Argent · the city that never closed its eyes

The self
is a file.

A hyper-city built on the bones of New York, walled against a fog that makes monsters and unmade by the crowding of the living. Step through the gate.

The premise

In Argent, the self is a file. It can be read. Copied. Edited. Deleted.

A fog came, and the world learned what it was for. Where people thinned, it made monsters — things that grew the longer they were left alone. They were beaten by only one thing: the weight of the living, crowded close.

So the nations died and the hyper-cities rose, walled and packed, because distance was the same as death. Argent is the largest of them, grown over the drowned bones of an old American city, gate to gate, dome to bay.

Everything you are is written down somewhere. The only question the city never answers is who keeps the pen.

The Sleepless

The founding immortals of Argent. Each carries a sealed question in the chest. None of them will tell you the answer.

01 / VI
The God King
Silver
Mortal once, a war-doctor. Now the sovereign who never has to rise from the chair — his reach is already everywhere it needs to be.
02 / VI
The Library
Xerxes
The crown prince. Keeper of everything written down — and of what it cost to write it.
04 / VI
The Reach
Ghost
The blade nobody checks behind. An event, not a contact.
03 / VI
The Gun
Arma
Big does not mean angry. The grief just has nowhere else to go.
05 / VI
The Wall
Reap
Even his own brace to fall. The pressure does not choose its side.
06 / VI
The Hands
Walter
The first immortal. The only ordinary man left in the room.
How it plays

You make a self, you declare at the gate, and you find out what the city does with you.

The Sleepless is a story you run inside Argent, not one you read about it. You build a person — a body, a history, maybe an origin nobody chose for you — and you take them through the gate into a world that answers. Run a job for one of the houses. Talk your way past a checkpoint, or don't. Bleed, or get out clean. The city has its own people with their own reasons, and they remember what you were the last time they saw you. Nothing resets politely to zero. What you did stays did, and the world goes on keeping its books whether you're looking or not.

Your character
A self you can editbody, history, the rare origin in the blood
Every run starts
At the gate, declaringwhat you are, before the city lets you in
The world
Holds, and rememberspeople who know only what they could know
How you play
However you movethe gun, the silver tongue, or no blood at all

The Gates

Two bridges in, two bridges out. You declare what you are at the threshold — every time, no exceptions. Then the city lets you through.

High Bridge
North Gate
Open · Declaring
Inbound
0
Outbound
0
Declare to enter
Verrazzano
South Gate
Open · Declaring
Inbound
0
Outbound
0
Declare to enter
The factions
Vermilion
A dragon of the Triad. Courtesy that never breaks.
Azure
A dragon of the Triad. One face at the shared throne.
Obsidian
A dragon of the Triad. A quiet move no one can read.
The 55
The road crew. The bird and the beast, hauling across the dead earth.
The 72
The desert side. The work positioned where the god looks less.
Child of Belarus
The orphans of the betrayed, running the borders that failed them.
Hongmen Yan
The false feast. The trappings of the Triad, without the blessing.
Mist Day
Not a house — a faith. The door, and the figure walking in.