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The Nightside
The Nightside
monte Cook
The Nightside
THE NIGHTSIDE
Nightside Truths ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ 12
Fortes ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ 30
Patrons ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ 66
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The Nightside
G
ood and evil. Every vislae knows that even in a
world of angels and demons, terms like “good”
and “evil” are far too simplistic to be of any
real value. Nothing is truly entirely one or the other. We
might want to, for example, label life as “good,” but one
need only spend a few hours under the Green Sun to
see that life and growth can be as deadly and destructive
as anything else. And, of course, cancer is alive, and it
certainly grows. Someone might say that darkness and
light are the proper analogs to evil and good, but even then,
it’s too simple. While the light of the suns is existence, and
the absence of that light is oblivion, it gets dark every night.
The sun must set for its cycle to function.
Remember too that there is much that dwells within
the light of the suns that could hardly be seen as “good.”
No one would ever call the demons of the Red altruistic,
for example. The Actuality embraces nuance, not
dichotomies. THE PATH
So when trying to understand what the Nightside Path Nightside Path,
is, try to divorce yourself from the idea of good and evil. page 36
Vislae sometimes refer all vislae are frighteningly powerful compared to a non),
to non-vislae as “nons.” they need to determine what they will and will not do.
Some will never use magic to harm another. Some will
cause harm or even death, but only in self-defense. Some
will use their spells to murder their foes, but won’t harm
someone’s soul. And so on—every vislae’s proverbial line
might be different.
Vislae walking the Nightside Path draw no such line.
None at all. That doesn’t mean they are insane monsters
doing whatever mad idea comes into their head at any
moment (although there are some . . .). And it certainly
doesn’t mean they’re reckless and have no sense of
self-preservation. But it does mean that if there’s
something they want to accomplish, they will allow no
social mores, no authority figure, and no sense of ethics,
morality, or decorum to prevent them.
And that isn’t to say that those who walk the Nightside
Path are more driven or determined than other vislae,
although sometimes that’s true. There are things that
will prevent such a vislae from moving ahead: physical
reality, their own lack of ability, their own fear, their own
indecision, and so on. But morals, rules, and so forth—
they were created by other people for other people. They
do not apply.
Some take delight in the actions others would never
consider. They actively enjoy breaking laws, harming
others, or exploring the forbidden. Others just see it
as the path toward a greater goal and don’t think of it
as something to be enjoyed any more than they would
consider it something to be avoided.
It’s worth noting that there is no real opposite to
walking the Nightside Path. There is no yang to its yin.
You can technically say that you walk the Path of Suns,
but everyone walks the Path of Suns. In other words,
it’s not a true dichotomy, because you only note the
aberration, not the commonplace. It’s like fire—you don’t
take note of things that aren’t on fire, because that’s just
what you assume things to be. You only take note when
they are on fire. The Nightside is fire.
It’s also worth noting that the Nightside Path is not
associated with one group of vislae over another. It’s not
5
The Nightside
6
Walking the Nightside
7
The Nightside
Obviously, spells, secrets, long-form magic, and so on Skin missing from face
can be learned at any point. The fortes in this book, if Forked tongue
used, make it clear from a character’s genesis that they Extremely long and
thin limbs
intend to walk the Nightside Path.
Snake for a tongue
Also, as with the pool analogy used above, keep in
Spiders for eyes
mind that there’s dark and then there’s dark. Some of
Flesh that lightly
the options and opportunities in this book are here only adheres to surfaces
because they are dangerous, and thus usually forbidden.
Spider legs
These are mainly the abilities that are labeled as
Serpents for fingers
“experimental” and require the Experimental Die. Others
Pustules that ooze toxic
are questionable morally, and an individual player can chemicals
decide how they should or shouldn’t be used. But some Glowing red eyes
of the things in this book are downright awful and will be Footsteps burned into
used only by characters who are themselves awful. It is the ground
important for you and the players to discuss the nature of Foul odors
such things, where they fall on this spectrum, and what it
would mean for a character in the narrative to use them.
These conversations are better to have ahead of time, Experimental Die,
page 15
rather than after the fact.
DESTRUCTION
Destruction isn’t evil. Sometimes you need to tear down
an old building to build a new one. Sometimes you
need to clear away the brush to plant a garden. Nature is
certainly destructive all its own. The Red—not Nightside
Red, but the Red Sun in general—represents destruction
and decay, as that’s a natural part of reality.
Wanton destruction, or destruction for its own sake,
is different. Although a devil might try to convince you
otherwise, such concepts are almost certainly unwelcome
by anyone. Destruction of something that is important,
necessary, beautiful, or valuable in some way, to someone,
is an act that only a Nightside vislae might embrace.
HARM
The world is a dangerous place. Sometimes you have
to fight to survive, and though a fervent pacifist would
disagree, most people would likely say that causing harm
to defend yourself or others is ethically acceptable.
Causing intentional harm for its own sake, or to get
something you want, likely falls into the Nightside.
DECEPTION
Deceit and lies are difficult to justify as ethical. Certainly,
one could make a case for a white lie that is told for a
person’s own good or to spare their feelings, but most
lies are meant to better the situation or reputation of the
liar, usually at the expense of the one being lied to. This
is something most Nightside vislae would not think twice
about doing.
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The Nightside
10
Walking the Nightside
CONTROL
Domination and mind control are almost unquestionably
invasive and “wrong” to the typical person. Enslavement
through force, coercion, or magic is horrific to all but the
most amoral. Enslavement can be physical, but it can also
be emotional or mental. Even some Nightside vislae won’t
resort to magically compelling others.
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The Nightside
NIGHTSIDE TRUTHS
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Nightside Truths
THE DANGER OF
NIGHTSIDE MAGIC
There’s a sigil on the bag that this book comes in. It’s a
protective ward. Why is it there? Because some magic
associated with the Nightside is demonstrably dangerous,
often in insidious ways.
Although this is a book of rules for a game, there are
no game mechanics for some of the dangers from dark
magic. There are no “evil points” a character gains for
using corrupted or malevolent magic. It’s all meant
to be narrative. And as will be pointed out in the book
Appendix: Nightside numerous times, plenty of the magic in the Black Cube
Practices From Other falls into the Nightside category, so if you’re going to deal
Products, page 187
with the effects and dangers of Nightside magic found
here, you should do it when characters use those practices
as well.
SPIRITUAL EFFECTS
First and foremost, Nightside magic might begin to
corrupt and rot someone’s spirit. It won’t destroy them,
but it might affect them. Given enough dark magic, they
could be changed into something no longer truly human,
Orgose, page 176 but that’s the extreme end (the character Orgose is an
example of such a being).
To determine this effect on someone’s spirit, you’ve no
need to look farther than their heart and secret soul. The
dark magic seeps into both heart and soul, and—over
time—might have effects based on the character’s literal
heart and soul.
The following are narrative effects based on heart and
soul. Keep in mind that many of these are personality
changes and should be worked out with the player, not
forced on the player.
THE KEY
Heart, page 64 Heart
Galant: The vislae becomes arrogant and domineering.
Stoic: The vislae’s body becomes slow and lumbering.
Empath: The vislae cannot help but share the emotions
of those around them.
Ardent: The vislae becomes temperamental and
vindictive.
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The Nightside
Soul
THE KEY
The Silver Star: The vislae becomes a misanthrope. Soul, page 138
The Watcher: The vislae loses all desire to take action
themselves, and wants only to watch.
The Child: The vislae becomes utterly irresponsible and
difficult to reason with.
The Lady: The vislae becomes capricious and almost
manic-depressive.
The Flame: The vislae’s body literally begins to look like
it has been burned and scarred.
The Doctor: The vislae becomes cold and calculating to
the point of losing their emotions entirely.
The Old Man: The vislae’s body ages at a greatly
accelerated rate.
The Eye: The vislae becomes so obsessed with
experiences that they are reckless and take great risks.
The Blade: The vislae becomes obsessed with violence to
themselves and others.
The Abyss: The vislae begins to disappear for longer and
longer periods of time, visiting a faraway realm alone,
exploring and learning terrible things.
The Hammer: The vislae becomes destructive,
temperamental, and violent.
The Whisper: The vislae becomes secretive and enjoys
tempting others with evil just to see what they’ll do.
The Dancer: The vislae becomes flamboyant, showy, and
vain.
PHYSICAL EFFECTS
Although some of the narrative changes discussed
above are physical, it’s also reasonable that dark magic
might have nothing to do with heart or soul, but instead
simply produce measurable physical effects. Such effects
might be cosmetic, making a vislae look more and more
demonic, evil, or dark in some fashion (this might be
intentional or unintentional). Others might be debilitating,
such as putting vex or even scourges in Certes pools.
However, if such mechanical changes come into play,
the vislae should gain something in return—a dark but
beneficial change, such as more Sorcery that can be used
only for Nightside magic, for example.
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Nightside Truths
EXPERIMENTAL MAGIC
Some magic is not fully defined and is more likely to go astray.
Vislae haven’t yet hammered out all the kinks, or maybe
THE WAY
the magic is inherently unstable and will always be risky.
Flux, page 13 This instability or risk is reflected in flux, and the
increased chance for flux with experimental magic is
represented in the requirement of the Experimental Die.
The Experimental Die is included with this product. It
looks just like a normal Invisible Sun die except that it has
nine blank faces. The only face with a symbol indicates
flux. This means that it never contributes to successes,
only to flux. Rolling flux on the Experimental Die is just
like rolling it on any other magical die, and using the die
means that it increases the chance for greater flux.
15
The Nightside
MIRRORS
We all know that mirrors are dangerous. They’re a
magical virus infecting our reality. If they end up
reflecting everything, the collected reflection will become
the real world, and we’ll become the reflection. So using
mirrors for magical purposes is risky—it’s playing
with fire, so to speak. A few spells and incantations use
mirrors (such as The Mirror Displays My Gift), but they The Mirror Displays
are rare. Of course, mirrors are closely related to those My Gift, see the Black
Cube Incantations deck
with the Stoic heart, but even they are wary of mixing
magic and mirrors.
Sometimes, however, vislae embrace the danger of
mirrors. Rather than avoid them—or better yet, smash
them—they do something called “mirror gazing.” While
that sounds harmless, if perhaps narcissistic, vislae
mirror gazing involves staring into a mirror for hours,
sometimes days. The goal is to see something in the
mirror that’s not in the real world. It might be a brief
glimpse of a bird flying by a window. A dresser drawer
open just slightly more than it should be. A mole on
someone’s face not quite in the right place. Whatever the
discrepancy, it’s always extremely hard to notice and almost
always brief. If it is noticed, it absolutely and immediately
corrects itself.
Are these discrepancies a sign that the reflection is
no such thing, but instead an alternate reality? Does it
prove that there is some kind of intentional deception
going on? Everyone who knows about the concept (which
is rare) has their own theory, but mirror gazers always
note that the reason for the discrepancies is irrelevant
to their value. Once they have been observed, anyone
who knows the secret of mirror gazing can use them for
their own ends. Somehow, noting the difference between
reality and reflection gives the vislae a brief insight into
a way to change reality in a small fashion. The secret of Mirror gazing secret,
mirror gazing gives them the ability to cast an incantation page 125
THE PATH
DEALING WITH DEMONS
Demons, page 24 A willingness to interact, trade, and consort with demons
is part and parcel of walking the Nightside Path.
Angels and many other spirits interact with mortals
(particularly vislae, and particularly Goetics) because of
ancient pacts, altruism, obligation, and so on. But demons
do it because they see a potential for personal benefit.
Both GMs and players should always keep that in
mind. A demon will always act in its best interest unless
truly compelled to do otherwise. Devils (more intelligent
demons) are devious and crafty. They’re not just smart—
being deceitful and conniving is in their very nature.
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The Nightside
GOOD DEMONS
It sounds oxymoronic, and perhaps it is, but there are
vislae—particularly vislae walking the Nightside Path—
who claim that demons are not inherently evil. They
believe that many demons, while not overly altruistic, are
not truly evil. That they merely live their lives and do what
they must to survive.
These vislae believe that they can summon and work
with such demons without risk of betrayal, and that it is
no different than working with other spiritual beings.
This flies in the face of the idea that demons are
personifications of destruction (Red) or utter annihilation
(Dark). The conventional understanding is that they are
irredeemably corrupt and malevolent, existing only to
destroy, tempt, pervert, and kill.
DEMONIC CONTRACTORS
It sounds almost comically colloquial to use a phrase Demons hate building,
like “demonic contractor,” but in truth every colloquy is as they’d rather destroy,
but you can force a
a verbal contract, and thus every demon conjured and demon to do anything
used by a Goetic (or another summoner) is a demonic with the right colloquy.
contractor. Use of the phrase, however, encourages Building, repairing, or
cleaning might simply
a vislae to think more broadly about the entities they
be a higher challenge.
summon and ways to use them. Demonic guardians,
spies, teachers, workers, builders, cleaners, and more are
possible for vislae with the ability to summon entities and
force (or coerce or bribe) them into service.
While demon guardians or warriors are fairly obvious,
vislae (particularly powerful Goetics) have been known to
summon and employ:
✦ Demonic builders
✦ Demonic ditch-diggers
✦ Demonic farmhands
✦ Demonic porters
✦ Demonic chauffeurs
✦ Diabolical writers
✦ Diabolical editors
✦ Demonic masseuses
✦ Demonic valets
✦ Demonic housekeepers
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Nightside Truths
✦ Diabolical architects
✦ Diabolical accountants
✦ Diabolic nannies
✦ Demonic animal tenders/herders
✦ Demonic gardeners
✦ Demonic prostitutes
DEMONIC TUTORS
Demonic tutors are a type of contractor, but worthy of
their own discussion. Should a vislae be able to conjure
a demon for a long-enough period, a demonic tutor can
teach a spell, a secret, or another practice. In this case,
the demon must be at least the same level as the practice,
must possess or be able to find the information needed
to teach, and must have the time to conduct the tutelage.
Thus, to teach a level 5 secret, the demon must be level 5
or higher, and the details of the secret must be accessible
to them somehow. In addition, the conjurer needs to use a
summoning that allows the demon to perform the entire
task (including the time needed to obtain the knowledge).
In the case of a level 5 secret, that would be a minimum
of fifteen days, which would—for example—likely require
the work of a 4th-degree Goetic to get an entity for that
long.
Demonic tutors can also teach skills, but as skills
usually take even longer to learn, the summoner likely
must be even more powerful.
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The Nightside
demons that are near each other and use it to bind them Connect the Strands,
together with even greater strength. Those who know page 116
the secret of these interactions—called reticula, or more Draw the Cord, page
rarely convergences—use 120
GMing DEMONS
THE PATH Demons make excellent villains. They are irredeemably
Zero, page 102 evil. (Are they? Perhaps we should ask Zero . . .) They are
powerful and motivated. They are scheming, violent, crafty,
stupid, stealthy, and overt. Everything you would want out
of any kind of villain.
That said, you might consider thinking about demons as a
little more than personifications of evil. They have their own
individual personalities, quirks, and motivations. A marquis
ruling over an army of its kind is very different than a brute
with nothing more on its mind than breaking things.
It’s possible for mortals to develop relationships with
demons. (Ask almost any Goetic.) As long as the mortal
presents and provides some kind of value to the demon—
as long as there is something in it for the demon—the savvy
fiend won’t just tear the mortal’s head off to watch the gore.
