recursal/Fanatic-Fandom huggingface dataset:
Sverdlovsk

Remote
Destination

**Sverdlovsk** is a possible Destination or Place of Residence in the Exile legacy. It can be reached from Nizhny Novgorod, Samarkand, and Stalingrad. It is transformed into **Sverdlovsk in Flames** after assisting an Uprising. Arrival in Sverdlovsk provides Obscurity and Opportunity: An Official Connection?.

## Reconnoitre Sverdlovsk

### Connections and Licenses

* Opportunity: An Official Connection?
* Opportunity: An Underworld Connection?
* Opportunity: A Connection with Radicals?
* Opportunity: Medical Credentials?

### Property

* Opportunity: Discreet Office?
* Opportunity: Quiet Warehouse?

### Items

* Opportunity: Purchase a Profane Weapon?
* Opportunity: Purchase a Crudely Carved Image?

### Times

* Dawn
* Night

## Send Discreet/Hasty Messages from Sverdlovsk

* Nizhny Novgorod
* Samarkand
* Stalingrad
* Wounded Moon Lake
* The Tiger's Nest

Default: A Dash Cross-Country
Opportunity: A Connection with Radicals?

*This article is a stub. You can help Cultist Simulator Wiki by expanding it.*

 **Decays To** | None

Opportunity: A Connection with Radicals? is an Opportunity in the Exile legacy.

## Acquisition

This opportunity can be found by Reconnoitre in some cities (usually Troubled cities). It is the result of exhausting Connection: Radicals.

## Use

Employ this Opportunity with 1 Stolen Lifespan to gain Connection: Radicals. If you have one or more Connection: Ruler, one will be purged.
Rarity: Atlas of the Unsuspected

*This article is a stub. You can help Cultist Simulator Wiki by expanding it.*

Worth 3
Portable
Asset
Knock 8
Grail 4

## Acquisition

Rarity: Atlas of the Unsuspected is acquired by Employing Opportunity: Purchase an Atlas of the Unsuspected? found in Strasbourg.

## Uses

### Knock and Grail

Rarity: Atlas of the Unsuspected can be used anywhere a principle Aspect is accepted, such as in Operations and Capers.

### Comfort

Rarity: Atlas of the Unsuspected can be Employed to produce 1 Contentment. Accruing sufficient Comfort can achieve a greater "Obscurity" or "Foe defeated" victory.
On the Continent

On the Continent is an aspect that identifies which Locations are on the Continent. Exploring with A Forgotten Chronicle can discover 7 Locations:

* Chateau Raveline
* Fermier Abbey
* Orthos Wood
* The Vanderschaaf Collection
* Forman House
* Key-Hunter's Garret
* The Unnumbered Stones

These vaults can be found randomly using A Forgotten Chronicle on Explore.
Stained Gloves (Exile)

*This article is a stub. You can help Cultist Simulator Wiki by expanding it.*

## Acquisition

Worth 1
Portable
Asset
Grail 4

Obtained from Our Lady of Wires in Kiev.

## Uses

### Grail

Stained Gloves (Exile) can be added to Operations or Capers wherever a lore principle is needed.

### Worth

Stained Gloves (Exile) can be Relinquished for 1 Cash or Employed with an Opportunity to address 1 Price.
Piebald Pigment

**Piebald Pigment** is the Moth 4 Ingredient.
It can be used in any Rite with the appropriate slot, or sold at auction for a minimum of 2 Funds.
It can also be used to Paint to create the Moth Masterpiece.

## Locations

* Kerisham chance of receiving as reward for completing this vault
* The Unnumbered Stones chance of receiving as reward for completing this vault
* Foxlily Meadows chance of receiving as reward for completing this vault
* Crowkiss Hill
* The Forsaken Reach chance of receiving as reward for completing this vault

* There's a small chance to gain find this when talking to a **Moth**, **Forge**, or **Winter** Follower about Cult Business.
Opportunity: Purchase an Atlas of the Unsuspected?

*This article is a stub. You can help Cultist Simulator Wiki by expanding it.*

 **Decays To** | None

**Opportunity: Purchase an Atlas of the Unsuspected?** is an Opportunity in the Exile legacy that can only be found in Strasbourg. Employ this Opportunity with 3 Worth to gain Rarity: Atlas of the Unsuspected.
Opportunity: Purchase a Mutilated Manuscript?

**Element ID** | op.curio.lantern1op.curio.lantern2op.curio.lantern3

**Opportunity: Purchase a Mutilated Manuscript?** is an Opportunity in the Exile legacy.

## Acquisition

There are three versions of Opportunity: Purchase a Mutilated Manuscript?, one for each page of Curio: Pages from the Book of Suns. Each version of the opportunity is unique and can only be encountered once.

