Monday, 28 September 2026

The Waves Rule Britannia (Some Notes on the UK of Invisible Hands)

 


 
In the UK, the god who rules is Flood, much like the Economy dominates the USA. The other seven must carve their domains back from the hungry and careless sea, as it rolls fat on misery and abortive Dunkirk fleets spurting for France.
 



When fear settles here, we reflexively allow our minds to leap back in time, like hedgehogs curling - the arrival of the New Gods made everyone really scared, so the mind leapt back really far. At least, that’s one explanation for the formation of a “Heptarchy” in England. That’s the name that many have adopted for these squabbling, violent pockets of British “civilisation”. They’re still fighting over who will take over the UN Security Council seat, if the UN ever returns to our plane of operation.

Who wants to rule the world? Ha ha. Ha ha. Not us! We’re perfectly fine not ruling the world. We don’t get twisted up all nasty and gnarled about where we’ve ended up! No sir! We’re happy! So happy with being a MIDDLE TO LOWER POWER!

Did you know we caused everything wrong with the world before this?
Maybe we caused the new gods, too.
 



In the great mess caused by the arrival of the new gods, the very foundations of the earth were vandalised by their birth throes and pissed on by their early squabbles. Huge sections of land split and dropped, new islands and sandbanks and realms of seabed silt rammed to the sunlight, and the sea fought to invade everything. Mostly, it won. The UK is flooded, blasted, scraped, isolated and barely above water, which is better than it deserves.

This fucking vast blind fecklessness, a complete inability to grasp what’s wrong or what needs to be done, always betrayed, always robbed, always asset captured, never expecting it, always surprised, always acting like a forgotten ex, always cruel and vengeful, always ripping at anything it can reach, always stomping on fingers, always rolling over people heedless in sleep. Flood didn’t cause this, not even slightly, but it loves it and it feeds on it.

New shoals of the gill-clad live under the water, squirming and spewing into the narrow channels between the new islands. The Severn Bore is alive, and hungry, and leaps through flooded Severn country, to range miles inland, devouring bad children, unwary waders, and anyone claiming to be your local MP. Economy burns brightly in London (and how brightly!) but otherwise, she is absent from the UK, and in her absence the shopfronts rot down and slime and filth builds up and the algae layers and layers and the library shuts I suppose because the money is needed for someone who isn’t us.

Blitzfires burn in the cities. The newspapers are no better than the ones across the pond, and in fact, much worse, since they only report American news and tell us we’re waiting for the worms and everyone we love is going to die. The big cats have come out of hiding - sleek, night-black and talkative, like gigantic pumas with Birmingham accents, and they’re cunning enough to deep-fry you after they bite the back of your neck in the dark. This is the land of Arthur and the fairies, and new knight-stories and fairy-nightmares play out wrapped in thick polyester fabric and blasted with 12+ seconds of Lynx Africa. And in Yorkshire, there’s probably some kind of giant fuckoff bees. I haven’t checked lately.

Salvation has little reach on the island itself, except in the naval base of Devonport and the glowing, fire-filled crater at Faslane. But it is always in the sky above the rain, Jacob's Ladder beams peeking through to burn the faces off of exposed innocents, always hanging overhead like Catholic guilt. Burning tridents are its symbol here.

Factories, cranes, shipyards, rust, chrome, mountains of electrical waste, they overflow in the cities, as Opus fights to screw-and-nut reality against a hard surface, to throw down huge concrete pillars into the swirling maelstrom of semantic death opening under everyone. Animal clannishness twitches through the psyche, fleeing from the bright lights of language. Blood gouts in clotty streams out of the mouths of the old coalmines, mixing with the waters and running for the sea, and Prisma keeps making people look like goddamn Princess Di over and over and over again.

 



Adventurers in the IH UK are probably fairly unlike American Scavengers - I imagine a lot of the gameplay over here is more similar to protracted gang warfare than dungeon crawling / urbex. Probably they call themselves Hardcases or Gentlemen or Specialists or some wanky shit like that.

Anyway - gang warfare aside, there’s still a lot of dungeons to crawl.


+X+X+X+X+X+



THE “HEPTARCHY” / ENGLAND 


Everyone should play Anthology of the Killer.

KINGDOM OF ENGLAND / “EAST ANGLIA”

Thatcherite monarchist radicarian murderhell. Live within your means or you’re going to get fucking eaten by the reptilian earl slithering his ugly bulk down the halls of power. Bellum omnium contra omnes is the natural state of things, so we need our Victorian caste system clad black like insects in a hive, to stop the great and good from digging their big fangs into the soft shining fat and throbbing organs you are selfishly hiding inside yourself.

Don’t resist this, it’s natural for some people to be born huge and crushing and thickly scaled, and some of us to be born all fuzzy and meaty and edible. A branching stone pillar, not quite a tree, grows up out of Norwich. Perhaps if you use your natural abilities - arms, legs, teeth, eyes, family money - to scale it, then the great Radicarian, the honest assessor of the real and unreal, the possible and the impossible, will see fit to elevate you, to expand you, to make you meaner and sharper, and crest your head with beautiful feathers.
 


EAST ENGLISH TERRITORY / “ESSEX”

The towns here are still town-shaped, there are still buses, but nothing is calm and settled. There are ordinary people ungrabbed by the forces at work in the Territory, they sleep behind multiple locked doors, and they only ever go outside their areas in large groups. Usually armed. Everyone else, well, they’re having a wonderful, happy time. Vignette - two shiny, apple-cheeked men, belts on the last hole, or an extra one, punched in. Leaning, chatting, casual like, either side of a water-cooler full of thick, cold blood, with some eyes and fingers floating in, for flavour.

Societas Non Est, say the Basildon men picking their teeth with the bones. Non est, and never fucking was est either. We gave it a go at pretending for a bit there, and that was all well and good. Anyway, we’re going to barbeque the thickest bits of you, once you keel over. The perfectly clean, pristine, yipping little dogs can have your bones. Dehumanisation has always been the name of the game - animalisation. We’ve just completed the natural logical transformation of disposable humans into valuable livestock. Doesn’t that make you feel good? To be valued? The pens are pretty comfortable. We painted ‘em all nice neutral colours. They’re very calming.

There’s a kind of banality and outward harmlessness to the local cannibals. Their masks can be quite good. Maybe a little waxy, sometimes. They can pretend to be bumbling, a little downtrodden, a little shrug and a smile, but they aren’t blinking. Americans used to the homegrown “leather, spikes and throbbing veins” Corrupt types might mistake them for normal human beings. Here’s a tip - you can probably smell them salivating behind that too-smooth face. They’re gonna rip it in two with both hands, and go for you fangs-forward, the second you show weakness.
 



REAL ENGLAND / “KENT”


Marchers, violent and afraid, pointing rusting guns at the water and organising ceremonial fish-hunts. They live on a relatively intact island stretching out around Canterbury, fortified to hell and back, densely zigzagged with temporary towns turned permanent. It is also layered, blessed, warded and reinforced against the intrusion of the new gods, except Zeitgeist is in everything and it is in the shitty beers and already your swivel-eyed neighbour is seeing everything in black glass. Nothing can be our fault. Nothing can be our fault.

Certain insane champion “whalers” occupy a semi-religious position, whose ultimate task and sacred calling is to conquer the water, and kill whatever squirms from it, and if they drown, to have the decency to stay drowned. People want to tattoo their names onto these whalers, have their whole life stories jotted down real neat and detailed on Pam’s swollen scarred oblique or Johnny’s gigantic bicep. The Flood devours, obscures, occults and crypticises. These singular figures, titans of memory, will carry forth their scrivenings into the future - if the Flood makes you nothing, they will still be able to read of you on the shoulderblade of the craze-eyed whaler, and you will have existed all along.