That’s the basis for the contracts that demons and mortal
conjurers make. It’s the idea behind the ancient pacts that
Goetics (and others) can use to convince demons to do
what they wish.
It may even be possible for a demon to, over time,
develop real affection for a mortal. A worthwhile and loyal
companion or partner who makes for pleasant company
might actually become a friend. But that’s a far trickier
notion than making friends with a person, and a goal that
could quickly lead to a mortal’s utter doom.
These are all exceptional circumstances, of course. Most
demons will just tear a mortal’s head off to watch the gore
and think nothing of it. Demons have no conscience and
no soul. That’s their defining characteristic, in fact. Lying
to mortals, tricking mortals, and tempting mortals: these
things are part of their needs and desires as surely as a
person needs to breathe or eat.
A Goetic who summons demons isn’t necessarily a
Nightside vislae. Some vislae look at demons as mystical
tools (dangerous ones, most likely) to be used like an object
of power or a wall of magical fire. To such a vislae, a demon
is just a conjured helper that no one will shed a tear over
should a terrible fate befall them. Ironically, it’s only (some)
Nightside vislae who get attached to summoned demons
and feel regret. Still others, of course, likely swing that
pendulum entirely in the other direction and summon
demons only to abuse them.
The takeaway from all of this is that demons, demonic
summoning, demonic opponents, and demonic servants
can be used in a variety of ways in your narrative, as befits
the story. 21
The Nightside
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Nightside Truths
COMBINED PRACTICES
Sometimes, experimentation by those willing to accept
no boundaries reveals truths that can be accessed and
used by anyone. Combined practices is such a discovery.
Daring vislae have learned that it is possible to mix the
magical effects of different practices to create a new effect.
But as is true of so much of the Nightside Path, doing
so sometimes comes with risk. There is a greater chance
of flux (and greater flux) due to the inclusion of the
Experimental Die. There is also a chance that the effect
won’t be what is desired but something else, particularly if
the different effects have not been combined before. The
time it takes to perform a combined practice is the sum of
There is a Hate Cyst all the practices involved, even though they are technically
in Satyrine that lies all cast or activated simultaneously.
behind a metal door
the exact color of old,
Although using a combined practice always requires the
yellowed paper. People vislae to roll the Experimental Die, there is only one roll
have reported hearing involved in the combined practice. Sorcery costs from all
babies crying from
the practices involved must be paid.
behind the door.
Some combined practices involve very similar effects.
Sometimes the two effects have no apparent connection
at all, at least at first. Vislae will have to try different
combinations. That’s why it’s called experimentation.
However, when creating a combined practice, the vislae
should always have a general idea of what they hope the
end result to be. Blind experimentation—“let’s just see
what happens”—almost never works.
Sometimes when a vislae experiments with a
new practice, it should not work, regardless of die
rolls, intentions, or anything else. It wouldn’t be
experimentation if it always succeeded. The GM should
adjudicate whether the attempt works. Further attempts at
the same combined practice will produce the same failure
result.
Failed attempts do not cost Acumen. (The Acumen cost
is paid when it has been confirmed that the combined
practice works.) This is different from a flux result, even
with the Experimental Die. Flux does not mean failure.
That said, when a combined practice does not work, there
is usually at least minor flux, regardless of the die roll.
23
The Nightside
THE WAY
GAIN AUDIENCE Evil Eye, page 27
Practices: Beseech + Pathwalker
Beseech, page 31
Effect: The vislae travels to wherever the entity in question
is located to make their request in person. Most
entities find this more respectful (but a few find it Pathwalker: Black
more intrusive). Cube Spell Deck
24
Nightside Truths
THE WAY
TRUE REGRET
Exculpation, page 35 Practices: Exculpation + Deliration
Effect: The practitioner’s show of regret is so sincere and
Even beyond the intense that the entity involved not only forgives the
Kaleidoscope Void, transgression, but grants them a boon as well, such as
there are rumors of a
place called The Other an ephemera object or the removal of a curse.
Shore. These stories
suggest that if the void
is a metaphorical sea
and the Actuality is on THE KALEIDOSCOPE VOID
its shore, there must be Mentioned in harsh terms throughout all the wrong
another shore on the parts of Fartown, the mysterious Kaleidoscope Void is
opposite side. A world
of suns and magic? supposedly a realm where the light of all the suns comes
Something else? If there together. Metaphysically, it is the opposite of the Dark—
are any who claim to which is also called a void—but it is perhaps just as
know, they are probably
liars. A mysterious dangerous. A place where all the colors of the suns mix,
being called the Girl swirl, congeal, and tear themselves apart, it is a realm of
From the Other Shore madness.
reportedly wandered
Satyrine for a while, There may, however, be ways for a vislae to protect
but her nature and themselves and survive this insane place. Certainly some
current whereabouts are claim to have done so. A few revere entities that might
unknown.
dwell there with names like the Mother of Senseless
Kaleidoscope Void, Things, the Seething Madness, and the Omnipresent
see the Black Cube Eye. Perhaps these entities have secrets or spells to teach.
Spell Deck
Perhaps they offer patronage. Perhaps they will destroy
any mortal that comes close. Such are the dangers of
THE WAY these kinds of endeavors.
Reach Into Chaos,
page 37
25
The Nightside
26
Nightside Truths
CURSES
Certain spells have the Curse facet, indicating that they
are foul, insidious praxis that debilitate or hinder and
are hard to remove. But those spells are by no means
a complete accounting of every curse available. The
THE KEY
following is a list of possible curse effects by level. This is
Death curse, page 140 of particular interest to vislae who want to use their death
curse ability.
LEVEL 1
✦ Small personal object is damaged
✦ –1 on next attack
✦ –1 on next spell
LEVEL 2
✦ Small personal object disappears forever
spoken
✦ Illusory lettering reading “Guilty” appears above head
LEVEL 3
✦ Filled with fear and anxiety
✦ Rendered deaf
they sleep
✦ Illusory lettering reading “Lying” appears above head
✦ –1 on perception tasks
✦ –1 on spellcasting
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The Nightside
LEVEL 4
✦ Attacks a close friend at the soonest opportunity (once)
✦ Clothes vanish
LEVEL 5
✦ Magical object vanishes forever
LEVEL 7
✦ Personality shifts to be angry, abusive, and violent
world
✦ Turns into a slug
LEVEL 8
✦ Loses all tangibility and ability to affect the material
world
✦ –3 on all actions
zero (flux)
LEVEL 9
✦ Bound to a demonic lord, forced to do as they command
28
Nightside Truths
LEVEL 10
✦ Frozen forever in stasis
LEVEL 11
✦ Suffers double damage from all attacks
LEVEL 12
✦ Sent back to own birth to relive life
LEVEL 13
✦ Loses all spellcasting ability
LEVEL 14
✦ Never born
LEVEL 15
✦ Entire family dies suddenly
LEVEL 17
✦ Entire family line
retroactively erased
29
The Nightside
FORTES
Forte reflects a talent or focus that is unique to the For more on using forte
character. It’s both what you do best and what you can do abilities, see The Key,
page 72.
that most people can’t (or, at least, not the way you do it).
No two vislae in a narrative should share the same forte.
30
Fortes
FORTE DESCRIPTIONS
Every time you gain a Each forte has a number of categories that define it.
new forte ability, you Background: Forte usually contributes to the backstory
permanently increase
one of your stats by 2
of the character, or at least raises questions the player
points (or two of your should answer about their past.
stats by 1 point each). Appearance: Forte often dictates or suggests clothing or
even the physical appearance of a vislae.
Character Arcs: Forte might suggest character arcs
appropriate for the character.
THE KEY
Path to Joy: A few suggestions for things that might
Joy, page 203 earn the character Joy. This is not meant to be a limiting
list, but rather thought-starters to give players and GMs
Despair, page 204
ideas. Most of these suggestions can be used just one
time each.
Path to Despair: A few things that might happen that
would give the character Despair. This is not meant to be
a limiting list, but rather suggestions to give players and
GMs ideas. Most of these suggestions can be used just
one time each.
Forte Abilities: Forte abilities, unless stated otherwise,
cost Sorcery to use, equal to the level of the effect.
You can always spend points from your Sorcery pool to
THE WAY increase the level of effect of an ability you possess on a
Divine Ability secret, one-for-one basis, to a maximum of level 10, unless you
page 87
know the Divine Ability secret.
Color: Each forte ability is associated with a particular
THE KEY
sun. The color of the associated sun is important for
Sooth Deck, page 23 Sooth card effects and occasionally for other effects.
FORTE PAGE
Embraces Nothing 32
Foments Dissension 38
Heralds Plagues 44
Molds Flesh Like Clay 50
Renounces the Light 56
Wallows in Despair 62
31
The Nightside
EMBRACES NOTHING
People don’t understand the difference between rejecting
everything and embracing nothing. I embrace nothing. As
in emptiness. As in the true void. As in the Dark.
Now, the Dark has a bad reputation, and perhaps
for good reason. The common conception of the Dark
and those who ally with it is that they want to destroy
everything. And while that is true, consider for a moment
the idea that the world is already nothing. Existence is a
lie. You cannot destroy that which was never there. You
can’t kill that which was never alive.
I believe—we believe—that existence is a lie. We are
nihilists, and we accept the difficult truth that everything
is nothing, and nothing has meaning. Many talk of the lie
of Shadow, and rejecting it, and escaping it. We believe
that this is commendable, but it doesn’t go far enough.
People have an inherent need for there to be “something,”
so those who escape Shadow simply trade one lie for a
larger lie. It’s all Shadow.
Background: I need to know the circumstances that led
me to learn the truth about existence. Why do I believe
what I do? Why are my beliefs so strong that I can use
them to alter reality?
Appearance: Appearance, like everything else, doesn’t
matter. It has no meaning. I am likely drawn to an
absence of color, wearing all white or all black. Maybe
eventually I can render some part of me permanently
invisible.
Character Arcs: The following character arc ideas are
particularly appropriate for those who embrace nothing:
✦ Destroy something or someone that has some
THE KEY
significance in my life. (Revenge.) Revenge, page 176
✦ Destroy something significant that I have created.
Redemption,
(Redemption.) page 175
✦ Teach someone the ways of nothing. (Instruction.)
Path to Joy: The following events may bring me Joy. Instruction, page 171
✦ Utterly destroy something or someone extremely
significant.
✦ Learn a new spell or other practice of a higher
something of significance.
Forte Abilities: I have access to the following abilities,
as long as I start with the first one and then select more,
following the path indicated and spending Crux to do so.
DIMINISH
Level: 3
Embracing nothing, I become difficult to sense in any
fashion, whether by sight, sound, or even spells. I
gain +2 to any stealth action and to any defense action
against spells that would locate me or reveal my
existence.
Depletion: 0–4 (check each hour)
Color: Grey
33
The Nightside
ANOMIE
Level: 5 (+1 die)
There is no morality—it is as much a deception as the
material world. I help someone I touch understand
that by erasing their sense of morality and ethics. They
act without inhibition, without strictures, and with no
fear of judgment, legal or otherwise. This change may
not manifest in action immediately, depending on the
individual and the circumstance, but it will within an
hour, at most.
Depletion: 0 (check each hour)
Color: Blue
MAGIC IS NOTHING
Level: 7
Magic, like everything else, doesn’t truly exist. If someone
uses a magical ability on me against my will, I simply
reject it. The next unwanted spell or other practice of a
level lower than this ability that is cast with me as the
sole target does not affect me.
Color: Invisible
34
Fortes
DARK ALLY
Level: 8
A level 4 demon of the Dark appears and works with me
as an ally in whatever I am doing (unless the action
fundamentally goes against its ethos). It more or less
acts as I wish.
Depletion: Ends automatically when the sun next rises
✦ Steel
✦ Gold
✦ Stone
✦ Soil
✦ Wood
✦ Water
✦ Glass
✦ Fire
✦ Cold
✦ Lightning
✦ Leather
✦ Poison
✦ Disease
35
The Nightside
36
Fortes
EMBRACES NOTHING
37
The Nightside
FOMENTS DISSENSION
I don’t hate people.
In fact, I find them incredibly fascinating.
All the dances we do around each other to keep
ourselves safe. The white lies. The subtle shifts of the
face and feature. The complex social contracts that we all
participate in at parties, jobs, trysts. The thin, pale walls
of skin and falsities that protect us from each other’s true
selves.
I will tear down those walls. Rip the contracts to shreds.
Smash the white lies into shards of sharp black truths.
Press the black truths together into whispering lies.
Whatever your darkest fears, your deepest worries, even
the doubts you didn’t know you had . . . I will discover
them.
Even the things you swear to be truth—the progress of
time, the ground you stand on, your mother’s love, the
hue of your skin . . . do you know? Do you really? What if
I whisper something in your ear, a whisper that feels so
true and right that you can’t help but wonder and doubt?
Background: Perhaps in Shadow I worked as some sort
of therapist, con artist, cult leader, or mentalist, or I fell
under the sway of such a person. Perhaps I was born this
way.
Appearance: I likely alter my appearance to make the
greatest impact upon those with whom I plan to interact.
This can be as simple as managing my microexpressions
or as grand as several trips to the changeries, a closet
filled with fashion, and various alterations of my form via
magic.
Character Arcs: The following character arc ideas are
particularly appropriate for those who foment dissension:
THE KEY
✦ Fomenting dissension between those who have Revenge, page 176
harmed me is an elegant and powerful way to get
Learn, page 172
even. (Revenge.)
✦ Becoming a master manipulator is a long-term goal.
Master a Skill,
(Learn, Master a Skill.) page 172
✦ In the process of fomenting dissension, I
Fall From Grace,
inadvertently destroy or lose something or someone page 170
that I deeply care for. (Fall From Grace.)
38
Fortes
people.
✦ Creating dissension and discord between people who
SENSE EMOTIONS
Level: 2 (+1 die)
I know the true emotional state of someone I touch and
gain an inkling as to its cause.
Color: Blue
CONVINCING VOICE
Level: 4 (no cost)
I gain +2 to all attempts to verbally convince someone of
something that is not true.
Color: Grey
39
The Nightside
BELIEF AS POWER
Level: 5 (+1 die)
When I tell someone a lie about themselves, if they
believe it, it takes on a certain level of reality. For
example, some lies I can tell might include:
✦ “You’re fine.” Effect: Target heals 2 Injuries.
Physicality.
✦ “You’re so smart.” Effect: Target gains 3 bene to
Intellect.
✦ “You’re so tired.” Effect: Target gains 3 vex to
Physicality.
✦ “You’re hurt.” Effect: Target suffers 2 points of
damage.
✦ “You can’t see.” Effect: Target is blind (depletion: 0
No single being can believe more than one such lie about
themselves at one time.
Color: Grey
LEND AN EAR
Level: 5 (+1 die)
I convince someone to reveal a secret or other information
to me, even when they are reluctant to do so. For a
brief moment, I essentially control their mind and
they tell me what I want to know.
Color: Blue
40
Fortes
TRUE FALSEHOODS
Level: 7 (+1 die)
I tell someone a lie and they believe it to be true. If it is
easily disproven, such as “It’s raining” or “Your legs
are missing,” the lie very likely persists for only one
round. A clever, insidious lie, such as “Your husband
doesn’t love you anymore,” can last far, far longer.
Perhaps forever.
Depletion: Lasts until the lie is disproven
Color: Grey
41
The Nightside
SPREADING LIES
Level: 8 (+1 die)
I tell a lie to one person. Although this ability gives me
no special power to tell the lie effectively, if the lie
is believed, the person is compelled to tell someone
else (other than me) as soon as possible. Likewise, if
that person believes the lie, they also are compelled.