Opportunities to buy the first page occur in:

* Alexandria
* Istanbul
* Samarkand

Opportunities to buy the second page occur in:

* Kraków
* London
* Tiflis

Opportunities to buy the third page occur in:

* Marrakech
* Tripoli

## Use

Employ this Opportunity with 2 Worth to gain Curio: Pages from the Book of Suns.
How to Travel Around the Game World Using Respawn Points

Below is a tutorial on how to quickly travel around the world while you are in **Adventure Mode** using **Respawn Points**.

Where are Respawn Points located?
   Respawn Points are located throughout the game world, and are represented by a blue flag, with a small, yellow symbol on it. When you are near a Respawn Point, they will appear on your **compass** as a white tower symbol, or if you have already activated the Respawn Point, a green tower symbol. You may also see Respawn Points on your **map** indicated by the same symbol.

When you find a Respawn Point while exploring the world in Adventure Mode, you must activate it in order to travel to it in the future. When you are close to a Respawn Point, you will be prompted to press "E". If you press "E", the symbol on your **compass** and **map** that indicates the Respawn Point will turn green. This means you will now be able to travel to this Respawn Point from anywhere in the world.

   To travel to a Respawn Point once you have activated it, simply bring up the map by pressing "M", and click on any green Respawn Point. Once you click on a valid Respawn Point, you will see a "Travel" button appear. Click on the "Travel" button to immediately be teleported to the selected Respawn Point.

* You cannot travel to a Respawn Point while you are in the middle of a mission.
Potential

*In the right circumstances, this follower might become even more powerful.*

**Potential** is an aspect required for a Disciple to become an Exalted.

A *Disciple* with this aspect may be promoted to an *Exalted* by performing the promotion with a Cult of the same Principle and the strength of its *Principle* at level 21 or more.
Port Noon

**Port Noon** is a Vault.

## Text

* Description:

There is a choice that every immortal must make: enter the service of an Hour, or return to the mortal ranks, or face extinction. The sunny little island-port called Noon is the exile-realm of the immortals who refused all those options. [You've found all the Expeditions in the Evening Isles, although you can find and visit Noon several times.]
* Start Description:

If we can cross the sea to Port Noon, if we can defeat the Long who do not die, if we can breach their private vaults, still we must resist the temptation of visions.
* Success Description:

This is the secret sub-cellar of the Hotel Ciervo. The walls are whitewashed; the floor is freshly scrubbed; shelves bulge with oddities. A caged man with a wild beard peers morosely at you from the corner. 'Again?' he says. 'Or are you a different lot? No, I don't need rescuing, thank you. It's much worse out there.'
* End Description:

'Grab what you can, quickly!' the caged man hisses. 'They'll be back soon. Only please leave the gladius. I brought that all the way from Gallaecia, back in the day. There, that shelf's good. Hurry, they're coming! You can escape up the delivery stairs.'
## How to acquire

It is randomly awarded for exploring Port Noon Anecdote (Secret Histories 14).

It is always awarded for talking to Sulochana Amavasya about Port Noon Anecdote (Secret Histories 14).

## Obstacles

* A Western Sea - overcome with one of: Forge, Heart
* A Warded Door - overcome with one of: Forge, Knock
* The Long - overcome with one of: Grail, Moth
* The Fifth Eye Curse - overcome with one of: Heart, Winter

## Rewards

* 3 random
	+ A Manual for Departure
	+ The Scar in the Sky
	+ The Book of the White Cat
	+ Inaam, Kapigiginlupir, Garkie, Cryppys
	+ Commandments For the Preservation of All That Exists
	+ The Time of Division
	+ The Book of the Extinguished Heart
	+ The Origins of Hours
	+ My Deeds, My Powers, My Achievements...
	+ Five Creations
	+ Carcass Spark
	+ Frangiclave
	+ Chalice Murmurous
	+ Watchman's Glass
	+ Ichor Vitreous
	+ True Blood of St Januarius
	+ Azoth
	+ Writhing Caul
	+ Writhing Caul
	+ Skaptodon Fang
	+ Iotic Essence
	+ True Blood of St Januarius
	+ Holiest Hemolymph
	+ Watch-Worms
Reputation

Reputation is an Aspect that is used by Hunters in their investigation to build their case against you. Cards with this Aspect are used to create or upgrade Evidence cards.

It also can be used in Painting to increase the monetary reward of the action.

To get rid of Reputation cards, use followers with high Heart aspect.

### Cards with Reputation Aspect

* Mystique - Reputation 1

* Notoriety - Reputation 2

* A Human Corpse - Reputation 2, is converted directly to Damning Evidence
Rivals

Rivals were added with the release of the Dancer DLC. Followers become more dynamic, including growing annoyed at your ventures. If a follower gains 3 Resentment they will leave and become rivals. Rivals will interfere with your expeditions and launch their own expeditions. If left alone long enough they can ascend and become a Long in your place.

