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Contents
Chapter 1
Introduction����������������������������������������������������������������������������������������������������������������������������� 8
What is your London?�������������������������������������������������������������������������������������������������������������10
How To Use This Book������������������������������������������������������������������������������������������������������������������10
Reference����������������������������������������������������������������������������������������������������������������������������������������11
Chapter 2
Liminal London����������������������������������������������������������������������������������������������������������������������14
London Themes����������������������������������������������������������������������������������������������������������������������16
1. London is both a huge city and a smaller one���������������������������������������������������������������������������16
2. London is a multicultural city����������������������������������������������������������������������������������������������������16
3. London is a city in motion (but not always quickly)������������������������������������������������������������������16
4. London wears its history on its sleeve����������������������������������������������������������������������������������������16
5. London is a city of the Hidden�������������������������������������������������������������������������������������������������� 17
Pax Londinium����������������������������������������������������������������������������������������������������������������������� 17
Chapter 3
Factions of theHidden World����������������������������������������������������������������������������������������������� 20
The Council of Merlin������������������������������������������������������������������������������������������������������������22
The Court of the Queen of Hyde Park������������������������������������������������������������������������������������24
The Boggarts�����������������������������������������������������������������������������������������������������������������������������������24
The Duchess of the Bridges������������������������������������������������������������������������������������������������������������25
The Lady of Flowers�����������������������������������������������������������������������������������������������������������������������25
The Mercury Collegium����������������������������������������������������������������������������������������������������������27
The Jaeger Family�������������������������������������������������������������������������������������������������������������������30
The Order of St. Bede������������������������������������������������������������������������������������������������������������� 31
The Order of St. Bede: Media Division�����������������������������������������������������������������������������������������32
P Division�������������������������������������������������������������������������������������������������������������������������������33
Key Players in P Division (London Branch)�����������������������������������������������������������������������������������33
P Division and Forensics����������������������������������������������������������������������������������������������������������������35
The Sodality of the Crown������������������������������������������������������������������������������������������������������36
London Factions���������������������������������������������������������������������������������������������������������������������38
The Knowledge�������������������������������������������������������������������������������������������������������������������������������38
The Hidden (after Neil Gaiman)���������������������������������������������������������������������������������������������������39
Guild of Water and Light (the Lighters)����������������������������������������������������������������������������������������40
Guild of Tunnellers������������������������������������������������������������������������������������������������������������������������41
The Guild of Sewer Hunters����������������������������������������������������������������������������������������������������������41
Chapter 4
A City of Mysteries���������������������������������������������������������������������������������������������������������������� 44
Bible and Key Fortune Telling�������������������������������������������������������������������������������������������������������46
The Eaten Heart�����������������������������������������������������������������������������������������������������������������������������46
The Pig-Headed Woman of Maida Vale�����������������������������������������������������������������������������������������46
The Chelsea Smilers�����������������������������������������������������������������������������������������������������������������������46
A Red Rose as Payment of Debts���������������������������������������������������������������������������������������������������47
Body Invasions!�������������������������������������������������������������������������������������������������������������������������������47
Rough Music�����������������������������������������������������������������������������������������������������������������������������������47
Swordbearer������������������������������������������������������������������������������������������������������������������������������������48
Ravens and the Raven Master��������������������������������������������������������������������������������������������������������49
Secret Societies and Ancient Livery Companies����������������������������������������������������������������������������49
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Chapter 5
A City of The Dead and the Undead������������������������������������������������������������������������������������ 50
Plague Pits���������������������������������������������������������������������������������������������������������������������������������������52
Mr Killburn’s Acquisitions Association�����������������������������������������������������������������������������������������52
The Ghost Courts of London��������������������������������������������������������������������������������������������������������53
Chapter 6
A City of Gods and Goddesses��������������������������������������������������������������������������������������������� 56
The Palladia of London: Ancient Protections�������������������������������������������������������������������������������58
The Guardian Head of Bran the Blessed���������������������������������������������������������������������������������������59
The Bodies of Vortimer and Vortigern������������������������������������������������������������������������������������������59
The Ravens of the Tower of London���������������������������������������������������������������������������������������������59
The Goddess of the Land���������������������������������������������������������������������������������������������������������������59
Arthur’s Pledge�������������������������������������������������������������������������������������������������������������������������������60
Powers from Around the World����������������������������������������������������������������������������������������������60
The Cult of Diana the Hunter�������������������������������������������������������������������������������������������������������60
The Children of Ra: The Egyptian Insurgency������������������������������������������������������������������������������ 61
Yasmine Halim, Museum Curator�������������������������������������������������������������������������������������������������62
The Two Chinatowns of London���������������������������������������������������������������������������������������������������62
The Orisha of ‘Little Lagos’������������������������������������������������������������������������������������������������������������63
Chapter 7
Encounters in London���������������������������������������������������������������������������������������������������������� 64
Ahmed’s VHS Wonderland�����������������������������������������������������������������������������������������������������������66
Marge’s Pie and Mash Shop�����������������������������������������������������������������������������������������������������������66
The Golden Man of Trafalgar Square��������������������������������������������������������������������������������������������67
The Watch on Patrol����������������������������������������������������������������������������������������������������������������������67
Zephyr: A Liminal Courier Service������������������������������������������������������������������������������������������������68
The Dragon of Temple Bar������������������������������������������������������������������������������������������������������������68
The Temple Tailor: Mr Thresher and Mr Glenny��������������������������������������������������������������������������69
Beyond the Babadook: Cryptids and the LGBTQ+ Community�������������������������������������������������69
Chapter 8
The Worshipful Company of Investigators��������������������������������������������������������������������������� 70
Crew Goal���������������������������������������������������������������������������������������������������������������������������������������72
Base of Operations�������������������������������������������������������������������������������������������������������������������������73
Support�������������������������������������������������������������������������������������������������������������������������������������������73
The Alumni������������������������������������������������������������������������������������������������������������������������������������73
Connections�����������������������������������������������������������������������������������������������������������������������������������74
Simon D’Oliviera���������������������������������������������������������������������������������������������������������������������������78
Chapter 9
New Rules������������������������������������������������������������������������������������������������������������������������������ 80
Chronomancy�������������������������������������������������������������������������������������������������������������������������82
Bullet-time (1 point)�����������������������������������������������������������������������������������������������������������������������82
The Path That Forks (2 points)������������������������������������������������������������������������������������������������������82
The River Flows Backwards (2 points)�������������������������������������������������������������������������������������������82
Afterword������������������������������������������������������������������������������������������������������������������������������� 84
Index�������������������������������������������������������������������������������������������������������������������������������������� 85
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1. Highgate Cemetary 20. Point 37
2. New Aeon Bookshop 21. The Lion and Unicorn, Mercury Collegium
3. Camden Market Fae Horse Fair 22. St Paul’s Cathedral
4. The Gardens of Maida Vale 23. Museum of London
5. The Rooftop Gardens of the Ladies of Flowers 24. Aldersgate - Ghost Domain Gate
6. Hyde Park 25. Southwark Cathedral, Order of St. Bede
7. The Grenadier Pub 26. Billingsgate - Ghost Domain Gate
8. Sotheby’s 27. Bishopsgate - Ghost Domain Gate
9. Ahmed’s VHS Wonderland 28. Aldgate - Ghost Domain Gate
10. The Harry Price Library of Magical Literature 29. Aldgate East Tube, home of the Boggarts
11. British Museum 30. Petticoat Lane Rookery - The Hidden
12. St Giles Rookery - the Hidden 31. The Ten Bells Pub
13. Chinatown 32. Marge’s Pie and Mash Shop
14. Naval and Military Club 33. Old Nichol Street Rookery - the Hidden
15. Trafalgar Square 34. P Division Station House HQ
16. Cleopatra’s Needle 35. The Tower of London
17. Westminster Abbey 36. Jacob’s Island Rookery - the Hidden
18. The George Pub 37. Bermondsey Rookery - the Hidden
19. Temple Bar Memorial - Griffin the Dragon 38. Peckham Library
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Chapter 1
Introduction
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Chapter 1
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Introduction
Reference
London Under by Peter Ackroyd
A delightful short book from the author of London: The Biography, that gives excellent
insight into the history and content of London below the surface. Very readable and essential
for anyone looking to do tunnel-based adventures.
Ackroyd, P. (2011) London Under, London: Chatto & Windus
The Secret Lore of London edited by John Matthews and Caroline Wise
An essential read for those wanting to base their game around the mythological side of the
city, or to explore the idea of the Palladia. The first half of the book is a collection of
fascinating essays and the second includes a more traditional gazetteer of the city. It is hard to
pick this book up and not find something that could be the core of some case notes.