And so on. An easily believed lie can quickly spread
through an entire community in this way.
Spreading Lies and True Falsehoods can be used together,
but only the first person—the one I speak to—is
compelled to believe.
Color: Grey
MASS HALLUCINATION
Level: 9 (+2 dice)
I speak to a crowd of people and tell them a lie, which
they then all believe. If the lie is easily disproven, such
as “You’re all now blind,” it very likely lasts for only
one round. A lie such as “The building is on fire” (and
the ensuing panic) might persist for quite some time.
An insidious lie like “The Hadras family is cursed”
might persist indefinitely, and might even spread to
future generations.
Color: Grey
GLEAN SECRET
Level: 10
I lie to reality itself and convince it to give up one of its
secrets for a time. I choose one character secret of level
6 or below and gain access to the abilities it confers.
Once it’s gone, however, I remember nothing of it.
Depletion: Ends automatically when the sun next sets
Color: Indigo
42
Fortes
FOMENTS DISSENSION
Sense Emotions
Right Word,
Convincing Voice
Right Ear
Mass
Spreading Lies
Hallucination
Glean Secret
43
The Nightside
HERALDS PLAGUES
“For I have reached inside the bodies of my fellow man and
what I found there was glorious, an entity complex beyond
our understanding, a weapon so finely honed it has only
one use: to beautifully and perfectly destroy everything it
touches. My job, my one job in this world, is to spread its
glory and perfection.”
—Bengta Mihalis, harbinger of maladies
THE KEY
disease that impacts a large group or community, or
Creation, page 167 the whole world. (Creation.)
✦ There are many great diseases hidden in the wild,
Explore, page 170
untamed places of the world, and I wish to discover
Romance, page 176 them all. (Explore.)
✦ I would like to find someone to share my life with,
METASTASIZE
Level: 2 (+1 die)
I give someone 3 vex in any pool I choose, infecting them
with a minor virus. If the person is already affected by
a disease, I can instead make that disease twice as bad
(if applicable).
Color: Red
45
The Nightside
IMMUNITY
Level: 3
I am immune to diseases of any kind. Further, I can give
anyone I touch a +2 bonus to all Withstand defense
rolls against disease.
Depletion: Ends automatically when the sun next rises
Color: Invisible
MURRAIN
Level: 3 (+1 die)
I briefly infect someone I touch with a flesh-eating
disease that inflicts damage equal to the level of this
ability.
Color: Red
MATERIAL CORRUPTION
Level: 5 (+1 die)
I give a disease to an inanimate object I touch. If it is
level 5 or less and small enough for me to lift with
one hand, it decays and crumbles immediately. If it
is higher level or larger than that but still fits within a
small area, it is weakened and its level decreases by 3.
An item reduced to level 0 crumbles to dust. Objects
larger than a small area can be affected, but only a
portion of them (so I could weaken a section of a wall).
Color: Red
46
Fortes
SORCEROUS PESTILENCE
Level: 7 (+1 die)
I infect a creature I touch with a disease. I can choose one
effect, and it will occur immediately:
✦ Physical malady: They suffer 2 Wounds; afterward,
DISEASED WHISPERS
THE WAY
Level: 7
Divinations and I speak with the diseases around me and learn
Information- information about anyone infected with any kind of
Gathering Magic,
page 17
virus within 1 mile (1.5 km). Essentially, I can ask
the virus(es) about one topic of my choosing, and if
someone infected would know the answer, they can
relate it to me.
Color: Indigo
HARBINGERS
Level: 8
I conjure six level 3 creatures that give anyone and
everyone they touch a disease. I do not control them,
instead watching as they gleefully race about, touching
as many people as they can. (I am not exempt from
this, so if I’m wise, I’ve used the Immunity ability
ahead of time.) Those they touch become sick (gaining
1 scourge in all pools, or –1 to all actions if an NPC)
and in the following days become bedridden for at
least a week.
Depletion: 0–5 (check each hour)
Color: Pale
47
The Nightside
I AM THE PLAGUE
Level: 9 (+2 dice)
I become a cloud of tiny viral organisms and cannot be
affected by most physical attacks, although I am still
subject to magic. I can move about and slip through
the tiniest of cracks. As an action, I can attempt to give
someone an instant malady that inflicts 1 Wound.
Depletion: Ends automatically when the sun next sets
Color: Gold
PLAGUEBEAST
Level: 10
I summon a level 6 demon that brings plague to all
near it. It wanders about, spreading pestilence. (I am
not exempt from this, so if I’m wise, I’ve used the
Immunity ability ahead of time.) Those infected are
immediately sickened (gaining 1 scourge in all pools,
or –1 to all actions if an NPC)
and in the following
days become bedridden.
Those who fail a second
defense roll eventually die
after many weeks. Those
who succeed eventually
recover.
Depletion: 0–1 (check each
hour)
Color: Pale
48
Fortes
HERALDS PLAGUES
Metastasize
Immunity Murrain
Sorcerous
Diseased Whispers
Pestilence
Plaguebeast
49
The Nightside
and their own bodies are their most readily available THE KEY
canvas. (Transformation.) Transformation,
✦ People and creatures are unfinished works in page 178
50
Fortes
THE KEY
a creature into its most perfect self, whatever that
Finish a Great Work, might be? (Finish a Great Work.)
page 170 ✦ As an artist, proving my talent and being lauded for
Establishment,
what I make is an important driver. (Establishment.)
page 169 Path to Joy: The following events may bring me Joy.
✦ Shaping the flesh of a creature of a higher level than I
BONE WEAPONRY
Level: 2 (+1 die)
A large section of hardened bone protrudes from my body
or the body of someone I touch, inflicting 2 points of
damage. The bone can then be used as a hand-to-hand
level 3 weapon that inflicts 4 points of damage.
Depletion: Ends automatically at the end of the next
combat encounter
Color: Red
GREATER OR LESSER
Level: 3 (+1 die)
I modify a creature so that it is better or worse, physically.
One Certes pool gains 3 bene or 3 vex (or, in the case
of an NPC, a related set of actions gains a +1 bonus or
–1 penalty).
Color: Green
51
The Nightside
BLOODY BURST
Level: 3 (+1 die)
A part of a close creature bursts open from the inside, and
the creature suffers damage equal to the level of this
ability.
Color: Red
SEALED SHUT
Level: 4 (+1 die)
A nearby creature has their eyes, ears, nose, or mouth (my
choice) sealed shut. This blinds them, deafens them,
takes away their sense of smell, or prevents speech
and eating, respectively. I can make only one such
change on a creature at a time. Bar Zero offers a drink
Depletion: 0–3 (check each hour) that tastes like soap to
anyone other than those
Color: Gold who have a current deal
with a devil in progress,
SHIELDING THE BODY in which case it is
darkly delicious. It is
Level: 5 (+1 die)
called the Devil’s Due.
If a nearby target has natural armor thanks to a carapace,
tough skin, or some other protective quality of their
flesh, I can reduce its effectiveness by 2 (–2 Armor).
Conversely, if someone gains no such protection from
their own flesh, I can harden it into protective plates,
granting +2 Armor.
Depletion: Ends automatically when the sun next rises
Color: Gold
HEMOKINESIS
Level: 6 (+1 die)
I can move blood where I wish it simply by willing it
so. Each time I use this ability, I choose one of the
following effects:
✦ I manipulate the blood inside a nearby creature,
52
Fortes
CAGE OF BONES
Level: 7 (+1 die)
A nearby creature’s bones grow and strengthen until they
burst from their own body, inflicting 1 Wound. The
bones wrap around the creature and form a tight cage
that prohibits movement. Breaking the bone cage is
possible (challenge 6), but doing so inflicts another
Wound on the trapped creature.
Depletion: 0 (check each round)
Color: Green
FLOWING FLESH
Level: 8
A willing creature I touch takes on the appearance and
general form of another creature I am familiar with,
as long as they are generally the same size (a person
can be made to look like another person or a creature
as large as a horse or as small as a cat). The creature
gains the basic attributes of the new form—a fish can
swim and breathe water—but nothing beyond that.
This grants a +3 bonus to disguise attempts to
impersonate a specific individual.
Depletion: Ends automatically when the sun next rises
Color: Gold
53
The Nightside
TWISTED LIMBS
Level: 8 (+1 die)
I do whatever I want with the limbs of a creature—tie
them in knots, elongate them, cause them to fall
off, or move them as though I were puppeteering a
marionette. I can even give the creature additional (but
mostly useless and hindering) limbs. Although the
changes I make can be beneficial, granting a bonus of
+3 to a related action, the creature suffers 2 Wounds
from the manipulations regardless. My control lasts
until the effect depletes, but the changes last until the
sun next sets.
Depletion: 0 (check each round)
Color: Green
REPURPOSED FLESH
Level: 10 (+2 dice)
Flesh and bone are truly my playthings. I can transform
a creature (or a corpse) into almost anything I wish,
as long as it can fit into a small area. I could turn a
person into a bird, a wall, or even an automobile.
Whatever I change them into, the form still has the
appearance of something organic and alive, which
likely ends up making most inanimate objects appear
disquieting, to say the least. Unless the final form is
viable (a living, functioning creature, not a table or
a coat), the creature dies after a few days. Even if the
form is viable, the creature suffers 2 Wounds from the
transformation.
Color: Gold
54
Fortes
Bone Weaponry
Repurposed Flesh
55
The Nightside
56
Fortes
the darkness.
Path to Despair: The following events may cause me
Despair.
✦ Spending a great deal of time in direct sunlight
MY OWN BLOOD
Level: 1
If I cut myself, inflicting damage at least equal to the level
of this ability, the next spell I cast that inflicts damage
will inflict additional damage equal to what I just
inflicted on myself.
Color: Red
RAZORS OF HEAVEN
Level: 3 (+1 die)
Bloody angel feathers fall around a nearby target, cutting
them like razors. They suffer damage equal to the level
of this ability.
Color: Red
57
The Nightside
BLOODY HALO
Level: 5
One portion of my body appears to have been dipped into
fresh blood. I gain benefits based on the portion that I
choose when I activate this ability:
✦ Hand: My hand and forearm glisten red with blood,
+2 to all defenses.
✦ Feet: My feet and lower legs are covered in blood, and
58
Fortes
WOMB OF DARKNESS
Level: 7
I cocoon myself in dark energies. I can remain inside the
darkness for as long as I choose, and although I can
The demons of the breathe within it, I still need to eat and drink, and I
Red under Marquis cannot do so while I am inside. While within, I cannot
Ghallud currently work
to produce spells and
be affected by the outside world (nor can I affect it).
ephemera that harm Any non-permanent magical effects I had created
only angels, so that that did not affect me or what I wear or carry (my
they can seed them to
clothing and equipment are in the womb with me)
mortals.
end. Each round I am inside, I heal 1 Injury; if I have
no Injuries, I heal 1 Wound; if I have no Wounds, I
recover 1 Anguish. If I have no more healing, I remove
1 vex. If I have no vex, I remove 1 scourge. If I have no
vex or scourges, I cancel one unwanted magical effect
affecting me or my belongings in the cocoon. While
not doing any of the above, I can refresh my pools in
one round, although I cannot refresh my Sorcery pool,
as the dark energies are sustained by it.
For example, if I have 2 Injuries, 1 Anguish, 2 vex, and
two unwanted effects on me, after seven rounds I can
rid myself of all of them.
If I use these dark energies more than once before the
sun next rises, the second time (and each consecutive
time) I exit the womb with 1 scourge in all pools that
I cannot remove using this ability. Only a full night’s
sleep will rid me of the scourge.
Color: Green
59
The Nightside
DEVIL’S DESIRES
Level: 9 (+2 dice)
I and everyone close by (willing or not) give in to our
deepest, darkest natures, and act on our most
hate-filled, violent, and destructive notions. We gain
a +3 bonus whenever we act on these desires through
violence, but suffer a –2 penalty on everything else.
Depletion: 0 (check each round)
Color: Red
60
Fortes
My Own Blood
Walk Away
Razors of Heaven
From Flesh
Tap the
Bloody Halo
Primal Current
Demand of
Womb of Darkness
the Earth
Death Shows
the Way Devil’s Desires
61
The Nightside
WALLOWS IN DESPAIR
Life is nothing but an endless parade of one miserable
experience after another. We all know that. I’m just
honest enough to say it out loud. Oh, many of you keep
up the pretense of happiness, joy, and fulfillment, but
deep down, you know it’s a sham. What you don’t know
is that I am made better by my honest acceptance of the
misery. It gives me clarity and protects me. It gives me
power. I embrace pain and despair. I don’t waste my time
trying to avoid it, because I know that it is fruitless. Pain is
inevitable. So much better, then, to make friends with it.
Make it my ally.
We sometimes call ourselves pain reapers. We bring
anguish to deserving souls, but there’s little we can do
to help the rest. It’s a world of despair, and we cannot
change that or protect others from it. We all have to guard
ourselves as best we can against the inevitable misery
and hardship. My advice? Don’t struggle. It only makes it
worse.
Background: What leads a person to wallow in despair?
What dark events hide in a person’s past? What hurts have
they felt? What grief have they experienced?
Appearance: Mood shapes the wardrobe of the pain
reaper. We wear grey and black clothing. Dark cosmetics
and tattoos to cover up the weak, vulnerable flesh. If
we bother with jewelry, it’s silver. Sometimes, to better
embrace the suffering, we wear the accoutrements of
torture and pain—spiked collars, piercings, chains,
clamps. We are typically quiet and morose.
Character Arcs: The following character arc ideas are
particularly appropriate for those who wallow in despair:
✦ Prove that my way of thinking is truth to someone.
THE KEY
(Instruction.) Instruction, page 171
✦ Fall in love, even though (or perhaps because) I know
Romance, page 176
that it will inevitably end in heartbreak. (Romance.)
✦ Discover a whole new way in which the world does
Learn, page 172
nothing but generate misery. (Learn.)
62
Fortes
Effectively, those who ✦ I see someone else’s dreams crushed or plans ruined.
63
The Nightside
EXQUISITE AGONY
Level: 5 (no cost)
Whenever I suffer damage, I gain 1 Sorcery bene.
Color: Blue
64
Fortes
WALLOWS IN DESPAIR
Darkness Is My
Only Solace
65
The Nightside
PATRONS
PATRONAGE
A vislae pledges allegiance to their patron and agrees to
act in a manner befitting one associated with the patron.
This varies, obviously, from patron to patron. The patron
always gets something for their patronage. This is called
“the Ask.” The vislae gets something too. This is called
“the Aid.”
In addition to any specific aid detailed in the patronage
agreement, patrons are very likely to respond to their
vislae’s invocations and are somewhat more favorably
disposed to them.
66
Patrons
THE WAY
Patrons can always be called upon in times of great
Beseech, page 31 need, similar to the Beseech invocation, although no
long-form magic need be performed. Likewise, the vislae
should expect that their patron will require them to carry
out a specific task from time to time.
NIGHTSIDE PATRONS
The following are a few beings that can become the
patrons of a vislae on the Nightside Path.
A
Singular.
Unique.
First.
A is a being of Silver, but absolutely not an angel. A
is a creator, but one that appeals to those who walk the
Nightside Path. This is because A is utterly amoral. Not
immoral, but amoral. A does not stop to think about the
uses of its creations, or the implications it might have
upon the world.
