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The Masters

https://static.tvtropes.org/pmwiki/pub/images/fl_master.png
When London Fell and the Bazaar arrived, they were there to acclimate the populace and hawk their wares. They're the enigmatic true powers of London, though they claim otherwise. Not much is known about them, but they aren't a united front — each one has its own schemes and allegiances. They are also definitely neither male nor female.

    In General 
  • Affably Evil: Wines, Fires, and Pages can all be rather friendly and charming, and the other Masters are distant at worst if you don't piss them off (though unfortunately Mr Veils and Mr Fires are perpetually pissed off). Unfortunately, they all have skeletons in the closet. Lots of skeletons...
  • Alien Space Bats: They are responsible for the fall of five cities, London being the Fifth, and why the events of this game exists. Also, it turns out that underneath their cloaks, they are literal Alien Space Bats.
  • All-Encompassing Mantle: They wear heavy cloaks that reach the ground, obscuring everything about them but the vaguest impression of their shapes. What's beneath? Nobody knows. But it probably isn't human. Something like giant alien bats, actually.
  • Berserk Button: Do not mention the Second City in their presence. Each Master will lash out at you in its own unique way. They were tricked and imprisoned by the Pharaoh's daughters of the Second City for an indeterminate amount of time and many of them are still sore about that experience.
  • Big Bad: To those who have a less than stellar view of them and Fallen London, they can be viewed as this. They are, as of now, too powerful to topple. However, the Masters, through some method or other, are directly responsible for the events of all Ambitions that you undertake.
  • Blue-and-Orange Morality:
    • They seem to hold... strange values, and often don't quite comprehend how humans think. Mr Hearts in particular seems bewildered by the apparent dissatisfaction of their rule.
      When Mr Hearts speaks, it sounds genuinely bewildered. "London has such stories now! Salted with tears and spiced with the passions of the heart!"
    • One of the most common manifestations of it all is that the Masters, as a whole, seem to find charity and gifts to be one of the most utterly baffling concepts they have ever seen. This can be sometimes plied to your advantage in that they may feel obligated to pay you back, because a trade is something that makes a lot more sense.
  • Deal with the Devil: Every city that became host to the Bazaar saw one of its rulers make a deal with the Masters: their city for a single precious thing (from past examples, this is usually the restored life and health of a doomed lover, but isn't always. The rulers of the Third City were known as the God Eaters after their city fell. There is a good reason for this). Interestingly, while the bargain will almost certainly backfire on the ruler and their lover, that may not be the Masters' intent. They just don't understand humans very well.
  • From Nobody to Nightmare: With the exception of Wines. The Masters are exiles of the High Wilderness, the name used for space in the Fallen London universe. They were exiled to the Neath for a myriad of "crimes". If they wish to return, they must redeem the Bazaar. One of them was exiled for "runtery", but whoever they are, they are definitely no longer powerless.
  • Giant Flyer: The hunched way they walk suggests they may be concealing enormous wings, but they don't use them for flight — at least, not in the Neath. Except for Veils as the Vake.
  • Glowing Eyes of Doom: Some of them seem affable... but their glittering eye-lights make it hard to trust them.
  • Humanoid Abomination: They look human, some even act human, but there are a few signs that whatever they are, they are something else.
  • I Have Many Names: The Mister Descriptor-style names they've adopted these days are only the latest, and even the descriptors have changed with the times.
  • Jerkass Genie:
    • They've repeatedly approached the rulers of cities who have some great, passionate love in danger of being lost and struck a bargain — their city and its people sunk into the Neath in exchange for eternal life for the ruler and their beloved. They assure their "customers" that they take good care of these cities too, that being cut off from the Sun won't mean mass starvation. But things never turn out well. The population of the cities dwindles and a newly acquired one falls from the sky and squashes the last one. The lovers saved by the Masters' powers survive in horrible forms which the Masters use for their own ends — the King With A Hundred Hearts for cheap labor, the Cantigaster for venom.
    • Subverted for the most part when it comes to the Marvellous. They would grant the wish of anyone who emerges victorious and Pages claims they have not yet failed in doing this. Meeting the previous winners seems to indicate that more often than not they have granted exactly what the winner asked for with two exceptions: The first winner who could not come up with a wish and the boatman who is still waiting for his wish to be fulfilled. Zig-zagged if the player wins. In the Power ending they grant exactly what the player asks for. Some endings, such as Love or Escape, have them state outright that they cannot fulfill the player's wish to the letter, but they would do their best to give the player the closest possible thing. And in the Time ending Mr Hearts arguably shortchanges you by not outright giving you its Hesperidean Cider, which would be entirely within its power. However, for all the endings they cannot fulfill to the letter, they do throw in a significant amount of bonuses to sweeten the deal. Going by the text, regardless of their choice, the Player Character comes out of it considering their reward a pretty sweet deal indeed.
    • Totally averted in the Nemesis ending, if you choose to bargain with Mr Cups to resurrect your loved one instead of killing the Master. It arranges for a ritual that fully restores their life with no side-effects (there is a drawback, but it's rather mild, all things considered, and it explicitly states it simply cannot do more), spending all its fortunes on the Cider needed for that and going bankrupt.
  • Logical Weakness: Being similar to bats, they don't seem to handle particularly loud noises too well. Even louder parties can get them a little jittery, and at one possible point a particularly loud music box dazes one of them for some time.
  • Long-Lived: They have been around for many years, since the Fall of the First City (which was young when Babylon fell). Though some of their number may have been replaced.
  • Manipulative Bastard: All of them. Every last one. Even Stones, with its blunt avarice, and Wines, with its oddly-judged affection, are extremely cunning and have probably dozens of plots running at a given time — most of them against one another.
  • Mister Descriptor: The Masters of the Bazaar go by 'Mr X', with X relating to what they trade in.
  • More Teeth than the Osmond Family: Mr Stones is described as having "more rows than a shark's mouth could hold". And that time not all its teeth were even in its mouth. Likewise, disguising yourself as Mr Veils involves gaining a mouthful of Scary Teeth of your own. You can bite Fires with them. This improves your disguise.
  • Normal Fish in a Tiny Pond: By our standards, the Masters are huge, eldritch, extremely powerful and utterly undefeatable. By their species' standards, they're a Ragtag Bunch of Misfits full of undisciplined, somewhat useless and runty criminals. By cosmic standards, they may be bigger, but they're still tiny. Notably, in the timeline of Sunless Skies, humanity has caught up and they had to run away, and locomotives can find and kill other Curators like them out in the High Wilderness, something that would've been unthinkable in the previous two games. This becomes particularly obvious when they interact with anything higher than them in the Great Chain, or when Furnace Ancona uses the Discordance on Mr Fires and it has absolutely no defense.
  • Proud Merchant Race: The Curators, the species that they come from, embrace ruthless capitalism as a show of strength.
  • Scary Teeth: Going by Mr Veils and Mr Stones, Curators appear to have these. Plentiful, insanely sharp, ambulatory and autonomous. They don't need to be in the Master's mouth to tear you apart and bring you back in pieces, and they always seem eager to cause harm. It is implied that Mr Stones' teeth, while outside its mouths, are powerful enough to destroy an entire building on their own.
  • Starfish Aliens: Everything they understand about humankind they picked up from observation, and it usually relates only to their trade. At best they regard humans as clever, productive and amusing pets; at worst as a grotesque but useful variety of livestock. They also do not understand human biology on any level, which is one reason why the bargains they make with the cities' rulers don't go quite as planned.
  • Vocal Dissonance: They're tall, cloaked figures with glowing eyes and dubious intentions. How do they speak? In high-pitched, shrill voices (with the exception of Fires, who has a hypnotic purr, and Iron, who doesn't speak at all).

