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Book of Bone and Ebony

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the overall impression <strong>of</strong> a dollhouse: small, quaint <strong>and</strong><br />

never sullied. The only real color in the small abode is<br />

inevitably the plaques marking fetters or brilliantly painted<br />

pictures <strong>of</strong> family or loved ones. Because ghosts are creatures<br />

<strong>of</strong> rigid tradition, gaining a house in Stygia is a<br />

difficult task best left to the most patient <strong>of</strong> the dead. Small<br />

committees within each district decide whether a ghost is<br />

worthy <strong>of</strong> a permanent home or not. In general, if a ghost<br />

has become a fixture <strong>of</strong> Stygia <strong>and</strong> his character is appropriate<br />

to the district in question, he will receive a home.<br />

Owning such a home costs nothing, as it is an honor<br />

bestowed upon the Stygian. However, the committees are<br />

notoriously slow about these matters, <strong>and</strong> ghosts have<br />

been forced to wait for centuries. In such cases, inns with<br />

claustrophobically small rooms can be rented to house the<br />

personal effects <strong>of</strong> the dead. Such a room costs Resources<br />

• per month.<br />

Travel in Stygia is made difficult by the sheer breadth<br />

<strong>of</strong> the necropolis. Because <strong>of</strong> this fact, ghosts seldom travel<br />

beyond the borders <strong>of</strong> their districts. For such travel,<br />

walking is the preferred method <strong>of</strong> transportation, <strong>and</strong><br />

major roads are clogged with the pale masses <strong>of</strong> slowly<br />

parading spirits. Wealthier ghosts travel by litter, tottering<br />

<strong>and</strong> swaying down the streets visible above the rest <strong>of</strong> the<br />

crowd. Using this mode <strong>of</strong> transportation costs Resources<br />

••, <strong>and</strong> because it is associated with prestige, most Stygians<br />

will frown upon any who use it while having an Influence<br />

<strong>of</strong> less than •. For more distant travel, many ghosts clutter<br />

the flat-bottomed boats <strong>of</strong> the Stygian waterways that flow<br />

through the necropolis. The physics <strong>of</strong> the Underworld<br />

allow for strange, distance twisting shortcuts, <strong>and</strong> a<br />

streetwise ghost can duck down one alley <strong>and</strong> navigate his<br />

way across the local district in a few short moments. Such<br />

travel is difficult, however, requiring a Wits + Larceny roll<br />

with a difficulty between 3 (to travel to a nearby location<br />

in half the time) <strong>and</strong> 5 (to travel across the district in a few<br />

minutes). This method <strong>of</strong> travel is never exact, always<br />

bringing the ghost close to his destination but never<br />

precisely to it, <strong>and</strong> it can never bring the ghost over the<br />

border <strong>of</strong> his district. A ghost whose player botches becomes<br />

lost — or worse, at the Storyteller’s discretion.<br />

The closeness <strong>of</strong> Stygia to the Well <strong>of</strong> the Void does<br />

a great deal to define the character <strong>of</strong> Stygians. Dark<br />

dreams <strong>of</strong> the relentless <strong>and</strong> perfect darkness <strong>of</strong> Oblivion<br />

sear their minds, <strong>and</strong> the Deathlords <strong>and</strong> their servants<br />

walk among their number daily. Even the great Calendar<br />

<strong>of</strong> Setesh is bound to Oblivion, for the clock measures the<br />

descent <strong>of</strong> the Underworld into the Void. The constant<br />

reminder <strong>of</strong> the inevitable doom <strong>of</strong> the Underworld adds<br />

something <strong>of</strong> a frantic edge to existence within Stygia.<br />

Desperate to maintain their passions, Stygians distract<br />

themselves in whatever way they can. They throw gr<strong>and</strong><br />

parties, show <strong>of</strong>fense at the smallest slights <strong>and</strong> engage in<br />

fierce feuds <strong>and</strong> romances. This is not to say the Stygians<br />

11<br />

CHAPTER ONE • STYGIA<br />

are terrified <strong>of</strong> the Void <strong>and</strong> all associated with it. They<br />

think nothing <strong>of</strong> descending into the Labyrinth to mine it<br />

for its resources, <strong>and</strong> in their long existences within the<br />

city, many ghosts have grown accustomed to the calls <strong>of</strong><br />

nephwracks <strong>and</strong> have become used to existing in fear <strong>of</strong><br />

another attack from the Abyss below. Rather, the nearness<br />

<strong>of</strong> the Void intensifies the pointlessness <strong>of</strong> existence that<br />

all ghosts feel.<br />

BENEATH STYGIA<br />

No gods rule the storms <strong>of</strong> the Underworld.<br />

While the Calendar <strong>of</strong> Setesh produces most<br />

weather, the dark clouds that veil the sky are the last<br />

remnants <strong>of</strong> Malfean bitterness. When enough hatred<br />

gathers in one place, the sky unleashes its fury<br />

in a torrent <strong>of</strong> blood <strong>and</strong> water. Though these<br />

storms pale in comparison to the tempests that<br />

existed before the Underworld was tamed, they do<br />

present considerable danger.<br />

Lying at the center <strong>of</strong> the Underworld, Stygia<br />

serves as a sort <strong>of</strong> lightning rod for the Underworld’s<br />

storms. While the necropolis seldom suffers tempests<br />

as bad as those in other parts <strong>of</strong> the Underworld,<br />

it does suffer more <strong>of</strong> them as it drains the worst <strong>of</strong><br />

these foul energies back into the Labyrinth. The<br />

constant accumulation <strong>of</strong> rainwater is dangerous,<br />

however, <strong>and</strong> so, the founders <strong>of</strong> Stygia built drainage<br />

sewers beneath the city. These were the only<br />

defensive structures that remained untouched during<br />

the nephwrack uprising.<br />

Constructed <strong>of</strong> pale limestone, with smooth<br />

walls <strong>and</strong> grooves that channel the flows <strong>of</strong> run<strong>of</strong>f<br />

beneath the city, the storm drains mix <strong>and</strong> mingle<br />

with the old basements, cellars <strong>and</strong> ab<strong>and</strong>oned<br />

mines to form the catacombs that lie beneath the<br />

city. It’s a dangerous place, with half-mad ghosts<br />

scuttling in the shadows <strong>and</strong> strange monsters coalescing<br />

from the hatred that coagulates in the storm<br />

waters. Occasionally, the Dual Monarchy sends<br />

hunting parties into this murky undercity, lit only<br />

by luminescent fungi, to bring down these horrors<br />

<strong>and</strong> ensure that they don’t grow too strong. While<br />

the sewers protect the city, they underscore the<br />

constant vigilance necessary to maintain the stability<br />

<strong>of</strong> the Underworld.<br />

THE WEALTH OF STYGIA<br />

The dead <strong>of</strong> Stygia almost universally turn their<br />

passions away from the l<strong>and</strong> <strong>of</strong> the living <strong>and</strong> to the l<strong>and</strong><br />

<strong>of</strong> the dead. Without any neighboring shadowl<strong>and</strong>s, Stygia<br />

must rely on those nations <strong>and</strong> empires that reside closer<br />

to Creation for its prosperity. In exchange for this wealth,

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