during the state of emergency. As usual,
Viscount Protopopolov demanded that good Earnest
WHO LAID THE TRAP
follow her to protect her. This was good, because back
then, Sienna had decided to keep to the straight and I Some bandits from Stairside.
narrow and accepted a job at Floyd’s stables, and so the II The Tristarred.
two friends finally reunited.
III The Bennet brothers, Floyd's competition.
Floyd, on the other hand, was always willing to help,
but didn’t really know what to do, because the same IIII Some resentful soldiers from the Hearth.
mice that were urgently required by the Great Imperial V A corrupted officer from the Realm.
Army had been paid for and were ready to go to the
VI A criminal Gang.
Hearth Army.

WHAT HAPPENS
I Along the way, the Characters are overrun by a herd of mice.
II Someone or something causes a landslide of plaster from the Wall, targeting the herd.
III A large fire blocks the path along the way. The smoke and sparks cause mice to become restless. The only
way to find shelter is to enter a nearby Inbetween.
IIII Passing through a canyon between two Floor Boards, the Characters are targeted by an out-and-out
ambush, with groups of fusiliers opening fire from above.
V The herd must travel through a patch of mold that slows them down, and that is when a group of armed
littlings suddenly attacks.
VI They hear shots in the distance and the herd is attacked by a multitude of roaches from the Inbetweens.

r 189 s
The Hard Life of a Criminal
AUGUST X H.C., UNTER 

Protagonists: Gunther, Pryscilla, Pierre, Jocelyne GET RICH QUICK


Other Characters: - SCHEMES
Goal: Bringing Kolter Klinge 100 Coins
I Stealing from littlings in the parterre during
the shows at the Seven Dishes Theater. 5
After the state of emergency was declared, all trans-
Coins.
actions among the main Household banks were sus-
pended, and there was a quick but thorough check of II Opening some crates of precious wares right
all accounts, that lead to the confiscation of everything out of the Pipe and exchanging the contents
Gunther had illegally acquired (Gunther becomes with lint, so that the custom agents don’t
Poor and loses half of his Coins). notice. 10 Coins.
III Organizing a night-time burglary in the
At the same time, Protopopolov had to head back to house of Helmut Altenkrieg, a former
Astraviya, and Pierre, who now could no longer rely chief-inspector from Unter. He may be
on his hospitality, was forced to eke out a living with retired, but he still has some fight in him,
Jocelyne and Pryscilla. When the scholar and his for- and he is an extremely light sleeper with a
mer secretary met again, they realized that they could loaded pistol under his pillow. 35 Coins.
get much more out of life together than what they had
apart, and so, they decided to go back to working to- IIII Stealing the salary of all soldiers and gen-
gether, but in opposite roles. darmes in Unter and Glasburg when they
arrive with a convoy of the imperial Post
Gunther hired Pierre as his criminal assistant and, to- guarded by armed littlings. 70 Coins.
gether with Jocelyne and Pryscilla, they decided they V Robbing the Jeweler’s shop of Alkibiades
had had enough of small-fry jobs and asked Kolter Bodenbelag, the most luxurious shop in
Klinge to put them to the test with a job worthy of Unter. 45 Coins.
true professionals.
VI Snatching the purses of a couple of love-
Mr. Klinge was a bold sluagh and a betting littling
birds strolling through Glasburg late at
to boot. He agreed to allow them into the loop on con-
night. She turns out to be a young instructor
dition that they could gather 100 Coins in two days
at the Military Academy on leave (6-Dice
by committing thefts, by breaking and entering, by
Challenger). 7 Coins.
gambling, or by other illicit means.

r 190 s
The Cursed Inbetweens
SEPTEMBER X H.C., GREAT STAIRS 

Protagonists: Gwen, Humphrey, Jemma, Litha ing with Jemma, because he knew the salamander was
Other Characters: - the most expert guide to be found on the Stairs.
Goal: Finding the secret study When they finally reached the depths of the Inbetween,
the brave littlings realized that someone, possibly some
It took months for Gwen to decipher all pages from of Argo’s followers from the past, had built a heavy por-
Argo’s Diary and piece together the map that would tal with no lock in front of the entrance, a real puzzle.
lead her to his secret study. It turned out, that the place Apparently, beyond this portal there was a large temple
the boggart and many other scholars had been look- to the Bureaucrat, littered with traps and wonders. I’ve
ing for their whole lives was located in an Inbetween also heard that it was protected by two giant centipedes
on the Seventh Step of the Great Stairs. This pushed with husks the color of amethyst. Beyond the traps,
Humphrey to turn to Litha, who back then was work- there was another portal, leading to Argo’s lost study.

