Professional Documents
Culture Documents
SIbellus Noir Pt.1
SIbellus Noir Pt.1
- Pius Mefonte
Contents
4. Imprimis
6. Beholden to the Man
7. The Processional's Commencement
10. A Descent into the Pit
13. The Court of Hollowed Fanes
17. Handout: Catechism of Pius Mefonte
18. Within the Pit of Lies and Conspiracies
26. Handout: Assignation T.IV.3478.816.M41
27. Conversations Amongst the Damned
32. Whispers from Afar
37. Watchers at the Door
42. Raques in the Librarium
51. Handout: VESSUS C A INDEXUS-T10 // XIV
52. An Ascent Upon Black Wings
61. Interlude: Communications in the City
69. Handout: A Missive Placed by an Unknown Hand
70. Interlude: By These Lines is the City Divided
74. Interlude: Mortuarium, Within Tolus District
89. A Tattered Man Awaits
Imprimis
The backdrop to this tale is the populous hive world of
Scintilla, administrative center of the Calixis Sector in late
M41. Narrowing the view, we might look to the vast and
sprawling Hive Sibellus, which spans two thousand leagues
and a continent from Lucid Palace to Voltis Spires. Its crushed
depths are a half-league below the citytop, its spire peaks a
league above. To the uncounted billions who live and die
within its walls, Sibellus is the City, a crowded world unto
itself, its piled structures and layered institutions built across a
span of more than 8,000 years. For priest, manufactory worker,
and renegade, there is nothing worth thinking of beyond the
City.
Amidst low-life:
Dark nights, dark places, and the chemical haze that hides the
distance. The chill, acrid rain that falls on the wicked and the
virtuous alike.
Corrupt officialdom:
The City will take everything you have, and then break you.
4
Agents are betrayed and bitter women, hard men past their
prime, regretful betrayers of trust, and the once-incorruptible
now slowly rotting inside.
Still got the job done. Still coming back to the City. I don't
punch the mirror like I want to, like some kid would. Instead I
splash the water on my face, turn on the heat unit. Make an
effort. Damned ifI know who for.
Every agent serves the Man because they are compelled; the
hooks dig in deep, and the personal secrets must never be
revealed. If there is any possibility of redemption, it is remote
indeed.
Agents
The Man
Lady Ve
The Pit
The Invisible Bureau, known to agents as the Pit or the
Hellmouth, is a nest of suspicion and secrets. It is a complex,
shifting hierarchy of adepts who direct agents beholden to
many different Inquisitors in their dutiesand their
conspiracies. Funded by hidden coffers, its inhabitants engaged
in hidden activities, the Dicasterium Invisiblis of Hive Sibellus
occupies lesser, outer reaches of the dread Tricorn Palace, a
sprawling Inquisitorial fortress. Agents sent to serve the Pit
soon find good reasons to fear it and its occupants: death and
treachery are commonplace, and the masters of the Pit care not
for their servants.
ethin Callehan
The Moll
The spire-moll is beside me, sudden, soundless. I lose the lhostick, flip it outwards as a benediction to the city below. The
moll is out of her high-caste gown and trail assemblage now,
dressed instead like a joygirl murderess: sleek, gaudy, knifeedged, dangerous. Blades upon thighs and across her back. It
fits her better. She walks away along the landing platform edge
now that she has my attention, fingernails ofone hand out over
the abyss to brush ripples in the imagefield. Each careful step
sliding her supple form in ways that cry out. I try not to notice,
and fail. Think instead about the hooks the Man has in her, and
what rots inside her heart in mirror to my own.
In a heartbeat, the moll turns, flickers. My metal hand in
front of my face to catch what she threw before I'm past my
own thoughts. Getting old, too easily distracted. It's a lho-stick,
Moross Below sigil upon the yellowed paper. The bitter scent
of it stops me, trigger to an ambush of memories; I realise my
flesh hand is under my shot-coat, on the grip ofmy 17-Cal. I let
it go. The moll half-smiles, a brief twist to the face of a fallen
angel ofthe Emperor, perfectly poised upon the edge. I passed.
I fumble for my flamebox, light the Moross Below. Take
three steps back from the abyss, turn my back on it. Ask the
moll her name.
Backdrop
The Endless City of Stone and Crystal
The City is vast in its extent: near two thousand leagues of
continent-spanning cityscape separate the coastal Lucid Palace
from Voltis Spire Secondus. Entire mountain ranges were
leveled across millennia in the construction of the City, their
stone employed in the construction of imposing hab-vaults,
noble manses, temples, towers, and vast statues. While forgemetal, pressed plasteen, and ceracrete structures are found
everywhere in the City, they merely fill the gaps between
towering stone edifices and paved avenues lined by gargantuan
statues. It is age-worn stone that dominates: structure piled
7
upon structure, century after century, level upon level, until the
depths were little more than crushed ruins.
If stone is the City's flesh, it must be supported by bone.
Long ago, lost secrets of the Machine Cult were used to
compress earth and soil into tecryilite crystal, a dull, matt
material of immeasurable strength. Behind the City's stone
facades, and beneath paved streets enclosed by vaulted
ceilings, lie massive, branching support struts made of
tecryilite. Pillars of crystal support the City's spires, the
massive prime spirebase, and looming hills: cathedrals, vaults,
and dwellings built far too high.
Countless billions live within the City, from noble houses
of the towering spires, to merchant guilds of rich manses upon
the citytop, to the masses who toil and teem within labyrinths
crushed and buried by later structures. So it has been for time
immemorial, for the City is ancient beyond measure; some say
that fragmentary, dead scripts eight thousand years old are
inscribed upon temple stones in the deepest ruin-crushes. No
one person could ever see more than a tiny fragment of the
City's ways with his own eyes. Many never see the sky, living
enclosed by stone labyrinths from birth to death.
the citytop do not look up, for the passage of fliers is a matter
far above their station.
Overview
The agents were called by representatives of the Man to meet
in an empty, gilded spire manse. The summons carried them
unmolested through spire regions far above their station, a
shield against guardians set to keep the lowly from the vaults
and plazas of power. The path ended high above the City
masses in opulent but deserted roomstheir disuse a greater
statement of wealth and power than any gilded decor.
A Course of Events
The agents eye one another, exchange terse words: efforts to
seek common ground, test allegiances, or establish whether any
one of them knows more than the others. They share poor
quality lho-sticks on the landing platform, and hide their
suspicions.
myselfinto the velvet luxury inside. Smile at the fatman like I'm
going to tear him limb from limb. Then there's nothing to do
but sit back on cushions that are too soft and yielding for my
taste, pour a double of amasec uninvited, and wait for the
punchline.
Backdrop
Crucis Pattern Lift-wing
An ancient tech-pattern brought to the City in the Angevinian
era, a lift-wing is a small passenger atmospheric craft with
10
Overview
Pledge Key
A small cipher device often used by representatives and
servants of the Man to identify themselves to one another. A
common form is a icon of Saint Castor the Obviate whose
wounds must be touched in a certain order to express a cipher:
bearer and then reader must enter the correct cipher and
response to cause the pledge-key to show true. Such devices
are used within the Pitwhen confirming that a newly pledged
agent is who he claims to be, for example.
A Course of Events
The lift-wing arrives, and the agents board, wrestling with their
reactions to Adept Falis. The flyer carries the group across the
City skies, above the rolling City landscape of artificial hills
and vales, lesser spires and crush-slumps, wealthy enclaves and
manufactory barrens hidden under chem-haze. While the liftwing powers through the skies above the cityscape, Falis stares
at the agents, or makes disconnected statements that might be
related to questions answered or matters he has been instructed
to disclose.
At some point during the flight, Falis provides the agents
with the Pledge Key they need to enter the Pit: it takes the form
of an embossed pict-slate bearing an image of wounded Saint
Castor. Attached to the Key by wax are a scint-parchment and
pennon scroll bearing well-known words from the Catechism
of Pius Mefonte, starting with what then is the form of life?
It takes a few hours of flight for darkness to fall, and for
the citytop below to become a patchwork of flares and lights,
the hazed sky a dull glow in reflection. The lift-wing descends
to the Court of Hollowed Fanes upon the citytop, an entryway
to the Pit.
Scint-Parchment Charm
A faith charm of the Qualmiarch districts of the City, where
subtle, remnant signs of ancient and pre-Imperial heathen faiths
remain. The poor of deeper City layers use heated hammers to
flatten scint coins into small, irregular metal sheets. Apprentice
scribes painstakingly engrave miniscule scripture upon the
scint-parchment so produced, and the resulting charms are sold
to pilgrims and penitents. Extracts from the works of Pius
Mefonte are a popular, common choice.
Adept Falis
The Gauntlet
I took the key to the Pit from the lift-wing just like I took the
fatman's amasec; it was there, and I could. The difference: the
pledge key was intended for the moll and I. But the fatman
wasn't going to offer it. Drop us in the Court without a key,
then a dead-face pretence of amusement amidst plush finery,
watching in ascent while the gauntlet shredded us to blood and
tatters. The end, curtain closes, fade to black. A way out, a way
to damn the Man. But I took the key, a device-box and saint's
pict, prayers on parchment ribbons. The fatman said nothing,
stroked his damp, fleshy fingers, kept his empty eyes on Ve.
Landed and hatch open, roar ofthrusters deafening again,
and out into the chem-laden night air. Like a bad lho-stick,
alchemical, harsh on the back of the throat. I put some space
between my hands and the fatman's murder-itch, the moll doing
likewise beside me, blade-laden and beautiful. The lift-wing
roars as it ascends, thruster heat whipping my shot-coat, the
moll's jet hair, making the prayer-pennons of the key dance.
Scribed by a dead man, telling me how to live a good life,
lashing at my arms and chest. There was a kid a long time ago,
a cold stone bench in a City shrine. He listened to the
catechisms, but didn't hear them. Throne knows it's too late for
that good life now.
Instead this: the Court, the landing zone, the gauntlet.
Myself, the moll, and a hundred weapons pointed at us, enough
to shred the landing deck and every last living thing on it. Stablights, bunkers, glowing markers, the waiting squad backlit at
the yellow paintline, the machine-men turned into weapons,
crawling and clinging on tall stone cathedral ruins. The saints
in ancient lumen-alcoves, chem-worn faceless, accusing stares
without eyes.
"Been here before?" I ask the moll. A prelude to a
warning. She gives me the look, the one that says I'm just a
dumb enforcer, a walking muscle, I know nothing about how it
really is. An array ofsmall, dark Magistratum rooms, a parade
of joygirls across the table from me. The look from each of
them. Memories. I shrug it off, tell myselfit doesn't matter. Let
the moll keep her secrets, and I keep to myself whatever I was
going to say. We go to meet the real walking muscles, squinting
against the roving stab-lights.
The squad is black on black, masked faceless as the saints
The Smoker
Under the citytop now, and into the stone vaults of the upper
City, inside the canker of the Man that spreads from the
Tricorn spires. I light up, lho-smoke to take off the edge I'm
running from the cogs, the edge from the chem-haze. The hard
echo of my boots rings from time-blackened, dead pictwalls,
drowning the click-click of Ve's joygirl steps. The hanging
lumens are dim and old, failing for centuries, trailing insectthreads. An old place, a dead place between guardians. Left
unkempt, unwatched.
"Kaja, " says the moll, low-strata Voltis slang, and a
poverty accent that wasn't there on the spirewall. "Was here
before. " Shoots me a glance, eyes lingering on mine a
13
Backdrop
The Tricorn Palace
The Tricorn Palace is a mighty fortress of the Inquisition. It has
taken root across millennia like a cancer, spreading though the
City layers beneath its three black-armored spires. The masses
that throng upon nearby citytop avenues see the Tricorn spires
through the chem-haze and shudder in fear at what they
represent, but the fortress expanse beneath the citytop is far
greater and more complex than the visible signs of its presence.
Much of that hidden structure lies empty and forgotten. No
maps exist of the Tricorn's sprawling vaults, and no-one can
claim knowledge of every last sealed vault, hidden librarium,
or dust-covered warren.
14
A Course of Events
The agents are pressed by the first of the Black Troops as the
lift-wing ascends, buffeting all with heated, chem-burned air.
The soldiers step too close, and are rough in searching the
agents. They make a show of claiming a small personal item,
and resistance is met with the butt of a hellgun. The CaptainAssignate stands back from his men to watch.
One way or another, the agents work their way through the
gauntlet of dangerous and errant Black Troops. The weapons of
the servitors above track the agents until they exit the Court
and descend into the citytop. Their way is dimly lit by biolumesconces, the passage through vaults of stone and grimy metals
ending at a vast gatethe entry to the Pit, guarded by techdevices and their Mechanicus attendants.
