City of Red Waters
City of Red Waters
City of Red Waters
What is this?
City Of Red Waters is an additional setting supplement for the Blades In The Dark roleplaying
game. It includes all the additional material you need to run a game of Blades In The Dark set in
the city of Inverrouge as well as three new types of Crew to inhabit it.
It is written by Ashton McAllan. This is an alpha playtest version. As such this document is
subject to massive change in future versions as needed. City Of Red Waters is delicate text that
mixes a lot of themes and influences and walks a lot of tightropes which means that it will need
calibration throughout the drafting process. In that spirit you are strongly encouraged to send us
your feedback, questions, suggestions, and criticisms. We also appreciate your patience and
understanding while we get some things wrong during that calibration. We're trying to make
this supplement as rich, exciting, inclusive, and alive as possible and we'd love your help in
doing that.
Welcome to Inverrouge
The land here is rich from a hundred thousand years of care and a hundred years of blood.
Inverrouge is a vibrant colonial city on the mouth of the river Sange. Its music, cuisine, and
culture are the envy of the modern world. Amongst dark trees courting still waters, and against
the backdrop of green rolling hills, the city delights itself with intoxicating local produce and
drapes itself in finery from every corner of the world. At night it erupts into a cacophony of
lights and music in a dozen clashing styles. Meanwhile its dark heart lurks in the swamps, in the
shanty towns, in every bite of gluttonous pride. Here in the city of red waters there are
opportunities for decadence, ambition, and monstrosity in equal measure for those who can get
away with it.
A Short History
Although the lands have been inhabited by its indigenous peoples since before the last ice age,
the city itself was founded as a French colony in the 18th century, some dozen or so decades ago.
It flourished rapidly due to its important trading position on the mouth of the great river Sange,
the fertility of the surrounding lands, and its easy access to labour from French convicts, West
African slaves, and indigenous captives.
After a half century the now prosperous colony was purchased on behalf of the British Empire by
the Inverrouge Company, an investment company created with the intention of transforming
the colony into a new world utopia. This transaction included the emancipation of all chattel
slaves, for which slave owners were compensated at near market value. The use of convict
labour,sharecropping, and the violent oppression of indigenous peoples, however, has continued
under British rule.
As the city ventures forward through the nineteenth century, under the guidance of Governor
Fraser and lavished with ever richer prosperity by the massive steamships making port at the
river mouth, its reputation for entertainment and indulgence only grows.
Heritage
Heritage in Inverrouge is complex and multifaceted. Choose where your family is from but also
how you came to be here. Are you indigenous, connected to the land since before all recorded
history? Were your family settlers, claiming the land for themselves with flags and guns? Were
you or your people brought here in chains, either for crimes committed or for the colour of their
skin? Were you simply migrants, lured across the sea by the promise of work and opportunity?
Are you the first of your family in Inverrouge, do your people have roots here now, or are you
just passing through on the river tide?
Background
Academic: A scholar, researcher, professor, or student from Baudin university, a philosopher or
journalist etc.
Labor: A servant, a factory worker, a coach driver, a docker, a sailor, a
Law: An advocate or barrister, an officer or inspector of the Inverrouge Foot Police, a prison
guard from Stillwater prison, etc.
Trade: A shopkeeper, a merchant, a skilled crafts-person, a shipping agent,
Military: A redcoat, a mercenary, an intelligence operative, a strategist, a training instructor, etc.
Noble: A dilettante, a courtier, the scion of a fallen house, etc.
Underworld: A street urchin, gang member, young thug, or other outcast who grew up on the
streets.
Technology
The city of Inverrouge is a bustling and prosperous colonial metropolis of the mid to late 1800s.
It is a city built no only on agriculture and labour but also on the broad shoulders of modern
technology. Steamships passing up and down the mighty Sange power the trade that makes
Inverrouge the cosmopolitan city that it is. Inverrouge university is a hive of research and
experimentation. The streets of Fraser Gardens are paved with bitumen, lit with electric street
lights, and home to several electric and petroleum powered automobiles. All of this and more are
possible in Inverrouge thanks to the philanthropy of its wealthy elite and investment from The
Inverrouge Company, who believe in transforming Inverrouge into a city of the future. Access to
the wonders of this technological age are, naturally and unfortunately, limited to those with
means enough to afford such things. The majority of folks in Inverrouge still dine by candle and
lamp light and earn their daily bread either by the sweat of their own brow or by working great
machines owned by the city's industrialists.
All that is sacred, beautiful, mystical of you; your spirit, your soul, your essence, runs through
your veins, hot and red. Every adult and child, every priest and sinner, lives in their heart,
reaching out into the world with eyes and hands.
Blood is the essence of life and soul. The strongest of magics and mysticism are centered on it,
and it runs thick in the streets, swamps, and valleys of Inverrouge. It seeps into the soil and
fertilizes the famous produce of the area. It spills on cobblestones and coalesces in the cracks of
the city. Ghosts walk as living smoke through alleys and swamps, conjured by blood left
uncleansed. Demons hide in murky depths, lured by blood in the water.
Whispers and leeches are well familiar with the scent of iron on the air, and the stain of red on
skin. Cutters and hounds know its weight. Slides, Spiders, and Lurks know to keep their hands
clean.
Vices:
Ghosts are the echoes of human lives. When blood is spilled or curdled, it sublimated into a kind
of smoke which carried some elements of the mind and form of the person it was. These ghosts
usually destabilise physically and emotionally with the passage of time but particularly
traumatic deaths or strong forces of character can create more enduring presences.
