Silver Palace Wiki

World · Place

The City

Silvernia: a city at the junction of prosperity and decline, where liquid Silverium lights a Victorian golden age and the shadows between districts keep their own accounts.

Liquid Silverium made the city rich fast, and each district grew its own character in the rush: bright and easeful at the center, crowded and improvised at the edges. The official world copy names the tension outright — the city stands at the junction of prosperity and decline, and reality and fable blur here. That blur is where the cases live.

High Peers — the city's facade

The bright district: wealth, comfort, and celebration, watched over by the Spire (CN server: 极锥, EN name not announced) — a cone-shaped reactor that turns liquid Silverium into electricity, the spine of the city's power grid. The CN-server official copy is unsentimental about it: High Peers is not clean, only not yet toppled. Its residents celebrate and pursue pleasure, and turn a blind eye to the inhuman things that hide their names among them.

Morgue Street under gaslight — official cover art.
Morgue Street, High Peers' most iconic enclave. Official cover for "The Science of All Things — Local Edition: Morgue Street", © Elementa Games.

Morgue Street — where the roads meet

A vital thoroughfare connecting multiple districts — "a sprawling crucible in which those of all social spheres and distant lands converge", per the official Morgue Street article. It is a hornet's nest of rival factions where no single power has ever taken full dominance: a fragile equilibrium, each standoff leaving the street poised between lethal peril and boundless opportunity. Three landmarks anchor it:

  • The Detective's agency. A cluttered headquarters and a modest flat in one — where the Detective lives and breathes all things investigation. The early-game hub; see the beginner's guide.
  • The tavern. A rowdy establishment that becomes the beating heart of High Peers once dusk falls — drunken whispers, scandalous gossip, half-remembered tales, and vital clues waiting in all of them.
  • The coffee house. Intellectuals, clerks, and merchants refueling between shifts, the air humming with argument — a conduit for the city's endless chatter.

The Outskirts Incinerator

On the city's edge, the incinerator's underground structure connects to the smelting plants' wastewater pipes (CN server: 边郊焚化炉, EN name not announced). Years past maintenance, everything there is half-collapsed; metal waste cools, re-ignites, and cools again. The official CN appendix describes silent water erupting with heat where nobody is watching — the thumbnail of the whole city, and the stage a climax case deserves.

Hostile factions

Three hostile camps were formally introduced with the Morgue Street article (official EN copy; the article notes the materials are work-in-progress and not final quality):

Metal-Blooded beasts

Savage creatures hidden in plain sight throughout the metropolis — they pass for ordinary citizens until exposed by the touch of high-purity Silverium, which grants monstrous strength and a feral, unhinged lust for violence.

A Metal-Blooded beast revealed in the streets — official still.

The High Peers syndicate

A notorious criminal syndicate haunting every corner of High Peers — a loose, chaotic coalition of smaller street gangs flying the same banner. Their hierarchy is fractured; their numbers make them lethal anyway.

High Peers syndicate members in the street — official still.

Street thugs

A ragtag band of petty thugs lurking in streets and alleyways, always on the lookout for trouble to stir and pockets to pick — the small predators every big one feeds on.

Sources: the official Morgue Street article (EN) and the CN-server official world appendices compiled before December 14, 2026. CN-only names are marked where they appear; this page re-checks against the localization after launch.