The agents are enveloped by device-fields and threatened
by witch-monitors. The tech-adepts of the gateway pay no heed
to the agents, save for one, who examines their Pledge Key.
This tech-adept, Sa Orven, uses the formal interaction of the
Key as cover to slip a small rune-parchment to the agents: it
contains a subtle hint that the agents and the tech-adept share
the same Lord, and a straightforward request to meet at a given
location within the cell warrens of the Pit.
The gate yawns wide and the agents pass within the Pit.
Witch-Monitor Servitor
These monotask servitors are employed by the Inquisition to
watch allied psykers in places where heavy psychic dampers
cannot be used. A witch-monitor is assigned to follow a psyker,
whom it will immediately execute should its psy-devices detect
the use of warpcraft. Many different patterns of Witch-Monitor
exist, such as retooled combat servitors, floating blade-lined
coffers within which the psyker must lie, and skull-drones
equipped with poison-dendrites.
Overview
Captain-Assignate Morcelis
Like most Black Troops assigned to the Tricorn, the CaptainAssignate is conditioned and implanted with volitor-augmetics
that control his thought processes. He is efficient, nearmonomaniacal, and has no opinion on anything outside his
focusesone of which is finding ways to subvert his
conditioning, just to feel whole for a few moments. The
authorities of the Pit care little about what happens in the
Court, and so corrupt acts of rebellion are commonplace there,
usually directed at agents and other arrivals who have little
15
Tech-Adept Sa Orven
16
Life is a holy processional of great ceremony and antiquity, started from the marshalling ground of the cradle,
and proceeding towards the Cathedra of Death and the God-Emperors arms thereafter. In this way beginning
and end are known, and all men are pilgrims.
XIV. 34 Who leads this processional?
The Lords of the Imperium are grand marshals of the life-processional, and Ecclesiarches of the Imperial Cult
stand at each waypoint to guide the faithful. In such a way is the path shown true for all. Bow to the Lords and
guides, and offer them fealty.
XIV. 35 Where is challenge and adversity ifthe way is known?
The Holy God-Emperor of Mankind judges our mortal souls upon acts within the life-processional. Consider
two men: the first stumbles through the processional borne by intoxicant fumes and blasphemy, toiling not,
and reliant on his betters to keep him to his feet. The second prays at each tenth step and robes himself cleanly
in the pilgrims garb. He pays humble respect to marshals and guide-men, thanking them for their great
efforts. He looks ahead to see stones upon the way, and moves them diligently that those of lesser strength
might not falter. Both men are judged in the Cathedra of Lifes End: one found wanting and one lauded.
XIV. 36 Speak further upon challenge.
Consider that men are imperfect and frail, tempted by the Archenemy and Unbelief at every step. Challenge
lies in rightful action upon the processional and refutation of temptationsbut further, it lies in standing forth
as the pilgrims exemplar. It is clearly true that there are greater men and lesser men: the God-Emperors
blessings fall upon those whose will to holy toil raises them above their fellows.
XIV. 37 And what more ofadversity?
Adversity arises from men given in to temptation, who curse guides and marshals, and who raise their hands
against true pilgrims. Adversity rises from the road betwixt cradle and Cathedra, upon which stones fall and
mires form. It is adversity that gives the need for greater men, the God-Emperors blessed, that the
processional way is made clear, and the tempted sent ahead to their judgment.
XIV. 38 The labors offaith lie in how we go, not whence we go?
In certain truth! The God-Emperor crafts the way between cradle and Cathedra to best cast His light upon our
souls. We are blessed of all beings in knowing our processional, laid out before us in pennons and prayer.
Whether a man is ascendant or damned within the Cathedra of Lifes End is upon his faith, his acts, the heed
he paid to scripture and his fellows. Did he rise to be a great man in traversing the way clearly marked, or did
he fall?
17
Sanctum
The narrow halls are ancient stone, mismatched and eroded
blocks once crushed amidst pagan ruins in the City depths.
Vaulting ribs the walls and ceilings like the throat of a beast,
and the lumens are too far apart. Pooled shadows for
dangerous watchers, but I know there are no eyes and waiting
hands here. Too close to the gate and the machine-men. Suits
me. Ve is impatient, but I need to think, need to nurse my ribs a
little while. There's the thing about a hit to the gut: you can
hold it in a good long time, but sooner or later you have sit
down, let it go.
"Tsa!" the moll says to herself again, but really to me.
Flick ofthe hand. More low-Voltis manners, ganger twitches. I
know, lady, I know. Give me a count. Only the arm is metal,
and the rest hurts. But I don't say anything, just lean back.
Been here before, this little alcove and bench. Perhaps it was a
shrine, but there's no statue or Aquila now. Still, a sanctum. An
unnoticed place to let the minutes drag between one gauntlet
and the next; a man learns to value the quiet momentslearns
to push down that nagging urge to light up another lho-stick
and start walking again. I think about explaining that to the
carefully pacing moll, decide against it. She twitches a glance
in my direction.
She knows as well as I what's next: the long walk from the
gate, the watchers and the masters. Then the life-warrant
marking you as the Pit's ownbut better that than the chase of
grinning, lusting watchers, freed to murder any left untainted.
We have no warrant, only the key to the Pit, and there are
watchers who lurk between the gate and the pledge masters.
My bruised gut says Ve has the blade-itch, the taste of what
she'd do to them. I think that over; it wouldn't bother me if I
heard about it secondhand and far away, but we're going to
take the long path to the pledge vaults. Ways where the
watchers don't expect new faces.
The Watcher
Yet the will Pit have its welcomeit won't be denied. It has its
own voice and needs, a presence that is more than the sum of
the lost and the damned within. othing so simple as choosing
the empty ways from gate to masters could keep the Pit's true
18
19
trying not to think about what will be coming nextboltrounds from what used to be Clavus Ommic. Damned, all
damned. Open up the shelves, the dead machines, everyone in
here into wet splinters. The savants are watching my flesh hand
like it's a pointer. I look down, see I'm holding the 17-cal. I
don't remember drawing it. I catch flashes of the moll and the
master, hissing at each other.
"Svalt! This time, not with the gothre-filth. . . "
". . . listen well Veneth. . . assure you. . . unnecessary. "
An agonizing number of heartbeats, and they come to
some accommodation. Death does not burst in through the
portal. The moll retrieves her glow-wreathed blade, uncoils
from the desk-enclosure. Motions me over.
"And you?" the master asks, cold as chem-snow on the
citytop. Eyes that would put a hole in armor plate, like every
tutor who ever beat the low-scholam kid I was came back from
the dead to stare.
Back it up to the hilt. "Whatever she said. " I toss the
pledge key onto his desk, amidst the parchments and clicking
devices. Holster my large-cal, and watch as machine-arms pick
at the key, turning it this way and that.
A pause, too many breaths. Listening to the quiet sobbing
of the savant to the left, trying not to show it gnawing at me.
The master's mind turns behind that cold stare; I see him
weighing what he'd like versus what he can achieve. Weighing
blades and a large-cal against words and consequences.
Weighing the needs ofthe Pit.
"As you will, then. Welcome to the Dicasterium. " There is
no welcome in his voice, but a bitterness, a concealed hunger.
All I hear is the Pit of Lies and Conspiracies, speaking to me
through yet another mouth.
Backdrop
Raques
Raques are resilient, bald vermin that live upon detritus,
fungus, oils, and other marginal sources of food, their breeding
lines mutated by the slow seepage of alchemical reactants in
the low-City. Their bones and claws are soft, and they can
survive crushing or even the amputation of much of their
bodythough it will not grow back. Horribly disfigured raques
are commonplace in the vaults and crush-zones where they run
wild. Their skittering is a sign of decay and disuse, as raques
20
All have pledged to the Pit, marked as the Pit's own by lifewarrant, secret knowledge, andfor mostfear of the Masters
and those who speak for them. Suspicion, factionalism,
betrayal, and secret murder are rife within the Invisible Bureau:
many agents and other servants of the Pit are pawns in
conspiracies and conflicts that reach upward to the Masters and
beyond. Few trust anyone beyond a close circle of allies, but
are nonetheless compelled by coordinators and Custodians to
provide their services as directed.
Tech-adepts of the Tricorn, however, and even within the
Pit, serve the Inquisition under the weighty terms of compacts
forged millennia past, in the era of Saint Drusus. The Masters
may hold the power of life and death within the Bureau, but
they are lowly in the grand hierarchy of the Ordos. Thus a
Master has but limited influence over tech-priests within his
domain, even though these Mechanicus leaders are just as
much servants to the Pit as every agent to pass through its
gates.
The serf laborer clade is formed of resources pledged to
the Bureau but later judged useless by a coordinator or
designated for punishment by a Custodian. They are blinded,
their eyes surgically removed, and set to the thousand menial
tasks required to sustain any Imperial organization. The serfs'
presence is a constant reminder of the cost of displeasing those
who hold power within the Bureaubut they hear everything,
and no-one can be sure whose tool they are. The blinded serfs
use back ways to carry out their duties: thin, darkened corridors
that run close to the lit vaults of the Pit, set with guide chains
and marker-sigils.
Beyond that which is seen beneath the lumens, the Pit
possesses a great many secrets and its own ragged class of
outcasts. There is room enough to hide away in its darker
reaches, where raques and other vermin feed upon fungus and
the detritus of centuries. Decaying, darkened places lie beneath
and between the vaults where agents gather and scribes toil
upon parchment: forgotten halls, empty shrines, and corridormazes where Custodians hunt runaway serfs or favored agents
fallen from grace. Survivors of bloody conspiracies and
servants fled from the Pit's terrors eke out a meager, fearful
existence in these crumbling, disused reaches of the Tricorn
Palace citytop.
Overview
Now beyond the gate and its Mechanicus guardians, the agents
seek out a Master of the Dicasterium Invisiblis to accept their
pledges. Upon the winding way to scribe pens and a Master's
offices, they are threatened by the very nature of the Pit and its
predatory Custodians. Once pledged to the Invisible Bureau,
and in service to a coordinator, the agents are tasked with a
seemly minor duty.
A Course of Events
The agents make their way through the enclosing citytop
toward the offices of a Master of Pledges, passing varied
denizens of the Pit going about their duties. Within a quieter
section, the agents interrupt a scene of murder: seven armed
scribes within an empty hall, one of who bleeds out upon the
floor from fatal wounds. Little short of an extended firefight
would quickly attract the attention of dangerous Custodians,
and other inhabitants of the Pit are wise enough not to become
involved. The agents deal with the situation as they see fit and
move onany consequences that result from their bold actions
will occur much later.
24
Clavus Ommic
Coordinator Harwine
Assignation T.IV.3478.816.M41
+++++++++++
Declaration
By the High Authority vested in Master Mard, I, Coordinator Harwine, place upon the bearer the duty
described herein, to be solemnly enacted in the name of the Bureau, and in the ways and means of the
Bureau, the wrath of the Master to fall upon failure. In the matter of issuance, so pledge to the bearer
such resources as meet an allotment quota of the sixteenth degree, and no more.
+++++++++++
Duty
Correlation vault 16 makes request of definitions and associations for the phrase "Tower of Saint
Orithiel." Attend to the correlation vault and verify its wishes. Proceed to the Librarium Mundi,
obtain a true transcription of the requested lore, and deliver it to correlation vault 16. Thence report
upon your actions and the demeanor of both vault and Librarium.
+++++++++++
Authority
By my word and mark,
26
figure out where you were. Have to start over. You learn that
one early, the hard waydon't interrupt the old man.
I think about Ve while my hands do Magistratum work. I
don't know where she is, but I know where she'll be. Like blood
from City stone, getting three words in a row from the moll
after the coordinator's office. But she, I, and the smoker, in the
cell warrens, that much she swore to. "Tsa! Yes. You and your
machine-speaker. Later. " she said. My eyes lingered on the
sway of her body as she walked away into the shadows. We'll
see.
The serf knows well enough to stay quiet, listening to the
clack and rattle ofgun-rites. I appreciate that. Have nothing to
give him that isn't marked with the Pit's poisonsor words that
aren't useless to a man bereft ofeyes and all he once was. I set
it aside, my bleeding heart. Ram a clip home, chamber the
topmost, look downlane and think about the shot-pattern I'll
put into the flakboard.
27
I can watch the door and the machine-man I once knew. Drop
the carry case, take a seat, a little too heavy.
"Long time. " the slumped machine-man grates, slowly. A
flat machine-voice where there should be feeling, emphasis,
anything. "What did you bring for me?"