Demons are spirits of the natural world, sublimated from the elements, flora, and fauna of the
area. They are widely varied in form and disposition, though generally rarer in highly urbanised
areas. Indigenous groups have traditionally worked to maintain negotiations with these entities,
working with some and keeping others at bay. The disruption of these traditions by colonial
invasion has eroded or destroyed these bonds.
These relationships were largely conducted through complex ritual. Such rituals allow
communication with both ghosts and demons. Demons can lend supernatural power to humans.
The various new spiritualities of Inverrouge are rapidly discovering and developing rituals of
their own to communicate with and access the power of the supernatural.
Crews
Roots
Bloody Farmers
The people of Inverrouge live a life of decadence, but only you know the true cost.
When you play Roots, you earn xp when you take human life and tend to your farm.
Instead of claims, you have a plots where you grow your product. When you meet the
requirements of an inactive plot, start a six segment long term project. The plot and grants its
bonus while the clock is full. Each plot clock ticks down one segment at the start of downtime. If
this makes the clock empty, the plot requirements need to be filled again before any more ticks
can be added. When you make a Long Term Project roll to tend to your plots, you may spread the
ticks from your success among the different plots clocks as you like.
Specialty
What kind of produce do you supply?
Contacts
Baptiste Villemont, An Ecstatic Preacher
Rosette Lawson, A Gregarious Grocer
Gustave Cienfuegos, An Unscrupulous Butcher
Marie Cable, An Experimental Doctor
Alexander Morel, A Corrupt Alderman
Ester Bedeau, A Reclusive Farmer
Upgrades
Roots Rigging
One carried item is concealed and has no load. For example,
you could carry a load of drugs or a weapon, perfectly concealed, for zero load.
Elite Thugs
All of your cohorts with the Thugs type get +1d to quality rolls
for Thug-related actions.
Elite Rovers
All of your cohorts with the Rovers type get +1d to quality rolls
for Rover-related actions.
Sustained
Each PC gets +1 trauma box. This costs three upgrades to unlock,
not just one. This may bring a PC with 4 trauma back into play if you wish.
Plots
A Simple Fare
An Innocent
-1 heat per Score.
A Staple
A Hardened Worker
+1d to resistance rolls to endure exhaustion.
A Bounty
One Who Made Themself Wealthy
+1 Coin per score
A Companion Product
A Supporting Spouse
When you assist you can add +1d or increase effect.
A Luxury
One Who Was Born Into Wealth
+1d for acquire assets rolls.
An Addiction
A Vice Purveyor
When you roll to indulge your vice, roll twice and choose your preferred result.
A Morish Delight
A Thrall
When you roll entanglements, roll twice and choose your preferred result.
A Seasonal Treat
A Witch or Priest
Gain +1d to Engagement where your job involves attending a seasonal event.
An Invigorating Sample
A Lively Youth
When you push yourself for +1d you may spend 1 additional stress to also increase your effect
level.
A Foreign Delicacy
A Traveller
+1d to Gather Information rolls.
A Religious Meal
A True Believer
Crewmembers gain +1d to reduce heat if they use religious contacts.
A Poison
Someone Terminally Ill
Crewmembers gain Fine Poison as gear.
A Filling Portion
A Glutton
You may keep up to six coin on your person.
A Beautiful Dish
A Preternatural Beauty
Crewmembers gain +1d to Sway when entrancing or deceiving.
Locals
During downtime, take -1 heat. When your heat is 4 or less, you get +1d to
deceive people when you pass yourselves off as ordinary citizens.
Shadows
Each PC may add +1 action rating to Finesse, Prowl, or Sway (up to
a max rating of 3).
Each player may choose the action they prefer (you don’t all have to choose the
same one). If you take this ability during initial character and crew creation,
it supersedes the normal starting limit for action ratings.
Exquisite Delights
Your produce is exquisite. The product quality is equal to your Tier +2.
When you deal with a crew or faction, the GM will tell you who among them indulges in the
pleasures of your product (one, a few, many, or all).
The quality of your product might be used for a fortune roll to find out how
impressed a potential client is, to find out how enthralled or incapacitated a user
is in their indulgence of it, to discover if a strange variation has side-effects, etc.
As One
When you do violence or perform a ritual alongside your cohorts, they get +1d for teamwork
rolls (setup and group actions).
Ritual of Bleeding
Each PC gains an additional vice: Bleeding. This vice is indulged at your farm in secret and you
take minor harm when you do so. One cohort may be present for the ritual and gains +1 quality
(max rating of 4) until the start of the next downtime.
Dark Clientele
Through arcane ritual or hard-won experience, you have discovered how to
prepare your product for sale to ghosts and/or demons. They do not pay in coin.
What do they pay with?
The GM will certainly have an idea about how your strange new clients pay,
but jump in with your own ideas, too! This ability is usually a big shift in the
game, so talk it out and come up with something that everyone is excited
about. If it’s a bit mysterious and uncertain, that’s good. You have more to
explore that way.
Emcees
Partygoers, hosts, and socialites
This is a town filled with revelry. Most enjoy it. You climb it.
When you play Emcees, you earn xp when you rise in social standing or notoriety.