    Mr Wines 

Mr Wines

The Master who controls the trade of beverages, and has major stakes in the entertainment industry. Friendly and jolly for a Master, it hosts lavish parties and has a weakness for music, but has famous issues with actually paying those who cater for its soirees.
  • Chessmaster Sidekick: Jervaise, Wines' major-domo. He's usually acting under the orders of his boss, but Wines allows him to use his own judgement in some interesting places. In any event, he's loyal and doesn't seem to mind menial tasks (like keeping track of Wines' corkscrew).
  • Code Name: M. Mourvèdre, while planning to buy Paris. (Mourvèdre is a type of grape.)
  • A Day in the Limelight: Appears in The Silver Tree, angling to buy the city that game is set in. Its presence, as the Cloaked Emissary, is the first clear hint of the supernatural, though the characters, used to Surface life, take a long time to realize this being, incredibly tall and always cloaked and high-voiced and faceless, isn't human.
  • Dead Person Impersonation: If another Master is killed in the course of an Ambition, Mr Wines is the one to take over its portfolio. If you kill Cups, it winds up bursting into tears over the stress of acting as three Masters (as Cups had already done exactly this for Mirrors).
  • Determinator: Mr Wines does not appear to have given in to cynicism as some of its colleagues have. In a possible destiny, it is the only Master who tries to openly object to the Player Character's accusation that they all think the Bazaar is doomed to fail in its mission.
  • Dirty Business: During the Bag a Legend Ambition, it clearly isn't happy when it realizes the only way to stop Veils' rampage is to kill it - but it still honestly helps you finish it off, after downing an entire cask of wine.
  • Even Evil Has Standards: Even Wines can see that Veils has become an abomination and will assist a Bag a Legend player with killing it despite their old friendship, though not without requiring a steep price anyway.
  • From Nobody to Nightmare: Subverted, unlike the other Masters, to the point where it's almost a case of From Nightmare to Nobody. Not that it's a nobody now from Londoners' perspective, but compared to what it once was it might as well be nothing. Wines was a monarch and a tyrant who held unimaginable authority and privileges. The power it once held seem more akin to that of a Judgement and it ruled over countless kingdoms that rose and fell by its whims. Then it failed to keep its promises, lost everything and the rest is history.
    Its crown freezes. Its sceptre crystallises with celestial ice. Its wings enfold its body as it plummets with dead stars, cast into a darkness where love atrophies, where it shrinks and shrinks until it sits before you, trembling: Mr Wines, just Mr Wines at the toasting table, fumbling for a bottle to drown out the memories.
  • Future Badass: In 1908, if the ravens of Parabola can be trusted (and to be frank, denizens of Parabola cannot often be trusted), it will venture to the surface and attempt to secure Paris, the Sixth City from an unnamed Emperor of the Third French Empire.
  • Gargle Blaster: The Neath's foremost purveyor! And one of its more pronounced drinkers. As a rule, you should generally avoid anything Mr. Wines calls "absinthe", as its only rule governing what counts as absinthe appears to be "will mess you up".
  • I Need a Freaking Drink:
    • Occurs whenever it's in a melancholic mood, such as being reminded of its fall from grace. In almost every appearance in an Exceptional Story, it's drunk.
    • Partakes heavily after realizing Veils needs to die, and it is going to help the player character kill it. It starts by gulping a glass, then pulls out a full cask of wine.
  • Irony: Promises. Despite the fact that Wines ruined itself by failing to keep its word, it appears to put a lot of stock in the vows of others. It is possibly one of, if not the only Master who still believes in the Bazaar's promise. During one scene in Bag a Legend, it also asks you to make a promise before giving its assistance and apparently takes you at your word. Even if the player gives their word, it is entirely up to then whether they really mean it. If you are aware of Wines's circumstances, you can even reference its own broken promise as justification for your lie.
  • Large Ham: Wines is noted to carry a theatrical flair to its actions and speech.
  • Riches to Rags: One of the crimes committed by the Masters of the Bazaar is "failure and defeat" and "a fall from king to beggar". This is pretty much confirmed to be Wines. During Christmas, it may give you the crown it presumably wore when it was king.
  • Taking Advantage of Generosity: A minor storylet (which can be repeated) has the player character organise and cater one of its parties out of their own pocket. Including the wine. When confronted for payment, Wines claims to have left its wallet in its "other cloak" and pays the player character using detritus left by the party guests.
  • Undying Loyalty: Among the Masters, Wines appears to be the one most loyal to the Bazaar, and it demands the same from its peers.
  • The Wonka: More than most other Masters, Wines comes across as genuinely trying to be friendly to human beings; due to the inhumanity of the Masters, it therefore also comes across as extremely weird. That said, it is still a Master of the Bazaar. Even when drunk, or talking about its corsetry, or the nature of time as a snake covered in onion marmalade.