"Go to hell, Orven. " Too tired for the old back and forth.
His poisons should have rotted him out from the inside long
ago. The same each time, making like I'm fresh from an
obscura den, weighed down and generous. The little mockery
that's like a hopeful needle, jabbing at me. The Man sends you
away, takes years from you, cuts out a part of you that you
didn't know you had left. You fight your way back, only to find
the rot, the things that wormed their way under your skin. All
just waiting for you.
But I'm tired. So I cut to the chase. Ask him what the story
is with the Pit. Meaning what's new, what's going to get a man
killed. Whether working the coordinators for time on the
outside is still good. Who's in, who's out. I want to build a
foundation. Work up to understanding when I can expect the
master and the coordinator to cut me short at the neck for
standing too close to the moll.
The smoker coils his dendrites, gives me the glassy, silent
treatment. That's fine. I'm not going anywhere. I get up, start
knocking around the stow-shelves. Figure there's going to be
something to drink in here somewhere. That'll make it easier
all round.
"The tranq is under the cleanser. " The smoker's words,
like rust in dead lungs.
I look. A cerajar, dirty, and the contents smell bad. Acrid,
but not as bad as the issuance lho-sticks. Suits my mood. Back
to the stool, and I take a swig. Tastes like cleaning fluid, and
burns going down before the numbness starts to kick in.
Tranq's an old friend, smears out the pains and the need to
sleep, makes them hard to see, like plasteen sheets wrapping
through the body. I'll cut out a few scints from the stack later,
leave it for the blind. For what it's worth. The eyes ofthe GodEmperor stare accusingly from the prayer-mirror.
So we catch up, the smoker and I, in our own way. Like
digging at an old wound. Can't chase what's goneEmperor
knows a man has to live with what is.
The Machine-Speaker
What do you say to a man you haven't seen in five years, twenty
by his clock? But who you haven't really seen since the low
City days, the schola, the bad times. ot his face, not the one
you knew. First the obscura, then the machines. Then the Man.
"Long time, Orven, " I say. Feels like I said nothing at all.
The smoker laughs through the grill that took his mouth.
Machine noise, like nails on the nerves. "Long time, Callehan. "
The small room is heady with obscura-scent, littered with
the meager possessions of its displaced occupants. A single
lumen, a prayer-mirror, a rusted cleanser. The smoker halfway
reclined on the single stained sleep-pad, red cloak falling open
to show me things I don't want to see. The raw junction ofoiled
machine and chem-treated skin. The roots of metal tendrils.
They explore the room like blind worms, like they have minds
of their own, turning over each new discovery. Makes me too
aware ofmy metal hand. The nerve-tugs I try not to notice, the
times I wonder who just moved my fingers. Different. ot my
own.
There are stools, plasteen and flimsy. I kick one to where
28
bad, fluid dregs from a power cell, but numbs me enough not to
care one way or another. Halfleft now, was making it last.
"Clean was too much, no?" Ve surveys the walls and
cluttered floor, flares her nostrils at the scent of itat the oilobscura odor of the smoker. Lips thin, tone clipped. A tutored
spirebase accent, like she shrugged off every last trace of the
joygirl in the cleanser. She's a guilder's escort-guard now,
sheen-slick armorgown heavy with plates and a ceremony
blade across her back. High priced, beautiful. The gown slits at
the thigh, and the tranq isn't enough to keep my eyes away.
"o ears, no watchers. That's clean enough. " I proffer the
cerajar, indicate a stool. "Have a seat. . . Veneth. Join the party.
Tell me why we're not both dead. " The tranq drags me straight
to the point, paints on an edge offrustration, just like always.
"Vecca. Mistress Vecca. But Ve keeps it simple. " Her clear
eyes locked on mine. "So people don't slip up. " Each word
slotted precisely in its place, the emphasis on "people. " Real
subtle. ot scoring any points.
The moll eyes the plasteen stool like it's dirt, chooses the
cleanser edge for a throne instead. Where she can see the door,
and where she's a half-step from standing. One heel against the
cleanser's rust-streaked side, long leg bent at the knee and
naked outside the armorgown. She ignores the offered tranq.
Her loss. So I take a swig and watch her. Like a hundred bare
rooms, a hundred faces across the table, a hundred questions,
a hundred murders. Put on the Magistratum mask and don't
speak a word. The City hates silence; they always talked.
But the moll says nothing. Makes it a contest.
The smoker's voxgrill grinds out a broken non-word, an
attention-getter. "A thought. The master has an uncertainty.
Whether watchers can kill you before you find out. " Ve glares
down at him, and his dendrites recoil as though burned,
curling back onto the stained mattress. One metal leg twitches
beneath the disheveled robe.
A pause. "He fears you kill him first, regardless of after. "
The same obscura-slow pacing offlat, machine-made words.
I shake my head. He lets me think he's rusted to nothing,
then shows there's a little of the old left in there somewhere.
Buried under the rust and the mind-poisons. God-Emperor
damn him for it.
Back to word-sparring, then. "Let's say that's right. A
dangerous game you're playingwinning by not caring about
winning. "
"It is my game to play, " counters the moll, sharp and
certain.
"o. It's our game now, two names on the same pledge.
You dragged me into your wager, and I backed you up
Backdrop
Rights of Issuance
The Pit provides for its own, but upon a sliding scale that
measures worth and need. Coordinators grant rights of issuance
to agents and servants in connection with their duties, each
grant being a claim upon supplies stored in the Bureau's
issuance vaults. Issuance rights are limited in time and degree,
with the least good for cleanser and ration packs and little
more, and the greatest reserved for equipping large-scale
militant actions in the City.
Without any right of issuance, an agent effectively
becomes an outcast reduced to scavenging and the charity of
former allies. Denial of issuance is a threat and a weapon used
by coordinators. The result is a slow sentence of death, as the
victim's weakness and lack of patronage is revealed to his
enemiesand ultimately to the Custodians.
As for any system of patronage and rationing, a black
market thrives amongst the Pit's denizens. Many long-standing
servants of the Bureau stockpile and barter issued materials,
and forged or misused rights of issuance are not uncommon
despite the dire consequences should these activities be
discovered by Custodians. Hidden caches litter the darker
reaches of the Pit citytop, and favors are traded by the
29
Overview
Buried within the layered Bureau citytop are spaces set aside
for militant practice: sparring rooms with blade-scarred
whitestone walls, or pillared firing ranges set with thick
backstops and age-faded flakboard partitions. Few of these are
well maintained or often used, however, and those that are
belong wholly to the Custodiansother denizens of the Pit
trespass at their own risk.
Cell Warrens
Issuance Vaults
A Course of Events
The agents obtain supplies from a forbidding issuance vault
30
The Correlator
The gate room to the correlation vault stands empty, its rusted
metal floor a stepped funnel leading down to a heavy gratesealed portal. The layered stink of promethium and rotting
wastes hangs heavy in the slow-moving airfew working
pumps here. The sole dim lumen flickers on, then off, then on
again in a slow pattern. Perhaps deliberate, perhaps not. More
likely the machine-men never come to this metal oubliette. A
place for the secret, the damaged, and the mad.
Thick, age-crusted data conduits are restrained against
the walls by chains, clamps, and seals set as though wards
against what flows within. Secrets only the Man knows. Secrets
I wish I'd never learned. Above the conduits, shadowed vents
from which burning promethium will spillwhen the Man
decides that the mad within the vault have suffered enough, or
that some dark knowledge must be extinguished even from the
Pit. I try not to think about that; push it down. Push it away.
Too many sepulchers left open, too much best forgotten.
either Ve nor I have spoken since the stairs. Darkened
greystone corridors, close walls, decay. There was sobbing,
somewhere in the dark beyond the grate-door, ceased with my
first loud footfall on the metal flooring. A bad place, this. A
32
sump for the Pit's damnation. I don't need the sick feel in my
gut to tell me that.
The control levers for the portal are weld-sealed, buried
under metal runnels. What might have been a vox-speaker is
torn away, gone. I rap the back of my machine hand against
the grating; metal on metal, three times. Step back, taste ofbile
in my mouth from the stench.
I've done this once before, years past. A different
vault. . . but the same open promethium vents overhead, and skin
crawling with echoes of the screaming in the collapse-edge of
the Sarvass stonefire. Memories. What the flames left,
afterwards. But this is worse, the reek rising from the dark like
a sickness, like something from the deepest wards. Poverty
alleys without medicae, corpses lying where they were
murdered. Rot and raque-meat.
The lumen flickers out. Sudden hiss, a body spread against
the grate. Throne! I'm two steps back without thinking. Sudden
thump of the heart, loud in my ears. Hand on the 17-cal. A
crackle and white glow, left. I glance. Ve hasn't moved, but her
blade is out. Long, field-wreathed.
"Out, " the body groans. More than one now, sliding
against the portal grating. The stink of festering sores and
unwashed flesh adds to the rank air. Crawling, some, fingers
poking through the lowest gaps to scratch at the metal flooring.
Moaning "let us go. "
Shouting starts somewhere far beyond the pleading, mindburned bodies fumbling at the portal. Indistinct barked
phrases. I don't want to hear it well enough to understand, but
the flat promethium taste hangs in the air like a shroud over
this madness, wrapping me away from drawing the 17-cal,
from taking the only sane action.
The moll breaks the moment, steps forward. Touches her
blade tip to a finger, to the metal bars. A screech, burned hair,
ozone. A rush away from the grate.
"The tower of Saint Orithiel, " she commands. A sudden
bronze medallion voice, something to kick new faces into
barracks-shape. And just how many faces hide behind her
perfect features?
But silence. The lumen flickers once, remains dead, the
only light the white blade coruscations.
A scuffle from the darkness, then a croaking incoherence,
a voice unused. A glow-lit, pallid hand behind the grating, a
single eye peering from a gap between crossed bars. A
whisper, suddenly hopeful: "The tower. . . my request. You have
the datum?"
"o, " the moll replies.
The lumen flickers on abruptly. A moan arises from the
black shadows behind the grill bars, the eye and hand gone.
"Why? Why?" the hidden voice croaks, broken.
Ve quiets her powerblade, one fluid motion to arc it over
her shoulder and sheath it. Without thought to it, a practiced
act ofmurderous hands.
"Enough to satisfy the coordinator, " she says, a scornful
emphasis upon "satisfy. " Words for me, or for the savant
broken by what he was forced to learn?
I don't ask, say nothing as we leave the gate room.
Footsteps on metal, then flagstones. Faint, disturbing sounds
from the vault behind us, and I look backbut nothing, all just
as it was. The moll keeps walking.
Backdrop
Madness in the City
To the City masses, madness is a fearsome sicknessand like
all sicknesses it might be both a contagion and a punishment
sent by Saints or God-Emperor. Sophisticates are merely
nervous in the presence of insanity, but the lower-City crowds
truly fear the mad. To the eyes of the uneducated and the
faithful, every madman spills heresies from his lips and is
cursed for it.
But the mad are everywhere. In the spire heights can be
found weak noble blood and the hereditary, gnawing insanity
of the powerfulhidden away, or ignored in plain sight for so
long as consequences are only visited upon servants and the
lowly. In the worst of the low-City wards there is slow
alchemical poisoning, gene-damage, and the numbing horrors
that attend lawless poverty, filth, and unending violence. In the
crushed depths the fragile of mind and the damaged are at best
herded into makeshift asylum-camps and abandoned, but are
more often victimized by the fearful and the superstitiouscast
out, beaten, dragged upon chains and forced to perform, or
burned for mumbling blasphemy.
In more civilized manufactory wards and the Citytop
layers, guild brotherhoods make at least a token effort to care
for their own. Age-demented laborers and the mind-poisoned
from alchemical plant shifts are segregated within madhouses
adjunct to the great district hospices, the costs of their
confinement paid from guild compacts. Religious orders of the
cathedrals and priories of the Imperial Cult, such as the Sisters
Hospitaller, operate more modest asylums. There they tend to
33
A Correlator's Toil
Some fraction of the records of the City and the Tricorn Palace
lie at a correlator's fingertips, flowing into vault cogitators
through armored conduits and from unknown sources. The
wretched and the mad imprisoned within a correlation vault
must use these reams of data and the principles of correlation
logic to provide answers, suggestions, or at least the
appearance of activity if they wish to eat. Each vault only
survives insofar as it is of value to a higher power of the
Palace, and that power will in turn ensure that the vault is
supplied with provisionswhile also dooming a steady supply
of unwilling new correlators to a horrid fate.
