Bronze Bordered cards start and continue multi-card storylets.
Not all of the cards for any given storylet are known and new ones show up from time to time, so this is a work in progress. Some series of bronze bordered cards have moved to their own storylet pages, either accessible from this page or from the storylets page.
In December 2013, Failbetter changed the borders on some cards. More cards may now appear Bronze.
Some Story Qualities associated with these storylets now have descriptors. These may be found either on the individual storylet's page or here.
Investigating the Secrets of St Dunstan's

Investigating St Dunstan's
It seems that a ring of spirifers - soul smugglers is using St Dunstan's church as a base.
[Unlocked with Watchful 55, investigating the Secrets of St Dunstan's 3]
On holy ground
Nobody is paying you, but an investigator of your calibre needs answers, nevertheless.
A challenge for your Watchful quality.
[Unlocked with 10 x Inkling of Identity]
[Unlocked with 10 x Cryptic Clue]
Visiting the vicar
It's the vicar! You had your suspicions about the vergers and the choirmaster, but it's the vicar who meets devils in the dead of night. It is the vicar who recruits the hopeless and irredeemable and arranges for their souls to be extracted. It is the vicar who sees that their remains are disposed of. Unfortunately, the vicar possesses a considerable turn of speed for a clergyman, and knows the local tenements much better than you. He bolts the moment he sees you, and loses you in the slums around his church. He can't hide forever, though.
Watchful increase

Gain: 5 x
Appalling Secret
Connected: The Church increase
Connected: Hell decrease

An occurrence! Your 'investigating the Secrets of St Dunstan's' Quality is now 4!

Gain: 1 x
An Identity Uncovered
Damnably cautious
Whoever is dealing souls at St Dunstan's is remarkably prudent about it. You spend days observing the place, and you have your suspicions, but there is nothing that firmly points to a single culprit. The locals are starting to get suspicious about you, and some of them are armed, so you decide to leave things for a while and return later.
Watchful increase

The corrupt vicar
The vicar of St Dunstan's has been dealing in souls, and not in a way the Church approves of.
[Unlocked with Watchful 65, investigating the Secrets of St Dunstan's 4]
A slippery man of the cloth
The vicar has so far eluded you. You will apprehend him yet!
_
challenge
The end of the chase
You have convinced the church of the vicar's perfidy and they support your attempt to track him down. A long investigation places his location at a hotel near the Brass Embassy. It is a close thing: the vicar bolts for the Embassy the moment he realises you're after him. You were ready for that, though, and have a group of sturdy vergers on loan from the bishop to block passage. You corner the vicar behind his hotel, and seeing that he is outmatched he comes quietly. He is shortly bound for New Newgate and you are satisfied that a significant villain of the Neath has been dealt with.
Watchful increase
Connected: The Church increase

Gain: 50 x
Foxfire Candle Stub
Connected: Hell decrease

An occurrence! Your 'investigating the Secrets of St Dunstan's' Quality is now 7!
Exacting the Urchins' Vengeance

Fate of Urchins
Unlocks: Shadowy 21
You happen across an alley where street children have been rounded up and are being attacked by a gang of hired thugs.
Leap in
You've done some unsavoury things, but this is too much. The thugs are distracted, so an ambush is in order
The fury of the streets
The moans of the street children cover the sounds of your approach. You pull a scarf over your face and leap down off a rooftop on to the villains. Your ambush catches them off guard, and soon they are fleeing and cursing you. A few of the urchins are in a condition to speak. They explain that they're a small gang but they refused to spy for one of the dockside crime syndicates. Attacking children! This is too much. You vow to end this particular brand of villainy and exact revenge upon these scoundrels.
Shadowy increase
Connected: Urchins increases

A twist in your tale! You are now
exacting the Urchins' Vengeance.
Beaten and bloodied
The moans of the street children cover the sounds of your approach. You pull a scarf over your face and leap down off a rooftop on to the villains. Your ambush catches them off guard, but they fight with the fury of desperate men. They are afraid of you, but more afraid of their employer. You end up taking a harsh beating, but at least the orphans have picked up their casualties and run for it.
Shadowy increase
Wounds increase
None of my concern
This is the work of honest criminals. On the other hand, there might be some hush money in it.
Buying silence
The thugs have heard of you, and respect your reputation. They look up from their work and nod to each other. You are handed a few scraps of rostygold in payment for silence, and then they look at you expectantly. As you leave, you hear the sounds of their work resuming behind you from the alley.
Shadowy increase

Gain: 36 x Rostygold
No witnesses
You had hoped that your underworld reputation would be known to these gentlemen, but they seem particularly ignorant. Ignorant and aggressive. They soon turn their attentions to you, and you receive a rather disrespectful beating at their hands. You stagger off into the street as they resume their labours.
Shadowy increase
Wounds increase

Revenge for urchins
[Unlocked with Shadowy 33, exacting the Urchins' Vengeance 1]
You found out who ordered the urchins to be attacked. It is time to pay a visit.
Out of the shadows
The gang boss awaits, fat on the profits of villainy.
A challenge for your Shadowy quality.
Just a middleman
You surprise the gang boss at his dinner, and swiftly deal with his two bodyguards. After a considerable pummelling, the man buys a little mercy with information. He had the urchins attacked on behalf of another. Apparently they stole a handkerchief from the mistress of a high society gentleman: the Baronet. You leave the gang boss coughing up blood. The Baronet will not be easy to approach - he is constantly guarded and rarely seen. Patience is in order.
Shadowy increase

Gain: 24 x
Whispered Secret
exacting the Urchins' Vengeance increase
A world of shadows
As you stand in the empty study it…
Shadowy increase

The Baronet
Unlocks: Shadowy 45, exacting the Urchins' Vengeance 3
You have discovered when the Baronet is visiting a mistress. You plan to be there: vengeance for the murdered urchins shall be had!
Ambush in the boudoir
Leaping out from behind the velvet curtains is hardly sporting, but one does what one must.
And it is done
It is an uncivilised thing to beat a man senseless while his britches are down, but far from undeserved in the case of the Baronet. The mistress maintains her poise and exits quietly while you are at your labours. The faces of the murdered urchins come to you, and by the time you stop, the Baronet is a ruined mess. You escape into the night, satisfied that justice has been served. You later hear that the Baronet has moved to the tomb-colonies. Although the urchins have been avenged, you perhaps think that this might not be entirely over.
Shadowy increase
Connected: Urchins increase