    Mr Spices 

Mr Spices

https://static.tvtropes.org/pmwiki/pub/images/spices.png
The Master who controls the trade of spices and smokeables, and who lays claim to the honey-trade. A very irritable character, with a long-standing rivalry with Mr Wines over who has domain over dreams.
  • Bizarre Alien Biology: Mr Spices is pregnant. The 'father' is a female Devil, and Devils are colonies of bees. And when the player must help it give birth, a train is involved. That's about as bizarre as it gets.
  • The Comically Serious: Spices does not react well to affronts to its dignity. Which, of course, makes affronts to its dignity really amusing. Sinning Jenny and Wines used to tag-team it on that front.
  • Good Parents: The stash it is sneaking behind the other Masters' back is not actually a sedative, but a nutritional supplement for the fetus Spices is currently pregnant with; as shown by its interactions with the Storm-Bird, it is sincerely dedicated to the health of its offspring. If you deliver the child to the Bazaar, later interactions with Spices (for instance, during Christmas) lead to it having to leave early to take care of the baby, and if you delivered the child elsewhere, it gives some pointed remarks about whether you actually know where anything belongs.
  • Jerkass: It is rude and short-tempered in interactions. Spices is also responsible for Jack-of-Smiles, causing multiple permanent deaths. The only reason Jack was around for so long is because Spices was too lazy to get rid of it despite the fact that it knows for a fact that the scheme had failed and will never produce the intended outcome. Pages also remarks that Spices is often surly simply for the sake of being surly.
  • Pet the Dog: Despite being a surly jerkass, Spices is kind and gentle to the Storm-Bird, even asking for a toy from the player character (if they happen to have one) for the Bird to play with. This is likely because of the Storm-Bird's connection to Spices' (probably unborn) offspring in some way. What we see of its interactions with its offspring is also implied to be about as close to good parenting as eldritch space bats can get.
  • You Can't Go Home Again: This applies to all the Masters to some extent, but Spices might be the one to take this the worst. In one scene, Spices dreams of the High Wilderness again, and begins sobbing in its sleep.

    Mr Apples 

Mr Apples

The Master who controls the trade of agricultural goods, from fresh fruit to lumber. It likes to gamble and to demonstrate its largesse, and is said to be the Master to deal with regarding immortality. It's said it was once known as Mr Barley.
  • The Bus Came Back: Shows up in Sunless Skies as the Chiropterous Hoarder.
  • Didn't Think This Through: The Marvellous is this trope. You get the impression that Apples gave very little thought to the rules and the implications thereof. To go down the list of the disasters: the death of Mirrors is the prime example, but in the Time ending of Heart's Desire the player can trap the Masters in London for far longer than they ever wanted to be.. In the latter case, the other Masters lampshade how Apples' lack of thought has screwed them over.
  • The Gambling Addict: Possibly. You can win a Yacht from it from a game of card. It is also the one who began the Marvellous and appears to also be the Master most reluctant to see it end.
  • I Have Many Names: It also trades as Mr Hearts.
  • Screw the Rules, I Have Money!: Claims that "authority is what's left when the money runs out." Which is, perhaps unintentionally, a very accurate description of the power held by the Masters.
  • Token Good Teammate: Apples has far less blood on its hands compared to its compatriots, aside from its rather questionable Mystery Meat...

    Mr Hearts 

Mr Hearts

The Master who controls the trade of meat. A mysterious and sinister Master with an attitude of extremely disconcerting friendliness.
  • Big Eater: As would be expected of the Master who controls the trade of meat.
  • Horror Hunger: If you are dumb/unlucky enough to buy from its butcher shop in the Labyrinth of Tigers, you may find yourself feeling rather... Unaccountably Peckish.
  • Hunting the Most Dangerous Game: It organizes 'Hearts Game' where teams of assassins coordinate to slowly and subtly poison a target to death.
  • Mystery Meat: It's bad enough that it specializes in offal, but sometimes its meat will drive the careless diner mad, or get up and walk away on its own. The meat doesn't seem to resemble that of any particular creature, with its contorted bones and strange shapes.
  • Mysterious Backer: Its motives for organizing Hearts Game are deeply unclear and could plausibly be anything from testing methods of immortality, murdering potential threats, or even just amusement.

Mr Veils

https://static.tvtropes.org/pmwiki/pub/images/fl_bagalegend.png
The Master who controls the trade of cloth, and who also has stakes in the entertainment industry.
  • Bad Boss: On top of everything else, it is also an apathetic and cruel boss. Its factories employ children working under abysmal conditions, most of whom don't even qualify for wages, and when they do the bureaucratic process makes it hardly worth the bother. And unlike Mr Fires, whose factories are at least implied to be efficient if cruel, Veils doesn't even seem to care. In fact, its death has a positive effect on production.
  • Blood Knight: Like Iron, Veils loves fighting. Unlike Iron, Veils does not even limit this hunger to combat, extending its capacity for violence to fashion and politics, to the point where its thirst for blood has begun to make it a liability to the Bazaar and its peers. It has gotten bad enough that Fires prepared a mechanical replacement to Veils in anticipation of Veils becoming unsuitable for its duties.
  • The Chessmaster: Perhaps surprisingly for such a vicious creature, Veils is also a skilled Player of the Great Game, making moves and arrangements both in the Neath and the surface. For the climax of Bag a Legend, the aspect associated with spycraft and politics is one of the three dominant ones.
  • The Fashionista: For such a violent and animalistic Master, Veils appears to be very passionate about fashion and is quite offended by rumours to the contrary. In fact, trying to forge a convincing disguise of him in Bag a Legend can cost a Veils-Velvet Scrap, the most expensive Rag item in the game.
    "You might have heard rumours about me. That I do not care about fashion, despite my standing. This is slander." It caresses your outfit, fetid fangs dripping. "I care more than you could fathom."
  • Hero Killer: Zig-zagged. It played a key role in the killing of Mr Eaten. The rest of the Masters condoned and even helped in the murder. It didn't entirely work; Mr Eaten and the Seekers of the Name resent it viciously, condemning Veils as a traitor. On the other hand, there's also its tenure as the Vake, which seems to involve killing (quite a few) people for sport.
  • Hunting the Most Dangerous Game: When it tires of wheeling and dealing with the other Masters, it takes to the skies and hunts Londoners as the Vake. It delights in killing his own hunters, to the point he's the one that had the great idea of offering an absurdly huge reward on his own head, to keep a steady stream of them coming in.
  • Jerkass: For the most part, a lot of the Masters' villainous acts are due to laziness or avarice than outright malice. Veils does horrible things because it's impatient, bored, hungry, and kind of a prick. And if you think it's merely a matter of feeling superior over the lowly humans, it treats fellow Masters pretty awfully too; a few events in Bag a Legend imply physically assaulting its colleagues when it's in a worse mood than usual is not uncommon.
  • Karmic Death: One of the endings of the Bag a Legend ambition. The monster who lures Vake-Hunters to their doom might finally be put down by one of those very same Vake-Hunters.
    • To the Veils of the Third City, for Seekers who went the distance but turned back at the very end. They skip the extremely expensive requirements for forging the Jaguar Blade necessary to kill the god who transgressed. The Seven-Fold Knock suffices to bring this long-awaited reckoning.
    • If you initially capture Veils of the Third City instead of killing it right away, you later have the option to eat it and gain power. Do unto others...
  • Literal Split Personality: During the final segment of the Bag A Legend ambition. The Chorister's Bomb, a Red Science superweapon developed specifically to neutralize Veils, converts the Master from WHO into WHY, turning it into all the "selves" it has within it. Most are small and too trivial to persist, but in the end three remain to be dealt with; Curator Veils, its self as the animal that he was before joining with the Bazaar, Veils of the Surface, its self as a network of influence after allying with the other Masters and becoming a force all his own in the Great Game, and Veils of the Third City, its self as a god that committed the most terrible of crimes.
  • Nice, Mean, and In-Between: When the Chorister's Bomb is detonated, it is split into three main facets of its personality:
    • Veils the Curator, a savage and bloodthirsty animal, is the Nice one, being the least intentionally malicious of the three. Yes, that's not a joke.
    • Veils of the Surface, the Chessmaster is the In-between. At first, it seems the least malevolent of the three, but when it's drunk, it freely divulges it's heinous intentions, revealing itself to be Always Chaotic Evil.
    • Veils of the Third City, its form when it appeared to the people of the Third City, is the Mean one, having committed the most atrocities. It is rude, murderous, unrepentant for its evils and refuses to learn its place. It's the only aspect that the player can't deal leniently with.
  • The Spymaster: It is the patron of the Face and possibly also the Teeth of the Foreign Office.
  • Stealth Expert: For such a large creature, Veils is noted to be remarkably stealthy when it wants to be.
    Mr Veils is at your side again. You did not even see it arrive. No more than you would see your own blood pumping to your heart.

