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The Incautious Driver

The youngest child of the prestigious Stainrod family, the Driver was caught in a train wreck at the Leadbeater and Stainrod's Nature Reserve. This incident gave them a taste for speed, thrills and danger, which they channel into their work as a Chief Engineer.
  • Ambiguous Disorder: Zigzagged. On one hand, it's averted in that their condition isn't at all ambiguous in that it's diagnosed early on in their personal storyline. On the other hand, it's played straight in that the symptoms of this fictional condition — trouble staying still, fearlessness, gambling all their money away, and, in one possible option, sleeping with someone spontaneously (and therefore presumably without protection) — are very similar to the real conditions of ADHD and mania.
  • Ambiguous Gender: They are always referred to with they/them pronouns. When required to fill out a medical form, they resolve the ambiguity... by neatly crossing out the relevant field as not applicable.
  • Black Sheep: Explicitly referred to as the prodigal of the family, for gadding about driving steam-trains instead of pursuing a respectable career. This is reflected in gameplay by them increasing your Establishment connections.
  • Character Development: Conclude their story properly and they'll either live their life as an unfettered speed demon or become The Judicious Driver...though even Judicious, they really still like the occasional daredevil maneuver like tokyo drifting past asteroids.
  • Drives Like Crazy: They live for speed, and don't terribly mind if that involves driving a locomotive clear through a farmhouse, terrorizing the crew all the while.
  • Heroes Love Dogs: Recklessness aside, they're one of the more good-hearted types you can recruit, and they get along really well with the Inadvisably Big Dog, even giving him goggles when he hangs out in the engine room.
  • Parasite Zombie: Implied to happen if you make the wrong choices during their personal quest.
  • Puppeteer Parasite: Downplayed; they have a fungal infection in their brain which is said to be mostly benign but causes restlessness and irritation until it sees whatever it is it wants to see (so travel is the best medicine). It is ambiguous at first if this is why the Driver is so reckless. Played straight if you try to get them to set the fungus free; it takes over their mind more and more until the Driver all but goes mad, and runs into the Reserve never to be seen again.

The Incognito Princess

One of the daughters of the Queen Empress, this delightful, entirely innocent creature desires to see as much of the wide firmament as possible.
  • Compelling Voice: When she asks people to do things, they do them, even if it's impossible. Among a crowd of poets, she suggests they could try describing her in a language with capacities beyond English. All their tongues spontaneously combust and burn the building down. Naturally this terrifies the player and gives them a Searing Insight.
  • Did You Just Romance Cthulhu?: Marries a Devil at the end of her quest. Not garden-variety humanoid Devil, but one of the most diabolical Princes trapped inside a "well".
  • Humanoid Abomination: It's known certain things happened to all the royal family after the Fall, and many of them didn't really retain their form or station within reality's chain. This princess is included, but on the surface she looks entirely human, and impossibly beautiful.
  • Friend to All Living Things: Well, all living things are friends to her, anyway. She seems to naturally attract small songbirds wherever she goes. Many of them end up dying of starvation.
  • Paper-Thin Disguise: Her idea of going incognito is to simply swap out her tiara for one slightly less expensive and grandiose.
  • Princess Classic: Subverted. She's the daughter of Queen Victoria, and innocence incarnate. It's just that it's the kind of innocence you get when someone doesn't know the difference between right and wrong.
  • Rebellious Princess: Seems to be this at first based on her statement that every princess' highest aspiration should be not to remain so. It turns out that her plan is to become a queen.
  • Taking Up the Mantle: One of two of her retainers/admirers/prisoners will do this in an extremely literal way, should you complete her quest in the way that she wishes.
  • Unusually Uninteresting Sight: Time warps only annoy her because she'd rather you'd turn off the alarm bells. Rotting elder gods are a mere curiosity. Either she's supernatural as hell, has Seen It All, or both.
  • World's Most Beautiful Woman: Upon her recruitment, a random passerby took one look at her and casually gouged out his eyes, for those eyes will never see anything so radiant again. No, really. Other people go even further, such as their tongues lighting on fire when trying to describe how beautiful she is, then burning to ash.

The Repentant Devil

A Devil you may pick up in your travels who offers to be an Officer and also to take care of any problems you may have involving your soul. He dresses like a minister, but he's much more abrasive than most devils, because he doesn't believe in their pretenses. One of the first things he does on board your ship is murder a stowaway, "most unrepentantly."

  • Affably Evil: In a different flip than most Devils; he's far ruder, but also far more genuine and honest, and he genuinely feels that improving the soul is good for the owner as well as his people.
  • Deliberate Values Dissonance: He's fond of Victorian-style industrial cruelty, saying that devils could learn a thing or two from man-made hellholes like the Workworlds.
  • Humanoid Abomination: Like all Devils, he's really only human-shaped, though his demonic eyes give it away.
  • Noble Demon: It's right there in his name. He's still a devil, though; his primary business is souls.
  • Retired Monster: He used to serve Judgements with improving the souls they were feeding on. He currently feels this was unwise (hence why he's "repentant"). Depending on your choices he may return to his old job by taking one with The Sapphire'd King.
  • Stern Chase: He is being hunted by an old friend. Or enemy. For a devil, there is little difference. His sidequest sees him and the player character narrowing down his suspect list. It turns out The Sapphire'd King has put out a bounty on his capture.
  • Warm Bloodbags Are Everywhere: He can see the condition of your soul or anyone else's by looking at them, and since devils consume souls it stands to reason he's seeing fresh mortal essence all over.

The Fatalistic Signalman

One of the High Wilderness's foremost experts on railway signals, who came to the Reach to work on the Isambard Line. Its subsequent failure has given him a rather dour outlook on life.
  • Knew It All Along: He thinks he's wasted his life working on the Isambard Line. Tracking down the actual creator of the Isambard Line just proves it to him, fairly brutally.
  • Knight In Sour Armor: He still believes in the railway system and the benefits it could bring to the High Wilderness, but fate and human frailty keep throwing impediments in the way.
  • Magnum Opus: If you complete his quest he will create his In-Universe one, a long and comprehensive guide to the High Wilderness, including signals and routes. It replaces him as an officer.
  • Never Found the Body: Or did you? How exactly the Signalman walked out of your story, you'll never truly know.
  • Refused by the Call: He wanted to serve London's navy, but failed his medical examination — he had a previously-undiagnosed heart condition.

The Inconvenient Aunt

The captain's aunt (possibly), who has lived a varied and interesting life since Fallen London ascended from the Neath, and is prepared to offer the benefits of her experience as a quartermaster — whether the captain wants her to or not.
  • Awful Truth: Her sidequest involves discovering that London never used the Unclear Bomb supposedly used to slay Albion's sun — the sun was long dead already, and Albion is more like a squatter on its old domain than a conquering invader. This puts into doubt the idea that humans can slay the Judgements.
  • Double Reverse Quadruple Agent: She has been spying on and for London and the Anarchists for so long she's not entirely sure which side, if any, she is on anymore.
  • The Dreaded: Just for the captain, but they are always a little terrified whenever interacting with her, for various reasons including the fact they simply cannot command her. Rebuffing her when she wants to come aboard actually raises your Terror, which usually takes ominous or traumatizing incidents to achieve. The fact she is a genuinely dangerous woman in terms of influence accrued, having huge ties to both Albion and the Revolutionaries, only makes things worse.
  • Hazy Feel Turn: Depending on the player character she will either realign with London, or with the Calendar Council by replacing November. Given that she wasn't really on either side to begin with, it approaches this.
  • Never Mess with Granny: She used to be a spy, though mostly retired nowadays. She still keeps in touch with some of her old friends, and will poison November during her quest.
  • This Is Gonna Suck: Your captain is most unhappy noticing her in St. Dominic's station, and realizing she has noticed them.
    Dear God.