When encountered in physical form, A resembles a
tall, thin pyramid made of shining silver, inverted so that
the tip points at the ground and the widest part—which
sports a vague sort of face—is at the top. It creates things
through sheer force of will and a manipulation of matter
and energy on a fundamental level.
Creation is its primary desire. Innovation and
inspiration feed it. Boredom stifles it, causing it almost
physical pain. As a patron, it is emotionless and shows no
friendship or mercy, but neither is it cruel.
Aid: A offers a vislae knowledge of any two Silver spells
of level 7 or lower, and also a +1 bonus to any crafting
action.
Ask: A wishes the vislae to bring it new ideas and new
creations. These can be sent to it using magic like the
Beseech invocation or similar practices, or they can be
presented in person.
67
The Nightside
BALAKARALIMUS
Those few who know of Balakaralimus often know it as
the Corruption of Flesh. Although it is an entity with
a sort of intelligence, it is more concept than being. It
calls the deepest, darkest portion of Nightside Green Balakaralimus is said
home, but in truth, wherever flesh is mutated, corrupted, to have a secret number
sacred to it. Some
metastasized, or otherwise negatively altered, it is there. believe that those who
Balakaralimus is constantly in flux. Its flesh, shape, and know this number can
even configuration constantly shift and mutate in what unlock a secret.
appears to be a dangerous and painful way (less like the
shapeshifting of an elderbrin and more like a series of
very rapidly growing tumors).
Aid: Balakaralimus bestows the spell called The Malinger The Malinger, see the
upon the vislae, and transforms them physically so they Nightside Spell Deck
THE CALLUMUNDIS
Known alternatively as the Thieves of the Night, the
Prowlers in the Darkness, or the Creeping Spirits, the
Callumundis is a collective of minor spiritual entities
that survive through thievery. Everything they need
and everything they have, they steal: energy, magic,
information, and so on.
No one member of the collective is especially powerful
or influential, but in aggregate, they are as potent and
capable as any deity. No two are particularly similar, and
they are scattered across the Actuality.
To be clear, vislae who have the Callumundis as patrons
are not brought into the collective. Every entity making up
the Callumundis is an immortal being—no mortal vislae
allowed.
Aid: The vislae gains access to the spell Unto Shadow, Unto Shadow and
although it is called “The Children of the Callumundis,” Smoke Shield, see the
Black Cube Spell Deck
as well as the spell Smoke Shield, although it is called
“Guardian Mists of the Callumundis.”
68
Patrons
69
The Nightside
71
The Nightside
HADIVIST
Hadivist is a quasi-deity who focuses almost entirely
upon regret. Roaming the Nightside of Blue like a grey,
greasy cloud, Hadivist communicates only through the
transmission of emotion, not words or even images.
It seems to have little consciousness, little motivation,
and little purpose. Those who feel deep regret for past
mistakes pay homage to Hadivist.
Only those who can find and touch Hadivist directly
gain its patronage.
Aid: The vislae learns Erubescence to use as a spell of their Erubescence, see The
own. The vislae can also draw upon Hadivist’s essence to Nightside Spell Deck
THE MURDERER
Although some equate her with a god of death, it’s
a wrong assessment, or, at least, it suggests wrong
conclusions. The Murderer has no affiliation with the
Pale. She doesn’t care what happens to the souls of the
departed. She is interested only in ending lives.
However, she’s not interested in apocalypses, disasters,
wars, or mass killings. No, the Murderer takes joy from
one person snuffing the life out of another. Up close and
personal. A knife to the abdomen. A bit of poison in a
drink. Anything that allows the killer to see their victim’s
eyes as the light of life slips away.
The Murderer dwells in a hidden fortress on the
Nightside of Indigo, although rumors say she has a house
in Satyrine as well. Somehow, she is both strikingly
attractive and able to fade unnoticed into a crowd at the
same time.
72
Patrons
MYSYRANT
Mysyrant, often called the Ghostking, was once a living
mortal. After death, he eventually ascended into the
role of a powerful entity that all the restless dead should
recognize. He is a tyrannical, angry, and selfish being,
more like a wraith than a ghost, yet he maintains that he
presides over all the spirits of the dead not in the Pale.
Appearing as a towering specter with a deathly visage (a
stylized crowned skull serving as his symbol), Mysyrant
dwells in a palace located somewhere in the shoals around
the edges of the Pale, plotting against the rulers there.
Aid: A vislae working for the Ghostking gains access
Stir the Dead, Infuse to their choice of the spell Stir the Dead (although it is
Remains, see the Black named the Ghostking’s Call) or the spell Infuse Remains
Cube Spell Deck
(although it is called Mysyrant’s Servant and works only
with spirits of the dead). Likewise, the vislae gains a level
1 connection with ghosts.
Ask: Mysyrant forbids that his vislae ever directly
harm a ghost or wraith unless under his orders. Further,
although it is not an ask from Mysyrant, it is worth noting
THE PATH
that any who call him patron are automatically enemies
Empress Xjallad, of Empress Xjallad and likely will have a difficult time
page 54 passing through her gate if they have not already done so.
If they have already passed through her gate, she and her
servitors will know if the vislae enters the Pale and will
attempt to hunt them down and destroy them.
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PARVENU
Many mysteries lie within the night sky. The stars are
quiet keepers of knowledge, and Parvenu is the keeper of
their deepest, most forbidden secrets. She is a formless
void that slinks amid the darkness between the stars. By
some accounts, she is their ally and defender. By others,
she steals knowledge from them like a spy. Either way,
she knows much and always wants to know more. She
presides over secrets and mysteries. It is said that she is THE PATH
the hated rival of Gulanon, the Undergod. Gulanon, page 50
Aid: Parvenu provides a vislae with any divination spell
of level 6 or lower, renamed to include her name or a
reference to the stars. So Hariolation becomes Parvenu’s Hariolation, Reaching
Hariolation, Reaching for Gnosis becomes Gnosis of the for Gnosis, see the Black
Cube Spell Deck
Stars, and so on. The vislae can ask for a specific spell, but
ultimately the choice is hers. Further, Parvenu whispers
a secret of level 4 or lower to the vislae as they are falling
asleep. The learning time for the secret is normal, but
there is no Acumen cost.
Ask: The vislae must gaze up at the dark sky each night
and ponder a mystery or dwell on a forbidden topic. While
they study the celestial panoply, at some point Parvenu
may whisper a request to them about some secret or lore
she wants them to gather. They would be wise to comply.
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Patrons
VIVIVANT
The Queen of Werewolves, as Vivivant is known, dwells
in the Nightside of Green. She hates civilization. She
delights in nothing more than when a so-called civilized
being descends into savagery or a peace-loving person
resorts to violence.
Vivivant takes the form of a huge, muscular, wolflike
humanoid with large bloody teeth and claws.
Acrasia, Black Cube Aid: The vislae gains access to the spell Acrasia.
Spell Deck Further, physical melee attacks made by the vislae deal +2
damage.
Nightside patrons from Ask: Pleased only with violence, Vivivant requires
other sources include: the vislae to destroy some aspect of civilization every
Chrusis (The day. The chosen aspect can be something very minor,
Gate, page 40) like a map, a coin, a road sign, and so on. Occasionally,
The Nightmare Prince however, Vivivant comes to the vislae in a vision and
(The Gate, page 41) demands a greater act, like the murder of an official or the
Monblae of the Flail destruction of something major, like a bridge.
(Book M, page 20)
Pov-Re-Ir (Book M,
page 21)
Shrepakti (Book M,
page 22)
Zzarikaz (Book M,
page 23)
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The Nightside
OTHER MAGICAL
PRACTICES
A
s the Body of Darkness ascendeth, so the Body of
Light descendeth into the Sleep amid the Dead
(this special Sleep having more semblance of
Pale light than Blue), the Flesh becometh wholly Shade
and by virtue of its magical ambience is attractive unto
all manner of Ghosts and Spirits. Prior to the moment of
Egress the Vislae should make petition unto these Spirits,
offering themself thereto as an Offering. For it is said that
the Spirits shall flock unto such an Offering that they may
perchance regain some small spark of Light and Life,
and if such Spirits be of Vislae Past then it is to partake
of Sorcery that they draw nigh unto such a Gift, thereby
arousing their own dormant powers and knowledge. Also
Spirits of every Sun shall gather, that they may taste of
the Shade of a living person; this being advantageous to
their own existence. The Sacrifice of Light is not simply a
veneration of the Dead and Spiritkind, it is an Initiation into
Darkness and a Rite of Transformation.
—From the monograph of the Sacrifice of Light
Enchantment
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Other Magical Practices
GENERAL SPELLS
Enclosed in the protective bag in which you should be
storing this tome, you will find fifteen new spell cards.
This is a selection of general spells that any vislae can
learn and use. Feel free to combine these cards with the
Spell Deck in the Black Cube, but be wary—their dark
natures should be watched carefully (hence the protective
ward on the bag).
The deck allows you to draw a spell randomly or sort
spells however you wish, based on facet, level, color, or
other subject.
LEVEL 2
Erubescence Blue
LEVEL 3
Chill of Night Gold
Nascent Midnight Gold
Parallel Color Green
Solipsistic Boon Gold
LEVEL 4
Empty Silhouette Pale
Inner Temptation Blue
LEVEL 5
For Love of the Moon Gold
The Malinger Green
Tree of Blood Red
LEVEL 6
Grey Snow Grey
LEVEL 7
Insidious Follower Green
LEVEL 8
Love’s Stalker Blue
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LEVEL 9
Obfuscation of the Dead Pale
LEVEL 10
Impose My Will Gold
EPHEMERA
Ephemera are items or abilities that are fleeting at best.
They have a single use before they are consumed utterly.
Ephemera, however, cost the vislae no Sorcery to use.
Objects are the most common kind of ephemera:
potions, elixirs, talismans, pills, marks, or trinkets with a
bit of power to them. These can be used by anyone, even
nons. They can sometimes be bought or sold, or, perhaps Vislae sometimes refer
more commonly, traded with other vislae. Some of the to non-vislae as “nons.”
EPHEMERA OBJECTS
In general, an ephemera object must be used to be
activated. A potion must be drunk, an amulet worn, a
mark made, an icon held and gazed upon, and so on. This
requires an action.
The GM should feel free to alter the form of an
ephemera object to suit the situation.
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Other Magical Practices
INCANTATIONS
Incantations work essentially like spells and follow all the
same rules. After they are used once, they fade like bits
of last night’s dream, impossible to grasp no matter how
hard you try to recall them. Few incantations fall under
the purview of the Nightside, but those that do certainly
have more of the dark than they do of the light.
NIGHTSIDE INCANTATIONS
Name Level
Terror Dancing in the Storm 5
The Loom Weaves the Darkest Thoughts 6
In Honor of the Faceless Queen 11
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OBJECTS OF POWER
In the bag protected by the seal you will find ten new
dark object of power cards. Objects of power are magical
items that have a more permanent nature than ephemera
objects. They can potentially be used many times. It costs
a vislae no Sorcery to use an object of power, but they
usually must make a depletion roll to see if the object
runs out of potency.
Some rare or unique objects of power are called
“artifacts.” They are often—but not always—old and even
legendary in reputation. Artifacts never deplete, although
they tend to disappear eventually.
“Relics,” unlike other objects of power, were not created
intentionally through the effort of a mortal, like a Maker.
Instead, their magic comes from their inherent nature,
their proximity to a source of power, or some other
unintentional source.
WEAVER THREADS
Weavers create their own spells by weaving threads
of magical power and concepts together. The order of
Weavers knows of threads—also called aggregates—that
belong to the Nightside Path, and generally discourage
members from using them, but these aggregates are not
technically forbidden. Two such aggregates are Darkness
and Temptation.
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Other Magical Practices
DARKNESS
Darkness hides wrongdoing, hides within one’s heart, and
keeps us all apart. It is cold, consuming, and obfuscating.
Default Duration: One round
Default Range: Close
QUALITIES
Cold
Stealth
Decay
Obfuscation
Night
Division
ABSENCES
Light
Truth
Clarity
TEMPTATION
The lure of what we desire can be overpowering. It
corrupts and leads us astray. Temptation does not allow
for clear thinking or rational decisions.
Default Duration: One round
Default Range: Touch
QUALITIES
Allure
Value
Corruption
Seduction
Guilt
Obsession
ABSENCES
Purity
Calm
Self-control
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82
Other Magical Practices
VANCE SPELLS
The Order of the Vance is no stranger to the Nightside,
but some of these spells are strictly regulated. Vance
spells work like general spells, but they are categorized
into four groups: alpha, beta, gamma, and omega. The
categories indicate how much of the Vance’s brain they
fill, with each category basically consuming twice as
much space as the one before. The more experienced and
capable the Vance, the more spells (or larger spells) they
can prepare and keep in their mind.
There are ten new Vance spells included with this book.
ALPHA SPELLS
Name Level
Comminatory Eyes of the Burning One 2
Allama’s Extirpation 3
Broderick’s Furtive Movements 3
BETA SPELLS
Name Level
Cavalcade of Bestrewn Razors 4
Qua Meris’s Call to Angry Souls of the Lost 4
Somnambulant Haunting of the Weary 5
GAMMA SPELLS
Name Level
Ka-Raemul’s Kaleidoscopic Touch 6
Callahan’s Gathering Shades 7
OMEGA SPELLS
Name Level
The Overlord’s Tides of War 9
Shama’s Dreaded Exit 10
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MINOR MAGIC
Almost anyone can learn minor magical practices. In
many ways they are level 0 spells, and they come in
several varieties: cantrips, charms, signs, and hexes. For
purposes of the Nightside, we deal primarily with the
latter.
HEXES
Hexes are minor magical curses or attacks. They are Hexes require 1
usually more spiteful than truly dangerous. They are Acumen and one day
to learn.
considered level 0 for purposes of modifying the caster’s
venture, but all have an enhancement of +1 die.
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Other Magical Practices
LONG-FORM MAGIC
Long-form magical workings are the most
involved of magical practices. This chapter offers more
long-form practices beyond those in The Way, but it’s still
nowhere near the total of such practices in existence (and
use) in the Actuality. They’re organized as they are in The
Way, with the single-practitioner workings (conjurations,
invocations, and enchantments) grouped together and the
multi-practitioner workings (rituals) grouped together.
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86
Other Magical Practices
BLINDED CLAIRVOYANCE
(ENCHANTMENT)
Level: 6
Requirements:
✦ Must be performed in the dark
89
The Nightside
vellum
✦ Burning fire
91
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92
Other Magical Practices
94
Other Magical Practices
specific patterns
✦ At least 20 pounds of various bits of metal, the more
✦ Chanting
object to be encased
✦ A large amount of fresh, bloody flesh and bones—the
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The Nightside
MALNEIROPHRENIC VISITOR
(CONJURATION)
Level: 4 (+1 die)
Requirements:
✦ A written account of one of the practitioner’s past bad
dreams
✦ Quiet singing
✦ Constant whispers
midnight
✦ Chanting
orbs)
✦ Six-foot-long (2 m) scroll covered with runes and
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The Nightside
✦ Whispered chanting
The vislae calls upon the nearest random spirit of any real
power, who appears in the mirror. The vislae then asks
them who is the worst person within a mile radius
in terms of general immorality, crimes committed,
lies told, acts of cowardice, and so on. The answer is
subjective to the spirit, but the information is truthful
and accurate to the best of their abilities.
