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Three decades ago, London was stolen by bats. Dragged deep into the earth by the Echo Bazaar. The sun is gone. All we have is the gas-light of Mr Fires. But Londoners can get used to anything. And it's quiet down here with the devils and the darkness and the mushroom wine. Peaceful.

But then YOU arrived.


  • Action Girl: A female character with a high Dangerous.
  • The Ace: Especially when you have all four stats high/maxed out. But even with only one stat high, you are still one of the best people in that field/profession.
  • Ambiguous Gender: An option, you can go by completely gender-neutral pronouns at will, and no one will bat an eye at the fact they don't really know if you're male or female. Plus they have bigger things to worry about.
  • Anti-Hero: Possible to play as this, especially if one is occasionally Ruthless.
  • Badass Bookworm: Having Watchful + Dangerous, and perhaps a Scholar of the Correspondence
  • Badass Mustache: Quite a few (male) cameos have mustaches. It doesn't stop you from banging heads together.
  • Bi the Way: Potentially. You have the opportunity to romance many different people of either sex, and many players end up doing so.
  • Broken Ace: Your character can have a whole host of psychological issues. Having high Melancholy, Hedonist, and/or Ruthless/Heartless means your character could have suffered heartbreak, is a drug addict (or skirt chaser), or is a blatant psychopath, or a Pragmatic Hero willing to Shoot the Dog. Or a Nominal/Unscrupulous Hero.
  • The Casanova: Dozens of people are, at the very least, attracted to you, and may quite possibly hook up. Sometimes they may have ulterior motives, though.
  • Correspondence Course: 'The Adventuress' Correspondence Course' is one of this fighting traditions you can select during the 'Making Your Name: Dangerous' storyline. Said course was apparently set up by The Presbyterate Adventuress, and it seems to be both in-depth and effective, given the feats you accomplish in the game.
  • Cultured Badass: A character with a high Dangerous and Respectable (and maybe a few Society connections and Persuasive).
  • From Nobody to Nightmare: You begin jailed in New Newgate. Eventually, you can become a criminal mastermind, or a master duelist, or helping one of the multiple powers in London reach the top.
  • It Amused Me: The player's motives for why they do things are rarely delved into, leading into this as the only concrete explanation.
  • Kick the Dog: Heartless measures how often, and how willingly, you do this. Ruthless is when you do this for a specific goal/money. It can range from Heroic Comedic Sociopath to downright disturbing. Many times you can take advantage of mobs that are attacking Rubbery/Clay Men to steal whatever they may be carrying. They don't always make it out.
  • Master of All: Progressing in the story requires you to be good at everything.
  • Nice Guy: The Magnanimous Quirk measures your willingness to sacrifice for other's good and generally how nice you are.
  • Renaissance Man: Or woman, or what have you. Just advancing through the early game stories for all four stats requires you to prove yourself as a detective, poet, prose author, lover, socialite, exterminator, ring fighter, and burglar.
  • Screw the Rules, I Have Connections!: If your connections to The Masters is high enough, you can get off scot free for whatever crime(s) you may have committed. Getting it high enough, however, is a long, potentially expensive process.
  • Stealth Expert: High ranks in Shadowy allow your character to be one of these, making you practically invisible to all but the sharpest eyes.
  • The Social Expert: High-Persuasive characters are very good at convincing people to do what they will, and can navigate the battlefield that is London's high society with little trouble.

    Your Companions 

  • Character Development: At Hallowmas, you can encourage some of them to develop their interests, or their morality. Or traumatize your goldfish.
  • Multiple-Choice Past: Your Alluring Accomplice can join you for several reasons: as a criminal from Redemptions, at Hallowmas, or a French agent after purchasing Paris before the Masters.
  • Ragtag Bunch of Misfits: Several rats, cats, bats, and criminals. And monkeys. Who all, incidentally, loathe each other.
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    The Masters of the Bazaar 

All The Masters

When London Fell and the Bazaar arrived, they were there to acclimate the populace and hawk their wares. 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.


  • 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.
  • 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. Unfortunately, they all have skeletons in the closet. Lots of skeletons...
  • Berserk Button: Do not mention the Second City in their presence. Each Master will lash out at you in its own unique way.
  • 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.
  • 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: 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. Mr Veils dances on the edge, as it's unclear if he was exiled or chose to descend to the Neath, but he made quite the entrance by aiding and executing the murder of one of the Masters and replacing him. And Veils is one hell of a nightmare. Also, 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 dwindle 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 Cantergast for venom.
  • 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 — including against one another.
  • Mister Descriptor: The Masters of the Bazaar go by 'Mr X', with X relating to what they trade in.
  • 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.
  • 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, shrilling voices like helium-dosed little girls (with the exception of Fires, who has a hypnotic purr, and Iron, who doesn't speak at all).

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.


  • 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.
  • 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.)
  • 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.
  • 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!
  • 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.
  • 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

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.


  • 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 have been known to tag-team on that front.
  • Fantastic Drug: Prisoner's Honey. If it reminds you of opium, that's probably because it's supposed to.

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. It also trades as Mr Hearts.


Mr Hearts

The Master who controls the trade of meat. A mysterious and sinister Master with an attitude of extremely disconcerting friendliness. It also trades as Mr Apples.


  • Alien Lunch: Once you've walked into the meat locker, it's too late. Not even watching bugs scurry out of the bleeding holes of your purchase will detract you from eating it raw, whatever it even is.
  • 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.
  • 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.

Mr Veils

The Master who controls the trade of cloth, and who also has stakes in the entertainment industry. A young Master with a dark secret.


  • Hero Killer: Zig-zagged. It played a key role in the killing of Mr Candles. The rest of the Masters condoned and even helped in the murder — Candles seems to have been responsible for the Second City, which everyone but it viewed as a terrible mistake. It didn't entirely work; Mr Eaten and the Seekers of the Name resent it viciously, condemning Veils as a traitor, while the deal for the Second City, done behind the others' backs, as fine and completely fair. 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.
  • 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.

Mr Cups

The Master who controls the trade of pottery, as well as the rag-and-bone men of Fallen London. It has another portfolio, acting under the name of Mr Mirrors.


  • 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.
  • Collector of the Strange: Its Relickers search through scraps to find valuable odd things, which they bring to it.
  • Deal with the Devil: With it as the devil. Mr Cups and Mr Candles 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."

Mr Pages

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.


  • Adorkable: The other Masters manage to come across like grand, unknowable, eldritch beings of mystery. Mr Pages is a big giant nerd who can't think in a straight line, makes up its own language, and writes romance stories under a lady pseudonym. Even its burglary-induced tantrum is strangely adorable.
  • Book Burning: The modus operandi for the Ministry of Public Decency.
  • 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.
  • Go-Karting with Bowser: It is a player of the Marvellous.
  • 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.
  • 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.

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. Due to the machinations of October of the Calendar Council, Mirrors is dead, or at the very least, "gone". These days, Mr Cups is the one using its name.


  • Dead All Along: It was "killed" by October before the events of the game, and most things attributed to Mirrors in the game are actually Cups.
  • Magic Mirror: Perhaps. Mirrors in the Neath have strange properties, and those properties are its domain.
  • Mirror Universe: Such as this one. The world behind all mirrors is named Parabola and doesn't exist in the strictest sense. Ware serpents.

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 appears to be 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).
  • Crazy-Prepared: During certain heists, you can find out in its office it has a contingency prepared "In case the Drowned One stirs". Meaning, he has a plan for when Mr Eaten's reckoning actually comes.
  • The Heavy: In total, it is responsible, or has taken a significant part in the Battle of Wolfstack (he 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. He's really only rivaled by Veils in terms of villainy, though Fires is more Obliviously Evil compared to Veils
  • Not So Different: Fires loves London and doesn't seem to want the Bazaar to leave, ever. Its enthusiasm for the Fifth City draws parallels with Mr Candles' love of the Second City, which all of the other Masters absolutely hated and still despise to this day.
  • 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.
  • 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

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.


  • 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. Nobody has any idea why.
  • Terse Talker: Says little. No pleasantries.

Mr Sacks

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.
  • 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.

Sinning Jenny

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.


  • 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.
  • 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.

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

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.


  • The Dragon: Or one of them, perhaps — to the Masters.
  • 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.
  • Orphanage of Fear: He seems to be responsible for the Masters' secret "Orphanage", which is a true den of horrors.
  • Shrouded in Myth: There are many peculiar rumours about his nature and purpose.

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.

    Society 

The Traitor Empress

After the Fall, the Empress retreated to the Shuttered Palace, where her courtiers dress in black and never speak above a whisper. She is seldom seen in public, and none are allowed to speak her name. Loyalists prefer to refer to her as "Her Enduring Majesty" (or HEM, for short), and calling her the Traitor Empress in earshot of the constables is probably a bad idea.


  • Deal with the Devil: In exchange for London, the Consort was restored to health.
  • Historical Domain Character: Though no-one is allowed to use her name, she's clearly Queen Victoria. Or was her. Or is her partly. The Fall had odd effects. She goes back to using her name in Sunless Skies, however.
  • Humanoid Abomination: Her whole family is this bar one, and she is no different. As an example, the only composition she actually enjoys when you're writing symphonies at her Court is a nightmarish attempt at turning Correspondence sigils into music that drives everyone into rioting madness. If you have the misfortune to be her footman while her children have a feast, your character can glimpse them in their true forms which are so monstrous and unnatural that you Go Mad from the Revelation.
  • The Scottish Trope: We've never seen a single character use her actual name, and it's heavily implied that awful things happen to anyone who does. Not even the revolutionaries and thieves, no friends of laws, nor the royal family themselves call her by her real name. At least, until Sunless Skies.
  • Time Master: In Sunless Skies, her command over the Clockwork Sun allows her to have the power over time, at least somewhat.

The Consort

The Empress' husband, the Consort, fell gravely ill just before the Fall of London — typhoid, they say. He seems to have recovered, though it left him rather pale and wan, poor chap.


  • Bus Crash: In Sunless Skies he's passed away and his remains were entombed within the Most Serene Mausoleum. Except, not really.
  • Historical Domain Character: He's Albert, Prince Consort, husband of Queen Victoria.
  • Ill Girl: A gender-flipped example. Was on death's door prior to the Fall. Nowadays he's very pale and very quiet and seen around the Shuttered Palace only rarely. The pale face is only a mask though. What lies beneath is corpse-grey and far less pleasant.

The Captivating Princess

The youngest child of the Empress and the consort noted for her beauty and charm. She was born right at the moment of the Fall. It would be libellous — nay, treasonous — to repeat gossip about her owning select honey-dens, or partaking of depraved, sadistic and highly illegal indulgences. She ran as a candidate in the 1896 mayoral election, following the election of her paramour, Feducci.


  • Everything's Sparkly with Jewelry: Her character portrait is decked out in diamond drop earrings and a tiara.
  • Expy: May or may not have been inspired by the character of Helen Vaughan.
  • Femme Fatale: There is no long string of lovers she spurned who threw themselves over cliffs or into lakes. Anyone in the Court will tell you, if they know what's good for them.
  • Green-Eyed Monster: Her Hallowmas confession reveals that she was deeply envious of her older sister who was still living on the Surface. She devised a cruel plan to indirectly kill her sister's husband by persuading him to stay longer in the Neath than he should have, so that he died shortly after being exposed again to the sun. note 
  • Humanoid Abomination: There are very vague hints in "The Gift" that she is, or at least was, something terrifying and inhuman. (Of course the red eyes don't help matters.)
  • Historical Domain Character: Averted. Unlike the rest of her family, she is fictional and exclusive to Fallen London.
  • Red Eyes, Take Warning: Not red like blood. Bright red.

The Empress' Shadow

The eldest child of the Traitor Empress, she's still able to live on the Surface unlike the rest of her family. However, her life up there hasn't been rosy with her husband's death and her strained relations with both her mother and her deformed son who rules Prussia. Her background and motivations were explored in depth in a Fate-locked story released during Christmas 2016.


  • Black Sheep: Sort of. She's the only member of the royal family who lives on the Surface instead of the Neath and the Empress seems to treat her as The Un-Favourite. Then again, she escaped her siblings' fate of becoming Humanoid Abominations, so one can argue that she's actually the most well-off of the family.
  • Did You Just Romance Cthulhu?: One-sided on the Shadow's part; she's in love with Mr Wines and even asks Sinning Jenny if he visits the Parlour of Virtue, but telling it about her affections causes it to be revolted and say that it having intimate relations with a human would be like it having them with a dog.
  • Historical Domain Character: Her real-life counterpart is Victoria, Princess Royal, who married Frederick III of Prussia.
  • Meaningful Name: She's the shadow of her mother — still trying to follow her example, after all these years. As Dowager Empress of Prussia, she's also the shadow of her former self, in terms of the power and respect she commands.
  • Offing the Offspring: In one possible ending to her premium story, she poisons her son to regain the Prussian throne.
  • "Well Done, Son!" Guy: Her premium story makes it clear that in spite of her mother's undisguised disdain for her, she still feels a need to follow in her footsteps even to the point of seriously considering selling Berlin to the Masters as the Sixth City. You can persuade her to break out of this and strike out her own path in some of that story's endings.
  • Why Couldn't You Be Different?: Has this attitude towards her son who was born with a malformed arm, refuses to associate with her family or London, and is interested in astronomy.

The Duchess

A highly fashionable and refined lady, who hosts the city's most elite salons in the Tortoiseshell Wing of the Shuttered Palace. Her opinions do not always align with those of the rich and powerful — particularly, the Masters'. Known for her love of cats.


