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Awesome / Fallen London

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  • In the Light Fingers ambition, when you find out about the Orphanage, you're treated to a NASTY piece of work called Poor Edward. He's an agent of the Masters who tells you to drop investigating the Orphanage otherwise he'll bury you alive because killing you wouldn't really work in the Neath. He then gives you some herbs that can erase your memory. When you finally get to the Orphanage, if you aren't good at sneaking around it, you'll discover Edward was NOT bluffing and WILL bury you alive. If this happens, you're essentially forced to commit suicide in order to escape. So where does the CMOA come in? When you finally find the Music Hall Singer and her sister, both of whom you went in there to save, she will tell you that they can't leave. That whatever the Hell they were working on got to her sister, and that she doesn't want to leave. She says that her sister will never want to leave so long as she can remember it, and that the herbs to erase her memory would be impossible to find...and then asks you why you're smiling. You use the herbs on her sister and are able to get her out. All thanks to Edward. It gets even better if you choose to burn down the Orphanage, as you see him get enveloped in the flames as you leave.
  • Remember the battle against the Rattus Faber? Well, you can go through another battle scene in the Grand Sanatorium- against Tomb colonists, potentially some of the most dangerous humans in the Neath. Mirroring the duel at the end of the battle, you fight a spider council. You can fight at least three, but two of the one on one fights would be boss battles, if the game had a combat engine.

    Location-based storylets 

Watchmaker's Hill

Port Carnelian


    Non-repeatable storylines 
  • If you choose to let him do it, the Disgraced Rattus Faber Bandit-Chief finally clearing his name by setting up an Enemy Civil War to take down the Big Rat's lieutenants. Usually, he dies in the ensuing fray - but if the random number gods are smiling upon you, he returns victorious and no longer disgraced.
  • The conclusion of the story of the Missionary and the Firebrand, if you choose to "rail at them". To quote, "they've dragged you up and down Fallen London, halfway across the Quarter, tried to strip you of your memories," and then billed you for a 400-echo MacGuffin. Your character is not impressed, and does not hold back.
    "What are you doing down here? Why can't you leave well enough alone? How would you both like to b____r off back to the Surface and leave real Londoners to get on with real life? Did you really spend a year looking for the Nadir without even knowing what it was? Who are you people?"
  • Taking up the Jack-of-Smiles case, and ending the nightmare by burning down the cursed forge in question, and dumping everything into the Zee, to be lost forever. You took a case that no other could crack without either dying or joining the Jacks, made your way through it through wit and force, found out the truth, and dealt the killing blow to a killer of hundreds.
    "Newspaper interviews. Endless parties and dinners and speeches and salons. A parade down the length of Ladybones Road. A statue. A statue! It's in a quiet square somewhere, but still. London's memory is short. But today, London loves you."

    Exceptional Stories 


  • For those kind or sleazy enough to turn your Handsome Townhouse into an orphanage, there is one particular option that requires several hundred echoes and many many opportunity cards worth of effort to obtain before you even have the option to recruit her for a little bit of Fate. That would be the Laconic Prodigy. Her story goes a little something like this: Her parents were killed by the Vake, and so she ended out in the street. Afterwards, she was approached and recruited by the Sisterhood, i.e. the people who hunt the Vake and indeed will help a player who is trying to Bag A Legend. However, she didn't like the convent, so she escaped. Note that the Sisterhood convent is out in the middle of the Unterzee. Afterwards she bounced between urchin gangs until she ended up at your orphanage by pure chance. This little girl, who has quite the spiffy hat, is basically a smaller version of you. She's more stealthy than the most experienced of the Duchess's cats, she's more watchful than a Hound of Heaven, and she's more dangerous than a FULLY GROWN TIGRESS. She's basically a Scuttering Squad, but better. When you recruit her, she only joins you under the (heavily haggled) idea that when you and her introduce yourselves to someone, she gets to say that you are her assistant.
  • All players gaining a notable profession undergo a crowning moment of awesome with a different achievement for each.
    • For the Crooked Cross, their moment comes in convincing a virtuous priest to destroy a golden cross.
    "You put the cross in the Curate's hands so he can feel the weight of the gold. At first, he looks at you as if you were mad, but your questions are reasonable. After all, is God measured in right angles? Isn't a wooden cross as good as a golden one? Think of the good works that the money could be put to. The poor it could feed. The children it could clothe.

    When the priest takes a hammer to the cross, he does so with the certainty of a saint."
    • For the Midnighter, their moment comes when they track down a Queen in the Great Game, stealing her earliest childhood memento, which involved burning down the orphanage she grew up in, and delivering it to the Detective who was tasked with discovering the perpetrator of the arson / multiple-homicide of said orphanage. The Midnighter shows that no one is safe from the manipulations of the ministrator of St Jousha.
    "When tedium threatens she looks upon it, remembers how close she came to losing everything, and returns to her safe, sensible habits. Why does the box feel so light?"
    • For the Licentiate, they track down another Licentiate through his noble origins and murder him in the middle of a masked ball without anyone noticing. They find a scrap of leather with aliases written on and cross his name.
    It's never too early to get started.
    • For the Monster-Hunter, you set to zee, bait an anglerfish-like monster so huge its lure glows like a sun, and it raises a mountain of water upon rising from the depths. You jump in, you kill it in its own turf, you haul it back to your home and eat it raw. This feat turns your eyes the same color as the beast, a deep Peligin, and it leaves you with a snapped bone quickly turned into a harpoon and hungering for more blood to spill. It's implied the whole feat turns you into a minor Humanoid Abomination.

Dangerous is increasing...

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