TRAPS IN THE TEMPLE


I “The righteous need to be strong, to carry the weight of truth” quotes a stone mouth. It closes on the arm of
anyone who reaches in. To get free, the Character must tell the truth or suffer 1 Stress. At the third mistake, they
become Broken.
II Before a narrow corridor are these words “Black is the path to the Farbeyond. Blind the eyes of those who tread
it”. Characters must walk with their eyes closed, if they don’t, nails spring out of the walls (2 Critical Reaction
Roll in Elusion + War).
III “For all that craves heights and vertigo” is carved on a boardwalk on the void. Critical Reaction Roll in Grace +
Street to walk through. Looking upward grants +1, but littlings who look down become Scared.
IIII A small key placed on a table before a locked door with the words “For all that depresses in depth”. Picking up
the key will cause the flooding of the room. It takes a Critical Reaction Roll in Craft + Academia to understand
that the lock only works when submerged.
V “For all that is ever-changing, and ever-wanting” quotes a threshold to a library filled with books. Once inside, a
candle sets the books on fire. Littlings trying to quench the flames must make a Critical Reaction Roll in Will +
Street to avoid becoming Blinded. The only way to open the exit is satiating the flames by burning every last book.
VI A room with the ceiling dotted by crystals and holes, with the writing “Like stars ever in the sky, weightless and
fearless”. The crystals resemble constellations, but some are in the wrong place. They must be moved to the right
place and, when someone gets one wrong, shards of crystals rain on the Characters, making them Hurt.

r 191 s
Astraviya
must not
fall

r 192 s
Chapter v
paragraph iii
october x h.c.

r 193 s
Nothing Ventured...
OCTOBER X H.C., UNTER 

Protagonists: Gunther, Jocelyne, Pierre, Pryscilla The three tried to get more and more control of the city,
Other Characters: - and each of them had a pretty big group of goons and a
Goal: Framing Klinge, Röte, and Pilz solid pull with the Royal Gendarmerie. And so, Pierre
got a brilliant idea: he devised a plan to draw the three
If it’s true that bad company brings bad habits, it’s criminals into the open and lead them to the authorities
clear that Pierre’s long friendship with Gunther, to be arrested, obviously after he had a chance to claim
Jocelyne, and Pryscilla had begun corrupting him and a good slice of their assets. The whole plan was made
introduced him to the subtle art of delinquency. easier by the many criminal contacts of Jocelyne and
When living in the Unter underworld, Pierre Pryscilla, and facilitated even more by Gunther’s pecu-
worked for Kolter Klinge, the sluagh, and he had liar family composed of first-class usurers and fences.
also begun to study his boss’s ruthless competition,
composed of the gangs led by salamander Jo Röte and Perhaps it was after this stint that Pierre finally found
fairy Hugo Pilz. a way to clean up his name and return to polite society.

CRIMINAL CONTACTS
I Alizée Cuillerée A matron who manages the girls in a house of pleasure in Glasburg. She’s known
Jocelyne since she was a little girl.
II Astrid A corrupted Superintendent of the Royal Gendarmerie who knows the habits of all
Warsteiner criminals in town.
III Hans A fairy attorney in a decrepit office in Unter. He helped the Triad get out of police
Rechtsanwalt investigations squeaky clean several times.
IIII Sylvester Gunn A boggart lieutenant in the Great Imperial Army and one of Jocelyne’s “sponsors”. He
has several scores to settle with the Triad.
V Frambert Wolk A traveling performer who roams the House in search of luck with his circus of color-
ful snails and dancing geckos.
VI Basilio Fuente A sluagh who knows the faces of the Triad goons very well, since they regularly beat
him up to collect money from him. He knows who, when, and where they are, and is
willing to talk for a dram.

