The Life of the Blessed Hand

Book Two · The Manual · 8

The Bosses

Every boss, its tells, its openings, and the sentence that beats it

Hic occidunt eum.

StreamerNewcomerLore chaserSpoiler-light; deeper secrets sealednumbers from the build of 2026-10-04; tells shorten as houses fall
The Height
The HeightIn-game, clean pixels, under the book's CRT

Every boss in Væ Victis is a lesson, not a stat check. Each phase teaches one pattern you can name afterwards, and nothing that hurts badly comes without a wind-up you could have read: a pose you can see in silhouette, a sound, and a colour painted on the floor.

How to read a panel

THE RULEThe lesson standard
  1. A lesson, not a stat check. Each phase teaches one pattern. The innate kit alone wins it.
  2. Nothing kills without a wind-up. Any blow worth a quarter of the blood Wick is carrying has a tell in pose and in sound, readable at full speed. The first two heads give at least 0.4 s.
  3. A loss teaches. The god’s remark names the move that killed you.
  4. Two to five tries. A first-time player should win in about that many.
  5. A short run-back. A checkpoint within about twenty seconds of every boss door.
  6. Eagerness is the alibi. The heads try hard because the rite rewards them for bringing Wick near death. The difficulty is story.
TIPThe telegraph is the hitbox

For every boss built on the game’s boss kit, the coloured shape painted on the floor during the wind-up is exactly where the blow will land. Each move has its own ink. A boss in its recovery, the opening, is drawn slumped with a cold blue outline. Learn the colours, and stand outside them.

Each panel’s tells table lists every move: its wind-up (the bar runs to 1.6 s), its ink (the chip), its pose and sound, and how much of a full blood orb it takes. Tells shorten as the count of fallen houses rises, never below 0.3 s, so the later you meet a boss, the quicker it is.

The prologue

BOSS · THE PROLOGUE

The Marquis Andrevel

the Belfry Lord
The Marquis Andrevel
Where
the graveyard court, under the belfry
Rank
not a head: he is drunk, not killed or spared
Wounds
12
Phases
three: the air, the ground, the swarm
Earns
the bat, and a bought signet
Lesson
step out of his shadow; cut him while he drinks; sidestep the lunge; run, then hit the re-form

THE ONE SENTENCEWhen he shrieks, a shadow falls on someone: if it is you, step out of it and he crashes; if it is a robber, get behind him and cut while he drinks.

Phase 1 · The air (12 to 9 wounds)

He hovers and hunts. A shriek, a shadow grows on the ground under his target, then he dives and latches. Every latch heals him a wound.

MoveWind-upTellHurtsRead it
the dive and latch1.33 sthe shadow under you · lordshriek21%step out of the ring within 1.05 s of the shriek and he crashes

Wind-up bars run to 1.6 s. The chip is the ink the game paints on the floor for the whole wind-up: the telegraph is the hitbox. Hurts is the share of a full blood orb.

Openings: latched on a robber, 3.0 s, from behind only. A missed dive, the crash, 1.3 s, from anywhere. A ring aimed at a robber is cold blue, not red: that is your opening coming.

Phase 2 · The ground (8 to 5), after a roar

MoveWind-upTellHurtsRead it
the lunge and latch0.60 swings raised, a red line to you · lordshriek18%sidestep inside 0.60 s; walking straight away also escapes

Wind-up bars run to 1.6 s. The chip is the ink the game paints on the floor for the whole wind-up: the telegraph is the hitbox. Hurts is the share of a full blood orb.

Openings: latched on a robber, 2.3 s. A missed lunge, the skid, 1.2 s. The raised wings are the threat; the hunched stagger is the opening. While he stalks, blows glance off.

Phase 3 · The swarm (4 to 0), after a roar

He bursts into bats that chase at 64 px a second, faster than Wick walks, slower than he runs. Standing in it costs about a quarter of an orb; running costs nothing.

Opening: the re-form beside you, 1.52 s, from anywhere.

When you die

He flies home, heals three wounds, and drinks one robber. The god: “He fed while you lay dead. He is stronger now.”