A twist in your tale!
You are no longer exacting the Urchins' Vengeance.
Justice and fear
Although it pleases you that the Baronet is afraid of you, the urchins are no closer to being avenged. It seems that he realised you are stalking him, and has taken to almost total seclusion. The mistress receives two other lovers before you give up waiting for the Baronet. Your time will come again, you are sure. Vengeance shall be exacted!
Shadowy increase

Hosting an Inconvenient Aunt
You've decided to invite your maiden aunt to the Neath. What could go wrong? You can find out on its own page.
the Protégé of a Mysterious Benefactor
Who is this person? Why are they being so generous? What do they want? You may find clues on its own page.
Ascending the Reliables list of Mr Pages
An interview with Mr. Pages
Unlocks: Watchful 45
Mr. Pages is a Master of the Bazaar, dealing with the printed word in all its forms.
The Reliables
Mr. Pages keeps many lists. One of them concerns the Reliables - those who have proven themselves as useful investigators and researchers. Should you be on that list?
'Capital! I knew that such a one as you would represent unimproachable ability!'
Mr. Pages listens intently to your exploits, and examines your written references and bona fides with great care. It is delighted by your ability, and assures you it will contact you when appropriate work appears. On the way out, you take a quick peek through the papers on one of the unattended clerks' desks.

Gain: 20 x Cryptic Clue

A twist in your tale! You are now
ascending the Reliables list of Mr Pages.

A case for a Reliable
Unlocks: Watchful 57, ascending the Reliables list of Mr Pages 1
Mr. Pages, the Master of the Bazaar who deals in printed matter, has work for you. It seems that a valuable book has been stolen from its extensive stacks.
First case for Mr. Pages
The thief smashed a thick bronze-bound door to matchwood and left a considerable mess in the stacks before making off. However, Mr. Pages claims that only one book is missing. To the chase!
Clay and papers
Of course, Mr. Pages declines to tell you which book is actually missing. Apparently that's part of the case. Some rooftop urchins saw something, and you pick up a few clues from the rough local hansom drivers. You are looking for two Clay Men, one of whom is missing a hand. When did the Unfinished take an interest in books? Mr Pages is pleased with your initial progress, but this is looking like it might be a long-term case.

Gain: 26 x Cryptic Secret

Ascending the Reliables list of Mr Pages increase

There are the thieves!
Those two Unfinished Clay Men are the ones that took Mr. Pages' book! You're sure of it!
[Unlocked with Watchful 69, ascending the Reliables list of Mr Pages 2]
Confront them!
They are about to disappear into a highly exclusive spire of the Bazaar - which is a mystery in itself. This may be your only chance!
A challenge for your Watchful quality.
Answers and more questions
You demand the book they took from Mr. Pages. They shrug and take it from a satchel bulging with knives and hammers, and throw it at your feet. When you demand they come with you, they make a hollow rumbling noise that might be a derisive laugh. The maimed one nods to some Constables guarding the spire's gate: they are admitted, leaving you alone. You return the book to Mr. Pages and he commends your diligence. You can't resist a peek, though. The book is a ledger of Mr Iron's business, detailing the sale of a vast quantiy of steel to the tomb-colonies. A ledger? What is going on here?
ascending the Reliables list of Mr Pages increase

Gain: 42 x
Cryptic Clue
Connected: the Masters of the Bazaar increase
An Umpire of the Game of Knife-and-Candle

A note from Mr. Iron, who oversees the Game of Knife-and-Candle
Knife-and-Candle umpires are under strength, again. Your name has been proposed. Prove your ability to be considered.
[Unlocked with Dangerous 45 and Dangerous no more than 75]
A practical test
The test involves making off with the candles of five players without being wounded. Few outside the very highest reaches of the sport can manage such a feat of arms.
_
challenge
Five candles, quick and clean
The first examiner is ignobly but swiftly ambushed near a privy. The second forces an intense duel, but you come away unwounded, if collarless. You know about the third's hidden parasol-spike. The fourth is a lumbering giant whose pocket you pick. The last finds you, but some vicious gutter-brawling sees you triumphant. Mr Iron's second note congratulates you: he sends a set of candles in anticipation of your coming duties.

Gain: 60 x
Foxfire Candle Stub

A twist in your tale! You are now
an Umpire of the Game of Knife-and-Candle
'To hell with this!'
'No thank you, Mr. Iron. I have very little wish to play referee to a mob of murderous overgrown schoolboys with knives…'
Leave them to it
You have a fairly solid idea why the umpires are looking for new blood. Blood being the important word there: Knife-and-Candle players can get awfully excitable when a decision goes against them. It's best that you're out of the whole business. You are the captain of your own destiny.
Connected: Revolutionaries increase
My ability is proven
'Sir! I am of the Officer rank. As you are aware, this grants me the status of an umpire without recourse to testing…'
[Unlocked with Knife-and-Candle Rank 13]

Another note from Mr Iron
Unlocks: Dangerous 57, an Umpire of the Game of Knife-and-Candle 1
'A Knife-and-Candle player is attacking civilians. Smiles may be involved. Deal with before Constables or journalists become involved.'
The umpire takes the field
Smiles, eh? Well, he's no more dangerous than the average player. Out into the darkness, then.
Not a sportsman
Your umpire status gives you a certain gravitas among players and followers of Knife-and-Candle. With their information, you soon track down the poor sportsman. It's Smil… no, it's not. Just an unwary footpad who thought she could ply her trade under the shelter of Knife-and-Candle. As is required of you, you lead a pack of players after the villain. They summarily slice her to wet ribbons. She'll be days getting over that.