r 194 s
Stone Wings
OCTOBER X H.C., MOUNT GUIGNOL 

Protagonists: Hannah, Malaika, Ira, Icarus Icarus and Hannah showed great courage by risking
Other Characters: - their own lives to save Mont Guignol and their con-
Goal: Finding a cure tribution proved crucial, as the epidemic was not a
natural-occurring disease, and was being deliberately
Working in Fabergé’s study, Malaika had examined spread by an enemy of the state.
several faeries who had lost their wings, but she never
expected to meet a young man with wings so hard and
gray that they looked like stone.
This rare and inexplicable disease quickly spread WHO ARE THE CULPRITS
throughout the Piano and, after consuming the wings I Adepts of the Spider Cult.
of many unfortunate littlings, it dove straight to their
II A ruthless merchant hoping to get rich by
hearts, claiming dozens of victims.
selling the cure for a fortune.
Ira was insisting on bringing the physician back to
the Free Dominions, and felt relieved when Icarus and III A local gang trying to get control of the city.
Hannah came to escort her and Fabergé away from the IIII A scientist envious of Fabergé’s success.
epidemic. But right when the escort arrived, Auguste
fell to the ground with the first symptoms of the ill- V Assassins hired by nobles who oppose
ness. That was enough for the three littlings to join Tristan des Larmes.
Malaika in her search for a cure. VI The Tristarred.

HOW TO TREAT THE DISEASE


I Using a rare mold that only grows in the Inbetweens behind the Piano, next to the nest of some large
spiders.
II Only with a special antidote that is being hidden by the littlings responsible for spreading the illness.
III Fabergé has everything you’d need to create the cure in his study, but someone just robbed him.
IIII With a mixture of pure royal jelly and tarantula egg dust.
V With a transfusion of sluagh blood. Cooperating with the sluagh in Mount Guignol is the only way to
stop the spread of the disease.
VI With distilled hornet venom.

r 195 s
Time to Die
OCTOBER X H.C., VILETIA 

Protagonists: Aidan, Siobhan, Micah, Qamar BASSANIO DI BELMONTE


Other Characters: - Bassanio already has everything anyone could wish
Goal: Catching Bassanio di Belmonte. for, so what does he want? Perhaps something nobody
should ever wish for.
After saving the life of Skullrider Verana of Viletia, Many years before, Bassanio di Belmonte valiantly
Aidan, Siobhan, Micah, and Qamar received such served the Horde in many battles, even fighting side by
a rich show of gratitude that they were practically side with the legendary Don Ramiro Vilar and stand-
forced to stay as her guests of honor for months on ing out for his peerless form. Now that he is getting on
end. During this period, they presided over countless in years, he has decided to retire in Viletia and put his
mundane events, which Aidan invariably spent look- unrivaled experience at the service of new generations.
ing for some unsolved mystery that he could work on, The reason why the Mirandola Academy has become
sometimes going so far that the others often mocked such an exclusive and famous institution is because of
him for his professional fixation. his exhausting training, his charismatic presence, and
not least, his laudable cowardice.
One day, as the group was attending the opening cer-
emony for the academic year at the Fencing Academy As a patrician, Bassanio has a disgusting amount of
of the Mirandola Gulf, Aidan noticed that the lancetta money, and while he is no longer young, he is still
of one of the esteemed fencing teachers sported a dec- strong, almost as handsome as Laio, charming, in-
oration that looked like a centipede coiling around the triguing, and powerful. But he looks at these endless
hilt. This detail kept him awake for several nights, and successes with a burning dissatisfaction. There is no
it took him almost a week to realize where he had seen podium high enough, no finish line distant enough, no
that symbol before: it was on a pendant on the neck conquest great enough to be worthy of being his last.
of the littling who had tried to kill Verana during the Prestige and power are not enough, he wants to keep
Viletia Tournament! climbing among the ranks of society and rise above
To solve this case, Aidan had to sneak into the im- everyone else in the Basement.
penetrable academy and confront more or less directly
one of the most important and highly acclaimed slu- Fueled by this insatiable hunger, Bassanio has set his
agh in the city: Bassanio di Belmonte. But perhaps the sights on becoming a Skullrider by sending Verana,
hardest part of this investigation, was convincing his Dogaressa of Viletia, to an early grave. He will stop at
friends that he had found an actual mystery, this time, nothing in order to reach his prize... After all, he has
and this wasn’t “just another of his baseless theories”, never lost a duel before.
as they often repeated.