Mr Cups

The Master who controls the trade of pottery, as well as the rag-and-bone men of Fallen London.


  • Berserk Button: It's the only master stated to explicitly "fly into a rage" at the mention of the Second City, as opposed to the other Masters' more passive-aggressive behavior (or Spices, who also gets angry, but is more likely to get overwhelmed by grief rather than be able to attack you).
  • Brutal Honesty: Even when it's about to suffer a Fate Worse than Death, Cups makes no attempt to apologize or conceal the fact that it feels absolutely no remorse for all the people it's killed. It's even honest about bringing your loved one back if you spare it, at great cost to its fortune.
  • Collector of the Strange: Its Relickers search through scraps to find valuable odd things, which they bring to it.
  • Dead Person Impersonation: By the time Mr Mirrors died, the number of Masters was too well known to too many survivors from the previous cities to try to erase it completely. Cups took over for Mirrors' portfolio.
  • Deal with the Devil: With it as the devil. Mr Cups and Mr Eaten made the very first deal for the First City.
    Two figures step into the chamber, hunched and garbed in many petalled black cloaks. Masters of the Bazaar. One carries a clay cup, the other an unlit candle. The one with the cup says, "I think we can be in service to each other. Allow me to propose an exchange."
  • Evil Cannot Comprehend Good: It's murky who can be called "good" or "evil" in this scenario, but it thought the avengers it lured to the Neath would be satisfied with just killing Scathewick, not expecting them to keep going after the one who arranged the murder.
  • Fate Worse than Death: Potentially at the end of Nemesis, through the consumption of Cardinal's Honey.
  • Gone Horribly Right: Wanted to craft stories of vengeance for the Bazaar. Potentially murdered for vengeance by one of the people whose loved one it killed. Bonus points if the player character chooses to write a story of revenge on the Bazaar afterward, which is what Cups would have wanted, but not in the way it had hoped.
  • Ironic Death: At the conclusion of "Nemesis," it can potentially die from drinking out of a poisoned cup, delivered by the player, who infiltrated its quarters through a mirror.
  • Karmic Death: Killed at least seven people to lure their loved ones to the Neath to seek revenge. Potentially killed by the seventh.
  • The Power of Hate: One possible interpretation of its plan. Rather than through love as the Bazaar intended, Cups wishes to "ignite" the Bazaar's heart to save it, "for vengeance is as hot as love".

Mr Pages

https://static.tvtropes.org/pmwiki/pub/images/mrpages.png
The Master who controls the trade of knowledge and publications. Through the Ministry of Public Decency and the Special Constables, it manipulates, seizes and censors texts and authors deemed threatening to the social order — or that it would add to its own collection of texts.
  • Bait-and-Switch Boss: Everything suggests Mr Pages would be the final boss of the ambition Heart's Desire. It is the most high profile player and the last to appear. It performed the best in the first round. It is a Master of the Bazaar, someone who would be either the main villain or at least the one pulling the strings if this was any other ambition. Instead, before you can face Pages itself, the Master is bested by Beechwood, a mere monkey, who goes on to be your final opponent, albeit likely a more sympathetic one.
  • Book Burning: The modus operandi for the Ministry of Public Decency. Pages keeps a single copy for itself.
  • Breakout Character: Its popularity is noted to be one of the reasons it was chosen to be one of the love interests in Mask of the Rose.
  • Ditzy Genius: Hard to tell with a Master, but it seems to genuinely adore books, reading, words and print. The "ditz" part comes with being a Master and as such deeply odd to human sensibilities. Or maybe just that odd; the reason the Curators banished it from the High Wilderness was because it could not resist the impulse to spruce up and edit for clarity the foundational text of their people.
  • Great Big Library of Everything: The spire it lives in. Whatever it doesn't burn, it will collect.
  • Love Freak: Writes gushy hamfisted love stories in its spare time, and obsessively collects the love stories written by others. Romance is on its mind quite a lot. It's also one of the few Masters who still thinks the Bazaar can find love with the Sun, and continues to aid it long after many of the other Masters have given up. In Mask of the Rose, you can attempt to romance it.
  • Perfectly Cromulent Word: A glance at any of its dialogue will prove its fondness for invented (though technically correct in construction) words.
  • Pet the Dog:
    • It won't be happy if you let the Wilted Dandy keep one of its books, but it will let him and you off the hook if you personally write a new copy of the book for it.
    • If you move into the Bazaar, it personally welcomes you as its new neighbor. If it visits your home, it tries to compliment you on your carpet.
    • During the Exceptional Story The Calendar Code, if you refuse its offer of paying you to give it a manuscript another party commissioned you to retrieve, it backs off and says that it even admires your courage.
  • Sesquipedalian Loquaciousness: As one would expect from a master of what is written. It sometimes comes across as trying too hard, or just really, really fond of hearing itself talk. In one scenario it describes some of its own poetry as "inane but heartfelt".
  • Sore Loser: After it loses to the monkey during the Heart's Desire ambition, Pages writes "two hundred and seventy-two pages cataloguing and condemning the evils of monkeys".