  • Ambiguously Brown: Her appearance is African, though she uses her make-up to make herself more ambiguous both in skin colour and in age.
  • Cain and Abel: The Duchess may or may not have murdered her brother-husband Tutankhamun; it seems she wanted to be in the Neath, so she faked being in love with a scribe and used her brother as bait for the Bazaar, which is what pissed off the Masters so much.
  • Crazy Cat Lady: She's not crazy, per se, but she is perpetually surrounded by cats, and is greatly devoted to them. This being the Neath, of course, the cats can talk back, and share their secrets with her. She may even be part cat herself — her eyes look a cat's. And, of course, she's an ancient Egyptian, and they worshipped cats.
  • Deal with the Devil: She made a deal with the Masters to save her husband, who was bitten by a snake and dying from its venom. He's still alive, but he became the Cantigaster.
  • Defrosting Ice Queen: If your Connected quality with her is sufficiently high, she chooses to trust you in certain scenarios. This is further indicated by the milestones for said quality; her attitude towards you progresses from "Oh. You." to "Good Evening.", then "You may be seated.", "Tell me something..." and, at its highest, "Quite Exceptional!".
  • Historical Domain Character: She's Ankhesenamun, the youngest daughter of the Pharaoh Akhenaten and sister-wife to Tutankhamun.
  • Immortality Inducer: The Gracious Widow's major competitor for the Neath's supply of life-extending concoctions.
  • Older Than They Look: She looks like an elderly English lady. It's a disguise; under the make-up, she's a young African lady. But that's misleading too — she's extended her life considerably.
  • Really 700 Years Old: She's more than 3000 years old. She's not the oldest person in Fallen London, but she's close.
  • Triang Relations: The Exceptional Story The Calendar Code features an ancient tale about a scribe deeply in love with a highborn woman married to someone else. Given that the tale is being sought after by someone with access to talking cats, it's much more likely than not that the woman mentioned in the tale is the Duchess. Even more interestingly, the scribe says that the woman tried to kill her husband with a snake so that the two of them could be together, which raises interesting questions of just how much she was truly devoted to her husband-tuned-Cantigaster...

His Amused Lordship

A hearty, good-natured fellow, fond both of popular amusements and of radical intellectual and scientific movements.


The Prim Baronet

The last living representative of one of London's noble dynasties, living in greatly reduced circumstances in his family home, The Marsh House.


Mr Huffam

The editor of The Unexpurgated London Gazette, and an elder statesman of Doubt Street, London's newspaper district. Highly respectable, and known for his progressive views.


The Wry Functionary

A civil servant, steeped in the methods and manners of the Shuttered Palace. He wields respectability like a knife and exercises power through protocol. And he never uses one word when he can use eight or nine.


    The University 
The University of London's colleges may have changed their names, their mottoes, and much of their syllabi after the Fall, but they've retained their original character.
  • Istanbul (Not Constantinople): Like many prominent people and institutions, the colleges have had a change of name. Benthic reflects its association with Jeremy Bentham; Summerset, its connection to the grand Somerset House.
  • Pretentious Latin Motto: Of course! The Benthic motto is "Omnes adsint, quamvis dementi, quamvis nefasti." note  Summerset has "Superbe et sophistice." note 

Benthic College

Formerly University College, London, Benthic College is radical and secular and noted for its provision of degrees to women, the soulless, and non-humans.


  • Decadent Court: A science-based kind, as Victorian science was fierce in terms of competition, and the races to find out about something first only got twice as vicious in the Neath.
    The Neocartography department has politics that make a dockside knife-fight look elegant.
  • Mad Scientist: The one place to find 'em in London, even if they're a bit scarce. Whoever created the Truthbreaker Turbine can not have been right in the head. One of your contacts also seems positively thrilled about the fact Sorrow-Spiders can travel through mirrors despite the fact such a revelation would keep most people from sleeping ever again.
  • Serious Business: Cricket. Part of the reason devils are so welcomed in Benthic is because they're short on teams to challenge as-is, and disparaging comments about it are not recommended in the least.

Summerset College

Formerly King's College, London, Summerset College is aristocratic and Church of England, and noted for its conservative admissions.


  • Dark Secret: The "Tales of the University" and "Uncovering Secrets Framed in Gold" storylets both reveal the Provost indulges in some distinct impropriety.
  • Hot Teacher: The Provost of Summerset, the Profoundly Educated Gentleman, is known as one of the most attractive bachelors in the city.

Dr Gideon Orthos

A notorious pirate-scholar — he and his crew of vicious crooks and disaffected academics (the "Fleet of Truth") descend upon less well-defended researchers, ransack their laboratories and dig sites, and publish their findings as their own.


  • Adventurer Archaeologist: A crooked, lazy one more inclined to plagiarize by force than anything, but one nonetheless.
  • Blatant Lies: His 'Fleet of Truth' makes a living by stealing research from colleagues and let Orthos publish it as his own.
  • The Hedonist: Which you can use against him on the occasions that he proves a rival to your own expeditions.
  • The Rival: Get used to matching wits with him should you explore the Forgotten Quarter or embark on scientific voyages (when his "Fleet of Truth" will hound you all the way to the site and back). He's the most frequent rival out of the four possible, the others being Virginia, February and Monsieur Pleat.

    The Church 

The Church in General

The church had always been tightly wound up in the day to day life of London, and the Fall did little to change this state of affairs. One of the more influential factions, the church works tirelessly to hinder the machinations of the Brass Embassy, and to explain to the flock why The Heavenly Host and his angels are so conspicuously absent from The Neath when your neighbor might have a forked tail, glowing eyes, and cry scalding hot water.
  • Corrupt Church: Zig-zagged. Some priests are selfless and moral, seeking to protect the weak and aid the destitute even at the cost of their own life. Some are there only for status or money or connections or to escape suspicion. The Catholic church of St Leonard, meanwhile, is simply a front for criminals, with the priest passing on jobs in smuggling, arson, murder, and burglary as "penance." However, it is not taken seriously as a religious institution; it is only frequented by those seeking commissions and opportunities in crime.
  • Fantastic Catholicism: An Anglican example. It's not the same Church as our world, since the Bazaars presence and influence means history took a similar but noticeably different route than ours did. Changes include:
    • New saints are mentioned that don't exist in the real life canon, including some that would be considered evil, such as a "saint of devils". Other Neathy saints even veer into Humanoid Abomination, like St Destin who both did and didn't exist simultaneously.
      • St Arthur, Beau, Cerise, Destin, Erzulie, Forthigan and Gawain are false saints. They exist only in heretical canon of hidden cult of Drowned Man (Mr Eaten worshippers), and even there they are labeled as false. Fitting, since their candles are links to What Is Not - Mr Eaten and Parabola, and anything true would be What Is.
    • The Bible is also different, containing new verses and even entire new books within it. There is a theological school — Saint Cyriac's Illuminated College, aka "God's Editors" — which exists to revise Church texts (including the Bible) to reflect Fallen London's rather fantastic recent circumstances. You can even become a member!

The Loquacious Vicar

Vicar of a church on Ladybones road, he's a rather chatty fellow with a love of mysteries and an even bigger love of gossip, making him a good source of leads for those pursuing watchful storylets. If you can stand how loudly he drinks his tea.
  • Gossipy Hens: Genderswapped version. So much so that your motivation for breaking away from the church in the "rail against the church" storylet is that your are just so damned tired of listening to his constant babbling gossip.
  • Motor Mouth: He isn't called the Loquacious Vicar for nothing.
  • Sophisticated as Hell: Presents the prim and proper image one would expect of a church vicar, if a little talkative. Then you find out he simply adores talking about raunchy scandals in full detail.

The Bishop of St Fiacre's

The Bishop of London's major cathedral, and a highly sociable gentleman of rather unusual tastes and hobbies. He's one of the select group who play The Marvellous. He's also a Snuffer — a face-stealing creature from the Elder Continent, disguised in human form.


  • Affably Evil: To an extent. He's much less actively malevolent than most of the Snuffers one encounters, and it's possible he's more of a Creepy Good figure considering that he does seem to sincerely believe in the possibility of redemption for the Bazaar and his race.
  • Humanoid Abomination: He's a Snuffer, which are these by default.
  • Insistent Terminology: He calls Snuffers "Cousins" instead because he's one of them and wants to emphasize that they were all created from the same source.
  • Monster Sob Story: The Flint story reveals that he's fully aware he's a monster and his reason for asking you to bring him essences from the Mountain of Light is so that he can use the essences to absolve himself into something better.
  • Sinister Minister: His Snuffer nature automatically qualifies him for this trope, though the Flint story reveals that Snuffers aren't necessarily Always Chaotic Evil.
  • The Stoic: He rarely changes facial expressions. Which makes sense, as his "face" is a mask.

The Bishop of Southwark

The Bishop of Fallen London's other Anglican cathedral, south of the Stolen River. A fierce opponent of infernal influences in the city, and a charismatically fiery orator, he's at the head of a scheme to militarize Fallen London's churches. In 1894, he ran for mayor of Fallen London against Sinning Jenny and the Jovial Contrarian, and came in third place.


  • Badass Gay: Flash Lay investigations of him during the mayoral election heavily imply that he was in love with a male army captain or a male poet before they lost each other or had a falling-out.
  • Badass Preacher: He's the finest orator in the Church. He's also the size of a Clay Man, a formidable wrestler, a former cavalry officer and hopes to lead an invasion of Hell.
  • Badass Mustache: Certainly helps making the man more imposing.
  • Large Ham: Even his notes are hammy — he emphasizes using ALL CAPS that you are a SINNING WRETCH! And it seems, judging by the spittle-speckled paper used in his letters, that he even hams it up during letter dictation.
  • My Greatest Failure: Back in the army, after his brigade was routed during the failed invasion of Hell, he and five others were hiding in a field of roses, and could have fled if he hadn't tried to pluck one. It did something horrible, flaying his arms, he screamed in pain, and they got caught. His companions were all hanged.
  • Nice Hat: A bishop's hat that seems to be made from riveted metal on close inspection.

The Dauntless Temperance Campaigner

A grey-haired, sober-minded lady, often seen at charity drives, church functions, and protests against the proliferation of spirituous liquors. As upright and respectable a citizen as you might ever see, though her campaigning has brought her into conflict with Mr Wines and its business interests. She served as a candidate in the 1895 mayoral election, with the slogan "Teatime for London", and came in third place.


  • Enemy Mine: During her campaign. Despite her anti-addiction policies, she accepted the support of the Young Stags, Sinning Jenny, and other Bohemians. They were opposing the Implacable Detective's more authoritarian platform and the Hell-supported Feducci. She seems to have tolerated her unlikely allies much more than she tolerated the Revolutionaries who tried to influence her campaign.
  • His Name Really Is "Barkeep": It emerged during the election that her name really is "Dauntless", and the notorious Chuffy McAvoy-Dauntless of the Young Stags is her tearaway (but loving) grandson.
  • Moral Guardians: She campaigns against alcohol, as well as honey, gambling, sensuous dancing, and anything else that too closely resembles fun.
  • Non-Idle Rich: The backbone of her mayoral campaign — public-spirited members of the upper classes throwing themselves into projects for social reform. The Campaigner herself took on slum lords, drug dealers and Revolutionaries in the course of her bid.

    The Constables 

Fallen London's law enforcers are a mixed lot. There's the traditional police force, based out of Concord Square, who are in equal parts modern scientific investigators and old-fashioned brutes. There's the Special Constables — the Masters' secret police — who are increasingly loyal to Mr Pages' Ministry of Public Decency. There are also a number of private investigators, upon whom the official police have come to semi-formally rely.

The Chief Constable

  • Cool Pet: He apparently collects rare, exotic and tremendously expensive monkeys.
  • Reasonable Authority Figure: He's not above streamlining procedure for well-connected friends or those who can offer him favours, but he'll willingly take decisive action against serious corruption among his charges when presented with the evidence.

The Knuckle-Scarred Inspector

The leader of the Velocipede Squad — Fallen London's elite detective division, mounted on top-of-the-line bicycles. Some say they're little more than another gang, using their authority to extort good and bad alike — but they get results, d—n it!


  • Da Chief: Not that they especially give a d—n about things like warrants (this is still Victorian London), but somebody has to keep them pointed in roughly the right direction.
  • Old-Fashioned Copper: On penny-farthings!
  • Police Brutality: Quite often, their job is to "administer the swift and thorough kicking of Justice."
  • Squad Nickname: On the streets, he and his squad are known as the Pennies.

The Implacable Detective

An elderly private detective, who is very well-respected by the official police. She takes on so great a case load that she will often offer up-and-coming investigators chances to take over minor cases to develop their skills. She was also the runner-up in the 1895 mayoral election, with the slogan "The Only Logical Conclusion."


  • Determinator: One of her most important tips when it comes to investigating: perseverance will work where nothing else will.
    "If you're getting nowhere, just keep snooping around the suspects and wait for someone's nerve to crack. That one's solved me more cases than I care to admit"
  • Great Detective: Highly logical and scientific, and skilled in manipulating suspects, she's Fallen London's finest investigator.
  • Little Old Lady Investigates: She's begun seriously investigating projects to extend human life dramatically — she is not ready to settle down any time soon.
  • Repressive, but Efficient: Her mayoral campaign included proposals to expand police powers to reform society along more logical lines, and was supported by the constabulary and by conservative academics. Her personal morality was so strong that she spent much of her campaign identifying corrupt elements in the justice system who would have to be weeded out for her plan to succeed.
  • Worthy Opponent: She'll hand you her card whether you're on her side or against her, presumably for this reason. That, or she finds wily criminals are just as adept at solving cases than a detective. After all, they have the mindset down pat.