Gain: 72 x Rostygold

An Umpire of the Game of Knife-and-Candle increase

A further note from Mr Iron
Unlocks: Dangerous 69, an Umpire of the Game of Knife-and-Candle 2
'Two veteran players having dispute over the game. Civilian casualties now eight. Two shops burned down. Citizens are concerned. Deal with it.'
Murder them
Persuade them to disarm, then just stab the blackguards. It should increase your Knife-and-Candle rank at least. Although there will be repercussions.
Basely done
You march into Spite with your iron umpire's badge held high. Seeing you, the two feuding players lower their rifles and come down from sniping perches on opposite sides of a busy market. The citizens cheer and boo your presence according to their natures. You stab the combatants without ceremony and walk off, to the unanimous approval of the Spite crowds. As expected, your status as umpire is revoked, although your rank gain is upheld. Mr Iron is reported to have written your name in a slim, black volume.
A twist in your tale! You are no longer an Umpire of the Game of Knife-and-Candle.

Lose: a quality: Connected: the Masters of the Bazaar. (I only had one, so no idea if it takes all or just part)

Knife-and-Candle Rank increase
Gain: a new quality: Suspicion at 2.
yeah…don't choose this like I did. You get screwed.
Break some heads
When you catch up to the miscreants, they are duelling with antique claymores down the length of Moloch Street. This will have to be done the hard way.
Unsporting conduct
Most civilians have had the sense to run. Moloch Street is quiet, barring the shouts of encouragement from high windows and the clangs of enormous swords. The combatants are too battle-crazed to listen to you, so you wade in with your blade singing. The fight is short but decisive: they were so keen on murdering each other that they barely put up a defence against you. Once they recover, the players agree that exile to the tomb-colonies would be best.

Gain: 84 x Rostygold

An Umpire of the Game of Knife-and-Candle increase

Connected: the Masters of the Bazaar increase
Pull rank
Your exalted rank guarantees the respect of Knife-and-Candle players. Surely you need only to remind them politely of proper comportment.
Requires Knife-and-Candle Rank 13
A player of renown
When you meet the two players, they are at sport in a chandler's shop. The big one is swinging a woodaxe heartily at the table the smaller one is hiding beneath it, attempting to light a bomb. Things have plainly gone too far. You cough politely: the axe is lowered and the match blown out. You give them a lecture on sportsmanlike conduct, and they both agree to resign from the game to continue their feud properly. Honour is satisfied, so is Mr Iron.

An Umpire of the Game of Knife-and-Candle increase (3 change points)

Gain: 84 x Rostygold

Connected: the Masters of the Bazaar increase (1 change point)

Associating with Radical Academics
This story is collected on its own page.
Plotting Against the Masters
A commission from anarchists [Standard]
A group of revolutionaries has heard of your reputation for stealth and cunning…
Unlocked with Shadowy 45, Connected: Revolutionaries 15
For the cause!
The corrupt Masters of the Bazaar have held the government of London captive for too long. You will do this, for no other reason than it needs to be done.
For the money!
You are no believer in anarchists' causes. However, they do pay decently and the work is challenging. This is a job of work, nothing more.
Refuse them
Betray the Masters of the Bazaar? That would hardly be wise. You will pass this particular job by, no matter how disappointed the anarchists may be.
Inform the Constables
You never liked anarchists. There's probably a reward in it for you, and it might well help with legal matters in general.

A commission from anarchists
Unlocks: Shadowy 55, Plotting Against the Masters 1
The anarchists you agreed to work for have been in touch. The job: sneak into a silk warehouse belonging to Mr. Veils, the Master of the Bazaar who deals in textiles, and burn it down.
Down to business
Your target is a bustling silk warehouse near the Spite markets. It will be ashes by morning.
Silk is prettiest when it burns
There are few in the Neath who cannot see your bright work tonight. Fountains and streamers of fire shoot up towards the cavern roof. A crowd gathers. Was that a scream? It probably isn't your doing. The anarchists send payment as planned.

Gain: 15 x Proscribed Text
Connected: Revolutionaries increase
Plotting Against the Masters increase
I have changed my mind
Refuse the job. Arson in the name of anarchy is not my way. There may be people in there!
'A curse upon you! '
It seems that your name will be accursed among the seekers of blissful anarchy for seven generations. Who would think that revolutionaries could be so biblical?
Connected: Revolutionaries decrease
Plotting Against the Masters decrease

They're coming for you!
Unlocks: Shadowy 69, Plotting Against the Masters 2
You burned a silk warehouse down for an anarchist cell. They must have been infiltrated! The coppers are coming!
Run! Hide! To the Flit!
Those hideaways that the anarchists told you about will be compromised by now, but you can find sanctuary in the spires and walkways of the Flit.
(requires Route: The Flit 1)
WARNING: Failure in this storylet will increase Plotting Against the Masters to 3 anyway, and increase Suspicion to 5!
A Maze In The Sky
They come for you: oh, how they come for you. A distressingly sizeable pack of men in blue invades the skyways of the Flit, against all historical precedent. You hide among bat coops and dart between rope walkways for days. They only give up after losing a dozen men to long falls and unfriendly natives, but give up they do and you are safe again. The inhabitants of the Flit are impressed by your slipperiness.

Shadowy increase
Plotting against the Masters increase
Connected: Criminals increase
Connected: Revolutionaries increase
Connected: Urchins increase
Suspicion increase (1 change point)
It's a fair collar, and no mistake, but society is to blame
You could throw yourself on the mercy of the Masters' courts. You've got a good lawyer.
A very great trial
You are hauled before a hawk-faced judge who seems to hate you before the trial begins. Even if your lawyer can prevent your imprisonment, you may need to curtail your activities for a while. The eyes of the Masters are upon you.
Suspicion increase
significant
Plotting Against the Masters increase

A Zailor in the Making
Discover the Unterzee. Cards associated with this storylet can be found on its own page.
On the Trail of the Cheesemonger