The Rat Brigade

A trio of rats — Cinders, Patronella and Albrecht — wearing little outfits and armed with tiny derringers. While they make a mess in the galley, they're also on a quest to find a treasure left by their late Sergeant whose code was split amongst the rest of their deceased squad.

  • Apology Gift: Sarge's vault contains one of these to each member of the Rat Brigade. Cinders and Patronella see this as a blatant attempt to Buy Them Off and refuse to take theirs.
  • Badass Adorable: You likely knew this from Fallen London (what with the trouble Rattus Faber gangs could stir), but this bunch of dressed-up rats are bloody dangerous. With their assistance you can easily storm the Windward Company offices at Lustrum and incapacitate every guard inside.
    Scarper, lads. They've got guns.
  • Badass Gay: Cinders used to be an item with Wilma, though they broke up after the Brigade was shattered. The vault reveals that Albrecht was partnered with a now-dead member called Sebastian: Albrecht's gift is an invitation to a house in Pan for 'rats of his persuasion'. Sebastian's was a pair of wedding bands, a set of expensive dishes and a set of recipe books. Patronella asks you not to show Albrecht that.
  • Broken Pedestal: It turns out their Sergeant was the one who sold out the Brigade to the Windward Company, but he died during the backstab: The Company, believing the lieutenant was in on it, simply gave him Sarge's reward afterwards. Cinders is incensed when she finds out and refuses to even see her share of the treasure.
  • The Caper: What their quest boils down to, trying to find the combination to a vault their leader filled with treasure.
  • Face Death with Dignity: The lieutenant faces down Cinders and her gun with calm resignation while adding sugars to his tea and gives up his numbers whether she shoots him or no.
  • Gratuitous German: Albrecht.
  • Hired Guns: Fought as mercenaries during the Blockade of New Winchester. The moment they struck it big, their lieutenant backstabbed them and had half of them killed in an ambush.
  • Mutually Exclusive Party Members: Vivian and Angel, the Brigade's medic and explosives expert respectively, hate each other and you can only recruit one of them (this has no mechanical difference, they just have different recruitment requirements).
  • Putting the Band Back Together: Most of their story involves finding the living members of their old crew.
  • Ragtag Bunch of Misfits: A ragtag bunch of misfits within your captain's larger one.
  • The Remnant: They used to be a much bigger group, but their lieutenant betrayed and killed half of them to steal their combination code to a treasure meant to be split up between all of them.

The Clay Conductor

Clay men are made/born in Polythreme, where everything lives. This one carries the ashes of his friend, who sang with him in a way no-one can apparently match.
  • The Eeyore: He's as grey and morose as he appears, struggles with fitting in with humans, and would rather be left alone. Indeed, the captain always has the option of booting him because he's just that much of a drag. Put enough effort into him and you can occasionally cheer him up, though.
  • Golem: Being a clay man, he is made from living clay.
  • Implacable Man: The Conductor accepts zero substitutes in his quest, no matter how remarkable and obscure they are.
  • Still Wearing the Old Colors: He continues to wear his very natty conductor uniform.

The Fortunate Navigator

A popular young first officer who hails from the Khanate. He quests to give his deceased best friend a proper send off.
  • Dead Sidekick: The Navigator and Altan always intended to have adventures across the sky together. One of them died before that could happen.
  • Due to the Dead: Ropes the player into springing his friend's corpse from a Khanate graveyard and giving his corpse the adventures they intended to have, before giving him a worthy burial.
  • Transgender: He mentions his friend Altan helped him bind his chest growing up, which is an implicit hint at his gender identity. Further brought up at Death's Door, where a devil congratulates him on changing his physical form to match his soul.

The Felined Eccentric

A mild-mannered engineer you find in Pan, who comes with three cats attached.
  • Ambiguously Human: Before her incarceration in Piranesi.
  • Bond Creatures: Three of them. Unusually, they're malevolent examples. Her story involves getting rid of them.
  • Cats Are Magic: She'd wish they weren't. They habitually terrorise your crew, too.
  • Cats Are Mean: She did name them after devils.
  • Crazy Cat Lady: Downplayed. While she doesn't travel without her cats, she's neither crazy, nor a hermit. It soon becomes clear that this trope is subverted. It's the cats who are crazy and they just plain refuse to leave.
  • The Engineer: Her work is emphasised more so than the other chief engineers you can recruit. She gets cranky if you have suffered damages to your hull, her secondment at the Royal Society has her hanging out at Portsmouth House, and her and her cats regularly hang out in the engine room.
  • The Perfectionist: She doesn't even talk to you unless your locomotive is in top shape.
  • The Thing That Would Not Leave: The three cats. She mentions she has tried physically to get rid of them (even literally throwing them away), but it never, ever works... the only way is to either quell them enough and give them a better place to stay, or embarrass/disgust them enough with something they hate that they leave your locomotive and never, ever return.

The Amiable Vagabond

A jolly old well-travelled fellow with plenty of stories and songs to regale the crew, eager to know them like the back of his hand.
  • Big Fancy House: He turns out to own a big one in Lustrum, and claims to have made his fortune mining hours in a former life.
  • Bitch in Sheep's Clothing: He seems like a friendly, knowledgeable adviser of the skies. But he's also a man who would absolutely sacrifice a person he's deeply bonded with just to hold off on a Deal with the Devil for another year.
  • The Charmer: Is very good with making friends.
  • Deal with the Devil: Made one to whatever's in Old Tom's Well, for riches beyond measure. However, to hold off on it collecting him, he now has to spend the rest of his life bonding and giving them to it instead. You can choose whether to nullify the ritual (which ends with him sicked into the well, or, if saved by you, partially turnd into a tree), complete the ritual with him as the victim, or allow him to use you as a sacrifice, even if you know what it will entail.
  • Fate Worse than Death: If you choose to nullify his ritual but don't let whatever's in the well take him, he still gets what's coming to him: he's forced to "put down roots", by... well, literally putting down roots. He's forever stuck in an immobile form, no longer having the spirit and ability to captivate his audiences with his music or stories. Not that he has an audience anymore, anyway: the crew avoids him due to learning exactly what got him into this state in the first place. Whenever you visit him, he basically begs you to stay a while longer.
  • Hoist by His Own Petard: The player can switch mugs with him during the ritual, making him his own scapegoat and fulfilling his pact as intended.
  • Given Name Reveal: He is Old Tom, who bound his soul to the thing lurking in his eponymous Well and subsequently spent several years luring others to be sacrificed in his place.
  • King of the Homeless: Calls himself the king of the Skylarks, essentially the setting's equivalent to hobos. They provide him a steady stream of victims.

The Inadvisably Big Dog

A gigantic canine found tearing down the streets in a port town that you may hire on as a Mascot. He gets in the way more than he helps, but he wants to help very badly.

  • Big, Friendly Dog: Extra-huge, and extra-friendly. Running happily through the streets causes as much chaos as a rampaging bull because of its sheer size, but it's all out of sheer, honest excitement.
  • Cute Approaches Camera: Its picture looks like this.

The Useless Cat

A grumpy, lazy cat that gets caught in vents, yowls at the back hatch to be let out (into space), shows little affection and is generally a nuisance. Somehow your captain decides it would make a decent mascot, though.

  • Cats Are Mean: The only time it expends any energy is when it claws into your hand for disturbing it.

The Blemmigan Voyager

  • Hero of Another Story: It led many adventures and quests of its own before joining your crew, and over its life was a warrior, a poet and a king.
  • Seen It All: Its attitude is of someone who has seen everything there is to see, and grown weary of it. Now it just gazes at the stars, day in and day out, through your window.