As Emcees your connections are your most important asset. Turf is not a physical location but
rather a connection to an influential NPC including notables from tier 3+ factions or a Wealth 2+
Regions. Establishing your hold on this turf involves building a strong relationship with such an
NPC and retaining it either through mutual respect, fear, of fiscal influence.
Hunting Grounds:
Choose a preferred operation type:
Refined: The intellectual and the tasteful engage in the appreciation of the finer things in
life.
Debaucherous: Targets are engaged in the pleasures of the flesh.
Spectacular: All eyes are on entrancing performances and wondrous displays.
Clandestine: Hidden plots and passions play out in alleyways and behind drawn curtains.
Contacts
Isadora Delatte, An Exquisite Caterer
Alexandre Lambert, An Enigmatic Magician
Esther Hart, An Adventurous Heiress
Barthelemy Brown, A Talkative Valet
Oscar Bloe, A Drunken Official
Catarina Laroche, A Genial Steamboat Captain
Upgrades
Emcee Rigging: One carried item is concealed and has no load. For example,
you could carry a load of documents or a weapon, perfectly concealed, for zero load.
Full Pockets: You always have someone's favourite thing on hand. +1d to any action when
sweetening it with a gift or bribe.
Elite Rooks: All of your cohorts with the Rooks type get +1d to quality rolls
for Rook-related actions.
Elite Skulks: All of your cohorts with the Skulks type get +1d to quality rolls
for Skulk-related actions.
Calm & Collected: Each PC gets +1 stress box. This costs three upgrades to unlock, not just one.
Claims
Informants: You get +1d to gather information for a score. Your eyes and ears on the streets are
always on the lookout for new targets.
Vice Den: Any time during downtime, roll dice equal to your Tier. You earn coin equal to the
highest result, minus your heat.
Personal Clothier: You get +1d to the engagement roll for social plans. You always arrive on the
scene in the most current and alluring fashion.
Envoy: You get +2 coin in payoff for scores that involve high-class clients. This well-connected
liaison will help arrange for a better payoff from rich clients and move high-class goods.
Side Business: Any time during downtime, roll dice equal to your Tier. You earn coin equal to the
highest result, minus your heat. What kind of legitimate business is this? How do you get paid in
secret?
Secret Pathways: You get +1d to the engagement roll for stealth plans. You might have access to
long-forgotten underground canals, rooftop walkways, or some other route of your choosing.
Luxury Venue: +1d to Consort and Sway rolls on-site. Silks, paintings, and crystal impress the
clientele.
Information Business: Any time during downtime, roll dice equal to your Tier. You earn coin
equal to the highest result, minus your heat. You keep secrets for some high paying "clients."
Cover Operation: You get -2 heat per score. The cover of a legitimate operation helps deflect
some of the heat from law enforcement.
Interrogation Chamber: You get +1d to Command and Sway on-site. Grisly business, but effective.
TURF x 4
Special Abilities
Troupe Performance
Whenever you lead a group action or receive assistance from a crewmate in creating a
distraction, take an additional +1d.
What kind of performance are you known for?
Hungry Friends
You have a deal with the demons of the rivers and wilds. Any bodies dumped into their domains
simply disappear.
If there are no other witnesses bodies dumped this way do not count as killings and thus do not
increase heat at the end of the score.
What do these deals look like? How did you strike them?
Persuasive
Each PC may add +1 action rating to Command, Consort, or Sway (up to a
max rating of 3).
Each player may choose the action they prefer (you don’t all have to choose the
same one). If you take this ability during initial character and crew creation,
it supersedes the normal starting limit for action ratings.
High Society
It’s all about who you know. Take -1 heat during downtime and +1d to gather
information about the city’s elite.
Professional Drunks:
Your crew is well acclimated to liquor. +1d to saves against poisons and intoxication. +1d to
study, sway, or consort with intoxicated targets.
Discerning Customers
Your keen eyes can spot quality when they find it and know how to negotiate a bargain. When
you roll to acquire an asset, take +1d.
Mere Magic
Your crew are proficient with slight of hand, misdirection, and at least some elements of the
occult. Crewmembers may mark special armour to increase the effect of a Prowl or Finesse action
to great when producing or hiding an object or person in an instant.
River Of Blood
The Ready Oppressed
These pasty rich bastards have built a life of luxury on your suffering and you will not let that
stand.
When you play the River Of Blood, you earn xp when you successfully foment, murder, or
overthrow.
Instead of claims you have a river of names and the penalties they apply to you until they are
washed away with blood. Whenever one of the people listed in the river dies, colour over them
and their associated penalty in red as they both no longer exist.
Playing this crew type is a more difficult experience for players who want more challenge.
Hunting Grounds
Choose a favoured operation type:
Contacts
Jacques Baillie, A Patient Arms Supplier
Benedict Hero, An Adventurous Ship Captain
Mathilde Soulie, A Privileged Servant
Augustin Pomet, A Soulful Priest
Antoine Roche, A Harried Nurse
Nannette Lalande, A Mother Of Many
Upgrades
Improvised Rigging: Two of your carried items are improvised uses of common items. You could
carry a two weapons or wear normal armour, and have it appear perfectly innocent to
inspection.
Jailbird Contacts: Your Tier is effectively +1 higher in prison. This counts for
any Tier-related element in prison, including the incarceration roll (see page 148).
Elite Thugs: All of your cohorts with the Thugs type get +1d to quality rolls
for Thug-related actions.
Elite Skulks: All of your cohorts with the Skulks type get +1d to quality rolls
for Thug-related actions.
