Fallen London - Firmament Recap

This is entirely different from my usual ramblings - this post is meant to be a resource to talk about the latest ongoing Fallen London story, Firmament! I would have previously have used cohost for this (rip), but we make do with the blogging tools available. This current version recaps the story through Chapter 4.

It's rather long and involved; the full summary follows, but here's a quick tl;dr -

In Chapter 1, it's raining in London! To investigate, we have to fly up, to the roof. We go to Hallow's Throat, where we see a piece of recent history impossibly brought to the present day - the stalactite that fell in the horticultural show (2023's estival). We're assailed by a horrible flying creature, which calls itself the Vulgate, and mysterious fire seems to erase things from time all around us.

In Chapter 2, we pursue the rain higher, to the Midnight Moon, a smuggler's den & ambergris mining operation. There's a dead whale here that the water is coming out of! It turns out that the whale has been linked to another version of itself, from a timeline wherein it ascended to the surface. Cracking the seal on that link brings us to Lost Time, and through that odd "library," to a version of Naples, where the linked whale is alive and hanging out in the mediterranean. Convincing the whale to move on ends the impossibility, breaking the connection and ending the rain. And they all lived happily ever after!

In Chapter 3 we learn that we can't rest easy yet. We travel to Zenith, after having been called by a mysterious dream of fire (a similar dream was our prelude to chapter 1). There's a cult of starved men there, who serve the Vulgate. The Vulgate use the starved and their violant moon miser milk to keep their favorite Apocrypha, things stolen from impossible times, in Zenith. It turns out one of those things is a being called the Immanent, who wants to be set free.

Chapter 4 takes us to Ghent of Risen Burgundy, the Last Duchess' home. In the middle of the feast celebrating the Duchess' triumphant return, a rebel faction calling itself the Feastmen invades. We chase them back to Lost Time, and discover a different, apocryphal (more apocryphal?) version of Burgundy. This little slice of excised history is home to a group of anarchists calling themselves the Calendar, and they need your help to finish Avengers Assembling the greatest team of sun-haters the world has n/ever seen.

Chapter 1

Firmament begins with a weird dream sequence about being a book and being followed by fire but weird dreams are old hat to the FLPC. The bigger news is that it's raining. Finding out where the rain comes from is the ostensible impetus behind Firmament - we've gotta explore the Roof of the Neath in order to stop the rain before London drowns! After getting an airship from Station IX, we fly up to the nearest roof location, Hallow's Throat

We also collect our first two companions for the journey - the Last Duchess, who appears to have some unusual ideas about who should rule England, and Tatterdemalion, whose golden shades quite obviously mark him as someone with some kind of connection to the Dawn Machine. At the Throat, we collect our third, the Forlorn Shepherd, a melancholy starved man with three eyes, who offers to be our navigator and guide to the weird world of the Roof.

The Throat has three structures: The Lung, which is a large, hollowed out stalactite; the Spleen, which is where the Starved effect transformations (and you can too, in Ecdysis); and finally the Gullet. Curiously, the Gullet appears to be identical to the stalactite that crushed the horticultural show.

Meeting with the Starved in charge (to find out about the rain) reveals that they believe London has been destroyed. It comes out that London is still around, thank you very much, which culminates in the (re)dropping of the Gullet. This is done out of a sense of preservation rather than malice - there are different factions of Starved, and one wanted to open an eye in the Roof to let sunlight in and destroy everything - dropping the Gullet is meant to prevent nuclear apocalypse.

Prior to the dropping, a winged thing attacked the FLPC. It's called a guardian by the starved here, but later given the name Vulgate, and it shows up again now, complaining about how you've ruined everything. It also mentions the "scriveners of Zenith" (they'll show up later), and calls itself superior to all of them. Anyway, the gist of all this is that this Vulgate liked this version of history, and so "rewrote" things locally, so that it was true that the Gullet still existed. It tries to write you out of reality. The description of it has made many contemplate whether it is connected to the Scriveners or Scrive-Spinsters of Sunless Skies.

Before you can die in the tragic sequel to the horticultural show, the stalactite is unmade in fire (!), and you're rescued by the airship. Weird! Weirder still, nobody on the ship has any memory of the Gullet - but the FLPC and the Last Duchess do...

Well anyways, the rain wasn't here, so it's time to go further up. Next stop is the Midnight Moon.


