Traces of Veils [Fallen London/Arknights]
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Formerly a Master of the Bazaar, you are now but a mere shadow. A debt has been collected. A Vake has been defeated.

Now, you wake in a world wounded by black crystal, where cities dart through the earth in enormous carriages. Strange new mysteries await you on every corner, and there's something strange about the Sun.

Play as Mr Veils, or at least one third of it- in a world where it is an utter stranger.
A Scrap of Veils-Velvet

thenew

#1 Masters of the Bazaar Fan
Location
My Lodgings
For a moment, there is darkness, and nothing but darkness. Darker then even the cold between stars.

There is nothing, for you are nothing.

And you are nothing, because you fell.

It was a worthy death, someone might say. Perhaps you could have said it, when you were something, when you were alive.

You silently snarl. You accept that this was your end, and it was not a lacking way to find one's end, but it does not mean it was enjoyable.

What comes now, you wonder? You have long since known that there are many things beyond. That the far shore is full of strange, indescribable sights. One tall tale after another.

Worthless. It tells you nothing. Bragging and posturing. Masks to hide the real terror.

They don't know. Those particularly idiotic hunters whose tales you overhear, when you perch atop the Medusa's Head in a hunt or another, don't know. They brag about having perished a thousand times and risen immediately after, as if that was anything a mark of profound incompetence.

Your hunter did not perish fighting against crocodiles. She did not fall against a Lifeberg.

But they don't know, in the end, what awaits them. You yourself only have a limited grasp.

You understand what happens to the souls that venture into the Blue Kingdom, but there are other places. And there may be something beyond the death of souls.

The soulless can visit the slow boat, after all.

The truth is that no one- in the Neath, at least- does truly know what lies on that place beyond. On that distant far shore.

The silence continues.

You await something. Some inane chattering from a recently-deceased or another. Some scream. Anything at all.

But no one speaks.

There is only silence, though the sound of a boat passing through calm waters slowly begins to manifest in the darkness.

There's no need to hurry.

They're all his, in the end.

The Boatman looks into your empty sockets, into your vanquished carcass. He does not make any noise. He does not judge you for your actions.

He has no interest in doing so. He merely watches your immobile wreck of a body.

By some strange miracle, you are alone in the boat tonight. There are no dead to disturb you, or to gawk at your miserable state. The Boatman continues to watch you for another solid minute. Then, he turns his gaze away from you.

A drop of your blood lands in the wooden planks of the slow boat.

And then you remember.

"Go back out into the dark. Enjoy it while you can."

Your body convulses violently. You snarl. It is not revenge. Your Hunter's tale is finished, and you- you do not begrudge her.

But those words- you never heard those words. The Hunter was the one to hear them. When she impersonated you, with a terribly boring design of cloak, amber-encrusted teeth and an unconvincing copy of your voice. And Fires fell for it.

Its words echo in your ears. You never heard them in life…

But they fill you with a fury Fires does not deserve to receive.

The thought of giving Fires even this small, even this little victory- you won't let it!

There is a little remaining of you- of your body. There is your head, that your Hunter keeps as a trophy. Your torn claw. But it's not enough. You perished. You can, for just an instant, see through it- she's making a model. Copies of your skull, and then she's placing them- placing them on a humanoid frame.

She declares it a human.

Did she make a copy of your head purely to sell fraudulent skeletons on the Bone Market?

A constable approaches. She tells him that the skeleton in her stall was the victim of a recent murder.

The man questions the obvious inhumanity of the skull.

"A birth defect," she explains. "Unfortunate swelling of bone in some regions. Nothing more."

The man buys it. He believes her words. You would cackle if your mouth was intact.

It's nothing new to you. You know of their incompetence. The constabulary is in Fires' hands. They are useful information gatherers, occasionally, and can be useful, but you know very well how incompetent they all are.

What irritates you is the sight of her. You will not see her, ever again. You will not meet her in battle, feel the bite of her hungering blade in your neck, you will not meet her across the Order of Days, you will not experience that moment.

For one, brilliant second, you were unsure. Were you the one hunted, or the hunter?

Were you the prey? Did you find the tables turned? Had the hinterlands turned on you, had you been made the rabbit and her the hungering hawk?

Ah…

You will never feel that again.

That thought made you shake with fury, and that rage allows you to still cling on. Life does not- life cannot leave you yet.

You cough and hack as your throat reconnects itself. It is not a kind process, nor is it quick.

You see her again. She is laughing, and standing atop the Wastes of Want, ordering her artillery to launch a devastating volley against white-wreathed soldiers below.