THE ONE BELOW
He cried out, and his shadow fell on you. You stayed in it.
god_death_andrevel_dive_1
THE ONE BELOW
A swarm takes its time. You gave it yours.
god_death_andrevel_swarm_2
BOSS · THE GARDENS

The Penitent

the keeper of the Height
The Penitent
Where
the shrine’s terrace on the Height
Rank
lieutenant: kneels, to be drunk or let go
Wounds
9, and the cage’s three hasps
Phases
three
Earns
the crows, from the cage
Lesson
the cage, not the man: strike it when his back is open

THE ONE SENTENCEThe cage, not the man: hit its hasps from behind or while he lies face down, and the third hasp sets her free.

Phase 1 (full to two-thirds)

MoveWind-upTellHurtsRead it
the Hours0.80 sraise · gb_bell25%an iron flail swept in a wide arc in front of him
the Prostration0.90 scrouch · gb_knock30%he throws himself face down: a circle round him. Then 1.4 s with his back and the cage open

Wind-up bars run to 1.6 s. The chip is the ink the game paints on the floor for the whole wind-up: the telegraph is the hitbox. Hurts is the share of a full blood orb.

Phase 2 (two-thirds to one-third), the first hasp broken

MoveWind-upTellHurtsRead it
the Pilgrim’s Mile0.70 slean · gb_drum25%a long lunge down a line; ends facing away
the Litany0.60 sspread · gb_rise—two kneeling flagellants rise: lone, and bat food mid-fight

Wind-up bars run to 1.6 s. The chip is the ink the game paints on the floor for the whole wind-up: the telegraph is the hitbox. Hurts is the share of a full blood orb.

Crows escape the cracked cage and peck at his eyes, so his aim tracks worse.

Phase 3 (under a third), two hasps broken

MoveWind-upTellHurtsRead it
the cage swing0.80 shunch · gb_hiss30%he tears the cage off his back and swings it as a flail

Wind-up bars run to 1.6 s. The chip is the ink the game paints on the floor for the whole wind-up: the telegraph is the hitbox. Hurts is the share of a full blood orb.

The cage

A separate target with three hasps. A blow lands on a hasp only from behind, or during the Prostration’s recovery, when the cage glints gold. His wounds and the hasps are two meters: the fight ends when the third hasp breaks, however hurt he is. The bat is thrown off him, but the bat may bite the flagellants.

When you die

He heals a quarter. “Back up the stair. They all come back up the stair.”

THE ONE BELOW
He threw himself down, and you were under him.
gb-gardens.js
HEAD OF HOUSE · LINK 2

The Earl Marshal

the Earl of the Tower, the first house
The Earl Marshal
Where
the crown of the Tower, in a storm
Rank
head: asks, and cannot be spared
Wounds
20, after his heir and his sworn man
Phases
a vigil, then two
Earns
the armed dead
Lesson
bait the cut, step through the gap; outside the circle, wait for the breath

THE ONE SENTENCEYou bait the Earl’s reach and slip through the gap in his circle between lightning strikes.

UNDECIDEDBeing retuned

The Earl’s fight is the built template and is being rebuilt to the lesson standard. The numbers below are read from the build and the design’s targets; exact wind-ups are still to be measured TBD.

The vigil

His heir and his sworn man attack first. The Earl stands on his seal and does not move. He watches his son fight, and die afraid. The first lightning shows the witnesses at the parapets, smiling.

Phase 1 · The circle (20 to 11)

He fights from inside an iron circle with a gap in it, and guards the gap. The iron turns every blow and the beam from outside. Outside the circle the sky hunts Wick; inside it, nothing falls.

MoveWind-upTellHurtsRead it
the cut across the iron0.67 sthe blade drawn back · earlwind16%target wind-up at least 0.6 s; its arc painted outside the iron
the rite’s lightning1.00 sa ring of cold sparks on you · thunder10%every 2.3 s, outside the circle only

Wind-up bars run to 1.6 s. The chip is the ink the game paints on the floor for the whole wind-up: the telegraph is the hitbox. Hurts is the share of a full blood orb.

Opening: the cut’s recovery, about 1.15 s, only from inside the circle or in the gap.

Phase 2 · The open (10 to 0)

“Come, then. In the open.” He steps out through the gap and fights as soldiers do.

MoveWind-upTellHurtsRead it
the pair: two cuts0.55 sthe blade drawn back, twice · earlwind32%0.16 each; the second cut keeps its own tell
the rite’s lightning1.00 sa ring on you · thunder10%every 1.7 s, anywhere now

Wind-up bars run to 1.6 s. The chip is the ink the game paints on the floor for the whole wind-up: the telegraph is the hitbox. Hurts is the share of a full blood orb.