Matthews, J. and Wise, C. ed. (2016) The Secret Lore of London, London: Hodder and Stoughton
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Chapter 1
Websites
www.darkestlondon.com
An informative trove of a blog focusing on the historic detail of the city. You can easily lose
yourself in the vast detail of the content therein.
www.grimlondon.com
An interactive site that allows you to explore the darker side of the city, especially the sites
of murders and ghost sightings. This could almost be an in-game resource useable by
characters.
www.guerrillaexploring.com
A fascinating site that tracks the misadventures of individuals whose hobby is to go up, or
down, places that they are not allowed to go to! The recounting of their nocturnal delving is
a great read in and of itself, but the photos offer up visual inspiration for players and GMs
alike. Very useful.
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Introduction
13
Chapter 2
Liminal London
Come with me, and those that tire at all the world
we know for we have new worlds here!”
- Lord Dunsany, The Book of Wonder
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15
Chapter 2
When exploring London as a setting for Liminal, it could default to a rather generic urban
setting, with the odd landmark thrown in to remind everyone that it is in London and not,
say, Manchester or Glasgow. There are, however, some themes that you can incorporate into
your games that will make your version of Liminal London resonate with the reality and
folklore of the place itself.
London Themes
1. London is both a huge city and a smaller one
The wider area of London — Greater London — is massive and constitutes a goodly
percentage of the United Kingdom’s population and economic power. There are hundreds of
decent sized communities that would consider themselves as living in London without being
in, or near, The City of London, which is quite a small area of central London. The area that
we tend to see in movies and TV is quite small and the landmarks come thick and fast as you
walk through the streets. In game terms, you can frame your cases around central London and
hit those named places everyone is familiar with, but there is a world beyond that which is the
home to the people who live and work in London and many of the capital’s thriving
international communities.
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Liminal London
Beneath London are a myriad of crypts holding the bodies of the earliest, or most famous,
dead of the city. Famously, catacombs under Camden Market were once used as part of a
horse market and are still used that way, during nights of the fullest moon, by the Fae when
they bring forth their faerie steeds to sell off to the highest bidder. The city has a number of
rivers — tributaries of the Thames — that are lost to the surface world but continue to flow
under and through the city: The Effra, the Fleet, Earl’s Sluice, the Neckinger, the Tyburn, the
Walbrook and the Westbourne. Many of these are not traversable by mortals but can be used
by the Fae to move effortlessly around the city.
Pax Londinium
London is an ancient city that has been virtually destroyed twice: once in the Great Fire of
London in 1666 and again in the Blitz during World War II. Many of the Liminal beings in
the city trace their roots back to one or both incidents and they have become sensitive to this
happening again. Moreover, the city is positively packed with Liminal beings, ghosts, fallen
gods and goddesses and all manner of other beings.
The mayhem of Liminal London came to a head when a rogue weathermonger cast a spell
that backfired and resulted in the Great Smog of 1952. The factions in the city met,
within the court of the Queen of Hyde Park, and the Pax Londinium was agreed by all parties
involved. This treaty creates a boundary along the Thames. To the north of the Thames, the
Liminal beings are free to live, act and plot as they see fit. To the south of the Thames,
however, Liminal activity is to be kept to a minimum. It is confined to those who are tied to
this area, such as ghosts, and those few Liminals who gain permission to pass ‘south of
the river.’
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Chapter 2
The Pax Londinium is actively maintained by several factions:
[ The Knowledge monitor who is travelling south of the Thames. If you are refused transit
‘south of the river’ by a black cab, they almost certainly suspect you are breaking the Pax.
[ The Trolls of the Duchess of Bridges will stop Liminals from crossing bridges and tunnels
physically, unless they are accompanied by one of the Hidden.
[ P Division will strongly suggest that those who would set up operations across the
Thames should reconsider their actions.
Should a Liminal insist on operating south of the Thames and manage to avoid the Trolls,
they will be actively monitored by the South Side Guild of the Mercury Collegium and
members of both the Order of St. Bede and the Open Knot. Both groups have active
branches in the area, linked to several churches and mosques. If Liminals appear to be
interfering with mortal life, or starting a conflict within the Liminal community, they will
be removed. If the Collegium do it, they will be escorted forcibly back over the bridge. If the
Order or their allies are involved, things might be deadlier.
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Liminal London
19
Chapter 3
Factions of the
Hidden World
20
21
Chapter 3
The Council of Merlin sees London as a necessary evil. It is a place of great power, and
the sheer concentration of factions and artefacts in the city makes it a ‘place of great inter-
est’ — however it is just so damned common! The Council does maintain a pied-à-terre in the
exceptionally well-appointed form of the Medeis Club. The Medeis (Latin for magic — no-one
said the Council wasn’t obvious) Club sits in a very respectable area near Covent Garden. For
all intents and purposes, it is just another one of London’s many ‘gentlemen’s clubs’, with the
main point of interest being the seemingly impossible membership requirements which are
designed to allow the club to hide in plain sight while keeping the unwashed from the door.
When a member is in residence, the club will open its doors to them and their guests.
The inside of the club is exactly as one might imagine. Books from floor to ceiling, large oil
paintings of former members (in civilian clothes rather than their ceremonials), old leather
chairs, a raging real fire and the smell of cigar smoke and age-old whisky. Dining facilities are
available, and the Medeis kitchens produce truly magnificent meals with the freshest
ingredients from around the world. The wine and spirit offerings are second to none, and
all food and drink is charged to the Council. The idea of money changing hands within the
confines of the Club is simply unthinkable.
Each member maintains their own room within the club, using a Thriceways Gate to hide
the contents and the room itself from this reality. The furnishings of each room are unique
to the Council member, with many using the same room across other club houses in Glasgow
etc. to create a rapid transport route between the cities — enter the room in London, exit
into Glasgow.
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Factions of the Hidden World
The Council also maintains a ‘honey trap’ of sorts, in an attempt to find potential new
recruits or agents within the city. Within the University of London’s iconic Senate House
Library lies the Harry Price Library of Magical Literature. This collection of almost 13,000
books, pamphlets and periodicals, dating back to 1472, has grown since its original
acquisition by the Library in 1936, and one such expansion was the insertion of several clues
to the whereabouts of the Medeis Club in the city. If a student or researcher can find the
clues and solve them, they have earned themselves an audience with a member of the Council
as well as a fine evening meal at the club. Should they meet the approval of the member in
residence at the time, they could potentially become an apprentice. If not, their sorbet course
will cleanse their mind as well as their palate, and they will be deposited on their front door-
step, none-the-wiser for their brush with the magical elite.
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Chapter 3
The Queen of Hyde Park, one of the most powerful Fae in the realm and regarded as the
absolute protector of the city’s faerie population, does not rule over the only Fae realm in the
city. There are other, smaller courts that either count themselves as wholly independent of the
Queen — a foolish choice on their part — or as vassals.
The Boggarts
Boggarts are rife in parts of London, with some experts classifying them as an actual Fae
infestation. These small, mischievous and utterly irritating goblinesque sprites live to acquire
things that were formerly someone else’s. Whether the former owner agrees that the Boggart
should have the thing is neither here nor there — everything that isn’t literally tied down
belongs, in the Boggart’s mind, to the Boggart. The largest nest of Boggarts is within the
tunnels of the abandoned tube station at Aldgate East. Cross into their Fae realm, through
one of the abandoned portals, and you enter a cornucopia of junk and pilfered treasures.
Their leader, the King Pilferer, considers this realm to be his and his alone to rule. He also
sees the petty dictats of the Queen of Hyde Park, the Mercury Collegium, the Hidden Guilds
and of course, P Division, as simply challenges to overcome!
The King Pilferer
[ Drive: Acquire everything that isn’t screwed down … and carry a large screwdriver!
[ Skill Cap: 4
[ Focus: Magician
[ Physical Skills: Athletics-2, Awareness-2, Melee-1, Stealth-4, Survival-2
[ Mental Skills: Lore-1, Technology-2
[ Social Skills: Streetwise-3
[ Traits: Breaking and Entering, Night Sight, Quick Reflexes, Scavenger, Sneaky
[ Limitation: Obliged (Lead the Boggarts until a better thief appears and then renounce
the throne)
[ Endurance: 10
[ Will: 8
[ Damage: d6+2 (Jagged blade)
24
Factions of the Hidden World
25
Chapter 3
Lady Verbena, A Knight of Flowers
[ Drive: Advance the agenda of the Lady of Flowers, whatever that may be
[ Skill Cap: 5
[ Focus: Magician
[ Physical Skills: Athletics-2, Awareness-2, Melee-5, Stealth-3
[ Mental Skills: Art-2
[ Social Skills: Charm-2, High Society-2, Rhetoric-4
[ Traits: Graceful, Presence, Quick Reflexes, Glamour
[ Limitations: Obliged (In service to the Queen of Hyde Park), Vulnerability (Bronze)
[ Endurance: 10
[ Will: 10
[ Damage: d6+3 (Sword)
26
Factions of the Hidden World
Wide boys, gangsters and ‘profit-minded people of business’ are all part of the descriptions
that have been used for the Mercury Collegium in London over the years. There are no less
than four Collegium guilds in the city; one covers the East End, one covers the financial
district in the City of London, one covers the West End and the final guild covers ‘South of
the River’.