She wages war, first campaign against the forces of the Moonlit Chessboard, and then against the Cats, and then against herself. She throws herself into maddening wars against the whole of Parabola and emerges victorious. She raises her harpoon, and her eyes- those beautiful, haunting peligin irises- close. She spurs the saddles on her horse and descends, and it is glorious.

She descends, ah, how she descends! She rides alongside a flock of ravens, she descends alongside her cavalry as phantoms, as a great tide of mouths and beaks. Her trophy halls grow fat on agony and on spilt blood. You could have lived by her side, a consumed part of her, your blood flowing in her veins, roots sprouting underground wherever her feet touched.

She soars through the sky on an airship to meet the forces of the Starved Men, and she carries your claw alongside her, always, always! It could have been you. You could have soared into battle by her side, a steed, a beast she unleashed at her leisure.

She crafts false identities from rumours and hearsay, from well-placed pawns and cleverly manuevered lies. She weaves them to completion and she rides alongside a Clay Man, and she makes off with secrets, with legends, with shining treasures. You could have been by her side, an advisor and a guide, perhaps a voice in her ears.

But- no.

She does not need you, you realize. For she is greater. She is on a path that you cannot follow.

The Bazaar watches. It needs a Veils. You have been found wanting.

You would laugh if you could. You do not care about what the Bazaar thinks. If it thinks that she will submit- like you did, so long ago, tired, exhausted, alone and desperate, it has another thing coming.

Your eyesockets tear and stretch as eyes grow into them once more. Your vision- your real vision, not this awareness you have here, in this boat- returns, but it is blurry and unfocused. You groan, and clutch your head with your clawed hands. Speech is beyond you. Your mouth is still slick with warm blood. Are those- are those tears?

No, you- they aren't tears.

You grit your teeth.

The Boatman does not react to the sight before him. He merely tilts his skeletal head at you.

He speaks.

Your ears aren't fully rebuilt yet, but you listen all the same, completely clearly.

"Off you go."

And then, while you're still reeling, he pushes you off the boat.

And then there is agony. You are ripped into pieces.

You think you feel something, there's something missing, missing! Wounds gouged deeply into you, your limbs separated cleanly. Your robes were caught up in something as you fell- and they tore.

And as they tore, you tore too.

You wore those robes, and you were not a defined being. You were always a wearer of masks, of identities, and you died divided, scattered.

It was not difficult for what scant bonds that kept your self whole, that sustained thing known as "Veils," to tear again.

You sink into the waters below, and hear two other shapes fall alongside you.

You feel the urge to thrash, to rage, but you're sinking already, and you can't move right! The hands of the dead lunge from the place where the bodies are buried, and they grasp your legs to pull you downwards. You snarl and try to tear yourself free, but they only grasp harder. Water invades your mouth. You lunge for the boat and your hands touch nothing!

No!

This will not- this won't be.

You are- no.

You're not Veils.

Who- who are you? It's slippery. You're not all of yourself.

You are Veils…

[ ] THE INTRIGUER

You have no wings. Your teeth and your claws feel almost dull compared to what they were before. But your mind is sharper than those implements could ever be, and it shines gloriously bright. You were stopped before you could realize your goals- before you could finish your great project, and pull all of the Surface into the greatest war they ever saw.

You are the part of Mr Veils that was a schemer.

In the end, the Hunter simply defeated your network and ended your life for once and for all. You watched your schemes unfold, and one by one they were dispelled. The Empress' Shadow spoke of promises betrayed, and you fell asleep for what should have been the last time.

Your hands shake. There's something- you're missing something. You don't know what it is.


Veils the Intriguer is of the Great Game. It is specialized in spywork, scheming, and chess. While it lacks the raw personal power of its "twins," it does not need it to be as effective as they are in that area. It has other fields to excel on.

[ ] THE CURATOR


You are a beast, pure and simple. You wish only to fly, hunt, kill and feast at your leisure. You care nothing for the orders and laws of the cosmos. You care nothing for tradition, and appointed days. You are the most savage and brutal of the aspects, and your desires are direct and straightforward.

You are the part of Veils that was a vicious beast.

In the end, the Hunter did not choose to leash you. She sliced through your neck, and you perished. Though the path of the Order of Days they walked, striking you at your weakest moment. In the end, you fell like all of the rest.

Your wings twitch. There's something you yearn for. There are no words that can describe it, but you have never felt the need for spoken language. Agony courses through your veins.


Veils the Curator is of the High Wilderness, a predator of the cold depths of space. It is a monster and a beast. In terms of pure combat prowess, it is the strongest of the three, and is, much like the other two, an utter bastard. But hilariously enough, it might be the least malicious of them.

