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The Grimmstone Visitor’s Guide · District SIX

Sixth Circle

A neighborhood with its own stories, loyalties, and peculiar definition of normal.

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Field notes · Public edition

Welcome to Sixth Circle

A district where money, reputation, contracts, and contested territory turn every favor into a calculation.

Filed by the Office of Inconvenient Geography. Please do not correct the street signs; they take it personally.

Eight places to begin

Places worth finding

These are selected from the district location reference, with private campaign material withheld.

SIX-01

THE CATHEDRAL OF THE LAST SAINT

A documented stop in the district, known to locals and worth a closer look.

SIX-02

THE ORDER OF THE LAST BELL

A documented stop in the district, known to locals and worth a closer look.

SIX-03

SAINT ORISON CEMETERY

A documented stop in the district, known to locals and worth a closer look.

SIX-04

BELL & CROW FUNERAL HOME

A documented stop in the district, known to locals and worth a closer look.

SIX-05

THE LANTERN & BONE

A documented stop in the district, known to locals and worth a closer look.

SIX-06

THE QUIET CUP

A documented stop in the district, known to locals and worth a closer look.

SIX-07

THE HOUSE OF OPEN HANDS

A documented stop in the district, known to locals and worth a closer look.

SIX-08

BLACK VEIL FLORIST

A documented stop in the district, known to locals and worth a closer look.

The people who keep the district moving

Five organizations to know

Public reputations only. The archivist has been instructed not to publish confidential correspondence again.

SIX-F01

The Belladonna Family

The Belladonnas grew from immigrant restaurateurs and bookmakers into one of Grimmstone’s great criminal dynasties. They survived crackdowns by making themselves useful to everyone: politicians needed quiet money, clubs needed credit, gamblers needed books, and rival criminals needed neutral dinners. Their hospitality is legendary because every meal is also negotiation.

SIX-F02

The Red Right Hand

The Hand began as collectors for several rival families who realized professional violence was more profitable when neutral. They became a market for force: intimidation, retrieval, punishment, and assassination. Their continued existence depends on one rule—contracts matter more than personal politics.

SIX-F03

The Devil's Due

The Due formed around Demon-Blooded advocates who realized Grimmstone’s criminals signed terrible agreements without understanding the language. They became interpreters, then brokers, then authors of magically binding contracts. They are difficult to destroy because even their enemies rely on them to make supernatural promises enforceable.

SIX-F04

The Lucky Bastards

Born from cheats expelled by respectable casinos, the Bastards built a culture around beating systems rather than owning them. They became bookmakers, card mechanics, odds-makers, and professional gamblers. Casinos tolerate them because their action attracts crowds—and because banning all of them proved impossible.

SIX-F05

The Velvet Razor Society

The Society began as bored wealthy patrons hiring criminals for elaborate thrills. Eventually the patrons became better criminals than the professionals. Today it mixes socialites, executives, thieves, fixers, and corrupt officials who treat elegant crime as both networking and sport.

Continue exploring

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