Hardened: Each PC gets +1 trauma box. This costs three upgrades to unlock,
not just one. This may bring a PC with 4 trauma back into play if you wish.
Claims
The Surgeon General: Never roll more than 1d for Recover rolls.
The Chief Legislator: Never roll more than 1d for Long Term Project rolls.
The Detective Inspector: Never roll more than 1d for rolls to reduce heat.
The Chief Magistrate: You get +1 heat per score.
The Editor In Chief: You gain a maximum 1 rep per score.
The State Treasurer: You get a maximum of 2 coin in payoff for scores.
The Influential Banker: The crew and it's members are limited to holding 2 coins on hand each.
The Land Owner: Take -1 to command, consort, and sway rolls when interacting with members
of the middle or upper class.
The Cartel Leader: Acquire assets rolls are always rolled with 0 dice.
The General: Your cohorts are always considered tier 0.
The Mayor: +1d to Entanglements rolls.
The Governor: Do not take 1d for luck for engagement rolls.
Special Abilities
Fight With Tools
You are experts in jury rigging and repurposing of everyday items. When you acquire non-
weapon assets, increase their quality by 1.
Together We Rise
When you make a group action, the effect level is increased by 1.
Nobodies
Take -1 heat during downtime. You get +1d to deceive people when you pass yourselves off as
servants, labourers, or the lower classes.
Saboteurs
Each PC may add +1 action rating to Hunt, Prowl, or Wreck (up to a
max rating of 3).
Each player may choose the action they prefer (you don’t all have to choose the
same one). If you take this ability during initial character and crew creation, it supersedes the
normal starting limit for action ratings.
Deadly Focus
When you set out to murder one of your Claim targets, take +1d to the engagement roll.
This ability applies when the goal is to murder a Claim target. It doesn’t apply to other
operations you attempt that may involve that target.
Red Wave
Fear is as good as respect. Every 3 Claims counts as 1 turf.
The maximum wanted level is 4. Regardless of how much turf you hold
(from this ability or otherwise) the minimum rep cost to advance your Tier
is always 6.
Community
Each PC gains an additional vice: Companionship, which you indulge by spending time with those
close to you. When you indulge this vice and perform an act of service for your companions, you
don’t overindulge if you clear excess stress.
Who holds your humanity in their hands?
Regions
Highwater
Highwater is wealthiest district of Inverrouge. Built on the highest part of the main island, the
streets are wide and the grand stone buildings are dressed in pale colours and elegant filigree.
Fashion dominates the streets, flaunting status and wealth and ostracizing those without. The
stores in Highwater are specialty stores selling expensive and tailor made goods for wealthy
residents.
Landmarks
Cathedral of St Peter
Grandiose, elaborate, and placed at the highest point of the main island for all to witness the
glory of God. Burials in the graveyard around it regularly turn up bones from those already
resting in this holy place.
The Marina
Stowed in the calm between highwater and Government Isle, the Marina hosts the small private
vessels of the city's elite.
Government Isle
A small grassy island set apart from the main island of Inverrouge housing the Governor's
mansion as well as several official buildings and the colonial treasury.
Charity Hall
The city's grandest ballroom and social venue. Utilised often by the Philanthropic Society,
Charity Hall is the location of all the city's most important occasions excepting only those held in
the Governor's own mansion.
Notables
Mayor Austen Cheval
Mayor of the city and popular social icon, throwing huge public parties and events at his own
expense. These extravances allow him to mask his vampirism and prey on his victims unsullied
by the rumours that trail him. (Grinning, Flamboyant, Meticulous)
Streets
Wide streets paved with large smooth flagstones and populated by statuary, topiary, and
pedestrian gentry.
Scene
The public avert their eyes as a group of finely dressed young socialites pour out of a coffeehouse
mid-morning, blearily dispersing towards their homes, speckled with yelling and laughter, after
another night on the town at their family's expense.
Riverside
Riverside is a shanty town on the water's edge housing many of the city's poor, packed tightly
together and sprawling out onto the river itself on stilts and pontoons.
Landmarks
Grave Street
A neighbourhood built on the site of the the original Inverrouge graveyard, its headstones sunk
into the mud, its bodies emerging from the earth in bones and pieces. Spiritualists, healers, and
fortune tellers all speckle the streets among the homes of the poor.
Wetrot
A neighbourhood of improvised shacks stretching out over the open water on stilts and bouy.
Several barges and small boats have been knitted into the fabric of the streets and walkways
over time.
Notables
Maria Laronde
A travelling pharmacist who checks in on families throughout riverside, providing what
medicines and care she can. (Harried, Concerned, Direct)
Details
Streets
Black mud underfoot. Wooden walkways over still water. Trees hanging fronds into walkways
and littering the ground with leaves. Mosquitos and croaking on the night air.
Buildings
Flaking paint on damp wood walls. Greasy windows and creaking doors. Grand porches on tiny
cottages. Lean-tos and shanties tangling together in alleys.
Scene
A collection of community members gather around a large cooking pot to contribute ingredients
to a shared meal. A soothsayer ruefully casts cards on a rug for a pregnant young woman. A
rotten lean-to creaks and collapses into the water.
Via Dolorosa
In the lee of the main island, Via Dolorosa is the red light and entertainment district of
Inverrouge. Charitable homes for destitute women have been reclaimed by their wards as venues
for small business and personal entertainment. Bars and Clubs have sprung up from abandoned
homes and paddleboats line the waterfront hosting parties and gatherings through lazy days and
drunken nights.