Opening: the breath after the second cut, 0.8 s. The beam works now.

Breaking the grip

Ending or bending the Marshal means no drilled guard in the crown. Ending the Hangman takes the trapdoors out of the crown’s approach.

The asking

“Finish it as one soldier to another.” He cannot be spared: try, and Wick overrides you.

THE ONE BELOW
He drew the blade back across the iron. You stood where it was going.
god_death_earl_cut_1
THE ONE BELOW
Two cuts, then a breath. You did not wait for the breath.
god_death_earl_pair_2
THE ONE BELOW
Nothing falls inside his circle. You stayed outside it.
god_death_earl_strike_2
LIEUTENANT · LINK 3

The Dream-reader

the Grand Turn’s star
The Dream-reader
Where
the big top of the travelling circus
Rank
lieutenant: yields; kill, or take as a witness
Wounds
8
Phases
two: the reading, the high seat
Earns
a witness; the Prince’s board loses its row of what is to come
Lesson
she dreams you, not the others

THE ONE SENTENCEShe dreams where you will be, so you bring her seat down with hands she did not dream.

The show before the fight teaches every move: the trapeze, the knives, the strongman, the lion, and the seer naming a man’s next move before he makes it.

Phase 1 · The reading (8 to 5)

MoveWind-upTellHurtsRead it
the reading1.00 shunch, eyes shut · gb_rise12%she names your next move; a counterweight drops where it would take you
the pinning0.60 sraise · wc_knife10%three knives along the line she named
the drop0.80 sspread · gb_drum14%a tumbler drops from the trapeze on the spot she named

Wind-up bars run to 1.6 s. The chip is the ink the game paints on the floor for the whole wind-up: the telegraph is the hitbox. Hurts is the share of a full blood orb.

Opening: after every third reading she steps down to the ring’s curb, spent, for 2.5 s.

Phase 2 · The high seat (4 to 0)

She climbs to the Seat of Sight, out of reach. The room brings her down: she dreams Wick, not anyone else.

MoveWind-upTellHurtsRead it
the loosing1.00 sraise · wc_whistle—the lion’s runway opens and the old Sovereign comes in

Wind-up bars run to 1.6 s. The chip is the ink the game paints on the floor for the whole wind-up: the telegraph is the hitbox. Hurts is the share of a full blood orb.

What brings her downWoundsHow
Patience on a king pole3Bend Will on the elephant, drive her into a pole
The trapeze2cut both cleats while she sits
Tam lets go3if Tam lives and you rang his bell to the top three times
The Pellows cut the ropes2if their paper was burned
Lark’s choice2if Lark lives and you stood the knife board without flinching
The armed dead2their blows are not in her dreams

When you die

She heals a quarter, and a chain is run under the Seat: a king pole needs two shoves.

THE DREAM-READER
Nobody dreams the rope.
wc_dr_thrown_2
LIEUTENANT · LINK 3

The Assayer

the clerk of weights
The Assayer
Where
the etching pool, at the bottom of the acid falls
Rank
lieutenant: yields
Wounds
8
Phases
two
Earns
a witness, and the debtors’ papers
Lesson
the flow must go somewhere

THE ONE SENTENCEHe stands where the acid never runs, so you make it run there.

The works teach the grammar first: running acid is a wall; still acid can be waded and burns; every valve stills one channel and sets its pair running; every 30 s the shift bell rings and every channel surges.

MoveWind-upTellHurtsRead it
the weighted rule0.60 sraise · gb_knock12%a lead-weighted rule swung short
the acid test0.70 scrouch · aw_fizz10%a stoppered flask lobbed where you stand; a burning puddle for 4 s
the lowering1.00 slean · aw_lever—at half: the weighbridge drops into the race
the pour1.50 sspread · gb_bell10%the shift bell; the race surges over both banks

Wind-up bars run to 1.6 s. The chip is the ink the game paints on the floor for the whole wind-up: the telegraph is the hitbox. Hurts is the share of a full blood orb.

Yield: “Enough. The debtors’ papers are in the drawer. Take them.”