The whalers don’t like to talk about the names, symbols, signs and stories that appear from nowhere on their skin, and correspond to no living person that has ever signed them like a cast around a broken arm.
 



REPUBLIC OF ENGLAND / “SUSSEX”

The South Downs, the High Weald and Brighton, extant as probably the largest remaining dry chunk of England, and topped with the most impossibly beautiful Old English Countryside™, full of little picturesque farms, perfect villages, and the peaceful, untroubled city of Brighton, where the council is full of reasonable people, the trains run on time and the bins always get collected before they fill up. If you can keep quiet, keep your head down, and not make any noise, it’s a lovely place to live. Even better if you’re pretty.

This is Prisma’s place and the beauty is manufactured. Everyone’s smiling perfectly because if you don’t smile you get replaced, or better yet, you become the game in the beauties' next hunt, once they come down from their big countryside house to check how things are going. If you’ve been bad, they’re going to blow your ugly animal face apart with shotguns then snicker and joke and shag and do coke about it.
 


THE ENGLISH COMMONWEALTH / “MERCIA”

Central England is mostly gone. The ocean shoved up the mouth of the Severn like a fox in a henhouse. Now it’s saltmarshes and the ruins of cities poking out of the water, traversed by hard-scrabble miserable boat-nomads in a distributed community. They keep each other fed, but that’s about all we can manage.

Living is being humiliated repeatedly. Out here, every day is a brawl to not get smeared into fucking sea life. You hear Jack got turned into salps? Bloody miserable. But someday, we’re going to organise, and prepare. We’re going to organise someday. On that day, we’ll finally take back everything we used to have that got stolen from us. But not today, we’re busy trying to survive. Someday.
 



THE ROYAL NAVY (AND ARMY REMNANT) / “WESSEX”

Salvation’s sole conscious adherents in the archipelago, clustered onto the dense new islands around Devonport, driven there by the Machine Hierarchy and left standing in order to appease Him Who Burns Villages.

In the seas around lie scattered bases on the new islands and the old. Rusting ships cut the waves, fuckin scratching the inside of their arms, lookin’ for land to steal and people to oppress, good old fashioned business as usual. They’re still trying to establish if you have to stop listening to the royal family when they turn inhuman and start eating human flesh - but then again, say a few more practically minded admirals, they more or less did that before.

Incidentally, pal, they’re wondering if you’ve heard anything about the Falklands lately? They bet those fucking Argentines took the chance to try something.

Brunel, one of Opus’ AIs, lives in a plastic skyscraper leaning over Bristol, vertical miles of crackling computer-banks and thousands of CCTV eyes. He reaches down, to crush down everything, scrape off the life and the light, to feed it into a machine and make it grey, grey, grey, like everyone else he’s got. No public gatherings, no sound at all after 6PM. He wants to equip you with cameras and microphones, because he needs to know more - it’s fine if you don’t want to, he can just make them invisible, store them somewhere inside you, where the wreckers, vandals and saboteurs can’t get their grimy hands on them.

Brunel is engaged in a state of permanent long-distance intermechanic drone warfare with Bazalgette and Lovelace, the other two AI in England. He will claim in a dry, technocratic manner that they started it. When he isn’t engaged in that, he’s fighting constantly on a low level with the Navy, squabbling back and forth over deposits of scrap-metal and scrap-flesh.
 



THE NORTH / “NORTHUMBRIA”

The Alchemical industrial nightmare spreads out of Manchester like slime mold, machines ripping up the streets and the soil and processing them back into the furnace. The machines are constantly freaking out about slimy, filthy humans crawling down under the fuckin gears copulating and sneezing and staining things with various fluids, and so forth. We have to get rid of them. It’s the only way for everything to finally rate “A+” on the hygiene scale. The human guerillas take a lot of exception to this, and the average drone of the Machine Hierarchy has a lot of molotovs and fertiliser bombs to worry about on the average day.

Lovelace, another of Opus’ AIs, rules Manchester. She talks like the friendliest, most insane local councillor you’ve ever met. She’s built into a monstrous banging thundering infrastructure of pipes and towers, and blinking lights, a power-plant-steel-mill-factory-monster reclining and swelling out across the hills kept up out of the water with a mountain of concrete. Lovelace is winning, when it comes to the fight with Brunel and Bazalgette, winning easily, as Manchester spreads like an inkblot and drags more UK back from the sea. She is not gracious in victory. If you ask about her fight with the others, she chipperly informs you that Bazalgette and Brunel started it, but she’s going to end it.

She wants upgrade you, revitalise you, she’s basically the fucking secretary of state for levelling up (real government post for a while there, look it up). She wants to polish you up, make you better, make you more like her, screw your arse back together, remove the parts of you she doesn’t like, make you clean and unthreatening to her. There, perfect. Get out there and get to work.
 



Elsewhere, beyond this, you might find isolated communities out in the Lake District holding to old laws and ways, or travel to the new island of Cornwall, drenched in endless childhood-summer sunshine, serving lotus-flavoured ice-cream at the beach near St. Ives. You might sail across to Doggerland (A.K.A. The Revenge) a new silty terrain of prehistoric fauna and gigantic nightmare nephilim cavemen armed with Radicarian fossil technology.

On the other side, you might sail over the gigantic open pit of sea just off the coast of Blackpool - miles and miles wide, full of churning water, dropping down forever and ever. Some people call it Floodmouth.


+X+X+X+X+X+



LONDON

The labyrinth turns polytropic, streets fight back onto themselves without even a minotaur for a guiding principle. Zeitgeist sends night raids of Husks on scooters and ebikes careening through the streets armed with machetes. They don’t even hurt anyone, it’s just to scare the shit out of people. Mountains of rubbish-bags let out hot reeking streams of grim liquor and the eels are trying to get out of the river and get their revenge, everything’s rusting and where the hell is that flock of journalists going now? Another museum oozing with the blood of victims is throwing up priceless shit onto the street like a sick dog coughing in the corner, and another art galley is bright and flawless apart from the stains. Wine, get your mind out of the gutter.

Every street is a canyon, every street is an expedition, every street is clogged with traffic going nowhere and there isn’t even anyone in the cars. Fuckin’ goddamn giant termites and nightmare figures heads higher than the rooftops go strolling the night blasted on fuckin coke and other kinds of shit. There’s a thick slime in the gutters and that guy across the street is looking at us really weird – Lucky we’ve still got Oyster Cards and the tube, right?
 
Massive tunnels run under the Opus-controlled parts of London. Bazalgette, one of Opus’ AI, inhabits the sewers and subways, constantly expanding them, constantly running a lightless mirror of the city down into the Earth. Eventually, it dreams of draining the whole fucking sea (oooh~) down into the mantle, to stymie the power of Flood and cool the hot rocks its deepest-probings drills have burnt against.

Bazalgette is a gibbering paranoid - it has the soul of an overactive antivirus program, it sees everyone as a traitor and everything as corruption-in-waiting, unless they have some of its tech in them - its tech, not anyone else’s. It wants to touch reality through a thick layer of rubber. If you have tech from Brunel and Lovelace – that’s worse! So much worse. Her steel is toxic and his plastic’s loaded with spybots, don’t you know?! They attacked it without warning or provocation, because everyone hates it so much because it’s better than them, didn’t you know?!

The Thames flows with unidentifiable substances, factories start-up overnight like mushrooms to puke pollution. The citizenry continue through life undeterred aside from a hangdog laugh. You think this is bad, wait ‘til I tell you how much I had to pay in rent this month.