[ ] THE BETRAYER


You were the only Master to truly understand the beauty of that ancient bargain. In the Third City, they revered you for your divinity. To earn that title, that adoration, you committed a great betrayal. You do not feel all that much regret about it. You delight in ritual and bloodshed, in gore and slaughter performed in your honor.

You are the part or Veils that was a god.

In the end, the Hunter chose to behead you with a weapon forged of impossibility, from forbidden knowledge dragged kicking and screaming out of the depths of Parabola. Your mouth twisted into a mocking grin, and you felt the last embers of your life fade.

Your mouth waters. You feel… peckish. You're missing something. And oh, you know exactly what it is.


Veils the Betrayer is of the Third City, of the Mayan civilization, and to a lesser degree, of the mystical world beyond the mirror known as Parabola. It is a wanderer and butcher of dreams, and a god to be worshipped and venerated- with all the pride that implies. It is prone to smirking.
 
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Character Sheet



Mr Veils, the Intriguer

A terrifying individual of mysterious and indistinct gender

Status:

Iron 1
(Confront and overpower.)
Mirrors 3 (Investigate and dream.)
Veils 4 (Deceive and misdirect.)
Hearts 1 (Resist and endure.)
Wines 3 (Convince and persuade.)

Skills:

A Player of Chess 4:
(Meddling, plotting, scheming. The Playing of Chess is the practice of the political dark arts.)

Mithridacy 2: (Confusion and deception. Mithridacy is the art of misleading the listener without a single false word.)

Silkweaving 2: (Tailoring, disguising, obscuring beneath garments. Silkweaving is the art of working with cloths to create veiled things.)

Menaces:

Suspicion 1
(Suspicious activities are beginning to draw unwanted attention. If this reaches 8, something bad may happen.)

Traits:

A Taste for Tailoring:
Your Curatorial desire, shaped and changed by your new identity as an intriguer of the Surface. You wish to, not only find and collect those fabrics- but cut, weave, tailor. To fashion base components into garments of incomparable quality. It is specially pleasing to you to see them worn.

Treasures:

Memory-Marked Hand Mirror:
The frame is in silver, and engraved with intricate handwriting. 'We wouldn't be here without you.' it reads. The glass is pristine, nearly perfect. And on the mirrored surface itself, the faint whisper of a reflection. A memory of your Hunter.

Finely-Tailored Pinstripe Suit: When the Chorister's Bomb tore the Vake into pieces, this elegant piece of clothing was made manifest on your person. Even at your worst, you remain stylish.

Knob-Headed Cane: Good for standing upright. Elegant. Not made for anything else.
 
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Assets

Assets

Things you have gathered. Useful enough to be resources- not dazzling enough to be treasures.

The currency of the Great Game: knowledge.

Educated Guess 1
A series of conclusions, borne of comparatively little evidence. Worth seven lesser pieces of information.

Mystery of the Snow 4
A question, and an answer, from the frozen wastes. Speaking of it makes your breath visible in the air.

Toxin-Soaked Dream 1
A delirium still burning with recollections of poisonous substances. It would not have come up had they not been dredged up from the depths of your subconscious by a particularly pungent memory.
Maps, sketches, atlases- tools of navigatory usage.

Partial Map 1
A map of the limited, local or incomplete sort. Perhaps you can make something of it.

You currently have a Partial Map of Kjerag. Can be converted into a more valuable asset, if you gather more of those.
Books are the memory that does not die, some people say. Those people have never heard of the Ministry of Public Decency.

"The Torn Valleys and Wounded Mountains, Beheld"
A maddeningly untranslated book of "Sarcastic One" poetry. Complex and connected to some odd sort of art that is both verse, prayer and ritual.
Velvet, skin, puzzle-damask, ivory organza, silk, yarn, cotton. Your heart calls out for them.

Peculiar Animal Pelts 2
Pelts of a strange provenance- foreign to you. But you can certainly put them to use, curious as they might be.
Supplies, sustenance. Components and materials. Everything needs resources to function.

Supplies for Travel 2
Dried strips of meat, some frozen fish, the like. What you'll need for long voyages of any kind.
Tools, equipment. What is needed for any sort of trade in this world, from the most common zailor to the most esoteric of professions.

A Kit of Hunter's Supplies 1
A fishing rod, skinning knives, and a few other things.

(Having it on hand will allow you to hunt or gather food more efficiently. It will also open some special actions regarding what to do with your defeated prey.)
Whatever does not fit. Scraps and trinkets of various sorts.

Whispering Catalyst 1
Some sort of wand. You're unsure of what it is. But it whispers, and it smells of dreams. A very specific sort of dream- the dreams of the dead.
Items related to bones, and anatomy. Bounties belonging in the Bone Market.