r 196 s
Ashes to Ashes
OCTOBER X H.C., CHESTERFIELD BY-THE-FIRE 

Protagonists: Floyd, Earnest, Sienna, Santiago Perhaps it was on this occasion that Santiago and Earnest
Other Characters: - learned about the Tristarred plan to attack Faeriyev with
Goal: Defeating the three Cinder Knights an unstoppable army from the Outhold, because both of
them traveled to the Great Window at full speed.
It didn’t take long for the presence of the Great
Imperial Army and of the Golden Backs in the lands
of the Hearth to cause a general sense of disgruntle-
ment among the citizens, pushing Edward Ashworth THE CINDER KNIGHTS
to open the gates of Cinderhall and send the Cinder
Knights to defend the people’s dignity. “We pledge allegiance to the people of the
While Floyd, Sienna, and Earnest were in Hearth.”
Chesterfield to seal the deal on a pair of mice, some
rebels from the Union began throwing mold and piec- Sir Athelstan is a middle-aged but still very muscu-
es of mushrooms at the officers of the Great Imperial lar boggart, a valiant littling who repeatedly proved
Army, and the situation quickly got out of hand, start- his commitment to the Hearth and the Order. Sir
ing an actual skirmish that also involved three Cinder Sandon, on the other hand, is older, and his surly face
Knights and Santiago, the duelist, who was still fu- is marked by a large mustache as black as coal. He of-
eled by his wish to fight all Faeries, and especially the ten loses patience and rarely pulls his punches or his
Tristarred. key-mace when responding to disrespect. Finally, Sir
Gilford Grey is the youngest of the three, a handsome
But Sir Athelstan Whitefyre, Sir Sandon Blacksoot, young man with long hair who owes his life to master
and Sir Gilford Grey did not have good intentions. Ashworth and, deep within his heart, often doubts that
Quite the opposite, they were cooperating with the they are doing the right thing.
Union and the Tristarred to bring the Great Imperial
Army to its knees, so that Boggarts could claim their While they claim to have the best intentions, and
independence from Faeries and the High Council possibly even believe that they do, the three Knights
would fall. have abandoned the righteous path and have become
When the citizens proved ready to fight side by side dangerous provocateurs. They are willing to side with
with the Knights against the soldiers from the Realm, the evil Tristarred and even put the good littlings of
and the shadow of war seemed larger than ever, it fell the Living Room in jeopardy, just to see Bravespine
on Floyd and the others to find a solution. deposed and Arcadia dethroned.

r 197 s
The Domain Contract
OCTOBER X H.C., GREAT STAIRS 

Protagonists: Gwen, Humphrey, Jemma, Litha ARGO’S RIDDLES


Other Characters: -
I There’s a secret room that can only be
Goal: Learning the truth
opened by pulling out the paperback edi-
tion of “By candlelight” on a bookshelf.
After opening the last portal, Gwen and the others
found themselves in a huge room filled with stack II There’s a smaller astrolabe made of several
after stack of books and manuscripts with no end in concentric circles: one for the Sun, one for
sight. At the center of Argo’s study, there was a huge the Moon, and one each for year, month,
brass Astrolabe that soon turned out to be just another and day. By inputting the date of Argo’s
riddle. Once that puzzle was solved, the floor began disappearance, a secret door opens.
to shake, and a pedestal emerged. Upon it, there was III Some stone tiles with letters etched on
a large book with the title “The Domain Contract”. them are randomly slotted into the desk.
The pages of the book were covered in a multitude They can be rearranged into the words
of formulas that, at least in theory, could control the “Cave Tonitrum” to open a trap door.
House itself. And hidden between the pages, there was
IIII There’s an empty room with nothing but
a hand-written note saying:
tables and desks covered in candles. To pro-
“You asked. The House answers” ceed, littlings must blow out every candle
but one.
But as they were reading these words, Gwen and the
others realized that they had been followed by a large V A wall with several paintings and a closed
group of Tristarred. Regretfully, in the violent battle and blocked door. The paintings represent
that ensued Argo’s precious Diary was destroyed. events from Household History. They must
Perhaps it was in this occasion that Humphrey be placed in chronological order to open the
learned about the Tristarred’s plan to use Argo’s re- door.
search to open all Doors and Windows in the House VI In a room filled with junk, there’s a house-
to clear the path for an invincible army from the hold compass that points in a constantly
Outhold to enter. While this mission had failed, the changing direction. Looking closely at the
attack was still imminent, as the soldiers were clearly lintel of the door, the Characters can find a
ready to crash through the sugar-glass panes of the round hole where they can place the com-
Great Window, so Humphrey and Jemma hurried pass to proceed forward.
there without hesitation.