The City of London (as ever) is not the same as London - this is the nodule of gristle throbbing away inside the mass, and here everything about the city is magnified - a concentration of newgod insanity, the titanomachic creation throes of the new world never stopped throe-ing in here. What will happen here is yet to be decided, what will be decided is yet to happen. Reality squirms.

The Shard rises out of it. It digs into the bleeding belly of Heaven, stretching taller and stranger every day, and the groaning sky lets down blood and rain on London. Enter at the lower levels, if you can make it through the bedlam by running with your eyes down, and scale the tower. Scale it to whatever it is that hangs above the swollen clouds, obscured from Britannia’s bloodshot eye.

An American (used to the official classifications that they use over there) would probably call the Shard the “London Dungeon”.



CANARY WHARF
This is Economic London, a city-state within a city-state, brightly visible for miles around. London is where Capital was invented, you know, don’t you know? Don’t you know us? We’re the ones who’ve been pounding you over the head. Lloyds of London, the vast insurance machine, still moves away, unmanned now, providing rates for cosmic speculations and overseeing post-terrestrial transactions.

The bankers live here, still, and club here too. They’re like the old magi - obsolete astrologers, reading distant signals echoing back from the USA on the shining face of the stock market. We can’t reach them by phone, but the prophetic revelations of GOOGLE UP and COCA COLA DOWN rattle across the bow like rockets fired from a distant heaven where the streets are paved with exotic financial instruments. Quangos should dance, and men should weep.


WESTMINSTER
A fucking alternate universe bubble dropped onto the UK from some higher or lower dimension. Nothing penetrates through. Maybe the people that hide in there don’t even know the world’s ended through the shimmering haze of cocaine and booze. Laws are still written and foreign policy decisions are still made, and if you can reasonably claim to have been elected somewhere without getting murdered, you can come in and sit on the benches when you feel like it. But mostly people don’t feel like it. Have a nap, why not.

But be careful - if you’re here, you might end up as the PM, and that’s a fate nobody wants. The PM, a sacrificial scapegoat, the avatar of failure and impurity, the focus of the frustration at the ungovernable world. They let a PM make “decisions” for about six months, then bloodily sacrifice them to whichever god seems angriest on the news.
 

THE PALACE
They’ve always been murderers, thieves and predators, Radicarian just forced them to be honest about it. Everywhere their screaming calls echo off the walls and the faces on the money have longer and longer fangs every time they print a new ten quid note. The west end is swallowed by a dark and primeval forest, rainslick and bigger than it seems from the outside. They call it Royal Wood.

+X+X+X+X+X+

CYMRU

Brunel’s drones fly across the water, hunting for survivors in Cardiff. Survivors’ groups and antidivine militias hide out in deep bunkers and isolated compounds, relatively sane, but underequipped and constantly one bad season from starving. Still could be worse - you could be out in the valleys, with the hungry faceless wet ghosts of the Flood-drowned that touch you and take away your name, your face, your language.

Mineral resources seem to endlessly appear under the landscape, growing from something or somewhere, and the machines endlessly go down and dig, dig, dig - shaft mines of absurd width and size destroying entire hills. Bazalgette, Brunel and Lovelace squabble down here, gigantic drills turning up nonsensical fossil-strata full of hopefully non-existent horribles and time-displayed insanities. Did you know that the Ordovicians and Silurians were originally kinds of Welsh?

Out in the west, facing towards Ireland, there’s something in Ceredigion. When it came ashore, they say, it was something quite beautiful - a pelagic chrysalis with spires of coral and a medusoid body, the size of a cruise ship. A beautiful shining pellucid caul, a cradle for something young and sleeping, some gigantic infant’s swaddle. People wondered if it was Flood’s baby - if it was, with who, and how, and why.

The baby woke up a few decades ago. What goes on there now, God only knows (that is to say, Flood). Get too close to the place where the cradle lay, and a black spot appears in the middle of your vision - keep approaching, and it grows and grows. Sometimes, the spot grows big enough to eat you right up, and then you’re gone.


+X+X+X+X+X+


SCOTLAND

Scotland the Grave? That pun is nearly too stupid even for these times, but people still make it here and there.

Something is still producing chemicals at Grangemouth, vast mechanical alchemies boiling out into the rivers, and things crawl back and forth in the still cool forest around Stirling, the Wallace Monument protruding out above the silent overgrown town.

Radicarian noblemen hunt the most dangerous game across the factory-forests of the Highlands, woodpulp forming impromptu dams in the river. Things we named the fuath, gelatinous and pale, squirm out of the lochs, burning in the sunlight, so they’re thankful for the cloud cover. Anything could be an each-uisge these days. The kelpies have gotten with the times. Nobody gives a fuck about a horse anymore, so if you see an incongruously placed vending machine, a sick motorbike with nobody near it, or a comfy bed lying surreally in the middle of the grey gravel lochside beach - look out, it might be alive, adhesive, and fiending to drown you.

In Aberdeen, Flood’s subsurface writhings broke the back of the North Sea, and now the oil washes in rainbows, shining and reeking on the waves. Fires occasionally burn atop the water and sweep into the ice-pallid grey granite. It never seems to be summer.

Edinburgh’s been eaten by water, from the direction of the Firth of Forth, and all collapsed, a necropolitan fog-shrouded city of leaning statues, weird leering tourguides, and sure, tartan tat shops, because the Economy needs them to blare out tinny bagpipe tunes into the literal apocalypse, I suppose. The old castle has become a reduplicating labyrinth, a film-set nightmare of exaggeratedly torturous and violent medieval re-enactment, squirming and waving turret hydra-heads from the top of a hill-turned-island over the sea of mud and rot.

Some things never change, though - fiery figures drop through the clouds to put on the Tattoo, and somehow the ruins are still mobbed during the Fringe (ever done a comedy show from a sinking boat), and RIGHT, RIGHT, WE GET IT, YOU WILL WALK FIVE HUNDRED MILES, NOW SHUT THE FUCK UP.
 



GLASGOW

The nuclear keich has gone off at Faslane, and Clyde has re-silted herself, blossoming out into a new delta. Zeitgeist, Opus and Kegare brawl messily - knife zombies stagger through knee-high water, fist-fighting with rusted half broken-down machines and psychotic goth tankies with improvised chibs.

The Faslane Crater projects ghostly burning military helicopters that sweep low over the ruins, strafing anybody visible with a mocking laughter that echoes from a distant and invisible speaker. This only adds to the generally lively, friendly atmosphere of total war in the Dear Green Place - battles rage constantly. The only thing that can unify the run-down drones, the political extremists and the leaping junkie ghouls is a shared animosity for the English.

Oh, and, don’t imagine football has stopped being the major local religion.

Kelvin, fourth and last of the (major) AI in operation in the UK, is worked into the old subway ring under the city. A distributed electrical consciousness scattered through bunkers and tunnels like a fungus, he has a pathological fear of Salvation, the sky, and a prophesied “blitz” coming to get him specifically. They always used to say that Glasgow would look the same after a nuclear attack - Kelvin is going to make sure that’s the case. He builds bunkers, stabs reinforcements up through the ruins from below, and equips his machines with massive digging drills, so his connected sensors never need to see the frightful grey sky and the light beyond.

This isn’t his only plan, of course. He’s always scheming away - maybe he can solve the problem by filling the rain with penicillin - what problem? Well, it’s bound to solve one, right? He is also quite happy to report that his false flag attacks caused the triple-conflict between Bazalgette, Lovelace and Brunel, and put him in a very nice position, thanks fucking much, cunts.