The Perfect Pangolin

  • Cuteness Proximity: Induces it in all that see it, except for the two nobles playing catch with it and your quartermaster (who is rightly pissed for you bringing boxes of ants aboard for it to eat).


    The Reach 

In General

The Reach's sun died long ago, and in the absence of its laws it has become overgrown with lush, verdant growth. It is now the frontier of the New British Empire, still being settled by colonists from Albion.
  • Asteroid Thicket: Applies to the whole game, but particularly the Reach, as it has a lot of cramped spaces compared to Albion.
  • Bioluminescence Is Cool: Despite having no sun, the Reach is still relatively well-lit as it has plenty of starlight coming in from the cracks as well as giant glowing fungi in certain biomes.
  • Green Hill Zone: Both the game's first region and its greenest.
  • Hub World: That doubles as a world in itself. Transit relays for every other world are found here only, while the rest only have them back to the Reach.
  • World of Chaos: A very mild one, but since the Reach doesn't have a sun anymore (the Garden-King died a long time ago), technically there's little more than far-off glimmers and reflections to keep order; as a result, most of the chaos is comparable to an overgrown garden that hasn't been tended for decades.

New Winchester

The central colony of the frontiers of the Reach, and the site of the Winchester War — the continuing conflict between the free colonists of the Tacketies and the London loyalists of the Stovepipes. This is also effectively the center of the game universe, being the major port in the realm connected to the other hub worlds; there's a reason you start writing your "Fame" ambition here and incidental pop-up dialogue when you approach it calls it your "home."
  • Floating Continent: As far as cities go, it's unusually divided, with its many chunks spread all over a massive Asteroid Thicket. How the locals move between different chunks isn't really elaborated on, but presumably it's part of the reason why there's locomotives absolutely everywhere.
  • Space Cold War: As the main hub of the Reach, it is also naturally the main hub of its conflict. It's not unusual to hear the skirmishes between Tackety Scouts and Enduring Dreadnoughts while you're docked, and while there are no actual battles or riots in-person within the actual city the situation is still extremely tense, to the point the local newspaper has thinly-disguised bounties for both sides of the conflict in its pages.

Port Avon

An idyllic town built across an old, floating ruin.
  • Arcadia: A gentle send-up of the English countryside. Cricket is played. Tea is poured. Fresh gossip from New Winchester is appreciated.
  • Scenery Porn: Avon is gorgeous.

Polmear & Plenty's Inconceivable Circus

A circus of dubious quality. You can help them improve however.
  • Call-Back: Yes, the Plenty in the title is that Mrs. Plenty, of Most Distracting Carnival fame. Her practices were known to be mildly shoddy back in the Neath, but clearly the move to the skies didn't help any.
  • Crappy Carnival: The storyline here revolves around fixing the acts to make them better.


A church that offers solace through memory. This means it's your number one spot to reduce Terror or the ensuing Nightmares from getting your Terror too high. The hosts do this mainly by re-enacting specific, comforting memories and impersonating loved ones so well you can't be sure they're not real.
  • Corrupt Church: The Amenable Host has a slight flavor of this. He's living a very cushy lifestyle whilst making sure none of the visitors are taking the church too much for granted.
  • Hope Spot: This is a great place to alleviate terror and remove your nightmares. Almost all the crew mention that it's a relief to come here. Except the Incautious Driver, whose condition means all this relaxation is just irritating.
  • Tick Tock Tune: You can hear Magdalene's clock from some distance around.

Port Prosper

London's stronghold in the Reach. Split between a salubrious West End and a down-at-heel East. Captains who favor London can turn in their souveneirs of destroyed Tackety locomotives for various boons. Port Prosper is also just around the corner from the gateway to Albion, though you may have to trade quite a few favors to get the paperwork to travel there...
  • Company Town: The Windward Company has its headquarters here, and it dominates both sides of the town in one way or the other. There is some resentment against them in the East side, however.
  • Man of Wealth and Taste: The Parsimonious Chairman tries to be, modeling his office and attire after the finest the London nobility would have. The missing tooth doesn't help much at all, however. He does have most of the lack of morals needed to qualify, however, like any Victorian-era boss would (with the added bonus of being the one to pay you for every Tackety nameplate you find, essentially paying you for every Tackety vessel you wreck).

Leadbeater & Stainrod's Nature Reserve

The exuberant greenery of the Reach moved London to turn part of it into a national park. Obviously, though, it runners have a very Victorian attitude towards it.


Discovery of a rich seam of untapped hours on the frozen slopes of the Mother of Mountains boomed this mining town. It didn't last. Far from where the dreadnoughts dare to tread, this is the Tacketies' stronghold.
  • Boom Town: Still just about, but on its way to being a Dying Town.
  • Floating Continent: When your location is called "The Mother of Mountains" it's as close as it gets to a full-sized continent.
  • Gold Rush!: Except what's gotten everyone here is crystallised time, which is far, far more precious than gold.
  • Grim Up North: Although not necessarily to the north, this is a profoundly cold and bitter place. The cold comes not from any atmospheric effect, but because Hours tend to suck the heat out of things (in addition to their time-warping properties).
  • Ironic Nickname: Sweet Jane makes her dwelling and base of operations here. She is very much less-than-sweet if you are allied to the Stovepipes, paying for every nameplate brought to her and putting bounties on known Stovepipe sympathizers.
  • Twilight of the Old West: Very much the theme.

Old Tom's Well

One of four vortex-like "wells", one for each different realm. The Reach's variant is bitterly cold. A small cult clutches on to existence in its depths, the most desperate of the desperate.
  • All That Glitters: A cultist will excitedly tell you that she caught a glimpse of gold right at the bottom of the well. She's right, there is something gold down there, but it probably won't come as a surprise that it's not actually gold. And the corpse of the Garden-King is the opposite of valuable where humans are concerned.
  • Be Careful What You Wish For: Old Tom disappeared without a trace shortly after becoming fabulously wealthy by discovering Lustrum, as according to his wish. The likely moral of this story is lost on those who come here.
  • Sealed Evil in a Can: Oddly subverted. The Garden-King apparently didn't have wells or anything to throw in them, which you find out as you crawl inside. As it turns out, a half-Judgement, strongly implied to have been the Halved itself, sent in a star-crab messenger bearing a Well-seed and had it planted into the Garden-King itself, which sprung this well out and killed it. The bottom of the well imprisons only the corpse of a sun, which is pretty horrible by itself, admittedly.
  • Wishing Well: What this is. Old Tom's wish was granted, so many others have come here hoping to follow in his footsteps.

Traitor's Wood

A tiny settlement of scholars crouched before a deep, unsettling forest.
  • The Lost Woods: You'll certainly lose people in them. Finding the actual dock within the Woods is an ordeal in itself, as it may not be anywhere near where you come across the massive biome.


A city of artists built upon the petals of a gigantic orchid. It's beautiful and idyllic... but has a rather serious drawback. Do you hear buzzing?
  • Bee Afraid: The problem with living in a really huge flower is that it's bound to get visited by really huge bees. Chorister Bees, to be exact, which come en masse every now and then and absolutely wreck the city whenever they come to harvest.
  • Crystal Spires and Togas: Titania is notably more futuristic-looking than its grittier sister cities in the Reach, and is populated by peaceful philosophers and artists. The (toga-wearing) mayor will even lampshade this trope when you talk to her, and mention they found the settlement like this when they came here. Wonder why it was abandoned.
  • Towering Flower: One vast enough for an entire town to be built inside its blossom. From above it is approximately two dozen of times the size of the player's ship.
  • Town with a Dark Secret: Titania is home to a criminal group called the Midnight Rose, who produce red honey — a Fantastic Drug that allows the imbiber to enter someone else's dreams, with horrible consequences for the dreamer. Unlike most red honey dens, however, the Midnight Rose's dreamers are all entirely willing participants who can leave at any time.
  • True Art Is Angsty: invokedThis is why the Midnight Rose's victims allow themselves to be tortured — they want to use their suffering as a source of artistic inspiration.


