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INTRODUCTION
Enchiridion of the Path is a product that everyone’s been asking
for without even realizing it. While the response to Invisible
Sun has been overwhelmingly positive, a number of game
masters have said “My players are struggling to wrap their
minds around the setting.” And that’s not so surprising. The
Actuality is the weirdest place you can imagine. (Literally. If
you are running Invisible Sun and you’re not making it as
bizarre as you can, why not?)
So we realized that if we were going to make a new product
for the game, we should make it something that not just
enhances and expands the setting information already found
elsewhere, but also helps give players more knowledge at the
same time. The obvious way to help both players and GMs is
to provide answers for the times when the player characters
conduct research and ask “What do we learn?”
That’s precisely what this weird, spiral-bound, perforated
book is all about. Organized by sun, the pages of this book
are meant to be handouts. The GM can literally pull a page or
two from the book and give them to the players when they try
to learn more about the Actuality.
But well-read GMs will notice that while plenty of the
references here harken back to material found in The Path
or even Teratology, there’s a lot of new material too. Within
each handout is hopefully the start of at least one whole new
story that you can add to your ongoing narrative. So while
each handout answers questions, it asks new ones. Because
Invisible Sun is about mysteries within secrets, and a
never-ending quest for knowledge and truth. That’s a race
with an impossible finish line, but the closer a vislae can get,
the wiser and more powerful they will be.
DESIGNER
CREDITS Monte Cook
ADDITIONAL WRITING Shanna Germain
EDITOR/PROOFREADER Ray Vallese
ART DIRECTOR/GRAPHIC DESIGNER Bear Weiter
COVER ARTIST Roberto Pitturru
ARTISTS
Aldo Katayanagi, Roberto Pitturru, Martin de Diego Sádaba, Lee Smith, Matt Stawicki, Bear Weiter, Zoa Smalley
Enchiridion of the Path is a supplement for Invisible Sun. You need the Invisible Sun Black Cube to play.
Many of the beautiful paper backgrounds featured within come from the software Rebelle, from Escape Motions.
© 2019 Monte Cook Games, LLC. INVISIBLE SUN and its logo are trademarks of Monte Cook Games, LLC in the U.S.A. and other countries.
All Monte Cook Games characters and character names, and the distinctive likenesses thereof, are trademarks of Monte Cook Games, LLC.
Printed in Canada
Note: boat costs 500 crystal orbs. Not as much as expected, but not cheap either.
Other options? Who still owes me a favor or two?
Learned about incantation: THE BOOK’S OFFER IS A WELCOME ESCAPE. Could work.
One use only, though. Also HEARTFORM (secret).
Could I fly there? Maybe boat one way, fly back?
Amaranthine’s Garden <-just for fun. Gysmis says it’s beautiful. <-is beautiful.
Reservation at Quietation Inn, two nights, make sure it’s okay to extend if needed
One says Goddess of Unfallen Rain (isn’t that just clouds? Do I not understand
how rain works?). Other says not a goddess at all, but a forgotten (spirit?
patron? ghost? translation unclear) of perfectly timed shelter.
Flowers seem to be made of unheard sound, so you look at them and you see
how they would sound if they could make a sound. Which sounds dumb now that
I write it, but they’re so beautiful. I’m not doing them justice.
Things to Obtain
Writhing Soul
Packing List
* Something to communicate with-If not magic, something else? Pen and paper?
* Cupcakes from Sugar & Regret Phantasmagorical Cupcakes (in Fartown, near library).
Cupcakes that taste like when you’re having a great conversation? Is that a thing?
Note: ask for baker/owner: Schaelee Mizzencort (Weaver).
* Stock up on ephemera objects that can be used without sound. Something for
searching, maybe also for protection? Shouldn’t need it, but just in case.
Woodflesh? Try the Celestial Bazaar?
* Eye gloves Maybe grab a jacket too. Will it be cold on the water?
I’m not going to mince words, my friend. I’m going to give it to you straight.
Here’s what happens when you die.