The East End Guild is led by ‘Black’ Bob Anderson, an accomplished master of the magical
arts and an old fashioned East End gangster. Black Bob runs a tight ship, regulating all
magical crime in his ‘manor’ with an iron fist and running a strict ‘no shitting on your own
doorstep’ rule — woe betide any criminal who dares try his hand stealing from his own
community! That’s just not respectful. Black Bob’s enforcers tend to be men and women with
a certain look; shirt and tie, dark suit, lots of golden bling and almost certainly visible scars
and tattoos.
Black Bob Anderson
[ Drive: To keep the East End running all pukka!
[ Skill Cap: 5
[ Focus: Magician
[ Physical Skills: Awareness-3, Melee-1, Shoot-2, Stealth-2
[ Mental Skills: Business-2, Lore-3
[ Social Skills: Charm-3, Conviction-5, Streetwise-5
[ Traits: Presence, Geomancy (Sense of Eyes, Danger Sense)
[ Limitations: Obliged (by the Laws of the Mercury Collegium)
[ Endurance: 8
[ Will: 13
[ Damage: d6+1 (knife), d6+3 (concealed illegal firearm)
27
Chapter 3
The City of London Guild is coordinated by Melissa Jones, a former Warden of the
Council of Merlin and a bona fide financial genius. Jones, notorious equally for her business
acumen, ruthless attitude to killing, and sexual appetites, considers the City of London and
all within it to be her property and she will crush anyone who thinks they can steal from her,
or her charges. Many of the leading financial institutions understand the influence that Jones
holds and pay her a substantial amount for her protection. Her enforcers, or auditors as she
calls them, descend upon a company who is threatened by a hacker or a more mundane threat
and ‘neutralise the threat to their assets.’
Melissa Jones
[ Drive: Maximise profits through ruthless ‘corporate efficiency’
[ Skill Cap: 5
[ Focus: Determined
[ Physical Skills: Awareness-3, Melee-3, Shoot-3
[ Mental Skills: Business-5, Education-3
[ Social Skills: Charm-5, Conviction-2, High Society-2
[ Traits: Big Business, Rich, Silver Tongue, Words That Bind
[ Limitations: Obliged (by the Laws of the Mercury Collegium)
[ Endurance: 8
[ Will: 12
[ Damage: d6 (unarmed), d6+3 (concealed illegal firearm)
The West End Guild belongs to Glorious, a non-binary Changeling thief who spends their
time equally between their love of pilfering and their love of theatre. Glorious does not hold
the West End in the same iron grip as Black Bob does the East End, but they are more than
capable of letting people know that they are not amused. A dead rose on your pillow? A
reflection of you in rictus agony locked into your shaving mirror? A recurring dream of your
own death? That is Glorious’ way of letting you know that you have displeased them.
Glorious
[ Drive: Steal art, steal memories, steal hearts — just steal.
[ Skill Cap: 5
[ Focus: Magician
[ Physical Skills: Awareness-4, Melee-2, Stealth-2
[ Mental Skills: Art-5, Business-2, Lore-2
[ Social Skills: Charm-1, Conviction-2, Empathy-4, Streetwise-2
[ Traits: Graceful, The Sight, Shapechanger (mouse), Blessings and Curses
[ Limitations: Obliged (by the Laws of the Mercury Collegium), Marked
[ Endurance: 8
[ Will: 10
[ Damage: d6+1 (knife)
28
Factions of the Hidden World
The South Side Guild acts within the confines of the Pax Londinium and as such are led
by a retired member of the Order of St. Bede, Father Davy Moore. The Father was trained
as a Man in Black at the Order’s facility in Durham but also instructed at the Monastery in
Jarrow. He is not a man to be trifled with. The South Side Guild operates to support the
Order’s peace south of the Thames by restricting the amount of Liminals on mundane crimes
to an absolute minimum. Moore and his Guild are not a natural fit with the rest of the
Mercury Collegium, but they do a much-needed job and are tolerated by their brethren on
the north of the Thames.
Father Davy Moore
[ Drive: Maintain the Pax Londinium
[ Skill Cap: 5
[ Focus: Tough
[ Physical Skills: Athletics-5, Awareness-2, Melee-5
[ Mental Skills: Education-2, Lore-3
[ Social Skills: Conviction-5, Empathy-2, Rhetoric-2
[ Traits: Brawny, Healer, Investigator, Words That Bind
[ Limitations: Obliged (by the Laws of the Mercury Collegium)
[ Endurance: 17
[ Will: 13
[ Damage: d6+2 (fists)
With four guilds in one city, there needs to be some sort of coordination and
communication and this happens at the ‘traditional London boozer’, The Lion and Unicorn,
just off Fleet Street. Here, the leadership and members of the four guilds come together to
discuss matters criminal and to ensure that all matters of magical demarcation are understood
and agreed. The pub itself has adapted to its adopted clientele and is as likely to stock a case
of Newcastle Brown Ale to satisfy Davy Moore’s yearning for home as it is to have a bottle of
exquisite champagne chilled and ready for Melissa Jones. Never Prosecco!
29
Chapter 3
30
Factions of the Hidden World
There is a world of difference between a world where the public believes in ghosts and one
where they actively fraternise with the undead. London is a city where folklore and legend
seep from every brick and street corner, but it is not a city that should become some sort of
sanctuary for the otherworldly. This is the balance that the Order of St. Bede is faced with
in the capital. To totally eliminate any trace of the Liminal from London would be to kill the
very soul of the city, but it is so saturated with the Hidden that the Order is obliged
to intervene!
The main Preceptory of the Order in London is in and around Southwark Cathedral. The
Cathedral offers them a secure footing within the area protected by the Pax Londinium. It is
the home to the Preceptor of London, Archdeacon Gabriel Rose and his team of Wardens
and Men in Black.
Archdeacon Rose is a pragmatic man who understands that the needs of the many mortals
in his care outweigh the risks that are brought onto God’s Earth by surrendering much of
North London to the Liminals. He is also a devout man, and he sees little harm in filling the
capitalist, sordid and debauched streets of Westminster, Soho and the ‘Square Mile’ with the
supernatural filth. It keeps the sinners in one place. To those ends, he also accepts (with only
a little trepidation) the assistance of the South Side Guild of the Mercury Collegium in the
maintenance of the Pax despite their harboring of magical practitioners in their number.
Archdeacon Gabriel Rose
[ Drive: Stop the Liminals from overwhelming London
[ Skill Cap: 5
[ Focus: Determined
[ Physical Skills: Awareness-2, Shoot-4
[ Mental Skills: Lore-3, Medicine-2
[ Social Skills: Conviction-5, Rhetoric-4, Streetwise-3, Taunt-3
[ Traits: Bookworm, Investigator, Presence
[ Endurance: 8
[ Will: 15
[ Damage: d6+3 (Shotgun)
31
Chapter 3
32
Factions of the Hidden World
P Division
“London, population? Who the Hell knows? Supernatural population? More than
I care to mention! When your average gangland rumble can have someone calling
down bolts of lightning from the sky, Brick Lane market has a friggin’ boggart selling
‘Objets D’Fae’ to tourists who don’t know the rules and every so often one of the
locals goes feral and rips up a Pomeranian on walkies in Hyde Park, every day is a
new and friggin’ thrilling experience on the Watch. Yeah, the Watch. That’s what
we call ourselves. It gives us a sense of pride and oneness. You know, better than the
arse-end of nowhere division of Her Majesty’s Most Secret Service with less funding
than your average day care centre. Oh yeah, welcome to P Division. That’s your
career prospects heading South of the river!”
- The ever-positive Detective Inspector Skinner’s traditional induction pep talk.
The London branch of P Division, or ‘The Watch’ as they call themselves, are the busiest,
most talented and most needed branch of the Division. If something supernatural is going to
kick off, it will usually happen in London. They must watch over the largest concentration of
Hidden cultures in the country, millions of tourists bringing God knows what into the
country, dozens of centres of ley power, one of the main Fae realms, and keep the
Government and the Royal Family safe and secure. Overtime, as they are wont to remind
anyone that will listen, is never a problem.