A colony of geriatrics who have set up in the bucolic splendor of a decaying, suppurating swamp of giant fungus.
  • Festering Fungus: Hybras will literally start growing on you after a while.
  • Fungus Humongous: There are giant mushrooms growing out of the corpses of other giant mushrooms.
  • Place Worse Than Death: Its distance from New Winchester, its unpleasant and hostile surroundings, the deeply sinister effect of its fungus, and the fact it stops being a place you can resupply at after a while makes Hybras probably the place you least want to visit in the Reach.
  • Ghost Town: The inhabitants mysteriously disappear after a while.
  • Teenage Wasteland: Inverted. This is a retirement community of people who came out of Albion's workworlds with most of their lives taken away from them, making their eventual fates all the more horrible.


A large estate where penances are used to 'cure' your soul. It's run by devils.
  • Bewildering Punishment: There are an awful lot of these here.
  • Ironic Hell: Most of the punishments on Carillon are designed to suit the sin for which the guest is seeking treatment. Examples include forcing a habitual liar to write out an entire encyclopedia, word for word, and begin again from the start whenever they make a mistake, and having someone overly curious walk around wearing magnifying glasses.
  • Misery Builds Character: The basic operating principle.
  • Noble Demon: As ever with Sunless's devils, it's zig-zagged. They are running a genuine service for free at Carillon, but ultimately what's happening here is being metaphorically poked with a fork so that your soul is nice and tasty.
  • Pleasure Planet: An inversion — Carillon is portrayed as resembling a day spa, but instead of rest and relaxation, you go there to be punished for your sins in the hopes of improving your character.


In General

The heart of the New British Empire, and the new location of London. Albion was once ruled by a sun, but it was murdered by an alliance between London, the Khanate and the Calendar Council, and now it is lit by London's own Clockwork Sun.
  • Darker and Edgier: Players of Sunless Sea will remember London, whilst not exactly a place of unicorns and rainbows, as a comforting, understated place of return. Albion by contrast is a huge, stressful place, filled with terrifying, inhuman sights and merciless exploitation, overseen by an absolute tyrant who wishes to freeze the British Empire at its height in place forever.
  • Dungeon Town: Albion, as a whole, is London, along with its suburbs. If you're on good terms with the Empire, then most of the central ports and a few of the outlying ones are among the safest places in the game, as the only mobs you'll encounter belong to the Royal Navy. There are, however, still dangerous parts of the region that are home to sky-beasts, marauders, and worse.
  • The Empire: The New British Empire is active in the Reach as well, but it's at its most powerful here.


The capital of the British Empire now sprawls across the sky. Its streets are, as ever, filled with paupers, ministers, gads, criminals, dissidents, devils and maiden aunts. This is the central hub of Albion, where you can pick up essential supplies and repair your engine.
  • Mega City: Even setting aside its various off-shoots in Albion, London is massive. You will see whole areas you'll never visit flying over and around it.
  • Time Police: The Horological Society.
  • Underground Railroad: The New Street Line.

The Brabazon Workworld

Take a Victorian Workhouse, and increase it to impossible sizes, dwarfing even modern manufacturing complexes, and you have the Workworlds; Brabazon is but the main one, where Hours are refined into usable form. Due to this process, the whole area is slowed in time, and years may pass inside with the outside world advancing a mere couple of hours.
  • Nightmarish Factory: Victorian industry is dangerous and despair-inducing as is even before the time dissonances come into play. Every last worker you find within the Workworlds is absolutely miserable.
  • Year Inside, Hour Outside: More or less literally, too. Hour refinement does that, and the factory bosses exploit the hell out of it, too, to keep London supplied with everything it needs.


Albion's finest resort town. Just don't look too closely.
  • Body Horror: Anything to do with the 'donkeys' is just vile beyond belief.
  • Dark World: The "Off Season" seems to occupy the same space as the normal resort and the staff can do maintenance here that effects things in the normal resort without being seen there.
  • Meat Moss: However the Off Season side of the town works, it's nightmarishly organic.
  • Mysterious Mist: Worlebury is surrounded for miles by thick banks of cloud. You might be able to convince yourself it's sea fog, what with the creak of boats and seagulls on the wind. Anything which might suddenly appear and glare at you is probably just your imagination.
  • The Nudifier: The corrosive mist around this "beach resort" is bad for your garments, so you need to buy something every time you go (which limits your stay time). Thankfully it only affects garments and doesn't melt your flesh.

The Most Serene Mausoleum

The Queen Empress slew a Sun. It's right there. It's dead. She then had a tomb built on top of it, and housed her husband inside. You can visit it.
  • Creepy Cemetery: Aside from being a giant tomb, the place is surrounded for miles and miles by the graves of London's dead. The mausoleum's less-than-dead can also be eerie to find; if you're not careful, you'll take some hits to your Terror meter.
  • Legally Dead: The Deathless are favored courtiers of the Empress who are required to be dead for legal reasons. They live pampered lives in the Mausoleum — and ironically receive enough powdered Hours to be very long-lived — but can't ever leave the tomb.
  • Primal Fear: Try and not be nervous, flying over the vast, black disc that was once a sun, blotted out forever. Certainly your crew can't. It seems to gaze back.

The Floating Parliament

When Her Renewed Majesty saw fit to ignore Parliamentary sovereignty, she decided to cut the parliament loose. Now, the remains of the Palace of Westminster floats on the outer edges of Albion, still hosting the House of Commons, without power.
  • Authority in Name Only: Her Renewed Majesty hasn't given royal assent to a bill in years. If you take an act of parliament to the Throne of Hours, she doesn't even give it a passing glance — a page immediately shreds and burns it on her behalf.
  • Beleaguered Bureaucrat: The First Secretary, who winds up essentially drafting you into Parliament simply on the hopes that you'll actually be able to get something done.
  • Clock Tower: Big Ben is here, and you'll be hearing it a lot in the area around Parliament. Funnily enough this isn't a case of For Doom the Bell Tolls — the tower is one of the very few landmarks in Albion that alleviates Terror rather than raise it.
  • Government Procedural: Should you get elected to Parliament.


Where the children of Her Majesty's favourites are able to live and experience a perfect day. Forever.
  • Gilded Cage: Perdurance is supposedly a paradise, where the children of the Empress's favourites enjoy eternal youth and never-ending revels — but none of them are permitted to leave.
  • Not on the List: No outsider can get in without an exclusive invitation, this rule being strictly enforced. Fortunately, the president of the Royal Society has a whole bunch of them (for some reason he won't reveal) and will trade them for Sky Stories.
  • Snobs Vs Slobs: You have to choose whether to ingratiate yourself with the servants, the debutantes, or split the difference with the chaperones. Success with each opens up different rewards.

Avid Horizon

Where the sunless sea meets the sunless skies.
  • Call-Back: if you played the previous games chances are you've been here before. There's even an interesting inversion of what was observed before; whereas in Sunless Sea you would start seeing stars in the ceiling above, reflected on the water, approaching here from the other side lets you see oceans down below, as if the gate has a surrounding overlap between both.
  • Cool Gate: Still a gigantic gate flanked by two alien figures. Still firmly locked. Still uncomfortable to be around.
  • Reassigned to Antarctica: Its staff is mostly composed of those who have been subjected to this trope.
  • Space Is an Ocean: It literally is, near the Horizon. Some of the seawater came through when the gate was opened, and stuck around in a rather eerie way.