r 198 s
Attack on the Table
OCTOBER X H.C., DINING HALL 

Protagonists: Yuliya, Dimitri, Tubo, Zehra only goal was spreading chaos and devastation. What
Other Characters: - would go down in history as the Attack on the Table
Goal: Resisting the attack was a strong blow straight at the heart of the Realm,
right beneath the palace of the Tsarina. It was a furi-
Yuliya and Dimitri were escorting a large carriage that ous battle, the first to leave a mark on the untouched
should have taken Zehra, Tubo, and other foreign dig- regions of the Dining Hall, and it lasted a day and a
nitaries from Mont Guignol to Astraviya. After reach- night.
ing the Legs of the Table, the convoy was destroyed
by a cannon ball, and the few survivors were suddenly Perhaps it was on this occasion that Yuliya and Dimitri
surrounded in a large-scale attack. finally understood that the events of the last year were
The Tristarred and some battalions of Freers were all part of a plan to lower the defenses at the heart of
attacking the Table in full force, it looked like their the Realm and make the Table into an easy target.

WHAT HAPPENS DURING THE ATTACK


I Some huge enraged beetles were set free near one of the Chairs between Mont Guignol and Astraviya
(“Beetle” Opponent. Once it’s defeated, roll a numeric die. Even: a new beetle arrives and the combat
resumes from the start).
II Northen Kirkland himself is leading a charge, followed by his best soldiers riding on mouse-back (“Honor
Guards” Opponent with all Optional Traits). Characters who don’t pass a Critical Reaction Roll in
Will + War, become Scared.
III Some Tristarred (“Cuirassiers” Opponent with all Optional Traits) head for the crystal palace of the Royal
University to set it on fire.
IIII The animals from the Zoological Garden are so scared by the explosions that they escape from their
enclosures and spark panic among the population. Among them, there’s a rare specimen of Net Casting
Spider.
V The Soap Bubble station in Lowlight is attacked, the beetles get hurt and some snipers shoot at the
bubbles that are still flying. Only a fairy can save the poor passengers with a Critical Action Roll in Grace.
VI The Golden Backs base is targeted with mortars and the soldiers in the buildings are buried in the rubble.
It will take an Extreme Action Roll in Strength to set them free.

r 199 s
Today, we make
History

r 200 s
Epilogue
the fall of faeriyev
october 21, x h.c.

r 201 s
r 202 s
On October 21st of the year X
H.C., an army of faeries from
the Outhold crashed through
the sugar-glass and conquered
Faeriyev. Only a brave few
fought to the very end.

r 203 s
The Fall of Faeriyev
OCTOBER 21, X H.C. FAERIYEV 

On October 21st of year X H.C, an army of Wild informed about the situation and eager to protect the
Faeries from the Outhold crashed through the sug- borders of the Household.
ar-glass panes of the Great Window and into the Unfortunately, Icarus told them that the Realm
city of Stars, launching a terrible attack against the had no intention of stepping in, because Duke Alexei
Realm. (see also “Epilogue” in Section VIII “Saga” of Puckevich was being held prisoner in his palace, and
Household - Volume I) the invaders threatened to kill him in the event of an
Afterward followed three days and three nights of attack.
violent battles that brought the entire nation to its
knees, ultimately leading to the fall of Faeriyev, the And so, the eight valiant littlings who had shared so
first Fae settlement. many adventures before, bravely decided to take the
situation into their own hands.
Yuliya, Dimitri, and Tubo were among the first to re- Humphrey, Icarus, Santiago, and Earnest would
alize the attack was imminent, and they set off for the draw the attention of the enemy upon themselves and
Window before the troops of the Great Imperial Army make a dent in their ranks with quiet, targeted attacks,
could even begin to organize their next move. While while Yuliya, Jemma, Dimitri, and Tubo would exploit
they were flying toward Faeriyev, the sugar-glass panes the chaos to sneak into the palace and save the Duke.
crashed and the sun was blocked by a multitude of
soldiers, who swarmed the city with ferocity unlike Note: This event is divided into two parallel adventures
anyone had ever seen. that can be played either separately or simultaneously
The littlings from the Outhold had managed to by two groups.
barge in by cooperating with the Tristarred, they wore
long clothes and armor decorated with leaves and an-
imal bones, but unlike what some newspapers would
have you believe, they were not savages: they were a GROUP I
well-trained army. Protagonists: Yuliya, Dimitri, Tubo, Jemma
Goal: Saving the Duke of Faeriyev
Yuliya and Dimitri had both grown up on the beautiful
streets of Faeriyev, and this was the only reason they Yuliya and Jemma had been scarred by the First
could resist for a day and a night, and hold on until Household War in very different ways, but fate had
reinforcements finally arrived. On the night of the already brought them to fight shoulder to shoulder
second day of the siege, they were reached by Jemma, once, in Deepdown, and now they were together again,
Icarus, Humphrey, Earnest, and Santiago, who were all in the first true battle since the High Council was es-