Mr Mirrors

The Master whose sphere is not entirely clear, except that it trades in glass. It seems to be charged with the secret knowledge relating to the dream-world behind mirrors.


  • Dead All Along: Not really dead, but it was trapped in Parabola by October before the events of the game, and most things attributed to Mirrors in the game are actually Cups. You can kill it for real during Nemesis, or free it. It will bring you presents if you do the latter.

Mr Iron

The Master who controls the trade of metalwork and mechanisms, as well as the duelling competition known as the Game of Knife-and-Candle. A silent and threatening Master. It is said it was once Mr Bronze.


  • Blood Knight: It enjoys combat. This is possibly the only thing it enjoys.
  • Defector from Decadence: While it hasn't really "defected", it's the one Master who displays contempt towards the Bazaar's manipulations. Its Mr Sacks self will praise players who have professions independent from the Bazaar and condemn those who have high-tier professions closely entwined with the Bazaar as choosing to be only cogs in the Bazaar's schemes.
  • Dual Wielding: A blade in each hand. (Or pens.) It wields both with perfect skill simultaneously.
  • Hair-Trigger Temper: Stoic as it may be, it seems to be in a state of perpetual grumpiness. Which, being a Master, means it will issue some horrific written threats (which you never get to see, but they do scare the absolute hell out of its own enforcers for just reading them to you) for minor offenses, like getting a little too close to it at the Carnival. Other overhead conversations imply that it just hates everyone, even its own enforcers, and especially the other Masters.
  • The Speechless: It does not speak, ever, but it can write with both hands at once. It's unclear if its lack of speech is choice or not.
  • The Stoic: Says little, emotes little, gives away little, especially compared to the other Masters. It has even less interest in human customs than its compatriots.
  • Unusable Enemy Equipment: Mr Iron does have a FL character, the only one to have a 10-card lodging.

Mr Fires

The Master who controls the trade of fuel, from household candles to industrial coal. Often at odds with the common workers of Fallen London, as well as with the other Masters.


  • Bad Boss: The dock-workers certainly think so. An early storylet sees a violent uprising at Wolfstack Docks; you can either support the workers in their protest or take up the stick of a Neddy Man and do some strike-breaking (and head-bashing). As revealed during the final parts of the Light Fingers Ambition, this is actually the reason it loves London so much, since the combination of the advances in industry and its Victorian-era attitude toward workers's rights and conditions allows Fires to fully explore how much of a Bad Boss it can be in the name of productivity.
  • The Bad Guy Wins: If you choose to hand over the Hybrid at the end of Light Fingers, Mr Fires gets everything it wants and ends the story ecstatic.
  • Butt-Monkey:
    • In Bag a Legend, the player gets the option to bite Fires while in disguise as Veils. If the player does so, their impersonating Mr Veils' quality goes up, implying Veils regularly bites his compatriots. There's even a hidden quality "Repeat Dentistry" that counts how many times Fires had been bitten
    • It's heavily implied that Fires is doomed in multiple possible futures. Hell, Veils has a better chance of survival, going by how many times each of them shows up in a possible future.
    • The final resolution to its meddling during the Railway can involve being completely outplanned or drugged into a stupor, and definitely ends with it accidentally pronouncing Discordance, knocking itself out from hypothermia, and generally getting horribly injured while having an entire chunk of memories deleted; it's reduced to huddling in the corner of the room, shivering pathetically with no idea where the hell it is. If the player has completed Light Fingers and chosen not to hand the Hybrid over to Mr Fires, they can also choose to let their child freak the hell out of Fires while it's unconscious, just for the hell of it.
    • You also have the option of infesting its office with fungal spores.
  • Crazy-Prepared:
    • During certain heists, you can find out in its office it has a contingency prepared "In case the Drowned One stirs". Meaning, it has a plan for when Mr Eaten's reckoning actually comes.
    • It has no fewer than three ongoing schemes to prevent the Creditor from calling in the Bazaar's debt.
    • It also has a contingency plan in case Veils is killed.
    • A certain line in Bag a Legend implies that it's also plotting against the Liberation of Night.
  • Enemy Mine: Tries to invoke this in Light Fingers even if the player expresses open disdain for it. Mr Fires relies on the player's presumed love for London to secure their aid, expressing a desire to save the city from being crushed as a worthy enough goal to work toward together.
  • Evil Cannot Comprehend Good: We do not see the whole conversation, but it appears that during a scene between Mr Fires and the Tentacled Entrepreneur, the former expresses confusion at the latter's motive, that being defending his fellow Rubbery Men rather than cold callous profit as Mr Fires has always done.
  • Evil Is Petty: Though not necessarily directed at the good guys. Near the climax of Light Fingers, Fires pretty much encourages the player character to burn down a library of failed love stories for no other reason than it would piss off Mr Wines. It is almost giddy if you go through with it. Fires stands to gain nothing from this pointless act of arson at its colleague's expense. It just wants to spite Mr Wines.
  • Exact Words: The Player Character suspects Mr Fires employs liberal use of this trope when it offered to make a deal with Furnace Ancona. In addition to trying to transfer a massive debt with grave consequences from the Bazaar onto the Union (while downplaying its importance), it offers to never interfere with Union's business if she does not encourage its own workers to unionise. The Player Character suspects that from its point of view, her mere existence is encouragement to his workers to unionise.
    "'It is possible.' The falsehood begins there. It is possible that something would prevent this old power from calling in its IO Us. But Fires would not be so eager to sell this debt on unless it were afraid. 'The debts are very old': another falsehood through truth. Age, in the Neath, does not mean toothlessness. Something that has refused to die for millennia can be a serious threat.
    And then 'as long as you do not encourage my workers...' Another hole, large enough to pass a GHR engine through. Furnace's daily life is an encouragement to unionise. Simply by existing, she sends a message.
  • Greater-Scope Villain: For the Light Fingers Ambition. While it doesn't show up until near the end of the story and has no more than two scenes, Mr Fires is the one responsible for the orphanage, the moon-milk experiment and the baby. Poor Edward is your antagonist and serves as the final enemy you face, but he's only Fires's lackey.
  • The Heavy: In total, it is responsible for, or has taken a significant part in, the Battle of Wolfstack (it runs the Neddy Men, obviously), and the Boxful of Intrigue arc, where it fights with Stones to keep the Sixth City, Paris, from falling, and the Light Fingers Ambition, and the Exceptional Stories the Ballad of Johnny Croak (where it is opening up a factory to serve some yet to be revealed scheme) and A Bright Future (where it opposes an attempt to bring electric lighting to London). It is also heavily involved in the ongoing Railway story, kidnapping Furnace, with at least three ongoing schemes involving the Tracklayers Union, the Creditor and an unknown Surface Contact whose mail you keep intercepting. It's really only rivaled by Veils in terms of villainy, though Fires is more Obliviously Evil compared to Veils.
  • Hypocrite: During the Heart's Desire conclusion, if you go for the "Time" ending, which involves London remaining indefinitely, Fires is your staunchest supporter, claiming that the Masters must abide by the results of the Marvellous. However, during the "Power" ending, Fires is the one that storms out of the meeting midway through. Apparently it meant "abide by the results so long that the results serve Fires's agenda".
  • Karma Houdini: One of the cruelest Master and the true villain behind the events of Light Fingers. At the end of the ambition, unlike Poor Edward who can be killed, Mr Fires is never fought and other than having its plan thwarted, it continues as before. At least you can get some satisfaction out of learning that it is incredibly pissed at your intervention... unless you choose to assist it, in which case this trope is played 100% straight.
  • Karma Houdini Warranty: If the player raises a hybrid with strong inclinations toward humanity, Mr Fires survives the event of Light Fingers, but in a distant future, the Hybrid will return and bring about its demise.
  • Karmic Death: In one ending of Light Fingers and only in a distant future, but the Hybrid Mr Fires created to further its scheme, a scheme that caused unimaginable pain and horrors to innocent victims, returns with a vengeance, and an army.
  • Laser-Guided Amnesia: Ancona inflicted this on herself and Mr Fires. It does not remember her, and she does not remember it. One can assume she has done this to prevent it from meddling with the business of the union. All its Creditor-related schemes, and the Creditor itself, are collateral damage, which collapses a whole bunch of its plans since the amnesia is self-perpetuating.
  • Lonely at the Top: Siding with Fires during the Railway plotline will result in a scene where Fires confides its plans with the player character, who discovers that the Master likes to talk about its schemes, but for one reason or another is unable to do so with his peers or subordinates. The player even outright states that it seems like Fires is lonely.
  • "Not So Different" Remark: Fires explicitly compares its younger self to Veils in Bag a Legend.
    Fires stands looking at you. It is not trying to see you. It is, rather, contemplating its reflection in the form of Mr Veils. "We have gone such different ways," it says. "I remember when we were more alike. But then… you were always the Vake, at least a little. Not able to keep to the allowable times. Killing whenever it suited you. Not so coarse in your thinking, but vicious, even then."
  • O.O.C. Is Serious Business: In one possible event after you finish Light Fingers by giving the Hybrid to Fires, the Master can be reported to treat its workers unusually generously at one point. Naturally, everyone thinks this is really freaking weird. Of course, the player knows that this is because Mr Fires has achieved one of its schemes which has put it in a very good mood.
  • Red Eyes, Take Warning: Some might say the worst of the Masters, certainly the most proactive from the player's perspective. Fires' glowing, red eyes are often remarked upon by the text.
  • Uncertain Doom:
    • Maybe, and only in a far future scenario. Whereas every other Master is name-dropped at least once during the "a Conversation on the Road" Destinies, Fires is the only one conspicuously absent in all of them. This, combined with its desire to remain in London against the wishes of the majority of its colleagues and presumably the Bazaar, does not bode well for its fate in these possible futures.
    • Less uncertain in one outcome of Light Fingers. You don't actually witness it happen in the present, but a vision of the future at the end of the story shows the Hybrid you saved leading an army against Mr Fires and won.
  • Voice of the Legion: All the Masters that actually speak have oddly shrill voices except for Fires. Its voice is instead described as "hypnotic", "purring" and having "strange harmonics".