An evening of drink and intrigue
The tavern isn't far from Clathermont's tattoo parlour. It's expensive for Ladybones Road, but one does hear interesting things sometimes.
Unlocked with Persuasive 24, Connected: The Great Game 3
That group nursing a bottle near the fireplace…
They are couriers involved with the Great Game. Perhaps they'll accept a few drinks.
Unlocked: 12 x Greyfields 1879
(Persuasive challenge, modest at 32)
Wine and cheese
Cats are becoming a problem again in the streets near the Shuttered Palace. Two of the walkways in the Flit have crashed down to earth. The trouble at the docks is causing delays. One of the couriers spins a tale of being chased through the Flit by a pair of Unfinished brutes - Clay men gone bad. Another jokes that he shouldn't have accepted work from the Cheesemonger.
The table goes silent, and warning glances are pointed at the overly chatty courier. He makes his excuses and leaves, but that leaves the question: just who is the Cheesemonger?
Persuasive increase

Lose: 12 x Greyfields 1879
on the Trail of the Cheesemonger increase

A day at the library
It's one of the university's more accessible libraries. Nothing too radical here, but a pleasant way to pass a day.
Unlocks: Watchful 24, Connected: the Great Game 3
A bookmark
This book on cryptology is well thumbed. One might even think that the local spies have been doing their homework. What's this? A loose paper has fallen out of the book.
(Watchful challenge, modest at 32, chancy at 29)
The Cheesemonger and "F"
"In the absence of the local agents, approach the Cheesemonger. She has proved reliable in the past."
The note is signed "F". Who is "F"? And just who is this Cheesemonger?
Watchful increase
*on the Trail of the Cheesemonger increase
The mirrors
"The mirrors are a lie. A wise man shuns mirrors. And if he lacks the dexterity for shaving without one, he grows a beard."
How very odd. Possibly someone practising their ciphers?
Watchful increase

Thief!
You are struggling through the dense crowds outside a popular theatre when you feel a larcenous hand upon your person. Your pocket has been picked!
[Unlocked with Dangerous 24, Connected: the Great Game 3]
After him!
The thief is a skinny young wretch. Too old to be in the urchin gangs, but he'll still have an easier time than you moving through the thick crowd.
_
challenge
The Cheesemonger
The thief darts between the theatre-goers. You are obliged to plough through them. You crash into a respectable physician and toss a noted campaigner for universal suffrage into a hedge. The thief chances a look back at you. Something in your face makes him drops your purse. He backs away, holding up his hands:
"Keep yer money! I didn't want to nick from the likes of yer! The Cheesemonger put me up to it!"
Did you hear that right? The Cheesemonger? The pickpocket makes his escape as you reach down for your purse. Now that you think of it, he is rather well-dressed for a common thief. Just what is going on here?
Dangerous increase
On the trail of the Cheesemonger increase
A little exercise
The thief darts between the theatre-goers. You are obliged to plough through them. You crash into a respectable physician and toss a noted campaigner for universal suffrage into a hedge. The thief chances a look back at you. Seeing your face, the fellow drops your purse and redoubles his efforts. He soon outdistances you, but you have your property back.
Dangerous increase

A little eavesdropping
Passing near the embassies at Hastings Place, you see two elegant strollers in hushed conversation.
Unlocked with Shadowy 24, Connected: The Great Game 3
Follow them
The air is still and the streets quiet. Perfect conditions for eavesdropping.
Shadowy challenge
A useful conversation
"..although the courier had been chased off by certain Unfinished gentlemen, if you catch my meaning. In any case, the whole business was a disaster. The Dutch were implicated. Most of their agents have left. Their operative has even started to turn to the Cheesemonger for talent…"
The Cheesemonger, eh? Perhaps that's worth looking into.
Shadowy increase
on the Trail of the Cheesemonger increase
1 change point
Not even a scandal
"..and of course dearest mother wouldn't hear of such a thing. It's not as if Uncle Rodney ever used to play the piano. Aunt Gertrude has always expected she'd receive the instrument, although I have no idea where she intends to keep it…"
Shadowy increase

Who Knows the Cheesemonger?
Perhaps the intelligence officers, ne'er-do-wells and diplomats who play the Great Game can tell you more.
Unlocks: On the Trail of the Cheesemonger 2
Ask about the Cheesemonger
A few of these people owe you favours, don't they? You could hang around the Weeping Harold statue at Hastings Place and see who walks past.
Unlocks: Connected: the Great Game 3, a challenge for your Connected: the Great Game quality. (Almost impossible at 3)
Looking for work?
'Why? A person of your… circumstances couldn't possibly afford her services. Oh, are you looking for work? That might happen, I suppose. Although I don't know if she's hiring… Now, if you'll excuse me, I think that's the Ambassador…'

Connected: the Great Game drops

on the Trail of the Cheesemonger increases

Cryptic Clue x 5
A lack of virtue
Ungrateful, is what these people are. Oh, they're all smiles and vague promises when they want a courier knoblollied or a vicarage ransacked. But ask something of them? Then they're all 'I don't recall the incident in question' and 'perhaps next week'. It's an outrage.
Connected: The Great Game decrease

What do the urchins know?
Those rosy-cheeked ragamuffins hear things. Perhaps they know about the Cheesemonger.
Unlocks: On the Trail of the Cheesemonger 2
Perhaps dinner will do the trick
Urchins are always hungry. Matters might go better if you bring something for the pot.
Unlocks: Connected: Urchins 1, 50 x Rat on a String
(Connected: Urchins challenge; chancy at 1)
Rats and cheese
The children eye the furry corpses hungrily. They tell you what they know. The Cheesemonger deals with them through intermediaries. She sometimes hires them when she wants an area monitored. They don't know where she lives, but she often has work for burglars and muscle. You leave the children to their rat supper.
Connected: Urchins decrease
on the Trail of the Cheesemonger increase

Lose: 50 x Rat on a String

Gain: 4 x Cryptic Clue

The Cheesemonger?
The Cheesemonger seems to be connected with the Great Game.
Unlocks: On the Trail of the Cheesemonger 2
Spies and couriers
Perhaps your contacts at the sharp end of the Great Game can tell you more. You may have to do them some favours.
Unlocked with Connected: The Great Game 3
(Connected: The Great Game 3 challenge; modest at 8)
On the trail
"…not the best, but yes, these will do I suppose. Now, what was it you wanted? Oh yes. The Cheesemonger. Well, I've not met her, but I understand she's a neutral party in the Game. Can get things done, though. Knows a lot of disposable… assets. Now get going. The back way."
Connected: The Great Game decrease
on the Trail of the Cheesemonger increase

Gain: 5 x Cryptic Clue

Out of a job
A spy of your acquaintance has been discovered. He'll need to run for the surface.
Unlocks: on the Trail of the Cheesemonger 3, Jade Fragment x 200
Cutting a deal
If you can provide a travelling purse, you might learn some interesting things.
A quick chat before leaving
'They're coming for me tonight. The jade gives me a fighting chance, at least. I won't forget this. If you're looking for work in the Game, you should speak to the Cheesemonger. If you're skilled, she'll have use for you. The pay is good, but… well, you know this is a risky business. She moves her shop about, but look for the sign of the looped cheese wire.'