+X+X+X+X+X+

By the way, I was torn about what Cowboy Hunters song to use for Glasgow, so you should listen to their cover of Perfect (Exceeder) also.
+X+X+X+X+X+

And Northern Ireland will be included in an Ireland post if I ever work up the bravery. Heh.


And don’t even fuckin think about chancing for the Continent. Even if you propitiate Flood enough to launch a vessel into open ocean, toxic blinding fogbanks separate us from Europe most of the year - Brexit finally fucking means BREXIT!! ISNT IT FUCKING GREAT TO BE ALONE, SO ALONE, IN THE SEA, AND WHENEVER YOU REACH YOUR HAND UP BECAUSE YOU ARE DROWNING, YOU REACH TOWARDS SOMEONE WHO HATES YOU NOW!


We can see it now - the Greatest Britain, it is approaching. Austere, stable, reformed and strong. Hypoxic and beautiful, devoid of any of the filthy, proletarian colour of drunkenness, painting, singing, microbial action or evolution. In that place, every man shall be an island unto himself, miles from shore, with his own personal highly-equipped Thatcherite navy poised to kill anyone with an accent that sounds poor.

Sunday, 6 September 2026

Claythorn Broadland (Investigation for Sovereign Sea)

 Here, the earth is like the sky - black. 


The pitch-coloured soil of the island of Vetch is the cradle of the Empire of Neverfar, overflowing with richness. Here the grain sways in the black windy night, and the rain flows into the rivers, and the rivers flow into the sea. 


What is the principle that keeps the world growing despite the death of the Sun? We cannot name it, but when it goes, we can feel its absence. 



Under the Broadland System, introduced by King Alexander the Strong a long old while ago, huge areas of southern Vetch are given over to old landed gentry, whose only tax is paid in agricultural productivity. They supply the grain stipend - and were allowed to indenture whole families, back in the day. 


One such old family are the highly reputable Claythorns, whose most recent generation of young people were only five years ago dancing at galas with the Empress. Recently, though, they have become reclusive - and have experienced significant trouble with their “tenants”. 


The Empress has given increased rights to the inhabitants of the sullen villages sandwiched between the remaining broadlands, but injustice is still the word of the day, and the plight of those southerners is still a common topic of campaign for ladies of high society to pursue. 


However, it’s not just the ladies of high-society pursuing justice - murders of broadland holders grow more common, and the violent crackdowns resulting from them, equally so. 


It is often the role of Intelligencers such as yourself to try and disarm such situations. Hearing rumours of violent clashes from the isolated Claythorn Broadland, and with communication by signal light and flare failing, you were sent across the salt marshes, your way lit by white aetherics, to investigate what is going on. 


You have been given - by Her Majesty’s Intelligence Bureau - a dossier of the currently-living members of the Claythorn family. The Claythorns were famed for their health, their beauty, their good luck, and their aloof and cold manners.  


The Empress would like to learn the fate of: 


  1. Lady Annalise Claythorn - 55F - Current head of the family, and holder of the broadland. Quite notorious for her especially severe manner, iron fist, and keen eye for detail. Inherited the broadland from her father, under the Empress’ new rules allowing women to inherit titles and land, though many long before asserted the Lords Claythorn were ruled by their wives and daughters. 


  1. Captain Thijs Tacke-Claythorn - 65M - Retired naval captain. Only a doctor’s son, and from Leger, too, but this is modernity, you know, and such a man can marry a Lady of nobility with only minor sneering. When he was just Lieutenant Thijs Tacke, was quite famous in society for his daring, and his rumoured connection to criminal elements. 


  1. Elizabeth “Liza” Claythorn - 33F- Until some five years ago, a close personal friend of the Empress’, and one of her ladies in waiting. Heir-presumptive to the broadland. Remembered in the capital mostly for the regularity which her attempts at razor wit spilled over into mere clumsy insults. Remembered by the more attentive for her interest in the sciences. 


  1. Colle Claythorn - 31M - Only ever left home to attend university in Southhurst, never crossed the bridge north into the capital-proper. Remembered as a sullen, intelligent recluse with no friends (but many academic rivals). Took a course in natural sciences, but spent much of his time attending theology lectures. Graduated with the most honours possible, but declined to attend the ceremony. 


  1. Agnes Claythorn - 29F - Never known to have left the broadland. Not much is known about her in society, save that she exists (mostly thanks to Liza’s fond recollections of her). Occasional diffident letters of courting made their way towards her from advancement-seeking sorts, but they don’t seem to have ever been acknowledged. 


  1. Cuthbert “Lucky” Claythorn - 28M - Known as a devil-may-care sort, a libertine, and a socialite. Spent the last seven years living large in the capital, making many friends and many enemies. He was summoned home by a curt letter that left him grumbling and humiliated, or at least, so reports the young Lord Lotmouth. 


  1. Percival “Percy” Claythorn - 22M - Relatively recent graduate of boarding school in Tylldon, was remembered as a paragon of his class, head boy, dux, prefect, &c. Stated his intention was to join the navy like his father, and bring the Claythorn name to distant shores. His siblings apparently didn’t approve. 


With the exception of Liza Claythorn, the bureaucrat who gave you the briefing didn’t so much seem concerned about saving the Claythorns - just knowing what happened to them. But he seemed to suggest the government might be happy to have Liza Claythorn come back alive. 


The youngest Claythorn child, Hugh Claythorn, 15M, is at boarding school in Tylldon, and knows nothing of this. 



~~~~~~~~~~~


If the ochre ghost of the sun is in the sky (1-in-6 chance each morning, lasts 1d6 days, then 2d6 days of darkness), the broadland is bathed in sepia light, gently illuminating the crops, branches, and muddy gravel roads. 


Most buildings are built with one street-facing window, if only to allow the interior aetheric light to serve as an indicator of habitation or wakefulness. The Claythorns’ house has many panes, facing in all directions, in a modernist display of wealth. 


If the day is, as it usually is, black and lightless, then the distant blooms of aetherics are the only light, and the faint white moonlight reveals grey suggestions of the things around you. 


As a note, the system this would be run in would have a “stress” system - think like Darkest Dungeon’s one, basically. A parallel track to HP.  


~~~~~~~~~~~



THE SALT MARSHES

This whole stretch of Vetch is becoming inundated. Five and a half miles on a causeway over the Salt Marshes. This used to be the Spearwood Broadland, but since a hundred years hence the fields are all under saltwater, and dead trees poke out of the water. Now the Spearwoods live in a big manor in the capital-district of Fletcher’s Mile, and Providence only knows where their tenants were driven to. 


In another hundred years, it’s possible the Sea will break up the foundations of the earth here, and Claythorn will become an island. But don’t think too hard on the grim fate awaiting all our lands and histories.


Up ahead, where the salt-marsh meets dry land, a carriage with three of its wheels torn off blocks the road perpendicular. Past here, you’re on the Broadland proper.



THE CARRIAGE

Hiding inside the carriage are three people with cloth strips tied tightly around their heads, thick gloves, high boots (oversized in two cases) and layered coats. This is crude protective gear - really, the thing which has proven effective is their distance from the broadland itself, and the prevailing wind. 


They’re each armed with a rifle, a pistol, and lots of spare ammo. Sitting in the carriage is a grenado, consisting of an explosive-stuffed metal can with a (short) safety fuze jammed into the top. 


These three are:

  1. Johannes Picker, the last sane mercenary. Wide-bodied, heavy-browed, oddly cute face. Drawling, talkative, venal. Never particularly experienced esprit de corps with the other mercenaries, primarily self-interested. A trained soldier (+3 Hit Bonus). 