THE ASSAYER
My own bank. You weighed that well.
aw_assayer_driven
HEAD OF HOUSE · LINK 3

The Prince of Coin

the Wheel, the second house
The Prince of Coin
Where
the wager room of the exchange
Rank
head: asks; may be spared
Wounds
12
Phases
two: the board, the room
Earns
kill: foresight · spare: the cane-sword
Lesson
he foresees Wick, not the room

THE ONE SENTENCEHe sees your every move, so you make someone else land the blow.

Phase 1 · The board (12 to 7)

The great odds board on the wall shows the house’s odds on each of Wick’s verbs. A blow with the verb at the top of the board does not land: he steps aside and ripostes. Any other verb lands, one wound, and goes on the board. Varying only drives the board in a circle.

MoveWind-upTellHurtsRead it
the riposte0.45 slean · gb_hiss16%the cane-sword drawn a hand’s width, on a foreseen blow or when you are close
the rakes0.70 sspread · gb_drum8%two lines laid either side of you, then swept; a hit drags you toward him

Wind-up bars run to 1.6 s. The chip is the ink the game paints on the floor for the whole wind-up: the telegraph is the hitbox. Hurts is the share of a full blood orb.

Phase 2 · The room (6 to 0)

“The board has learned you. Nothing of yours will land now.” Wick’s own blows never land. Every 15 s the opening bell rings and he goes to the board’s foot and stands 1.5 s with his back turned, reading the new odds. Make the room hit him.

MoveWind-upTellHurtsRead it
the call1.00 sraise · gb_bell—his back turned for 1.5 s: the room’s moment

Wind-up bars run to 1.6 s. The chip is the ink the game paints on the floor for the whole wind-up: the telegraph is the hitbox. Hurts is the share of a full blood orb.

The roomWoundsHow
the chandelier3strike its cleat while he stands under it
the board on its chains3strike the chains while he stands under it
a bent croupier’s rake2Bend Will a croupier; his blows are someone else’s
a freed debtor2if the Assayer was spared or a debt burned: he attacks unbidden
a debtor in chains, bent2Bend Will him
the armed dead2not on his board

When you die

The chandelier is re-hung on a chain: its cleat now takes two blows.

The asking

“Take the bet.”

THE ONE BELOW
The rakes were laid before they swept. You stood across them.
gb-wheel.js
LIEUTENANT · LINK 4

The Master of the Chase

the King’s chief keeper
The Master of the Chase
Where
the tithe barn’s yard, in the Chase
Rank
lieutenant: yields; then the band’s choice
Wounds
8
Phases
three
Earns
the barn opened; the band’s trust
Lesson
never walk into the set spear

THE ONE SENTENCENever walk into the set spear: go round, or wait, and strike while he lifts it; and the beaters’ line has gaps.

MoveWind-upTellHurtsRead it
the set0.60 scrouch · gb_low30%the boar-spear planted, point at you: a counter. Walk or strike into it and you are impaled
the thrust0.50 slean · gb_knock22%a lunge along a line
the quarrel1.00 sraise · gb_hiss20%a heavy crossbow bolt across the yard (from 70%)
the drive0.90 sraise · gb_drum—a whistle: five beaters walk the yard, pushing you toward him (from 40%)

Wind-up bars run to 1.6 s. The chip is the ink the game paints on the floor for the whole wind-up: the telegraph is the hitbox. Hurts is the share of a full blood orb.

Openings: 1.0 s as he lifts the set spear; 0.8 s at the end of the thrust; 1.2 s reloading, his back half-turned.

Yield: “Forest law, then. Get on with it.” Then Hollin asks Wick what to do with him: let the band hang him on the verderers’ oak, drain him, or let him go.

THE ONE BELOW
He set the spear and waited. You came to it.
gb-greenwood.js
LIEUTENANT · LINK 5

The Magistrate of Wards

the law of the roll
Where
the wardmote, under the Duchess’s ward house
Rank
lieutenant: yields
Wounds
8
Phases
one
Earns
a witness, with the roll
Lesson
running water is a wall; he reads, and the water rises

THE ONE SENTENCEHe reads a name and the water whitens where you stand: keep off the edges and cross where it is still.

MoveWind-upTellHurtsRead it
the reading0.90 sraise, the roll over his head · gb_hiss10%a hump of water whitens on your spot, and breaks

Wind-up bars run to 1.6 s. The chip is the ink the game paints on the floor for the whole wind-up: the telegraph is the hitbox. Hurts is the share of a full blood orb.