The Honey-Addled Detective

A formerly great detective, who has fallen a long way since his heyday. While his career might be over, he's looking to pass (what remains of) his wisdom and experience onto someone else. Hopefully a "someone else" who doesn't have a terrible honey addiction. Perhaps that someone will be you.
  • Defective Detective: Once the greatest in his field, he has fallen to the mental ravages of honey addiction, and now ekes out an existence in what was once Baker Street, assisting younger investigators.
  • Drowning My Sorrows: Was driven into depression by the crushing bleakness and brutality of Neathy crime. He turned to the honey dens for escape, and it ruined him.
  • Expy: Of Sherlock Holmes.

The Last Constable

A holdout from a previous iteration of the Special Constables, before they allied themselves to the Ministry of Public Decency. She is currently attempting to bring down the notorious crimelord the Cheery Man, both in the name of justice, and for personal reasons.


  • The Bus Came Back: It's heavily implied that she is the Stiff-Backed Young Lady from the 2014 Feast of the Exceptional Rose. As a result, she's also been Promoted to Love Interest. Her story was continued as part of a series of reworks in 2017.
  • The Fettered
  • The Last DJ: She refused to join her colleagues when their priorities shifted from taking down serious criminals to censorship and exotic monster-hunting. She's left policing with only the resources and contacts she can get hold of on her own.
  • Killed Off for Real: As part of the game of Russian Roulette, she can potentially end up drinking beer with Cantigaster Venom in it.
  • Put on a Bus: If you side with her during the storylet involving her and the Cheery Man, she's ultimately forced to go into hiding on the Elder Continent in order to escape the Cheery Man's henchmen. She promises she will return one day, though.
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    Bohemians 
Patrons and practitioners of art in all of its forms, the Bohemians are among the most creative and eccentric factions of Fallen London. They simply wish to live out their lives of pleasure, art and hedonism, but the often scandalous nature of their work tends to bring them into conflict with the city's upper class and law enforcement.
  • The Hedonist: The quirk associated with them seems to be Hedonist.

Miriam Plenty

The Irresistible Lady. Proprietress of Mrs Plenty's Most Distracting Carnival, in the East End. Originally from Mutton Island, in the Southern Archipelago, she's now the popular patroness of Fallen London's bohemia. She ran for mayor in 1897 under the slogan "A Moment's Peace".


  • Bad Boss: She underpays her workers and seems to be a rough employer just in general, going by several events and Shoshana's testimony. On the other hand...
  • Benevolent Boss: Investigating her during the election will reveal that none of her workers have anything bad to say about her. That said, this is primarily because she intends to expand her business using her mayoral seat, so it may be that this is the exception rather than the rule.
  • Crappy Carnival: She makes some cheap tents, a legion of underpaid jugglers — and a handful of genuine oddities — go a long way, but she's not above putting a horn on a cart horse and selling it as a unicorn.
  • Hidden Depths: You might think her straightforwardly greedy and shrewd in business, but like much in the Neath, she has her secrets.
  • Rags to Riches: She came from Mutton Island to London and apparently "play fair well with a bad hand". Now she's among the more well-known and wealthy people in the city.
  • Retired Badass: According to events in a Mutton Island storylet and when acquiring St Beau's Candle, she was once a Seeker of the Name.

Dr Schlomo

The Viennese Exile, the Interpreter of Dreams. A doctor of the mind with a devoted following among the more esoteric of Fallen London's fashionable set. It's difficult to be sure whether he's a genius or a charlatan, but he certainly seems to know a lot about the Neath's stranger secrets.


The Sardonic Music-Hall Singer

A lady of famously independent and caustic opinions. She passes in and out of fashionability year by year, though she's presently enjoying an upswing through her relationship (friendship? intimacy?) with His Amused Lordship. She's certainly well-connected, and knows a great deal about a great many subjects.


The Set

A bloodthirsty artist-gang, who orchestrate stirring compositions and merciless crimes on the Unterzee.


  • Mad Artist: Their creations are terrifying. Their ships spray mind-destroying colours across enemy decks. And it's not unlikely they'll simply chop you to bits if you give their work a bad review.

The Artist's Model

A young lady trying to make a living in Veilgarden.


  • First Girl Wins: She's likely to be the first romantic partner you can encounter, and also the easiest to court. You may choose to ask for her hand in marriage, if you're so inclined.
  • The Ingenue: As much as anyone can be in the Neath. She cheats at cards, though.

The Epigrammatic Irishman

A gentleman and celebrated wit, who faces censorship by Mr Pages.


    Criminals 

The Cheery Man

Landlord of The Medusa's Head, Watchmaker's Hill's premier public house, and leader of one of Fallen London's most dangerous criminal gangs.


  • Archnemesis Dad: To the Last Constable.
  • The Chains of Commanding: The constant stress of underworld life (and of playing his family against each other) is getting to him.
  • Dragon with an Agenda: His number 2, the Blind Bruiser, is a major underworld presence in his own right — see his listing under Sunless Sea.
  • Even Evil Has Standards: He may be a thug, a smuggler, a poisoner and a torturer, but he refuses to get involved in the soul trade.
  • Fountain of Youth: Possibly. In Sunless Sea, one possible quest has you retrieve a supposed immortality elixir for the Cheery Man, although the Fathomking hints that it won't work. Afterwards, you meet with a young man who claims to be the Cheery Man's never-before-mentioned Identical Son, that his father is dead, and that he's now taking over his criminal empire. It's left ambiguous whether he's the telling truth, or is actually the Cheery Man himself after being restored to his youth. For what it's worth, the only other source on his family, the Last Constable, never mentions having a brother.
  • Handicapped Badass: He's one of the most dangerous men in London. Few know that he also has little use of his legs.
  • Killed Off for Real: Assuming his "son" is telling the truth (see Fountain of Youth above). Also, as part of his Russian Roulette game with the Last Constable, he can potentially end up drinking beer laced with Cantigaster Venom, killing him for sure.
  • London Gangster: A classic example — tough as nails and twice as nasty to get on the wrong side of.
  • Man of Wealth and Taste: Subverted. He can afford suits from the city's best tailors, but he's so clearly ill-at-ease in such finery that he looks like a schoolboy made to wear his Sunday best.
  • Odd Friendship: Plays chess with the Implacable Detective. And if he dies, the Bishop of Southwark attends his funeral.

Tristram Bagley, The Topsy King

Once a respected musician and scholar, now the leader of the Raggedy Men, the gang of lunatics who rule Fallen London's rooftops.


  • King of the Homeless: Or rather, king of the Raggedy Men, a specific variety of homeless who live in the Flit.
  • Love Is in the Air: Before he lost his mind, he was exploring the possibility of music that could induce this effect.
  • Mad Artist: Well, he's mad and he was an artist. There's a reason he likes paintings.
  • Reduced to Ratburgers: You can bribe him and his court with dead rats to reduce Suspicion.
  • Renaissance Man: Surprisingly, he used to be this. Tristram Bagley used to be a court composer, scholar and violinist for the Empress and was versed enough in the Correspondence to write an opera called 'The Bell and the Candle' related to it.
    • But before he could finish it, he bet his sanity in the card game called the Marvellous and lost, and that's why nobody can understand a thing he says.
  • Talkative Loon: Though with some puzzling you can guess at what he's trying to say, an awful lot of it still sounds like nonsense.

The Gracious Widow

Despite her name, the brutal and ruthless head of much of Fallen London's criminal enterprise, especially smuggling. Linked by heritage to Asia, her brand of crime is a shade different from what normally brews in the dark alleys of Fallen London.


  • Continuity Reboot: When the Orient was still a faction, the Gracious Widow was just one of its higher ups. At some point, Failbetter concluded that the modern inappropriateness of the term Orient outweighed its historical correctness (and the faction-related choices the player makes are largely about the Widow). Now all the cards relate directly to her.
  • Deal with the Devil:
    • In exchange for saving her lover, the Once-Dashing Smuggler, she gave up the Fourth City to the Bazaar.
    • Also, with Yesterday's King. She "promised [him] the thrones of the world" in exchange for Killing the Masters. She may not have liked how her first deal turned out.
  • The Don: Though she's actually Asian, she fits this archetype better than the Yakuza.
  • The Faceless: Her face is never shown, as she is always hidden in literal shadows.
  • Historical Domain Character: She's the daughter of Möngke Khan, who was the ruler of the Fourth City and indeed the whole Mongol Empire.
  • Immortality Inducer: Much of her smuggling is of life-extending peach brandy.
  • I'm Taking Her Home with Me!: The Gracious Widow takes a liking to a Street Urchin girl caught robbing her and offers to adopt her.
  • Ironic Name: People call her "the Gracious Widow" because that's what she prefers to be called, and it's not a good idea to do things she wouldn't prefer you to do.
  • Really 700 Years Old: She was a princess of the Fourth City, the remains of which are now the Forgotten Quarter. The city was Karakorum, capital of the Mongol Empire, which fell (or Fell) in the 13th century.

Jasper and Frank

Two Unfinished Men — Clay Men with an unusual capacity for independent and self-centred behavior — who technically work for Mr Stones, but are more usually found intruding themselves on everything illegal in the city.


  • Character Development: You can tutor their "nephew", Lyme. He becomes a nicer person for it.
  • Drop the Hammer: Whenever they need to hurt someone (which is often), they'll bring their sledgehammers along. They don't technically need them, as a punch from a Clay Man is already a spine-shattering affair, but they enjoy smashing people's chests in with them anyways.
  • The Mentor: They're instructed to provide for the education of various individuals, including a louche Devil and their Clay "nephew". They're happy to shove all of them onto you.
  • Minion with an F in Evil: Their "nephew", Lyme, who shows no inclination towards crime, and only ever assists their schemes by being kind and gentle with the people involved.

The Repentant Forger

A former criminal, now trying to make his way as a legitimate painter. A talented painter who sincerely regrets his crimes, he's often targeted by former colleagues or rivals who want to exploit his skills.

Jack-of-Smiles

A strange and ancient entity that emerges to go on throating-cutting sprees until captured, killed or disabled, whereupon he (or she, or it, or they) will be stymied for a time, only to emerge again somewhere else. He seems to jump from one body to another, but no one is entirely sure how, why or what causes the transition; only that he retains the same murderous inclinations whatever face he wears. Unfortunately for ol' Jack, he's not seen as very threatening — unless he cuts his victims to pieces, they often just get back up when he's done. This has made him a tad cranky. He's actually a set of Polythremean knives, ie living ones, all who share the same personality.


  • Artifact of Doom: He is one, or rather several.
  • Berserk Button: He'll always kill you if he meets you, sure, but should you refer to him as "Smiles" he'll do it with extreme prejudice.
  • Killed Off for Real: Usually, killing Jack just stops them for a while, and then another Jack pops out to kill again, however finishing the related questline allows you to destroy the knives and eliminate Jack for good. To reflect this, all events and cards involving Jack will be unavailable after this decision.
  • The Comically Serious: Jack doesn't enjoy being the subject of fun, but hasn't really grasped that London is a City of Weirdos and its citizens are likely to have met, been killed by, and had tea with entities much stranger and more frightening than he'll ever be long before meeting him.
  • Gone Horribly Wrong: Mr Spices created the Jack knives in an attempt to create more love stories for the Bazaar. The believe that threat of death will inspire love. They were wrong: the Bazaar doesn't accept synthetic stories like those. They abandoned the experiment...without actually trying to destroy the knives or its forge, thus now there's a lot of Jacks running around, killing people.
  • Knife Nut: Pretty self-evident. Probably because he is a knife.
  • Shrouded in Myth: How does he switch bodies? Where did he come from? Does he have some sort of purpose? Answer key: He actually takes over his wielders as part of a Deal with the Devil, he comes from a forge in Polythreme where his bodies keep on being produced, and it has something to do with the King With A Hundred Hearts.
  • Slashed Throat: The origin of his name. He gives his victims "smiles" from ear to ear.

    The Great Game 
With so many factions seeking to make a mark on Fallen London, it is only natural that these factions engage in spy networks and backroom dealings. That is the purpose of the Great Game, a catch-all term referring to the vast, intricate spy network that is played by nearly every major power in the city. The Game's machinations can range from subtle blackmail to bloody violence and everything in between, and only the most shrewd and cunning of players can come out on top.
  • City of Spies: The Great Game has its players nearly everywhere in London, including the Admiralty. They have one area where they explicitly control- Wilmot's End.
  • The Chessmaster: The quirk associated with them seems to be Subtle.
  • Do Wrong, Right: Wilmot's End is explicitly non-violent... In public. The players of the Great Game will drown, ambush and murder each other away from spying eyes. This prohibiton is less of a moral one than a pragmatic one- no murders or violence, or no public murders, and there'll be no reason to start investigations in Wilmot's End.
  • Genre Shift: While the writing for most of the Great Game's operations will be the normal snarky and somewhat verbose method, in Wilmont's End the writing becomes minimalistic, Hemingway-esque Beige Prose.
  • Overt Operative: Many of their spies are known to be spies, but they get around this by either using disguise, or using their reputation to disguise their true goal... or doing both and disguising their reputation and true loyalty.

The Face

London's diplomatic corps, based in the Foreign Office, between Tyrant's Gardens and Burly Street. Though they are without exception affable, charming, and lovers of music, many are not (as one might expect) from well-respected families, but rather, of common origins.


  • Dark Secret: They have cannibalistic appetites. They purchase corpses (properly dead ones) rather than murdering people, though.
  • Formal Full Array of Cutlery: They can never get proper procedure with these right. It'd be a huge problem, considering they're the ambassadors, but to their credit, they're so good at charming people they always get back in the game without a hitch.
  • Interservice Rivalry: With The Teeth. They find them to be useful, but terrible people.
  • Recruited from the Gutter: They have a habit of snatching Urchins from their gangs and raising them as operatives. The greater the potential, the more dogged their recruitment process.