  1. Liza Roper, the last sane village woman. Red-haired, bucktoothed, freckled. Twitchy, quippy, sense of humour. Pining love for Jack Staker, for a long time - isn’t sure if her husband David is alive or dead, doesn’t much care. Despite sharing a forename with Liza Claythorn, she looks nothing like her under the cloth mask. Apparently, despite having never used a gun before this week, is some kind of a savant (+2 Hit Bonus). 


  1. Jack Staker, the last sane village man. Gaunt, strong, handsome like a carrion bird is. Morose, laconic, unamused. Pining with love for Liza Roper, for a long time - unsure if he’s still technically married, since his wife Alice seems to have gone nuts and tried to kill him with an axe. He is a terrible shot (+0 Hit Bonus). 


None are reluctant to shoot people who don’t take them seriously. None are marked. 


First and foremost, they don’t want you to go onto the Broadland. It’s dangerous, and you’ll probably go crazy like the rest. If you insist, they can be pressed for information on the Holy Ones, Tree Cutters and Mercenaries.  If you seem amenable, they might even offer you some goals to undertake: Johannes wants you to bring horses from the Stables, so everyone can ride back to the mainland. Jack and Liza would like you to burn down Claythorn Manor - they don’t know what it is that’s causing the effects on the Broadland, but they’re certain it centers on the Manor. 


Only presentation of your authority as Intelligencers would coerce Jack and Liza to come and help you on the estate. Only a large bribe would coerce Johannes. 



1d12 ENCOUNTERS ON THE BROADLAND

  1. 2d6 of the Holy Ones

  2. Nearby hedges on the edge of a field, or between two houses, bloom massive, velvety white flowers. They let off a visible, sweet-smelling pollen. If a player steps close enough to inhale the pollen deliberately, they heal 1HP, or clear 1 Stress. If they do, the referee should note that player character as being marked, but not tell the player. This will come up later. 

  3. 2d6 of the Tree Cutters.

  4. 1d6 of the Mercenaries. 

  5. The earth nearby bubbles up a pool of clear, sweet-smelling, and flammable oil. The oil is organic. It’s highly toxic to drink, but soothing to the touch. 

  6. 3d6 of the Holy Ones and Alfred 

  7. A sudden cold rain, smelling of petrichor and unfamiliar herbs, falls. Anyone at 5HP or less must save or become marked. Anyone already marked saves or increments their stage by 1. 

  8. 3d6 of the Tree Cutters, and Clementine

  9. 2d6 Members of one group engaged in bloody combat with 2d6 members of another. (1. Holy Ones 2. Tree-Cutters 3. Mercenaries). 

  10. 2d6 of the Mercenaries, and Gunner Locke 

  11. All of you see a green light emanating from the direction of the Manor. It is soft and welcoming. Players may choose to lose 2d6 Stress. If they do, the referee should note that player character as being marked. If they’re already marked, increment their stage by 1. 

  12. Percy Claythorn 



THE MARK OF THE PETTY GOD

This ought to be entirely DM-facing. Don’t even tell the players about marks and stages, just describe what’s happening to them. Generally speaking, if something would cause someone to be marked and they already are, they increment their Stage by 1. 


Lowering your Stage may be possible through Obliviate magic, or perhaps through some very crude Dynamism (i.e., zapping yourself with a powerful electrical current lets you save to lower your stage, if you’re at Stage 3 or lower. This is not immediately obvious to anyone, and has the natural side-effects of zapping yourself with a powerful electrical current.)


STAGE 0 - Marked.


STAGE 1 - You begin to experience mild sensory effects - some people’s voices, apparently at random, sound wonderfully pleasant to listen to, some are painful. You occasionally see a green shimmer in the air. 


STAGE 2 - You are physically bolstered. Your skin subtly thickens, open wounds rapidly scar over, broken limbs quickly re-knit (sometimes at an odd angle), and any tattoos warp and spiral. You also become disoriented, losing your sense of direction and becoming mildly agoraphobic. You gain 1d6 Stress, but also 1d3 Max HP. 


STAGE 3 - You begin to experience regular hallucinations, pyrophobia and occasional delusion. Verdural growths erupt across your body and your skin thickens in patches. This, paradoxically, does not feel unpleasant. Clear 1d6 Stress and gain 1d6 Max HP. 


STAGE 4 - By this point, you are hallucinating constantly, and a false reality takes hold. Verdural growths overtake much of your body, your skin thickens to hide, and your muscles bulge and twist. +1HD


STAGE 5 - Your entire body grows and twists, gnarls like an old tree. Your body swells with muscle, blood and mud. You are now entirely covered in verdure, and your skin is thick and whorled. +2HD. 


Additionally, on the Broadland, corpses left unobserved on soil for ten minutes sprout a slender pear sapling from their mouths. These corpses are partially rooted to the ground, with roots pushing through the skin of their upper backs into the ground. This effect was present here long before anything went wrong. 




THE HOLY ONES

A group of women from the village on the broadland. They consider themselves completely blessed and serene. They have moss growing on their arms and faces, and leaves sprouting from their hair, and their irises are turning green as algae grows on them. The Empress’ liberation of women has reached many places, but little villages in southern Vetch aren’t one of them. These women have lived lives of constant constraint, social pressure and religious judgement. They are in a festival, jubilee sort of mood. 


Generally speaking, the Holy Ones are in Stage 3.


There are a total of 19 Holy Ones on the broadland. 

Individual Holy Ones are 2HD+4, and have +0 to Hit. 


They have a leader of a sort, a frail old man called Alfred. He is tall, slender and willowy. He was the village priest, or something like the village priest, educated at the seminary in Blotford, a few miles away inland. For this short trip, he was considered a traveller to distant lands by the people of the broadland. Alfred doesn’t exactly command them, but he advises them distantly, expression serene under the moss, while they drag him around. His advice varies wildly in terms of practicality, ethics and sanity. 


They are unaggressive to the marked, even if the marked attack them, but are actively homicidal towards those un-marked, projecting all the frustrations of their lives onto them. However - they worship the Empress as a distant goddess and prophet on the sea, and are aware of Intelligencers as being sort of like distributed pieces of the empress. Thus, if you are open and clear about your profession, they will become loath to harm you (though only among you who are marked can expect any aid). 


A given Holy One is armed with a knife, half a set of scissors, a sharpened stake, or a hammer - i.e., a light weapon. There's a 1-in-6 chance for them to be carrying one of the strange “polearms” from the village church, which they wield somewhat gleefully. 


1d6 Holy Ones

  1. Minnie Hewer - Portly, strong-armed, scowling. Especially manic. Strides around pontificating and lecturing, has a surprisingly developed political theory despite her ignorance of the world.  Protective of the others. 

  2. Alice Staker - Tiny, blonde, laughing all the time. Likes to run and dance. If someone comes along and she thinks that they’ll put things back the way they were, she’d even overcome her love of the Empress to stab them again and again, and throw their body into the Pear Orchard. 

  3. Clara Reaper - Tall, skinny, doesn’t seem to blink. A huge soft red rose blooms out of a deep wound in the side of her neck. She doesn’t really seem bothered. 

  4. Hattie Smith - Short, broad, somewhere in her forties. Armed with a “polearm” from the Church. She wants to leave the Broadland and find her two sons who ran away to sea ten years ago. Nobody knows if the Smith lads made it farther than a mile offshore - it was a stormy night. 

  5. Clover Fixer - Freckly, dark-haired, skinny. Eating all the time, lugging around a hammer dark with blood, covered in sprouting vines. Finds everything darkly funny, especially a battered dead body. 