Yield: “The rolls are in order, sir. Every child accounted for.” Taken as a witness: “Then I come as I am, with the roll. It is all written down, sir. It is the law.”

HEAD OF HOUSE · LINK 5

The Duchess of Marrowmere

the Empress, the third house
The Duchess of Marrowmere
Where
the cistern under the ward house
Rank
head: asks; may be spared
Wounds
12
Phases
the wards, the tide, the drowning
Earns
kill: the tide · spare: the brake-chain, and Mardle’s punt
Lesson
running is a wall, still is a road

THE ONE SENTENCEHer wards must fall first, by the blade, by her water or on their knees; then you brake the great wheel she left unchained and wade to her while the tide stands still.

Phase 0 · The wards

She does not fight, and nothing reaches her, until every ward has fallen. The wards are grown orphans; some slept beside Wick and say his name. She counts a ward who kneels as fallen: bend a ward with the thread and order them to kneel. The rite can begin without one child dying. The tide breathes all through it, an 11 s cycle (flow, flood, ebb, slack), so you learn its rhythm.

Phase 1 · The tide (12 to 7)

MoveWind-upTellHurtsRead it
the pull0.80 sraise · suck5%a hump of water rises on you and breaks: a shove, into running water if you stand at an edge
the embrace0.60 sspread, the veil back · gb_bell20%if you wade up to her outside an opening

Wind-up bars run to 1.6 s. The chip is the ink the game paints on the floor for the whole wind-up: the telegraph is the hitbox. Hurts is the share of a full blood orb.

Phase 2 · The drowning (6 to 0)

“Every sluice, then. Come to me through my water, Aldric.” The water rises a step every 15 s, three steps, until only the triangle and her seal are dry.

MoveWind-upTellHurtsRead it
the foam front0.80 slean · gb_low12%the roar rises; a white band comes down where you stood

Wind-up bars run to 1.6 s. The chip is the ink the game paints on the floor for the whole wind-up: the telegraph is the hitbox. Hurts is the share of a full blood orb.

The openings

OpeningWhenHow
The brakeboth phasesthrow the great wheel’s brake on its red spoke: the tide stands for 7 s; cross the stilled ring and strike her
The flood and the slackboththe tide stands 1.5 s twice a cycle: hop one channel
Her griefphase 2she kneels at each fallen ward, back turned, for 1.5 s

The gap: she had the chain taken off her own brake. Wick reads it as a careless house.

Second ways in

The Greenwood band’s Cobb will hold the tide gate shut. At the Falls, the head-gate can shut the aqueduct that feeds her: a priced second answer, with its cost shown before you choose.

When you die

She heals a quarter, and the cistern floods a step higher, for good.

The asking

“Let my children see it done.”

THE ONE BELOW
Held under like a christening. She always did want you done properly.
gb-empress.js
Sealed · Mid-gameThe hunter taken: Snuff’s panelBreak the seal to read
THE TURN · LINK 5

Snuff

the hunter, taken
Where
the hunter’s ground on the Duchess’s road
Rank
a head’s beaten state: spare him or kill him; no saint either way
Wounds
14
Phases
two: he calls his throws, then he does not
Earns
spared: the grave-hook, later; a friend’s lantern at the end
Lesson
pinned first, then the stake: never be pinned

THE ONE SENTENCEDodge the net and the hook, because the stake only ever follows a pin, and strike his back while he hauls in a thrown net.

His pole parries from the front: blows glance off in every state but two. In phase 1 he still calls his throws, out of habit. In phase 2 the god inside him says “Stop that,” and the calls stop.

MoveWind-upTellHurtsRead it
the net0.60 sraise · gb_hiss5%a ring of cord drawn where it will land; pins for 1.4 s
the hook0.50 slean · latch10%the pole dropped level; a catch drags you 32 px in
the light0.40 shunch · tick8%the shutter’s click: a dazzle in a cone
the stake0.35 scrouch · gb_rise35%only ever after a pin or a hook

Wind-up bars run to 1.6 s. The chip is the ink the game paints on the floor for the whole wind-up: the telegraph is the hitbox. Hurts is the share of a full blood orb.