Enclosed within a correlation vault, without hope of
escape, even the strong-willed eventually succumb to the touch
of madness: they are continually beneath the ax-blade, half-
Overview
The agents make their way to Correlation Vault 16, where they
are confronted by mad, knowledge-burned savants. They
obtain at least the appearance of the verification required in
their remit and leave before they themselves suffer the
contagion of insanity.
A Course of Events
Amidst the darkness and slow-rotted stonework, the agents find
the Correlation Vault 16. The most deranged of the correlators
within drag themselves to the seal-gate to beg, plead, or shout
in strange tongues. Only after these poor wretches are beaten
back or sent fleeing in terror do the agents meet with Correlator
Xethis, he who sent the request that found its way to the offices
of Coordinator Harwine. After obtaining the required
verification from this strung and fragile-minded correlator, the
agents depart the vault in hastefor madness is feared in the
City.
Correlator Xethis
36
and maybe it's true. I shrug, but inside, where none of these
prying eyes can see. Emperor damn them.
One way or another, it's precious little small-talk on the
back-ways and close, pillared avenues leading to the librarium.
Ve has her thoughts, and I have mine. I turn the angles over in
my head, still looking for the key to work the coordinator given
all the moll's said and done. Figure a way out. Even marked as
the Pit's own and under the Man's eyes, a way out is a way
outto some far district where the stain isn't painted so black.
Where I can pretend for a little while that the hooks and lines
don't exist, that the past years never happened.
37
Backdrop
Overview
Escaping the disturbing madness of Correlation Vault 16, the
agents return to the well-lit and oft-travelled passages of the Pit
to make their way to the Librarium Mundi. At the entrance to
the Librarium, the agents are confronted by Custodians, and
must forge a way past these dangerous men.
lumens are close together and the shadows short. But the Pit's
lesser servants hurry with eyes downcast or faces hooded when
they see armed agents, or worse, watching Custodians. The
large corridors are comparatively safe, yes, but they do not
have the feel of safetyrather of a nervous ward awaiting the
ax blade.
A Course of Events
Spend too much time within the Pit's embrace and every figure
on the lit avenues comes to look like an enemy. The agents
pass conspirators and huddled meetings in the shadows as they
descend the sloping ways that lead toward the Librarium
entrance. Missive-bearers avoid their eyes, and they are
watched, warily, by agents no longer capable of trustevery
face seems suspicious in one way or another.
The Pit is what it is, but the real threat lurks at the very
entrance to the Librarium. Two armored Custodians, Ostian
and Emmust Ress, are watching and waiting. Their intent is
extortion, lightly masked in the formalisms of the Invisible
Bureau, but the Custodians' strong-arm tactics are quickly
turned around and used against them. For their own reasons,
they fold rather than escalate the confrontation, and allow the
agents to pass and enter the Librarium Mundi.
Ostian
Emmust Ress
41
The Harridan
We walk and smoke, the moll and I, passing between stacked
folios and carefully disordered shelving. Looking like hard
cases next to the scurrying clerks, like hired murder drifted out
ofplace. That's the game, let you think you're the biggest raque
in sightbut the machine-men in hidden rooms behind these
walls never sleep. Push a clerk once, no-one cares. Do worse,
and ten kinds of death await, silent and patient. I've heard the
stories. Throne, I've told a few. Corpses wrapped in rust and
weapons, like the glowing killer at the gate to the Pit.
"We're not trouble. ot in here, " I tell Ve.
She says nothing. Gives me the silent look, flicks the ash
from her smoke.
We reach the center of it all. A circle-hall: shelves and
flooring high above in ones and twos, hung from wires winding
up into a darkness. Stairs like floating slab-paths, and lumens
atop curved poles. The floor-maze of stacked and overflowing
storage racks is rife with wary clerks, machine hands picking
at disarrayand worried stares when we pass.
A thousand secrets in the last ten paces. Buried deep, set
in one rack ofmany in one hall ofmany. The best place to hide
what should never be known.
The stacks part to show the clacking, glittering
centerpiece: the Index. Set in its stepped arena basin, large as
a ground-transport. Gleaming, shifting rods at the core and a
42
The harridan meant it, but that isn't what's gnawing at me.
The itch won't let up, wants me to think things through. I shrug
for Ve's benefit. The steps still have to be taken, the Pit's task
completed. . . and the Index beckons.
43
That's the one thing. But there are others, and the itch I'm
nursing is turning to a bad gut feel. Something doesn't fit here,
and the pieces chase around my thoughts. The harridan, quick
with the first reply; like she was waiting for more, a practiced
line. Then cold when she didn't get what she expected. Angry
maybe, but something else under there too. Enough to walk
away, with her the master and us nothing.
So Harwine, nothing but drenn-sweat and fear, passed a
poisoned task? I don't think so, not the way he acted when he
saw the moll. ot ifhe wanted to live.
And Ve, what's her story under all those faces? Sent here
marked as waste for the Pit to use up, or instead carefully
placed on the Man's ordersand this some part of it? I
grimace. Asking the Pit's questions, pouring acid to eat away
at what's made of the dregs of trust. But what else to do?
Damned ifI'll be left to play dumb, surprised when the hammer
falls.
The Tower ofSaint Orithiel. o saint I've heard of, but it's
been half a lifetime since a priest smiled and taught me
something true. There are more ofthe God-Emperor's saints on
the Citytop than any man knows, statues like towers above the
chem-clouds, every face weathered to the same smooth mask.
But the Index had no answer either. That made the
machine-men tense, hunched shoulders as they ignored us. Set
the serfs whispering, like they knew something we didn't. Our
thin-boned clerk, still eager to please, led us away then, to this
maze of stacked shelving. He knew more, or perhaps not
enough to leave well alone. The Index is a beacon, he told us,
and like calls to like. The Librarium holds indexes from
countless archives, called from far and wide in the Cityand
beyond.
The moll cut short the clerk's explanation. o patience.
Brought him back from a fantasy of doing the harridan's
bidding to the ugly reality of standing alone in the stacks with
the Pit's ownand the two of us damned for playing that role.
The kid swallowed, in a hole of his own making, and the only
way out to continue. Whilst he searched, Ve loomed, an
unvoiced threat with a beautiful face.
I waited, thinking. Watching.
And now Ve is pressing the kid again.
"o, that's itall there is!" the clerk protests, shrinking
backward against the pict-reader stand.
"othing?" The word sharp, a blade held raised.
The clerk's tines embrace a silversheaf print-scroll,
crumpling it in his anxiety.
I intervene. "What does he have?"
"You heard. "
Backdrop
The Halls of Knowledge
The halls of the Librarium Mundi are towering and vaulted,
most taller than they are broad, lit by lumen-globes placed
upon tall poles or hung from on high. The upper vaulting in
some is shaped to form looming saints, arms reaching to the
apex of the ceiling and faces sternly viewing the floor far
below. In broader halls, the watching saints are instead huge
whitestone statues that lean outward from high alcoves. The
vaults and upper walls bear fading murals of Imperial heroes
and City historyfew of the scenes are identifiable to any but
the most practiced scholar of antiquity.
The halls are formed into a grand series of interconnected
44
condition.
Other forms of menial servitor wander the stack-mazes on
spindly legs, or float upon suspensor plaforms, constantly
checking tomes and dataslates with clicking, many-tined hands.
Most are hung with binary-speech prayers inscribed upon metal
plates and trail data-conduit cables that lead to the hidden
spaces behind the walls. Clerks are wary of these
servitorseven while manipulating parchments, their red
machine eyes turn to watch everyone who passes by.
The true guardians of the Librarium are also servitors, but
of a far more lethal tech-pattern. Stored in sealed passages,
drenched in machine oils and set with purity seals, they are
worn and ancient, weapon-bearing, and yearn to be awoken.
Suspensor-supported, these war-servitors can float over the
maze of stacks and tomes when unleashed, and their weapons
have cut down many an unwanted presence within the
Librarium halls across the centuries.
Laephal's Tomb
Overview
The agents enter the Librarium Mundi in search of meaning
behind the phrase "the Tower of Saint Orithiel." Engaging the
clerks and lexmechanics of the Indexus Laephal at the
Librarium's center, the agents uncover nothing more than a
reference pointing to a data-repository in a far district of the
City. But in doing so, they set in motion a series of events that
will later overtake them.
A Course of Events
The agents make their way through shelving-lined avenues of
the Librarium, following reluctantly given directions to the
central hall where inquiries can be answered by the Indexus
48
49
Vault 332-X
Vault 190-D
Tower,
Tower,
Tower,
Tower,
Vault 13-AF
Outward 8
Vault 28-S
Outward 10
Sacred Templum
Sacristry Pattern 3
Saddmuth Lower
Sae-25 Oynx Pattern
Vault 66-F
Vault 15-M
Vault 217-D
Tower,
Tower,
Tower,
Tower,
Tower,
Tower,
Inner A-12
Inner A-11
Vault 332-X
Outward 73
Vault 131-R
Vault 255-K
Inner B-11
Vault 21-C
Vault 271-T
Vault 92-AA
Vault 80-F
Tower,
Tower,
Tower,
Tower,
Tower,
Outward 10
Vault 71-B
Vault 241-H
Vault 241-H
Vault 241-I
Subvox Plate
Sublat 15af
Superstructure Pattern A
Superstructure Pattern B
Superstructure Pattern C
A Last Meeting
The flank of what must be a statue halfway blocks the dark
corridor. A saint's hip, or the sleeve of an Imperial hero, once
thirty spans tall and proud upon the old Citytopthen
swallowed by structures raised by machine-men. Drowned in
greystone, given to the Pit. I lean back against it, shoulder and
one hard boot heel. The lumen beyond long ago faded to a dull
glow, a companion to the red pinprick ofanother bad lho-stick.
I blow out the tainted smoke, watch it spiral and fold on itself
in the half-lit passage.
The life-warrant is a weight in my shot-coat, and on my
mind. A poison charm to keep the watchers at bayand a thin
hope out here, away from the Pit's whispered, suspicious
bustle. I pull it out again, turn it over in my machine hand,
fingers clicking on warrant metal. ot much to show for a
pledged life, thrown to the wastes by the Man.
I wait, half a meeting yet to happen. Back on the lit ways,
I'd crumpled a blank missive parchment into the hands of a
machine, the ruins of a blind serf now forever unable to rest.
Orven will know what it means, where to find me. GodEmperor, but I want to be beyond these walls! Something that I
don't yet understand looms largethe grinding ofwheels in the
Pit, feuds and secrets waiting to crush the careless who wander
too close. But the old habits die hard; there are matters to
arrange, angles to cover before the moll and I can make our
exit.
Ve is wherever she wishes to besomewhere else in these
stained halls, upon her own business. Armorgown curling
about her long legs as she strode away. I told her to leave well
alone with Harwine and Mard; maybe she'll listen. I try not to
think ofall the ways she could bring the hammer down on both
ofus. Blood and blade-murderand then a watcher's boltgun.
I turn the life-warrant over, feel the patterned microrunes
under a nail that isn't mine. I remember doing just the same,
but with my own fingers and a Magistratum assignment tag.
Before the Man, a life away from here and now. I take a
another drag of bad lho-smoke and work at thinking about
nothing for a while.
Time passes, quiet in the half-light.
ow footsteps and a grind of metal scaped on stone. A
sudden shadow cast from beyond the saint's worn stone flank.
52
Black Flight 17
The thruster noise builds to a grinding pressure behind my eyes
again, a queasy twisting in my gut as the Vastigan banks.
Restraint webbing is suddenly tight against my chest, the metal
seat edge cutting into my legs. Been this way on and offfor too
long: the troop compartment is closed up like a low-ward
ration pack, holes punched in a metal box. A view of nothing
through plex-covered firing slits: by turns brief glimpses of a
yellowed sky, clouds, the tallest Citytop towers, statues, and
piled hill-structures. Half a heartbeat and gone, nothing to fix
the eye on. The slide-doors and gun mounts are latch-sealed,
but that doesn't stop the cold chem-taint wind whipping
through the flyer.
Throne! Too loud to talk, too loud to think about what
mattersthink about what we're flying away from. o view but
of what's within reach: bare metal, empty mounts for battle
gear, open stowage lockers, embossed symbols ofservice to the
Man. A dedicational plaque, far older than the flyer, cracked
across the middle: His Will Be Done. Red cron-digits on the
wall mount by the cockpit entry, crawling ever slower each
time my eye returns to them. I can see the pilot's black-clad
shoulder and a thin line ofsky past it from this angle, no better
than the firing slits.
So I watch Velle again. The hundredth time, the thrusterache in my head pushing me well past pretending not to eye
her. A moll, a blade, a face I can't see past. The curves, the wry
quirk in the face, the sudden clutch at the heartand you think
I'd have learned by now. It's never ended well.