Shedded Horn 1
The horn of some strange animal, given willingly. It fills you with disgust. Evidence of weakness.

A Pair of Peculiarly-Sharp Antlers 1
Certainly very pointy, as well. With some care, you could work those into a somewhat decent weapon.

Beastly Skeleton 1
Not human. Still might be useful.

"Deer" Skull 1
The attachment points for a pair of antlers can still be observed. Otherwise, it's not an animal you recognize?



Faces, disguises, documents and paper trails pointing to someone who might be you- but not always. (Disguises can grow increasingly complex, given time.)

A second skin, borne of Kjerag. It is made to smile kindly and charitably, and yet it is tinged with bloodshed.

Committed Impersonator 8 - A Lie Almost Indistinguishable From Truth

A Kindly Smile:
The core of this skin. A hand offered to those in need. Mercy.

Scarred, Weathered: This one has been a witness to suffering. Many years have passed, and they have taken their toll.
Expressive: To wear one's heart on their sleeve.
Resilient: This one's flesh will not give so easily.
Kjeragian: Of the ice.
Full of life: This one's heart still beats.
Absinthe-Marked: Tinged with the tales of the black sky, of claws and teeth and fury.
Assets of an unique sort. They might or might not be loyal, but they are all useful some way or another. (Pawns will yield extra actions per turn.)

Throughly Cowed Hornbeast 1
A peculiar animal. Fearful and obedient for now. Might be more useful later.

(Your Throughly Cowed Hornbeast has one action per turn. It is remarkably limited in how it can act, and until it learns more, it will not be very discreet or even that useful in crowded or urbanized areas.)

Status:

Iron 1
Mirrors 1
Veils 0
Hearts 2
Wines 0

(Due to your Hornbeast's nonexistant intelligence, it cannot realize a significant amount of checks. Perhaps this could be rectified later?)
 
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Journal

Journal

Current notes on places visited and acquaintances cultivated. A different sort of asset, or at least distinctive enough to earn this separation.

Places
Strangely enough, the map did not detail the name of this little town, despite it being on a central position.
Not much of use on it, so far. Still, it wasn't halfway bad as a place to resupply.
According to the map, it has a postal office and a railway station. It certainly sounds like a promising place to be in.
It isn't as dangerous as certain place I've been in, but I should still take care.
It is less decrepit then its owner.

Acquaintances
An Acquaintance 2 - Harlan thinks kindly of you

(1 CP needed to increase this to level 3)

An old and exhausted hunter, with many stories to tell. An "Infected," he requires medicine to have anything even remotely resembling life.
 
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I think thats a first time I read something start to finish and understood so little. Then again, I never read fallen london, so thats unsurprising
 
[X] THE INTRIGUER

This or the Betrayer sound the most interesting to me. It's been a long time since I've touched Fallen London and I never dipped that far into it, but I'm sure I'll figure it out.

...I should play Sunless Sea again, or finally pick up Sunless Skies.
 
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[X] THE CURATOR
I'm a sucker for nonhuman protagonists, so i'll choose the one that seems the most obviously monstrous in form.
 
[X] THE INTRIGUER

A quest with a Villain protagonist in which there is a setting of Fallen London, it seems to me that I accidentally stumbled upon a gold mine during a simple walk.
 
[X] THE INTRIGUER

Given how many secrets there are within Terra, and how many factions there are to pit against one another, Intriguer sounds the most enjoyable. I don't have an issue with any of the options, though; I think all would be fun.
 
Does anyone have a summary for what veils and fallen London is?
thefifthcity.fandom.com

London

"Fallen London: once capital of the British Empire, now home of the Bazaar. Deep. Dark. Expensive. Marvellous. Here you can find everything from immortality to unnervingly good mushroom wine.[1]" "The Bazaar stole London three decades ago. Of course only anarchists and revolutionaries say...
thefifthcity.fandom.com

Mr Veils

"A scream is just an imperfectly tuned song. And we all have a song in our hearts."[1]"Mr Veils deals with clothing and fabric, and takes a close interest in the silk-weavers of Spite. But not in any of the more dubious activities in the district of Spite! The mere suggestion is slander!"[2]Mr...
 
[X] THE CURATOR

Because i want to play as the ship sized super predator that can, when necessary, make itself smaller and less imposing to interact with lesser beings in anon violent manner.

Which, granted, may well be simply not available to a third of Mr. Veils, but if nothing else being a gods damned huge bat monster able to tear apart Freighters with claw, fang and voice is entirely worth the trouble.
 
[X] THE CURATOR

I'm most interested in this one because of its connection to the High Wilderness. I think it presents an interesting conflict, as Terra's ceiling will prevent us from going there.
 
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