The Royal Society

In a laboratory-workshop-university within wild, sprawling grounds, the brightest of Albion's upper class strive to produce new wonders for the Empire.
  • Item Crafting: You can "purchase" experimental modifications, a sort of "currency" representing the research you have assisted with, which can be traded for experimental equipment that is better than anything else you can find (barring weapons obtained by killing certain enemies).
  • Mad Scientist: There are a few. Studying the unusual physics of the High Wilderness requires a certain unique mindset.
  • Pretentious Latin Motto: Nullius in Verba, just like the real institution. Which means "on the word of no one", or "don't take our words for it" if you are to believe the Rat Brigade.

The Well of the Wolf

Albion's local well, with its expected hurricane-like winds attempting to swallow the skies themselves. This one has a colony of devils living on the lands along the rim.
  • The Devil Is a Loser: The devils here are not having a good time at all, and are too worn down by living in the hellhole that is the well's rim to do much of anything evil; they're actually unnervingly altruistic.
  • Eldritch Abomination: Like any well, it has something inside it, locked up. In this case, it's a devil of the worst sort known as the King of Choirs, one that's full-on abominable rather than simply looking like a man. It's likely that this is exiled/banished royalty of the sort that had to flee Hell after the revolution.
  • Sealed Evil in a Can: Like most wells, it keeps something tightly imprisoned. In this case, something that could genuinely be called evil, which is one of the Princes of Hell.

The Clockwork Sun

What passes for a Judgement in Albion, the Clockwork Sun is a gigantic, sentient contraption meant to emulate their reality-defining functions in London's favor.
  • Abandoned Playground: A kind of resort was built here, where people could bathe in the Clockwork Sun's glory. That got abandoned quickly.
  • Light Is Not Good: You see its radiance, and what it's done to vessels and buildings that got too close, well before you near it. The fear starts about the same time.
  • Madness Mantra: THE SUN THE SUN THE SUN THE SUN. Players of Sunless Sea should recognize this one.
  • Mechanical Abomination: Trying to emulate what's essentially a deity through purely mechanical means can have some terrible effects indeed. The Clockwork Sun is unnatural and horrible even by Judgement standards. It causes Terror to your crew for miles around.
  • Place Worse Than Death: No one wants to come here for any reason, to the point the docking areas are decayed and rusty. The Royal Society even pays really well for port reports of the place because it's so seldom-visited they rarely have an idea what's going on there.
  • Star Killing: Work against the Sun and you will take its radiance away, to the point where it doesn't cause Terror at all. Go the other way, on the other hand...
  • Villainous Breakdown: A big part of the reason it's even worse of a deity then before crystallizing everything in range is The Clockwork Sun is dying and doesn't know how to handle that. Having brainwashed all its engineers into mindless servants fawning over it forced to believe it was utterly perfect they weren't able to recognize any of the various breakdowns occurring. By the time the sun noticed the damage was so great that even working its engineers to death it can't be fixed. Going from immortal to not long for this world has not done its temperament any favors.


In General

A shadowy, lawless realm that attracts rebels and outcasts of all stripes to it. Lawless here is meant quite literally — without the light of a sun, laws of physics and time have broken down in numerous, alarming ways. The Khanate, nominal allies of London, holds onto a corner of Eleutheria — what happens in its other, darker areas is barely known, and may in fact be unknowable.
  • Difficulty Spike: This is a significantly tougher place to survive than the Reach or Albion, filled with lethal enemies, sharp terror spikes, and places almost designed to cut you down to size. Not only that, getting back from it the first time is not easy. Come well prepared.
  • Orientalism: Sultry, dark, mysterious, lethal, filled with tea, spices, enigmatic authorities and strange cultural practices: Eleutheria does everything a Victorian notion of the East should. The only reliable light source is a moon, for goodness sake.
  • Reality Is Out to Lunch: Reality as Londoners understand it is... loose, in Eleutheria. You'll encounter light warps, invisible enemies and Alien Geometries as a matter of course.


Where there was once a cathedral to the heavens themselves, there now lies Pan, an unruly, heavily divided settlement sprawled around the ruins. There is little that can be called an authority around these parts, which is perhaps the only thing the various unrelated groups that make this their abode can agree on.
  • Anarchy Is Chaos: Somewhat. Where it's not entirely played straight with turf wars and everything, it's still present in the form of being a city-sized Ragtag Bunch of Misfits that cannot agree or settle on anything, barely even counting as civilized. Even engine repairs are a hassle because there are no real standards anyone is interested in enforcing.
  • Authority in Name Only: There is technically a king, but the only thing they do is act as a mediator when an argument simply cannot be settled at the forum, otherwise doing absolutely nothing. He or she also does something like security duty by "bribing" you with money and mysteries in exchange for taking your port reports off your hands (storytelling is forbidden in Pan).
  • Meaningful Name: Named after Pan, the satyr-esque Greek god of the wild who was as freedom-loving and lawless as it got among the other Greek gods. Also a terrific pipe player, which is fitting enough since you will start hearing pipes as soon as you come close to the city.
  • She Is the King: The Cypress King is called that regardless of gender; in fact, the first one you meet is the very female February.
  • Truce Zone: The center of Pan acts as one, with entirely opposed factions at least trying to be civil within, fighting their battles on the rim instead.
  • Wretched Hive: Many of the factions around here are less-than-reputable, fighting for their slice of Pan's territory. Outlaws of all kinds, from those merely breaking human laws to those that are seen as criminals in the eyes of heaven itself, take refuge here.


An illicit haven of tea and spices, glowing gently in the darkness of a poisonous marsh. The people here are obsessed with tea of all kinds, especially the rare Midnight's Favour, grown only here, and the peace is kept by an unruly gang of children.


A rose-cult practices its mysteries beneath this crumbled temple.

Langley Hall

A sprawling manor house founded by the mysterious Lord Langley. The house is so utterly gigantic that expeditions must be conducted to discover new and distant rooms. But the Hall is so welcoming and the company so enjoyable, and the longer you stay, the more you want to return.
  • Big Fancy House: While more public than most, this was definitely the intent, if scaled up from merely "big" to "absolutely titanic". It's so gigantic the entrance hall needs seven hearths burning at once to keep it warm, and even the coat rack is so huge it doubles as a textile shop.
  • Big Labyrinthine Building: Large enough that you need to conduct expeditions to find specific rooms.
  • Possessive Paradise: In a way, it won't directly stop you from leaving but doing so causes you and your crew to suffer withdrawal symptoms which will make your terror skyrocket if ignored, staying in Langley Hall for an extended period of time negates the effect.


Piranesi is an impossible, reality-defying prison named after an Italian abstract artist. In order to be allowed to leave, the interred have to change themselves in some way. There are only three laws in Piranesi, but attempting to find out what they are is illegal, and will get you imprisoned.
  • The Alcatraz: prisoners trying to leave find the place looping back to where they started.
  • Alien Geometries: The place looks like it was designed jointly by Escher and the titular man himself.
  • Dark Is Not Evil: Three of the four Chaplains are genuinely trying their best to help their prisoners free themselves.
  • Eldritch Location: for the prisoners at least; when sentenced, space bends so that you cannot actually move without moving on from your original self.
  • Fallen Hero: It's heavily implied the Glib Performer, Token Evil Teammate of the Chaplains, used to be the Dark-Spectacled Admiral, but a combination of the New Sequence winning and having to hide in Piranesi caused him to hit the Despair Event Horizon and become the ruthless warden he is now.
  • Wardens Are Evil: Averted for three of the Chaplains, who are actively trying to stop the only straight example from breaking the prisoners.