Landmarks
Grand Innocents' Theatre
A playhouse and burlesque venue famed for its grandiose sets, costumes, and melodrama. The
theatre hosts lavish afterparties and lazy salons with adoring fans but the players often retreat
into their tight knit and secretive clique when the festivities are done.
Sorrow Street
One of the city's wider roads and main thoroughfares, Sorrow Street runs through the heart of
the district named after it. The road is often the main drag for markets, pageants, and street
festivals.
Notables
Mr Nancy
A street magician and entertainer that delivers on the wonder he promises to the crowds he
gathers. Has a reputation for being less kind than other practitioners of magic behind closed
doors. (Carnivalesque, Entrancing, Shadowy)
Queenie
A dilettante and unaffiliated groupie trading up on attention to establish herself as a minor
celebrity among the arts crowd. (Painted, Alluring, Innocent)
Gaston
An acrobat and performer, appearing in a dozen shows in both the street and various theatres
throughout town. Would be one of the city's most recognised faces if he weren't so plain.
(Genuine, Sturdy, Tireless)
Details
Buildings
Elaborate gothic decoration and rich deep colours. Heavy curtains of velvet and silk guard
moodily lit dens of entertainment in all its forms. Ornamentation and fresh paint applied
haphazardly across the board to make each establishment an entrancing feast for the eyes.
Streets
Half sunken cobbles and broken stones litter muddy gravel roads. Posters and flyers for
burlesque shows, seances, and brothels are plastered on walls and windows alike.
Scene
Colourful lanterns and large fires paint stooped trees and drunken buildings in dancing lights as
the young and the foolish make merry to an intoxicating song in the darkest hours of the
morning.
Grocers' Row
Grocers' Row is a market district, sprawling out from the central market building, filled with
stalls of fruits and vegetables, cheeses and smallgoods, fish and wines. Hawkers call out to
passers by, tempting them with sweet and savoury samples of every kind.
Landmarks
The Zoo
An underground arcade filled with people trying to sell trinkets, fake antiques, and caged
animals of many different kinds from blanket stalls set upon grimy cobbles.
Central Market
Filled with noise, activity, and the aromas of every kind of local produce. The ever turning dance
of crates and pallets provides ample opportunities for the movement and exchange of other
goods to go unnoticed.
Wellstreets
Many of the merchants who have made their fortunes in Inverrouge have opted to keep their
family homes, coating them in opulence. Narrow streets and dense home compounds are filled
with luxury furniture and bustling with servants.
Details
Buildings
Deep red brickwork and heavy iron braces. Twisting hallways and courtyards between walls
knitted into great complex compounds.
Street
Streets and alleyways littered with crates and wagons. Stalls lining the sides of buildings under
awnings and lean-tos litter produce into the streets.
Scene
A spruiker calls out the various accolades of their produce in an attempt to drown out their
neighbours. A cat is shooed away from a display of sausages.
Notables
Bully and The Marquis
A pair of stray dogs loved and respected by the community. They make their home in Grocer's
Row so that they can receive the adoration of fishmongers and butchers alike. (Grumbling,
Crotchety, Dozy)
Julien Doll
Editor In Chief of the Inverrouge Herald, the city's premiere newspaper. Built the newspaper up
by hand by cultivating a strong network of influential connections throughout the city.
(Hardened, Cynical, Demanding)
Thomas Petherick
A travelling bookseller appearing at different markets and alleyways each day of the week.
Trades in rumours and gossip as much as the written word. (Dishevelled, Keen, Wry)
Euprosine Cole
Matriarch of the Cole farming family and well known for the sound of her booming voice calling
out across the central market. Always knows what's best for you and doesn't take no for an
answer. (Boisterous, Coddling, Harsh)
Docklands
The docklands are the industrial center of Inverrouge. Steamers make port to load and unload
cargo. Warehouses and factories bustle with activity both in shipping and various forms of
production. Sailors and workers alike stream between work and rest.
Landmarks
Waterfall Station
Inverrouge's primary rail depot. Named after the stormwater canals that drain into the river
nearby. Great iron bridges connect the station to the mainland rail line.
St Alban's
A formerly Catholic church that now houses worship from a wide variety of different faiths,
caring for the space together as a community.
The Stacks
A center for mechanised industry in Inverrouge. The Stacks is a compound of interconnected
factories sharing steam engines to power their endeavours. Also colloquially known as the
manglehouse for its rate of industrial accidents.
Details
Buildings
Soot cloaked factories and warehouses. Towers and smokestacks and machinery all piercing
roofs and walls with no regards for presentation or sense.
Street
Bustling with bodies and overrun with carts hauling goods to and from the waiting steamers.
Pavers black with soot and tar, soft and sticky under foot, staining boots and coathems.
Scene
Dozens of men move across a docked steamer like ants in a storm as they haul goods into carts
and warehouses. Horses and livestock low and buck in their pens as they wait to be transported.
Notables
Ellen Fraser
A fence and pawnbroker and an addict of several substances. Always happy to take merchandise
off anyone's hands or pass it on for cash. Buys and sells almost anything if you're not fussy about
the margins. (Twitchy, Joke-Cracking, Avaricious)
Mathilde Duval
Runs the Rum'n'Monkey a bar specialising in providing strong liquor to the sailors, dockhands,
and workers of the area. Harder and meaner than any of the river toughs that waltz through her
door but always offers a scar-lipped smile to those that pay their tabs. (Mercantile,
Accommodating, Brutal)
Joseph Levy
A hard nosed inspector of the Inverrouge Foot Police with few friends and in fewer pockets.