The Teeth

London's intelligence service, also based in the Foreign Office. Oddly, many of them are of foreign origins, and retain certain unusual customs — particularly, exceptional piety and regular worship. They're masters of assassination, blackmail and, especially, disguise.


  • Dark Secret: Every one of them is a Snuffer.
  • Interservice Rivalry: With The Face. They find them to be awful individuals with disgusting table manners, though whether this means their utter fumbling of the usual "which fork now" routine or their dietary habits remains unknown.
  • No Sense of Personal Space: They really like to touch your face while speaking.

The Devout Intriguer

An agent of the the Teeth, who accompanies you to your post at Port Carnelian.


Alice, the Cheesemonger

Once a major player in the world of espionage, the Cheesemonger has been increasingly sidelined since the death of her family.


  • Easily Forgiven: You, if you work for her. The Cheesemonger gives you repeated assignments to sabotage other factions, and each time you have the option to turn coat and warn the other faction instead (gaining quick and easy Favors). No matter how many times you do so, she'll never expel you. Justified in that at this point she's so desperate for help she can't afford to lose even the most untrustworthy agent.
  • Gotta Kill Them All: Her entire family bar Catherine were killed when she opposed another agency's scheme. Her planned revenge: kill the leaders of the major imperial networks, and half of their agents, in the hope of shutting the Great Game down for good.
  • The Handler: She sources missions from clients, and hands them on to agents she knows to be capable.

Catherine, the Cheesemonger's Daughter

Possibly the Cheesemonger's biological daughter, or possibly not, Catherine has a knack for the spy business herself, and is ready to follow in her mother's footsteps.


The Clathermonts

Mr Clathermont; his wife Millicent; his three "daughters," Edie, Myrtle, and Lily. A family tattooist's business on Ladybones Road, pre-eminent for their role in providing tattoo-codes for transmitting secret messages, recording clandestine allegiances, and still stranger uses for ink on skin.


  • Big, Screwed-Up Family: Mr Clathermont cavorting with at least one of the "daughters" is the least of it.
  • Can't Kill You, Still Need You: Despite openly serving all sides in The Game at once (usually a huge no-no) Clathermont has not been killed or really even targeted by any of its players, since without him who would ink their code tattoos?
  • Overt Operative: Everyone knows their connections to the Great Game, but they have enough traditional clients — or clients wanting dangerous, possibly illegal tattoos for reasons unrelated to spycraft — that they can still hide in plain sight.
  • The Reveal: At the end of "Entwined in the Intrigues of the Clathermont's", you find out Millicent is The Lady in Lilac.

The Lady in Lilac

An enigmatic woman who can be found roaming the streets during the Feast of the Exceptional Rose to offer "desired" people arrangements to meet with companions at the Feast and perhaps even extraordinary tattoos for those curious enough to delve into her backstory. She's also Mr Clathermont's long-lost wife Millicent — or at least the part of her that survived the Nadir's irrigo.


  • Eye Color Change: Her eyes are violet, but Mr Clathermont remembers them as having been blue once. This change was most likely caused by her constant exposure to the Cave of the Nadir's purplish irrigo.
  • Literal Split Personality: The St Erzulie's Candle section of the Seeking Mr Eaten's Name storyline features a being encountered in the Cave of the Nadir who's strongly implied to be a fragment of Lilac that she gave up due to it being the part of her that couldn't love the Bazaar.
    (I was given up, you know. I am that part of her that does not remain. That part that never learnt to love a monster.)
  • Power Tattoo: In gameplay terms at least. Her tattoos are the only ways of permanently getting Bizarre or Dreaded points.
  • Triang Relations: She's still technically married to Mr Clathermont, but left him after she fell in love with the Bazaar.

The Man in the Fez

A man in a fez. He rewards the player in Wilmot's End, for Seeking out a Missing Woman. He also is mentioned working with the Waltzing Duke along with the Prussian Fellow.


  • Genius Bruiser: He's apparently a fairly large and powerful man, judging by the Strong-backed Labour he and his friends can provide, and he's also a high-ranking intelligence agent and one of your main contacts in the Great Game.
  • Nice Hat: Obviously, his titular fez.

The Muffled Intriguer

An intriguer whose past is unknown. They aid in using and obtaining items of influence.


  • Ambiguous Gender: A he? A she? An it? Or even more interestingly, a they?
  • Defrosting Ice Queen: As you convert to higher levels, they switch from a Terse Talker to a more friendly, even snarky personality.
  • Mysterious Past: Their past is completely unknown. Only that they have an odd distaste for cheese. Even the meaning of that phrase is unclear. It is possible that they are a member of the Teeth, given their ability at subversion and stealth (and their naming scheme) and thus a Snuffer, but that is merely speculation.
  • The Faceless: They conceal their face in a myriad of scarves and a hat. You can see them without their mask during a romantic indiscretion with them. Your character is pleasantly surprised, but we are never told who it is.

The Mithridate Office

The Presbyterate's "ministry of lies", which keeps the intelligence gatherers of the rest of the Neath in the dark about their nation's activities.


    Revolutionaries 
Not everyone's happy with how Fallen London is now under the Bazaar's control. Led by a mysterious group called the Calendar Council, these rag-tag anarchists are determined to topple the Masters and put London back in the hands of the people, and are willing to do whatever they must to further their cause.

The Calendar Council

Not much is known about the Calendar Council by the people of London, and the Masters and the Councillors themselves like it that way. A group of unknown size, influence, resources, and violently protective of its secrecy, the Council unites the otherwise bickering revolutionaries, though ironically its leaders aren't quite unified themselves. Those seeking more about the council are in danger, both from Special Constables and the agents of the twelve themselves.
  • Expy: Of the Council of Days from The Man Who Was Thursday.
  • The Night That Never Ends: The ultimate plan of Revolutionaries who support the Liberation of Night, like February. All colours but the Neathbow would cease to be. Apparently would result in freedom from all law, too. Since the Judgements of the stars come from non-Neathbow light, and Judgements determine reality... 'all law' in this case is rather literal.
  • Not So Different: Like the Masters they oppose, the Calendar Council has twelve members who appear on the surface to be united in their goals but actually have a lot of conflicting opinions and dissent within their ranks. Additionally, at least one Calendar Council member has suffered an unfortunate fate from disagreeing with the other members too much.
  • Rage Against the Heavens: The Liberationists' ultimate goal is to destroy the Judgements.
  • Reign of Terror: In the Exceptional Story Cut with Moonlight. There's an alternate version of London that never fell, where they overthrew the Traitor Empress instead... and they've set up their own offices and bureaus in the old order's place.
  • The Revolution Will Not Be Civilized: Generally, they staunchly oppose the Masters, the Traitor Empress and anything resembling a law; some also want to abolish said laws on sheer principle, even if the result causes major suffering for those who want nothing to do with any upheaval.
  • Temporal Theme Naming: Its leaders are named for months of the year. 'Seasons' may correspond to positions on the Liberation of Night.
  • We ARE Struggling Together: Council members agree the status quo cannot continue... but that's about it. Sometimes this infighting results in a murder of the permanent kind.
  • Well-Intentioned Extremist: The Council is united in this trope-the status quo, to them, is miserable, and anything that breaks it cannot possibly be worse. The Liberation of Night is a logical extension of this; the Judgements and their laws, born of light, is what continues the miserable status quo for everyone, and so by getting rid of light...

January

A masked woman known to be bankrolling some of the Revolutionaries' more visible schemes. Runs the Museum of Injustices, a hidden archive used by the Revolutionaries, and appears to be aware of allies in places high above. The current January was first mentioned during the Jovial Contrarian's first campaign, then served as his campaign manager during his second campaign.


  • Legacy Character: The title of January has been passed down following the previous holder's death at least once.
  • Non-Idle Rich: She's shown working for the Revolution's benefit whenever she appears in person.
  • The Revolution Will Not Be Vilified: Deconstructed. She's the only Council member to express solidarity with groups like Clay Men and Urchins, personally running a museum about oppression. She's also an intellectual associated with the Magnanimous Quirk. However, she plans to help marginalised people by tailoring rhetoric to recruit them, then initiating the Liberation of Night. It seems that her anger against the Judgements takes precedence over immediate injustice.

February

A tall, handsome, well-dressed woman, and exceptionally cunning and dangerous. She's a committed enemy of Mr Iron.


  • The Chessmaster: She'll never have just one plan when she could have two or three or more.
  • Complexity Addiction: February can't resist an opportunity to demonstrate her intellect. This leaves her vulnerable to a counter-plot that's a lot simpler than it looks.
  • The Revolution Will Not Be Civilized: Her favoured method of revolution is the knife, the gun and the Phlebotinum Bomb. (Someone ignoring the gun, however, will make her sigh wearingly and try asking nicely instead.)
  • Soft-Spoken Sadist: Her demeanour lies somewhere between "motherly" and "flirtatious" — she'll sign a note ordering an assassination with "fond kisses."
  • Terms of Endangerment: She refers to Mr Iron as "my sweet" and generally acts as though every success in her schemes is a wonderful gift she's reserving especially for him.

March

The original March in-game was a squat, rustic, amiable-looking fellow, who was a known enemy of Mr Wines. But then he stopped appearing. He's been replaced by a new March.


  • Historical Domain Character: The 2018 Mysteries answers confirmed that the original March was John Cassell, the Working-Man's Friend.
  • Legacy Character: The Red-Feathered Pin reveals that Cassell has been replaced.
  • Unknown Rival: Cassell gave away Darkdrop Coffee and seemed pretty well convinced that he was undermining Wines terribly. Wines didn't appear to be aware that he existed.
  • We ARE Struggling Together: The Council thought Cassell was too pious to fit with their vision of the revolution, and had him assassinated. If you manage to get a confession from the Haunted Doctor during Hallowmas, you find out that he was the one responsible for killing March. However, despite being ordered by the Council and admitting his religion conflicted with his politics, he does remember how he always gave him coffee and believes that he owed him better.

April

Mentioned rarely, but renowned specifically for intense brutality. She's also very skilled at designing and building explosives. Her real name is Emilia Hathersage, of Cotterell & Hathersage, who make some of the finest naval weaponry in London. She appears in the Bag a Legend! Ambition.


The Manager of the Royal Bethlehem Hotel / May

Also known as the Merry Gentleman, the Manager is as he sounds — the owner and proprietor of the Royal Bethlehem Hotel, an unbelievably luxurious institution-slash-insane asylum, mostly the latter due to the normal costs of getting a room being far, far too high for the majority of people. He waives the fee for those who are insane though, mostly because he finds them interesting. Thanks to the quality of the hotel, a lot of guests end up actually regaining their sanity (by Neath standards) under his care. He is hinted to be the one of the months in the Calendar Council by multiple sources. The 2018 Mysteries tab confirms that he is May.


  • Bribing Your Way to Victory: On his opportunity card, you can pay him Fate and a diamond(s) to get rid of your Nightmares and receive a bigger diamond from him.
  • Creepy Good:
    The Royal Beth has a reputation that goes beyond the strange, strays into the menacing and loiters in the foyer of the chilling.
  • Deal with the Devil: His lover was suffering from violent convulsive fits and obviously close to death. The Masters came and offered to make them both immortal in exchange for the First City. Unfortunately, the method used to "cure" his lover made him into the King With A Hundred Hearts.
  • Everything's Sparkly with Jewelry: As the priest-king of the First City he wore a lot of copper and brass jewellery. In the Fifth City he's downgraded to some really shiny brass buttons. He's also kind of obsessed with diamonds, because they remind him of his Gem Heart love.
  • Large Ham: He's a theatrical sort, given over to random soliloquies.
  • Love Makes You Crazy: His love for the King With A Hundred Hearts led to the fall of the First City, and hasn't lessened in the intervening millennia.
    The grief of separation can be a sort of madness.
  • Mark of the Supernatural: Has twelve fingers, six on each hand.
  • Public Domain Character: His backstory has a bit in common with The Epic of Gilgamesh. Combined with the revelation that he was the priest-king of the First City more than four thousand years ago implies that he may be Gilgamesh himself.
  • Really 700 Years Old: His was priest-king of the First City. His real age is probably between 3000-4000 years.
  • Stalker Without a Crush: When your Nightmares reach level 5 he starts following you around, presumably because he can see someone about to Go Mad from the Revelation and thus one of his future guests.
  • The Wonka: He's affable and charming, but also cryptic, menacing and extremely strange.

July

A once-fashionable and cultured violinist, who has apparently lost her mind to the land of dreams. She appears in the Exceptional Story Lost in Reflections.


  • The Chessmaster: London, Paris... Hamburg? Whatever will happen in 1908 and beyond, she makes sure that she herself will appear as little more than an innocent entertainer.
  • Deal with the Devil: The Devil in this case being the Orts — Parabolan snakes that assume the shape of birds. She trades her memories for dreams of a possible future.
  • Feather Motif: Of white ravens and black ravens; one for memories of the past, one for echoes of the future.
  • Living Memory: What survives of her in Parabola is little more than that.
  • Mad Oracle: She seems confused about when she is, recognising passers-by from visions of the future.

The Jovial Contrarian / August

A society figure known for his love of political debate. He's not publicly attached to any one cause — he'll happily argue for the establishment one minute, and against it the next. He certainly knows all about the Council, however. The Exceptional Story The Calendar Code and text from the Red-Feathered Pin confirm that he's a member; specifically, August. He ran for Mayor in 1894 and again in 1896 — he came second in his first run, and succeeded in his second, becoming Fallen London's third Mayor.