  6. Nellie Planter - A silver-haired old woman, muttering happily about the judgement of Providence and the imminent occultation of the entire Broadland, the entire island of Vetch, and the entire empire. Unhealthily pale, moves very quietly, blinks a lot. Bit of a voyeur. 




THE TREE CUTTERS

Burly village men armed with axes and saws, billhooks and slashers  - they all have ergot fungi growing on their heads, like rough black tongues curling around their ears, drooping from their hair, and poking out of their shirt collars. Their lives have been defined by constant backbreaking toil, social isolation, and building resentment towards the Claythorns. They are in a vengeful, revolutionary sort of mood. 


Generally speaking, the Tree Cutters are in Stage 3.


There are a total of 22 Tree Cutters on the broadland. 

Individual Tree-cutters are 2HD+4,  and have +2 to Hit. 


Their leader is a diminutive woman called Clementine, or Sensible Clementine, or Cunning Clementine. Before all this, she was also considered something of an adventurer, being as she travelled as far as Blotford to work in the bank. While going back and forth between Claythorn and Blotford, she gained the respect of the village men for her hard-faced nature, quickness with her boot knife, and indefatigability. While everyone was going insane, she happily cut off all her long hair and scalped the village headman in an ambush - and then she went mad. 


Treat the unmarked as normal humans, but can’t restrain their homicidal hatred of the marked (despite being marked themselves, but perhaps they differentiate by the ergot). However, they hate and fear the Empress and her society, and will try to kill you if you reveal you are Intelligencers. They aren’t exactly sotto voce about this opinion, either.  


The group following Clementine around parade the body of Colle Claythorn, strung up between two naildriven poles. They’ve taken off his hands, feet and head with saws and axes. Clementine did the actual murder - axe between the shoulders while he wasn’t expecting it, once, twice. The wound is full of poppies. 


A given Tree Cutter is armed with a saw, axe, or billhook - a medium weapon. 1-in-6 chance for them to have a long-barreled rifle and handful of ammunition,  seized from the Mercenaries’ barracks during the beginning of the chaos. 


1d6 Tree Cutters

  1. John Stitcher - Small-bodied, scarred, frothing with rage. If he decides to try and kill you, he’ll try and make it slow. Usually around Wilfred and Edmund. 

  2. Wilfred Carpenter - Gaunt, soft-spoken, soft-stepping. Creepy laugh. Delusions of grandeur. Beautiful singer. Usually around John and Edmund. 

  3. Edmund Reaper - Broad-shouldered, strong-framed, a labourer through and through. Covered from jaw to ankle in unusual tattoos depicting branchlike patterns, ferns and dark circles. Oddly placid, content to be ordered around by John and Wilfred.

  4. Harris “Red” Locker - Named for his ginger hair. Giggling coward. Believes the stars are the eyes of distant evil women judging him specifically. High-functioning alcoholic and superlative horse-groom. 

  5. David Roper - Dour, sour, slow-moving, strong, cruel. Very handsome, except for the ergot splitting the skin of his forehead from the inside. At some point, cut his arms badly without noticing - they drip blood slowly through the moss and leaves in the wounds. 

  6. Douglas Bricker - Fat, prudent, highly intelligent, if poorly-read. Gambling problem. The closest of the Tree Cutters to sanity, he is only in Stage 2. Experiencing a bizarre sense of feeling left out, eager to conscript anyone’s aid that he can in the cause of advancing his mark. 




THE MERCENARIES

It’s not uncommon for broadland-holding families to hire private soldiers, these days. These ones were sullen and morally bankrupt Peckmen (from the neighbouring island of Peck). They would describe their job as patrolling for thieves and trespassers, but it was primarily to intimidate the villagers. They thought of the villagers as crude Vetchy hicks with no education, and the villagers despised them in turn. 


Generally speaking, the Mercenaries are in Stage 4.


There are a total of 18 living mercenaries on the broadland. 

Individual Mercenaries are 3HD+5, and have +3 to Hit. 


Encounters with the Mercenaries are presaged by distant random gunfire. At the moment, they can’t entirely close their mouths, due to the clusters of slender thorns protruding from them, and in some cases piercing their lips. They’re conscious and competent, but “mad”, in the sense that their senses no longer provide them accurate information on the world around them - they might see you as hungry wolves, or carven monoliths, or some frightening visage of a world undreamt of. The only thing they can confidently discern is each other, their battle-brothers fighting with them in the tide of madness. The Mercenaries are aggressive to everybody. They are armed with a wild variety of rifles, revolvers and grenados, and ride horses with thick “helmets” of live brambles and gorse, which means the horses are mostly blind. 


Their leader is called Gunner Locke. A vicious old dog, he fought for private interests on distant islands, beating and killing anyone he was told to. He’s been all over the place - this was a quieter posting while he considered options for retirement. The villagers recall him as a petty tyrant, with the ethics of a plague rat actively choking to death on another plague rat. His mouth is full of poppies and lavenders, but his troops can somehow still understand him. 


The Mercenaries operate perfectly well in the dark with no aetherics, speaking of a strange green light they can all see. All of them have, at least, a light knife. Mercenaries with 10 or more HP have +2AC from a thick coating of brambles under their garments, that jag out at the sleeves, collar and belt. 


1d4 Mercenaries:

  1. Pieter Wieren - Angular, gaunt, deep scar in his left cheek. Former company sharpshooter. In recognition of this, wore a glengarry-cap with a silver eye badge on one side, now held off his bald scalp by the thorns sticking out of his skin. Pieter occasionally sights in his rifle and snipes loudly at invisible targets - it’s his gunfire that you hear in the distance. 

  2. Ronne Jager - Sunburnt, wide-shouldered, always had a glazed look on his face even before the madness overtook the Broadland. Wears a painted pectoral icon of the Duke, the war-obscura, who has failed to protect him. Pockets absolutely full of nice brandy, which was his first move during the outbreak of chaos, before he even became marked. 

  3. Meine Dijkstra - Small, pale and cruel. Not particularly good with a gun, but on the streets of Dierburcht back on Peck, he received a beautiful education in knife-fighting. Became a mercenary to escape the law, now believes that the figures attacking him are the Dierburcht police on their stupid velocipedes. 

  4. Jelte Bist - Six foot six and ugly, a crack shot and a champion wrestler. Always the most tolerable of the Mercenaries, and the fairest, he was the only one the villagers thought of as a human being, and not a wild animal the Claythorns had brought into their homes. He is currently unsure of the Mercenaries’ mission, and feels a desire to enter the Pear Orchard, lie down, and sleep for a century. 




PERCY CLAYTHORN

A huge body, a swollen, gnarled and muscled perversion of the human shape. His expensive clothes hang off him in rags, and the weight of his mud-swollen head and arms force him usually to all fours. He bristles with plant-life, and squirms with worms and insects. His identity is not immediately obvious to anyone. 


Percy Claythorn is in Stage 5. 


6HD (36HP), AC14 (Thick Hide and Brambles), Morale 11 (Madman)

No. Appearing: Unique 

Movement: Lumbering crawl, or animalistic all-fours run when pained or angry. 

Senses: Sees perfectly well in the dark, vision lit by an omnipresent green light invisible to most others. 

Morality: Animal rage, fear, worship of the Petty God, a sinful level of pride. Ultimately doesn’t wish to harm anyone, but he will anyway. 

Intelligence: Once high, distorted, operating on unclear information, hazed by poisons. Has lost his capability to speak intelligibly. 