Strict to the letter of the law except for a bloody brutal streak when dealing with smugglers, for
whom he has a particular distaste. A few related "accidents" have seen him serve his own time.
(Restrained, Dogged, Unstable)
Seafront
The seafront is a long sandbar that separates the Sange from the ocean for several miles leading
up to the mouth. The ground here is all sand and makes for poor foundations and the sea and it's
winds buffet this thin slice of land regularly. Few make their homes in the rickety draught
haunted wooden shacks here apart from the fisherfolk and those that can't afford to squeeze a
life somewhere else. At night, however, between the chills and shadows, deals are done where
words are whipped into the sea and prying eyes are stung with salt and sand.
Landmarks
King's Compound
A relocated cottage, the only real building on the seafront bar. Patrolled by a few dogs and thugs
protecting a stash of small tributes from the various fisherfolk.
Details
Scene
Salt waves lash at the sandbar underfoot as trees and wooden huts groan under the strain of the
wind. Hermit crabs clad in broken bottles scuttle between clumps of razorgrass. Lines and pots
are scattered along the shore, being checked occasionally by the old and the old young. The
smell of fish on a smokey fire snakes its way through the sheoaks as they howl in the breeze.
Street
Sand and razorgrass underfoot. Sparse buildings, sheoaks and wild cypresses at the waters' edge.
All roads lead to water.
Buildings
Driftwood and corrugated iron. Sand singing against walls in the wind. Assembled hastily with
enough strength to withstand some storms and easy to rebuild after the others.
Notables
Anton King
An indigenous local with an eye for the weather. Reads the sea and sky and warns fisherfolk of
storms in return for small tributes and the adherence to certain rules. (Weary, Sarcastic,
Suspicious)
Clip
A scout and scavenger pulling wreckage from the beach for trade and storage, occasionally
setting steamers up to founder or lose cargo through the mouth. (Smiling, Inventive, Restless)
Fraser Gardens
Named after the current Governor, Fraser Gardens is a relatively young affluent suburb,
connected to the main island by the Victoria Bridge.
Landmarks
Baudin University
Named after French explorer Nicholas Baudin, the university is the recipient of numerous
philanthropic grants. The University prides itself on being at the forefront of various highly
experimental fields resulting in a rotating slate of new and quickly abandoned programmes and
buildings.
Sanatorium de St Dymphna
Formerly a women's prison and since converted into a home for the mentally ill and peculiar.
Primarily funded by donations from philanthropists and The Inverrouge Company, It is tasked
with the care of the unstable. Its focus, however, is directed by management towards restraint,
for the safety of their charges and the public at large.
Details
Streets
Streets freshly paved with bitumen and home to horse carriages and automobiles alike.
Palm trees planted for war dead looming behind shale tiled roofs. Electric street lights humming
throughout the night.
Buildings
Red brick terraces, lined with white marble cornerstones. Shale tiled roofs with sharp tin
corners. Rows of houses all alike. Windows like eyes. Wide grass lawns laced with fashionable
decorative flowers imported from Europe.
Scene
A tea-party is hosted in a community garden while pear trees are tended to by employees of the
neighbourhood association. A motor car erupts into cantankerous sputtering and rumbles off
down the street to the disgruntled stares of onlookers.
Notables
Edward Parry
Head of the neighbourhood association, Parry is known for his dedication to community
standards and engagement. As a surveyor he has had a significant if subtle influence over the
development of Fraser Gardens as a whole. (Pedantic, Miserable, Vicious)
Landmarks
Judas Creek
Inverrouge's oldest winery, famous for its full-bodied red wines. The Moreau family that owns
the winery are famously generous hosts, regularly inviting guests to notorious parties at their
remote hillside estate.
Details
Buildings
Trails of smoke curling from chimneys of small stone cottages. Sheds built from corrugated iron
and held together with fencing wire. Stone walls and barbed wire fences trailing off into the
bush.
Streets
Narrow goat tracks and pothole riddled dirt roads weave their way between homesteads under
arbor arches. Ferns and bushes fill the scrub at every corner. Views out over valleys reveal vistas
of cleared farmland hosting dairy cows and wine grapes down to the flats.
Scene
A farmer hunts wild pigs through the scrub, rifle in at the ready. Cows graze on steep cleared
hillsides. The remains of a bicycle, tangled with human bones, rust in a creek at the bottom of a
gorge.
Notables
Ol' Annie
An elderly indigenous hunter roaming the bush and farmlands of the ranges. Reputation as the
finest shot with a rifle in the state. Has deals with local farmers not to take their livestock in
return for permission to hunt feral and wild animals on their properties.
Margaret Hall
The longest standing member of the Compass Ranges Women's' Society and winner of their cake
decorating competition for twelve years running. Happy to listen to the problems and woes of
members of her community and always welcomes company with a cup of tea and a biscuit.
Lilybarrows
The Lilybarrows are a vast area of swamp and farmland bleeding into one another. While the
marshier areas are still filled with chaotic muddy terrain, much of the wetlands have been tamed
for agricultural use. Fruit, Wine, Sugar, and Tobacco are all grown in different parts of the region
and livestock graze in the less co-operative areas.