r 204 s
tablished. The boggart held no true sympathy for the times together, and while they couldn’t trust each other
Fairy Folk, but she still recognized the great value of like that anymore, they were still on the same side.
peace, and was willing to sacrifice herself to preserve
that peace. On the other hand, the duelist decided to Icarus had challenged the strong winds of Blackshine,
set aside all her dreams of glory and put her pin at the and showed great resilience in flying all the way to the
service of the good littlings of the House. Great Window because he knew that his place was
Tubo made sure that Zehra was safe before he de- on the battlefield, he had fought too much to see the
cided to completely ignore her orders and set off for Realm fall to an invader. This was also true for Earnest,
the Window. Now he was back fighting side by side who had always stood up against injustice and couldn’t
with Dimitri, who had always preferred life at court just look on while, boggarts or faeries, defenseless ci-
to battle but even he, faced with what was left of his vilians were slaughtered for no reason.
hometown reduced to rubble, felt the need to do his
part. Together, they had to go deep into the noble neigh-
borhood of the city, beyond the overlook, and deal with
Together, the four of them crossed the overlook of the the wild faeries and sentries lying in wait, all in the
City of Stars to make their way to the Duke’s palace hopes that Yuliya and the others could return in time.
and lead the noble to safety, hoping that Humphrey Setting free the Duke of Faeriyev was the only way to
and the others could manage to create space for them. allow the Great Imperial Army to intervene.
Along the way, they had to face an actual army of lit- Their mission was more than difficult, as the invad-
tlings who showed no mercy when setting fire to an ing army came prepared for a long siege and had scat-
entire city. Among their ranks, there was also General tered traps and barricades throughout the city, while
Orion Astralta, a fairy of imperial blood who appeared flying sentries monitored every corner.
to be the leader of the invasion, but later turned out to
be nothing more than a pawn in a larger scheme (Orion
can be faced as either a “Golden Backs” Opponent or
as a Mysterious Challenger with 8 dice and Fight and CONCLUSION:
Strength as his Strong Spots). Nobody knows what actually happened in Faeriyev,
but in the end, the Duke was saved and, one way or
another, he managed to leave the Great Window and
travel to Astraviya. Sadly, this heroic rescue did not
GROUP II lead to the consequences many had hoped for, because
Protagonists: Humphrey, Earnest, Santiago, Icarus the Great Imperial Army never stepped in, and the city
Goal: Creating a diversion to allow the Duke to of Faeriyev was ultimately captured by the enemy. The
escape order to not intervene was given by none other than
Tsarina Arcadia Oberonovna herself, and her reasons
Humphrey had always been a boggart who preferred are still the greatest mystery of my career.
solitude and keeping out of other littlings’ business,
he had never taken anyone else’s side. Still, he ran to Who knows what happened to the valiant littlings
Faeriyev without hesitation, because he had seen his who tried to save the day. Perhaps they remained in
father and brothers return from the First Household Faeriyev and were captured, perhaps they found an im-
War, and he knew very well that when there’s a war it possible way out... perhaps in the end they were van-
becomes everyone’s business. He ended up once again quished. What I know for sure is that they were among
fighting side by side with Santiago, and found the du- the first in the Household to see the face of the littling
elist completely consumed by his thirst for vengeance. leading the Wild Faeries. A famous fairy of imperial
The two of them had been through many difficult blood, who appeared to have returned from the dead.