  • "Balls" Gag: His 1896 mayoral campaign ran on two key law-and-order policies: to restructure London's constabulary under the Mayor's office, and to hold a Constables' Ball as a way of thanking them for their hard work. According to him, they've never had balls before.
  • Benevolent Boss: As a candidate and a mayor, he pays his staff well and ensures they work reasonable hours.
  • Commander Contrarian: As the name dictates, he will pounce on anything he finds controversial and argue on whichever side is not yours. He just really, really loves arguing, and has a jolly good time when you actually beat him, not that he'd admit defeat. Even seen in his brief appearance in Sunless Sea, purchasing a Soothe & Cooper Longbox. He'll argue about the price, the condition, and even the kind of wood of the coffin while probably aware the wood has nothing to do with the box's value. And then he'll go and happily pay your initial offered price, having haggled just for the argument.
  • Disabled Snarker: He's a wheelchair user who acts exactly as his title describes, which often includes snark ranging from lighthearted to ominous. (Although details about his disability are very vague, Word of God has confirmed that he's really disabled, and not Obfuscating Disability.)
  • The Gadfly: He's not above provoking people in the middle of a (possibly unwanted) debate, as it both amuses him and gets the other one to actually want to win. He can get so annoying he can literally kill a guy by giving him a conniption just from needling him. It's apparently a constant problem for him.
  • Good Is Not Nice: Zig-zagged. He actively cares about London. His argumentativeness doesn't stop him from being friendly, treating his staff well, and being an inclusive Mayor. But he plays devil's advocate for issues like Clay Men's rights, gleefully backstabs allies, and repeatedly kills people by annoying them. And what Quirk is associated with understanding him or getting his attention? Ruthless.
  • Hidden Depths: The first time he ran for Mayor, his campaign appeared to be just a joke that not even he took very seriously like most of his other in-game contrarian actions. Deeper investigation of his campaign, however, revealed that it was actually a very serious attempt by him to try to Take a Third Option and find a way to free London from the Masters' control without resorting to the extremes of the Liberation of the Night.

September

A yet-unseen Month, known only by reputation.


  • Legacy Character: It's heavily implied that the previous September was the Curt Relicker.

November

A Purple-Clad Revolutionary, appearing at the Ministry's Parade in the Exceptional Story A Little Pandemonium.


  • Purple Is Powerful: She's a quiet, cool-headed figure dressed in purple.
  • Big Eater: Constantly seen munching on fruit. Even while being arrested.

December

The leader of the Calendar Council, the only member who knows the identity of all other Council members. A mysterious revolutionary, whose features are always concealed behind an elaborate mask.


  • Gender-Neutral Writing: Descriptions of December carefully avoid gendered pronouns. At least one other character thinks December is male, but they're not the most reliable source.
  • Hidden Weapons: They keep a knife concealed inside the body of their mask.

The Affluent Photographer

One of the main correspondents and liaisons for the Council. She uses her position of authority and her connections with various parties to preach the Revolutionaries' goals and messages to any who would listen.

The Revolutionary Firebrand

A severe, reserved, and really exceptionally handsome anarchist, recently arrived in Fallen London. He's rarely seen outside of his spartan lodgings, but he does make visits to the modest eateries of Doubt Street and to the occasional political meeting.


  • The Stoic: The only real show of emotion he gives you is at the end of a long, long questline spanning the entire early-to-mid-game, and even then it's very muted.

The Secular Missionary

An exceptionally charming lady, dedicated to a number of beneficial social causes, who has come to the Neath searching for her missing husband. Despite her apparent innocence and delicacy, she's seen a surprising amount of the world and made the acquaintance of some very unusual characters.


  • Bitch in Sheep's Clothing: Is this, if you believe the Revolutionary Firebrand's claims. At the very least, she's not half as innocent as she initially acts around you and turns out to be willing to threaten her husband with a gun to get what she wants.
  • The Ingenue: Outwardly appears to be this at first, but it soon becomes clear that she's more worldly than she lets on.

    The Wars of Illusion 

The Glass

A cabal of stage magicians, illusionists and escapologists, with interests in the deeper mysteries of the Neath. They claim to be allied with a group called the "Fingerkings".


  • Deal with the Devil: Well, more like deal with eldritch abominations, but their "magic" is a result of their pact with the Fingerkings.
  • Magicians Are Wizards: They're not magical themselves, but they have friends on the other side of the mirrors. How the Fingerkings benefit from this arrangement, one dreads to think.
  • Public Domain Character: It's been suggested the Fingerkings are in fact, the Aztec or Mayan pantheons, though why they're in London is anyone's guess.
  • Serious Business: Stage magic. Arson, murder, etc.
  • Stage Magician: The traditional variety — top hats, tails, rabbits and mirrors. None of them seem exceptionally talented in their trade — they rely on the Fingerkings' assistance to wow audiences.

The Shroud

A confederation of psychics, mystics and clairvoyants, who dabble in delving into the advanced science and philosophy of the Neath. Bitter enemies of The Glass.


  • Fortune Teller: Many Shroud practitioners aim for more up-to-date scientific spiritualism, but some of its leaders — like Madame Shoshana — favour a traditional scarves-and-crystal-ball routine.
  • Phony Psychic: At best, they have some incidental knowledge of the genuinely fantastical elements of the Neath... but they tend to use it to run the usual sort of phony mystical schemes anyway.
  • Serious Business: Stage magic. Arson, murder, etc.

Monsieur Pleat

The city's foremost mesmerist, with connections among both the Glass and the Shroud, as well as his own interests in the secrets of the Wars of Illusion.


  • Hypnotic Eyes: His mesmeric powers seem genuinely uncanny; one look in his eyes can place you under his control.

Silas the Showman

A once-great stage performer, now fallen on hard times, drink, and petty confidence-trickery. Despite his decline, it seems he's still caught up in the mysterious affairs of the Fingerkings.


  • Meat Puppet: One possible explanation for his periods of unexpected knowedgeability and eloquence coupled with loss of memory.

The Ophidian Gentleman

The Fingerkings' representative for their dealings in Fallen London.


  • Affably Evil: In all of his interactions, he is infallibly polite. He even gives you gifts on a few occasions. He is, however, a loyal servant of the Fingerkings.
  • The Dragon: To the Fingerkings. He seems to serve as the Fingerkings' agent for matters requiring subtlety, and a human form.
  • Magic Mirror: He uses mirrors for a variety of purposes, including surveillance. These apply to any reflective surface, really.
  • Really 700 Years Old: He used to be a priest from the Fourth City.
  • Sharp-Dressed Man: He is impeccably dressed, despite traveling through a dimension entirely composed of jungle.
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    Hell 

Devils

Fallen London is "conveniently located" for Hell, which the Stolen River (once known as the Thames) passes through. As a result, there are many devils on its streets — charming, friendly, wealthy, handsome and beguiling individuals working out of the Brass Embassy. They are readily identifiable by their brilliant eyes, fanged mouths, and strange fashions. Hell and the Bazaar have contracts governing the sale and trade of souls, and the whole business is moderately civilised, particularly given that some people deliberately seek to "unburden" themselves. Make no mistake, however: devils are not human, nothing they do comes for free, their motives are cruel, and they are never even remotely trustworthy. Gathering souls is their foremost priority, and when that option has failed, they amuse themselves with mortal suffering. Dealings with Hell are extremely unwise. Bargaining is the prerogative of the terminally foolish.


  • Affably Evil: They are capable of being polite, charming, and affable, but make no mistake — every devil is a sociopath who wants exactly one thing: your soul. (Un)lucky Londoners may have romantic dealings with the Affectionate Devil and the Quiet Deviless, who will proceed to abandon them after getting their soul, and are pissed off if the soul is sold to someone else.
  • Always Chaotic Evil: Some options in the Case of the Absconding Devil imply that they have an innate or even supernatural compulsion to do evil, and they're generally characterized as sociopaths.
    • Mechanically, the quirk associated with them seems to be Heartless
  • Berserk Button: Being a Seeker of Mr Eaten's name will qualify you as quarry for their hunting parties, at no charge, instantly, and without warning should they come across you in the Forgotten Quarter. It would seem the denizens of Hell really, really, really hate Seekers of the Name, and will maul, Mind Rape and rob blind any they find whenever they're allowed. Oh, and they'll return your soul (by way of reinserting it so violently it only adds to the general horror). That's right, they hate you so much they don't even want your soul. It seems to stem from Seeking the Name requiring that one stain one's own soul hideously multiple times, rendering the soul useless/disgusting to them.
  • Bizarre Alien Biology: Suffice it to say that those gold-eyed humanoids they walk around as are not their true forms. Want a closer analogy to what they really are? Think beehives. Yes, bee hives.
  • Brown Note: Stained souls seem to cause actual physical distress to them.
  • Deal with the Devil: Of course. They'll even give you a copy of the contract. Ones that have expired are still somewhat valuable, as well; lawyers like them (presumably to learn new tricks), and restoring someone's lost soul is easier if you have their contract.
  • Evil Is Burning Hot: Presumably as a result of originating in a Fire and Brimstone Hell (though human depictions of a fiery Hell amuse them), devils are literally scorching. Their skin is very warm, their tears scald, their brass never cools, and their buildings require special safeguards and shielding before humans can enter them without suffering burns.
  • Fangs Are Evil: And they are definitely not vegetarians.
  • Foil: To the Rubbery Men. Possibly. Both came from somewhere alien to us. Devils from Parabola. Rubbery Men from a planet called Axile. Both use something from humans as a resource. Devils collect souls. Rubbery Men collect Vital Essences through Ambers. Both use these resources to subvert the laws of reality. Devils by manufacturing their own laws, thereby altering their environment. Rubbery Men by climbing the great chain through red science, thereby altering themselves. Neither of them find each other useful. If you acquire a Peculiar Personal Enhancement from the Rubbery Men, Devils have no use for your soul. Likewise, you find their Vital Essences venomous and useless for the Rubbery Men's purposes. Both have (or, in the Devils' case, used to) rulers. The Devils rebelled against their princes. The Rubbery Men seemingly remain loyal of the Flukes.
  • Gargle Blaster: Devils drink two kinds of mushroom liquor toxic to humans, Amanita Sherry and Muscaria Brandy. Humans can't drink Amanita Sherry without dying horribly, but people have been known to sip Muscaria at Mahogany Hall.
  • The Legions of Hell: At one point, the Londoners invaded Hell, and were dismayed to discover how very literal this description was. Certainly the place never seems to run out of devils.
  • Natural Weapon: Pointed teeth, burning hot skin, and surprisingly sharp nails.
  • Our Demons Are Different: Devils are actually bees from Parabola that migrated to hell and are wrapped up in all sorts of disguises. Devils appear human-ish, although they'll sometimes have obviously demonic features like red eyes and horns. They're apparently somewhat out-of-synch with the rest of the world, and dress in fashions more appropriate for the 1920s than the game's actual timeframe. They are in London for one purpose: souls. There are also the goat demons, which are native to Hell but not technically devils.
  • The Revolution Will Not Be Civilized: The Season of Revolutions abolished the monarchy of Hell. Now, it is ruled by a vast, draconian bureaucracy that is still mercilessly hunting for its exiled princes.
  • Schedule Fanatic: Trains depart Moloch Street Station for Hell with absolute punctuality. If a train is delayed, the damned are released, and the devils take their timekeeping seriously.
  • The Sociopath: How most devils are characterized — as polite and charming individuals who care about you only as long as it takes them to acquire your soul.
  • Timey-Wimey Ball: The devils have a strange relationship to time. Their technology and culture includes fashions and inventions that appeared long before, or after, the era of the setting. Some of these seem to come from alternate timelines, where London never fell — from "years that will never come." It may very well be that the Hells of multiple timelines are all interconnected, which is why the number of devils is literally endless.
  • Vast Bureaucracy: Legions of officials; continents of paperwork; centuries of servitude. While insufferable as intended, it also makes Hell less efficient than it could be.
  • Villainous Fashion Sense: Decades ahead of the Victorian era, and always perfectly tailored.
  • Wicked Cultured: They have art and music, they're generally very wealthy, they dress nicely...it's all a façade, of course. But they've put a lot of effort into it — sometimes too much to break it because of a minor setback, which can be exploited.

The Brass Ambassador

Hell's representative in Fallen London. The role evidently has a high turnover rate.

Virginia

One of Hell's leading agents, dedicated to digging up the secrets of the Correspondence. She ran for mayor in the 1897 election under the slogan "Good for the Soul" and won, defeating Miriam Plenty and Madame Shoshana.


  • Facial Horror: She needed a "new face" after her betrayal.
  • Fantastic Racism: Does not seem at all fond of Rubbery Men. This is likely to do with the state of their souls being no good for the Devils' purposes.
  • For Science!: As a mayor, she is often seen conducting scientific experiments of some kind. She herself stated that she ran for mayor because she wished to satisfy her "intellectual curiosity".
  • Go-Karting with Bowser: She plays the Marvellous.
  • Hellish Pupils: In bright golden eyes.
  • Honey Pot: She seduced and betrayed a Prince of Hell who was opposed to Hell's revolution.
  • Nice Hat: A natty little pillbox hat with leopard print (or possibly actual leopard). Also anachronistic — such hats didn't come into style until The Roaring '20s, at least. This is deliberate. Devils are not so fixed in time as mortals.
  • Pragmatic Villainy: Possibly her mayoral run in a nutshell. It's almost certain that her goal is to make the souls of Londoners more appetizing, but to do so she intends to implement social services that would improve their livelihood like Healthcare and Public Spas. There's a reason she is backed by the Dauntless Temperance Campaigner.
  • Supernatural Gold Eyes

The Infernal Sommelier

The devils', and London's go-to man whenever it comes to infernal liquors, and general Hell-related things like high-quality souls and Brass Rings.