Dames and blades.
She brought a slim arms-case with her, slung, and pulled
an over-wrap from it early. There'll be a long blade in there;
53
the tough guy mask, act like I'm sure, like I'm not second
guessing myself. Like my head isn't pounding from the thruster
noise. Like the lho-itch isn't biting at my mood.
Black on black in the pilot seat arcs the Vastigan toward
the clattertower struts. He can't see through the act, treats me
like what I'm making out to be: a hard case with the Man's
orders and a hand on his shoulder. I look back, and Ve is
already up and hanging from a grip, arms-case slung and my
carry-bag in the other hand.
I nod. She grins.
Backdrop
The Launch Transept
The Launch Transept is a echoing, massive installation, styled
after standard template Imperial cathedrals raised in the early
Calixian centuries. Its baroque upper reaches resemble a cliff
face of deep caves and shadows rising from a low structure-hill
of the Tricorn Palace Citytop, but the foundations and lower
buttresses were long ago buried by the layered, haphazard
construction of new buildings. The Transept is built upon a
grand scale: cathedral vaults a hundred spans above worn
floors, looming macrostatues, flying buttresses that arch over
lesser Citytop structures, and tall portal-windows large enough
to pass orbital shuttles. Were it not for the towering Palace
spires, the Transept would dominate the surrounding
Citytopbut near them it is merely a foothill.
The Launch Transept is of an uncertain age and history.
Whatever its original purpose, it has been a barracks for Black
Troops and launch platform for Black Flights for
centuriesfor as long as mention of its existence can be found
within Inquisitorial datavaults, in fact. The void of records
from earlier ages hints at deliberate deletion, and the topic is
thus avoided by wise savants, but both the Transept and the
Inquisitorial troops within are thought to be the wards of an
unseen power of the Scintillan Conclave, watched over and
guarded to some mysterious end. This is an open secret, scribed
nowhere but whispered widely in the Tricorn Palace: that those
who involve the Transept in the ongoing, murderous power
struggles between factions simply vanish, and are never heard
from again.
The Transept is a particular danger for the Mechanicus
pledged to the service of the Inquisition, given their desire to
54
Black Flights
Day after day, flights of matt black and unmarked Vastigans
sweep out across the City from the Launch Transept. The
armored flyers pass unremarked by the teeming masses who
throng the avenues and upper structures of the Citytop, but are
watched with fear by the few who believe that they know
better. There are always quiet tales: that the Black Flights carry
those marked for death to their fate; that they bear barely
mortal assassins in the pay of the Spire Houses; that they are
the Ministorum's watching eyes who capture even the faded
memory of blasphemy; that they carry away children to the
Machine Temples in order to forge them into half-men. Deep
beneath layered stonework, in mid-City manufactory zones and
poverty wards where the masses have never seen the sky, these
tales only grow in strangeness.
In reality the Black Flights are tasked to bear agents,
assassins, and emissaries of the Invisible Bureau and other
factions of the Tricorn Palace upon their missionsprovided
that they and their masters have sufficient leverage to negotiate
passage. Military assaults upon heresy in the City, when the
flight decks are crowded by Black Troops and militants from
the Pit, are rare in comparison to transport assignments: lesser
servants of the Inquisition carried to undisclosed destinations at
the behest of hidden patrons and secret orders.
As a matter of record, and by decree of the Scintillan
Conclave, the Black Flights and all of the troops barracked
beneath the Launch Transept are at the disposal of any of the
powers of the lower Tricorn Palace. They are a resource to be
used when the need arises, the stormtroopers, pilots, and
commanders mind-conditioned to obey any order. In practice,
however, the looming presence of the Transept's hidden
guardian ensures that the flight commanders are treated as
though leaders of an independent faction of the Palace. They
are strained and strange, these leaders, some driven into mania
by volitor devices too crude for this present situationbut to
take advantage of their weaknesses is to court the death that
awaits all who interfere with the Transept.
A working relationship of sorts has formed over the
generations between flight commanders and agents of the Pit,
as there are ways for the Transept's leaders to make use of
Invisible Bureau issuance documents. These are winding and
largely unofficial paths through scribe pens and the offices of
coffer-masters in the depths of the Palace, but the
arrangements, even shifting and uncertain as they are, permit
agents and their masters to bargain for passage or favor on the
basis of issuance rights.
These devices were never understood by the lesser techadepts who enter the Transept depths, but they are nonetheless
used to maintain the neuroaugmetic devices and conditioning
of Black Troops.
The volitor mind-devices implanted into the brains of
stormtroopers bluntly impose loyalty and constrain
independent thought. Very sophisticated forms of control are
possible when volitors are combined with conditioning under
the oversight of tech-priests initiated into the appropriate
mysteries, but that is far from the case for the Black Troops.
Their effective life spans are short as a consequence: the mind
gives way to irreparable madness, violent rampage, or death
within a few short decades of induction into the Black
Companies. The cracks begin to show after only a handful of
years: compulsions, tics, intoxicant use, self-mutilation, and a
growing ability to subvert the basic layers of conditioning built
up during years of Legio Hereticus service.
Black Troops who are more advanced upon this path of
decay engage in the smugglers' black paths and whisper
markets of the Tricornin fits and starts, seemingly
irrationally, driven by dark inner needs. These are disturbing
encounters for scribes and clerks, in which armed, scarred
Black Troops twitch in face and muscle as they fight the
machines in their skulls. More signs of neuroaugmetic rot lie
hidden behind the facade of unmarked walls and mindconditioned order in the lower Transept, such as sealed cells in
which Black Troops lie drugged, or in which the walls are
etched with nonsense phrases. Hidden stashes of contraband
are obsessively organized and reorganized, and stormtroopers
gather in darkened storage halls to scar patterns into their own
fleshfor no reason other than to prove their ability to do so.
At the lowest foundational levels the broken-minded are
euthanized in red-lit medicae wards, their remains consigned to
a Machine Cult processory shrine in the Palace depths.
In sharp contrast, pilots of the Black Flights are far less
constrained by volitors than their fellows in the barracks
below: the neuroaugmetics are more sophisticated or absent
entirely. Rather than being drawn from the Legio Hereticus,
pilots are culled from the best of the City Legion and then
conditioned to a somber state of focused professionalism
within the Doctrinary Crypts of the higher Tricorn Palace. As
is the case for all servants of the Inquisition who pass through
the strange and secretive doctrinary processes, their ultimate
loyalties are unknownbut this origin is not common
knowledge beyond the Transept, and few within are concerned
by such matters.
From these mixed roots arise the Transept's leaders: the
Overview
The agents make their arrangements for an escape from the Pit
of Lies and Conspiracies: meeting with allies and quickly
obtaining such Issuance supplies as are needed. They embark
upon Black Flight 17 from the Launch Transept, bound for
Mortuarium, just as their wake begins to collapse behind them.
A Course of Events
The agents organize claims upon issuance rights and arrange
meetings with the allies they feel can be useful. They search for
what is known of Mortuarium, but it is one amongst tens of
thousands of sub-districts in the City; scribes of the Pit
maintain little in the way of local knowledge for any of the
City's countless wards, especially those far removed from both
the Tricorn Palace and Spire Primus.
As a part of these efforts, the agents meet with Sa Orven in
a safe location away from the well-used avenues. He is a
comparative font of knowledge, and the agents learn enough of
their options to choose the Launch Transept as their point of
57
Attal Dhomadias
What must have been a long and unpleasant road led
Dhomadias from his guilder upbringing upon the high overlook
of the Vathe Tumble to City Legion service as a pilotand
then an institutional abduction to serve the Inquisition. He can
recall little of his past prior to the last decade spent within the
Launch Transept, however; fuzzy, patchwork glimpses are all
that the Doctrinary Crypts left for him, and he only knows in
certainty that there was much to hate. The God-Emperor
judged him, found him wanting, but offered a second
chanceand in the allotted times for prayer within the
Transept chapel he still offers heartfelt thanks. This may go
some way towards explaining why Dhomadias is judgmental
and cutting when his conditioning permits it of him. He is wary
of those he carries upon transport missions, however, even if he
decides they are worthy of nothing but contempthis
continued ability to serve the God-Emperor might depend upon
their beneficence, but he will never know whether or not this is
the case until it is far too late.
60
The Vocae
The Vocae is a grand vox-message network under the control
of the Administratum, its powerful tech-devices and voxcaster
masts capable of sending a missive across the vast breadth of
the City, there to be stored in a shadowed cogitation vault until
such time as the recipient claims it. The network is ancient and
run down, however, its pillared missive-shrine offices only
maintained in any more than a token fashion in wealthy spireshadow regions. Stylized High Gothic abbreviations engraved
upon markers and archways close to masts and missive centers
mark its presence in every district, but functional Vocae offices
are a rarity in the broader City far removed from the great
spirescrumbling, worn, and barely staffed where they can be
found at all.
For all this, upon the dizzying heights of the Spire Primus
there yet stand huge vox-installations that bristle with arrays,
vanes, and gimbaled grid-mounts, all devoted to what little
traffic passes through the Vocae. Weathered servitors, their
unshielded outer flesh alternately cooked by transmission-heat
and frozen by the winds, crawl about the massive vox-arrays at
61
Administratum Parchment-Trains
Vast Administratum bureaus stand in every district of Hive
Sibellus, and over the course of a hundred generations these
massive whitestone vaults, scribe-runs, and record halls have
subsumed much of what was once the purview of the Lucid
Palace or spirebase City governance. A legion of
Administratum adepts and assessors now tithe, evaluate,
authorize, or restrict near every aspect of life in the mid-City
wards and Citytop strata. Only the oldest charters remain
beyond their reach in those strata where Imperial law holds
swaythe levels above the teeming, ungovernable poor of the
62
Vox Magistratum
Magistratum bunker-manses of the greater spires and
surrounding spire-shadow districts boast vox-rooms and
transmission engines that link the commanders into one unified
network, while enforcement teams patrolling the wards of
wealth and privilege carry voxcaster packs or similar devices.
A fleet of missive-relay drogues, bristling with weather-worn
antennae and grids, slowly circles the Spirebase Primus to
ensure that vox-reports reach their destination regardless of
piled stonework and spire-crystal walls. The drogues are
provisioned from the same armory complex that houses the
Magistratum Chartera metallic sheaf-assembly of inscribed
commandments, issued at the command of Saint Drusus
himself two thousand years past and long corroded to fused
illegibility.
Spirebase district enforcers and inquirers are the elite of
the Magistratum, only a step removed from dedicated militant
servants in the eyes of the Spire Houses, and their equipment
and ready access to vox-tech reflects that fact. Elsewhere in the
City, only the largest district fortresses and training barracks
possess long-range voxcaster installations. A station-hall or
office of inquiry in the outlying wards might only possess a
single vox-device, and a mid-City enforcer can count himself
lucky if his barracks is linked in any way to a Citytop voxmast. In the crushed City depths of poverty and ganger
depredations, where Magistratum presence is thin and often
corrupt to the hilt, the few thickly armored bunkers are
completely isolated.
The machineries of justice still move toward their
inevitable conclusion even where vox-access is unreliable or
absentbut slowly indeed. In most districts, the Magistratum
is made up of as many clerks as enforcers and inquirers: orders,
reports, trespass-lists, and rune-print sheafs detailing offenses
against City law are packaged in bulk, transported back and
forth between station-halls and district fortresses, stamped and
counted at each new destination. The vast Magistratum district
record vaults are disordered to the point of uselessness,
however, and each new generation of archivites do little more
than rearrange a thin upper layer of papers that lie atop an
impenetrable, rotting history of crime and punishment.
From the record vaults, a slow spill of data-slates and
ribbon-bound parchment stacks flows into the courts of
magisters and law-wrightswhilst station-hall holding cells
and barracks converted into prisons are crowded by a volatile
63
Ministorum Pictwalls
Large, flickering pictwalls stand in thousands of plazas,
undervaults, and shrine courtyards throughout the City. Each is
framed by posturing gargoyles cast in brass, and displays a
series of shifting holy images: the vaults and altars of mighty
cathedrals; renowned Ecclesiarches of history and myth; the
Aquila ascendant. Vox-grills held by the largest grimacing
64
68
+++I know not the parchment. I know neither the ink, nor the quill-metal. I know not the hand. I know not I.
Speak naught of what is naught, and share this nothing in darkness, where the watchers are made blind.
+++A voxcaster sends forth the voice into troubled air, invisible, heard only by machine spirits instructed to
listen in the rightful way. A voxline compresses and compels the voice through thin data-conduit to a paired spirit
at a far remove. The MACHIE blesses both tech-patterns upon us and names them vox, but the MACHIE
hides that the voice heard is not the voice spoken.