Color: Indigo
The practitioner learns the major taboos of the dominant Obviously, there may
culture in the surrounding area. Further, should be ramifications from
violating cultural
they violate any of those taboos before the sun next taboos.
rises, they gain 1 bene in their Sorcery pool, up to a
maximum equal to their normal maximum for that
pool. (In other words, they can double the pool.)
Color: Indigo
✦ Great strength
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RITUALS
Rituals always require multiple participants.
BESTOW WEAKNESS
Level: 7 (+1 die)
Requirements:
✦ At least six participants
within sight
✦ Suffer +5 damage from attacks dealing cold or frost
damage
The weakness lasts until the sun next rises. A single
being cannot have more than one weakness bestowed
upon them, ever.
Color: Gold
CASKET BLACK
Level: 7
Requirements:
✦ At least three participants
orbs)
✦ 6 leaves of revenge (155 crystal orbs)
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crystal orbs)
✦ Chanting and beating on drums
104
Other Magical Practices
FAMILY CURSE
Level: 6 (+1 die)
Requirements:
✦ At least three participants, one of whom either is a
105
The Nightside
symbols
✦ Two hours preparation, one hour performance
Color: Gold
106
Other Magical Practices
✦ Whispered chants
object
✦ A specific individual’s secret soul name
individual
✦ Weaknesses of a specific individual
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The Nightside
the past
✦ Three elaborate drawings of the skeletal structure of
has abilities that are purely mental, they can use them.
Likewise, actions that are entirely muscular, like eye
movements, are under their control. But anything
involving bones, including talking, is not possible.
Control lasts until one or more participants stop
concentrating. Ironically, even the death of the target
will not end the effect, as dead bones move as easily as
living ones. Only injuries that break bones impair the
effect.
Obviously, a being without bones is immune to this effect.
Color: Green
physical body
✦ 3 leaves of hatred (75 crystal orbs)
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CHARACTER AND
HOUSE SECRETS
D
ark is my path, to be sure. Do not follow in my
steps. There are barbs and stones and serpents
that bite. God does not look favorably upon my
choices, and will not see me through to the end. The devils
and demon gods tell me that they will guide me, but their
words are venomous, and require hearty doses of antidote.
And my supply of such a beneficent elixir has long since
been exhausted.
My steps are weary as the years I carry upon my back
grow heavy. And yet still I tread this course. When, oh when
will I learn? Never is the only answer that will come. The
lesson, then, young acolyte, is for you to learn, not me. I
have chosen a Nightside path, and I have chosen poorly.
You do not trust my words. That is likely as it should be.
You seek the direct path to power. I can see it all in your
eyes. For those eyes were in my mirror staring back at me
when my face was as young as yours. Turn away, vislae! The
dark secrets that I know gnaw at my soul as surely as if I
had allowed rats to nest within my breast.
Oh, you foolish spitter of spells! You do not want to learn
what I know. You do not want to pry open the sealed lid of
my brain and look inside. It is trapped with curses and
bound demons, ready to rend your spirit and flesh. You
will not find beauty here. My words and thoughts bear only
ugliness and danger.
And yet still you persist. You wish to know how to sing
songs only devils know, the secret treasures of the lands
of the dead, and what lies at the bottom of the deepest and
darkest waters of the human soul. Why? Why would you
wish this?
No, do not answer. I do not need to hear it. I answered
that question for myself long ago. It was the wrong answer,
and I regret it with each setting sun. But no one could have
dissuaded me then, just as no one can dissuade you now. My
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Character and
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words of warning fall upon ears that refuse to listen.
The power of the darkness is seductive. The call of the
night enticing. I know these temptations. I was weak and
succumbed to them.
Won’t you exit back through that door? Won’t you look for
another path?
All right, then. What do you wish to know?
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CHARACTER SECRETS
The following secrets affect you and what you can do.
AMOROUS INTENTION
Level: 4
You are attuned to the signs and symbols of love, lust, and
infatuation. If given a few minutes to quietly observe
someone nearby (such as at a party or a dinner), you
discern whether they have romantic or sexual feelings
for anyone else within the same area. Attempts to
magically conceal such feelings can’t be overcome, but
otherwise this is foolproof.
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ANSATSUKEN
Level: 8
Also known as “murder’s touch” or “assassin’s fist,” this
secret draws upon your knowledge of inflicting harm
to translate your sorcery directly into physical damage
to someone you touch. For each Sorcery bene you
devote, you inflict 1 point of damage. You can specify
when that damage will take place, starting from when
you touch the target to any time before the sun next
THE WAY
sets. All the damage is inflicted at once.
Lethal Lore, page 89 You must know the secret Lethal Lore before you can
learn Ansatsuken.
ANHEDONIA
Level: 4
Pleasure is for the morally weak and for those who do
not truly understand pain. You are unable to gain
pleasure from experiences that others would consider
pleasurable. When you would receive Joy from
something, you can choose to receive Despair instead
(but not the other way around).
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CHAOTIC CEREMONIALS
(EXPERIMENTAL EFFECT)
Level: 6
You can change the requirements of a long-form
magical practice to suit your current situation. The
requirements must be replaced on a one-for-one
basis. The number, essence, and relative value of the
requirements must be preserved. For example, leaves
of one emotion can be substituted for another. Candles
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Character and
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can be substituted for burning incense. Whispers can
be used instead of chanting. If you know this secret,
none of these replacements affects the working (if the
GM agrees).
For a more dramatic change—substituting a basin of
water for symbols on the floor, silent meditation
for beating on a drum, a handful of precious stones
for a pair of silver rods—things get riskier. Again,
where possible, the number and relative value of the
requirements should be preserved. If they are not, the
time requirement and Sorcery cost doubles. Either
way, if you make more substantive alterations, you add
Experimental Die, an Experimental Die to your roll.
page 15
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Character and
House Secrets
CONTAGIOUS DESPAIR
Level: 1
You call up extreme sadness within yourself, which is so
strong that you gain 1 vex in a pool of your choice. The
person you next touch also feels your mental pain,
summoning dark thoughts within themselves and
suffering a –1 penalty on their next action.
CORRUPTED SPELLS
(EXPERIMENTAL EFFECT)
Level: 8
Your spells—but not items, incantations, or any other
magical practice—carry a dark malevolence. Spells
that affect an unwilling target have an additional effect
of your choosing, limited to one of the following:
✦ The spell inflicts +1 Wound or Anguish. (The original
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The Nightside
CROWN OF IRON
Level: 12
A crown of jagged iron and bent spikes appears floating above
your head when you wish it, although summoning it or The Crown of Iron is
sending it away takes an action (a single, horrific whisper a legendary thing, a
relic of the Red, made
in a dark tongue). While the crown is above you, you as a tool for mortal
gain +3 Armor and inflict +3 damage with any attack. diabolists.
Further, if you inflict more than 15 points of damage
on a single target with a single attack, blood drips
down from the crown and you heal 1 Wound.
DARKENING MAGIC
Level: 2
Your magical effects—spells you cast, items you use,
and so on—take on a dark, forbidding appearance.
The magical effects involve gloomy shadows, horrific
skulls, leering eyes, hellish flames, sharp teeth,
hissing serpents, and so on. The changes are purely
cosmetic and do not modify the effects in any way.
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Character and
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CROWN OF IRON
119
The Nightside
(EXPERIMENTAL EFFECT)
Level: 9
You can change a magical effect into its opposite. A
spell that inflicts damage instead heals wounds, an
incantation that destroys matter creates it, or a hex
that gives someone hives actually takes hives away.
The player and GM must work out and agree on
the change. Some effects might have no reasonable
opposite. If you do this kind of transformation, the
level of the effect is reduced by 1, and the cost in
Sorcery (if any) is increased by 2. Further, you add an
Experimental Die to your roll. Experimental Die,
page 15
EXPERIMENTAL SPELL
(EXPERIMENTAL EFFECT)
Level: 2
You can raise the level of any spell you cast by 1 with no
increase in Sorcery, but you must roll an Experimental
Die when you cast it.
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EXAMPLES OF ENANTIODROMIA
A Curse of Feathers
(Black Cube Spell Deck)
Birds appear (rather than bursting from the target’s
body) and fly around the target, healing 3 Injuries
or 1 Wound. Rather than causing the loss of an
action, the birds add +1 to whatever the target’s
action might be that round. The spell depletes
after the first time a 0 is rolled to determine
whether more birds appear.
Accoyed Savagery
(Black Cube Spell Deck)
Rather than being prevented from taking a hostile
action, the affected target can only take a hostile
action on their next turn (or take no action at all).
Floating Wish
(Black Cube Ephemera Objects Deck)
You weigh twice as much as normal, suffering 3 vex
to your Movement pool.
EXTISPICY
Level: 5
THE WAY
When you examine the entrails of a very recently dead
Divinations and creature, you can ask a level 3 divinatory question.
Information- This process takes about ten minutes. Once you use
Gathering Magic,
page 17
this ability, you can’t use it again until after the next
sunrise.
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The Nightside
CLOTHE IN FLESH
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Character and
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FEAR EATER
Level: 4
When you cast a spell or use a magical effect that
specifically gives a target fear or terror (fear or terror
is in the description of the spell or effect), and that
target is nearby, the next spell you cast requires 1 less
Sorcery because you use the victim’s fear as magical
fuel.
FEARMONGER
Level: 6
Dark magic gives you an aura that causes unease or dread
in all who are close. Pleasant interaction actions suffer
a –1 penalty, but intimidation actions gain a +1 bonus.
If you use your action to intensify this aura, beings of
level 5 or lower suffer a –1 penalty to act against you
(attack you, lie to you, and so on) for the rest of that
encounter.
FIENDISH CREATION
Level: 6
THE WAY
If you know this secret and craft a magical item (as a
Ensorcel Item, page 35 Maker, using the Ensorcel Item enchantment, or by
some other method) within a diabolic reticulum with a
level at least as high as the intended level of the item,
the crafting time is reduced by half. The demonic
energies and knowledge facilitate the entire process.
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LOVE’S LOSS
Level: 10
If you include the name of a being you love into the casting
of a spell, the being whose name you speak suffers 1
Wound and you gain +4 to your venture. The being
does not have to agree to your action for it to succeed,
but you must truly love them. If the being dies from
the damage you inflict, you gain +6 to your venture.
MENISCUS OF RAGE
Level: 5
You summon a growing feeling of rage within yourself
and transform it into violent magical energy.
This takes an action. Afterward, you gain a +1 die
enhancement bonus to a violent action (such as
making a physical attack, casting a damaging spell, or
breaking down a door) on the following round.
MIDNIGHT NAME
Level: 6
If you know a person’s secret soul name and speak it at
precisely midnight, you know that person’s location at
that moment and they suffer 1 Anguish, wherever they
are. Their mind is filled with dread, anxiety, depression,
and fear. Obviously, you can speak only one name on a
given midnight.
MIRROR GAZING
Level: 5
You stare into a mirror for an hour, using your one-hour
Mirrors, page 16 rest for the day. At some point, you notice a single
discrepancy in the reflection, and this provides an
important insight that you can use to slightly modify
the flow of magic. The next incantation you cast is not
gone, and you can cast it again before it leaves you.
NIGHTMARE NAME
Level: 4
If you know a person’s secret soul name and speak it at
dusk, they will have horrific nightmares that night
when they sleep.
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NIGHTSIDE VOYAGER
Level: 6
When you travel to the Nightside of a sun, you arrive
feeling refreshed and well rested. All of your pools are
returned to full or you heal all Wounds or Anguish.
Once you use this ability, you cannot use it again until
the sun next rises.
PAIN LEECH
Level: 4
When you cast a spell or use a magical effect that inflicts
serious pain on a target (not just damage; pain is in
the description of the effect), and that target is nearby,
the next spell you cast requires 1 less Sorcery because
you use the victim’s pain as magical fuel.
PALE BLOOD
Level: 5
When you learn this secret, your blood turns milky white.
You gain a permanent enhancement of +1 die to resist
magical attempts by ghosts, dead spirits, or beings
from the Pale to locate you, perceive you, or learn
anything about you.
PAREIDOLIA
Level: 6
Vislae who have mastered this secret sometimes refer to it
as apophenia, patternicity, or even chaos theory. If you
know the secret, you can see patterns in everything. The
pattern that a flock of birds in flight takes, the way the
branches of a particular tree grow, the number of times
your friend blinks this minute rather than the previous
minute—you learn that all of these things are significant
even though most people don’t recognize it. The world is
a spell and everything in the spell is significant.
If you use your ten-minute rest to observe your
surroundings rather than restore your pools, you gain
an insight into coming events. The GM might handle
this narratively, but most of the time it simply confers
a +2 bonus on your next significant action, assuming
that action takes place in the next hour.
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PASSION’S PROMISE
Level: 5
Your lovers say that your ability to bring them sexual
pleasure is unparalleled. After engaging in sexual or
sensual activities with another being, you gain +2 on
all interactions with them. To learn this secret, you
must have had sex with at least one demon of the Red.
SACRIFICED LOVE
Level: 6
This secret must be studied and learned by two
individuals at the same time. Both vislae must have
If the GM agrees, a significant affection or love for each other, whether
particularly strong bond that be romantic love, sibling love, parental love, or
of love sacrificed with
Sacrificed Love might
any similar relationship. Once they speak, in unison,
earn a slightly larger the secret magical phrase they have learned, their love
amount of Sorcery. is gone forever. However, they gain +3 to their Sorcery
pool forever.
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SHARED NIGHTMARES
Level: 2
When you have a nightmare, all nearby sleepers also have
a nightmare.
STEALTH CASTING
Level: 5
You can cast spells surreptitiously so that no one
recognizes you just cast a spell. To do so, you attempt Remember that secrets
a Movement-based action, modified by stealth or and effects that specify
spells, like Stealth
a similar skill, with the level of the spell as the Casting, apply only
challenge. Success means that you cast the spell with to spells and not to
no noticeable movements, words, or other telltale incantations, minor
magic, and so on.
signs. (Powerful magical entities and very skilled vislae
might still be able to notice, but you can hide your
spell even from them with a stealth action with their
level as the challenge.)
SYMPATHETIC CONJUNCTION
Level: 6
If you have a physical part of a person, you can cast a
ranged spell up to level 3 on them from a distance of
up to 100 miles (160 km). The spell takes five times as
long to cast and costs three times as much Sorcery.
SYMPATHETIC CONNECTION
Level: 9
If you have a physical part of a person, you can cast a
ranged spell up to level 7 on them from a distance of
up to 100 miles (160 km). The spell takes five times as
long to cast and costs three times as much Sorcery.
You must know the secret of Sympathetic Conjunction
before you can learn this one.
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Character and
House Secrets
TAP NIGHTSIDE CURRENT
THE PATH Level: 7
Currents of magic,
All vislae tap into the current of magic of the Path of
page 9
Suns, which flows from the Invisible Sun and follows
the traditional path. With this secret, you learn to tap
the Nightside current. The magical current of the
Nightside Path grants those who tap into it an affinity
The mysterious for magic that deals with darkness, death, destruction,
Book M offers details and negative emotions. Those who tap into this
on more currents of
magic than are known
current add 1 to the level of magical practices that fit
by most vislae. this category but subtract 1 from the level of all other
practices.
A vislae can tap into only one current at a time, and
changing this designation is an action.