First, your spirit lingers for a time. You might remain around the site of your death, or
you might linger around your home. This is the Empty. During the Empty, you’re not really
anything. You’re not a ghost and you’re not a living person, but you’re not a dead person in
the Pale. You’re in transition. This usually lasts a few days, but it might be as little as a day
or as many as ten. During this time, you’re not really aware of anything, but people can use
magic to sense you or even contact you if they have the ability.
After that, you move on to the Pale. In the Pale, you’ll be faced with the bureaucracy there.
Yeah, like I said, I’m not mincing words. You’ll have to stand in line at a big place called the
Registry, where officials—Pale Natives—will interview you and get various details about
your life and nature. Then you’ll be assigned a place to dwell and an occupation for your
time in the Pale. Settle in, because you’re going to be there for a hundred years or more.
After your first year, you’ll acclimate to your new existence and you’ll be referred to as a
Dead Resident. As a Dead Resident, you’ll be afforded more rights and better conditions.
And then, after a few decades, you’ll attain the status of Pale Native with even greater
benefits. Among other things, a Pale Native can apply to return to the land of the living—
usually Satyrine—as one of the dead. These are dead people inhabiting and animating
corpses that might be, but don’t have to be, their own. With this physical form, you can do
pretty much whatever you want, but you have to make sure the corpse doesn’t decay to the
point of unsuitability. There’s magic for that, but it’s expensive. You’ll also have to abide by
the rules set forth by the Pale Embassy and check in with them, and they will very likely
give you tasks on their behalf. They always have an agenda. Plus, don’t get your hopes up
too high. Very few Pale Natives petitioning to come back in a physical form actually have
that request granted. There’s a long waiting list. Like in any bureaucracy, it’s who you know.
Even Pale Natives don’t remain in the Pale forever. After a couple of centuries or so, you’ll
probably pass along to . . . somewhere else. I don’t know where. No one does. Or no one
who will talk about it, anyway. Some say that there’s information the living can’t know. It
just won’t fit in their brain. But what lies beyond the Pale? Apparently even the dead don’t
know that. I will say this, though. While you’re dwelling in the Pale, you can still “die.” A
bullet in the head is still a bullet in the head. Most of the time, that means they’re just
insubstantial spirits in the Pale for a year and a day who can’t do anything and aren’t even
aware. Sometimes, though, even after a year and a day, they don’t come back. In which case,
they don’t ever come back.
It’s possible that you won’t pass on to the Pale. You might get stuck in the land of the living
for one reason or another. Some people I’ve interviewed say it has something to do with
whether or not any living people still remember you. Others say it has to do with how many
important things you have left undone. Still others say it’s just the ebb and flow of magical
currents, and frankly the last option seems most plausible to me. If you’re stuck, you can be
trapped in the Empty for years before you start to become aware and are officially a ghost,
but it will likely be much quicker than that. As a ghost, you’ll be able to move around and
eventually, maybe, start to affect the world in small ways and even be seen or heard. For
the most part, though, it’s a very passive existence, with years of just watching the physical
I: What have you been doing since you arrived in the city?
J: I do odd jobs for people. Fix a thing here, sometimes unfix a thing there.
[Editor’s note: Jyson’s reluctance to divulge the names of his employers continues for some time.]
J: Awright, awright. I did some work for a woman named Viara. You’d know her if you saw her. She’s got
chalk-white skin, chalk-white hair, and guess what? She dresses in all white. She thinks she’s the Duke in the Red
or something.
I: Duke?
I: Viara is known to us. And were you working for Viara when you killed Rilicanter?
I: We already have evidence that Viara had motive to want Rilicanter dead for the theft of some personal
mementos. You recovered the stolen property before you killed Rilicanter?
I: Mister Jyson, allow me to introduce Niucta, the elderbrin in the shape of the chair that you’re sitting in. As you
can see, while we’ve been talking, Niucta has retrieved something from your bag. An all-white woman’s silk scarf.
You’re under arrest, Mister Jyson. You’ll find the Cadallish’s justice system swift and, I’m afraid, rather harsh. Good
day to you, sir.
[End of transcript]