At a glance
- Where
- the mere path, Marrowmere Falls, the Duchess’s ward house and cistern, the river home
- Earns
- kill: the tide · spare: the brake-chain, and Mardle’s punt
- Rule taught
- running water is no longer always a wall
- Bosses
- the Magistrate of Wards; the Duchess of Marrowmere; the hunter, taken
- Cinematics
- arrival, the source; the turn, the hunter taken; departure, Slack Water TBD: all new
- Calm
- downstream on Slack Water, to the docks and the herald
- Length
- Falls 15 to 20 min; the Empress 15 to 30 TBD
Why you are here
A runaway ward in the Greenwood points down the mere path: the Duchess keeps a lake up there. The ledger names her too: she bought Wick his name.
The route
- The plunge pool. The mere path comes down to the falls’ north shore. The great fall’s whole face, and the god’s line about the lip.
- The Stair of Pools. Terraces of pools climbing beside the fall. Running is a wall; still is a road. Its new word is the diverter: a gate cannot make water stop, only choose where it falls. Every stilled crossing makes another run. The Stilt-Keepers wade where you cannot and haul your levers back.
- The spray bridge. West into the fall’s mist: cormorants dive out of the white, and a moonbow stands in the spray.
- Behind the curtain. The quietest room in the region: the font, Sister Lave, the pelican altar, and Dilly, a runaway ward.
- The lip and the head-gate. The Reeve of the Mere keeps the key to the aqueduct that feeds the city and the ward house. Shut it, or not: ask him (he refuses, kindly, and tells you why), bend him, or kill him and turn it yourself. Touch the gate and the copper statues of the founding Duchesses wake. The cost is shown before you choose.
- The aqueduct’s service walk west to her house.
- The ward house. The wardmote, the ward house, the undercroft with the roll room and the sluice-house; the culvert is a second way in. The Magistrate of Wards reads the year’s infants into the record.
- The rite in the cistern. The tide carries Wick into the triangle. The Duchess.
- Out to the plunge pool, where a boat is waiting.

Every cup in her city comes over that lip. She owns the lip.
Every stilled fall is a fall somewhere else. I will keep count of who it lands on.
The bosses
- The Magistrate reads a name and the water whitens where you stand. Keep off the edges. Panel.
- The Duchess. Her wards first, by the blade, by her water, or on their knees (Bend Will and the kneel order: the rite can begin without one child dying). Then the tide: brake the great wheel she left unchained, and wade to her while the water stands still. In phase 2 she kneels at each fallen ward, her back to you. Panel.
- Cobb from the Greenwood holds the tide gate shut for you, on any path.

I bought you that name, Aldric. It was dear, and it was never meant to open doors. Only the one.
Sealed · Mid-gameThe turn: the hunter takenBreak the seal to read
With two houses ended, Snuff meets Wick on the Duchess’s road: “That road? Then I’m coming. Hunter’s law: nobody hunts alone.” He walks at Wick’s back into the siege, gives one tip, does one good deed, and says his last line in his own voice. Then, on the hunter’s ground, the lantern comes out of the fog turning gold.
Running water, Wick. You’ll not cross it.
The fight against a friend: dodge the net and the hook, because the stake only ever follows a pin or a hook, and strike his back while he hauls in a thrown net. The first stake that lands is the one death the god stages. Beaten, Snuff can be spared or killed. Panel.
On the original order this turn came in the High Priestess’s house; on the guided road it moves to the Duchess’s road, because she is the third house TBD: the lines for this road are being re-cut.
Home on Slack Water

At the plunge pool, an old man in a sea-green coat is waiting in a boat called Slack Water. He rows Wick home downstream: past the gorge, past the city’s lights, to the gutter’s docks, where a herald is crying the King’s summons. He says one thing on the way about what Wick has done; which thing depends on what he did.
Dead ride free. Yours was paid. Years back.
From now on the haven’s grate opens onto the river, and Mardle will ferry Wick between the haven, Marrowmere and, later, the marsh.
Backtrack
With the tide (kill path), or as ferry stops with Mardle’s punt (spare path):
- The gutter’s river: the old mill island and the sunk laundry barge mid-river TBD: new stops.
- The maze’s fountain island (tide only): a relic, and the Hedge-King’s root, which makes his hunt easier.
- The Greenwood’s stream-cut glades.
Secrets
Sealed · Mid-gameAt MarrowmereBreak the seal to read
- The roll. In the ward house’s roll room, Wick’s own entry: “died on the road”, the marsh named, Mother: (struck through). An older entry: Title purchased.
- The wardrobe. Three sets of robes: his, cut to his measure; Andrevel’s, older, with a marquis’s coronet; and a third, half-sewn, to a woman’s measure.
- The brake’s chain. The empty hook is in the sluice-house above. She had the chain taken off herself.
- The still water. Whenever the tide stands, the basin is a mirror, and in it robed figures stand on the gallery, smiling.
- The washerwoman. This is where you learn who she is. Wick does not.
Stream notes
- The Falls are the most beautiful place on the road. Take the spray bridge slowly.
- The head-gate is a moral choice with its price shown. Poll it.
- The turn is the game’s hardest emotional beat. Do not skip the cinematic.
- The boat ride home is a rest. Let it play.