Lose: 200 x Jade Fragment
on the Trail of the Cheesemonger increase
Connected: the Great Game increase

The spy with the hat
Her. The one with the perplexing hat. You've seen her about in places she should not be.
Unlocks: On the Trail of the Cheesemonger 3
Strolling at a discreet distance
She's involved with the Great Game. Perhaps she works for the Cheesemonger. Following spies is never easy, but this could be worth it.
The cheese wire
Trailing the woman is amusingly easy. One could not lose track of that hat if one tried. The woman heads to a street where the affluent send their servants to shop. An elegant shopfront bears a hastily lettered CLOSED sign. The woman curses daintily, and starts up a conversation with another dainty curser. You listen from a safe distance.
It seems that the Cheesemonger was here until recently. She is known for moving her shop around. The two spies are resigned to looking around the city for her sign - the looped cheese wire.

on the Trail of the Cheesemonger increases

The sign of the looped wire
Cheese is quite the luxury these days. Especially surface cheese, but even the horse-cheese and slug-curds of the deep earth. And here - the sign of the looped cheese wire. The Cheesemonger!
Unlocks: on the Trail of the Cheesemonger 4
A well-known piece in the Game
Might she recognise you? Does your reputation in the Game leave no need for a show of skill?
Unlocks: Connected: The Great Game 12
An arrangement with the Cheesemonger
'I know who you are. I thought you might turn up here sooner or later. My guess is that you're looking for work. Perhaps we can be of use to each other.'
'Yes, I think you will do nicely. I offer spy work. All sorts of jobs. Surveillance, codebreaking, seduction, murder. If that's too much for you, leave now. I work for the highest bidder, and I don't ask questions. And neither do you. If you don't like that, leave now. Still here? Good. I see a fine future for both of us. Here's your signing bonus.'

Gain: Jade Fragment x 100

A twist in your tale! You are now no longer
on the Trail of the Cheesemonger

A twist in your tale! You are now
an agent of the Cheesemonger.
Connected: Great Game increase
Just who are you?
The Cheesemonger claims no knowledge of the Great Game. Perhaps you can convince her of your skills and her need for you.
(Shadowy challenge; modest at 41)
Working for the Cheesemonger
You recount your less legal exploits. The Cheesemonger nods, as if recognising some of the events. She is a difficult woman to read, though. after a long while in thought, she speaks:
'Yes, I think you will do nicely. I offer spy work. All sorts of jobs. Surveillance, codebreaking, seduction, murder. If that's too much for you, leave now. I work for the highest bidder, and I don't ask questions. And neither do you. If you don't like that, leave now. Still here? Good. I see a fine future for both of us. Here's your signing bonus.'
Shadowy increase

Gain: Jade Fragment x 100

A twist in your tale! You are now no longer
on the Trail of the Cheesemonger

A twist in your tale! You are now
an agent of the Cheesemonger.
Connected: Great Game increase

An Agent of the Cheesemonger
Acting as an Agent of the The Cheesemonger can be found on its own page.
Cultivating an acquaintance with His Amused Lordship

His Amused Lordship
Unlocks: Persuasive 69, Route: the Shuttered Palace, Connected: Society 5
While attending a rather vulgar music-hall show, you bump into His Amused Lordship. He is here incognito, but his expensive hat and booming laugh give him away.
Make an impression on His Lordship
A man worth knowing. He has influence at the Shuttered Palace.
Odd but useful
His Lordship is enjoying the show. He roars with laughter at a 'toff' comedian who manages a creditable impression of His Lordship himself. The female impersonators reduce him to tears of delight. And you employ your finest quips and wittiest allusions. You say something faintly uncomplimentary about the magic act and His Lordship turns to you, suddenly serious.
'Perhaps there's more to you than ambition and fashion. Speak to my secretary. You should call upon me at the palace when I have a free afternoon.'
With that, he leaves. Well, things are certainly looking up.

You are now
cultivating an acquaintance with His Amused Lordship

A meeting with His Amused Lordship
His Amused Lordship's secretary has left you a message. His Lordship has a free afternoon and wishes you to call upon him at the Palace.
[Unlocked with cultivating an acquaintance with His Amused Lordship 1, Persuasive 81 (no upper limit)]
Go to the Palace
Hopefully you can cultivate an acquaintance of some sort with His Lordship. Apart from his tastes in low humour, you know little of the man, however…
_
challenge
By his books shall ye know him
You are shown into a book-strewn study in a half-abandoned wing of the palace. Unlike the rest of the building, His Lordship's rooms contain no mirrors at all. You accept a glass of outrageously rare Madeira and make conversation with your host.
You speak of this and that: a little politics, a little philosophy, a little religion. For a man with a somewhat dissolute reputation, his Lordship is rather erudite. Apparently he patronises the occasional scientific expedition. Now that you look, his desk is covered in works by radical thinkers. You see the writings of spiritualists, unorthodox theologians and students of the Correspondence. What is he studying?
cultivating an acquaintance with His Amused Lordship increase

A meeting of minds
Unlocks: cultivating an acquaintance with His Amused Lordship 2, Persuasive 93
An impromptu meeting of free thinkers and radicals is happening in Veilgarden tonight. Perhaps His Amused Lordship will be there.
Gatecrash the party
Perhaps you can bluff your way in.
An intriguing offer
His Amused Lordship nods at you as you enter the private room above the coffee shop. You recognises faces of note: Feducci the duellist is here, and a certain Implacable Detective. The Detective is reading from a note-book: she describes the unnatural longevity and vitality of people from a land across the Unterzee. She almost mentions the name of the place, but is silenced by a sharp cough from Feducci. His Amused Lordship comes over when she has finished speaking.
'What do you reckon, eh? I suspect her basic theories are unsound, but one can't fault the thoroughness of her research. We've got to find out more about these places. I'm thinking of sponsoring an expedition out there in a few months. Might you be interested?'
Persuasive increase

Gain: 100 x Cryptic Clue

cultivating an acquaintance with His Amused Lordship has increased to 3!