P Division are not, however, based in London, but instead maintain their headquarters in a
refurbished and kitted out abandoned mine in Shropshire. The fact that ‘The Mine’ is in the
middle of nowhere has not escaped the notice of the Watch and the rather disheveled state of
their base, a ramshackle formerly abandoned station house in the East End (that they jokingly
call ‘Walford Nick’ or ‘Sun Hill’) is usually blamed on the drain of funding to The Mine.
The command structure of P Division in London is complicated by the proximity of the
Home Office and the scant few civil servants who are allowed to know about the existence of
this particular branch of the Metropolitan Police. Oversight is provided through the Home
Office and the Joint Committee on Internal Security Strategy, a rather obscure committee
that has no official record and a ‘black’ budget that appears to be drawn from the excess
stationary budgets of other Government departments; no-one cares about the workings of
the JCISS.
33
Chapter 3
Detective Inspector Skinner is the typical salt-of-the-Earth ‘copper’ who has a serious issue
with just about everything on the planet. He wakes up in the morning, sees the sun and starts
complaining. He has a real distrust of all things magical and is more than willing to throw
anyone he even thinks is practicing magic on the shady side into the cells for a night.
Inspector Skinner
[ Drive: Maintain the Queen’s Peace, one kebab at a time.
[ Skill Cap: 4
[ Focus: Determined
[ Physical Skills: Awareness-2, Melee-2, Shoot-3, Vehicles-2
[ Mental Skills: Lore-2, Technology-2
[ Social Skills: Conviction-3, Streetwise-2, Taunt-2
[ Traits: Brawny, Investigator, Sharpshooter
[ Endurance: 8
[ Will: 13
[ Damage: d6+2 (fists), d6+3 (pistol)
Sergeant Silje Andersen is best described as a ‘special adviser’ to the Watch in matters of
capture and elimination of supernaturals. Seconded from SO-15, Counter Terrorism
Command after an incident with a rogue elemental at the Canadian embassy, Andersen
offers the Division a higher impact, no-holds barred option when it comes to battling
supernatural threats. Divisional rumour has it that Andersen is responsible for over 50% of
the Division’s collars and 75% of its collateral damage budget.
Silje Andersen
[ Drive: Terminate supernatural threats with extreme prejudice
[ Skill Cap: 4
[ Focus: Tough
[ Physical Skills: Athletics-4, Shoot-3, Melee-4
[ Mental Skills: Technology-1
[ Social Skills: Conviction-2, Taunt-3
[ Traits: Supernatural Strength, Quick Reflexes, Sharpshooter
[ Limitation: Uncontrolled Anger
[ Endurance: 16
[ Will: 10
[ Damage: d6+4 (Fists), d6+4 (Heavy Assault Weapons), d6+7 (Heavy melee weapon)
34
Factions of the Hidden World
Police Constable Nazreen Faruk is the newest member of the Watch and a born-and-bred
Londoner of Bengali descent from the East End. Her family are not 100% behind her move
into the police and only her grandmother, Abba, is aware that she is part of P Division.
Nazreen is an untrained chronomancer (see pg. 82) but this presents itself as instinct rather
than overt conjured magic. Should she ever become an apprentice to a ‘proper’ magician she
has the potential achieve great things.
Nazreen Faruk
[ Drive: Discover the true extent of her powers
[ Skill Cap: 4
[ Focus: Magical
[ Physical Skills: Athletics-1, Awareness-3, Melee-1, Vehicles-1
[ Mental Skills: Lore-1, Education-1, Lore-1
[ Social Skills: Charm-2, Conviction-2, Empathy-3, Streetwise-1
[ Traits: Investigator, Chronomancy (The River Flows Backwards)
[ Limitations: Obliged
[ Endurance: 9
[ Will: 10
[ Damage: d6 (fists), d6+1 (baton)
35
Chapter 3
London provides a perfect venue for vampires to thrive: plentiful warm bodies to feed
upon, a myriad of dark alleys and passageways, links to history that make it familiar and safe
for the immortal and, of course, a labyrinth beneath the streets to explore and populate.
However, London remains, on the face of it, free from vampiric infection. The so-called
‘Dracula Wars’ of the early 1980s — officially dubbed Operation Thorn — burned out dozens
of vampire nests across the capital and was, to this date, the largest operation launched solely
by P Division against any supernatural threat. Since then the vampiric specialists within P
Division, uneasily aided by the hunter-priests of the Society of St. Bede, have stamped out
any vampires that appear in London and its environs. One wag at The Watch HQ even has a
‘Days Since Vampire Attack’ clock on his screensaver.
The Sodality likes it this way. London has always been too obvious a choice for their
endeavours and whilst many of them would love to return to their old haunts and rule from
the salons of their darkened townhouses of old, it just isn’t viable. Instead, they work from
other places, sending agents into London to plant seeds of their chaos. After all, their final
target, the Royal Family, holds their seat in the middle of the city!
There is another matter in London that disturbs them greatly, and that is the rise of the
rogue vampire lord John Williams. In 1811, Williams was accused of the Ratcliffe Highway
murders — a grisly series of killings where seven people lost their lives. Reports have it that the
murders were carried out by a spiked maul and Williams was found hanged during his trial.
The mob buried him on non-consecrated ground, staked through the heart, upside down and
at a crossroads. The true story was that Williams had been turned to vampirism during his
time abroad as a sailor, and had torn the dead families apart as he fed. A Crew of Liminals,
operating in Georgian London, tracked him down and paralysed him with magic, making it
appear that he was hanged. They drove the mob to bury and stake Williams in such a way as
to stop him from ever rising again.
That was until 1886 when the body was dug up and the skeleton uncovered. A workman
withdrew the stake from the skeleton and slowly, the paralysing magic dissipated. Williams
began the tortuously slow regeneration that comes without human blood. Crawling as a
skeletal monstrosity in the sewers, he fed on rats and other vermin and slowly regained his
musculature and mobility. Williams now dwells deep in the abandoned underground tunnels
beneath the city, gathering his nest of neophyte vampires and dhampir agents. He sends his
minions out into the city to bring fresh flesh, new converts, or to practice his old profession —
highway robbery.
36
Factions of the Hidden World
John Williams
[ Drive: Build his own undead kingdom beneath London
[ Skill Cap: 5
[ Focus: Magical
[ Physical Skills: Athletics-5, Awareness-5, Melee-5
[ Mental Skills:
[ Social Skills: Charm-3, Conviction-5, Streetwise-2, Taunt-5
[ Traits: Supernatural Strength, Night Sight, Quick Reflexes, Monstrous Toughness (x2),
Rapid Healing (Flaw: Silver), Presence, Frightening
[ Limitations: Weakened by Sunlight, Vulnerability (Garlic, Mirrors)
[ Endurance: 29
[ Will: 13
[ Damage: d6+4 (fists)
“I swear Officer, the cab was pulled up at the lights and suddenly these three scruffy
lads — couldn’t have been older than twenty — jumped all over the car. One of them
ripped the door off, clean off, honest, and dragged the passenger in the back out on
the street. Another one grabbed the bloke and … Christ’s sake, he tore his arm off,
clean out of his socket. The last one mounted the bonnet of the cab and just stared
at me, licking his lips. And I swear, the kid had fangs. No word of a lie!”
- Cabbie Joe Malone giving a witness statement to an attack near Canning Town.
37
Chapter 3
London Factions
The Knowledge
“I have managed, in my time in the city, to communicate with forty eight of the fifty
facets of the Knowledge; all except #1 and #32. #1 remains the most elusive but I
am assured that he operates on the streets around Soho. I can report that each of the
facets is, indeed, identical. Each has the same knowledge of the city and yes, each
one holds the exact same opinion as to the dubious parentage of the members of the
West Ham board. They are, for all intents and purposes, a spiritual hive mind and,
I would suggest, the nearest thing this city has to a ‘soul’”
- Lynnette O’Rourke, independent geomancer reporting to the Council of Merlin
The iconic London Black Cab is a symbol known around the world and the streets of the
capital are usually swarming with these uniquely shaped carriages. However, those with a keen
eye will notice something strange about certain cabs … namely those numbered 01-50. They
all have the same driver. Short, white, middle-aged with dark receding hair and a two-day
stubble. He wears glasses with a little bit of white tape holding the left leg onto the frame and
he has an inordinate number of sovereign rings on his hands. His grasp of the streets of
London is encyclopaedic and his banter always includes the most up-to-date gossip on
whatever is happening at that time.