+++The MACHIE made Sibellus and the temples of the MACHIE speak to one anotheryet vox spirits hiss
and whine and hear not through stone. It is a false anergy afflicts the vox-device, to keep it from the depths and
lock those vaults in silence. Speak not to static, for the MACHIE yet listens.
+++The mighty bow to the MACHIE, and their coffers claim vox-masts and potent vox-engine spirits. Vocae,
Magistratum, the Adepta, the Legion: all think themselves wise but are rather beholden to the MACHIE,
divided by vox spirits made deaf to all but selected brethren. The mighty who think themselves wise are made
weak by the MACHIE, that chooses who might hear and who is mazed in silence.
+++Trust not the Magistratum who bear vox spirits for the MACHIE. Their voices are not their own, they
speak to the MACHIE in every moment. They do the will of the MACHIE.
+++The MACHIE rages against the heretek, and in echo cry the Adeptabut all in pretence. For the heretek in
sin places vox spirits and conduits of the MACHIE in all narrow places, to listen to all voices. So does the
MACHIE grow, and is pleased. Heed neither the lies of the MACHIE, nor the righteousness of the heretek.
+++Writ of old blesses the MACHIE, set to make the placement of vox-devices a law-wright's game. What is
hidden and called heretekal is no more than the toil of the MACHIE, wrapped within a different cloak. Even
vox spirits of the MACHIE are maddened by the heretek's lying touch, yet possessed by screams and static they
are still trusted.
+++Vox-lines are in the great vaults, compelled there by compacts no living man can point to. Manufactory halls
trail the long tails of the MACHIE. The clerk palaces of every spirebase are set with conduit lines. Speak not
where voices are stolen and trapped within conduits, for the MACHIE will hold your words and later speak
them.
+++Clatter-ciphers are a mystery of the MACHIE. Shun the towers, for they are as they appear. Speak not to
the clatter-master, trust no cipher to him.
+++The MACHIE sets vox spirits to whisper of passage upon rail, false words leaping beside the line to reach
ahead. Hide the missive sent by rail. Hide truths and faces from the Rail Lordsfor they are of the MACHIE.
+++Are the missivites of the MACHIE? Do you trust their hands upon your writ, your words within their
hearts? Watch them. Watch them. See the cast in their eyes when they stand beside the vox spirit. Judge, or be
silent, and better than your message is slain in the cot then given to false masters.
69
Cardinal Directions
District Demarcation
70
of every archway. Few now recognize the sigil for what it is,
however, and scholars argue over how the tradition came
about and why it persists. In Mathebias, the mid-City is ten
leagues of half-deserted ruin, partial crushfalls, and blackened
stonefire chasms, patrolled by City Legion and Adeptus
Arbites to separate textile mill laborers from alchemical
workers whose deep grudges have lasted five hundred years.
In the lower Spire Secondus, priests plot and scheme over the
ten who will wear the purple by Ministorum decree in the
yearly Sermon of the Ascensionand even murder for that
honor, or so it is whispered. In Embol District, the portage
brotherhoods of the Unified Guild wear hoods and long robes
to obscure their identity; each man further takes a guild-name
and renounces his own. In the Fale mid-City, warm lumens
hang above plant-beds set in the middle of greater avenues,
but not even condensation molds grow in that cracked and
lifeless soil. Instead preachers and stall-sellers use the beds as
a platform for their chants and cries, and slowly spread the dry
dirt out onto the surrounding paving slabs, one footstep at a
time.
The City is a world in and of itself, rich with countless
regional differences and patchwork, half-forgotten histories.
The uniformity of Imperial Creed and scripture, emanating as
much from the Lucid Palace as from Spire Primus cathedrals,
settles but lightly upon the City's myriad variations. Every
district has its peculiarities of speech and culture, its unique
landmarks, its organizations, traditions, and secrets that exist
nowhere else.
Wards
Districts are divided into wards, small reaches each a league or
half a league broad. Wards are formal within the citytop,
named for long-dead guilders and important structures, their
locations and boundaries recorded in numerous data-vaults. A
citytop ward is often as not marked by sigil-posts upon its
principal avenues, or at the very least a grand statue that
stands at an appropriate central location. Descending into the
mid-City, wards become less concrete, however. They center
around hab-blocks, storage vaults, and manufactory clusters,
but tend to shift over the generations, their edges tenuous and
overlapping.
Workers of the mid-City strata know the name of their
own ward, other nearby wards, and perhaps a few hints of the
old demarcations of generations pastand it is their allotted
task to recall that history, for few others will. The mid-City is
littered with old ward-sigils and corroded markers that bear no
find that avenue, look for this and that landmark, or simply
meet with a representative at the rail head, at the flyer
platform, and be guided the remainder of the way. Even
missives are packaged with careful instructions on how to
locate the ultimate destination or the final recipient. An
address in the City is thus more often a set of advice and
directives than a shorthand cipher or anything so simple as a
way-marker upon a named avenue.
Most major avenues and large structures in the upper
strata are in fact formally named, even if the majority of
connecting alleys, warren-passages, and arrayed hab-temples
are not. In some districts, stonework buildings are haphazardly
numbered or coded to show that they open onto specific
avenues ("Aleph-17 Habs of Descendant 20 Low"), but such
coding schemes are invariably partial, ancient, and nearuseless where they are present at all. Furthermore, few
districts of the City are comprehensively mapped to the level
of individual habs and slope-alleysand those maps are in
any case inaccessible, held by the Machine Cult,
Administratum, City Legion, or Magistratum, none of which
are given to sharing lore.
Simple maps that show only the major avenues, stairs,
and steam-platforms, the boundaries of important wards, and
the largest structures are widely available, however: sold by
criers and at shifting stall-markets, and engraved upon the
greystone walls of rail guild terminals. These serve well
enough to direct pilgrims to the cathedral or law-wrights to
Administratum vaults, but are of little use to someone seeking
a specific hab-temple or vaulted tunnel.
Navigating an unfamiliar ward is best accomplished by
searching for guides who can direct a traveler ever closer to
the final destination. There is the haphazardand potentially
dangerousmethod of accosting likely faces in the avenue
crowds or at the ration-stalls, but every ward is a raque-nest of
ways and levels, and few of those who dwell there know more
than a few score passages, avenue names, or address-codings.
Not all will have a traveler's best interests at heart, either: even
citytop wards have their dangers, and busy crowds can hide
much from the Magistratum and other order-makers.
Potential guides in the citytop and mid-City wards include
the criers, who take scints to advise travelers just as they take
scints to cry rumors and tales that masquerade as news from
far districts. Also the child-gangers and apprentices who run
the back-alleys to find broken walls that give onto fundament
vents. Lastly, perhaps clerks of the nearest Administratum
tithe office, hunched and testy figures who can list hundreds of
avenues and steam-platforms by name and intersection, but
73
I need not meet a man to know his measure. I need not stand
upon a tower to know its height. I need not journey to a far
place to know its people. Do not look lightly upon these gifts.
Cathedral Ways
Three Cathedral Ways cut deep into the ridgetop, crowded
avenues that converge at the plaza gates of the Cathedral of
Saint Salesse. Each is a wide trench floored with worn
flagstones, open to the sky and overlooked by the mismatched
structures that form its walls: exclusive compact-habs, faithworks, the plinths of vast statues. Closer to the cathedral the
thronged avenues are half-blocked by relic markets and every
wall-structure is a shrinean altar and Aquila for every
Imperial saint whose name is engraved within the cathedral, or
so it is said. Hanging vox-grills boom forth prayers and
sermons, competing with the cries of relic-guilders, zealous
lay-preachers, and the countless voices of massed pilgrims and
worshippers.
Burly acolytes of the dominant Orthodoxic faction patrol
the Cathedral Ways armed with shock-stavesor more
commonly lounge upon its side-stairs and raised pillars,
watching lazily for blasphemy or an opportunity to beat down
the makings of unrest. The Magistratum long ago relinquished
the Cathedral Ways, and enforcers from the central barracks
only make an appearance under the worst of circumstances.
Such peace and punishment as exists is imposed by the
Orthodoxic acolytes, many of whom are little better than the
gangers endemic to the low-City, being a mix of petty thugs
and brutal, unimaginative zealots. They are all too ready with
their fists and staves, but the threat of such crude ministrations
nonetheless keeps the crowds to a semblance of order. Each
new day sees a mix of intoxicant-drunk pilgrims and mill
75
Upper Scribe-Slopes
Citytop avenues branch and cross downslope from the vast
structures of the ridgeline, deepening to become chasms
between many-floored numericist towers, parchment halls,
and scribe-pens. These squared greystone structures have
narrow slit-windows and little ostentation in their exterior
stonework: a subtle relief here; an embossed scrollwork there.
The scribe-pens pile atop one another, pauses between
centuries of steady construction marked by layered alignments
of fundament channels, bridges crossing the avenue-chasms,
and networks of narrow squeeze-tunnels. The tunnels are often
the shortest path between adjoining structures, crowded by
apprentices as they hurry about the tasks set by their elders
and betters.
The citytop chasm-avenues and tunnels below are ever
busy, populated by serried clerks, proud law-wrights, portage
gangs of the Moving Guild, and cleansers laden with
equipment. Magistratum enforcers occupy side-wall alcoves of
the larger way-junctions; assigned from mid-City
stationhouses, they stand apart from the masses, watching.
Ugly, broad-bodied steam-cars of the Greater Tolus
Scrollbearers' Associative part the crowds as they chug slowly
along the upper avenues, following guide-chains suspended
76
Mortuarium Wards
In the midst of the lower scribe-slope stands the massively
buttressed drum and dome that gives the district its name: the
Mortuarium. The interior is completely open, an echoing
space above a circular trade floor of polished veinstone, where
reclamation guilders and the representatives of noble houses
barter mortuary predictions, waste-tokens, and promissories
written on future corpse-starch production. Huge pict-screens
mounted upon suspensors and machine arms display changing
trade counts, moving in response to the tenor of the floor or
demands made by guilders and tithe-assessors. The
Mortuarium's thick outer walls are hollowed by lift-platform
shafts and passages leading to galleries that circle the trade
floor space at many levels. Robed figures gather there each
day to engage in the machinations of their trade, enter into
whispered intrigues, and watch the business of others with
sharp eyes.
A vast tide of commerce washes through the trade floor,
staggering sums when measured in scints, and all parties seek
to gain every possible advantage in their dealings. Trade
representatives and their retinues frequently engage in threats,
data-theft, coercion, and the corruption of tithe-assessors, as
their patrons in the Spire Houses and greater guilds largely
stand above mundane City law. There is no balance of power
within the Mortuarium: every public statement uttered by a
trade representative is likely a lie, the friend of today is the
enemy of tomorrow, and alliances can shift in an instant. All
agreements are entered into warily, regardless of the
counterparty, and proven scint-flows are guarded in the
Alchemical Slump-Vale
The slump-vale citytop is an uneven pattern of manufactory
vault-roofs, cooling towers, vents steaming mists and vapor,
and a web of narrow avenues lined by haulage entrances. The
air is hazed with alchemical wastes at the clearest of times, and
on some days thick yellow and white reactant-mists flow
across the vale like low, dense rivers, obscuring all vision.
Signs and sigils abound, marked on every surface, but corroded
and largely incomprehensible to anyone outside the alchemical
brotherhoods. Deep pits yawn between the upper-works of
some larger structures, gaps left for fundament construction
that never occurred, some surrounded by fields of broken and
canted statues, their features eaten away by centuries of fumes.
The deserted upper reaches of hab-blocks loom between
peaked manufactory vaults, and abandoned works stand
surrounded by rows of stacked greystone slabs, left that way
for generations.
Few other than the masked Moving Guild crews of
antiquated promethium haulers can be found on the slump
citytop avenues, their transports seeping fumes as they carry
stacked chem-casks to and from the railhead. Bands of outcast
travelers and Waiting Guild runaways sometimes risk lung-rot
to camp in the dubious shelter of abandoned habs and works,
however. The more cunning of these malviatoris strike
secretive compacts with vat-worker gangswho have their
78
Tolus-Gainst-Spire Railhead
The sprawling railhead and loading concourse of the TolusGainst-Spire Rail Guild stand on raised struts and stonework
platforms directly above the steaming vents of House Onculus
Alchemical #12. Roofed by translucent crystal arches, the
concourse was once a place of gleaming metals and veinstone,
but its surfaces are now chem-eaten and blackened. Broad
stairs and transport ramps sweep up to the railhead frontage
from three converging avenues. They are perpetually crowded,
the ramps usually half-blocked by loaded six-spans and
haulers. Raised rail lines leave the concourse loading docks to
run above the citytop for a league, then enter the Mortuariumfacing ridge-slope beyond the slump. There the line descends
to merge into deeper rail guild tunnels, ultimately leading to
the City's primary spirebase.
