Destinies (Guide)/Irem Destinies

From Fallen London Wiki (Staging)

Short Descriptions (story spoilers)[edit]

Like the table for ordinary Destinies, this table briefly describes the events of each destiny for those who wish to choose a future they find interesting or avoid ones that would be out-of-character.

Possible destiny Neathy Tarot number Summary Correspondence description
numberless You form a transhumanist commune after the liberatory dark sets in. To see the world not with eyes, but with hyphae.
VI As the world shrinks for you and your beloved spouse(s), the depth of your love grows, including into Parabola. The pull of mutual gravity willingly accepted.
VII TRAVELLER RETURNING. You go East at full speed. Escape velocity.
XI You continue The Great Work with the Calendar Council, spreading the Liberation through the Neath and eventually throwing off the yoke of the Judgments themselves. A long-overdue change in course.
XII As the Youthful Naturalist considered, you transform yourself whenever you are about to die, eternally escaping death. The necessary sacrifice of a limiting part of yourself.
XVI You don't visit the Adulterine Castle or enact an immensely powerful Discordant Law: No thing shall be. Nothing.
XVIII You make yourself into a city, with a piece of the moon replacing your heart. A truth that can be felt, but never spoken.
XXI You return to the surface at great expense, trusting your ability to survive under the warm Sun. To win it all.
XLIX You were prepared when the Roof broke and the Sun killed the Bazaar, and continue the work for Liberation. To protect a truth with an armour of lies.
LXVII (XVII in Earth tarot) You make arrangements with geographic powers to ensure a future for the Seventh City, after the Bazaar leaves. A course set by the light of something bright and distant.
LXXVII (XX in Earth tarot) You will enforce the Law and worship the Sapphir'd King. A reckoning no longer postponed.

Rewards of Choices (mechanical spoilers)[edit]

This table shows which Destinies can be obtained from each future. Many Destinies require items obtained elsewhere in Irem; these are not shown here. One requires being to a relationship. Another requires a very expensive and nonexistent fabric.

Possible future Storylet Choice Destiny
Nowhere to go but up
Not as you are, anyway
Plant the seeds of a new community
Plant the seeds of the Great Work
"For you, of course."
"For the memory of London."
"That was simply how long it took to put my plan into motion."
Turn the Key
Enter the cell, and end it
You have ensured there will be nothing to find
You are loyal to the Law

Mechanical Spoilers[edit]

A full list of advanced Destinies and stats.

Destiny (Neathy Tarot) Description Stats
(numberless) You will scatter a new spore.
(VI) You will be joined.
(VII) You will move on.
(XI) You will remake the world.
(XII) Death will take aim at you, and miss.
(XVI) No future.
(XVIII) You'll know it in your bones.
(XXI) You will return.
(XLIX) You will keep a secret.
(LXVII; XVII in Earth tarot) You will keep your eyes on the horizon.
(LXXVII; XX in Earth tarot) You will know right from wrong.

Instead of choosing one of the above Destinies, you can also choose to instead retain your previous Destiny and acquire a special Home Comfort. This item has a net advanced stat bonus equivalent to choosing a greater Destiny, though it is only available for .