Rivals have the following Aspects:

* Mortal
* Suspicious
* Maverick
* A Rival's Ascension 2-7
* Disciple or Exalted or nothing.

Getting a Rival:

* Followers with Resentment 3 will leave and become Rivals in the Season of Ambitions.
* Hunters may become Rivals during attempts to drive them insane.
* Capturing a Rival with Inspector's Position will yield a new Rival.

## A Rival's Ascension

*If this reaches seven, your Rival has a chance to win the game instead of you at the next Season of Ambitions.*

**A Rival's Ascension** is an Aspect on **Rivals**, signifying their progress toward ascension.

Rivals are called differently depending on their progress:

2 - *a troublemaker*
3 - *a rival* or *a renegade*
4 or more - *a Long in the making*
Rivals will act, if chosen during each Season of Ambitions.

**Raid a Vault you leave open**
* The Rival's power will rise if left alone, and the Vault will be removed from the board.
* You can create a Snare to trap Rivals by talking to your followers about them. This has a chance to fail their expedition, give them a Scar, and increase their Resentment toward you. Three Scars of the same kind can kill them.

**Attempt to kill a Hunter**
* Produce Notoriety, and may kill a Hunter. Will do nothing if no Hunter is present.

**Sneakily do something behind the scene**
* Usually fail, but sometimes increase their power. Rarely, their Resentment will decrease.

Talking to a Rival before the *Season of Ambitions* will have them temporarily leave the board, thus preventing them from acting.

## Interactions

### Talk

Talking to Rivals about Lore may yield useful Influences.

Talk with your fists. Well, technically it's not talking. Failure increases their *Resentment* and gives them a *Wary* aspect, making it impossible to talk to them again.

### Recruit

**Rivals** can be recruited by talking to your Cult, and they will retain their Exalted status even if they normally wouldn't be able to be Exalted by your cult. This requires 21-degree of the correct Principle (the one from your cult), and 1 Tool to be given as gift. Resentment, however, will prevent them from joining your cause.

As recruiting a rival requires level 8 or 12 tools, the cult Mirror of Glory has a slight advantage, due to their tools being non-unique. The Society of St Hydra is similarly advantaged as they can use any aspect in the recruitment, and additionally is uniquely benefited by doing so since it otherwise cannot exalt followers at all.
Opportunity: Purchase a Case of Extraordinary Wine?

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Opportunity
 **Decays To** | None

**Opportunity: Purchase a Case of Extraordinary Wine?** is an Opportunity in the Exile legacy.

## Acquisition

This opportunity can be found by Reconnoitre in Paris.

## Use

Employ this Opportunity with 4 Worth to gain Rarity: Case of 1865 Domaine Raveline.
Opportunity: Purchase Red Temptation?

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 **Decays To** | None

**Opportunity: Purchase Red Temptation?** is an Opportunity in the Exile legacy.

## Acquisition

This opportunity can be found by Reconnoitre in Avignon and Budapest.

## Use

Employ this Opportunity with 2 Worth to gain Curio: Crème de Carmine.
Strasbourg

Unique

**Strasbourg** is a possible Destination or Place of Residence in the Exile legacy. It can be reached from Granada, Munich, and Paris. Arrival in Strasbourg provides Obscurity.

## Reconnoitre Strasbourg

### Connections and Licenses

* Opportunity: An Official Connection?
* Opportunity: An Underworld Connection?
* Opportunity: Medical Credentials?

### Property

* Opportunity: Discreet Office?
* Opportunity: Grand Townhouse?
* Opportunity: Quiet Warehouse?
* Opportunity: Secluded Villa?

### Items

* Opportunity: Purchase an Atlas of the Unsuspected?
* Opportunity: Purchase a Profane Weapon?
* Opportunity: Purchase an Unusual Weapon?

## Send Discreet Messages from Strasbourg

* Rhenish Aachen
* Granada
* Paris
* Priory of Captains

Default: A Dash Cross-Country
Tentative Evidence

**Decay Time** | 600s

*Hunters with Evidence of occult activities become more dangerous. Evidence may survive the death of the Hunter who created it.*

Allowing a Hunter to grab a Notoriety card may result in this card. With one more Notoriety, this card may be upgraded to Damning Evidence.

*Tentative Evidence* can be got rid of by talking to a follower high in Moth aspect.

## Inspector's Position

**Tentative Evidence** created by the Inspector's Position has the Suspicious aspect instead of Evidence Level, and lasts only 300 seconds. They cannot be used against you.

Investigating it may upgrade it to a Damning Evidence with the *Suspicious* aspect and a new *Tentative Evidence.*
The Chosen Compass

**The Chosen Compass** is an aspect on the follower chosen to find the flaw in the world. The follower is chosen by performing a rite with them and Shaper's Guidance.