  • Ambiguously Human: The man's said to be older than the Fourth City, and both his knowledge of the devils' terribly poisonous liquors and his descriptions of souls like one'd describe wine lend themselves to doubt if he's really completely human.
  • Sommelier Speak: But of course. Made a bit more unnerving considering these are souls he's usually talking about, bringing up a slow slide into utter depression like it was a subtle taste of strawberry in a regular wine.

The Affectionate Devil

  • Affably Evil: He's very polite. And he's a devil.
  • Crazy Jealous Guy: Played with in the Freelance Smuggling cards. If you tell the Affectionate Devil about the Once-Dashing Smuggler trying to pursue a romance with you, he politely assures you that he'll make sure the Smuggler stops his advances immediately.
  • Fashion-Victim Villain: In-Universe example. It's revealed that, while he's stylish, he has a terrible taste when it comes to mixing patterns and colors.
  • Hellish Pupils: His are in fiery orange eyes, like molten metal.
  • Nice Hat: A fedora, which is common among male devils.

The Quiet Deviless

  • Affably Evil: She is shy, quiet, genuinely adores her little bat and loves poetry, but raise your Intimate with Devils to 13 and she'll reveal herself to be just another soul-greedy devil.
  • Beware the Quiet Ones: As soft-spoken and shy as she is if you refuse to let her talk about selling your soul, she leaves deep claw marks on your hand as a parting message.
  • Even Evil Has Loved Ones: She has a pet bat, and she genuinely adores and dotes on it.
  • Get Out!: If you try selling her a stained soul. And she means permanently — the quality that tracks this story will be set back to 0, and you can't restart it normally with a stained soul.
  • Hellish Pupils: Her eyes seem brass-coloured, and, unusually, she has irises as well.
  • The Quiet One: It's in her name. And it marks her apart from most devils, who are overwhelmingly, suspiciously friendly to mortals.
  • Stress Vomit: If your soul is stained and you try to sell it to her, "She inhales deeply... and lurches away from you, retching."

Mr Slowcake

Author of Slowcake's Exceptionals, the guide to notable people of London. He is seldom seen in London - preferring to remain in his mansion in Hell - and does most of his business through his nameless Amanuensis. He ran as a candidate in the 1896 mayoral election.

  • Invented Individual: Slowcake himself, by the Brass Embassy. The why of it is still a mystery.

The One-Time Prince Of Hell

Once an opponent of Hell's revolution, now cast out of London.


  • Eldritch Abomination: Not remotely humanoid. Insectoid, actually.
  • The Evil Prince: Of course, in Hell, everything is relative.
  • Nature Spirit: The land itself reveres it.
    Every wiry blade of Corpsecage grass lies flat in reverence. The zee-waves prance like horses on parade.
  • Sealed Evil in a Can: Imprisoned on Corpsecage Island. It waits.

    The Docks 
London remains a maritime power and maintains naval and trade routes through the Southern Archipelago and between its colonies across the Unterzee. From the Admiralty to the dock-hands, zailing means power in Fallen London. Many prominent figures associated with the Docks appear more prominently in Sunless Sea.
  • Phantasy Spelling: After a Dutch explorer discovered the Tomb-Colonies, Fallen London popularly associates life at "zee" with gratuitous Zs.
  • Superstitious Sailors: The zailors are known for being incredibly superstisious. Their most sacred belief is to never kill a zee-bat, one zailor even weeps if you decide to cook one.

    The Tomb-Colonies 
Whatever vital force animates much of the Neath ensures that even death is not always permanent... but that doesn't mean that people are never sick or injured, and not every ailment can heal on its own. Those whose bodies are too badly damaged to be seen in polite society usually retire to the Tomb-Colonies — overzee settlements with the facilities to attend to the needs of the living dead. Many Tomb-Colonists are retired soldiers, hunters, and other martial veterans, and keep up these habits until they're too ragged to move. Time in the Colonies is accordingly either very dangerous or very dull.
  • Bandage Mummy: Their usual look, to the point their culture starts to revolve around them, including writing valuable secrets into them, and expensive silks being even more valuable to them.
  • Dissonant Serenity: Both parties in a tomb colonist duel are usually grinning with excitement.
  • Fearless Undead: Once you're damaged enough to become a Tomb Colonist, there's not a whole lot more life can throw at you, and Tomb Colonists generally find the horrors of the Neath to be rather boring once that line is crossed. Killing one another (honorably, of course) is even a beloved pastime in the colonies, and the reason many are master duelists.
  • Nothing Personal: Londoners usually hate being killed because it inches them closer towards their inevitable retirement in the Tomb Colonies. But tomb colonists are already there, so they take the damage they suffer from their opponents in stride.

Feducci

An exiled prince of the Tomb-Colonies — or so they say — Feducci runs the Black Ribbon Society, a ring of duellists who fight to the final death (rather than the one you just get back up from, which is more common in the Neath). Though seemingly straightforward in his motives, there are plenty of clues that he's not what he seems to be. But one thing is certainly known: he was elected the Mayor of Fallen London in 1895, after defeating the Dauntless Temperance Campaigner and the Implacable Detective with less than "fair game, fair play".


  • Bandaged Face: As is usual of Tomb-Colonists, though some of his storylets have little hints they might not be disguising the scars of a colonist...
  • Duel to the Death: And more than that — duel until one of you is Deader Than Dead. It's both harder and easier than it sounds.
  • Everyone Has Standards: He's often amoral and bloodthirsty, not to mention his highly dubious term as Mayor. However, The Marriage of Feducci reveals that he dislikes wars of conquest and is disgusted by the London nobility’s sense of entitlement towards foreign resources. Just mentioning these concerns can make him end the engagement.
  • Inexplicably Awesome: Where did he come from? Why is he exiled here? What's actually under the bandages? Where does he keep finding all these relics, these mysteries? Why is it that he only feels alive in duels to the death? Why does he come back from being sliced into pieces? Nobody knows, but he does all this and more. Putting the many pieces together on him, however, reveals this Awesome isn't quite that Inexplicable: He's a Presbyterate agent, and has lived near the Mountain of Light for decades, which makes him horrendously immortal. The rest is him simply using some of the time and experience that allows one to become an Elder Country veteran and extremely dangerous fighter, which leads to pastimes like the Black Ribbon.
  • Infinity +1 Sword: A replica of his Weapon of Choice is currently tied with the Waxwail Knife for the most Dangerous weapon in the game, at a massive +20 bonus. Considering the real thing can One-Hit Kill even the strongest player characters, this makes sense.
  • Kick the Dog: The Regretful Soldier recognises him from the Campaign of '68: he steered the brass trireme that prisoners of war were forced to row. It was a low-ranking position—even the Devils aren't sure why Feducci requested it.
  • One-Hit Kill: Losing to him will put you on the slow boat even if you had no wounds to start with . Obviously not as bad as the Final Death that losing Black Ribboners usually receive, but still quite a hefty penalty.
  • Pet the Dog: If given certain confessions during Hallowmas 1895. He sent the Veteran Privy Councillor's illegitimate child to Sinning Jenny's Finishing School and sympathised with the Jovial Contrarian's troubled childhood; he also kept the Bishop of St Fiacre's' identity a secret, despite capturing Snuffers in the past.
  • Spirited Competitor: He'll only fight when both you and he decide you're good and ready, but he won't hold back when you are. And judging by the number of black ribbons he's collected from members of the ring who challenged him, he's never held back for anyone else, either.
  • Staying Alive: It's hard to die in the Neath, but Feducci recovers from injuries that should have killed anyone.
  • Weapon of Choice: He uses a Jousting Lance, and judging by the narrator's reaction, that's quite an esoteric choice nowadays.

Snake, Red Bird and Cat

Three priest-kings who rule a distant and obscure Tomb-Colony they call "Xibalba". Just how old and powerful they are, no-one knows for sure (the accepted answer to both is "extremely"), but few of the living who travel there ever return.


  • Body Surf: Reportedly why they're still around.
  • Cannibalism Superpower: There are a number of hints that their power is derived from the ritual during which they ate Mr Candles...which is why it's called Mr Eaten now.
  • Death World: "Xibalba" was what the Mayans called the underworld/afterlife, and in their beliefs, it was by no means a fun place (rivers of scorpions were just the start of your problems if you ventured there). The descriptions offered by those who've been to the Tomb-Colony and returned suggest that it's much like its namesake.
  • Fair-Play Villain: While few ever return, those that do say that the Three allow them to play games to try to get out and that the Three keep their words when they've won.
  • Fluffy the Terrible: Their names make them sound pretty harmless. In reality, they're frightening and tyrannical.

The Mercies

Grace and Lettice, two twin sister Tomb-Colonists known for their wild, daredevil adventures. Lettice is the more sociable of the two, with a number of suitors around the city. Grace sponsors up-and-coming duellists in The Game of Knife-and-Candle.


  • Bandaged Face: As standard for Tomb-Colonists.
  • Drives Like Crazy: Probably one's first meeting with them will be a certain option to swap some really good wine for a ride in their hansom cab, which is always a dice-roll. Either they'll race around like a pair of lunatics, which hurls you out of the cab, or they'll race around like a pair of lunatics and then hurl you out of the cab "for your own safety."
  • The Lad-ette: They smoke like chimneys, they drink wine by the bottle, they swear in mixed company, they drive like maniacs, and if you invite them over for dinner, it's not unlikely they'll end up firing a gun into your ceiling before the evening's over.
  • Smoking Is Cool: They both smoke constantly using cigarette holders. Lettice claims it 'preserves' them. Whatever's in there is apparently a bit much for player characters, though.

The Once-Dashing Smuggler

  • Sharp-Dressed Man: He's well-dressed in a purple suit.
  • Something About a Rose: The time you spend with him is marked by a number of Myrrh-Scented Roses. Usually, you lose one rose per storylet.
  • Stalker with a Crush: While he does leave you alone if you reject him, many of his romantic overtures have more than a slightly creepy undertone to them.
  • Supreme Chef: After a successful raid of the Empress' larder, he demonstrates he's an amazing chef by cooking a banquet with the stolen goods.

    Urchins 
Fallen London has no shortage of orphans, and many of them end up forming tight-knit communities with their fellows. Although uniformly children, years of practice and exposure to London's underworld have made the Urchins expert pickpockets and spies.

The Fisher-Kings

One of the more superstitious and eccentric child-gangs in the city, but also one of the friendliest. They live on the rooftops, and believe it to be bad luck to set foot on the ground — they steal things from street-level using long fishing-lines.


  • Roof Hopping: Their exclusive means of getting about. This being Fallen London, there are rough bridges set up across many of the gaps too wide to hop unassisted.
  • Wound That Will Not Heal: To be a true Fisher-King, an urchin must have one of these, like the Fisher-King of the myths of King Arthur.

The Knotted Sock

A gang of urchins who specialize in two things: stealing cloth, and learning occult words of power from secret places in the Neath. Up-and-coming rivals of the Regiment.


  • Collector of the Strange: While common in the Neath, the Urchins — the Knotted Socks in particular — have a thing for Wild Word items. These include screams from the beginning of time to the sound that occurs when silence itself is removed. They very rarely explain why they have/need them other than "they're ours" or some incredibly vague references to "listening to the wind". If you want to trade up for these items, you need to get on their good side for more than a few particular trades.
  • Creepy Child: Urchins are one of the strangest and most mysterious groups in Fallen London. That is a hell of an achievement.
  • Oracular Urchin: They read mysterious truths in the snow that settles on rooftops and the echoes that can be heard in the void.
  • Sock It to Them: They use half-bricks in socks as their Weapon of Choice. This may or may not be the origin of the gang's name. Nothing's simple with Urchins.

The Regiment

The most powerful of the urchin-gangs, in no small part, because they discovered and took control of an old watch-tower by the river that still has a working cannon.


  • Child Soldiers: They're just kids with some antique artillery, but Mr Fires will happily recruit them into London's defence force if they can be of any use.

The Noughts & The Crosses

Two child-gangs who have been fighting a brutal territory war for decades.


    Rubbery Men 
Unusual creatures, with faces like octopodes or squid, who talk in a kind of burbling sound. They consume small fish and enjoy human music, though they perform themselves on occasion as well. Sometimes seen in Fallen London, always very respectably dressed, and trading a kind of sticky amber-like substance. They're obvious outsiders in the city, and, lacking the Devils' charm and the Clay Men's brawn, they're easy targets for derision, harassment, and outright violence. Their own territory is a place called Flute Street, deep in the caves below London.
  • Artistic License – Biology: According to one faction conflict storylet, some genius has decided to dub them Homo cephalopoda, despite them very obviously being in no way hominids, or, indeed, mammals.
  • Cthulhumanoid: Faces like squid! They have to be taught how to drink tea without getting it everywhere and horses panic at the sight of them. They dress very nicely, but it hasn't really helped gain any popularity among Londoners (outside the fanbase, anyway. The fanbase adores them).
  • Dreadful Musician: Their music is mostly hideous cacophony.
  • Epic Fail: During the Feast of the Exceptional Rose, one can see the Rubbery Men masked as... the Rubbery Men.
  • Foil: To the Devils. Possibly. Both came from somewhere alien to us. Devils from Parabola. Rubbery Men from a planet called Axile. Both use something from humans as a resource. Devils collect souls. Rubbery Men collect Vital Essences through Ambers. Both use these resources to subvert the laws of reality. Devils by manufacturing their own laws, thereby altering their environment. Rubbery Men by climbing the great chain through red science, thereby altering themselves. Neither of them find each other useful. If you acquire a Peculiar Personal Enhancement from the Rubbery Men, Devils have no use for your soul. Likewise, you find their Vital Essences venomous and useless for the Rubbery Men's purposes. Both have (or, in the Devils' case, used to) rulers. The Devils rebelled against their princes. The Rubbery Men seemingly remain loyal of the Flukes.
  • A Form You Are Comfortable With: Well... that was the idea. They were shaped to be humanoid to help them interact with humans, but it's manifestly obvious that the shaper doesn't know much about humans.
  • The Unintelligible: They can understand English just fine, but they're incapable of speaking it. Nobody really understands their language, either. Communication is only possible in mime, gesture, and...fluids of some description on the side of the Rubbery Men.