Chapter 2

We arrive at the Midnight Moon and see pretty immediately that it's the source of the rain! Wow, this story is gonna wrap up in two chapters I bet. The Midnight Moon is a small little ambergris mining station around this impaled whale, and water is pouring out of the Whale's mouth in incredible quantities.

We assemble a couple of clues - one, some miners disappeared inside the whale and never came out. That's weird, since a whale is only so big. Two, venturing inside the whale reveals that the water is just coming from out of nowhere. And three, on the way up in Chapter 1, we'd had a weird stop at some kind of "grave" - although upon closer inspection, it appeared to be the site of something's entrance to the neath (perhaps the Vulgate's?). Tatterdemalion draws a connection between the emergence of the water and the emergence of whatever it was that came through the grave/gate. Investigating there reveals a clue in the Correspondence; a lock that can only be broken by paradoxes, and an exhortation to "give me back to myself." Well, they've been taking ambergris from the whale - what if we returned some?

Hightailing it back to the Midnight Moon, we get a little more detail resolved - the rain came after an experimental method to induce ambergris production in the already dead whale. The remaining miners blame some "engineer" (who has conveniently gone missing with the rest of the missing miners). The expedition is allowed access to the whale. Bringing pieces of ambergris to the inscribed stalactite causes the gate to ignite in fire, and allow passage to the other side -

- Which leads to maybe the wildest place in all of Fallen London. Someone cheeky has left a little note; they've dubbed this place "Lost Time," where things that can't be allowed to exist are bound into books and shelved (active tense - there are Librarians, who you do not want to cross). Finding the right book will take you into that alternate version of history. All we have to do now is find the book that corresponds to the whale!

Eventually you do so. Bringing the book to the reading room and opening it temporarily undoes the binding that has turned reality into text - and so you and Tatterdemalion and the Last Duchess are taken to another world. In this alternate world, the whale rose all the way to the surface, and found itself in a version of Naples (or more particularly, the Mediterranean).

Lost Naples is a beautiful vacationing spot, but unfortunately we came for business not pleasure. The miners are here, along with their engineer, who gives her name as Summer. She's the one who left us notes on how to navigate the stacks in Lost Time, she reveals that she wasn't responsible for the reappearing ambergris (instead, someone or multiple someones are going around and doing this kind of thing), and most importantly in terms of fixing the problems, she doesn't want to leave until she's acquired a book, since it's one that is impossible in her version of history. Unfortunately, the miners have bribed the bookseller to not sell her the book, so that they can remain here on holiday. After resolving the dispute, the whale is induced to either rise or fall, which severs the connection - the whale is no longer an anomaly, and so the book is no longer needed. This version of history is undone, and we are returned to Lost Time.

A quick aside on Summer; there are a few hints that she might be June, one of the months of the Calendar Council, about whom very little is established; previous text establishes that June is the engineer of the Dawn Machine, and that she can't be trusted (presumably for this reason). An old Exceptional Story, the Calendar Code, takes you to a library where the book corresponding to (/ authored by) June is a "collection of ideas for frivolous amusements," connected in game mechanics to the Hedonist quirk. The text also suggests that the author is trying to chase away "dangerous introspection" by planning all these little diversions. That's pretty much it (she has one of the shortest wiki entries of the 12 councilmembers).

So why do we think Summer might be June? Mostly circumstantial evidence - Summer is clearly knowledgeable about the Correspondence and a capable Red Scientist, qualities we would expect to find in June. Summer is enjoying a life of luxury, and seems to be rather epicurean in her tastes - we don't quite get a sense of her desperate avoidance of introspection, but there is perhaps a link to "hedonism." The book Summer desires is (probably) The History of the Two Republics, an unreal book apparently by Garibaldi, about overthrowing the Sicilian Monarchy. In our world, that did really happen, although unified Italy became another kingdom. Summer's interest in the book (and in Lost Time, more generally) is about using the laws of reality against themselves, with a very revolutionary bent (since in Fallen London, the laws of reality are the laws of the highest monarchs, the Judgments); according to Summer, "Even a prison contains the key to its cells, and law contains its own shadow: anarchy." Also in chapter 3 we learn that Tatterdemalion is beefing with her. Anyway, certainly not conclusive; I'm looking forward to learning more about Summer in the coming chapters.

