Britannia has recovered, but recovery is not safety. These are the things the realm keeps its bells, bench and burial lamps against, told as its people understand them. Much of it is history and much of it is tale: the worst belongs to the ruin centuries, and most of what remains lies in the marches, the fens and ground never reclaimed. Here too is what a company is likely to meet when it is paid to go where others will not.
The intruders Demons are the powers of Hell: wills from outside the world’s rightful order that came in when the Apocalypse broke it, and were never all driven out again. No lawful bargain can ever be struck with one, and the realm is not eager to say why they are still here.
In Lurking Dangers: Demon (13) · Spawn (5)
Forces of nature, bound to ground A spirit is a force of nature, and every one is bound to a place. Ford and grove, spring and mere, ridge, and the weather above a single field all answer to a thing more ancient than any title the Crown could draw up, which stood there before the Apocalypse and stands there yet.
In Lurking Dangers: Spirit (20) · Avatar (12) · Spirit's servant (9) · Spirit's working (1) · Marked (2)
The node, and what keeps to it Those who deal with spirits for a living do not sort them by ford and grove. A spirit cares nothing for the water or the stone it shows itself through; it cares for its node, the source it draws its existence from, and for going on. The sorting that matters is what kind of mind it has, if any, and how it stands to its node. What follows is the practice of the pact-families, the hedge-readers and the better spirit hunters, not a finding of the Church, which recognises no kinds at all.
In Lurking Dangers: Spirit (20) · Avatar (12) · Spirit's servant (9) · Spirit's working (1) · Marked (2)
What will not lie quiet The dead are the realm’s largest single anxiety, and Britannia has built bell, ledger, watch and office around keeping them in the ground. Most of the time it works; the danger lies in the times it does not.
In Lurking Dangers: Restless dead (5) · Haunt (3)
The sign in the churchyard Corpse eaters are not what spoils a ground; they are drawn to ground already spoiled. Clearing them is the commonest supernatural work for hire in all the realm, and the shrewder companies understand it to be half a task and no more.
In Lurking Dangers: Corpse eater (12)
Shapeless monstrosities Not all that is encountered in fog, beneath the earth or at the rim of the lamplight has a shape the country can settle on. Lacking any name that country folk will consent to use, these things are here called horrors; and country folk handle them by keeping away.
In Lurking Dangers: Horror (8)
When the ground itself goes wrong Blight is a corruption in the very land. Earth and water and the turning seasons break faith with those who dwell among them, until in the end the place itself has become the enemy. Seldom is there anything one could fight.
In Lurking Dangers: Blighted (44)
What no form can hold There are dangers in the realm that are crimes got up as monsters; and there is one that the law cannot so much as name. Britannia’s instruments, by which is meant her laws, her record books and her formal procedures, were never fashioned to contain such things.
In Lurking Dangers: Cursed (3) · Haunt (3)