The Flukes

Odd, spiky, sea-urchin-like creatures, which seem to be related to the Rubbery Men, and to serve as their... leaders? Advisers? Generals? Priests? Their precise nature is not clear... and zailors speak of even stranger varieties, like the Fiddler's Fluke and the enormous, ancient and dreaded Lorn-Flukes.


  • Blue and Orange Morality: Even the Rubbery Men have trouble getting ideas across. For instance, the flukes are confused about why the Rubbery Men aren't doing well at whatever it is they're trying to do in London, unaware how much danger they face from xenophobic humans. The concept just doesn't seem understandable to them in any way.
  • Giant Space Flea from Nowhere: Sunless Sea seems to imply that all of the Fluke varieties originate on a different planet named "Axile". Whether this is true and how did they end up in the Neath is a mystery for the ages.
  • Starfish Aliens: The Flute Street Flukes are friendly ones! Or at least non-malicious, so far as anyone can tell. They come from a different planet, they're definitely alien, and have trouble surviving in conditions that humans find comfortable.
  • Starfish Language: Even weirder than the Rubbery Men. They communicate using bioluminescence and controlled ink-squirts.

    The Elder Continent 
The Elder Continent is a vast landmass to the south of the Unterzee; it is the location of the Garden and the Mountain of Light, and it may be older than the Bazaar.
  • Darkest Africa: Let's see: the Elder Continent, a mysterious, verdant place located to the south of London, inhabited by black people, full of jewels and fruits, massive Scowling Flint Idols and other weird and wonderful flora and fauna which probably want to kill you. It fits the bill all right.
  • Endless Daytime: The whole Continent is constantly bathed in the light of the Mountain.
  • Shrouded in Myth: The Elder Continent is a big mysterious place, and the Presbyterate generally doesn’t let foreigners get far enough inland to get a good look at the place.
  • Talking Animal: Tigers are a powerful and influential faction here.

The Presbyterate

The area ruled by the seventy-two kingdoms of the Presbyterate; it elects a leader, called a Presbyter.


  • The Ageless: Implied. In practice, a College of Mortality, with the purpose of preventing overpopulation, ensures that no person lives for more than a millennium.
  • Ambiguously Brown: People from the Presbyterate tend to be black, but the Elder Continent's lack of a clear real-life counterpart culture leaves the question of race open.
  • Death Is a Slap on the Wrist: It's difficult to permanently die in the Elder Continent, even more so than in London.
  • Genius Loci: Under the direct light of the Mountain of Light, everything is alive, which is why you get apples growing in rocks and bones growing like trees; there's just a whole load of vitality in the air seeping into everything, which makes things all messed up.
  • Made of Iron: Even for denizens of the Neath, the Presbyterate's citizens are difficult to kill permanently. Feducci is an example of how hard they are to kill.

Snuffers

One of the less savoury species from the Elder Continent, snuffers are a type of disturbing creature that has settled in possibly every major community in the Neath. Snuffers not only can disguise themselves as any human, ripping off their faces to use for their own goals.


  • Bizarre Alien Biology: Their internal anatomy is more or less consistent with any other creature in terms of what is there, but not where since they can shift their organs around at their leisure. Sunless Sea can have a snuffer being given away during a medical check because they had a lung in the wrong place entirely.
  • Face Stealer: They physically tear peoples' faces off (with naturally fatal results) and wear them like masks, which fit perfectly even if the creature's true face resembles an insect's more than a human's.
  • Humanoid Abomination: Snuffers are horrific creatures that disguise themselves as men by wearing sewn-together human faces.
  • Interspecies Romance: You might marry one of these face-stealing creatures if you desire during the Fate-locked part of the Foreign Office story.
  • Latex Perfection: These creatures can perfectly disguise themselves with actual human skin torn from actual faces. Even the ones that wear mangled faces just look like they're Covered in Scars rather than being given away.
  • Lightning Bruiser: Snuffers are surprisingly fast and strong for their size, and a single Snuffer can easily overtake their opponent in a one-on-one fight, even if caught off guard. Thankfully, however, they're about as frail as humans are, so actually landing a stab between their ribs is usually just as fatal. More so, even, since they don't return.
  • Nightmare Face: In their true form, the face of a Snuffer looks like a cross between a shotgun blast victim's and a demonic cicada's.

    Unknown/Unaffiliated 

The King with a Hundred Hearts

The strange monarch of a strange city — Polythreme, where everything is alive, from the clothes you wear to the coin you spend to the stones you walk on and the water you drink. He is very old and rarely seen. Sometimes referred to as "the Hundreds".


  • Emergency Transformation: Was once human, but afflicted by 'fits' that almost killed him, until his priest-king lover struck a deal to have them both endure through the centuries. He's not happy about how it turned out.
  • Fisher King: Overlapping with Fisher Kingdom and Genius Loci. The King is his city, the city's inhabitants are all affected by him (often unconsciously), and the city itself affects whomever ventures there (your clothes will come to life, for instance). Come invited to the center of Polythreme and he will say "Welcome to me."
  • Gem Heart: Literally. It's broken now, though. A speck of diamond dust is in each Clay Man.
  • Living Statue: Although the King With A Hundred Hearts is the city of Polythreme, he also embodies a living marble statue of himself which lives in the palace-villa there.
  • Power Crystal: His replacement heart was a diamond from the Mountain of Light, which gives life and vitality to everything.
  • Public Domain Character: Possibly. Due to the parallels between his lover with Gilgamesh, it is possible that the King with a Hundred Hearts might be Enkidu. However, he does reveal to a player seeking their Heart's Desire that he was from China originally.
  • Really 700 Years Old: Like a lot of the rulers of lands across the Zee, since it's where remnants of the previous cities tend to go. He Fell with the First City about 3000-4000 years ago.
  • Star-Crossed Lovers: The King and the Manager of the Royal Beth. The Manager still loves the King and probably always will, but the King has yet to forgive him for what the Masters did.
    "I no longer love him. How could I, after what he had done to me? But his love abides, over the sea in London. I am his heart's desire."

The Sisters of Hunter's Keep

Phoebe, Lucy, and Cynthia. Three charming ladies who live on a remote island in the Southern Archipelago known as Hunter's Keep.


  • The Hecate Sisters: A very consciously Invoked example.
  • Killed Offscreen: They are burned alive after one of their rituals goes horribly wrong in Sunless Sea. Fallen London characters cannot encounter this event. The captain has a chance to rescue Phoebe, but the others don't make it.
  • Meaningful Name: Cynthia means "moon", Lucy means "light", and Phoebe means "shining". They have some sort of beast in their well which gives off artificial moonlight.

Sophia & Soap

Sophia Kincaid and Mr Soap, Department of Menace Eradication officers 442/A and 467/C; also known as the Monster-Hunting Academic and the Restless Clay Man. A team of monster-hunters who make their first appearance in the tie-in comic "A Punch of Snuff." Sophia is a highly intellectual lady with a dark secret yet to be revealed to the players. Soap is a self-proclaimed Unfinished Man and a frequent guest of Her Majesty (which is to say, often imprisoned in New Newgate). They are saving up the bounties they earn for some purpose yet unknown.


  • Brains and Brawn: Soap, as a Clay Man, is the Brawn more or less by default. He's sharp enough on his own, but Sophia makes the plans and gives him instructions.
  • Cultured Badass: He might be Unfinished and a bruiser, but Soap sips his tea with pinkie raised like a proper Englishman.
  • Golem: Soap, obviously.
  • Impostor Exposing Test: They perform one. Using pie.
  • Meaningful Name: "Soap" is a kind of stone, following the tradition of a lot of Clay Men. "Sophia" is derived from the Ancient Greek word for wisdom.
  • Monumental Theft: Soap's rap sheet includes a variation: Rotating a Municipal Building.
  • Promoted to Love Interest: Both of them were added to the list of possible companions for the 2014 Feast of the Exceptional Rose, though you can't actually marry them yet.
  • The Stoic: Sophia. Her poised non-reaction to Soap removing a Snuffer's mask — which is to say, pulling the skin of man's head off his skull — is pretty memorable.
  • Wunza Plot: One's a well-spoken intellectual; one's a colossal bruiser. They hunt monsters!

The Regretful Soldier

A veteran of the ill-fated War of 1870, when London attempted to invade Hell. Traumatised by his experiences, he now lives in a meagre cottage on the outskirts of the city with his wife, Agnes, and spends most of his time getting drunk, killing rats, and starting fights.


  • The Alcoholic: There are very few times he can be relied upon not to be drunk.
  • Bar Brawl: Probably how the player character will first meet him, and he'll be thoroughly inebriated and challenging everyone nearby to match him. It's up to the player whether to talk him down or take him on.
  • Deal with the Devil: Quite literally, except the deal wasn't with him, it was for him. The captured soldiers were considered souls now owned by Hell, since there was no way the Londoners could force the issue. The only way to get them back was by paying Hell something of equal value. The price was one soul per prisoner. The Regretful Soldier found himself released, returned to London, reunited joyfully with his wife — which was when he discovered she'd been his 'donor'. Agnes gave her soul for his freedom, leaving her a listless Empty Shell. That was twenty years ago, and they're still together, but the love she has for him was such that she's no longer capable of expressing it to him. Or of expressing much at all.
  • Drowning My Sorrows: This is why he's rarely sober.
  • Shell-Shocked Veteran: It's one thing to invade Hell. It's another to invade Hell and fail, leaving you and your company stranded there as prisoners-of-war waiting to be ransomed out.

Benjamin Villein

Also known as the Face-Tailor. An official with the Ministry for Public Decency, who has for several years been pursuing a project of his own — an investigation into the face-stealing methods of the Snuffers of the Elder Continent.


  • Names to Run Away from Really Fast: His surname is an archaic English word for a feudal rank, similar to a serf — it's also the root of the word "villain", and several similar epithets. His unofficial title, "Face-Tailor", also doesn't sound pleasant.
  • Stealth Pun: Pages from his book allow you to change your player character's cameo portrait. It's a face-book.

The Bespectacled Visitor

The Khanate's most prominent overseas agent, often seen scheming against London's colonial interests.


  • The Sleepless: If zailors' gossip is to be believed, he doesn't sleep.

The Sinister Sprout

A seemingly sentient flower that sprouts inside your Lodgings once you've fully integrated into the Neath. It's green, which is unusual in Fallen London's sunless landscape. You can either sell it or try to raise it yourself. As it grows, it demands stranger and darker means of care and becomes much more a — well, singular piece of vegetation. It may eventually repay your efforts in unforeseen ways...


Drownies

As mentioned before, death in the Neath is not usually permanent, but it can leave lasting scars. In the case of certain drowned individuals, that scar comes in the form of looking perpetually waterlogged, a belief that in spite of all evidence to the contrary that they are well and truly deceased and a morose disposition because of it, and the conviction that they must repeat the drowning with everyone else they meet. They are not good neighbors, even if they are good singers.


  • Always Chaotic Evil: All of two Drownies you meet are in any way peaceful, and only one of those is outright friendly. All the others immediately attempt to sing (or drag) you into the waves.
  • Cannibalism Superpower: Of a sort. Essentially, the key to turning into a Drownie when drowning is to have eaten Mutton Island's original rubbery lumps. Which are actually made from Lorn-Flukes which willingly donate bits of themselves.
  • Magic Music: Something about becoming a Drownie gives them a terribly hypnotic singing voice. They unsurprisingly use it in their attempts to make people join them.

Fingerkings

Fingerkings are snake-like entities that swim in the dreams of the denizens of the Neath. They swim in a river of memory and dreams, which can be accessed via several locations scattered around the Neath.


  • Arch-Enemy: Cats are the sworn enemies of the Fingerkings. It's the same as the Glass-Shroud conflict, except behind the mirror instead of in front of it. Place a snake within sight of a cat, and you'll be rewarded with a vigorous hissing contest. The cat will loathe the snake, even more than they'll now loathe you.
  • Deal with the Devil: If one makes a deal with them it is possible to peer into the deepest secrets of the world, but that's not advisable; trusting the Fingerkings will not end well for you.
  • Demonic Possession: Fingerkings can possess people in order to leave Parabola. The original owner of the body has absolutely no control, and the Fingerking kinda has to figure out how to work the new stolen body. If the Fingerking relinquishes control, then the host won't have any memory of the incident at all.
  • Luke Nounverber: In the Gallery of Serpents, there are statues of Fingerkings named Reconciler of Friends, Procurer of Lost Dignities and Favour, and Revealer of Fortune.
  • Mix-and-Match Critters: Some of them have wings, making them something like weird snakebirds.
  • Never Sleep Again: Should one ever happen to get on the bad side of a Fingerking, it's advised that the unfortunate individual never sleep, ever, lest they be killed permanently by furious dream-snakes.
  • Our Dragons Are Different: The Parabolan dragons are basically Fingerkings that decided they'd become dragons because Parabola is a lawless dreamscape.
  • People Zoo: The Third Coil of the Labyrinth of Tigers houses people possessed by Fingerkings. Mirrors are forbidden around them since they provide an escape route to Parabola.
  • Weakened by the Light: The Fingerkings don't exist, they Are-Not, while the light of the Judgements determines what Is. If a Fingerking were to escape to the Surface somehow it'd be destroyed by the regulating effect of starlight.