When we return to the Midnight Moon, the last of the water is already falling away! Problem solved. Except that that weird dream about fire comes back - this time, declaring that the FLPC, personally, is in grave peril. I guess the story can't be over yet. We wrap up with a quick debrief with the team: Tatterdemalion is gung ho, the Shepherd is pensive about returning to Zenith (where he's from, it turns out), and Summer invites herself to the party. Most notably, the Last Duchess says she had precisely the same dream... Wonder what's going on there.


Chapter 3

The Forlorn Shepherd has negotiated our passage to Zenith! But it turns out that he's persona non grata among the starved who live here. They call themselves the Illuminated, and they have some rites involving moon misers and the violant light that suffuses this place. The Illuminated worship a figure that they call the Immanent, and believe his emergence from the sanctum in Zenith is nigh. In fact, our arrival is meant to herald his coming. Well, our dream also involved a prisoner in Zenith. So, good news?

In the course of learning about this place, we also get some of the Shepherd's backstory; the rites seem to involve killing one's chosen moon miser. He wanted to refuse, but found himself unable to. The shame and regret drove him to flee. He's been dubbed "the Hollow One" on his return, but his understanding is that that title is reserved for someone who drowned themselves instead of their miser. Although he floats the possibility that perhaps time wobbliness is to blame, in actuality, it's a calculated move on behalf of the Illuminated; they venerate suffering, believing that it will be transmuted into "radiance," and he was chosen to receive this honor. This might have been to intentionally create a "hollow" vessel that the Imminent could then fill, as a means of escape - I didn't read the text this way, but it does give some of the Shepherd's lines and other interactions a particular resonance. Also the misers don't actually die, but are changed by exposure to violant. Just calling it out because I found the writing around this plot point to be a little tough to decipher!

We complete the rites, and use them as a distraction to sneak in to the sanctum. Inside, we're greeted by the Illuminated's Pastor, and he takes us on a little tour before revealing that actually, he is the Immanent. He took on the guise of the Pastor (who was allowed access, because the Moon Miser rite and the resulting violant milk is necessary to keep the apocrypha imprisoned here), and in this disguise, orchestrated events so that we would be granted passage, so that we could free him. Anyway, inside we get some more hints - the Last Duchess sees that the Vulgate have taken an interest in her home (which is revealed to be Ghent, and somehow accessible from the Neath, apparently).

The Immanent himself is rather notable. He appears to be some kind of immensely powerful being, high up on the chain, the Herald of a Prince. Further examination of his memories suggest that he might be a part of or emanation of a dragon (perhaps even Storm). We get a classic tragic FL love story - the Herald, exposed to the Neath, began to dream (which isn't supposed to happen) and then love his prince (which really isn't supposed to happen. As of this chapter, there's a lot we don't know, precisely. My suspicion is that he is apocryphal, a self taken from another time.

Here, the story features its first major split - to progress, we must interfere with the Immanent's memories, in order to change him, so that he might escape the prison (only things that have changed are allowed to leave, and the violant here keeps most things perfectly connected to themselves). It's possible to doom him to irrigo and forgetfulness - it's possible to cause the Immanent and the Shepherd to merge! And it's of course possible to change him as he asked, setting him free to wreak havoc and bring obliteration to the Neath, since he despises the lawlessness of this place. Oops!

The flock of Vulgate finally catches up at this point, and we're forced to flee. Either the Immanent or the mysterious fire drive off our pursuers, but we're left with a sense of impending doom. Both the FLPC and The Last Duchess are apparently of interest to these timeline altering jerks. The Illuminated Shepherd, if you joined the Shepherd and the Immanent into a single being, reveals that if the Vulgate succeed in their grandest endeavor, then his old prince will be awakened, which would surely doom everyone. Uh oh! Next time, apparently, we get to go to Ghent and find out what the heck the Last Duchess' deal is.

Chapter 4

It's finally time to go the Ghent. But not before one last dream - the Duchess relates that she has dreams of a husband. This has precisely as much impact on her romanceability as you would like it to. She also presents you with the treaty (she calls it the "Privilege") that the Masters gave her. It's written in the Correspondence, and details how the Last Duchess sold the city in order to rescue it from jealous neighbors in Europe. Odd - the Duchess maintains she had never met the Masters before she went to London. Odder, the deal gives the Masters great power over Ghent; they would only grant the city its liberty if compelled by the tragedy procedures. Oddest still, there's lingering evidence of Discordance at work, evidently to nullify the treaty. "No chosen city shall be a chosen city."