Openings: the haul after a thrown net, 1.0 s, his back open; a stake stuck after a miss, 1.2 s in the turf, 1.4 s in stone.

The first stake that lands is the one death the god stages. See Death.

THE ONE BELOW
Pinned, then the stake. Every time, pinned first.
gb-hunter.js
LIEUTENANT · LINK 6

The Beastmistress

the King’s kennels
Where
the kennels by the buttery
Rank
lieutenant: yields
Wounds
5
Phases
one
Earns
bent: the hounds turn on the court
Lesson
watch the kennel wall, not her horn

THE ONE SENTENCEHer horn sounds once and two hounds come off the wall: be away from the wall when it sounds.

MoveWind-upTellHurtsRead it
the horn1.00 sraise · gb_low—one low note; two hounds come off the kennel wall

Wind-up bars run to 1.6 s. The chip is the ink the game paints on the floor for the whole wind-up: the telegraph is the hitbox. Hurts is the share of a full blood orb.

Yield: “Enough. Take the horn. They’ll answer whoever blows it now.”

HEAD OF HOUSE · LINK 6

The King

the Sun, by summons
The King
Where
the feast hall at the summit
Rank
head: asks; may be spared
Wounds
12
Phases
the hounds, the glory, the cup
Earns
kill: transmutation · spare: the carving knives
Lesson
the feast is his armour

THE ONE SENTENCEYou starve the King’s feast until no one is left to toast him.

The rule: while any cup in the hall is full, the court toasts him and he is gold: blows ring off. Starve the feast. The servers do not know, so the thread takes them: bend them to stop pouring. Overturn the jugs. Break the casks in the buttery beforehand. The courtiers know, and the thread slides off.

While he holds his cup up, all the blood in the hall is wine: nothing feeds. When he lowers it, it turns back. Feed on his rhythm.

MoveWind-upTellHurtsRead it
the loosing1.00 slean, a whistle · gb_rise—the kennel door opens: three hounds
the carving stroke0.60 sraise, the knife over the platter · gb_knock18%the steel honed twice, then the stroke
the toast and the backhand0.80 sspread, the empty cup raised · gb_drum24%the hall answers in unison; then his hand comes down. A full second’s opening after it

Wind-up bars run to 1.6 s. The chip is the ink the game paints on the floor for the whole wind-up: the telegraph is the hitbox. Hurts is the share of a full blood orb.

The gap: his own cup, at the apex of the triangle, is never filled. He raises an empty cup and the court does not notice.

The asking

“To the hand that crowns me.”

THE ONE BELOW
An empty cup, held high. You watched the cup and not the hand.
gb-sun.js

The open world

LIEUTENANT · THE PRIESTESS

The Black Coachman

the coach that goes east
Where
the marsh road and the cloister
Rank
lieutenant: yields without a word
Wounds
8
Phases
one
Earns
a witness: the signed manifest
Lesson
the whip has reach; inside it, you are struck

THE ONE SENTENCEHis hand goes back before the whip speaks: stay out of its narrow reach, and strike as it recoils.

MoveWind-upTellHurtsRead it
the whip0.50 sraise · snap16%a narrow lash, 44 px ahead

Wind-up bars run to 1.6 s. The chip is the ink the game paints on the floor for the whole wind-up: the telegraph is the hitbox. Hurts is the share of a full blood orb.

He never speaks. Beaten, he kneels and holds up the reins and the manifest.

HEAD OF HOUSE · THE OPEN WORLD

The Marchioness Shaxby

the High Priestess
The Marchioness Shaxby
Where
the Hush, in the marsh convent
Rank
head: she cannot ask; may be spared
Wounds
12
Phases
three: the dark, the false bells, the silence
Earns
kill: silence · spare: the crozier
Lesson
sound is seen

THE ONE SENTENCEIn the dark you go to the bell that keeps the vespers beat, and you move and strike only on its stroke.

The rule: in the convent every sound draws a ring on the floor: a footstep, a blow, a bell. Running makes big rings, walking small ones, wading none. The vespers chant has a pattern, two strokes and a rest, and you hear it three times on the way in.

The fight: darkness, and she rings a bell so you can find her. Her sisters ring false bells, off the beat. Then the light goes, and the rings still show. Then the sound goes, and the rings still show. Follow the pattern, not the noise.