Commissioned to Enact Love's Revenge story
The revenge on the faithless rake can be found on its own page.
Uncovering Secrets Framed in Gold
An unusual painting catches your attention. You can find out about it on its own page.
Freelance Smuggling
You may have an opportunity to help out a Once-Dashing Smuggler. That Opportunity Card and further cards associated with this storylet can be found on its own page.)
A Nocturnal Visitor To The Palace Cellars
The cellars under the Shuttered Palace are constantly guarded and protected by five doors with five locks. There must be something interesting down there. Opportunity Cards associated with this storylet can be found on its own page.
Surface Ties: Recalling the Surface
 |
Cards for these four related storylets, each invoving remembering people you knew from the surface, can be found on their own pages. |
Investigating the Secrets of St Dunstan's

He knows something
Acting as a consulting detective, you are interrogating a suspect.
Unlocked with Watchful 21
And nothing but the truth
The man was involved in some footpadry, but that's not the point. He knows something about an organised crime ring. Will he talk?
(Watchful challenge; almost impossible at 32)
Turning Masters' evidence
Your interrogation is patient and insistent, and eventually the subject breaks. In return for some remission of his sentence, the footpad describes a ring of spirifers - soul smugglers - operating in the city. He whispers that the trade happens in the dead of night at St Dunstan's church, but he doesn't know who is involved. He cautions you to be wary. There are armed men there who will not hesitate to dispose of a detective. As a pleasing bonus, the man also knows a good amount of underworld gossip.

Gain: 20 x Whispered Secret.

A twist in your tale! You are now
investigating the Secrets of St Dunstan's.
You'll get nuffin from me!
It seems that there is some kind of honour among thieves, after all. Despite a long and uncomfortable interrogation, your footpad is silent and goes to New Newgate without so much as a word. Still, there will be other days and footpads are hardly in short supply in the Neath.

Church-breaking
Surely nobody would steal from a church. Probably not. Well, perhaps.
Unlocks: Shadowy 21
The Treasure of St. Dunstan’s
The old church is a little battered and shabby, but there are persistent rumours of wealthy, dapper attendees and a treasure in the crypt. It would take a daring thief to rob a church, though.
(Shadowy challenge; chancy at 35)
Down in the crypt
A hooded lantern and the cracksman's art gain you entrance to St Dunstan’s church late one night. The gargoyles leer at you eerily, but you find the crypt easily enough. But what's this? Bottled souls? Here? What is going on in this place?
Shadowy increase

Gain: 18 x Soul

A twist in your tale! You are now
investigating the Secrets of St Dunstan's.
He protects fools and old churches
The whole business is awry from the beginning. Two armed vergers are keeping an eye on the place, there are a half dozen vagrants sleeping on the pews, and the priest chooses to conduct business at all times of the night. There is something odd about St. Dunstan’s, and its treasures will have to wait.
Shadowy increase

Investigating St Dunstan's
It seems that a ring of spirifers - soul smugglers is using St Dunstan's church as a base.
Unlocks: Shadowy 55, investigating the Secrets of St Dunstan's 3
On holy ground
Nobody is paying you, but an investigator of your calibre needs answers, nevertheless.
(Shadowy challenge; chancy at 60)
Visiting the vicar
It's the vicar! You had your suspicions about the vergers and the choirmaster, but it's the vicar who meets devils in the dead of night. It is the vicar who recruits the hopeless and irredeemable and arranges for their souls to be extracted. It is the vicar who sees that their remains are disposed of. Unfortunately, the vicar possesses a considerable turn of speed for a clergyman, and knows the local tenements much better than you. He bolts the moment he sees you, and loses you in the slums around his church. He can't hide forever, though.
Shadowy increase

Gain: 1 x Appalling Secret
investigating the Secrets of St Dunstan's increase
Connected: The Church increase

A Visit from a Cloaked Stranger
unlocked with making progress in the Labyrinth of Tigers 16
A heavy, impatient knock at your door. Special constables wrap their black greatcoats tight against the fog. A Master of the Bazaar has come to see you.
A review of your work
The Masters of the Bazaar have been observing your breeding programme. Mr Hearts wishes to comment on your results.
(Dangerous challenge, straightforward at 125)
Well. That's probably splendid.
'We commend your work. My brethren and I have enjoyed your creatures greatly. Juicy and well-spiced and delicious. We smack our lips and lick our fangs at the thought of the next creation. We grow a little weary of hyaenas, though. Perhaps you should look further afield. Take these tonics for your sweetmeats.'
Dangerous increase

Gain: 5 x F.F. Gebrandt's Tincture of Vigour

Gain: 2 x F.F. Gebrandt's Superior Laudanum
Mr Hearts has something for you
[This opportunity will unlock the hidden secrets of the Fourth Coil - four new beasts to breed and call your own. And the terrible truth of the Bishop's plans. A dozen storylets and opportunities of bestial savagery and revenge! You will need to be a Scholar of the Correspondence.]
unlocked with a Scholar of the Correspondence 1
Requires 20 Fate
Fate-locked content must not be placed on the wiki, per the developers.

