The adventure starts with a sheaf of newspaper clippings cut from magazines and newspapers distributed throughout the city. (We’ve included all 10 as stand-alone images, too, for ease of printing.) The cell are instructed to use the clippings as a starting point to investigate three power-players in the glittering Silver Quarter:
- Hestra Wander-the-Lost, scandalous media sensation, master seductress and sister to the morose warrior-poet on the city council with the same surname
- Lay-Deacon Strides-Out-Harmonious, a wealthy devotee to Father Summer, who has been building heavily-defended temple-casinos throughout the district, and
- Loq Walks-On-Light, enigmatic ex-military playboy who boasts an increasingly large entourage and some strange philosophies
From there, we adopt a hands-off approach to adventure design. Each of the three main NPCs (and a few other important people) are given full breakdowns and a series of suggested scenes that the GM can weave into the story, and we’ve taken a guess at a few finales that might happen, but we can’t be sure how it will end.
Kings of Silver also boasts several pages of random tables designed to evoke the atmosphere of the gaudiest district in Spire – festivals, noble families, street furniture, whatever the gangsters who run the place are doing, and whatever the city guard are doing to keep things ticking over – six pre-generated characters with Silver-Quarter-ready backstories, and a full list of employees for The Manticore gambling house which the player cell has received as a cover identity.