MoveWind-upTellHurtsRead it
the crozier hook0.50 slean, the bell hand drops · chainfall20%a sweep in front of her, then the drag

Wind-up bars run to 1.6 s. The chip is the ink the game paints on the floor for the whole wind-up: the telegraph is the hitbox. Hurts is the share of a full blood orb.

The gap: she rings the true bell exactly on the chant she taught, and never varies it.

The asking: she cannot ask. She sets her bell down without letting it ring, takes his sword hand, closes it on his own hilt, and holds it there.

THE ONE BELOW
She may not ask. She has arranged for you to ask for her.
god_priestess_ask
LIEUTENANTS · THE MAGICIAN

The Twin Architects

the moving house’s builders
Where
the floor of the moving house
Rank
lieutenants: they cannot be spared
Wounds
6 each, plated in the guild’s stone
Phases
one, then the other
Earns
the way to the President
Lesson
the seams crush

THE ONE SENTENCEYour sword barely marks them, so you lure each twin onto a closing seam.

MoveWind-upTellHurtsRead it
the trowel0.50 slean · gb_hiss8%a short arc in front of him

Wind-up bars run to 1.6 s. The chip is the ink the game paints on the floor for the whole wind-up: the telegraph is the hitbox. Hurts is the share of a full blood orb.

A blow does a quarter of a wound. When one twin dies, the other screams and runs to the body: use it.

HEAD OF HOUSE · THE OPEN WORLD

The Lord President of the Builders’ Guild

the Magician
Where
the moving house, by the quarry
Rank
head: asks, and cannot be spared
Wounds
12
Phases
the machine, the floor
Earns
unbuilding
Lesson
his plans are open on the table

THE ONE SENTENCEYou crush his twins in his own moving house, then set the capstans so the machine brings his gallery stair down to you.

The rule: the house is a machine. Floors slide and turn on a schedule; three capstans set it. His plans lie open on the drafting table in the approach, with the final setting drawn. Set the capstans to the plans and the gallery stair comes down to him.

MoveWind-upTellHurtsRead it
the dropped stone0.80 shunch, at the counterweights · gb_knock22%a ring fills on your spot; from the gallery he is untouchable
the setting-maul0.60 sraise, the maul on his shoulder · gb_low18%a red half-moon before him (from half wounds, on the floor)

Wind-up bars run to 1.6 s. The chip is the ink the game paints on the floor for the whole wind-up: the telegraph is the hitbox. Hurts is the share of a full blood orb.

Opening: the maul stuck in the floor, 1.1 s.

The asking: “Enough. Before you choose, look at the haven. I built it to the priest’s measure. Let me see it paid for.” He cannot be spared.

Sealed · The endingThe finale: the Bishop and Father FulcranBreak the seal to read
THE RITE THAT IS NOT A HOUSE

The Bishop

armoured by your saints
The Bishop
Where
the gutter church’s nave
Rank
head-like: asks, never thanks; may be spared
Wounds
10
Phases
armoured, then bare
Earns
the chain off the chapel stair
Lesson
his gap is his faith

THE ONE SENTENCEYou break your own saints out of the glass one by one, and hit him while he kneels to pray them back.

Every saint Wick made is a lit pane in the rose window, and each one is a ward on him: while any stands, blows ring off. The beam cast at a lit pane breaks it, but it fizzles if cast from inside a saint’s shaft of light: cast from the dark lanes between. A spared head brought from the pillory testifies under a light and puts it out for good.

MoveWind-upTellHurtsRead it
the crozier sweep0.70 sraise · gb_hiss16%a 120-degree arc in front of him (0.55 s once bare)
the procession step1.20 slean · gb_drum10%three paces in time, then the crook drags you into the light
the blessing1.00 sspread · gb_bell—every lit pane flares; the beam fizzles for 1 s

Wind-up bars run to 1.6 s. The chip is the ink the game paints on the floor for the whole wind-up: the telegraph is the hitbox. Hurts is the share of a full blood orb.

Openings: when a ward breaks, he kneels to pray it back, 2.0 s, open from anywhere. Bare, the crozier’s recovery.

The asking: “Let me go to them. Let me go to my sister.” No seat, no saint, no candle goes out.