Landmarks
De Barbary Plantation
The largest amalgamated sugar plantation in the state, owned by a single family since the
colony's establishment and now produces sixty percent of all sugar exports. Expanded
dramatically with emancipation compensation payments and still employs many of its former
captives and their families.
Stillwater Prison
Build to hold the criminal population of Inverrouge, Stillwater Prison is a fortress of stone in the
marshes of the Lilybarrows. Its population are regularly employed to assist with infrastructure
projects and on nearby farms when workloads are high. It's proximity to untamed swampland
leads to a number of escapes but many such fugitives are never heard from again.
Details
Buildings
Stately farmsteads surrounded by courts and lawns. Scattered sheds filled with produce either
stored for transport or rolling under the many hands of labour. Shacks and cottages nestled on
mounds of stable earth among the twisted trees of the deep swamp.
Streets
Marshy riverside sugarcane plantations bleeding into wide rolling views of vineyards and
orchards. Dirt roads built up above the waterline and picking their way through swampy
overgrowth.
Scene
Dozens of workers breaking backs collecting the harvest in the heat. Great wagons piled high
with produce bound for warehouses and markets trundle through the marshes toward town.
Notables
Alphonse Roque
A foreman of the De Barbary estate. Known for his harsh temper and wide reach. Labourers who
speak or act up on the estate are often dismissed from the only work available to them or are
taught heavy handed lessons after dark. Those who do leave to try and find work elsewhere find
the influence of Roque and his De Barbary coin an almost impassable barrier to future
employment. (Suspicious, Boot-licking, Cruel)
Bellevue Brothers
Eugene, Nicholas, and Martin are hunters who roam the wetlands putting down great wild beasts
where they find them, claiming bounties and selling bushmeat and souvenirs of some of the
largest creatures the swamp has to offer. (Crass, Boasting, Reckless)
Factions
The Governor (V)
The official government of Inverrouge. The governor and his ministers oversee all aspects of the
functioning of the city.
Turf: The governor's mansion, clerks' offices, everywhere the light of civilisation shines.
NPCs: Lord Governor Gordon Fraser (proper, jolly, capricious), Adeline Price, executive secretary
(Cold, Efficient, Ambitious), Morgan Hardy, State Treasurer and Minister for Industry & Trade
(Caring, Honest, Exhausted)
Notable Assets: Governor's Isle, authority over Redcoats, the Foot Police, and the colony, the
backing of the British Empire.
Quirks: Technically responsible for the management of the entire colony, many of the governor's
responsibilities are delegated to the city's institutions. This combined with infrequent and vague
communications with the government in London results in an administration that is largely
occupied with pretenses and busywork.
Allies: Redcoats, High Street, Eucharistian Church
Enemies: Captains of Infamy, Brackish Mob
Situation: As various civil rights issues have surfaced in the wake of emancipation and growing
tensions in the city, the Governor is required to pass temporary declarations and seek official
guidance from London to pass into law. Correspondence from London however is growing
increasingly rare and brief leaving the city in an increasingly complicated web of provisional
legal rulings which may be overturned at a later date by official proclamations from Britain.
Mercantile and criminal groups are, as a result, taking advantage of the lack of conviction from
the city's official institutions.
Redcoats (IV)
The military force of Inverrouge and the governor's hand. Loyal and armed, ready to enforce
order wherever it is needed.
Turf: Charged with the protection of the larger Inverrouge area but less active in the more
densely populated areas of the city.
NPCs: General William Kelly, General of the Inverrouge Standing Forces, (Boisterous, Relaxed,
Despotic), Victor Laveau, Quartermaster, (Ink Stained, Irritable, Impeccable), Sergeant George
Irons, Drill Sergeant, (Piercing, Direful, Superstitious)
Notable Assets: A whole armory and standing army.
Quirks: Redcoats are almost entirely imported from Britain and platoons are regularly cycled
between different colonies. Although they may form bonds with locals, most have learned to
avoid getting too attached to anyone.
Allies: The Governor
Enemies: The Inverrouge Foot Police, Captains Of Infamy
Situation: The establishment of the Inverrouge Foot Police has seen a lot of the responsibilities
for policing the city lifted from the shoulders of the Redcoats, but they are still required to patrol
many areas that the foot police do not have the resources to cover. This leaves them enforcing
law and order in many areas while their authority is questioned.
The Inverrouge Foot Police (III)
The police force of Inverrouge. Former slaves and well behaved convicts led by free settlers and
landowners, enforcing the law with their fine judgement.
Turf: Technically imbued with authority over the whole city, their regular patrols only currently
manage to cover Grocer's Row, Highwater, Fraser Gardens & The Docks.
NPCs: Captain Marie Boisseau, Captain of the force (Steely, Wry, Compassionate) , James Connelly,
Detective Inspector (Pompous, Ruthless, Moneyed), Officer Elizabeth Flynn, Former cutthroat
(Cocky, Fidgety, Sly)
Notable Assets: Headquarters in Grocer's Row including offices and gaol.
Quirks: Assembled from mostly from former slaves and convicts, members of the force are
generally either under the influence of their former connections, or looked down upon as
traitors to their class.
Allies: The Inverrouge Company
Enemies: Redcoats
Situation: The Foot Police have only recently been established and charged with the enforcement
of law in the city, a duty previously belonging to the Redcoats. Although well funded and
enthusiastically embraced by some, they are struggling to gain the respect of most in the city.