Mr Stones

https://static.tvtropes.org/pmwiki/pub/images/mrstones_1.png
The Master who controls the trade of minerals, including building materials and precious stones. An exceptionally curt and covetous Master. Until quite recently, it was known as Mr Marble.
  • Cruel and Unusual Death: In the Tyranny of Stones, Mr Stones drowns a smuggler in gemstones for daring to illegally sell jewelries in London. It is a long and excruciating death, though likely not a permanent one. It also brutally murders the Calculating Lapidiary if you successfully break into the vault and show it proof that its security is lacking.
  • Eloquent in My Native Tongue: Stones is often laconic, though at times indulge more flowery language. However, though the player does not get the translated version, Stones is noted to be the opposite of this when speaking in Correspondence, winning a debate with Mr Spices over who should holds authority over sugar.
  • Greed: One of the few things it does say — and often — is "Mine!" It has a stranglehold on the trade of precious stones, apparently hoarding all it finds. Including an enormous diamond that is supposedly (and pretty obviously, given the events that follow), cursed as all hell. Nobody has any idea why.
  • Impossible Theft: You can attempt to rob Stones. It will not be easy. The lock can only be unlocked with the blood of a specific person who is loyal to Stones and has to both be fresh and given willingly. It requires a very elaborate Cover Identity, consumes a fair amount of items per attempt, is a ludicrously difficult Shadowy check (less than 20% odds even if you have the highest possible Shadowy in the game) and kills you upon success. Managing to commit the theft anyway and then flaunting it in front of Stones impresses it enough that you are then hired to work your magic and commit even more impossible thefts to expose flaws in security.
  • Not-So-Harmless Villain: It reminds you that it governs more than jewels. Blasting powder, hydrochloric acid, and numerous other corrosive mineral compounds fall under its purview too. It describes a few ways to use them.
  • Recruiting the Criminal: If the player character steals a very important note and sells it back to it, Stones pays for the note, and then tells them that they would be paid if they continue "exposing more weak points in security".
  • Slavery Is a Special Kind of Evil: Possibly. It is said that his focus is not gems, but value itself, and he was once known as the Khan of Shackles.
  • Terse Talker: Says little. No pleasantries.
  • You Have Failed Me: It is implied that the Calculating Lapidary is torn to bits and scattered across various places if Mr Stones discovers that the player character has stolen an important item of it right from under her nose. A Calculating Lapidary does return if you rebuild your Trading Post, which Mr Stones also destroys, but she may just be another Lapidary.