THE WORLD

Father Fulcran

the knight’s test
Where
the Ring of the Kneelers
Rank
the World: no asking, no held blow
Wounds
12
Phases
the question, the round, the hands
Earns
the reading, and the choice
Lesson
get up every time

THE ONE SENTENCEHe tries to put you on your knees; you get up every time, and cut him when his pike is spent.

On foot, with a pike. His pike parries while he walks; the openings are his recoveries, the pike spent. Tells run at 85% of normal, never under 0.45 s.

MoveWind-upTellHurtsRead it
the thrust0.60 slean · gb_knock16%the pike level at the shoulder; a chalk line on the turf
the bow0.90 scrouch · gb_rise6%the pike swept at the knee in a half circle: a hit puts you on one knee
the charge0.80 shunch · gb_hiss22%phase 2, through a gap in the stones, across the ring at 200 px a second; 2.0 s spent at the far side
the thrust on a bowed man0.60 sraise · gb_drum16%after the bow lands
the thrust on a held man0.60 slean · gb_low30%after the porters’ hands close on you

Wind-up bars run to 1.6 s. The chip is the ink the game paints on the floor for the whole wind-up: the telegraph is the hitbox. Hurts is the share of a full blood orb.

The porters: hooded men who carried each offering to the Stone. They drop their lanterns and raise both hands to hold you. Unknowing, and human: Bend Will takes them.

THE ONE BELOW
An old man, riding nothing. He still came through.
gb-ring.js

Optional

Sealed · The endingAmbry, the Man of SecretsBreak the seal to read
OPTIONAL · LATE

Ambry

the Man of Secrets, older than the founders
Where
the grotto in the Pleasance
Rank
optional; drunk, not spared
Wounds
12
Phases
two
Earns
the mist; a full orb and full mana; the grotto falls silent for good
Lesson
he throws the light where you will be

THE ONE SENTENCEHe has watched men walk for six hundred years, so you never stand where you were going.

Challenged at the roses on his door once five houses have fallen. The grotto is roofed: the crows will not rise in it, and he throws off the bat, his kind’s own trick.

MoveWind-upTellHurtsRead it
the Lantern0.70 sraise · gb_hiss20%the light thrown on the spot you are walking to
the Roses0.80 scrouch · gb_low25%the trellis lashes in a ring round him
the Mist0.90 sspread · gb_rise30%from half wounds: he is not there, and then he is on you

Wind-up bars run to 1.6 s. The chip is the ink the game paints on the floor for the whole wind-up: the telegraph is the hitbox. Hurts is the share of a full blood orb.

The full fight is still to be built TBD: the design adds the lantern put out (the grotto read by sound and his one red eye), a thrall he has kept, and the Secret, a tell made of words, where he says aloud something you did.

AMBRY
Sixty years in this hole, my lord. Six hundred before it. Come and be the last thing I hear.
gb-gardens.js

Ambry’s hunts

Late in the game the Man of Secrets’ price becomes a hunt: a thing he has heard of that has started walking where it should not. Each task pays for three hints. All three are designed and not yet built TBD.

HuntWhereThe design
The Hedge-Kingthe maze’s fountain courta man-shaped mass of clipped yew and the drained gardeners’ bones; lashes down the lanes, a ring of thorns, walks the hedges as if they were floor
The Rat Kingthe gutter’s sewer lanea knot of rats bound at the tails, the size of a cart; summons lone rats (bat food), rolls, squeals to stun
The Barghestthe Downs’ corpse roada black dog the size of a horse: a hound, so the crows cannot phase it; a lunge, a howl that grounds the flock, a dive from the barrows

The Anchorites

The masters the god keeps in the Wastes. Each can be beaten honestly, which frees them, or by a trick, which gives them to the god. See Walkthrough 8.

AnchoriteMovesNotes
The Salt Confessorthe salt swing: 0.6 s, r4, raise, a cracked bell; .15can only be told the truth
Quern, the Millerthe pick: 0.7 s, r4, raise; .18. The grinding: 1.0 s, a gold ring round him every 14 s; .10stand outside the ring when the stones shake
Graft, the Husbandmanthe pruning hook: 0.6 s, r4, lean; .14. The graft: 2.0 s at a tree, heals him. The windfalls: husk-men from the rowskeep him away from his trees
Evens, the wagerera lunge, and the diceat every toll-town’s table, in many bodies
SoothTBDright for ninety years, believed once