Welcome to The Knowledge, the supernatural embodiment of the spirit of London, a true
genius loci of the City.
The origins of the Knowledge are as distant as those of the London cab itself, with roots
going back to Oliver Cromwell’s time. Whether it has been driving Hansom Cabs,
shepherding Londoners to the bomb shelters in the Blitz, or arriving in the right place at the
right time despite ludicrous traffic jams, the Knowledge has been there for a long time.
As a faction, the Knowledge is a neutral party to the conflicts that rage across the Hidden
World. It maintains itself as a free broker of information and transport for those working in
the best interests of London. Working for the city means that a cab will magically appear just
when you need it to escape a pack of blood-thirsty dhampirs, or a chat with the cabbie on a
drive around Regent’s Park will drop in some crucial information about a missing artefact.
However, if the Knowledge deems you to be working against the best interests of London your
life will be a living Hell. No transport will work for you, traffic lights will constantly turn to
red, and your beloved Wi-Fi connection will disappear for no palpable reason.
As a result, most London-based factions operate in such a way that they might cause grief to
each other, but the physical integrity of the city itself, and its mundane inhabitants, is rarely
ever threatened. Even the Mercury Collegium will tend to target marks who are from ‘out
of town’, and the Jaegers have a strict dictat about hunting within the city boundaries. The
Sodality of the Crown would worry about antagonising the Knowledge, if they understood the
importance of digital communication and rapid transport … but they don’t!
38
Factions of the Hidden World
“We are the Hidden. Society no longer sees us. We’re inconvenient, dirty, awkward
to consider. People who have enough change for a cup of over-priced milky foam can-
not spare me one quid for food. So we look after ourselves now and guess what, we
look after them too. Why? Because it’s the right thing to do. The Guild all do their
jobs and keep the Visible safe from the dark and the City provides for us. Some call
it karma, others symbiosis. Me? I just cannot think of a kid alone in the dark.”
- Sparrow, formerly a student of biology at Queen Mary’s, now a member of the
Guild of Water and Light
The Hidden are the lost people of the streets of London, who, through the latent magics
of the great city have slipped through the cracks into their own Hidden world. Overlooked
by mundane society — those they sometimes call ‘Visibles’ — the Hidden have coalesced into
small communities which they call ‘rookeries’ after the squalid slums of 18thC London.
The Hidden live close to each other, mixing their dwellings between the derelict and empty
buildings and the tunnels beneath them. Each rookery has a rudimentary sense of leadership;
elected, selected or enforced, but the laws and their enforcement as part of Hidden society
vary vastly between rookeries and this can prove exceptionally difficult for a ‘visible’ that
becomes involved.
The Hidden involve themselves in ‘Visible’ society in several different ways. They can
forcibly make themselves known to people, slipping back out of the Hidden World. In this
way, the Hidden can be involved with Crews (e.g. Morgan in the Worshipful Company of
Investigators.) They also interact through their Guilds — groups of Hidden that provide
services for mundane and Liminal individuals who need their special services.
39
Chapter 3
If you engage with a Guild, you will have to pay a price, and it is rarely, if ever, money.
Sometimes it takes the form of food and clothing, but usually it is bartered in the form of
promises and favours. Not binding in the same way as a Warder’s geas magic, these
agreements still hold currency. To renege on an agreement with the Hidden is to instantly be
Marked as an oath breaker and to be persona non-grata to every Hidden in the city. No aid
will come the way of you and yours until your debt is settled and a formal apology has
been rendered.
Imagine a child, lost and alone, who wanders into a tunnel to find shelter from the rain
and the darkness. They wander further into the tunnel to escape the wind, take a turn here, a
twist there and suddenly they are lost — vulnerable to whoever, or whatever, dwells below. Or
a student, drunk from their night time revels, slips and plunges into the Thames, trapped in
the debris and mud and victim of the rising tide.
The child sees a light in the darkness and a helping hand guiding them towards the
entrance. The student sees someone wading through the water, lifting them from the sand
and helping them to the nearest ladder. These Hidden are the Guild of Water and Light,
pledged to aid fallen Visible Londoners from the many hazards of the City. The Guild
maintains a nightly watch over the Thames and patrols on the myriad tunnels beneath the
city. Sometimes they work alone, sometimes in small groups and sometimes with their dogs,
who can sniff out a lost child.
Sparrow
[ Drive: Bring the children back into the Light
[ Skill Cap: 4
[ Focus: Determined
[ Physical Skills: Athletics-2, Awareness-2, Stealth-4, Survival-2
[ Mental Skills: Lore-1, Medicine-1
[ Social Skills: Charm-1, Conviction-1, Empathy-2, Streetwise-1
[ Traits: Animal Sense, Breaking and Entering, Forgettable, Scavenger, Sneaky
[ Endurance: 10
[ Will: 11
[ Damage: d6 (fists)
40
Factions of the Hidden World
Guild of Tunnellers
“So, you want to get this … package, from the Southbank to Camden without
anyone seeing it? Visible or Hidden? Sure, we can help you with that … but it’ll cost
you? For you, nothing too much, just a promise that one day, we can ask you for a …
donation. *spit* Shake on it?”
London sits on a maze of abandoned or rarely used tunnels, corridors, sewers or hidden
chambers. It is a modern-day labyrinth with more than one metaphoric minotaur to avoid.
However, if you want to travel across the city unnoticed, it is the quickest way to do so,
assuming you know the way. That knowledge — the lost maps of the true London
underground — are where the Guild of Tunnellers comes into play.
Journeys in the tunnels almost always happen at night and because of this, the Guild of
Tunnellers are well known to the urban exploring community. Should one fall into trouble,
the other will seek to help. The explorers know that the Guild will help them should they get
lost and the Guild knows that the explorers will keep their secrets safe. The Guild also has a
live-and-let-live understanding with the workers on the London Underground. In return for
turning a blind eye to their flitting through the shadows, the Guild provides the Tube with
the pithy, quirky messages on their station announcement boards. What? You thought the
Tube staff thought them up themselves….?
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Chapter 3
Sewer Hunter
[ Drive: If it leaps, crawls or slithers in the dark, kill it
[ Skill Cap: 4
[ Focus: Tough
[ Physical Skills: Athletics-3, Awareness-2, Melee-3, Stealth-2, Survival-2
[ Mental Skills: Lore-1, Medicine-1
[ Social Skills: Streetwise-1, Taunt-2
[ Traits: Brawny, Night Sight, Sneaky
[ Endurance: 15
[ Will: 8
[ Damage: D6+5 (jagged hunting barb)
Queen Rat
43
Chapter 4
A City of Mysteries
44
45
Chapter 4
Liminal London is rife with strange rituals, mysterious rumours and unfathomable taboos
that cross dozens of different cultures and time periods. This chapter includes a dozen
different London-themed mysteries or rituals that can be added to your games or form the
basis of an investigation.
46
A City of Mysteries
say that the Smilers are just an urban myth, cooked up by older children to terrify their
younger counterparts. But wiser souls suggest that the Smilers are, in fact, real — or as real as
a rogue group of Fae can be considered real; rogue Fae who feed from the terror of tormented
children produced by the Fae's glamour.
Elizabeth Hatton, wife of William Hatton, chancellor of England and favourite of Queen
Elizabeth I, was one of the most politically and socially successful women of her time. This
was attributed by many to a pact with the Devil himself but that was discounted as
superstition and jealousy. Discounted until one night, after a particularly lavish dinner, when
the Devil returned to close on his deal, ripping Elizabeth Hatton limb from limb, consuming
her flesh and leaving only her bleeding heart behind. Pacts and deals in Liminal London are
a serious business and anyone entering into one lightly is reminded of the fate of Elizabeth
Hatton. Some older beings hold to the old ways and seal their pacts with the pledge of the
bleeding heart, just to make sure.
Body Invasions!
Another recurring tale of Liminal London is the horrific prospect of the invasion of the
body by insects. It always starts the same: a small scratch or cut, and a single insect finding its
way inside the victim. Inevitably, the victim grows ill, becoming bed-ridden. Then, one
morning, the victim’s skin ruptures and hundreds (or thousands) of insects spew out of the
wound, having eaten away the victim’s flesh from the inside out. This is a tale that has been
repeated across the city through the years and is almost certainly a particularly pernicious
curse from a truly angered mage.
Rough Music
The ancient practice of Rough Music amounted to a method for a community, through
mocking and rowdy behaviour, to show disapproval at someone’s actions when the authorities
have not handled the matter. Usually these were matters domestic, involving the broaching of
a community’s social or moral boundaries.