Eagle's Empyrean

The seat of the New Khanate and the Eagle Khan, at once an ally and rival of distant London. Lit by electricity, neon, and the artificial Xanthous Moon, the Empyrean stands as a bright and shining beacon of reason and order in the chaotic darkness of Eleutheria. London maintains an embassy here, and it contains the only Transit Relay back to the Reach.

The House of Rods and Chains

Captains brave enough to strike out beyond Eleutheria's un-Judgment will find the gigantic, hollowed out, crab-like carcass of a cataclysmic sky beast. Buried within the House are many unpalatable truths and beings. And a colony of everyone's favorite beings, Rubbery Men.
  • Call-Back: Remember when you dove into the eye in the last game? This is where you ended up. You can go back the other way and almost drown in the zee-floor if you're really that curious.
  • Cthulhumanoid: The Rubbery Men are here in force, being their own inimitable selves. You can trade the amber you find dotted around Eleutheria with them, or try and work it yourself in their vats.
  • Eldritch Location: This is one of the most alien places in the game, the corpse of a demi-god bathed in the black radiance of an inverted sun. Much of the descriptions could've been penned by the man himself.
  • Giant Corpse World: It's built inside a creature similar to the Bazaar.
  • You Have Outlived Your Usefulness: An unusual example brought about because its superior, the Halved, did an about-face as to its goals. It likely recognized that, when taking an agenda against the other Judgements, having a courier to communicate with them that might tell them things was not the best idea.

The Well of Wonders

  • And I Must Scream: The performers of its play have been trying for the better part of a century to pull it off, but since they've never completed it, they've never aged or been able to leave. Thankfully subverted when you do help them, as No Ontological Inertia hits.
  • Genius Loci: It's a sentient wormhole that used to be a Fingerking that quickly starts using your logbook to communicate.
  • Hostile Show Takeover: While you're in it, your logbook becomes its own journal.
  • Kick the Dog: While the other Judgements gave the Fingerking plenty of good reasons to rebel against their tyranny, the "King who Speaks" was among the more reasonable Judgements portrayed, not only willing to hear it out but also give up all authority and power for the cause. Once it had willingly let go of its protection, it is immediately killed and consumed to presumably strengthen its killers.
  • Mad Artist: It is insanely determined to finally finish the play taking place within it, to the point of warping reality and abducting your Captain to play the protagonist.
  • Sealed Evil in a Can: How evil is debatable, but the intelligence in the Well is a Fingerking from Parabola who has undergone Abstract Apotheosis and become a living story; the first time its play is completed is its sole criteria for escape, making it just entering means that it'll likely be free as soon as you leave.
  • Well-Intentioned Extremist: The play is ultimately a paean to the necessity of the Liberation of Night and exposing how unjust the Judgements are — and that they can be killed.

The Halved

The Judgement of Distances and Measures, and the one that decides what Is and what Is Not within the realm of Eleutheria. Or at least, it should be deciding it, as Eleutheria has gone almost completely dark and lawless.
  • Arch-Enemy: The Sapphir'd King, to the point where showing it physical proof you are an ally of it is enough to send you to Piranesi's core, the place it takes a century to get out of.
  • Defector from Decadence: There are many, many reasons to hate the Judgements, and the Halved clearly has some of its own to hate them despite being one itself.
  • Fallen Angel: More of a Fallen God. The Halved has completely revolted against its brethren, to the point of outright emitting what can only be called Anti-Light that erodes away all law and sanity, to turn Eleutheria into a haven for all that rebel against the Judgements. If the implications are correct it's even killed a Judgement before, murdering the Reach's sun with one of the seeds that create Wells.
  • Hypocrite: Possibly. Despite spearheading the Liberation of Night and apparently aiming to free all beings of the tyranny of the Judgements and their laws, it seems to see no issue with imposing its own laws and will punish those who disobey. The ban on storytelling imposed when the Halved was still a Judgement remains in place. It will send you straight into Piranesi (which requires you to forcibly change yourself beyond recognition, taking centuries before you reemerge as an entirely new person) just for speaking its name when it was a Judgement. Tellingly, one of its former servant claims the Halved had not change as much as it thinks it had.
  • Roaring Rampage of Revenge: Before it became the Halved. After the Fingerking and its follower killed the "King who Speaks", the Halved's other Halve, the "King who Wars" lived up to its name and promptly killed all the ones responsible before throwing the Fingerking down a "well", imprisoning it there until you accidentally release it.
  • Space Master: Unsurprisingly given its field of influence, it has the ability to change how spatial relationships work.

    The Blue Kingdom 

In General

The land of the dead. All of them. Whether they're humans, animals, plants, stars or undefinable abominations, all must pass through the vast, monstrous bureaucracy overseen here by the Azure King, and be filed unto their fate.
  • Difficulty Spike: The Blue Kingdom wants you dead. This is the hardest area in the game, requiring endless to-ing and fro-ing along avenues overrun by lethal, extremely persistent enemies. Collect the best gear available before coming here, and even then expect no mercy.
  • Vast Bureaucracy: Beyond comprehension, and you'll be made to feel it. Whatever you're trying to do here you will need a particular status or favor, and to get that...
  • The Underworld: Limbo, more or less. There's Only One Afterlife, and you can visit it to see what's waiting for you. You don't necessarily have to accept it.

Sky Barnet

Once controlled by devils, now controlled by bureaucracy. Sky Barnet serves as London's embassy within, and the player's introduction to, the Blue Kingdom.
  • Brick Joke: Failbetter finally delivers on their promised joke that started with Low Barnet in Sunless Sea. For reference, the real life place is called High Barnet.
  • Our Angels Are Different: The Logos, the Sapphire'd Kings servants, are its orders pronounced in the Correspondence, and resemble wheels of living fire.
  • Protocol Peril: Everyone in the Blue Kingdom is subject of its Fantastic Caste System; being a member of a specific caste can open options in some of the ports, but it also pisses off certain locals into attacking you in the world map. The trick is to change castes to get what you want done. The caste system also includes people who just got there and didn't fill out the paperwork to get assigned to one of the different castes — that's the worst possible position, as you have no protection from ANY of the residents or access to caste-specific options in ports.

The House of Days

The Stone-Faced Court

The White Well

The Well of the Blue Kingdom, and definitely much busier than any of the other wells, as the Judgement in charge of it is both active and authoritative. Anyone who displeases the Sapphire'd King and the Blue Kingdom in general enough will be locked in here forever, with the rest of the rabble... and the abominations against nature that Judgements can't easily get rid of.
  • Sealed Evil in a Can: Depending on the perspective on the matter, of course, but this is what wells are made for, keeping things that threaten the suns forever locked inside. And the thing inside this one is probably pretty damned malevolent, even if you can side with it.
  • The Worm That Walks: Remember Sorrow Spiders? Those cat-sized, eye-robbing nightmares on eight legs? And do you remember that a few dozens of them could form great masses of fused spider-flesh with a single mind, called a Spider-Council? Down here, in the deepest parts of the White Well, there is a Spider-Senate. Billions upon billions of spiders forming a single, gestalt being that is a deadly threat even to the Suns themselves.

The Forge of Souls

Death's Doorstep

The Shadow of the Sun

Death's Door

The final destination for those dead who have not been either denied by the Kingdom's courts or sent to the White Well.