    Spoiler Characters 

The Echo Bazaar

The Echo Bazaar is the strange and alien marketplace where the Masters of the Bazaar sell their wares, an immense building covered in strange red sigils and concealing a great many secrets.

Not the least of which is it that it a sentient being and the ultimate driving force behind the game's plot.


  • Ambiguous Gender: It's questionable whether it has a gender at all. Male characters often refer to it as female, while female characters usually refer to it as male.
  • Anthropomorphic Personification: It is not human-shaped, but it has some emotions that are reportedly understandable and it was created with the intent of acting as perpetual messenger between Judgements. It essentially was the idea of delivering messages in biological form. When it settled down in Earth, it hired a human surgeon to lobotomize the part of its brain that makes it restless for travels and deliveries.
  • Big Bad: Being responsible for the Fall of the five cities, the Bazaar is certainly this if you aren't sympathetic towards its methods and goals.
  • Clingy Jealous Girl: Has shades of this, and it's implied to be how the other stars see it and its relationship with the Sun.
  • Despair Event Horizon: All it mostly does nowadays is get high on a Fantastic Drug that makes it get lost in nostalgia from better days. It really doesn't have a high hope for accomplishing its mission: it's been through five cities, and only two are left...
  • Eldritch Location: Not quite as maddening as the Judgements, but read some of its sigils too close and your mind might regret it. Plus, it's quite a few spots above humanity in the Great Chain, just below the Judgements and maybe whatever Storm used to be. All in all, it's still an unknowable, terrible entity even if it's literally set up shop in Earth and can actually deal with its inhabitants.
  • Genius Loci: The Bazaar isn't a building — it's an enormous sentient organism masquerading as one.
  • I Just Want My Beloved to Be Happy: It was willing to deliver a message of love from the Sun, who at the time was its recently ex-lover, to another star. With the other Judgement rejecting the Sun, the Bazaar worries that the Sun will commit suicide upon hearing the reply. It starts stealing love stories from humans in a desperate attempt to find some way for the Sun to give up its love of the other star.
  • Inter-Class Romance: The Bazaar is in love with the Sun, which as a Judgement is high above its station.
  • Interspecies Romance: The Bazaar's romance with a Judgement, the Sun.
  • Love Triangle: It and the Sun were once lovers before the Sun spurned it for another star.
  • Missing Steps Plan: To the point where the Masters, who were once its loyal servants, have become highly skeptical of its success. Its plan is basically "Step 1: Collect love stories from humans". Step 2: "???" Step 3: "The Sun doesn't die."
  • Not So Different:
    • Its tale is a familiar one, one of Forbidden Romance and of going on a quest to save its loved one. However, along the way it got addicted to a drug that brings back better days, like Prisoner's Honey does with regular Londoners. Interestingly, it invokes this trope somewhat: it gathers tragic love stories like its own.
    • Maybe's Daughter and her Mother in Sunless Sea are both humans that fell in love with the Bazaar. They act as its messengers, and it's implied to regard them with a certain degree of indifference similar to the way the Sun regards it.
  • Romantic False Lead: It is implied that the Bazaar cares for the Sun far more than the Sun cares about it.
  • Shipper on Deck: It needs to collect love stories, and stories of Forbidden Romance in particular, in order to accomplish its goal. Therefore, it has the Masters and other agents try and induce them, and meddle in those that are already in progress. A Deconstruction, however: Its meddling isn't put in a good light at all, as it frequently strains relationships, will start making them suffer just so it makes for a good story, and will try and keep together unions that weren't meant to last and shouldn't, no matter how much the couple suffers.
    • It was also willing to step aside and let the Sun love another Judgement. But when the other Judgement rejected the Sun, the Bazaar went a little crazy.
  • Spurned into Suicide: It worries that the Sun will have this reaction when it gets its message of rejection from the other Judgement — partly because it seems to be thinking of this end itself.
  • Star-Crossed Lovers: With a literal star. This has made quite a few other stars very cross indeed.
  • Starfish Aliens: The closest thing it could be compared to is a gigantic crab someone built several spires on, with giant hungry pigs made of rock that double as rocket thrusters in a symbiotic relationship with it. Its tears, known as Lacre, do awful things to creatures and detonate souls, and are also kept in one particular organ that looks more like a huge facility full of honeycomb-shaped pools. It's a strange creature, all in all.
  • Timed Mission: If it doesn't find a way to both convince the Sun not to die from unrequited love, both of them will get eaten by a cosmic light dragon entity called Storm (or something very much like Storm). Even if it does, they both might might end up getting eaten on principle, for having conceived Stone.
  • Unstoppable Mailman: It was originally an interstellar messenger. However, there was one thing that made it stop: its love for the Sun. It's implied that whatever message it was going to give to the Sun wasn't going to be pleasant for it, so it's trying to come up with a new one to replace it.
  • Walking Spoiler: The fact it even is a character in the first place qualifies as a spoiler, its agenda even more so.

The Judgements

The supreme beings of the Fallen London universe, sitting at the top of the Great Chain of Being. They manifest in the physical world as stars, including the Sun, and starlight and sunlight enforce their will, destroying things that violate their laws.
  • Anti-Magic: The laws of physics are ordained by the Judgements, and their light destroys anything that violates them.
  • Berserk Button: While they enforce all of their laws, the one thing that pisses them off above all else is messing with the Great Chain of Being. Specifically, any undue relations between different links, or worse, actually trying to move along it to another level. Know your place, or you will burn.
  • Blue and Orange Morality: The Judgements aren't evil, per se, but they are obsessed with preserving the natural order, even when it's manifestly unjust.
  • Boomerang Bigot: They are rigidly racist and classist, believing in a caste-like tier of existence called the "Great Chain of Being". However, their spores (Judgement's Eggs) are formed from conglomerations of many lesser souls, meaning the line between castes is a matter of scale — not kind.
  • Deity of Human Origin: Since souls are the spores of the Judgements, this can theoretically happen. It's unlikely the Judgements would ever let it, though.
  • Eldritch Abomination: Unfathomably ancient, unspeakably powerful, and completely unconcerned with most human concepts of morality.
  • Greater-Scope Villain: They're ultimately responsible for everything wrong with the universe, everywhere. Until a woman named Bjorntfh and the revolutionaries decided they ought to "Top [u]Off[/u] the morning" to the stars themselves.
  • Knight Templar: They are absolutely obsessed with order, and in particular with maintaining the rigid hierarchy of living things.
  • Light Is Not Good: Not only are they the reason that nothing supernatural can survive outside the Neath, one is also the reason the Bazaar embarked on its quest in the first place.
  • Order Is Not Good: They’re obsesses with following order, but that’s not the same as justice. Their obsession with their rigid hierarchy actually turns them into Knight Templars.
  • Our Gods Are Different: They're the stars, for one thing. Judgements oversee the lesser beings that exist alongside and beneath them. They are the ultimate lawmakers of the universe, and every star, including the Sun, is a god to their respective planets and subjects.
  • The Power of the Sun: The Sun naturally follows as an example.
  • Sentient Stars: They are the stars, and their shine is their method of imposing their law.
  • The Stars Are Going Out: In Sunless Skies, the Liberation of Night has begun, and the Judgements are dying.
  • Stars Are Souls: Or rather, souls are star-spores.
  • Star Power: Both the Classical and Lovecraftian variety at the same time.
  • Walking Spoiler: Given that they're closely tied to the cosmology of the Fallen London universe and the ultimate explanation for everything that happens in it, this goes without saying.

The White

The Spymaster of the Heavens. The White is a mysterious Judgement, often referenced in various places but never directly seen or heard. Perhaps the biggest Player of the Great Game in the entire cosmos, not even the Neath can escape the White's influence.
  • The Chessmaster: In a sense, the literal god of this.
  • Greater-Scope Villain: If Nicator is to be believed, not only did he foresee the whole "Seeking Mr Eaten's Name" debacle, he might have even orchestrated it with the ultimate goal of "bringing Light to the Neath". Additionally, he was likely also responsible for sending Salt to the Neath. Details are vague, but considering Salt defected, his goal was unlikely to be anything good.
  • Knight Templar: Though he's hardly alone here, he might be even worse about this than his fellow Judgements. According to Alexis Kennedy, the White "would rather see an empty universe than a disordered one".
  • Light Is Not Good: The Judgements in general, but especially the White, considering his namesake and his goal.
  • Manipulative Bastard: Naturally, as an extension of the Chessmaster above. See Greater-Scope Villain for just one example.
  • The Spymaster: Of the stars themselves. Naturally, he is aware of the Neath, which is supposed to be a secret to the other Judgements, and exert his influence over it.
  • Well-Intentioned Extremist: For those who are against the Liberation of Night, he might be this.note 

"The Ravens"

The counterparts to Judgements, also called "Sable Suns". Their true name is unknown. They once worked alongside the Judgements, but were too vain to serve them and so started a war in the heavens that became the Liberation of the Night.
  • Dark Is Not Evil: While little can be said about them or their motives, one thing in their favor is that their plan includes bestowing immortality upon all living things.
  • Divine Conflict: Against the Judgements.
  • Eldritch Abomination: Black suns made of darkness who wish to see light extinguished from the universe.
  • Fantastic Racism: Apparently goes both ways. They are very vain, but it is also implied that the light-based Judgements discriminated against their Sable counterparts, putting them at a lower tier than even messengers like the Bazaar.
  • Greater-Scope Villain: The man behind the man regarding the Liberation of the Night and the Anarchists. We finally meet a Sable-Sun up close in the form of The Halved
  • Language of Magic: They speak a counterpart to the Judgement's Correspondence, called the Discordance. It is written in ice.
  • Man Behind the Man: The origin for the Liberation of the Night.
  • Rage Against the Heavens: They once worked alongside the regular Judgements, until both disagreed about which race was better.
  • Sentient Stars: They are black stars that exude darkness.
  • The Stars Are Going Out: Their millennia-long goal.
  • Walking Spoiler: Even fewer things about them have been revealed than about the normal Judgements.

Mr Eaten

https://static.tvtropes.org/pmwiki/pub/images/the_well_9852.jpg

A reckoning is not to be postponed indefinitely.
The light on the edge of sleep was mine. I was Mr Candles. I will not be again.

The subject of the eponymous Seeking Mr Eaten's Name quest. From what we know, it was once a Master of the Bazaar before the others betrayed it and erased its name from existence. Aside from that, very little is known about it. If you value your sanity, you'll keep it that way.


  • Abstract Apotheosis: Of a sort. His demise changed the nature of wells forever, at least in the neath, and he is now an inextricable part of every well. Any well, yes any, can be a conduit of his maddening, life-ruining influence, or a way to feed him offerings.
  • All Take and No Give: Seeking will ruin you, and Mr Eaten does not give much in return, to put it lightly.
  • Arc Words: All shall be well and all shall be well and all manner of thing shall be well. All shall be well and all shall be well and all manner of thing shall be well.
  • Dream Walker: Can manifest in seemingly anyone's dreams, at any time. Non-Seekers will occasionally dream of going NORTH, or of a certain number of candles...
  • Eldritch Abomination: In a world already jam-packed with Eldritch Abomination entities, Mr Eaten stands out. The other abominations are actually scared of him.
  • God-Eating: Ends up being a victim of this.
  • Horror Hunger: It has one, as do the Seekers of the Name. Inedible objects, sentient beings, even abstract concepts are not safe from its hunger. It's been known to consume forum posts that give away too much information about it — and parts of developer blog posts that discuss it!
  • "It" Is Dehumanizing: Curiously, Mr Eaten is the only Master who is usually referred to as "him", though "it" is still used occasionally.
  • Motifs: Candles, wells, hunger, and the North. Hints of all four run throughout the game.
  • Not Quite Dead: Mr Eaten still holds considerable power and influence over the Neath, despite its death.
  • The Power of Hate: That, and emptiness, is all that remains.
  • Press X to Die:
    • Seeking Mr Eaten's Name is made of these. Death and insanity are only the start of your misery if you decide to pursue it.
    • One of the black bordered non discardable opportunity cards you get by having Unaccountably Peckish involves cheerfully wrapping your head in dough and shoving it into an oven, so another Seeker can devour you like some kind of human pie.
  • Rasputinian Death: Tied up and chained, head to foot, and stabbed repeatedly. Then devoured by the priest-kings of the Third City. Then the remains lowered headfirst into a well to be drowned/dissolved in the purest sorrow. It says something about the hardiness of this creature that even that didn't put it down completely.
  • Right-Hand Cat: Which cat? The Starveling Cat. Whether it's actually a servant or is merely associated is unclear, but they're definitely linked in some way.
  • Sapient Eat Sapient: The Priest-Kings of the Third City devoured him, and so became the God-Eaters.
  • Things Man Was Not Meant to Know: The entire Seeking quest is based around this.
  • Un-person: The Masters are doing their level best. While they may acknowledge he existed, they never speak the old name, and asking won't get you anywhere; their responses range from telling you it's a phantom best forgotten to claiming it never existed at all to bluntly saying "Do not pursue this." Take their advice.
  • Walking Spoiler
  • Wham Line: In the character quote, above, wherein Mr Eaten reveals its name (though only to the player — the character inevitably forgets).
  • Woobie, Destroyer of Worlds: A reckoning will not be postponed indefinitely.

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