Whilst on many occasions this rough music amounted to a raucous evening display of
noise, music, name-calling (although never the name of the actual person) and maybe the
burning of the odd effigy, in Liminal London, rough music is the name given to the self-
policing practice of the Mercury Collegium when their members break the most sacred of
47
Chapter 4
bonds and thieve amongst themselves. The Collegium members will group together to harass
and harangue the deviant in any number of inventive ways; bank accounts empty, car engines
fuse, gardens die, radios always turn on full volume when they approach. After a week of this
nonsense, most mages will admit their transgression and throw themselves on the mercy of
their Guild leaders.
Swordbearer
The Lord Mayor of London has had a ceremonial swordbearer since the 15th Century ‘to
support the honour of his Lord and the City.’ The Sword Bearer is not, as it may seem at
first glance, an appointment made for civic purposes, but rather another sign of the détente
between the Queen of Hyde Park and the mortal authorities. The Sword Bearer is always a
changeling accepted and trained by the Queen’s courtiers as a Knight. Should anyone seek to
attack the Lord Mayor, the Sword Bearer is charged with intervening on behalf of the faerie
Queen, and each time this happens, the Queen is owed another favour by the mortals. She
currently holds two favours over the City of London, saving them for the moment of her own
personal greatest need.
48
A City of Mysteries
49
Chapter 5
50
51
Chapter 5
London has been associated with death for centuries. In the past, it was the world’s largest
city, and the sheer logistics of dealing with the disposal of so many dead bodies at the time
required some innovative solutions. However, the gruesome history of London and the dead
is a constant theme and one that permeates throughout Liminal London.
Plague Pits
A long-standing belief about London is that the dead bodies from the Black Death and the
Great Plague were buried in mass graves — so-called ‘plague pits’ — leaving huge depositories
of bones and bacteria deep below the ground. There is actually very little evidence to back this
belief up — and that is exactly how the Council of Merlin wants it to be. If the truth was more
well-known, London would become the epicentre for necromancers from around the world!
London always had a problem with the disposal of its dead and has resorted to a number
of innovative methods over the years, including a ‘necropolis railway’ carrying the dead to
graveyards far outside the city limits. However, the city is built on layer upon layer of dead
bodies, abandoned graveyards and yes, some mass burials. The issue came to a head with the
excavations of London to accommodate the Underground and the Eurostar network. Whilst
most of the tunnelling has been careful, with specialists being called in to remove any bodies
uncovered, the spiritual disruption has been extreme. The Underground is a seething battery
of negative magical energy waiting to be harnessed and the Council knows that it is only a
matter of time before someone does.
The Council of Merlin has utilised a number of different resources to counter this
haunting energy. The most obvious are their cadre of talented spirit-calmers; buskers. Sure,
some buskers are actually musicians trying to earn some money entertaining the passing
commuters, but some are highly trained bards, who use their music to calm the spirits that
rage through the tunnels. Another resource is the design of the stations themselves. The long,
seemingly never-ending tunnels and random stairs may seem like simply underground
engineering, but during the design of the system the Council was on hand to advise on
creating intricate, three-dimensional cold iron structures that warded the stations against the
negative energy. Those with the Sight may be able to see the patterns of magical channelling
running through the stations, creating a form of magical Faraday cage. Finally, there is the
entity known as the Gap — and that’s why you are constantly warned to beware of it!
The relationship between London and the Ghost Courts is one that harks back centuries.
London has been killing innocent people — both nobles and commoners — for centuries, and
the sheer volume of emotional resonance this creates has made it a magnet for undead spirits.
The city is packed with stories of ghostly sightings, with almost every area having a number of
local spirits.
The ghostly resonance is so strong in London that the city and its ghosts have warped the
energies in the city that surround death. Geomancers and Necromancers of the Council of
Merlin have worked tirelessly to discover how and why this happens, but the upshot is that
a person who is going to be murdered or otherwise killed in a way that might leave a ghostly
presence is liable to appear to their loved ones at the moment of death to pass on a message
about their predicament. In the capital, numerous cases for Liminal Crews start with a
soon-to-be ghost appearing and pleading to catch their killer — even as the killing is being
carried out!
Moreover, London has four gated boundaries; Aldgate, Billingsgate, Aldersgate and
Bishopgate. Each of these areas has a specific Hidden gate, and entering one allows you to
pass into the Ghost Domain of London, the spirit world filled with the missing, destroyed
and forgotten, and the many Ghost Courts of the City.
53
Chapter 5
Major Bradell at the Naval and Military Club
This gentlemen’s club is haunted by the ghost of an officer who was killed in an air-raid in
1941. Bradell appears in the club still wearing his service dress long coat. The press reported
that the ghost was not going to be exorcised ‘as he was still a member’ which is nearer the
truth than they know. The club, located on St James Square near both Downing Street and
Buckingham Palace, acts as a known common ground for those in power who wish to speak
to their ghostly forebears. It even has a special smoking room where members — and their
guests — can talk discreetly with representatives of the Ghost Court.
Reports have been made of a bus appearing suddenly on the streets around Kensington, in
the red and white livery of the old General Omnibus Company, moving through the streets
amongst the ordinary traffic. This bus, the residual spiritual echo of a bus that was destroyed
early in the 20th century is a well-used mode of transport for those that can enter the Ghost
Domains. The #7 travels around the outskirts of the Ghost Court and even makes stops on
the other side of the Thames; ghosts care very little for trivial matters like the Pax Londinium.
This is yet another way that Liminals can cross the river without alerting the Duchess’s Trolls.
54
A City of The Dead and The Undead
55
Chapter 6
A City of Gods
and Goddesses
56
57
Chapter 6
London is protected. There are dozens of international communities and religions, and
hundreds of artefacts from around the world in museums — some taken without consent —
and a high concentration of Liminal activity. It is inevitable that you also find worshippers of
deities of a number of very diverse pantheons. Each one sees London as a home, for them or
their followers, and as a result is dedicated to maintaining the city as a place to live and thrive.
The problem, as you might expect, comes when one deity decides that their people should
take precedence over another immortal’s flock. To add further confusion to this divine
melting pot, over the centuries there are several places within the city that have been held by a
number of deities. Westminster Abbey, for example, has been home to the temple of Apollo,
a sanctuary for Thor and then a church consecrated by St Peter himself. St Paul’s Cathedral is
built on the ancient Temple of Diana founded by Brutus of Troy himself. Turf wars between
pantheons in London are not unknown.
58
A City of Gods and Goddesses
Arthur’s Pledge
Probably the most famous of the palladia of Britain and London is the legendary British
king, Arthur, as stated by Malory in Le Morte d’Arthur:
“Yet some men say in many parts of England that King Arthur is not dead but had
by the will of our Lord Jesu into another place; and men say that he shall come
again, and he shall win the holy cross.”
Or in a more modern interpretation, Arthur would return at Britain’s time of greatest
need. Cynics would suggest that this is hokum as Arthur did not return during World War II
which was about as near to greatest need as the country could remember, but Liminal scholars
would remind them of one small detail; for Arthur to return there may be other requirements
such as the presence of his sword, Excalibur. And as Excalibur is currently somewhere in the
highlands of Scotland, held by the Winter King, this is unlikely to happen soon.
60
A City of Gods and Goddesses
Elizabeth Talbot, Priestess of Diana
[ Drive: Protect the Temple of Diana and her worshippers
[ Skill Cap: 4
[ Focus: Tough
[ Physical Skills: Athletics 2, Awareness 2, Melee 2, Vehicles 1, Shoot 1 (bows)
[ Mental Skills: Business 2, Lore 1, Technology 1
[ Social Skills: Charm 2, High Society 2, Streetwise 1, Taunt 1
[ Traits: Big Business, Sharpshooter
[ Endurance: 14
[ Will: 8
[ Damage: d6 (fists)
61
Chapter 6
62
A City of Gods and Goddesses
63
Chapter 7
Encounters in London
64
65
Chapter 7
Liminal London is a bustling magical community with a host of competing factions, power
brokers and threats. However, it is still a community and at its grass roots people still live, love
and work to make a living. In this chapter you will find a selection of mundane — but still very
Liminal — encounters for everyday Hidden life in London. In your game these might provide
a little background flavour, a source of an adventure, or a recurring NPC for a Crew to build
into their investigative arsenal.
67
Chapter 7
68
Encounters in London
69
Chapter 8
“It starts the same way for all of us: a note left somewhere
private, inviting us to a ‘gathering’ at a rather non-descript
building just off Kings Cross. Some of us ignore it and receive
more notes and messages until we submit. Frankly, it’s all a
little Hogwarts for my liking, but the Professor likes it that way.