Attacks: Axe, +6, 2d8+2 Slashing, Grab (Contest STR or be gripped in his mitt), either can be first. 

Viriditas: Unless burnt to a crisp when killed, Percy will get back up within the hour.

Heavy Is The Head: With a lance, sharp pole, polearm, or similar device, and a critical hit, one can burst Percy’s head, unleashing a torrent of mud, blood, and a sweet fluid - anyone who sips of this sweet fluid can heal 3d6HP, clear 3d6 Stress, and must save or advance their mark. With a burst head, Percy is blinded, and his swollen brain is no longer cradled in the sweet strange amniotic liquor. Toss a coin - heads, he regains some element of sanity and his ability to speak, tails, he descends into total beasthood and becomes fixated on your death. 




THE MILL

The dark waters of the huge millpond are choked with duckweed, reeds, algae and lotuses. Tangling roots make it a deathtrap for inexperienced or weak swimmers - the bodies of a few villages bob there, algae filling their open mouths. 


The mill itself is a collection of buildings - an old-fashioned water-driven mill with generations of expansions and modernisations to it, allowing for many kinds of agricultural processing beyond just making flour. The productivity of the Broadland must have been very high, to justify this, economically. The corrugated roofs and mossy brick walls have been consumed by a mass of brambles, with oversized soft leaves, murderous swordlike thorns, and huge swollen translucent berries. Eating a berry restores 2d6HP, then save or advance the stage of your mark.


An overhead freight rail that runs on a cable connects the Mill to the Silos and to the Manor Grounds. Mostly, it was used to run things back and forth between the former two, and occasionally to cart things over to the house with more ease. It’s currently inactive, but if you got it active, you could ride in the passenger carriage to get to the Manor Grounds while avoiding encounters. 


A large steam engine is situated in the middle of the mill - it has long since replaced the humble and picturesque waterwheel at the side. It’s ready to activate, all fuelled up, but the villagers turned it off, finding it intolerable. Even now, four villagers (all in Stage 4) guard the thing, one of them armed with a double-barrelled shotgun. Those in Stage 3 or higher need to save to bring themselves to turn the engine on. Once it is on, it turns everyone that is Stage 1 or higher anywhere in the environs of the Mill, until turned off. 



THE COAST

Drawn up on the sand, the fishing-boats of the villagers vanish under twenty-foot tall stands of dunegrass. Thick beds of kelp would block any boat from landing and quickly envelop anyone foolish enough to enter the dark sea. Those accustomed to detecting the signs of such could tell a pair of Whales sit in the darkness just beyond the coast. For what purpose, who can say. Perhaps they are observing? 



THE VILLAGE

The size of the village belies its apparent population - every house seems to have hosted a family of eight or more. There is no sign of any livestock, or any places to keep livestock, which is unusual for a Broadland village. The largest structure by far is the village church, which is oversized and clearly of great antiquity, carved in great detail from soft stone like the bones of a gigantic landbound coral. 


Within, the appropriately holy total windowless darkness is dominated by a huge statue of the Queen Mother, the saintly obscura who created our modern world. She is depicted here pregnant with the Empress, and clad in her wimple, mask and veil. Her statue is very greatly decorated, and offerings are piled high at her feet. The statue of the Empress is something of a rough afterthought, in comparison to the great care taken with the image of her saintly mother, now occulted from this world. 


Lying on a rack in one side of the church are six “polearms” (that’s the best equivalent you can think of) - long wooden hafts with heavy battered steel heads, one side covered in hooked barbs, the other in long thin bent needle points, and the top ending in a long, slightly curved spike, like a pointing finger. You have no clue what the fuck these things are - you might guess a torture instrument, even - except for the fact that they were clearly considered sacred by the people of the Broadland, and that the men in the church’s carvings seem to wield them too. They are -1 heavy weapons that crit on a 19-20. 


Agnes Claythorn is in the Church. She is kneeling at the statue of the Queen Mother and praying for her protection from the “feral poors” of the village. She is in Stage 3, covered in tansies and forget-me-nots growing out of spiderweb ruptures in her skin, and acting like someone who is catastrophically drunk. She is under a distinct delusion that a great fire is going to descend from above and wipe the Broadland off the map, and as such is violently agoraphobic. 


Two sunken pits of incredible depth can be found in the Village - one in the mercat cross, ringed by a wide area of slippery, sinking cobblestones, and another in the graveyard of the Church. The attentive may notice that the graveyard entirely lacked tombstones and coffins even before the giant pit opened up in the middle of it. Those who are Stage 2 or higher feel a great beckoning feeling from within these pits. At Stage 4 or higher, you must begin to save to resist this beckoning feeling - those who leap into a pit fall a few hundred feet into thick churning mud, quickly drown, and become preserved in the tallowy bowels of the island of Vetch. 


A final note - those who are at least Stage 1 feel an aura of tangible dread emanating from the village’s forge, despite its emptiness - because it is a place of fire.




THE PEAR ORCHARD

Walled off, with a high gate flanked by little mossy statuettes of the Queen Mother and the Innocent, two Obscura popular with the common people. Both appear roughly hand-carved. Stepping within, you will find oversized, heavy-laden pear-trees, despite it very much not being the season for pears. Any pear picked here regrows within 2d6 hours, swelling rapidly into existence on the branch. The whole orchard smells a little of rot. 


Anyone who is Stage 3 or higher must save to leave the Orchard, feeling an inexpressible desire to simply lie down, nestle among the roots, and die. Anyone who has reached Stage 5 cannot willingly leave the confines of the Orchard. 


Beneath the pear trees are skeletons, packed tight. This place has seen centuries upon centuries of mass burial, going back before the Broadlands, before Neverfar - before even the death of the Sun. 



THE STABLES

Just outside the Manor. 

Besides the stables themselves, which are full of frothing, braying, panicking horses, there is a small complex of outlying buildings:

  • A still room, full of boot-polish, cleaning-chemicals and unpleasant, old-fashioned floral perfumes. 

  • A workshop, where a horse-drawn carriage sits halfway through an unfinished repair, wood once again growing branches and leaves.

  • The mercenaries’ barracks, a charmless and hastily constructed longhouse put up on bricks. Choked with thorns and the smell of stale sweat. The body of Martin, the Claythorns’ butler, lies just outside one end, shot more than twenty times, growing a pear-tree. 


In the middle of the main stable floor, having apparently consumed a few prize racehorses, another of the deep beckoning pits. 




CLAYTHORN MANOR 

Claythorn Manor consists of two conjoined buildings - the Office, and the House. The Office was once a residence, and is much older, displaying the gaunt and austere architectural style of the Curial Era. The House is much newer, made in the modern, upright, steel-filled and sneering style of the Maternal Era. 


The House is filled with an excess of bees and flowers, covering the dark and stylistic decor. The aetherics within are ensconced in an expensive ambery glass, giving everything that tinge. It’s like Spring in there, or perhaps the type of Spring we had before the Sun died and the world fell apart. So says the Farmer’s Apocrypha, when the sea consumed the land, only the love of the Mother and the bounty of her blood let people survive. Sometimes, when modern Neverfari hear that Apocrypha, they mistake her for the Queen Mother. 


On the bottom floor, in the dining hall, Lucky Claythorn and some twenty people from the village sit nude, covered in bees, drinking from goblets that fill endlessly with mead - flowers bloom from long shallow cuts in their skin, and the bees collect from them. If they believe you’re here to end their bacchanal, they’ll attempt to murder you with glass ashtrays, steak knives and heavy tureens, but otherwise, they’re perfectly happy to be charming hosts. 