WANTON CASTING
(EXPERIMENTAL EFFECT)
Level: 5
Whenever you cast a spell that would affect everyone
within an area, you can choose one person (including
yourself ) who is not affected. This makes the
spell dangerously unstable, so you must roll an
Experimental Die, Experimental Die when attempting it.
page 15
WELCOMING DARKNESS
Level: 4
Diabolic reticulum, If you summon a demon into the area of a diabolic
page 20 reticulum, and the demon’s level is lower than that
of the reticulum, you gain +1 to all colloquy attempts
with the conjured being. Further, any interaction
action with a demon (of any level) that you did not
summon while you are both in the area of a diabolic
reticulum gains a +1 bonus.
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130
Character and
House Secrets
HOUSE SECRETS
House secrets provide an augment to your home.
CURSED DOORWAY
Level: 7
Should anyone pass through a doorway that you specify in
your house without your explicit invitation, they gain
a level 7 curse, the effect of which is chosen by you at
the time you learn this secret.
CURSED FOOD
Level: 2
At any time, you can cause any food in your house to be
rotten (to the point of being filled with maggots or
other pests). If someone at your dinner party offends
you, you can make their next forkful utterly disgusting.
DARKHOUSE
Level: 5
If you perform an act of cruelty within your house, the
For vislae who learn house rewards you with 1 Acumen, which you can
the Darkhouse secret, use only to acquire new house secrets. The house
GMs may wish to play
up the malevolence of
will reward you no more than once per month, and it
their house beyond the judges the adequacy of the cruel act. Obviously, this
simple game mechanics gives your house a malevolent intelligence all its own.
involved.
DEMONHOME
Level: 4
Diabolic reticulum, Any time you create a diabolic reticulum in your house,
page 20 the level is 1 higher than normal.
EXPERIMENTAL LABORATORY
Level: 5
If you use magic within your home that would normally
Experimental Die, require an Experimental Die, you can use the practice
page 15 without the die.
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The Nightside
IMBRUED KNOCKER
Level: 4
A fiendish face sits upon your front door. In order for
someone other than yourself to open the door, they
must slide a finger into the fiend’s open mouth, which
clamps down just hard enough to draw blood but not
inflict damage. Anyone whose blood is in the knocker
is now more easily traceable by you; henceforth, you
gain +2 on any magical attempt to determine their
whereabouts.
MANIFEST STRUCTURE
Level: 5
A spiritual being of level 5 or less that you’ve conjured
(through some other means) possesses a permanent
portion of your home that you choose, such as a
doorway, window, or wall. While inhabiting this
element of your house, the being does as you
command, although its actions are likely limited by
the structure. The possession lasts until the being
finds a way to break free or until you release it.
PERMANENT GLOOM
Level: 8
The lighting and weather immediately around your house There may very
are dark and gloomy, although the type of gloom varies well be a secret that
is the opposite of
from day to day. One day, a chill wind blows. The next, Permanent Gloom, but
fog gathers. On the third day, light rain falls. you’d have to find it
somewhere other than
a book devoted to the
PLAGUE VESTIBULE
Nightside.
Level: 4
Anyone entering through this door in your home without
your permission is struck down with a level 4 malady
that exhausts them so deeply the only action they
can take is to crawl. Once they leave your house, the
disease heals itself.
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House Secrets
UNINVITED GUEST
Level: 4
If you hold a party with at least nine invited guests, a
guest you did not invite will always show up. You
cannot decide who the guest will be—sometimes
it is someone you know, sometimes not. The GM
may determine that this is worth 1 Joy or 1 Despair,
depending on the nature of the guest.
VESTURE VALET
THE WAY
Level: 6
Thoughtform Valet, A variation of the secret known as Thoughtform Valet,
page 97 this secret grants your home a thoughtform that is
capable only of standing inside where you command
and offering to take any clothing, accessories, and
items from visitors. The valet duplicates one of the
items it takes (of your choice) and gives it to you once
the visitors have left. The item is an exact duplicate but
lasts only until the sun next rises.
CLUB MALDOROR
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The Nightside
LOCATIONS ON THE
NIGHTSIDE PATH
T
he path was dimly lit. She supposed that such a
thought really didn’t need to be expressed. Wasn’t
every Nightside realm dimly lit? Probably. It was
right there in the name, after all.
The short path led to a rather simple stone arch and
continued out the other side. She could just as easily step
around as walk through it, she imagined. But she knew
that’s not the way it worked. Of course it wasn’t that easy.
Nothing out here ever was, and that was doubly true on the
Nightside.
She approached with slow trepidation. When she was but
two steps away from passing beneath the archway, a voice
bellowed that seemed to shake the ground beneath her. Or
rather, the voice was the shaking of the ground beneath her.
She stopped in her tracks as it rumbled:
WHO ARE YOU?
“My name is Revenell, and I am a vislae.”
The voice, she assumed—no, she knew—was that of
Gulanon, although the woman from whom she’d learned
of this place had referred to him as the Undergod. The
warden of the Nightside of Indigo. The dark aspect of truth.
AND WHY ARE YOU HERE?
She’d come to learn a secret. Wasn’t that always the
reason she went anywhere? He liked secrets, she’d been
told. He fancied himself a keeper of them. She didn’t think
that he held the particular secret she desired, however.
“Secrets,” she stated simply.
THAT IS THE ONLY TRUE REASON TO GO ANYWHERE.
Hmm. Maybe she was going to like this Undergod. Maybe
she was going to like the Nightside.
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Locations on the
Nightside Path
Nightside vislae sometimes have to study in secret.
Gather in secret. The forbidden is rarely easily accessible.
Not all locations important to the Nightside are found
on the Nightside Path, but many are. Some of the varied
locations of importance to the Nightside are described
here.
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Locations on the
Nightside Path
CLUB MALDOROR
The flesh of the court is bound to the spirit of the master.
The strength of the master is bequeathed to the court.
Red rains of blood and pain grow fruit of pure agony.
All shall feast, and upon the altar of the night, know
satiation.
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Locations on the
Nightside Path
Rumors say that Causedes is very close to obtaining a
full soul of his own. Some say that when that happens,
he’ll almost certainly abandon the club. Others contend
that it will only make his hold over the place that much
stronger.
Despite the loud, wailing music, the sometimes frenetic
dancing, and the general club atmosphere, Club Maldoror
is a surprisingly good place to find and learn secrets,
spells, and other processes unique to the Nightside Path
or demonkind in general. In back rooms, hidden by
dark draperies, or in the hall leading to the (disgusting)
restroom, it’s not uncommon to see a member of the
Court of Maldoror whispering secrets in a newcomer’s ear
or sharing stained and torn pages from a spellbook. But it
all comes with a price, and in Club Maldoror, that price is
often pain, torture, or other suffering.
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Locations on the
Nightside Path
The Devil’s Doorbell creates the people, the chambers,
the equipment, and anything else required from pure
(or impure) thought. There is no charge, although many
visitors have found that Nimragul later calls on them for
a task or favor—sometimes involving providing for the
needs of other visitors.
The elevator always returns people to the place where
they entered.
THE DUNGEONS OF
IVORY SORROWS
Lost within the half-worlds along the borders of Indigo
lies a place that has been co-opted by vislae and turned
into a labyrinth of workshops, research facilities, and
spell-testing facilities far from the eyes of those who
might disapprove of the methods or the results.
The name of the location comes from the white stone
that is used almost exclusively throughout, and from
Nota: level 6; the ivory statues called nota. The nota appear to depict
+10 Withstand, shapely human men and women in various poses, but
–2 Dodge,
+4 Resist; +8 Armor;
they are actually guardians. They watch and move when
+2 perception; energy no one is looking. If a nota must take overt action, its
inflicts 6 damage on head separates from its neck like a decapitation and a
nearby target or binds
fount of red energy bursts forth, directed at a transgressor.
it in place (1 rest to
escape) or forms a level This energy can inflict damage, bind creatures, or form
6 barrier that can fit walls, depending on the whim of the nota. They act in
into a small area concert if they must to defend their domain.
Vislae who wish can come here to train, study, and
experiment with magical practices forbidden elsewhere.
As long as they have permission from a vislae who already
has access, they are welcome and won’t be bothered by the
nota unless they cause trouble.
Test subjects come from those who seek to rid
themselves of someone unwanted. Subdue an enemy,
a rival, an unwanted suitor, or simply an annoying
acquaintance, and bring them here—they’ll likely
never be heard from again. Hundreds of prisoners are
kept here, making it more of a prison than most actual
prisons. The cells and laboratories hold subjects that have
been trapped in these dungeons for decades, but most
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The Nightside
Slipping Jack,
THE WORKSHOP page 84
No sign marks this location. Just a nondescript door on
the ground floor of what looks like a closed shop with Charnel Heart,
page 91
bricked-up windows attached to a grocery. Should anyone
knock on the door, a large, hulking man opens it and
turns away anyone without an appointment. This is Oscar, Oscar: level 6; +2
and if someone should get past him, the real difficulty defenses; +2 Armor
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The Nightside
it’s not his workshop or his home. One other door leads
out of this room, and it’s warded with level 10 effects
to make it resistant to magic, lockpicking, and physical
blows. Beyond lies the vast, vast workshop and home that
Godwin’s created for himself, including a grand hall the
size of most sports arenas with glaring 100-foot (30 m)
statues peering down at those who pass by. The workshop
is actually a maze of different workrooms, each with a
different purpose. The living quarters are the size of fifty
opulent mansions; it’s likely many rooms have never even
been entered, let alone used.
The entire place exists in its own pocket dimension
created by Godwin. He has a staff of twenty demonic Demonic servants:
servants, who all look like multiarmed young girls made level 3; +2 defenses
SHEDARINIS
146
Locations on the
Nightside Path
to watch the events know they are not safe from the
bloodshed, for they understand that rage of this measure
THE KEY
cannot be, and in fact should not be, contained.
Bloodsilver, page 182 Winners are granted a sizable prize in bloodsilver, but
most are far more interested in the prestige.
SEOCNES SHAMBLES
Located in a bustling corner of the Undersling, this tiny
shop is well known, at least among those who deal in
such things, for its variety of plagues, pestilences, and
Mikie: level 5; pathogens, magical and otherwise. The shopkeep, Mikie,
+4 Withstand; +3 is a being teeming with diseases of his own—pustules
knowledge of diseases;
vislae with a variety of
riddle his body, bubbling and popping; his gums are
disease-related spells; +1 blackened and rank; tiny vermin run in and out of
spellcasting every hole. “Keeps away the lookie-loos,” Mikie will say,
laughing so hard that blood and bile run down his chin.
The shop remains open around most clocks, and there
are often a handful of “pests”—those who are obsessed
with pestilences—hanging around the place, talking
about various diseases and maladies. Mikie’s prices aren’t
fair and they aren’t in coin (the shopkeep typically asks for
just a bit more than the buyer would like to give), but the
goods are proven and potent.
SINISTRAL ATHENAEUM
Believed by many bibliophagists and bibliophiles to be
more rumor than reality, the Sinistral Athenaeum is
considered one of the “Holy Grail” libraries (so called
after a Shadow legend of a rare and difficult-to-find holy
object). While there are a few secret, hidden libraries in
the Actuality, none are quite like the Sinistral Athenaeum.
Before the War, the Athenaeum was like most libraries
in Satyrine—prominently placed, oft frequented, and
filled with an array of books on a bevy of subjects. With
one small exception: each of the books was possessed
by a demon or was a demon in book form, making the
place a favorite of Goetics and scholars of the Red. In
truth, though, these books did not cover only demonic
topics, but a wide variety of virtually all possible subjects.
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The Nightside
TREMOC ALIASTOR
In some long-forgotten language, the name of this
gate meant “Loosed Ruin.” This giant set of sealed
doors, decorated in ancient runes and sigils, lies on the
Nightside of Indigo. Legends say that the Undergod
Gulanon himself created the gates as a way to seal inside
his monstrous enemy, Augoral.
Tremoc Aliastor can be opened only through a specific
level 14 ritual that involves fourteen participants. If this
ritual is completed (against Gulanon’s wishes, obviously),
Augoral strides out of the gates, ready to enter the world
once again.
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Locations on the
Nightside Path
Augoral: level 17; Augoral towers above the surrounding landscape, with
magic (four successes); iron chains a thousand feet long replacing his hands, and
+12 Armor; can sustain
20 Injuries per Wound
an iron helmet the size and shape of a crenelated tower
and 10 Wounds; on his head. He has an additional set of hands that each
inflicts 25 points of hold a lantern, the light of which shines as bright as the
damage to all nearby
full moon and dispels all illusions and concealment magic
targets he wishes;
banishes all illusion within a mile. After being freed, his first order of business
and concealment magic is slaying thirteen of the fourteen ritual participants.
within a mile He then hunts down and kills at least 117 other mortals,
striding across the countryside to find them wherever he
can. He is in no hurry, and enjoys stretching his giant
limbs and breathing the air. If need be, he will travel to
another realm, such as Indigo, to find the quarry he seeks.
Once his chains are coated with the blood of the
ritualists and other mortals, he then finds the one unslain
practitioner and bestows upon them a dark gift: the ability
to slay a single specific individual of the practitioner’s
choosing with just a touch. No power can resist this
deadly touch.
After Augoral has completed this final task, he strides
back through the open doors of Tremoc Aliastor, which
close behind him. This is the nature of his eternal
binding, and even he cannot escape it.
THE PATH
VIARA’S SAFEHOUSE
The Cadallish, Within the mobile city called the Cadallish, located on the
page 61 back of an enormous creature who slowly moves across
the Nightside of Gold, one will find all kinds of exiles and
people in hiding. One of the canniest and likely most
Viara, page 184 dangerous is Viara.
In addition to being a skilled vislae, Viara is known
throughout many realms as an untrustworthy con artist
and thief. Wanted in many different cities by a variety
of law enforcement agencies, wronged individuals, and
angry organizations, Viara came to the Cadallish to hide.
THE PATH
But before she did that, she stole the secret soul name of
The Court of Nous, the Cadallish from the Court of Nous in the Blue.
page 44 With this knowledge, she has—behind the scenes—all
but taken control of the Driver’s Guild and through them
manipulates Baroness Unalasis. With this influence,
149
The Nightside
150
Locations on the
Nightside Path
151
The Nightside
“F
ell! Fell was the night!”
Oh, I wish this guy would give it a rest.
“Darkness all around us, like unto a living
thing!”
Like unto? Who talks like that? I finish my drink and nod
toward Zero to get another. The bar is full tonight. Full of
idiots and loons.
“Be wary of its evil. The night holds dangers to both body
and soul!”
I’d put ten crystal on the bar right now that says this guy
wouldn’t know darkness if it bit off his ass and spit it back
in his face.
I should know. I really have seen some dark shit. Demons
interested in nothing more than what your skull looks like
from the inside, and things that feed only on songs sung by
terminally ill children. Lurking around every corner of the
Nightside you’ll find creatures and whatnot that are a hell
of a lot worse than “darkness like unto a living thing” or
whatever.
If you’re looking for information on devils, dark spirits,
and worse, don’t go listening to some loudmouth in a bar
looking for saps to pay for his drinks. Find someone who
knows. Or do your own goddamn research. Don’t listen to
me. To be honest, I don’t want to talk about what I’ve seen
anyway. I want to be able to sleep tonight.
Speaking of which, where’s that drink?
153
The Nightside
damage
✦ Calcify: One living creature touched turns into salt
magical)
✦ Shift: Move up to a short distance instantly
155
The Nightside
EDMUND
Studying spells. Learning more secrets of magic. Yours
was the typical life of a vislae in Fartown, and you took joy
from that. It’s all you ever wanted.