Oh yeah, the Professor? He’s the one sending the notes and
giving us the leads for our investigations. No, we never meet
her (or him). Who knows? Shit, I’m not even sure there’s just
one Professor but whoever they are, they know their stuff.”
70
71
Chapter 8
In 1866, whilst the Americans were concluding the business of their Civil War, a young
British journalist returned home to his rather paltry accommodations on the outskirts of
London, only to find a letter, sealed with wax, inviting him to attend a meeting of a most
exclusive circle of investigators into matters beyond the ken of man. Intrigued, the
reporter, Patrick Livingstone, met with two other conspirators: Lucas Sansom, a
student of chemistry (and by chemistry, we mean of course, magic) and Sally Jessop, the
daughter of Hard Harry Jessop of the Harwich Irregulars, a group of disreputable
street heavies.
Their benefactor, known to them only as The Professor, left them a message asking them to
work together to solve the mystery of a vanished child and thus began the long and
honourable history of the Worshipful Company of Investigators, known latterly as the Society
of St Pancras (because of the position of their offices) or FreakSoc (by the more modern
student members)
“So, who are we? That’s a really good question. Most of us are students or graduates
— we think the Professor likes it that way — but sometimes it’s just people from the
street, and before he went home, Troy was just an Aussie barman with a penchant
for lycanthropy. What links us all is an interest in (God, I hate this phrase) ‘the
Hidden World.’ The Professor recruits us, provides our resources and gives us the
heads up on our jobs. I’m not sure what the Prof gets from it but each of us gets to
do what we love the most: sticking our noses into ‘that’ world just a little
bit more.”
Crew Goal
The Worshipful Company of Investigators exists to solve the mysteries that are created
when matters pertaining to the Hidden World bleed over into the mundane world. Each
member has their own personal drive that keeps them with the Company, but when the
Professor asks them to intervene, they are more than happy to do so, as it usually takes them
deeper into the mystery they are all so obsessed with themselves.
[ Goal: Follow the directives of the Professor to learn more about the Hidden World
[ Assets: Base of Operations, Support, Connections, Informants [Alumni]
72
The Worshipful Company of Investigators
Base of Operations
The Company’s base is in a converted top floor office in a rather non-descript town house a
few streets away from King’s Cross Station. Sharing the building with a dental practice on the
ground floor and an immigration lawyer on the second and third floors, the building
provides a bustling daytime front for any clandestine activities that might happen. The base
itself is hardly the Batcave; it is a rather messy array of boxed up case notes, irregularly
positioned book shelves and a seemingly uncleanable array of old takeaway cartons and empty
energy drink cans. There is a running joke that the office is linked to some sort of junk
dimension and can never, ever be totally tidy. There are some conceits to modern
investigative life: a couple of computers, a whiteboard for brainstorming ideas and a decent
internet connection.
Beyond the mundane however, the office does have its own protections. It is heavily warded
against scrying magic (-4 modifier to attempts to use magic to spy on the activities within
the room).
Support
The Professor keeps the members of the Company fed and watered with a monthly stipend
of £500 to supplement their other incomes and other financial support that includes a
business credit card from Coutts and a standing account with several of the better (and more
discreet) takeaway services in North London. This is not a limitless budget, especially the
credit card, but it does mean that none of the members need worry about furnishing their
expeditions with shoddy materials.
“The Coutts card is a nice touch, but you’d be stunned how many people get all
snotty about it. The open tab at Pizza Corner is the bomb! When you’ve been up all
night looking through the lineage of some Fae princeling to see who to leverage to get
the git to return a child, sometimes a 12” kebab pizza is the only solution.”
The Alumni
There comes a time when even the most fervent members of the Worshipful Company
must move on to pastures new. A note arrives from the Professor, suggesting it is their time
to ‘graduate’. Some continue their investigations elsewhere with former members around the
world while others retire to more mundane pursuits, keeping their metaphorical (or in one
occasion, literal) third eye on the Hidden World. This has created a web of contacts and
connections that the current members can sometimes draw upon to get information and aid
in their investigations. None of the alumni of the Worshipful Society will actively enter the
field again, but they can certainly aid in some of the investigative leg work or opening
otherwise firmly closed doors.
Connections
The Worshipful Company are known to the movers and shakers in the Hidden World of
London. They have been a factor within the city for nearly 150 years, in one form or another,
and as such they are shown the respect that they deserve. In particular, the Worshipful
Company have the ear of the Guilds of the Hidden (see pg. 39) and the Knowledge
(see pg. 38) and work alongside them to protect the city and its denizens.
Morgan
“I’m a drop-out. Dropped out of my family. Dropped out of college and dropped out
of society. Do I care? Not one little bit. You keep your 9-to-5 wage slave grind, your
skinny latte and biscotti and your obsession with Hollywood hypnotism. I know the
score. I know what’s real and this … all of this? It’s just the tip of the really
scary iceberg!”
Morgan has never been conventional: never conformed and never seen a rule she didn’t
want to break. Her school counselling report included words like ‘feral’, ‘delusional’ and
‘clearly highly intelligent’ and it was inevitable that she would disappear from her
comfortable, middle class home as soon as she turned sixteen and drift towards London. Her
first few weeks in the City were a storm of hunger, danger, cold and thrills but as time moved
on, Morgan realised that she was just within another society: one with less rules, but more
predators. She fell further into the dark recesses of the City until finally she transitioned,
moving as so many do from the mundane world into the Hidden World. People stopped
seeing her, stopped reacting to her. She was Hidden.
Within the Hidden World, Morgan discovered the balance she had always yearned for:
a society where people helped each other, not for what they could get but because they knew
they were all they had: a community of the lost and displaced, organised around guilds of
people pledged to aid others (even those in the mundane world), for a fee. And it was as part
of one of these guilds — the Guild of Water and Light, pledged to returning lost children to
their parents — that Morgan came to the attention of the Professor and was ‘hired’ into the
Worshipful Company. She acts as a liaison between the Company and the Hidden, as well as
a reminder of those who live one step sideways within the City.
[ Concept: The Hidden
[ Drive: To live life outside of the constraints of modern mundane society
[ Skill Cap: 4
[ Focus: Determined
[ Physical Skills: Athletics 2, Stealth 2, Survivial 2
[ Mental Skills: Lore 2, Medicine 1
[ Social Skills: Charm 1, Empathy 1, Streetwise 3 (Urban Survival), Taunt 2
[ Traits: Healer, Night Sight, The Sight, Hidden
[ Endurance: 10
[ Will: 10
[ Damage: d6 (unarmed), d6+1 (knife)
74
The Worshipful Company of Investigators
Mika Morrison
“There’s nothing to be afraid of down under London. It’s not as if there’s giant
crocodiles down there like in New York? OK, there might be a giant boar, but that’s
just a legend. Probably. Almost certainly. Maybe.”
Mika is a student at the University of London studying a master’s degree in urban history
and culture (although her tutors would argue that to study, you should really attend) and a
hard-working bike courier. She was raised as an independent soul, with her parents — both
anthropologists — spending long periods away from home, leaving Mika living in their family
home in Edinburgh with her Japanese grandmother. Her attentions turned to the hidden
tenements under that great city and she became obsessed with the secrets hidden beneath our
streets. Now, she lives in London and has found the mother lode of urban exploration. It was
also where she first encountered the mysteries of the Hidden World and was soon inducted
by the Professor into the Worshipful Company.
[ Concept: The Urban Explorer
[ Drive: Find the lost church of St. Judas, rumoured to be hidden deep beneath London
[ Skill Cap: 4
[ Focus: Tough
[ Physical Skills: Athletics 2, Awareness 2, Stealth 2, Survival 3 (Spaces Beneath)
[ Mental Skills: Education 1, Technology 1
[ Social Skills: Charm 1, Conviction 2, Streetwise 2
[ Traits: Breaking and Entering , Graceful
[ Endurance: 14
[ Will: 10
[ Damage: d6 (unarmed), d6+2 (climbing axe)
Bhupinder Singh
“This? This is a little thing that my father brought in from the Himalayas. It looks
like metal tube, right? Well it’s a bell. Hang it up and ring it once and it starts to
snow. Ring it twice and it really snows. No-one has ever rung it three times…but hey!
There’s always a first time for everything, right guys? Guys?!”
Bhupinder, or Bhu to his Worshipful Company friends, is the longest standing current
member of the Company. He was recruited by the Professor because of the access his family
import business grants him to artefacts of great power. Bhupinder always has a ‘thing’ on
hand that seems to be useful for the current case. It’s uncanny! He’s also an exceptional
investigator and understands the Hidden World in a manner that seems almost too good to
be true.