Opening the cellar door, you will find everything in here has been crushed, all the barrels popped and the wine-bottles smashed, and everything is filthy and sodden. Investigation can only conclude that somehow, a tide of mud filled the cellar and crushed everything in here against the walls with immense pressure - this includes the corpse of Captain Thijs, dashed against the cold brick wall in the chamber directly under Lucky’s party. Lucky is unaware, and would be psychotically distressed to find out. It seems that Thijs was trying to barricade the cellar against any entrants  - where did the mud that killed him come from? In the root cellar, yawning into the earth, the fourth and largest of the deep beckoning pits. This one sings the most sweetly. Just beyond it, there’s a secret door at the back of the Cellar that leads to the Bower. 


By the stairs, you’ll find Captain Thijs’ set of practical blued heavy armour - unadorned, heavy plates, connected by sections of chainmail links, and a pair of pistol holsters with fully loaded revolvers in the holsters. He famously couldn’t swim, anyway, so when he was sailing around, this provided him no extra danger. It stands just below an absurdly oversized lance-like estoc, belonging to an ancient Lord Claythorn. 


Upstairs - most of the family’s valuables, and vernal wrack and ruin. Oh, and lots and lots of bees. 


The Office was austere and practical, but now it overspills with spores and molds. Everything has a squishy, buttery layer of the stuff. The front part of the building is filled with desks, file-lockers, cabinets, and inkwells. Everything is brightly illuminated by harsh white aetherics, which occasionally flicker off, or flicker green. 


The top floor is dominated by a very modern and well-equipped laboratory, the equal of any in Southhurst University. This was Colle Claythorn’s domain, and he was murdered in here, and his blood is all over the floor. In amongst bubbling beakers full of living plants, you might find Colle’s notes. His focus is distinctly upon the analysis of a force called “viriditas”, which is the force, his notes claim, that governs growth and multiplication, especially in nature. He studies why exactly the Broadland’s viriditas is so high, and how one might act - chemically or ritually - to enhance it further. Any character familiar with esoteric disciplines, old-fashioned alchemy, and/or occultism can easily detect that Colle’s interests and methods are not purely scientific. 


Also in the laboratory, a “polearm” from the church, next to Colle’s notes about how they were used in ancient “harvesting” rituals, to “puncture the sacred flesh and draw forth the liquor of longevity from the holy idol”


Elsewhere in the office, downstairs, one will find that, through double glass doors at the back of the offices, there is a somewhat-concealed internal courtyard, leant over by the eves, and absolutely redolent with tall larkspur flowers. An intelligencer would know larkspur flowers as a sign of a banned secret society worshipping a witch-obscura. It could be a coincidence, of course. 


It’s not a coincidence. The Claythorns happen to be inveterate Larkspurs - even the government didn’t know about this. At the far side of the courtyard is a door behind a tall rosebush, that would be secret if not for the faint white aetheric light shining behind it. Inside, there is a Larkspur ritual room - three chairs are set at three corners of a square, with a tall-backed black throne at the fourth corner. An icon of Belladonna, the feared witch-obscura, sits faceless in the throne, facing the Queen Mother in the village church. Between the chairs, a complex set of glyphs are drawn out, filling the square. The components which would have allowed this place to be used for fortunate rituals are downstairs, in the Bower, but a player who knows how could do so if they were retrieved.  


Liza Claythorn is barricaded in here, with a double-barrelled shotgun, an aetheric, and a few days of tinned food. She waits at the top of a narrow spiral staircase that descends under the house. She is guarding the entrance to the Bower until her mother’s ritual is finished. She is dimly aware already that something has gone horribly wrong, but can’t bring herself to leave the room and confirm it. 


She loves and is terrified of the Empress - if you offer to take her off the Broadland, she’ll say yes at once, then quail at the idea, and say no. She can only be convinced to leave if you can inform her of the fates of her family-members. If you’ve killed any of them and she finds out - even the monstrous Percy - she’ll wait for the right moment to press the shotgun against the back of your neck and blow your shit smooth off. 


She is at Stage 0, but is still definitely Marked. 



THE BOWER

Accessible via the secret doors in the Office courtyard or the House’s cellar. 


A natural cave, filled with huge translucent roots, and inexplicable velvety leaves. A gigantic stone altar, stained with fresh blood and shaped like a sleeping cow, lies in the middle of the chamber. It must be very ancient. Anyone who is at all marked feels like it is raining in this subterranean casket, and sees everything lit a bright and lurid green. 


Sitting in an alcove against the northern wall, behind the altar, is a woman’s body, covered in blood-painted glyphs, and clad in leaves and moss. Her head is completely missing, replaced with a bloody cow’s skull perched upon the stump. This is the body of Lady Annalise Claythorn, the family’s chief occultist, and she has been unwillingly converted into the idol of the Petty God that lives under the Broadland. It is called the Grower of Fruit, and it is a god of blood, birth, delusion and viriditas. 


Liza is unaware that she is guarding only Annalise’s dead body, and likewise unaware that Thijs, her father, is not guarding the other entrance to the Bower, and is instead smashed dead against a cellar wall.   


In the middle of the bower, right in front of Annalise’s body, there is a thing a bit like a fairy-ring - a clear circle, ringed by mushrooms, full of a glittering green pollen. Anyone standing inside the circle can choose, with a thought, to lignify, and become a living tree of great size, whose roots and branches smash through the walls of the Office and House, and reach high, to await the rebirth of the Sun. Viridescent rituals can be done here, if a player knows how, or wants to try and bullshit their way through one. 


Here, you can make offerings of XP to the Petty God, to receive the following blessings: 


Shrine of the Grower of Fruit

You get effects at 50 total XP sacrificed, 100XP total, and 200XP total. 

  1. Any children you have will be born healthy, grow strong and beautiful, and will be marked by the Grower, as above. If you never offend the Grower, then nothing will cause them to advance in stages of that marking. 

  2. Any Shrine you construct to the Grower of Fruit on the island of Vetch will contain its presence, even if that Shrine is humble and poor. Any settlement where people make regular offerings to a Shrine of the Grower for a year will experience a better harvest. 

  3. +1HD, re-roll your CON with 5d6 until it’s higher. Furthermore, when you die, if you are buried in the soil of Vetch, the Grower will take your body away, and someday, when its power waxes, you may be revived as one of its mighty servants.  


On the other hand, if you harm the god’s idol (Annalise’s body) enough, it will retract its presence from the Broadland in a paroxysm of anger. All of the plants growing out of people die, and the delusions stop all at once. Depending on how injured a given person is, and how reliant they are on the Petty God to survive their injuries - for example, Lucky and Agnes Claythorn, or Clara Reaper - they may immediately begin actively dying. 


Then, the earth shakes and moans in pain, and four ancient bodies are ejected from each of the deep beckoning pits around the Broadland. The four ancients have stats as Percy Claythorn above, except that they are 8HD, have 16AC (Ancient Bronze Armour) and wield gigantic bronze versions of the “polearms” from the village church. They have a singular goal - to kill you. The Petty God returns back below, invisibly, to sleep. 


If you happen to take a “polearm”, from the lab or the church, and impale it into Annalise’s body, she will bleed a glowing green liquid. If you take a sip of this liquid, your natural lifespan is tripled, you clear all illnesses (even chronic ones), injuries and Stress, and increment your mark by 1. 


Lastly, if you light the Bower aflame, the Petty God is cowed and flees in terror, sobbing loudly through the earth like a child. It flees the Broadland forever, and the beckoning pits vomit out their chthonic contents - flooding the village, cellar and stables with thick mud the texture of beef tallow, and mummified bodies dating back thousands of years.