Mr Sacks

https://static.tvtropes.org/pmwiki/pub/images/fl_sacks.png
A jolly red-cloaked Master who visits the people of London every Christmas, collecting gifts and taking them away. It hasn't been seen in recent years; instead, other individuals taking up its name and cloak have performed its duties for it.
  • Bad Santa:
    • It comes at Christmas — not to give things, but to take them away. It might take your headache. It might take your best wine. It might take your shadow. If you're very unwise, it might take you.
    • Eaten Sacks, the only one to give gifts instead of take them, might be the most dangerous of the lot. The least damaging option is to simply ignore it.
  • Intangible Theft: Many of its visits have Mr Sacks offering to take emotions and feelings away from you, instead of material objects. It never takes them forcibly.
  • Never Grew Up: Traditionally, Mr Sacks was accompanied by gangs of Urchins, who claimed to have given it their aging as a method of attaining eternal youth.
  • Pet the Dog: Some of them. Despite the things listed under Bad Santa, Sacks will also accept cheap offerings from the player even if it displays displeasure at it. Furthermore, if given a sufficiently desirable offering, it will either remember the player's good service or return the favor right then and there. However the most significant example of this is when it fulfills a Rubbery Man's wish as it lays dying, for once giving rather than taking. Even the player is utterly shocked at this turn of event and consider it a true Christmas miracle.
  • Trademark Favorite Food: Mr Sacks loves the 1868 First Sporing, a rare and valuable wine. It is the only gift that may be given to him on multiple days.

Mr Cards

The Long Lost Master who is being prepared to control gambling and games of chance in the Neath, and until their orientation is complete acts as the Master's secretary and record-keeper.
  • And Then John Was a Zombie: It is the player character if they win the Marvellous and select Power as their Heart's Desire.
  • Card Sharp: Naturally.
  • Cutting Off the Branches: Quite a few Lategame Exceptional Stories where the player character is an attendent of the Bazaar make much more sense if they're Mr Cards.
  • Long-Lost Relative: Or so the other Masters claim.
  • Painful Transformation: The process of becoming an alien space bat is said to be quite painful and will take around a century to perform without the subject dying.
  • Professional Gambler: As to be expected and how they obtained their position.
  • Pronoun Trouble: Mr Wines suggests letting it choose its own pronouns, which Mr Hearts dismisses as immaterial to their species.
  • Superior Successor: It's implied that Hearts, Wines, and Spices see them as this when compared to Mr Eaten.

Sinning Jenny

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An intimate of Mr Wines, and the madam of the Parlour of Virtue. Formerly the first Mayor of London, after defeating the Bishop of Southwark and the Jovial Contrarian during the election of 1894.
  • Action Girl: Oh yes. As a member of the Covent of Abbey Rock, an order of ferocious warrior nuns trained to hunt the Vake, she is almost certainly a bona fide badass.
  • Bitch in Sheep's Clothing: Mixed with Good Is Not Nice: She is (at least so far) actually making good on her promises to help the poor of London, teaching zailors how to read, opening orphanages and soup kitchens, etc. But, to get her office in the first place she blackmailed her wealthy clients to fund her campaign and was planning in advance to smear future opponents by digging up their hidden scandals. Retrieving her wimple for her during the Zee Festival reveals that she's sincere about wanting to help the poor and suffering, but fears that her plans may be only furthering secret schemes of the Masters.
  • Femme Fatale: If you buy a kiss from her during the Feast of the Exceptional Rose, there's a chance she turns out to be wearing poisoned lipstick to knock you out because someone paid her to do so.
  • High-Class Call Girl: She charges people for kisses and other related activities, but is respected enough by Londoners to be able to run for mayor of London with the support of other nuns.
  • Ms. Fanservice: We don't get to see an awful lot due to the game's lack of graphics, but it's almost certain that she is this.
  • Naughty Nuns: She's far more well-known for wearing thigh-high scarlet stockings and running the Parlour of Virtue than for being a prioress.
  • Stealth Pun: She's a nun who runs the Parlour of Virtue. In the Victorian era, 'Abbess' was slang for a woman running a brothel. Her own name is somewhat obscure wordplay on a 'spinning jenny', a multi-spindle spinning frame. Neither of these puns have been pointed out in-game.

Penstock

The owner of Penstock's Land Agency. He sells lodgings to the people of London. During Neathmas, he also allows the player character to access the Sundered Sea via Penstock's Wicket.
  • Mouth of Sauron: For the Bazaar. He acts as both messenger and translator.
  • Undying Loyalty: Like the lady in Lilac, he is in love with the Bazaar (even when he acknowledges how foolish this is), and will do anything in his power to further its cause.

The Neddy Men

Sometimes the Masters need their will enforced by someone ingenious, knowledgeable and subtle... and sometimes they need a few tonnes of illiterate bruisers who'll break a strike or seize a cargo of contraband. That's the Neddy Men.


  • Carry a Big Stick: All you need to be a Neddy Man is a stick to beat the disobedient, and a willingness to use it. This makes their level of danger vary quite a bit, and you'll be facing them both early in your Dangerous career and later on; some people are really good at beating you up with clubs.
  • Dumb Muscle: Compared to the Masters' other enforcers, all they can do is beat you up. Constables are dangerous in the normal way, but they have trickery at their disposal like any good police force, hunting you down for regular crimes. Special Constables even more so, having both political clout and even more resources than the regular constables, and will hunt you down for the more treasonous kind of felony. Agents of the Masters are some of the best intriguers you can get, and can get you assassinated with little problem without having to lift a finger. Neddy Men? They'll just catch you in the act of defending a docker/approaching a Master out of turn and beat you to a quivering pulp right then and there.
  • Pinkerton Detective: Not literally Pinkertons, but they perform the same services as strikebreakers. They are a lot less subtle about it though.