r 205 s
ANALYTICAL INDEX

Abbott 110 Faruq 81 Oleg Protopopolov 127, 131, 140,


Ace Bucket 114 Ferguson Fole 159, 164, 174 142, 149, 163
Al Sehir 78, 158, 162, 175 Florio 80 Orion Astralta 205
Alexandre Lemiel 29, 102 Franz 107 Paul Paquette 159
Alexei Puckevich 204 Freers 122, 133, 156, 183, 199 Penjara 138
Arcadia Oberonovna, Tsarina 11, 86, Gaspard Paquette 112 Pinewood 132, 143
127, 158, 163, 205 Gaston Lemiel 102 Professor Teampall 70
Argo, the Bureaucrat 70, 123, 132, Glasburg 151, 186 Rhoter Honig 57, 86
139, 147, 170, 181, 191, 198 Great Scale 122, 125, 191, 198 Robert “Rob” Robford 112
Astraviya, Highlight 163 Gustàv 72 Rosevault 159, 164
Astraviya, Lowlight 86, 127, 133, Hans Nadel 126 Rupert Everly 107
142, 157, Hector Lalutte 141 Samaraknid 149
Auguste Fabergé 178, 195 Hugo Pilz 194 Seamus O’Neill 97
Baldwin Bright 156 Jabbar 97 Sheik Ören 27, 61, 158
Balthazar Bashan 172 Jo Röte 194 Sir Athelstan Whitefyre 197
Basement 148, 165 Joya 86 Sir Gilford Grey 197
Bassanio di Belmonte 196 Juliette, aka Ju-jù 72 Sir Sandon Blacksoot 197
Beddingham 134 Jürgen Grau 186 Snow 117
Bismilla, Giant Centipede 127 Kashab Desert 166, 170 Sophiett 97
Bismilla, Marquise 163 Kevin Winterson 151 Spider Cult 140, 151, 158, 162
Blue Rat 110 Kolter Klinge 173, 183, 190, 194 Stairside 110 124, 180, 183, 189
Bookshire 141 La Ruelle 102 Teddy Redman 114
Boris 89 Laio the Handsome 149, 175 Tournoire 178, 188
Brody Jameson 97 Living Room 146 Tristan des Larmes 11, 94, 178
Butrus ibn Lulu 112 Long Hallway 130 Tristarred 11, 76, 101, 132, 140, 147,
Cesàr de la Cuve 94, 134, 156, 167, Luciana Morena 86 151, 178, 179, 181, 186, 197, 198,
171 Ludwig Teelöffel 33, 172 199
Chesterfield by-the-fire 123, 135, 197 Luther 91 Tuberdam 94 139, 150, 167, 171
Cinderhall 154 Luuk de Vries 183 Unter 33, 39, 173, 183, 190, 194,
Clockminster 147, 156 Maria 49, 155 Utu Dasewer 165, 172, 182
Conner 103 Masal 78 Vasily Egorovic Petin 87
Dall Soffer 147 Masuda Al Majdoub 182 Verana of Viletia 187, 196
Deepdown 130, 131, 138 Maximilian Eisengabel 155 Viletia 155, 187, 196
Dining Hall 179, 199 Medjay Order 165, 166 Vitaly Gitara 133
Dogu Durukan 81 Michelle Everly 104 Wallford 70, 174, 181
Don Julio Escalante 140 Mont Guignol 195 Walter L. Rivler 88
Downridge 127, 130, 131 Nadja Antonovna Yegorov 156 Werner Reinhardt 94
Duncan Rox 123, 143, 146 Nicolas 104 Xerxes, The Sunset Devil 154, 170
Edward Ashworth 154, 166 Nil 78 Yule Tree 132, 143
El Paso de Umbral 126, 140 Noam Flanagan 123
Elijah Nerman 97 Norten Kirkland 122, 133, 183
Eston Northcott 135 Oksana Diakovna 164
“The House will always remember two Thunders.
The first of the lightning that snapped Dendronaos,
crashing it against the Great Window
and showing Oberon a path to safety.
The second of the roaring anger that propelled
the forgotten Faeries and carried them
like a wave of death through the sugary panes,
showing Arcadia the path back home.”
But History
continues...

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