At a glance
- Where
- the gutter, the orphanage, the Tower’s garrison village and keep
- Earns
- kill only: the armed dead. After the Earl: the scythe
- Rule taught
- two-body mechanisms, held by a second body TBD: new for the guided road
- Boss
- the Earl Marshal (cannot be spared); lieutenants: the Lord Marshal, the Hangman
- Cinematics
- arrival, the muster; departure, the walk down TBD: both new
- Calm
- the haven, and the priest’s first visit
- Length
- about 20 minutes for the gutter and orphanage, 15 to 25 for the Tower
Before the Tower: home ground
Wick re-forms in the chandlery yard. The gutter is the game’s hub; on the guided road only one of its roads is open at first, and the rest are shut by people who tell you why.
- The chandlery. The vats where he was named, and the candle-mould on the bench (Interact to look close).
- The high street. The watch call him Marchmont. A mark looks up the hill.
- The square. The church door and its calendar (stand to read it). The empty scaffold, a carpenter at work. The empty pillory. The council house, shut. The rose window.
- The river steps. The washerwomen. One looks at him too long.
- The tavern bench. Snuff, the hunter, hails him. Sit with him.
- The cellar (optional). The gang master: beat him and he yields; take him as a witness, with his bill of sale.
- The orphanage. East of the square by the river, the lamp that never goes out. The priest at the gate. The schoolroom, the refectory and its wall, the chapel and its candle rack, the dormitory and his old bed, the study.
- The bell tower. The view over the hill and the six seats.
- The north-east road. The only road open. It leads to the Tower.
The old Earl keeps the top of his tower. North-east road. He asks his visitors to finish things.


On the guided road the gutter’s other ways are held by people: the counting-house door pasted with circus playbills, the wardmote’s bailiffs on the east road, the bridge-keeper with the drawspan up, the guild’s cordon on the north-west road. Their exact lines are being written TBD.
The Tower
The kalendar’s first feast is the Soldier’s: the levy marches the village’s sons up seven hairpin turns to a beacon.

Three ways in
- The garrison village. Open its crypt: the checkpoint for the whole Tower. Watch the muster.
- Choose a way. Route A, the switchback: up the seven turns, through the barbican, into the bailey, where the Lord Marshal drills his line. Route B, the gallows way: past the gibbet field, where the Hangman works, to the postern; or down the corpse chute into the dungeon. Route C, the east cliff: the breach and the wall walk, by the crows over the palisade, or by unbuilding the breach (much later).
- Break the grip. The lieutenant on your route stands at his post; the other is off it and optional. The Marshal’s drummer keeps the line: stop the drum and the line is only men. Leaving a lieutenant alive changes what comes after.
- The keep. The hall, then the war room and the chambers on the second floor. The Earl’s last evening plays as a still.
- The armoury. The halberd is a find here, before the Earl TBD: its exact spot.
- The crown. The stair comes up inside the triangle: Wick arrives standing where the rite wants him. The storm breaks.
The drummer keeps the line. Stop the drum and the line is only men.
The new rule: two bodies
A windlass, a weighted plate or a two-man bar needs a second body to hold it while Wick goes through: one of his raised dead, a freed levy man, or a thrall held by Bend Will. The Tower teaches it; the court’s vaults use it on the way back. Not yet built TBD.
The boss: the Earl Marshal
The full panel is in The Bosses. In short:
- The vigil. His heir and his sworn man come first. He watches.
- Phase 1, the circle. The iron turns your blows and your beam from outside. Bait his cut across the iron, then step through the gap during its recovery. Outside the circle, lightning hunts you; inside, nothing falls.
- Phase 2, the open. He cuts twice, then breathes. Wait out the second cut; strike in the breath.
- He cannot be spared. Hold the blow, or try to walk away and watch Wick refuse you.

One soldier to another? I was never yours to spend.
After the Tower
- The scythe is his: the crowd weapon. Try the tangle on the next group.
- The candle at his grave goes out; the rose window changes; the beacon is dark from the north-east road.
- The haven. Rest. The priest comes down the visitors’ stair for the first time with the charity’s accounts.
- The first aftermath: the Earl’s canonisation in his village.
Backtrack: the court’s vaults
With a second body to hold it (your armed dead, or a bent thrall), one of the graveyard court’s iron vault gates becomes a windlass portcullis. Below it, Andrevel’s own crypt: a relic, and the lead for Ambry’s first hunt, the Hedge-King TBD: the crypt is a new small room.
Secrets
Sealed · After the first houseIn the TowerBreak the seal to read
- The heir believes the vigil is holy. Listen to his prayer before the fight.
- The witnesses. The first lightning flash shows robed figures at the parapets, smiling. Look for them in every flash.
- The shrine in the village: after the canonisation, look under the paint. The freed villagers chisel off the arms and bare a carving underneath.
- The thanks. The Earl’s last words end in three words of the church’s Latin. You will hear them again.
Stream notes
- The gutter walk is the best place to show the world’s rules: the candles, the window, the pillory.
- The first asking is the moment. Read it aloud before you hold the button.
- The priest’s first visit is quiet and important. Let it breathe.