Perhaps the mysteries will be revealed in Ghent. The city is upside-down, physically resting on the surface of the roof (there have been a few mentions of these "inversions," places on the Roof where gravity pulls up instead of down). This is hardly the weirdest thing about the place. Burgundy is a medieval city, but even beyond the culture shock it seems like there's a kind of strange fervor for excess and excellence.

The Duchess departs immediately to go to her castle, and we soon join her. In her absence, the Other Duchess, who we're told is her stepmother, has been ruling as regent. The Oher Duchess is not much loved by the populace, but the Last Duchess seems to enjoy the regard of Burgundians for now. She throws a grand feast to celebrate her return. 

During the feast, Summer gets up to some shenanigans involving mirrors to steal a private moment with you. She's working on a theory about the Vulgate, and, in a turn that will continue in this chapter, lays out the facts pretty plainly. According to her, the Vulgate must be stealing apocrypha from the stacks, but Summer argues that the Vulgate must be exercising some kind of discernment; if the only thing the Vulgate wanted was to free all the apocrypha, they could just storm Lost Time with their superior numbers and power. There must be something they fear.

We return to Burgundy to find that the feast has gone sour without us; an attack has left one aristocrat dead. The culprits are the Feastmen, but they must have had help from inside the castle to get in, and they appear to have vanished into thin air. Quick sidebar: Flora has been acting strange, and was noticeably absent during the feast! Hmm.

After drawing the requisite cards from your opportunity deck, you find evidence that the Feastmen retreat into a curious tangled garden in the city. Heading there reveals a particularly nasty wound in the world, similar to but more raw than other entrances to Lost Time. Tatterdemalion prepares to go looking for the key to open the way, but the Last Duchess saunters right in. Hmm.

Into the Stacks again! The first book we find this chapter takes us to a version of Burgundy where the Bazaar (!) is dead (!!), as are the Masters (!!!) (at least some of them). We're met in the bloody spires by a council of nine. This is the Calendar for All Seasons. They've seized Burgundy and are using it as a station within Lost Time to build an unstoppable revolution. Three faces are new (each Burgundians), but some among the other six are from further afield, and some are even familiar: one is a sister to the Duchess (the classic one from Fallen London, which is to say the one from the Second City, the Egyptian princess. There are too many duchesses now), and one is recognizably the Manager of the Royal Bethlehem, also known as May. This version of him isn't either of those titles, and here goes by the name Beltane. Of the remaining four, it sounds like three are from the Fourth City (a Roser, a Copper, and a Motherling), and one is from the Third (a warrior with a face trapped in a piece of black glass, which is wild, I don't know what that's about). They also have one surviving Master trapped in a cage, whose dreams they've been using for prophecy. If it's the Master I think it is, they must have found a very forbidden book.

Well all that's pretty wacky. But what's it got to do with us? Something is going on with The Last Duchess; they'll only give her back to us if we can round out their numbers with three more revolutionaries. They've already headhunted their choices, but they'd like us to recruit these new members - each is in their own book of un-history.

A brief aside on some details, in case they wind up being important; it seems as though only one version of each person is allowed in non-apocryphal "reality" - Beltane makes reference to planning to kill May; the Calendar remarks that they've disposed of one version of Maximilian's bones (more on him later). This Bazaar's scars are first attributed to something "vast and marvellous" and later are likened to the erasure of the Gullet (though the source is unclear - the same fire? weaponized by Burgundians?), but throughout the implication is that this Burgundy reached too high and was brought low. Finally, Summer says that she's been in contact with members of this Calendar for "some time," which suggests a timeframe much different than the one I had been imagining.

Book one, The Last of its Kin, is from a "neon" Burgundy brought to ruin. There, Iron and Stones are locked in a duel to the death. You may pick which one emerges victorious; Iron promises to be a treacherous ally, while Stones, somehow, has been forged into a stalwart one by the experiences here.

Book two, The Other Half, has the appearance of a script, concerning two brothers, twins, who are stars, and how one of them was betrayed. This is apparently an alternate telling of a piece of Sunless Skies. There's no choice here, and the ending is not entirely explicit but it does seem as though you retrieve the surviving star from the book to join the Calendar.