Then the doctors told you that the pain in your guts
was more than just lingering indigestion. A tumor grew
in your belly. They advised a number of procedures, both
magical and medical, to deal with the situation. That all
certainly seemed to be the right thing to do.
But then, something happened. You heard a faint,
simplistic voice. It whispered strange questions. At first
you thought it was a ghost or a demon, but divinations
confirmed that it was not. Finally, you realized.
It was the tumor.
Somehow, it was conscious. It was developing an
intelligence deep inside you all its own. You could talk to
it, and it would respond. It was curious about the world
beyond your body.
You asked it not to kill you, and it agreed. Its terms
were that you had to answer its questions. Easy at first—it
was just trying to understand the basics of the world.
Eventually, though, the questions took on a different tone.
“What does that man’s liver look like?” “What does that
woman’s flesh taste like?”
When you balked, it offered you further incentives.
It seemed that, somehow, it was accumulating its own
sorcerous power, and could channel it to you. Eventually,
you gave in.
What vislae wouldn’t, you asked yourself. The powers it
offered were greater and greater. Whole new spells you’d
never studied were at your command. More sorcery lay
at your disposal than you ever dreamed possible. Forget
libraries and musty old scrolls. You had the true path to
magical power, and it was living right inside you.
Eventually, the things it asked you to do stopped
bothering you. Murder. Torture. Abuse. You don’t know
why it was so interested in such things, why it delighted
in such things, but its obsessions grew stronger with
each day.
156
Creatures and Beings
of the Nightside
When you told the one person you confided in about
your situation, she exclaimed “Of course it’s interested in
the awful things in life. It’s a fucking tumor! It’s cancer.
Literally the enemy of life.” Naturally, the tumor made you
kill her. And eat her. You regretted it a bit, but you saw
that it had to be done.
You don’t feel so much regret anymore. It’s better not
to think about such things. Focus instead on all the magic
that your new little friend provides.
Level: 9
Injuries:
Wounds:
Anguish:
Defenses: Magic (two successes); +3 Withstand and Resist
Dark spirits hailing Modifications: +2 stealth, +1 magical knowledge
from one of the Leech Sorcerous Burst: Enhanced by the power of the tumor, a
Worlds seek out mortal
victims to drain their
pure blast of destructive energy can inflict 13 points
life essence using the of damage to a single faraway target, or 8 points of
power of so-called “the damage to all nearby targets.
last music.” No one
Telekinetic Shove: Creature or object the size of a horse
knows what this music
sounds like, because all (or smaller) is flung up to a long distance with great
who have heard it are force, inflicting 10 points of damage on the creature or
dead—thus, it is the object and on whatever it strikes.
last music they hear.
Invisible Cloak: Invisible until a violent or dramatic action
is taken.
Levitation: Float up into the air at walking speed.
Mists of Deception: Erases the selected memories of all
close beings.
Creation: A simple or sturdy object (a wall, bridge, or
the like) that fits in a medium area is created from
glistening red stone and lasts until the sun next rises.
Traits: Uncaring. Selfish. Apathetic.
GM Shift: The tumor heals all Wounds and Injuries.
157
The Nightside
158
Creatures and Beings
of the Nightside
Not until you are invited again by their need, and it has
been so long since you’ve been invited. The pages whisper
at night, telling each other tales that you cannot hear. You
lurk, a parent at the door, a jilted lover at the bedside,
and lean in, hoping for them to turn your way, just for a
moment. They never do.
Surely someone will find the Sinistral Athenaeum
again, after all these days and years and lifetimes. Surely
they will come and threaten everything you hold dear,
everything you promised to protect (excitement desire
guilt). Surely then your charges, your children, your life,
will open themselves to you again and invite you in.
Level: 7
Injuries:
Wounds:
Anguish:
Defenses (Spiritual): Magic (two successes); +4 to all
defenses
Defenses (Physical): Magic (two successes); +4 to all
defenses
Modifications: +4 general knowledge, +3 persuasion and
perception
Speed Read: Touch a demon in the form of a book and
learn something useful to your current situation. Gain
an ability relevant to the book’s content.
Librarian’s Gaze: Look directly upon all nearby beings,
and silence all noise and stifle actions for one round
for all of them.
Manhandle: Inflicts 7 points of damage.
Traits: Lonely. Knowledgeable. Self-disciplined.
GM Shift: One or more of the possessed books returns to
its demon form to offer support and aid.
159
The Nightside
EPHRETAH THROIS
YOU’RE
Hors d’oeuvres INVITED
The first book you ever wrote was The
The honor of your esteemed
Interfector’s Guide to Etiquette. It sold presence is requested
well enough to buy you this glorious for a luxury experience of
house with four kitchens and six dining Dinner and Deep Discussion
rooms, and everyone you know claims over emotion leaves and
dark drinks
to have read it, or at least to have a copy
presented by culinary conjurer
on their bookshelf somewhere. Fern Baxter
So you’d think people would be
smarter. Or at least more cautious. They RSVP three days prior
might even go so far as to look up the Formal attire required. Bring a
gift for the table.
word “interfector” before they accept
your invitation to dinner. They might
even go so far as to turn you down.
But no. They don’t. You find most people to be all
ego. They believe they, and only they, will be the ones to
outsmart your game, to leave your table with their minds
and bodies intact. So they respond, demurely, believing
they have a chance to win. Yes, they say. Thank you for
inviting me/us. I/we would be honored.
Bring it on, you say. The more the merrier. They will
show up with their gift for the table, and the table will eat
it, and you will watch in their eyes the moment they start
to question. They moment they start to wonder if they
have overstepped.
And that’s before you’ve even begun to have your fun.
Amuse-bouche
“Beloveds,” you begin. “Welcome to my table.”
You have a speech planned, different for each. They
all hear something you are not saying, something in the
tenor of your words, in the lilt and lift of your voice. You
will pierce each heart, and not one of them will believe it
was you.
In these ears, the voice of a forbidden crush, lusting.
In these, the strain of a broken promise. In those and
those, an old rivalry lying dormant, shaken into life.
Whispers. Rumors. Lies. Even the food speaks untruths
and mistrust.
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Creatures and Beings
of the Nightside
Aperitif
Now it begins. You merely sit back and listen. Forks and
knives clash. Banter spills like red wine upon a white
cloth. A smatter of crimson ire. A splash of discontent.
Tight-lipped sip of bruised and bloodied ego. Stolen kisses
reflected in the chandelier’s twinkling eye.
This is what you’re made for. You know hearts are the
tenderest of places, best eaten bloody and raw.
Main Course
There is heat in every word. Knives to arteries. Forks to
eyes. Cloth napkins around clothes. The meal arrives.
Barely anyone notices.
Through it all, no one accuses you. Sometimes you
wish they would. It would be nice to have someone stand
Some vislae
up before you, just once, and lay the blame at your feet.
communicate in a
secretive Nightside To be smart enough and strong enough to withstand your
tongue taught only to whispers and see this for what it truly is: a stirring of the pot.
a select few. It can only You chew a leaf of discontent to bring down your high.
be spoken in whispers It would be easy to fly too far, to be too in love with your
and has no words for
own power.
concepts like mercy,
justice, or compassion.
Dessert
No one makes it to dessert. You dip a spoon into custard
whipped smooth with discontent, spread it across your
tongue like lies.
Level: 11
Injuries:
Wounds:
Anguish:
Defenses: Magic (two successes); +3 to all defenses
Modifications: +4 to persuasion, deception, social
interaction, and coercion
Immunity to Inducement: Immune to persuasion unless
the persuader has eaten dessert with you at some
point prior.
Sow Discontent: Your words make all those within long
distance distrust all beings close to them.
Traits: Corruptive. Manipulative. Machiavellian.
GM Shift: An NPC is particularly susceptible to
manipulations and inadvertently helps sow dissent
through their words or actions.
161
The Nightside
163
The Nightside
GILRAVAGE
Shredded cloth. A bit of stitching. A handful of buttons,
one missing. That’s all. Nothing to fear.
That’s you.
A tattered, dark grey dress. A stain near the hem. The
kind of thing someone would toss in the trash—in fact,
the kind of thing that looks like someone dragged it out of
the trash.
Yet compelling. Somehow interesting. People take a
second look. Feel the fabric. Smell it.
They want to try it on. How would they look in this?
Why would they want to? Who knows. Probably just a
silly lark. “Look at me in this old rag,” they might assume
they’ll say with a laugh. A Nightside vislae
But they don’t laugh. Because once they put you on, named Naomi Cadle is
an expert in personal
they belong to you now. Clothed in you, embraced by you, hauntings (not location
they are nothing but a puppet. A vehicle. A means to an hauntings), magical
end. viruses and infections,
and curses. Specifically,
And you decide the ends.
she has a talent for
You used to be like them. You were a fleshy thing, diagnosing them and,
walking around Satyrine on your own two legs. But your for the right price,
life was cut short. Your brutal murder is etched forever curing or removing
them.
into your psyche, even as that psyche persists in the land
of the living.
Oh, yes. Hell yes. You’re still here. You’re never going
to the Pale. Not unless you’re the last one in. Because you
will get your revenge. Not on your murderer. You already
did that. It wasn’t enough. Not on anyone who witnessed
the bloody act. You got them too. Not even anyone who
was within earshot or could have heard about it afterward.
They’re all dead too. And still you are unsatisfied. That’s
why you decided that to truly get the revenge you crave,
and for justice to actually be served, you have to kill
everyone.
Everyone.
But you’re smart. It will take a long time, and you have
to be careful. Thankfully, no one suspects a tattered
old dress. And if they even so much as notice you, you
can control their minds. One glance and you’ve got a
hook in. If you can get them to put you on, it’s all over.
They’re your new tool for murder. But you’re subtle.
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Creatures and Beings
of the Nightside
Stealthy. You’ve got to be, because it’s not always easy to
get someone new. You like to keep your tools as long as
you can. But when you’re done with them, they’re done.
You don’t want anyone talking. You don’t want some “I
was possessed by a murdered ghost inhabiting the dress
she died in” statement made to the authorities or entered
into a court record. So you end their life when you know
there’s no other way out. But their suicides are always
slow—slow enough that they can take you off in a place
where you can be found again. Because you’ve got work
to do.
Oh, and there’s that detective in Strangeglass who’s
begun noticing random murders by assailants all wearing
an old grey dress. Sure, he thinks it’s a strange death cult
with similar garments, but you’d better take care of him
sooner rather than later before he gets any closer.
Level: 7
Injuries:
Wounds:
Anguish:
Defenses: Magic (two successes); +3 Resist
Modifications: +3 persuasion and stealth (both transferred
to wearer if better than wearer’s modifications)
Attract: Anyone who sees the dress is drawn to it, to
touch it, and eventually put it on if it’s not already on
someone else.
Control: Anyone wearing the dress is mentally enslaved
for the entire time wearing it.
Stab: Inflict 7 points of damage with any sharp object
(transferred to wearer).
Poison: Given almost any ingredients, can make a level
7 poison that inflicts 1 Wound every ten minutes
(new Withstand defense action every Wound, with a
successful roll ending the progression).
Traits: Driven. Conniving. Insidious.
GM Shift: The dress infuses the wearer with magical
might, heals all their Wounds, and adds +1 to all
damage inflicted.
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166
Creatures and Beings
of the Nightside
Other angels seek to find and stop you. They are
misguided. You have heard some people refer to you as
the angel of murder. They simply do not understand.
Your work is just. Your path is righteous. Even if others
do not see it that way.
Level: 8
Injuries:
Wounds:
Anguish:
Defenses (Spiritual): Magic (two successes); +4 to all
defenses
Defenses (Physical): Magic (two successes); +2 Withstand
and Resist
Armor: +3
Modifications: +2 perception
Immune to Fear, Despair, and Remorse: These emotions
mean nothing, even if magically induced.
Execute: The nooses move independently and can attack
up to four different close targets. Those caught by a
noose suffer 1 Wound each round they are held.
Slash: Like executioner’s blades, wings inflict 8 points of
damage, and can attack two foes at once.
Gaze of Justice: One nearby target is rendered motionless
(2 rests).
Traits: Homicidal. Driven. Self-righteous.
GM Shift: Noose immediately ends up around a foe’s neck
and inflicts 1 Wound.
167
The Nightside
KARLENE THYSSIS
You used to be an elderbrin. That’s an odd thing to say,
but it’s accurate. You committed heinous crimes against
your family, and, like all elderbrin, your family is vast.
You eluded them for years. Laughed at their ineffectual
attempts to find you. Eventually, though, your crimes
caught up to you. Even though you hid among humanity
and took on the appearance of humans (unthinkable!),
you were found, you were captured, and you were exiled.
Now, for the elderbrin, exile doesn’t always mean
a change of physical location. In your case, for your
particularly horrific deeds, exile means that the matriarchs
used an application of the feyline magic they wield and
exiled you from your own identity. They stopped you from
being an elderbrin.
Your form is no longer fluid. You can no longer
participate in the mystical network of connection that
holds you to your family. They even took your name.
But they didn’t take your life.
Your human woman face is frozen forever in
mid-shift, so it eternally looks like half your face is
melting off your head. But a human might make that
alteration in a changery, right? So you can pass for a
somewhat-disturbing human. Taking a human-sounding
name was easy enough. But as a human, you didn’t have
much in the way of skills. However, you did know a secret.
You knew the location of a powerful artifact called the
Wanion Lamp.
It took months to get there. Moments to kill those who
stood in your way. But you got the artifact, and now you’ve
returned to Satyrine. Thanks to the powers of the lamp,
you can hold your own and even start to gather the wealth
and influence you have so longed for. No one will stand in
your way. Not the humans. Not the elderbrin. No one.
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Creatures and Beings
of the Nightside
Level: 7
Injuries:
Wounds:
Anguish:
Defenses: Magic (two successes); +2 Withstand and Resist
Modifications: +3 deception and stealth
Light of Misfortune: All nearby creatures (other than the
lamp holder) fail at their next action through unlikely
Locals in the Hollows
mischance.
refer to a mysterious Stealing Luck: The light of the lamp allows the theft of
figure living in an luck. Nearby target suffers –1 on all actions, and while
abandoned building
there as “the Bone
that effect lasts, the lamp holder gains +1 on all actions
Librarian.” He (1 rest).
apparently collects all Traits: Resourceful. Clever. Persevering.
variety of bones and
is supposedly building GM Shift: The light of the lamp inflicts 1 Wound
something . . . enormous (through misfortune) on another and heals 1 Wound
and macabre.
of the lamp holder.
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172
Creatures and Beings
of the Nightside
Level: 10
Injuries:
Wounds:
Anguish:
Defenses: Magic (three successes); +3 Withstand and
Resist
Modifications: +2 perception
Seize: Stone hands reach out from the ground (or any
surface with earth or stone) and grasp a nearby target,
holding them fast.
Imprison: A victim held by the hands of Seize is
swallowed by the earth entirely, held in a tiny cell
underground.
Wring Despair: Inflict 3 Anguish on a target by touch.
Spiked Hooves: Inflict 12 points of damage.
Traits: Patient. Content. Merciless.
GM Shift: Drawing power from the earth, the king heals
all Injuries and Wounds.