Despite a bulky, thrumming system of air-blessing
stations set about the exterior of the railhead, the air within is
thick with slump-vale fumes and the sharp taste of unshielded
lightning junctions. Numerous power-conduits and thick
shunts run from a central plasma generator housing to charge
rail-tug capacitance stacks. One concourse sidewall is taken up
by clattering brass and stonework vox-stations, where
missives are fed into a vox-line connected to distant stations.
The railhead technology stands in the open, unshielded by
stonework, power-machinery and loading cranes attended by
covens of chanting tech-adepts and their hulking servitors. The
rail-tugs themselves are an imposing tech-pattern, engineered
to pull far greater loads than they are given by the rail guild.
Their every line and curve speaks to the power beneath their
armored shells, butlike the railhead and the Rail Lords
themselvesthese engines are much decayed from their
former greatness.
Mechanicus adepts pledged to the rail guild keep their
own council: they ignore the masses crowded about the voxstations and railcars, where shouting portage guilders and serfs
wrestle plasteen boxes along loading ramps. Rail-schedule
announcements boom from hanging vox-grills to periodically
drown out all other noise. Barter-court representatives and
recently arrived railcar guardians exchange seal-marks and
inspect manifests as compacts are countersigned and goods
exchanged. Surly rail guild workers gather in clots, halfwearing faded Tolus-Gainst-Spire colors and awaiting
Ministorum Wards
The sprawling lower reaches of the Cathedral of Saint Salesse
enclose all of the varied structures of a religious community:
shrines, entombment-halls, monuments, sealed hermit cells,
prayer chambers, dormitories, cisterns of blessed water,
storage vaults, and countless altars, to name but a few. It is
populated by unruly acolytes and priests of numerous lesser
sects, each occupying their own section of the low cathedral:
Drusians, Agonists, Qualmiarchi, and many others. These
massed zealots are in theory constrained and instructed by the
dominant Othodoxic hierarchs of the Tolus Ministorum, but in
practice have long overflowed the cathedral's capacity. The
varied priests, theosophists, faith-tutors, and their followers
occupy the surrounding wards as much as their own reaches
within the cathedral itself, and carry the Imperial Creed
throughout the subdistrict as they see fit. Pilgrim brethren and
the faithful poor swell their ranks, swept up by whichever
faction best harnesses their fervor.
For so long as these lesser sects cause little meaningful
unrest, the Orthodoxists tolerate their unrulinesswhich is not
to say that there is peace within the cathedral or the
surrounding mid-City wards. Orthodoxic acolytes are
numerous and heavy-handed upon the citytop, but clashes
Hidden Fundament
Much of the mid-City fundament is hidden away within
80
Servant Habs
Nobles and guild elders of the Mortuarium ridgetop maintain
large households. Each palatial manse is a small town in its
own right, possessed of its own long-standing traditions and
rigid hierarchy of servitude. A household's mix of specialists,
militants, hereditary serfs, and compact-servants must be
housed, however, and thus beneath the whitestone palaces lie
mid-City wards of well-kept servant habs, crossed by broad
and quiet avenues. These habs were once the splendid manses
and drum-towers of an older citytop, styled in the manner of
ancient temples. Their outer walls remain intact, the worn,
heavy stonework carved to form reliefs and scriptural verse,
but the interior reaches were long ago rebuilt and subdivided
into storage vaults, residences, ration halls, and dormitories.
This upper section of the mid-City is separated from the
surrounding mills and shaperies by guarded vault-passages,
grill-gates, and reinforced supporting walls ten spans thick.
Lesser servants of the wealthy and the powerful regularly
leave their wards to trade in the barter-courts and conduct
Magistratum Barracks
The primary subdistrict Magistratum barracks and prison stand
two hundred spans below a ridgetop vox mast, linked to it by
thickly armored data-conduits. They are imposing, windowless
structures, former plasteen mills with thick walls of reinforced
greystone. The surrounding stonework was cleared away at
some point in the past to form tall avenues, and the entrance
vaults are studded with weapon ports.
Enforcer patrols are normally widely dispersed from the
main barracks, assigned to walk long-unchanged routes, watch
avenue junctions at allotted times, or occupy one of the many
stationhouse bunkers scattered throughout the Mortuarium
strata. Squads are also detached to guard Administratum adepts
in the course of their duties, or compacted to protect noble and
guild interests. There is a hierarchy of favor and corruption
within the barracks, however, distinct from that of mere rank
and seniority, which determines whether an enforcer is
regularly directed to dangerous low-City routes or given an
easier path. Regardless, the Magistratum only masses, heavily
armed and armored, for riots or other great disturbances. It is
rare to see more than a single squad of enforcers gathered
beyond a stationhouse, even in the more dangerous reaches of
the low-City.
The Magistratum prison is crowded, filthy, and inhumane:
the unfortunates taken by patrols are thrown into holding cells
regardless of capacity and crimemurderers, gangers,
blasphemers, petty thieves, and the innocent are all locked up
together with barely room to lie down. The air-blessing units
work poorly and it can take half a year for the record of any
new prisoner to reach magisterial review. The pace at which
records of imprisonment, identification, and confession
progress through the Magistratum is painfully slow throughout
the City, but particularly so in Mortuarium. Sarnus Envold, a
gaunt figure entrusted with command of the Mortuarium
stationhouses, believes in the necessity of penanceand that
all captives brought in by his enforcers are guilty of some
crime against God-Emperor and City. In his eyes a holding cell
must harrow its occupants, such that some measure of justice
will be done regardless of later machinations by magisters and
law-wrights.
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Circus-Carnival Wards
The hollow drum of the Magister spans many levels of the
mid-City, and each level has its entry gates, set at regular
intervals in the outer wall. The circus-carnival stands at the
center of numerous narrow, radiating wards whose converted
habs and ration-houses offer a hundred varieties of dissolution
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The Scint-Hump
The Tolus-Mortuarium Tithe Vault sprawls within the midCity a league from the Magister. By far the largest buried
structure in the subdistrict, this stronghold of the
Administratum is a fortress in all but name, its thick armorshell enclosing level after level of cell-barracks, work halls,
and record vaultsand the dreary, mechanical lives of
countless clerks. Scriveners pledged to service arrive as pallid
apprentices and spend the rest of their lives hidden behind
these walls, rarely venturing far from their assigned stations.
Few classes of functionary are permitted to leave the Tithe
Vault, most notable of which are the tithe-assessors: cloaked
in Administratum grey, they bear staves topped by the Aquila,
carry brass-framed dataslates as a mark of rank, and are
attended in their duties by well-armed Magistratum squads.
A sealed and gleaming avenue connects the upper reaches
of the Tithe Vault to a citytop plaza and the Spire-facing gates
of the Mortuarium trade floor. Bronze pillars and statues of the
saints line the avenue, each draped in metallic cloth. The roofvaulting is a masterwork: a league of images from the
Processional of Wonders, a suppressed record of the years in
which the Imperium claimed the City for the God-Emperor of
Mankind. Only tithe-assessors and their retinues are permitted
upon the avenue, a constant procession of grey-robed figures
sent to ensure that all upon the trade floor happens in
accordance with Administratum dictates. From there they
journey outward to assay the rest of the subdistrict.
Regardless of the intent of superior adepts and writ of
City law, Tithe Vault emissaries inevitably become corrupt to
the core, quick to wield power or avenge petty slights, but
readily made the useful tools of nobles and trade barons. This
is well known throughout Mortuariumtithe-assessors are
only welcomed by the patrons who own their loyalty, and even
in the mid-City these adepts must be well guarded against
violence.
Tunnel-avenues near the Tithe Vault give way to broad
stairways or veer steeply upward in switchbacks to clear the
great mass of the Administratum fortress and its attendant
The Vat-Workers
Two classes of vat-worker toil in the slump manufactories: the
first consists of hereditary serfs indentured to House Onculus,
housed in stonework habs pressed between the alchemical
processories, while the second is drawn from toil associations
of the low-City closer to the Mortuarium ridge. The latter
group travel through the low-strata each day, following
promethium wagon lines and winding stair-tunnels to labor
amidst choking alchemical fumes. In the rough hierarchy of
vat-worker brethren, the indentured stand well above the
compact-bearers. It requires little for a compact-bearer to be
dismissed to the Waiting Guilds, and the indentured take full
and cruel advantage of the power they wield as a result.
House Onculus maintains rudimentary convalescence halls
for serfs stricken by burns or reactant fumes, though the halls
themselves lie within the upper slump and are no less fumeridden than the avenues. Vat-worker brotherhoods tithe to
support at least some of the many brethren so crippled by toxin
sickness they can no longer work, but the compacted are left to
fend for themselvesthe injured and the lung-rotted simply
vanish into the poverty warrens like so many others before
them. Toil associations establish tontines and death-payments,
but all too often even these meager funds are siphoned away by
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Corroded Shrines
Numerous shrines stand within the slump strata, ancient
structures built by some long-forgotten sect of the Imperial
Cult, with strangely twisted pillars and walls carved with
leering reliefs that depict the fate of the heathen and the
damned. They are blackened by alchemical reactants, and
even interior stonework is eaten by centuries of seeping
fumes. Masked ecclesiarches set forth from the shrines each
day to roam the alchemical vaults and paved ways, chanting
muffled prayers to encourage those who toil in the GodEmperor's name. They are trailed by antiquated servitors that
bear chem-eaten poles of false-brass topped by the Aquila and
strike bells to mark the passage of time. As manufactory shifts
change, the avenues fill and the shrines flood with vatworkers. Those who cannot force their way inside gather at the
open doorways whilst reactant-mists from the avenues drift
within. Wardens and acolytes activate vox-speaker grills so
that all of the assembled, jostling workers can hear the
sermon, and then carry heavy stone collection boxes through
the crowd, accepting scints and pledge-marks for the shrine.
Forlorn Assessors
The Mortuarium Office of Manufactory Assessment is a
crumbled and half-abandoned edifice, buried in the lower midCity close to the once-glorious wagon line terminus and
directly beneath Vat Storage #5. This branch of the
Sanctioned Barter-Court
House Onculus representatives prefer guilders and merchants
from the Mortuarium slopes to trade with indentured serfs and
compact-workers in the sole sanctioned barter-court, a tall and
vaulted plaza converted into a sprawling market of divided
levels. Its stone walls are deeply engraved with admonitions
and verses of the Imperial Creed, and metal-grid floors are
suspended between stone support pillars, linked by winding
scaffold-stairs. The levels are crowded by small stalls and
barter-spaces separated by plasteen dividers, where merchants
cry their wares and negotiate loudly with gathered vat-workers
and their families. Well-armed thief-takers patrol in search of
troublemakers and censured traders, while masked scribes
seated at the entranceways assess a tithe upon merchants as
85
and bones, who prey upon the poverty caverns even as the
Poisonfall slowly kills them. They steal children to maintain
their numbers and commit hideous atrocities upon their rivals.
The Blackwreck are more numerous, more rational, and more
frequently encountered beyond the Poisonfallbut no less
murderous for it. Led by a coven of ruthless narco-trader
outcasts, they are one link amongst many in the black path of
smugglers that passes through low-City Mortuarium.
89
thin metal to catch my attention; I see her pale skin through the
gloom and gaps in the patchwork rod-mechanisms, pointing to
a rail, a gantry stair.
"I'll find my own way. " I tell the clattermaster.
I turn away, but I know the look. Relief. Lingering fear.
Hope. Outside the Pit they wear their hearts upon their faces,
and it's a form ofdamnation to have been taught enough to see
thatwhether by the years or by the Man. God-Emperor knows
there are times I wish for the blind eyes I once had.
So I follow Ve, looking to put another darkened vault and
the lingering poisons of the Pit behind me. The brand may be
burned deep enough for a clattermaster to see, but the City
below will neither know nor care.
The Asylum
The lho-itch gnaws in earnest now, from the flight, from what's
ahead. My metal fingers twitch and fidget, unbidden, chased by
the urgeor by the ghost of a lost hand and memories that
won't let me alone. Screaming crowds pressed against
Magistratum ward-shields, shouting, the rack of slide-loaders.
But what's done is done, and now is now. The clattertower
noise still echoes above, but here at the base gate, between
promethium tanks caked in corrosion, it gives way to the
growing rumble ofcitytop throngs.