Visiting Clathermont's Tattoo Parlour
Mr. Clathermont is having some difficulties and needs your assistance. Cards for this story are on its own page.
Seeking Information about the Theosophistical Society
Investigations into the the Theosophistical Society become available when you become sufficiently Embroiled in the Wars of Illusion and have access to Mahogany Hall. You can find out more on its own page.
Seeking The Meaning Of The Plaster Face
There's a plaster face on the façade of a house near your lodgings. Cards associated with this storylet can be found on its own page.
Intimate with a Secular Missionary
The Implacable Detective refers a Secular Missionary who needs help to you. Cards associated with this storylet can be found on its own page.
Intimate with a Revolutionary Firebrand
Increasing your Connected: Revolutionaries has put you in contact with the mysterious Revolutionary Firebrand. Cards associated with this storylet can be found on its own page.
Attending to the Needs of a Singular Plant
You may discover that a determined plant has barged its way through the floor of your lodgings. Cards associated with this storylet can be found on its own page.)
Your Very Own Infernal Contract
You seem to have one now. And you no longer seem to have a soul. Cards for this situation can be found on its own page.
A Person of Some Little Consequence
Acting on any of the following four cards will begin the A Person of Some Little Consequence storylet. Selecting any one prevents the others from being played.
A curious coincidence
Unlocks: Dangerous 100 - but you can't play it if A Person of Some Little Consequence is higher than 0
A possible coincidence
Unlocks: Persuasive 100 - but you can't play it if A Person of Some Little Consequence is higher than 0
Probably not a coincidence
Unlocks: Shadowy 100 - but you can't play it if A Person of Some Little Consequence is higher than 0
Almost certainly not a coincidence
Unlocks: Watchful 100 - but you can't play it if A Person of Some Little Consequence is higher than 0
This storylet continues in your Lodgings and is described on its own page
Wilmot's End
A New Move in the Game
A portly man licks the end of his pencil and squints at the paper he carries.
Unlocks: Doing Business in Wilmot's End 4
You must be at Wilmot's End to receive or play
A new tool in the drawer
A new cipher. Italian. Words written down as well as across. Devilish. Can you help?
(Watchful challenge, straightforward at 125)
On the Velocipede Squad
Increasing your Dangerous, and ownership of a Velocipede has put you in contact with the Knuckle-Scarred Inspector, who runs the Velocipede Squad. If you have the qualifications you can find yourself on the Velocipede Squad

The Inspector Calls
The Knuckle-Scarred Inspector hammers at your door with his truncheon. 'Open up! I need to 'ave a little word.'
Unlocks: Dangerous 110, Velocipede x 1
You come highly recommended by the Chief Constable
'The guv'nor sent me round. He said you can help us out. The Velocipede Squad is short-handed…'
Unlocked with Connected: The Constables 30
Colourful language for an inspector
The Knuckle-Scarred Inspector helps himself to your dinner while you brew some tea. 'Like I say,' he says through a mouthful of pastry. 'we're short-handed and the guv'nor vouches for yer. So yer in. Some calls us the Velocipede Squad, but the local villains call us the Pennies. We get in fast, we put the boot in, and then we pedal off. We ain't pretty, but we get results. And Mr Iron sees us all right if we get a bit excitable.'
'I see you've got yer own boneshaker, which will save us a few notes. You'll need a barker, but we'll buy yer bullets. Now get yer arse down to Concord Square, it's off Ladybones Road. There's villainy to be foiled!'

An occurrence! Your
'On the Velocipede Squad' Quality is now 1 - Putting the Boot In!
Your reputation as a pugilist serves you well.
'We're a bit short-handed in the Velocipede Squad right now. And I've heard you're a bit handy when it comes to putting the boot in.'
Unlocked with A Bringer of Death 1
(Dangerous challenge; almost impossible at 111)
A bit tasty with a shiv?
The Knuckle-Scarred Inspector helps himself to your dinner while you brew some tea. 'Like I say,' he says through a mouthful of pastry. 'we're short-handed and yer known to be a bit tasty with a shiv, so yer in. Officially we're the Velocipede Squad, but the local villains call us the Pennies. We get in fast, we put the boot in, and then we pedal off. We ain't pretty, but we get results. And Mr Iron looks after us if we get a bit excitable.'
'I see you've got yer own boneshaker, which will save us a few notes. You'll need a barker, but we'll buy yer bullets. Now get yer arse down to Concord Square. It's off Ladybones Road. There's villainy to be foiled!'

An occurrence! Your
'On the Velocipede Squad' Quality is now 1 - Putting the Boot In!
You bunged the Chief Constable a monkey.
Expensive tastes in primates, that Chief Constable. But the Velocipede Squad sounds like a fine amusement. And good exercise to boot.
Unlocked with Comprehensive Bribe 1
Polythreme Ho! (Screaming Map)
This card will begin the quest to acquire the Screaming Map and visit Polythreme.

Matters Cartographical
Do you know where you're going?
Unlocks: Route: Wolfstack Docks 1
Boast of your cartographical prowess
There's nothing the cartographers of London like more than an evening of roaring and rum down the Blind Helmsman. Your maps are the best!
(Dangerous Challenge: Straightforward at 86)
Leading nowhere good
Last night was something of a blur. Someone, who might have been you, drew a map to 'getting absolutely slewed'. You don't remember much after that, but you do have a few beer mats in your pocket. And look, someone has drawn on them.

Dangerous increase

Gain: 8 x
Map Scrap
Going nowhere
No. No no no. Oof. That's the last time you drink that. What was that? Gin and smoked tar, if your mouth is anything to go by.

Dangerous increase

Wounds increase
Pay a Retired Zee-Captain to tell you about the Screaming Map
They say it's the only safe way to get to Polythreme, where everything is alive. You can obtain Map Scraps by using Glim, or by embarking on a Scientific Expedition.
Unlocks: Map Scrap x 50
Paying for tall tales
The map itself is alive, y'see. Just like a Clay Man, but thinner and bendier. It's a queer sort of thing. It was broken into halves by that feller at the Bethlehem. Three halves, mebbe. Mebbe more. Like I say, a bit queer. Anyways, if you've a hunger to see the Memory Gardens and the Eye Temples, there's folks around Wolfstack Docks who might part with their half. Won't be easy to find. Though I expect someone like you could manage it.