173
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175
The Nightside
ORGOSE
You are neither demon nor deity, although most
disbelieve that to be the case. Are you mortal still? What
exactly are the boundaries of that label? You’re not sure,
and perhaps it doesn’t matter. You were mortal, a vislae
who walked the Nightside Path. Delving deep—too
deep?—into forbidden lore, the secrets you learned and
the magic you mastered changed you.
You’ve discovered that will is a thing that can be shaped,
manipulated, and shared. It’s perhaps the most efficient
way to get what you want. Forcing others to give you what
you need or do your work for you. Other people are all the
tools you need.
The only thing that ties you to your former life as a
mortal vislae, you are loath to admit, is your love for a
woman named Valaine. You knew her when you lived in Valaine, page 180
Satyrine, and she rejected you. She wanted a child, and
you had no interest in being a parent. Bringing another
life into the world seemed profoundly . . . pointless to
you. So she left, and you haven’t seen her since. That
was decades ago. You’ve no idea where she is or what
happened to her, but you need to find her. With this
oh-so-mortal, oh-so-mundane condition still lingering
within you, this “love,” you can’t move on to whatever you
are truly destined to become. God? Demon? Maybe there
is no word for it.
So you need to find her. You won’t be able to control
her; you know that your weakness means such magic
won’t affect her. But you can kill her. And how hard will
that be, really? She’s just a mortal, after all.
Due to your now-inherent magical nature, at all times,
the area surrounding you loses all color, becoming black
and white, with shades of grey. The only exception is the
blood-red amulet at your throat. The amulet grants you
some of your power but, more important, it holds your
essence. As long as it survives, you survive. Your material
form might be utterly destroyed, but as long as the amulet
remains, you can reform a new body.
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Creatures and Beings
of the Nightside
Level: 9
Injuries:
Wounds:
Anguish:
Defenses: Magic (two successes); +2 Dodge and Resist
Modifications: +3 command and suggestion, +2 deception
Grant Life to Emotion: Touch a being, and their
predominant emotion transforms into a level 4
creature that literally pulls its way out of them
through their mouth. The target suffers 1 Wound
and 2 Anguish and can no longer feel that particular
emotion. Further, the emotion creature obeys the
commands of Orgose.
Control Minds: Control the actions of a touched target
(2 rests).
Fade From Sight: Disappear and remain unseen until the
sun next rises.
Reform: If killed, will reform in a new body identical to
the original within one week, as long as the amulet
exists.
Traits: Manipulative. Practical. Harsh.
GM Shift: A mind-controlled NPC intervenes.
177
The Nightside
TIPHANIE CAI
You are a member of the Silent Watch. Which, of course,
does not exist. It doesn’t see things. Or know things. Or
use those things in nefarious ways to move mountains,
mount wars, and destroy half-worlds. Of course not.
Most people know you as Tiph, the owner of The Sun
of All Seasons, a small store in the Brickhouse District,
where you sell flowers, mostly, as well as candles, vases,
and the types of knick-knacks that only people with paid
cleaners ever purchase. The store is a hollow tree with a
giant eye in its trunk. The eye and the tree have nothing
to do with the Silent Watch, although you can understand
why someone might think otherwise.
The flowers, candles, vases, and knick-knacks, on the
other hand? They are your true work for the Silent Watch.
You send each customer off with a gracious smile and a
watching stalk, a listening pistil, a passel of tiny insects,
a recording flame. Sometimes the secrets start coming
back before the customer is even out the door. Who knew
how many people talk to the items they purchase? Or to
themselves?
Even you don’t know who the Silent Watch really is, or
what they do with the information they glean. Other than,
obviously, blackmail. Which you know since that’s how
you came to work for them. You wonder some days. Was
it the sweet-smelling rose on a date that changed your
life? A candlelit dinner in a posh restaurant? A gift from
a former coworker? Or something unimaginable that
caught the essence of what you’d been doing with T—and
sent it along to someone, somewhere, to be used against
you? (Although you are grateful that the Silent Watch
truly is silent. They may use your secrets against you, but
they promised that if you said yes to them, they would not
use your secrets against anyone else, and so far they have
been true to their word.)
Honestly, you’re glad to have been caught. Until this,
you’d never found a job that truly seemed to fit you. It was
all flowers and rainbows. Granted, it’s still flowers, but
now it’s flowers with sharp teeth. Or, rather, sharp eyes
and ears.
178
Creatures and Beings
of the Nightside
Besides, now you get to know what they know. Of
course, you’re not supposed to listen in. Your contract
with the Silent Watch explicitly states that you will not
THE KEY
interrupt, listen to, share, or block the stream of secrets
Aethyric devices, that wend their way to your shop and into the aethyric
page 185 storage device in your back room. In fact, the stream is
warded against doing that very thing. You, however, have
learned how to glean impossible secrets, even from those
who are doing the gleaning.
So far, you’ve managed to fool even the red-haired
demon who shows up at your store every week to collect
the information for the Watch. In fact, you think they
might be a little bit in love with you. How could they not
be, when you somehow know so much about their most
intimate desires?
And each week you learn more and more about the Silent
Watch too. What you have yet to decide is what to do with
this knowledge. Seek a higher position in their ranks? Set
out to destroy them? Or possibly create their biggest rival
and see how much of the world you can take over?
Secrets, after all, truly do run the world. And those who
hold secrets? They can ruin it.
Level: 7
Injuries:
Wounds:
Anguish:
Defenses: +3 Resist
Modifications: +1 perception; +2 understanding motives,
persuasion, and seeing through deception
Your Secrets Are Mine to Use: Touch a person and learn
one secret that can be turned against them, now or in
the future.
Knowledge Siphon: Touch a person and steal up to three
points of Hidden Knowledge from them, from which
you gain +1 (per point) to all interactions or combat
with them.
Secret and Safe: Immune to effects that attempt to force
you to reveal secrets and effects that erase or alter
memories.
Traits: Sneaky. Driven. Intrusive.
GM Shift: Another member of the Silent Watch appears.
179
The Nightside
VALAINE (VAMPIRE)
Ruddy with blood, bloated with power, fierce in force
and body, you’re not like any other vampire you know. So
much so that other vampires turn from you. As if they
were perfect beings of the dark. As if such a thing even
exists.
No matter. You don’t need them, and you certainly don’t
The formerly mortal
fear them. In fact, you sense the reverse might be true. vislae Orgose (page
They would never own up to such a thing, but the way 176) was once the
lover of Valaine. He
they avoid you so avidly, not even baring their teeth but
has decided to find
merely stepping aside, even going so far as to cross the her and kill her to
street, suggests as much. sever all ties with his
previous existence. He
You could hunt them, you suppose. Bring down the has no idea that in the
houses and siblings and solitaries. For a while you intervening years she
believed that eradicating them all would bring you became a very powerful
and unique vampire.
some kind of . . . relief? revenge? Maybe both. You were She, on the other hand,
younger then. barely remembers him
These days, you prefer your own company, and that of and has no idea he
is looking for her.
your growing collection of mirrors. You like the way you
look, reflected. You own your power in these images. You
have lost your eyes, but not your vision. Blood seeps from
your nose and mouth; you lick it constantly. Your muscles
flex of their own accord. The scars from stakes and bullets
and curses riddle your form, reminders of everything
you’ve outlived. A million versions of you, and every one
of them is strong and powerful.
After all this time, your life is missing only one thing:
your desire to have a daughter, a tiny version of yourself.
Someone you can love with your whole heart, and teach,
and raise to be a strong woman in her own right. You
know of other vampires who turn humans and claim
them as their own, but that isn’t what you seek. You want
flesh and blood, a being you carry inside you until she
arrives, smart and strong and yours.
180
Creatures and Beings
of the Nightside
Level: 13
Injuries:
Wounds:
Anguish:
Defenses: Magic (three successes); +3 Withstand, +3
Resist
Armor: +3
Modifications: +4 strength-related actions, +3 stealth and
perception
Blood Pour: Open a vein and spray your blood at up
to three nearby targets. All creatures touched by
the blood take the form of a large rat (2 rests). Rats
are likely to attack other rats (bite does 2 points of
damage).
Dust to Dust: Transform into a spinning, swirling column
of dust for one round. Any close creature that inhales
the dust takes 5 points of damage and feels weak. They
lose all Physicality bene (although the pool can be
refreshed). While spinning, gain +2 to all defenses.
Puncture: A swift, sharp bite that does 5 damage to your
foe and heals you for 1 Injury or 1 Anguish.
Slash With Claws: 15 points of damage (affects other
vampires as their greatest weakness)
Traits: Confident. Solitary. Powerful.
GM Shift: An unwitting creature appears on the scene,
providing the opportunity to use it to your advantage.
181
The Nightside
VENMEER ASTRETHA
You finally got your soul. For so long you counted yourself
THE PATH
among the Empty Ones. But you tricked that foolish Empty Ones, page 26
mortal a few decades back into trading his soul for
something as minor as a cure for his daughter’s disease.
Now he’s dead and his soul is yours! It fills your being and
gives you oh so many new opportunities.
Demon sorcerer. Sorceress? You’re still not sure what
sounds better to you. Not vislae, though. You’ve always
hated that word, as well as every vislae you’ve met.
Arrogant mortal cockroaches—they can all just die. You’ll
show them what real magic is. Magic is actually too good
for them. Like so much, it’s utterly wasted on mortals.
But what can you expect? Life is unfair. Deeply unfair. To
succeed, you’ve got to be resourceful and smart, like you.
You’ve got to make the best of what you have at the start,
and then figure out how to take what you don’t have. And
you’ve done just that.
You’ve been studying spells and magic in your hidden
cave-home on the Nightside of Red. You’ve mostly
practiced with pyromancy because fire seems to come
182
Creatures and Beings
of the Nightside
naturally to you, welling up in your black heart. It’s
so easily loosed into the world to destroy and kill. But
enough study. It’s time to put some of this learning into
practice.
Now traveling the Nightside Path, you’re looking for
more secrets and more power. You’re like an addict with
this soul and what it’s unlocked for you, and you love it.
Unfortunately, you’ve recently learned that a captured soul
lasts for only a short time in the hands of an Empty One
such as yourself. You’ll need to find another soul quickly.
And keep a steady supply for the future as well. You’re
never going back to how you were.
Level: 8
Injuries:
How many? Wounds:
Anguish:
Defenses: Magic (two successes); +2 to all defenses
Modifications: +3 stealth, +2 deception, +1 magical lore
Blackfire: Everyone within a small area, the center of
which is within long distance, suffers 5 damage from a
burst of dark fire.
Burning Clutch: An object you touch, no larger than a
person, is destroyed in black flames.
Fires of Despair: Inflicts 1 Wound and 1 Anguish to a
faraway target.
Smoke and Flame: Disappear in a sulfurous burst and
reappear up to 100 miles (160 km) away.
Shaped Fire: Creates a barrier or other shape made of fire
that fits into a small area. Anything within it suffers 6
damage per round.
Traits: Arrogant. Ruthless. Determined.
GM Shift: Casts two spells at once.
183
The Nightside
VIARA
Some people talk about “daddy issues.” They have no idea.
You don’t share this with anyone, but your father is
none other than the Duke of Demons himself. Your Duke of Demons,
page 70
mother is a truespider. You grew up in the Red, amid
destruction, decay, and pain. That wasn’t for you, and as
THE PATH
soon as you could, you fled and have never returned. Truespider, page 145
You’ve encountered your father a few times in the years
since, and every time he’s made it clear that he doesn’t
respect you or think well of you. Did you disappoint him
somehow? Did he want a different child? Did he want a
child at all?
Whatever the truth, you’ve realized that it doesn’t
matter. You tell yourself that you don’t need his respect or
approval. Is that true, though?
Regardless, you have your own path now. After
wandering the realms of the Actuality for years, you
picked up a number of tricks and, more important,
secrets. Most recently, you stole the secret soul name of
THE PATH
the Cadallish from the Court of Nous and have set up a Cadallish, page 61
safehouse in the Nightside of the Gold Sun. There you
Court of Nous,
sell an elixir made from the liquid secretly drained from page 44
the Cadallish’s brain stem. But even this is just a step in
your larger scheme. Viara’s safehouse,
You’re going to show your father and prove to him that page 149
you are far more than he ever thought. You are going to
rule your own world, even if you have to learn how to
create one to do it. There’s supposedly a way to create a
new half-world, but it will be difficult and you’ll need to
bribe, deceive, or manipulate a lot of people to accomplish
it. Of course, you’ll make enemies along the way, and
you’ve made so many powerful enemies already, so you’d
best be prepared for them as well.
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Creatures and Beings
of the Nightside
Like your father, you can pass for human, but your flesh
and hair are chalk white, and you prefer to dress all in
various shades of white. You never appear armed, but you
always are.
Level: 11
Injuries:
Wounds:
Anguish:
Defenses: Magic (three successes); +2 Dodge, +4 Resist
Modifications: +4 deception and persuasion, +3 stealth, +2
magical knowledge
Reflection: Any attack, spell, or ability of level 9 or less is
reflected back at the attacker.
Steal Magic: Cast a spell known to a nearby vislae (who
loses the ability to cast it until the sun next sets).
Teleport: Teleport herself or another nearby target (willing
or not) up to a very faraway distance.
Influence: Force a nearby target to do as you ask as a
single action that either is their next action or is keyed
to a circumstance you specify. (“When you next see a
sharp blade, cut yourself with it.”)
Backstab: Produce a concealed blade and inflict 12 points
of damage.
Poison: Poison blades, food or drink, or any surface with
any of the following effects:
✦ Inflict 1 Wound
(2 rests)
Traits: Devious. Seductive. Charming.
GM Shift: A demon or other ally arrives to help.
185
The Nightside
186
Appendix: Nightside
Practices From Other Products
APPENDIX: NIGHTSIDE
PRACTICES FROM OTHER
PRODUCTS
T
he following magical practices from the Black Cube and Book M
can be considered Nightside practices just like those found in this
book. These lists are not definitive because the Nightside depends
on intention and context—it’s not a black-and-white distinction. For example,
some of the listed practices can be used in different ways (an effect might
summon a demon or an angel, for instance). A practice is considered a
Nightside practice only if it is learned to be used in a Nightside manner
(summoning a demon).
SPELLS
187
The Nightside
EPHEMERA OBJECTS
✦ Diablerie
INCANTATIONS
188
Appendix: Nightside
Practices From Other Products
BOOK M INCANTATIONS
✦ All That Fell From Heaven While ✦ But Now That My Grave Is
You Looked Away Honored, Friends
✦ Revenge Songs of Pinioned Angels
OBJECTS OF POWER
SECRETS
189
The Nightside
LONG-FORM MAGIC
RITUALS
BOOK M RITUALS
✦ Harness the M Current
✦ Morrow’s Thief
✦ Ruinrite
190
Appendix: Nightside
Practices From Other Products
191
The Nightside
CREDITS
ARTISTS
Biagio D’Alessandro, Sarah Dahlinger, Michele Giorgi, Doruk Gölcü,
Aldo Katayanagi, Eric Lofgren, Raph Lomotan, Irina Nordsol, Angelo Peluso,
Roberto Pitturru, Maichol Quinto, Martin de Diego Sádaba, David Seidman,
Zoa Smalley, Matt Stawicki, Bear Weiter
© 2020 Monte Cook Games, LLC. INVISIBLE SUN and its logo are trademarks of Monte Cook
Games, LLC in the U.S.A. and other countries.
All Monte Cook Games characters and character names, and the distinctive likenesses thereof, are
trademarks of Monte Cook Games, LLC.
Printed in Canada
192