The final book is Should it have been Otherwise, and this one concerns Summer directly. It's another neon Burgundy, although this one appears "triumphant" - Burgundy has colonized the entire Neath. June, the doppelganger of Summer, has created a machine (ala the Dawn Machine), and is preparing to lower it into the zee as "a gift to her new patron." The machine, when turned on, annihilates Burgundy in light. It also combines June and Summer into a single person. The Calendar desires the Apocryphal June to be the dominant entity, and Summer wishes to wear her other version as a veil; the choice is yours.

Finally, we can return to the Calendar in Alt!Burgundy. They allow us to meet Maximilian, the Duke of Burgundy. In our world, real human Earth, Maximilian married Mary, the duchess of Burgundy, and later he became the Holy Roman Emperor. Here, the story is somehow more complicated, but the gist is that he wasn't supposed to be in Burgundy when it fell. Beltane says of him that "His presence anchors this little Burgundy in Lost Time and confuses the present with the past."

Reuniting the Duke with his Duchess reveals more twists. For one, apparently, the Burgundy "out there" actually is this same apocryphal Burgundy - the Duchess brought some of it out with her, leaving only the small piece occupied by the Duke and the Calendar now. For another, there's a lightning blasted crown that, when the Duchess dons it, turns her into a tyrant who dreams of immortal empire. Max calls it the "ambition that... annihilated its would be Masters," This high reaching broke a law, and the punishment was destruction and banishment.

Max believes the Vulgate will come and try to eradicate the city, to prevent the city from falling afoul of the law, and bringing the calamity "again." At this point, depending on how things went at the feast, the Last Duchess either resolves to be a powerful ruler or opt for democracy; you can sway her vote, if you've amassed enough of her respect. However, it doesn't seem possible to prevent her conflict with her ersatz husband. Upon leaving, she and Maximilian argue, and eventually resolve to duel for the throne. The duel will take the form of a Grand Hunt, which will be Chapter 5. Depending on whether or not you tried to lock the Duchess in the Stacks colors the details of that argument, but not meaningfully its substance.

Whew! That's the story so far. Although Chapter 4 is in some ways the most plain in its language, I think some of the ways it answers its questions actually leave me more confused. The whole deal with Burgundy seems more convoluted than it needed to be, for example, and I have no idea when Summer found the time to be communicating with the Calendar for All Seasons.

Below is a tally of the qualities and what they're used for, as best as I can tell. I'll update with more of Chapter 4's once the wiki is built out a little more.

Qualities from Chapter 1:

The Regard of the Dawnseeker, The Admiration of a Duchess, and The Hopes of a Shepherd: These all track how your crew are feeling about you. There are a few mutually exclusive points (e.g., going with Tatterdemalion's plan gives you a point of Dawnseeker regard, but declining his plan gives you Duchess admiration). These have a few "spends" in the current slew of chapters; predominantly, if you would like to exert your will over theirs, you can spend their friendship points to get the outcome you prefer. These are scattered throughout, and while not always signposted, usually pretty clear. Weirdly, these are all hidden, so you won't find them in your "Self" tab.

Menial Decision: Tracks whether you had the Last Duchess' attendants stay (as the Duchess orders) or if you countermanded her and told them to go. Impacts a small scene after being rescued, but also seems to have changed their opinion of you. It also comes back in Ch. 4; David is having severe doubts about presenting his writings, and if you had them obey the Duchess, you can warn David that his fears are well founded.

Vulgatis: Tracks whether you convinced the Vulgate who accosts you in Ch. 1 to escape, or simply left it to its fate. No use, yet.

Qualities from Chapter 2:

A History of the Two Republics: Tracks which version of the book you gave to Summer - the real or the replica. Impacts whether Summer sings the whale up or down. She doesn't seem too put out by the fake, but I wouldn't be surprised if this come back later.

And did they return?: Tracks whether the ambergris miners returned or stayed. Impacts a line when you return to the Midnight Moon yourself.

The Leviathan's Call: Tracks whether the whale rose or fell. There are some associated hidden qualities (like Summer Sang or Tatterdemalion Sang, etc), but nothing tracks specifically whether you had the Duchess or Tatterdemalion "sing other than they would" (those choices just eat up the character's "Regard" quality). No idea if this will come back later.

Qualities from Chapter 3:

A Dream of Summer: this appears to me to be Summer's "friendship points" quality, but so far there is only one opportunity to acquire this single point - going with her distraction over Tatterdemalion's. Oddly, it is not hidden, unlike the other members of that "family." Chapter 4 added a few more ways to gain points, notably three for letting Summer be the dominant personality in the June/Summer hybrid.