The Sapphire'd King

The Blue Kingdom's own Judgement, and fairly typical as Judgements go despite its strange realm, where the dead come to settle.
  • Asshole Victim: Remember the promise that you could "Murder a Sun"? This is that Sun. And since it's such an archetypal example of why people are even considering siding with the Liberation of Night, it's very much deserved.
  • Cruel and Unusual Death:
    • This is the fate it offers to those who pass through Death's Door; their souls are skewered, dissected, and fed squirming and writhing into the King's yawning maw.
    • Following the right ambition path, the King faces this himself. How does being Eaten Alive from the inside out by billions of spiders that feed on its flesh and from it spawn more spiders to eat it with sound?
  • Jerkass Gods: Of all the Judgements present in the game, it's the most stereotypical. This means it's snobby, racist, cruel in its enforcement of the Great Chain of Being, and soul-devouring. You can kill it and take over with the help of the Sorrow Spiders, which may we remind you reproduce through eye robbery, and the people of the Blue Kingdom still like that more than the Azure's rule.



Sky-beasts that somewhat resemble a flying isopod. They use their drill-shaped horns to burrow into asteroids, and are none too pleased to be released from them.
  • Elite Mook: Bull Cantankeri are bigger, tougher, even more irritable variants.
  • Money Spider: You can potentially loot valuables worth money from their corpses, because of their habit of chewing on precious Hours or other rocks.
  • The Goomba: Hands down the simplest enemy in the game — they're only capable of executing a simple charging attack, and have very little health.
  • Irrational Hatred: As their name (and collective noun, A Disgruntlement) suggests, Cantankeri are apparently just permanently pissed off. They especially don't like heat, warmth and laughter, which is why they attack trains.
  • The Power of Hate: Going by certain dissection notes, Bull Cantankeri get to be that way by dwelling on an old bitterness that congeals in the form of Hours, and ruminating upon it until it grew hardened and plates accreted around it. Not that regular Cantankeri are any less powered by pure hatred.

Chorister Bees

Swarms of giant bees native to the Reach, whose wings produce a sound like music.
  • Bee Afraid: Less aggressive than many sky-beasts, but they frequently come in large groups, and actively menace Titania.
  • Big Creepy-Crawlies: Each individual bee is the size of a dog.
  • Berserk Button: They may act passively towards you. If you're carrying their nectar, however, they are 100% hostile.
  • Glass Cannon: They can't take many hits, but do a lot of damage to your hull if they manage to close on you.
  • Hornet Hole: They have their own corner of the Reach, the Apoidean Gardens, heavy on honey and flowers.
  • Organ Drops: Blowing up a swarm gives you a chance to risk your crew to raid some of their valuable honey.
  • The Swarm: You don't fight the individual bees, you fight their swarms.
  • Zerg Rush: There is never just one swarm of Choristers. If only one is obvious, you just can't see the rest yet. And once you attack, they will all make a bee-line for you.


Creatures made out of bronzewood and paper, who were once the caretakers of a great library before it was destroyed. They have two attacks — a ball of dark energy that they hurl at the player, and an area-of-effect attack centered on themselves.
  • The Blank: They don't have faces. The hunting club that challenges you to bring the mounted head of one ultimately regret doing so, because it's just that creepy to look at.
  • Elite Mook: Senior Scriveners are essentially their Chief Librarians, both in terms of knowledge kept and level of danger.
  • Magic Librarian: What they were originally.
  • Make Me Wanna Shout: In addition to their projectile attack, at close range they have a scream that increases your Terror.
  • Organ Drops: Scrive-Spinsters are made of Bronzewood, one of the single most valuable common resources in the Reach. Taking pickaxes to one after you defeat it is usually one option.
  • The Pen Is Mightier: They have pens that drip with ink eternally, though the pen goes dry when the Spinster dies. A frustrated scientist isn't sure why, but he knows that the spinster itself is not a living inkwell—he's dissected one to make sure.


The species that the Masters of the Bazaar belong to, now in their natural environment. While not easy, they are much more assailable than they once were back in the Neath, what with you having a Locomotive.
  • Affably Evil: There's actually several Curator characters throughout the game who are mostly genial towards the player, including the scout-selling Mr. Menagerie.
  • Alien Space Bats: Not only are they, in fact, literal alien space bats, but about a dozen of them are responsible for the Fallen London universe's rather significant divergences from our world's history.
  • Bat Out of Hell: They look like giant bats.
  • Collector of the Strange: Every Curator is obsessed with establishing a collection of some particular thing, and they guard these collections jealously. You can pilfer part of these collections off their corpses, which is profitable, and the rest (and weirdest) can be found cocooned in Curator's Eggs.
  • "Get Back Here!" Boss: One of the few enemies that isn't either suicidally brave or brutally persistent, Curators will try to fly away from you after taking a certain amount of damage.
  • Make Me Wanna Shout: Their main attack is a sonic burst of some kind, likely a form of weaponized sonar.
  • Normal Fish in a Tiny Pond: They used to be, back when the only Curators London knew were the Masters of the Bazaar. Just leaving a scar on one of them was worthy of legend, because they were that far above humanity in the Great Chain of Being. And then, unfortunately, humanity caught up; it's almost saddening how quickly a Curator can be murdered when you're aboard a locomotive.
  • Piñata Enemy: The pieces of their collection they carry with themselves are usually very valuable. They are fairly hardy though, so they'll make you work for it.


One of the more insidious dangers a Locomotive can face is a Guest infection; just one stray tentacle stuck in a fender can create a whole infestation crawling through the vents. The ones you face in the High Wilderness, entirely piloted by these wormy creatures and presumably with their crew devoured, are merely the terminal stage. Don't get too close.
  • Bait-and-Switch Boss: They look just like Scouts or Dreadnoughts... up until you get close and they sprout entirely too many tentacles.
  • Elite Mook: Not even Imperial Dreadnoughts are safe from the wiggly menace.
  • It Can Think: They are strangely good pilots, and even know how to use the lateral vents of their locomotive.
  • Organ Drops: You can gather individual Guests from the shattered, roasted husk of the locomotive, in order to eventually make a powerful weapon that uses their secretions as ammo.
  • Tentacled Terror: They are disgusting masses of tentacles that invade space locomotives. Trains that have been taken over by them seem innocuous at first, but then they sprout tentacles and you'll realize it's time to get the hell away from there.


If you had hoped to escape the Flukes, those insidious alien menaces that look all too much like sea urchins, by taking to the skies, you should likely think again. The Scorn-Flukes are often tougher, smarter and angrier than any Axile native left behind in the Neath.
  • Covered in Scars: Not that you can see them, but Scorn-Flukes in particular usually have ritual scars around their core.
  • Organ Drops: It drops some kind of bizarre, tumorous organ that, to people who have an extremely rare secret and are already half-insane, can work to create the Wrath of Heaven.
  • Sea Hurtchin: As usual. They ram you at high speeds with terribly sharp spines, they yell Correspondence at you to set your vessel on fire and madden your crew, they bring as much hurt as ever.
  • Unstoppable Rage: The ship-destroying sort of Fluke is already pretty pissed off as-is. Scorn-Flukes are even angrier, due to being exiles from their kind on top of everything else, and they'll take it out on anything that comes in view. They even twitch in fury whenever they're attacking you.
  • You Can't Go Home Again: Possibly the main source of their anger. Axile is gone. They will destroy any locomotive they come across to forcibly extract the memories and experiences of the crew in an apparently fruitless attempt to find any clue of the location of their home world.