Fisherfolk (I)
The network of those dredging a living from the waters of the Sange and the coast. Desperate
and cutthroat, the Fisherfolk are deeply defensive of their turf and take poorly to those who
endanger their livelihood or brethren.
Turf: The Seafront and the river's edge, meeting places under bridges and deep in the swamp.
NPCs: Batley, the fisher-king (Bellicose, Massive, Exaggerating) , Free Dan, a river diver (Scar-
covered, Former slave, Moves like water), Maria, remembers the good old days (Sagacious,
Drunk, Has a knife)
Notable Assets: A network of eyes and ears all along the river.
Quirks: The Fisherfolk include a large contingent of the city's homeless. Together they share and
rotated between sleeping spots and guard each others' stashes of personal belongings with some
small measure of honour, though spats and feuds among individuals are common.
Allies: Boatsmen, The Unbroken Bond, The Lake Elders
Enemies: Brackish Mob, Redcoats, Inverrouge Foot Police
Situation: The fisherfolk have customs and rituals to keep themselves safe from the demons of
the river. In recent months however their nets and lines have been turning up increasing
numbers of horrifying creatures. Fish and shellfish emerge with twisted monstrous forms and
strange otherworldly properties, defying the laws of nature and sending men mad. Some
fisherfolk have fled, some have died, others seek help from whatever contacts they can to heal
the river or help them find a new life.
The Unbroken Bond (II)
A support network among former slaves.
Turf: Riverside and black neighbourhoods throughout the city.
NPCs: Jacob Freeman, a warrior and guardian (Stalwart, Looming, Kind) , Amelie Llorens, a people
smuggler (Quiet, Crafty, Short-Tempered), Rami, a young incendiary (Pugnacious, Righteous,
Vampire)
Notable Assets: A secret stockpile of weapons and ammunition.
Quirks:
Allies: United Church of Holy Communion
Enemies: Redcoats
Situation: During the years of slavery the Unbroken Bond stockpiled weapons in preparation for
a violent revolution. After the peaceful emancipation that occurred with the handing over of the
colony, there is now the question of whether to sell the weapons off or use them anyway in the
face of continuing oppression. While the younger folks argue for violent revolution, many older
folks advise restraint.
Appendices
Some Names
Jeanette
Honore Sigur Villemont
Joseph Wright William Sands
Theodule Cofi Monique Pomet
Ishmael Colman Auguste Cournand
David Sainet Nicolas Cleace
Vistoire Burel Raphael Duval
Nicholas Cornelius Teague
Julia Hero Nicholas Todd
Greenwell John Knowler
David Jacobs Samuel Munrous
William Kilby John Jefferies
Suzanne Esteves Samuel Bird
Angelique Lasalle Dominique
Suzanne Tinchant Jane Dundass
Lucy Allen Fuselier
Jacques Ortis Francoise Hart
Eugene Haines Martin Cazelar
John Morrisby Heloise Luison
Armand Forneret Carmelite Granca
Benedicte Martinez Andre Othon
Stephen Lefer Augustin Dumas
Joseph Wright Serafine Legney
Ann Lynch James Bayley
Felicie Beaumond James Hussey
John Spencer Charlle Bason
Charlotte Griffin Catherine Henry
Isadora Faillard Henriette St. Ours
Marianne Soublet Michael Bryant
Susannah Allen Hypolite Croque
Thomas Balding Dominique
William Edmunds Danes Bon
Erasme Ferrer Williams
Peter Morris James Walbourne
Ferdinand Palms Eleanor McCabe
Simon Warbourg Joseph Duplanch
Edward Jones Virgine Passebon
Manon Foucher Charlotte Roich
Louisa Beaumont Gustave Llaire
James Price Ignace Junon
Elizabeth Smith Ayhona Sarasse
Simon Passebon Poupon Howard
Mathilde St. Elizabeth Leonard
Thomas Jones Nathalie Bagneris
Armand Alcee Brown
Mathieu Elizabeth Durand
Xavier Griffiths John Usher
Pedesclaux Perrine Panis
Andre Othon Marianne Dupuy
George List Virgil Dumois
William Haynes William Pane
Teres Heno Benjamin Fentum
Joseph Owen Robert Morgan
Andre Othon Paulina Foy
Robert Nunn Robert Ruth
Eulalie Cazelar Martin Broin
William Eggleton Joseph Wright
Mary Brion Clemence Rey
Heloise Llorens Charlot Questi
Phillipe Burel Christophe
Euprosine Valentin William Chaaf
Bachel Maget Dusuau
Manuel Marie Adele Fressineau
Joseph Valeton Samuel Hall
Stephen Barnes John Munroe
Laurent Roy Francis Fondall
Martha Baker Samuel Wilcocks
Francoise Cole Ishmael Peyton
Erasme Chretien John Carney
Ann Cournand Virgine Mazant
Charles Wilson Delphine Baillie
Elizabeth Bales Suzanne Glevont
Darette Jaces Francis Gardner
Isadora Davidson Aoman Cazenave
William Elliot Agata Ortis
Prosper Montreuil Xavier
Charles Rillieux Tomas Delart
Vincent Dixon Decourmant
Marcel Tiocou William Hawson
Xavier Harang Bernard Denison
Samuel Chinery
Thanks
Emily McAllan
Zev, Jade Sendek, Kirk Nichols.