You now have
Polythreme Ho! 1
lose 50 x
Map Scrap
This storylet continues in your Lodgings and at Wolfstack Docks is described better in the page for the Screaming Map

The Neath's Mysteries [Standard]
They say the Neath's destiny is bound with these deeper secrets…
A singular phrase
They say that history is seven jewels on a necklace, but two have never been seen. Doesn't one of your friends have a book on the subject?
[Unlocked with 20 x Cryptic Clue]
[Unlocked with Walking the Falling Cities 1]
A singular phrase
They say that history is seven jewels on a necklace, but two have never been seen. Doesn't one of your friends have a book on the subject?
Sharing Secrets of Ancient Cities: choose a player who is your friend on Facebook, or follower/followee on Twitter.
Choose a contact from the drop-down menu.
Your friend will receive a message about this. They can choose to accept it, or not. You can track outstanding invitations on the Home page.
A long evening
You pace your lodgings, wearing a trail into the carpet. Let's hope your friend comes soon with the book.
Receiver:
For you: <Sender> wants to share secrets with you about cities long dust.
Receiver:
Seven jewels, two yet to come. The Bazaar is a hand. Four the same, one different. - Walking the Falling Cities increase, Gain: 10 x Whispered Secret
Sender:
Seven jewels, two yet to come. The Bazaar is a hand. Four the same, one different. - Walking the Falling Cities increase, Gain: 10 x Whispered Secret
A strange sort of prank
You keep seeing something. A flash of vivid green in shop windows and the reflections of gaslamps in puddles. Perhaps you know someone reliable who can help you catch the joker.
[Unlocked with 20 x Cryptic Clue]
[Unlocked with Touched by Fingerwork 1]
A strange sort of prank
You keep seeing something. A flash of vivid green in shop windows and the reflections of gaslamps in puddles. Perhaps you know someone reliable who can help you catch the joker.
Tracing a Green Radiance: choose a player who is your friend on Facebook, or follower/followee on Twitter.
Choose a contact from the drop-down menu.
Your friend will receive a message about this. They can choose to accept it, or not. You can track outstanding invitations on the Home page.
Why would anyone do this?
There it is again, the briefest green flash, reflected in your own pocket-watch. This is maddening!
Receiver:
For you: <sender> wants you to help uncover the source of that green light that's seen reflected from shop windows and mirrors.
Receiver:
The source of the light will not be found, for it is not real. But it is closer than the width of a mirror. - Touched by Fingerwork increase, Gain: 10 x Whispered Secret
Sender:
The source of the light will not be found, for it is not real. But it is closer than the width of a mirror. - Touched by Fingerwork increase, Gain: 10 x Whispered Secret
Going to the theatre
The show is cancelled, the poster claims. Mahogany Hall - London't most notorious Music Hall and theatre - is closed tonight. You know better. You have two tickets to a secret performance of the forbidden Seventh Letter. Find a friend - you don't want to see that alone.
[Unlocked with Seeing through the Eyes of Icarus 1]
Going to the theatre
The show is cancelled, the poster claims. Mahogany Hall - London't most notorious Music Hall and theatre - is closed tonight. You know better. You have two tickets to a secret performance of the forbidden //Seventh Letter. Find a friend - you don't want to see that alone.//
A Forbidden Play: choose a player who is your friend on Facebook, or follower/followee on Twitter.
Choose a contact from the drop-down menu.
Your friend will receive a message about this. They can choose to accept it, or not. You can track outstanding invitations on the Home page.
Going the back way
The urchin eyes you suspiciously as you wait in the cold fog behind Mahogany Hall. Where is your friend? The performance starts soon.
Receiver:
<Sender> has tickets for the forbidden play, The Seventh Letter. You must go!
Receiver:
They say only six letters of it should ever be written together. The seventh will doom all. - Seeing through the Eyes of Icarus increase, Gain: 1 x Correspondence Plaque, Nightmares increase
Sender:
They say only six letters of it should ever be written together. The seventh will doom all. - Seeing through the Eyes of Icarus increase, Gain: 1 x Correspondence Plaque, Nightmares increase
Sharing a dream
The same dream again. The lush, bright garden. The half-eaten fruit. The mirror and the panther. And you're not the only one. Who else has had this dream?
[Unlocked with Approaching the Gates of the Garden 1]
Sharing a dream
The same dream again. The lush, bright garden. The half-eaten fruit. The mirror and the panther. And you're not the only one. Who else has had this dream?
A Bifurcated Dream: choose a player who is your friend on Facebook, or follower/followee on Twitter.
Choose a contact from the drop-down menu.
Your friend will receive a message about this. They can choose to accept it, or not. You can track outstanding invitations on the Home page.
Hoping for confirmation?
Perhaps it's nothing. Perhaps this dream is everything.
Receiver:
<Sender> has had the same dream as you! Speak to them about the half-eaten fruit and the mirror.
Receiver:
The details are identical. Two halves of one dream. But what was the great light in the sky to the South? - Approaching the Gates of the Garden increase, Gain: 10 x Whispered Secret
Sender:
The details are identical. Two halves of one dream. But what was the great light in the sky to the South? - Approaching the Gates of the Garden increase, Gain: 10 x Whispered Secret

A Dream about a Boat and a Spire
Not your usual kind of dream.
Unlocks: Watchful 100
A gift of sorts
The figure is both the Boatman and a Master of the Bazaar. It has something for you. Something you'll need. Something terrible.
Opening your eyes
The figure, who is both boatman and Master, leans close to you in the tiny black room. It hisses 'What have you been doing? How did you get here? What could you have possibly gained?'
It throws back its hood. Underneath, impossible letters burn themselves into your mind. You will never forget them. They will haunt your dreams and your future. These letters burn with cold fire. They are the Correspondence. The screaming you hear is your own.

An occurrence! Your
a Scholar of the Correspondence Quality is now 1 - Guest Lecturer!

You now have 1 of this: 'Archaeologist's Hat'

You've gained a new quality: Nightmares at 2 - Twitchy