Poor Edward

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An extremely dangerous man, who seems to be some sort of senior enforcer for one or more of the Masters. Nothing is known of his identity; he wears a mask at all times.
  • And Now You Must Marry Me: He proposes to the player at the docks, under the threat of letting Hephaesta drown due to her moon-milk induced love of the sea. The player can actually go through with it near the end of Light Fingers, which lets Poor Edward visit them in their dreams.
  • Anticlimactic Unmasking: At the very end of the Ambition, you knock his mask away from him during the brawl, only to reveal that, besides his eyes, he is an absolutely completely normal, unremarkable man under the mask. Going through with the wedding has the narration describe his face as borderline innocent looking, complete with dimples.
  • Big Bad Wannabe: Despite the fact that he is your final opponent and that he defected from his former employer, Poor Edward is a much lesser threat than Mr Fires. Clara puts it best.
    "I'm scared of the Orphanage. I'm scared of Mr Fires... But I'm not scared of Poor Edward. He's a pathetic little man in a mask, playing at being the villain."
  • The Dragon: Or one of them, perhaps — to Mr Fires. Fires itself hardly gets directly involved in the Light Fingers Ambition, but Poor Edward is taking his orders directly the whole way through, and will get in your way every time he can.
  • Karmic Death: If you let Clara or the Hybrid kill him, his life is ended at the hand of one whose life he once made a living hell.
  • Laser-Guided Karma: Twice. He runs an orphanage that performs non-consenting Moon-Milk tests on living humans. Due to the player character's involvement, he's either burned alive in the same orphanage or suffers at the hand of a rioting mob of his former victims. Later, he would also get hit with Moon-Milk himself in a struggle with the protagonist, resulting in obsessive, self-destructive love for them.
  • Last Chance to Quit: Just once, Poor Edward will offer gently to wipe your memories and allow you to walk away without looking further into his interests, using the logic that it will be easier for all concerned — especially you — and it won't lead anywhere pleasant, anyway. Especially for you. He's quite sincere. If he catches you after that point, he'll bury you alive. You can get revenge if you so choose, by burning the orphanage with him, though at the cost of the other prisoners.
  • Malevolent Masked Men: They don't get much more malevolent. Even when he's madly in love with you, he attempts to make you or your allies suffer. His card image depicts a red mask in an open-mouth frown, with Edward grinning maniacally behind it.
  • Shrouded in Myth: There are many peculiar rumours about his nature and purpose. Even the player character learns little of his past and motives over the Light Fingers ambition.
  • Stalker with a Crush: After being splashed with moon-milk, he begins obsessing over the protagonist, sending them increasingly more horrifying gifts. The narraration also mentions the player receiving large swathes of love letters full of disturbing poetry.
  • When All You Have Is a Hammer…: When faced with a problem Edward will almost always resort to kidnapping. If he can't kidnap someone he'll go after their loved ones but the solution remains the same. With the exception of Jasper and Frank and Mr. Fires itself pretty much every character in the ambition will be abducted by him at least once.
  • Yandere: Late into the Light Fingers ambition, due to the effect of Moon-Milk, Poor Edward is consumed by an obsessive love for the player character whether they are interested or not, resulting in him sending you progressively creepier "gifts", culminating in one of those gifts being the skin ripped out of his own face.

The Relickers

Mr Cups' rag-and-bone men — that is, scrap collectors, who trade in everything from common waste to unlikely antiques. Each relicker is assigned a rattus faber companion, for reasons unclear. The four most prominent pairs are the Shivering Relicker and Pinnock, the Coquettish Relicker and Mathilde, the Capering Relicker and Gulliver, and the Curt Relicker and Montgomery.


  • Collector of the Strange: Each of them will collect random junk from you in exchange for some improbably rare or specialty items. The Capering Relicker takes this even farther — he can swing by and, among others things, happen to give you back your own soul if you sold it to the Devils in the past.
  • Go Mad from the Revelation: The Shivering Relicker was a Correspondence-scholar. It appears to have had a deleterious effect on her health and station.
  • Grail in the Garbage: Among the random refuse they collect are true treasures, some horrifically dangerous or scholastically significant.
  • Inexplicably Awesome: While all of the Relickers are less than forthcoming about their pasts, the Capering Relicker is about as enigmatic as you can get — he is not a devil, yet he seems to acquire more souls and infernal items than any normal human should. In fact, his rat Gulliver will say that devils usually avoid him. Does he steal the souls? Does he claim them from devils? Do the devils owe him? And what's with him showing up whenever your "Someone is Approaching" quality gets high enough to give you free stuff? How does he know the location of a former Prince of Hell?
  • Knowledge Broker: The Curt Relicker deals in rumor (er, rumour) and blackmail. If you give him enough scraps, you can basically become one yourself.
  • Non-Human Sidekick: Seems to be part of the job, as they always have a Rattus Faber assistant.
  • Only Known by Their Nickname: The Relickers do without the encumbrance of names.
  • Public Domain Character: If the Manager of the Royal Beth is (literally or figuratively) Gilgamesh, it seems likely that the Capering Relicker is Utnapishtim: he lived in the First City, the Manager calls him "uncle", and he knows the secrets of immortality.
  • Really 700 Years Old: If the Capering Relicker is to be believed, he's as old as the First City. He's certainly older than the Fourth, at least.
  • Rodents of Unusual Size: Pinnock, the Shivering Relicker's companion-rat, is described as being around the size of a badger.

The Efficient Commissioner

https://static.tvtropes.org/pmwiki/pub/images/efficientcommissioner.png

A woman who serves the interests of the Bazaar. She ensures procedures are followed, especially in times of tragedies.


  • Ambiguously Gay: Possibly. If you try to kick Sinning Jenny off the Board of Directors and fail to convince the Commissioner, she will refuse to vote with you in kicking Jenny from the Board, being suspiciously cagey about her reasoning. She has thus far shown no romantic or sexual interest in anyone else.
  • Beleaguered Assistant: She can feel like this if whatever motions you take in the Great Hellbound Railway are especially outlandish. Trying to keep her professionalism against things like passing trains through Parabola or inviting bizarre choices to the board clearly taxes her.
    "Every week I come here for these meetings, and every week I walk out feeling like I should check into the Royal Beth."
  • Consummate Professional: Intensely professional in all her interactions. It's hard to stay unflappable and keep the cold politeness demanded of her job in a place like the Great Hellbound Railway directory, but she does admirably.
  • Noble Demon: If you consider her evil. She hasn't done anything particularly villainous, but she does work for the Bazaar and her priorities align with its own. Still, she is shown to be professional and principled, capable of defending the interest of the Union when she feels the player is forgetting their obligations to the Tracklayers.
  • Not So Stoic: If you visit her nightmares in the Viric Jungle, it becomes obvious that a certain event during the time of the First City haunts her deeply. If you decide to lay tracks near area where the incident in question occurred, she can be seen almost panicking.
  • Off Screen Moment Of Awesome: After the player encounters the Creditor and the Commissioner realizes that the debt cannot be delayed much longer, she begins weeks of investigation that takes her to many places across the zee and even the roof, presumably by herself. These incidents, though not described in full, are noted to be extraordinary that even the Board Secretary puts down his pen so he can listen.
  • O.O.C. Is Serious Business: When it comes to the matter with the Creditor, the Commissioner can be reduced to hysteria and panic if the player chooses to ignore her warnings. Of course, gameplay demands you be able to convince her anyway.
  • Retired Badass: It is unclear how old she is, but she remembers the fall of London and claims she is too old to protect the Seal of the Bazaar from the creatures that might come after it. However, she can still go on a hell of an adventure to investigate the incident of the First City. If she is indeed Giz from Mask of the Rose, she would be at least 50 years old by the time of Fallen London.
  • The Stoic: Never shows much signs of emotion, even as she reads out a Tragedy Procedure detailing the "liquidfication of the present city" which causes many who are present to wail and sob uncontrollably.

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