75
Chapter 8
Bhupinder laughs that off as simply being well-connected and has even joked that he is only
here as a ‘diversity hire’ — the only Sikh on the team.
The truth is that Bhupinder was recruited by the Professor for exactly that reason: a young
man with access to several magical artefacts and inroads into one of London’s many diverse
communities. However, since then, Bhupinder has been turned by the operatives of
P Division and acts as a mole within the Worshipful Company for the secretive branch of the
police. His handler, the gruff Detective Inspector Skinner (see pg. 34), is obsessed with the
identity of the Professor and is convinced that he (being certain it is in fact a ‘he’) is a
Vampire Lord.
Bhupinder’s current mission is to watch, learn and report, but he is more than aware that
should P Division determine that the Company is a threat to national security, he will be
bound to ‘neutralise’ them, though doubtful he will be able to do it.
Double Agent
You claim membership of more than one Faction within
the game. One of them is your true faction, and the other
is the faction you are infiltrating. When called upon, you
will be asked to betray one of these factions and when you
do, you will forever be dubbed a traitor by the other, facing
the inevitable consequences of that choice.
76
The Worshipful Company of Investigators
John Mayne
“Look mate, I know you think that you think a community support officer is some
sort of ‘part-time gig’ and that I can’t actually touch you but trust me, when you start
scrawling your tags on these streets — my streets — you’re in a world of trouble. And
not just from me. Now get the Hell out of here before the boggarts get you!”
John Mayne’s family may be Irish, but he is 100% Londoner, born and raised. He was
always fascinated by the architecture and the history of the great city and this fascination
alienated him from his peers, leaving him shunned and alone. When he grew older, in his
teenage years, he took great pride in his knowledge of the back streets and dark alleys and
this obsession with London intensified when the City began to talk to him! It first happened
when he was being chased by a gang of skinheads who objected to his accent. Trapped, he set
himself up for a kicking when a voice in his head suggested he should try the handle of the
old dusty door to the warehouse next to him. The door opened at his touch and he stepped
through it, experiencing for the first time the transition into the Hidden World. Since then,
John has learned about geomancers, city spirits, elementals and all manner of other magical
lore but moreover, he has learned that he has a friend, and that friend is London.
John always had another obsession, and that was to become a policeman, like his late
father. The nearest he has got, however, is a stint as a police community support officer. It was
during one of his shifts that he received orders to report to an office in North London and he
was drawn into the investigations of the Worshipful Company.
77
Chapter 8
Simon D’Oliviera
“One does not just walk into the Court of the Queen of Hyde Park without doing
the requisite study and homework. A gift is essential, preferably something she hasn’t
been given before and definitely not bronze. Oh, you think it’s cold iron she has a
problem with? How sweet. When you’ve done your homework and are ready to play
with the big boys and girls, come back and we can talk. Until then, you’re frankly,
nothing but a liability.”
Simon D’Oliviera is, in the eyes of many, the quintessential image of a privileged English
upper-class gent, destined to land either in the upper echelons of the Civil Service or on the
front bench of a Conservative government. However, he steadfastly remains within academia,
as a graduate tutor and PhD student in the King’s College London Classics department. His
reluctance to accept his familial destiny is not because he doesn’t want to, but rather that he
understands his wider responsibility: as a member of the Worshipful Company.
Simon was recruited following a particularly heated debate at a private meeting at Oxford
where a member of the Council of Merlin was giving a talk on the hidden history of the
college, seeking those with talent and position. Instead, the mage was given a lesson in the
actual hidden history of the college by a young undergraduate who had no fear in confronting
the increasingly vexed sorcerer over details and dates. Simon has since postulated that the
Professor must have been in the room at the time, but as the mage was subsequently killed by
a rogue vampire, it could not have been him.
Simon naturally leads the Company, in his own mind at least, as he is more than aware that
no-one leads Morgan. He is also curious that he is far older than the rest of the Company and
the Professor has not yet suggested that he moves on. Why?
78
The Worshipful Company of Investigators
79
Chapter 9
New Rules
80
81
Chapter 9
Chronomancy
A mage who can manipulate time controls the ebb and flow of reality itself. That is why
Chronomancy is one of the rarest and most sought-after talents. A gifted chronomancer is a
slippery beast who seems to be blessed by uncanny luck and celerity whilst turning her
opponents into bumbling fools.
Mechanically, the mage makes a Lore test against a Challenge Level of 8 and spends 1 Will
to create a ripple in time. The ripple can create one of two effects.
Riding the Ripple: Whatever task you are undertaking is done in double quick time. This
can include mundane tasks such as reading a book, doing paperwork or boiling an egg, or it
can be used to manipulate the world to allow speedier passage: traffic lights are always green,
no-one stands on the left on your escalator and the Tube is always on the platform.
This effect cannot be used in combat.
Crashing the Ripple: Using the ripple offensively, the mage can slow down time for
another person. This can mean that a task is constantly interrupted or inexplicably takes
longer (Have you ever thought why your computer always updates at the worst moment?) or
the traffic lights are always on red and the Tube is simply packed out.
This effect cannot be used in combat.
During character generation or advancement, you can spend your trait points to do more
with chronomancy.
Bullet-time (1 point)
The Chronomancer momentarily slows time to allow her to avoid the danger that is coming
her way. Spending 1 point of Will allows the mage to gain +2 to her defenses against any
attack, melee or ranged.
82
New Rules
83
Afterword
So, having read my missive, I ask again, what is your London?
This is mine.
However, it is not my work alone, so it’s time to recognise some works that have influenced
this book. I think it goes without saying that anyone writing urban fantasy in London is going
to have a little sprinkling of stardust from Neil Gaiman (no pun intended), Ben Aaronovitch,
Benedict Jacka and Paul Cornell in their work, and I am happy to tip my hat to these fine
authors.
I’m also honour bound to recognise that many of the ideas in this book are based within
the collective imaginations of gamers who brought the original Watch to the table — Elina,
Elaine, Lynn, John, Declan and Andrew.
And of course, thanks to Paul and Jason without whom I wouldn’t have a game to write
the book about, or the artwork that turns my mere words into the most amazingly powerful
images I could imagine.
This is my London
I hope this gives you a starting point to discover your own.
84
Index
85
Index
A G
Ahmed’s VHS Wonderland 66 Ghost Bus 54
Ancient Livery Companies 49 Ghost Courts 53
Arthur, King 60 Griffin 68
B H
Bhupinder Singh 75 Hidden, The 39
Bible and Key Fortune Telling 46 Hunter Security 30
Bleeding Heart 47
Boggarts 24 I
Bran the Blessed, Head of 59 Insects (Body Invasion) 47
Branwen 59 Inspector Skinner 34
C J
Chelsea Smilers 46 Jaeger Family 30
Chinatowns 62 John Mayne 77
Chronomancy 82 John Williams 36
City of London Guild 28
Council of Merlin 22
K
Kilburn’s Acquisitions Association 52
Couriers 68
King Pilferer 24
Cryptid 69
Knowledge, The 38
D
Diana the Hunter Cult 60
L
Lady of Flowers 25
Double Agent 76
LGBTQIA+ 69
Duchess of Bridges 25
Little Lagos 62
E
East End Guild 27
M
Marge’s Pie and Mash Shop 66
Eaten Heart 46
Mercury Collegium 27
F Morgan 74
Factions 20
86
N South of the River 16
Naval and Military Club 54 Southside Guild 29
New Aeon Books 67 Sparrow 40
Street Sweepers, Guild of 42
O Swords of London 48
Order of St. Bede 31
Orisha 62 T
Temese 26
P Temple Bar 68
PCSO 77 Themes 16
P Division (London Branch) 33, 67 Thresher and Glenny 69
Palladia of London 58 Thriceways Gate 22
Patterers, Guild of 42 Toshers, Guild of 42
Pax Londinium 17, 68 Tower of London 59
Peckham 62 Trafalgar Square 67
Pig-Headed Woman 46 Trolls of the Bridges 25
Plague Pits 52 Tunnelers, Guild of 41
Professor, The 72
Pub, Haunted 54 V
Vampires 37
Q Visible 39
Queen of Hyde Park 24 Vortimer and Vortigern 59
Queen Rat 30
W
R Watch, the 68
Ra, Children of 61 Water and Light, Guild of 40
Ravens 49, 59 West End Guild 28
Red Rose 47 Westminster Abbey 58
Rough Music 47 Worshipful Company
of Investigators 70
S
St Paul’s Cathedral 58
Z
Zephyr 68
Secret Societies 49
Sewer Hunters, Guild of 41
Simon D’Oliveira 78
Sodality of the Crown 36
87
88
89