Sleeping Grievers

Odd creatures that can be found all over Eleutheria, trying to catch some sleep and remaining utterly still in the dark skies. Disturbing them is not recommended.
  • Action Bomb: Their only attack is to charge your locomotive at high speed and blow itself up in your face, spewing corrosive acid absolutely everywhere.
  • Alien Geometries: Its internal anatomy is strange, much bigger on the inside than it has any right to be. Further investigation reveals this was intentional, as the Grievers were made to find places where the laws of distances had been broken and correct the mistake by eating the excess distance.
  • Berserk Button: They absolutely hate being woken up. Whether it's a light being shined on its face or a locomotive's engine noises, their somewhat fragile slumber will be disturbed, and they will immediately attempt a kamikaze dive on the one responsible.
  • Expy: Once you know what they are, they might remind you of The Langoliers, except with space instead of time. And are also explosive.

The Undeparted

Weird creatures found in Eleutheria that represent (and are) a violation of the laws of life and death made material.
  • Humanoid Abomination: They appear vaguely humanoid at first glance, like a grim reaper's torso. And as far as abominations go, it rarely gets as nasty as "literal mistakes of reality".
  • Invisible Monsters: Being (un)living violations of the Judgements' laws regarding mortality, they don't really exist and as such can't normally be seen. Illuminating them with your engine's light makes them real enough to see them. Note that just because they don't exist doesn't mean they cannot harm you, so you can be ambushed easily.
  • Kill It with Fire: While fire's effectiveness is unknown (it may be just disappearing back into nonexistence rather than getting Deader Than Dead), it's certainly very calming to burn their corpses up to make really, really sure, reducing Terror significantly.
  • Not Quite Dead: Being what they are they can't really die, but they can be incapacitated long enough to loot them (though haste is recommended before they wake up again).
  • Wolverine Claws: Packing big ones that can open a locomotive up like a can of sardines.

The Logoi

Messengers of the Judgement running the Blue Kingdom, who are also its commandments made material. A parting shot from one of them is responsible for cursing Captain Whitlock to die from burning up inside-out at the beginning of the game.
  • Did You Just Punch Out Cthulhu?: They recover, but the reason you can reduce Terror as one of the victory options; you still still rendered a demigod punch-drunk.
  • Fantastic Caste System: They enforce one in the Blue Kingdom. They don't like folks that haven't done their paperwork and are thus outside it.
  • Language of Magic: They're made out of Correspondence. Not with the Correspondence, from it; when you're as fluent with it as the stars themselves, you can do this sort of thing.
  • Not Quite Dead: "Killing" one just causes it to enter a dormant state where it is purely Correspondence lettering to heal.
  • Our Angels Are Different: Under certain definitions of angel, at least; they certainly serve a deity-like being, and are called princes of heaven at that. It helps that they usually look like wheels of flame, giving them a resemblance to Throne angels.
  • Starfish Aliens: They're living proclamations made by a Judgement.

Eaters of the Dead

Graveyards attract carrion eaters, and the Blue Kingdom is no different in that regard. These floating chimera prey on the living just as happily as they do the dead, though.


Reach Marauders

Pirates endemic to the Reach, out to pillage and plunder vessels on the Frontier.
  • The Goomba: With respect to other locomotives — Reach Marauders can only fire a single, slow-moving projectile at a slow rate of fire and have weak armor. They're also the first enemy you encounter in the game.
  • Red and Black and Evil All Over: All of the standard hostile engines have black and red color schemes, readily identifying them as baddies.
  • Space Pirates: The reason they're so interested in attacking you in the first place.

Albion Marauder

Space pirates and other ne'er'do'wells in Albion, who lurk in the less well-patrolled areas of the region and prey on unsuspecting vessels.


Graverobbers, prowling the cemeteries around the Most Serene Mausoleum.
  • Moral Dissonance: You, the hero, can do pretty much the exact same thing they're doing whenever you encounter floating paupers' graves. Perhaps the difference is that these guys are said to be interested in the actual body parts, for... interested parties back in London.

Star-Maddened Explorer

Locomotives whose crews have succumbed to the light of the heavens and gone stark raving mad.
  • Ramming Always Works: It certainly does a ton of damage if they make contact with you, not to mention puts you in a very bad place to be when it comes to their blunderbusses. Notably, they're the only locomotive enemy that tries this tactic. Notable also that this can backfire and blow themselves up if they take too much ramming damage.

Tackety Scouts

Small, light locomotives that fly under the flag of the Colonial Assembly, commonly found throughout the Reach. They're generally friendly, unless the player has made an enemy of the Tacketies.
  • Drives Like Crazy: Apparently, they say hello by ramming into things and will swerve around like the Captain's been hitting the whiskey.
  • Fragile Speedster: They're explicitly not made to last, but they are quick and evasive, making good use of their lateral jets.

Enduring Dreadnoughts

Enormous engines of war that form the core of the Royal Navy. They're found in both Albion and the Reach, and will usually be friendly unless the player has made an enemy of the Stovepipes.
  • Mighty Glacier: Compared to the Tackety Scouts. They're slower, and don't have lateral jets for dodging, but they are tougher and significantly better armed.
  • Mooks: The most common ship in service to The Empire.
  • Piñata Enemy: They're much tougher to take down than Tackety Scouts or Marauders, but they tend to have better loot on them, like barrels of gems or unlicensed maps. Notably, if you side with the Tacketies these guys are going to be your main source of vital Ministry Permits, either straight from the source or by delivering the charred remains to Sweet Jane.
  • Space Navy: The Royal Navy, of course, has taken on this role.

Glorious Dreadnoughts

Glowing, gold-plated dreadnoughts of the Royal Navy, found in Albion and, very rarely, the Reach.
  • Elite Mooks: London's more powerful warships, most often found near the Throne of Hours.
  • Load-Bearing Boss: Downplayed but each one you destroy and raid weakens the Clockwork Sun.
  • Metal Slime: They have really good loot, just good luck shooting them.
  • More Dakka: They're armed with what can only be described as a long-range automatic shotgun.

Deranged Dreadnought

Enduring and Glorious Dreadnoughts that have, perhaps, spent a bit too long guarding the Clockwork Sun.
  • Flechette Storm: Their guns shoot high-velocity glass flechettes rather than bullets. And with a good Mirrors score, you can safely unscrew them, install them on your ship and do the same; apparently, bullets come in, glassy death comes out.
  • Taken for Granite: Both their hulls and ammunition have glassed over, to say nothing of their crews.


Locomotives that are fully dedicated to the Liberation of Night to extreme degrees, they will hunt down and destroy any and all lights they spot within the realm of Eleutheria in order to keep it dark.
  • Berserk Button: Light. Specifically and relevantly to your captain, locomotive lights. If they catch you with that thing on, they will immediately try to blow you up for daring to "poison the dark with its light".

Empyrean Outriders

Khanate-affiliated vessels, Empyrean Outriders seek to bring a bit of light to the darkness of Eleutheria and keep the Liberation of Night away from the Eagle's Empyrean. They have a strict "lights on at all times" policy, and enforce it with extreme prejudice.
  • Berserk Button: Don't let them catch you with the lights off, whether or not you are a Douser they will still try to destroy you just in case.
  • Do Not Go Gentle: Some of the crew remain alive after battle, and if you try to pillage their locomotive they will put up a formidable defense. That said, they'll also surrender peacefully if you allow them.

Spirifer Engines

Spirifage is still big after the move to the stars. And in places like the Blue Kingdom, where the laws against it are harsh and the souls are valuable, even more so. They will take whatever souls they can find.
  • Elites Are More Glamorous: In a manner of speaking, they are the shiniest and richest-looking of all the outlaw engines you find. Justified in that all the bling they carry is meant to fool officials by looking funerary, and that spirifage brings in a lot of cash.
  • Your Soul Is Mine: Like any spirifer, if they find someone whose soul is valuable, they'll mug them for it.


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