Flammier or Lucifier: Two different qualities - you'll get exactly one or the other. Tracks whether you "heeded" the flame (Flammier), or interrogated the flame & prisoner in your dream (Lucifer). No uses yet, which makes me awfully suspicious.

The Secret Ways of Zenith: Tracks whether you intervened in a scene by the rockpools. This has impacts on what happens to the Forlorn Shepherd, by way of the qualities below (Revelations and Rejections).

The Shepherd's Revelations and The Shepherd's Rejections: two different qualities that play a large part in how the chapter resolves. There are three opportunities to raise one or the other: Telling the Shepherd that the Hollowed One is heroic, that you don't know what happens to the Moon Misers in the rites, and intervening in the Secret Ways of Zenith) raise Revelations; saying that the Hollowed One is a victim, that you know the fate of the Misers, and not intervening raise Rejections. Whether Rejections or Revelations is higher will impact the Immanence quality (technically, they impact The Forlorn Shepherd quality, which is then used).

Hollowed: Tracks whether you told the Shepherd about what you saw in the pools (that his miser lived). Telling him keeps a particular outcome for the Immanence quality open (or rather, not telling him prevents you from those Immanence quality outcomes). Either option will change how he reacts when he is reunited with his Moon Miser.

Immanence: Tracks what became of the Immanent. You can choose to remove two of his memories (he "changed enough to escape Zenith"); you can choose to remove all three of his memories (causing him to remain); or, in special cases and with particular combinations of Revelations and Rejections, he can merge with the Shepherd. With two memories removed, Hollowed 1 (you told the truth) and Shepherd 25 (Revelations higher than Rejections), he will seize what he thinks is his destiny as the Hollowed One, and force the Immanent to merge with him. With the special "try to remove only one" storylet, removing the memory of stars, Hollowed 1, and Shepherd 25, the two consensually merge. If they merged, you get a new quality, Navigator: The Illuminated Shepherd (and you lose your previous Navigator: The Forlorn Shepherd quality). All of these outcomes have impacts on what happens directly next, to conclude the chapter, and presumably will continue to impact chapters going forward. 

Redacted: A Memory of Love / Death / Distant Starlight: These are three different qualities that you acquire by removing the corresponding memory from the Immanent. So far, there appears to be one use (you can only get the consensual merging with redacted starlight, I think), but it seems like these could potentially impact the Immanent's appearances in future chapters.

Marked by Zenith: Acquired by entering the rites without the protective layer of counterfeit emotions. This has the "we told you it'd be bad!" bold & italicized text warning, so this will be used somewhere down the line. The consequences are, for now, uncertain.

Qualities from Chapter 4:

Tyranny of Burgundy: Tracks how despotic the Last Duchess is getting; at 7 and above, her inclination will be to become the tyrant that everyone fears will bring judgment upon Burgundy.

Rumours of the Other Duchess' Tyranny: Acquired during the feast. If you get enough evidence, you can blame the Other Duchess for David's lackluster narrative. Doing so increases Tyranny of Burgundy. I conflated the two, and didn't realize I was raising The Last Duchesses' tyrannical proclivities. As above, there are too many Duchesses.

The Tyranny of the Last Duchess: Functionally, this tracks whether you exercised your influence over the Duchess; it's set to either 1 (all in on tyranny) or 2 (press F to doubt). Leaving the Duchess to make her own choices will match her result for Tyranny of Burgundy (High ToB and you'll get 1 here; Low ToB for 2). If you have 7 points of her regard, you can change her mind, and set the number to the opposite.

The Rule of Burgundy: Tracks who you returned to Burgundy with; towards the very end, you can attempt to lock the Last Duchess away. If you do so, this is set to 1, as you returned with Maximilian. Otherwise, it's 2, for returning with the Last Duchess. Note that attempting to lock the Duchess away does not succeed (she shows right back up two actions later), and also costs you 7 points of her regard.

Wrong Months: Increments for each "wrong" councilmember you return to the Calendar. This only goes up to two, one for Iron and one for Summer. Unknown what this does so far, but it is probably not good for the Calendar.

Another June: Tracks whether Summer adopted the persona of June (1) or vice versa (2).

Carousing in Burgundy: You're prompted to give a toast early on; you can choose yourself, the Duchess, or to remain silent. Seems unlikely to me to make a return, but you never know.


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