So we wade into the madhouse, the moll and I, into the
sweating, crying crush of a high-walled avenue, open to the
sky. Chem-clouds wisp and drift at the rooftops, buoyed by the
heated breath of packed madmen and lost women. Ten paces
from the arched tower-base gate, a lay-preacher and his
followers, screaming the God-Emperor's blessings as they
shove and push for space. Thirty paces and chained penitents
mob a sobbing man beneath a buttress whose flanking statues
are worn featureless, forcing him to the filth-strewn flagstones.
The crowds don't care, breather-masks and faces don't turn to
look. Servants, workers, the faithful, beggars, even machinemen, packed and pressed into slow currents and tides.
Two servants fight as the stream carries them with their
fellows, the woman tearing at her foe's guild livery. Others,
carrying banners, laugh. A drenn addict totters behind, bent
and buffeted, giggling and choking by turns as she vomits grey
bile. Bodyguards watch with murder in their eyes, shielding
their fat charge as he threatens a ragged man.
There's a sickness in my gut, a pressure in my temple. It'll
pass. Gone too many years, slipped from the City's embrace,
that's all. I tell myselfthat.
A beggar trio grasp at my sleeve, grab at my carry-all.
90
this corner ofthe avenue wall, the lowest buried by mud crusts;
stone dust and waste mixed by the last fall of chem-rain.
Century upon century, scored over one another until few are
recognizable. Each serf-mark a cry for the City to notice, and
each worth what now? A moment's glance, and then gone.
A stream of figures push and jostle one another as they
pass our alcove. My eyes slide off the serf-marks and across
the shifting crowd. Tattered renouncist pilgrims in one
direction, a raucous manufactory mob in the other. Loud and
ragged psalms somewhere beyond, perhaps vox-mouths hung
at the shrine gates. Pleaders in skinbrands and rags, threading
the masses with hands cupped, shying from raised fists and
anger. A few intoxicant-dazed workers from the last shift,
abandoned by their brethren, staggering aimlessly or halfcarried by the crowds.
The pressure, the noise, the stench. The feel ofdrowning in
the City, in the mass of it and the old web of scars for
memories. She'll swallow me ifI let her, like I never even left.
I look down again, carefully watch the ember-end of the
issuance lho-stick as it burns down. Another lungful, and the
taste of it is the Pit; I should throw the pack to the scavenger
poor in the alley-tunnels, but even chem-smothered lho soothes
away the knives. Lets me get a grip, put a lid on it.
I catch Ve's eye. Velle, waiting on me. "I. . . , " I begin, and
stumble under her gaze, realize I don't have the words. So I
suck it up, change the topic, the one that never started. "We
find a crier. "
She flicks her fingers, maybe agreement. "You good?" she
asks, loud, over the shouting, the babble, the avenue chant.
Disinterested tone. She eyes me as she puts another carefully
severed piece ofspice-ration to her lips.
"Good enough. "
I meet her stare, her damned Rund eyes. Act like they
aren't part ofwhat's eating at me. I drop the last ofthe smoke,
flex my metal fingers like they're flesh.
Good enough.
We abandon the alcove, walk the crowd again at the
avenue sidewall, keep out of the worst of it. But the press
becomes heavier, the noise more chanting than talkand
something is coming, forcing a path. Its lumbering shape
appears above the masses and amidst hanging pennons; a
grand palanquin walker, chugging promethium exhaust from
tall vent-tubes as its metal limbs move. Its deck sways like the
back ofa stiffened animal.
Acolytes jump down from watch-placements and plinth
ledges, making to look busy. Swaying stave-tops wade through
heads, clearing the avenue center for the procession.
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92
one way or another. But everyone walks away here. More than
sometimes happens.
Backdrop
Weapons in the Broader City
City law is vast in its scope and petty in its minutiae. Its
Dictates of Least-Expenditure are an ever-changing list of what
can and cannot be bought, sold, worn, or owned, by whom and
at what price. It is a mass of law beyond easy measure,
accreted over millennia, containing innumerable dispensations
for specific items, guilds, districts, and noble houses. No one
law-wright coven or court of magisters knows its full
extentor even whether that full extent still exists.
Little regard is given to most least-expenditure law, and
near everyone beneath the nobility is guilty of some
offensemost often through mimicry of the fashions and
graces of their betters. These laws were once a way to bolster
the dominance of City nobility, but have run wild and grown
cancerously since their origination. The Dictates are now most
often used as a weapon in the course of commerce feuds
between guilders and lesser nobles, or other forms of conflict
between the powers that be and pretenders who become too
influential.
For all this, a few least-expenditure forbiddances are
widely know and enforced throughout the City. Of these, the
Weapon Dictates are perhaps the best example: lesser
citydwellers have long been barred from the weaponry
commonly employed by Magistratum enforcers, City Legion
soldiers, and militants pledged to noble households. Even small
stub guns and las-weapons are rare in the upper strata, and
heavy weapons are almost never seen upon the avenues unless
the City Legion or Adeptus Arbites are deployed. Any
appearance of guns is usually taken as a mark of status or duty,
and thus a sign of influential backing.
Contact weapons such as shock-staves and batons are
more common, however, sanctioned for use by many classes of
guard and enforcer. In either case, Magistratum patrols are
unlikely to challenge the armed agents of greater powers upon
the avenues, even when the identity of the organization they
serve is not in evidenceprovided that they act with
discretion.
The City masses are near-disarmed in comparison to their
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Tattered Men
Criers of the Tolus Announcist Brotherhood employ their own
cipher-script to record guild lore upon parchment shreds, which
are passed between brethren and handed down from master to
apprentice. A crier usually inherits his position by lineage,
conditional on the approval of elder brethren, and is expected
to learn by rote all that his predecessor knew of the
surrounding wards. Announcists wear this knowledge, torn and
pinned to clothing, as a sign of seniority and worth.
Brotherhood elders stand bowed by age but proudly cloaked in
a thick fur of tatters, each parchment strip carefully placed in a
personal scheme of organizationa walking librarium of
ciphered tales and local lore.
Announcists quickly gather a crowd wherever they speak,
but "trust a crier and weep" is heard throughout the City. The
brethren trade first in rumors, tall tales, and lies, and only
secondly in true knowledge. In any case, much of what they
learn as apprentices was first scribed centuries past, distorted
and made false by the passage of time.
There is a deeper truth to the folk wisdom, however:
carniefolk, gangers, and other criminal types pay well for fresh
markspilgrims who are easily shaken down, or travelers
from distant wards who won't be missed. Criers can be a
profitable source of such traffic, directing the unwary to
crooked risk-houses or darkened ambush-alleys in exchange
for a modest cut.
Ministorum Seers
Many Ministorum factions cultivate psykers with the rare seer
giftor those only believed to possess it. Psykers can be
fragile of mind and there is often little difference to be
discerned between warp-touched babble and the mumblings of
true prophecy. Properly controlled, however, watched over by
guardians and machine wards, these visions of the future are
said to be a true and rightful gift of divine revelation,
bestowed by the God-Emperor and the Saints.
Control of a seer-psyker can bring prestige and political
advantage in the struggle for preeminence within the City
Ministorum, and the seers themselves are granted positions of
worth and status in the hierarchy of the Imperial Cult. These
are gilded cages, however, and their occupants are just as
constrained as any other psyker pledged to the Adepta.
Further, the gift of foresight exacts its own heavy toll, and
seers often become withered or mad long before they are
finally discarded, consumed by the psykana implants and
wards forced upon them.
Relic-markets
The City hungers for the past: all are judged by their peers on
the length of claimed lineage and traditioneven the Spire
Houses, whose vaunted scions maintain sprawling museums
and compete in the patronage of antehistorical study and
archaeoexhumation. Far below these lofty heights of wealth,
mere servants show off shelves of encased shards in their small
hab-rooms, supposed temple fragments from the depths that are
passed down across generations. Priests kneel before chemeaten altars said to have been brought up from the earliest
Imperial shrines, now buried in the mid-City. Manufactory
brethren decorate their guildhalls with faded, preserved banners
and script-plaques of past ages, worn near-smooth. Families
cling to and squabble over life-warrants issued centuries past,
religiously inscribing new names until no space remains. Even
in the deepest poverty warrens, the few crushed caverns where
millennia-old inscriptions remain almost legible are prized and
fought over.
Where there is desire, there will be trade. Relic-markets
and roving antiquity-gathers exist throughout the City, places
where icons of the Imperial Creed, faith-charms, and shards of
the ancient City are bartered side by side. Most peddlers and
relic-guilders sell only the illusion of antiquity, however,
dressing up common ruins and broken plaques with ornately
false certifications of authenticity. Upon the citytop there is
little of true value in any relic-market, but the manufactory
masses care not: they flock these gathers.
Nonetheless, a diffuse society of earnest collectors does
exist: nobles, crime barons, high functionaries, guild elders,
and others possessed of discerning tastes. Its members collude
and compete in the search for authentically rare and ancient
materials from the low-City. Treachery and violence are never
far from the surface in their dealings. Wealthier collectors
finance a range of archaeodigs, shaft exhumations, and
dangerous barter-courts in the depths, ever seeking after that
one unique relic that will place them at the head of their peers
for a generation.
Spice-rations
The ubiquitous ration packs produced within low-City
95
This is the asylum, the City proper: the ebb and flow of unruly
crowds upon the tunnel-avenues, the harsh noise of countless,
thronging lives and thumping fundament machinery. The great
public spaces and major ways are turbulent processions of the
intoxicated, the rowdy, the hopeless, the work-worn, the needy,
the crazed, the poor, the wealthy, and the zealous, all pressed
shoulder to shoulder. In every close-packed avenue the
predators and the corrupt move watchful amidst the masses,
and often enough they are one and the same with the
authorities ostensibly tasked to keep order. Every quieter slopepassage and alley stair has its history of ill deeds; most of those
who pass by know enough to keep to the well-travelled ways,
even in the citytop strata.
A Course of Events
Deposited at the clattertower landing platform, the agents
quickly force an entry to the tower superstructure. In place of a
crew of clatterers and apprentices they find instead the isolate
Quintus Threft and his strange, encompassing controlmachinery. Threft is terrified of the agents, as he has heard
enough of the truth behind the Black Flights to envision the
God-Emperor's servants come to claim him for his sins. He and
his enclosed little world are no more than a minor distraction,
however, and the agents soon find the way down to the citytop
far below: a network of stairs and ladders clinging to the
exposed tower structure.
The clattertower base plinth and exit tunnel open onto one
of the ridgetop Cathedral Ways. The agents push their way
through the crowds and the noise in search of a crier, beset by
pleaders, lay-preachers, intoxicated addicts, and others too
ignorant or too desperate to leave well alone. They are soon
witness to the disturbing passage of a Ministorum seeress and
her procession of machines, traveling to the Cathedral of Saint
Salessea rare event, and one that might be taken as an omen
by more fervent servants of the Pit.
In a large plaza, and beside a relic-market, the agents find
Gasten Gasten, one of the Tolus district's tattered men. To the
crier's eyes, the agents are comparatively wealthy outsiders and
few in numbersomething to send on to the thugs who have
been complaining about thin pickings of late. This is a poor
choice, and one that might have been avoided with more
thought and a closer inspection of the agents, but Gasten
nonetheless offers directions to an ugly mid-City cathedral
ward and an ambush of sorts. Perhaps fortunately for the crier,
Serf-marks
Communal stonework throughout the City bears glyphs and
serf-marks left by generations of idle hands, more so in some
places than others. The cornerstones of busy avenues, statue
plinths, colonnades fronting shrines, and the like are often
heavily scored by icons, names, and crude runesleft to show
that a pilgrim once knelt there, or a man waited for his
brethren. In lower strata there are gang-sigils also, and other
signs left by varied factions: ciphered warnings or
communications, the meaning long lost to the passage of time.
As the generations pass the oldest serf-marks are overtaken
and buried by the new, or stonework smoothed and refinished
to remove the inscriptions. Most remain for centuries or
longer, however, each a plaintive cry to show that the longforgotten engraver once existed.
Overview
Newly arrived in the Mortuarium subdistrict, the agents begin
their search for the Vessus Chantry Archive. They find a
knowledgeable figure who can point to the scribe wards that
most likely contain the Archivebut who attempts instead to
provide false guidance that leads only to dangerous back-stairs
and waiting violence.
96
the agents see through this deception: pressing Gasten for true
guidance, they narrow down the likely location of the Vessus
Chantry Archive. It perhaps lies within mid-City wards
beneath the scribe slopes, closer to the Mortuarium trade floor.