Bring this follower on an expedition to Kerisham to awaken it to Thine Eyes Have Seen.

### Thine Eyes Have Seen

Once awakened, the aspect change to *Thine Eyes Have Seen*. All other principle aspects are removed.

*Thine Eyes Have Seen* is a necessary part of Dawnbreaker Technique.
Stag Door's Riddle

**Element ID** | waystagbefore\_[1-5]

>  *"The Stag Door: a ridged barrier of blood-streaked horn, huge enough for a ship to pass. It was broken long ago, and even now the scars are not quite healed. In a declivity beside the door rests a vast and wounded golden Head. Its mouth would be large enough to swallow me, were its jaw not shattered. It is the Name, Ghirbi. It begins to intone its riddle."*
>
>

> -On approaching the Stag Door
>
>

The Stag Door Riddle Card is discovered by Dreaming on Way: The White Door with your Dedication.

The Stag Door's Riddle is an obstacle that must be overcome to continue on the way of the Mansus. In the tool tip for the card will be the question. The question changes every time but always requires a lore fragment of the sixth magnitude as the answer.

The answers to the riddles are in the following section:
Society of the Holy Wound

* Neville
 Hirelings
 Summons

**Society of the Holy Wound** is the Knock-aligned cult, dedicated to the principles of opening and summoning. Its founders can promote the followers of the Knock aspect to its tenth rank (Key).

#### Strategy

The **Society of the Holy Wound** is an interesting cult with fairly niche applications. Knock lore is not exceedingly common, but any lore of the same level can be used to upgrade it, regardless of the principle it is associated with, meaning that if you're willing to spend time upconverting your lore it will not take very long to get your Disciples or Keys. The **Society of the Holy Wound** should be considered equally useful in pursuing any type of ascension.

##### Burglary

The Knock followers' Cult Business is *Burglary*, which, if successful, provides you with 1 Funds, a Notoriety card, and two random other treasures, the full list of which is contained below:

* Iron Spintria
* Bronze Spintria
* Martensite Paste
* Bitterblack Salts
* Vital Pigment
* Rose-Pearl Dust
* The Byzantine Tinct
* Piebald Pigment
* Jumble

(Note that Funds, Iron Spintria, and Jumble are much more common results of burglary than ingredients and Bronze Spintria)

With one of your Knock-cultists exalted to a Key, the success rate for Burglary is 90%. It's a good way of raising emergency funds, but the Notoriety acquisition builds up too quickly to be relied upon as income.

##### Other Strengths

Knock cultists are, unsurprisingly, extremely useful for summoning rites. No summons requires a Knock influence above 5, however, so the use of Keys is no better here than the use of Disciples. Gifting a Knock Disciple or Exalted an Edge tool of the eight degree or higher can make them indispensable for summons- most summons require Knock and a little Edge to summon in addition to another aspect, so gifting your Knock cultist an Edge tool can effectively eliminate the material cost for most summons.

Knock has no summons of its own but are as said above useful in all summoning rites.

Sending a Key on an expedition is of questionable use at best, but there are three obstacles that can be overcome, using your Key, with a 90% probability. All of them appear with some regularity but are not ubiquitous. Knock can be used to open the Warded Door and Hidden Door, or to pacify the Younger Sister.

##### Victory

The **Society of the Holy Wound** doesn't really have a best victory condition to pursue, though it fits well thematically with the Threshold victory. Burglary can be used in an emergency to keep getting funds to maintain your Marks of Shaping with in a Power victory, but that late in the game you should have a stable source of income regardless.
Notes in the Case of (Patient Name)

*This article is a stub. You can help Cultist Simulator Wiki by expanding it.*

This card is obtained when applying A Position at the Institute to the Work Action for the first time. It initially occupies the new Study Verb, returning the card after 10 seconds and starting Time.

To advance, Study the card.

While studying the text *"As I begin to read, I recall the delight in the patient's eyes, the music in their voice; but also, the smell of the room where they lay."* shows up.

When finished, the Dream Verb is obtained, and Directions to Morland's is returned.
Port Noon Anecdote

Aspects: Secret Histories 14, Lore

Exploring with this scrap of knowledge may uncover secret locations in the Evening Isles, where Port Noon is located, across the great ocean.]

Study with a Secret Histories lore fragment of the same level to upgrade to the next level. Or study with Reason to break the lore into lower-level fragments.

This lore can be obtained by combining two Vagabond's Map, or by reading The Voyages of Ferninshun of Oreol, obtained from Lagun's Tomb or Miah.

Note: This lore is the only type that is Unique, so care must be taken to use one Anecdote before obtaining another, or one of the two will be destroyed.
Rarity: Case of 1865 Domaine Raveline

*This article is a stub. You can help Cultist Simulator Wiki by expanding it.*

Worth 4
Asset
Grail 12
Portable

## Acquisition

**Rarity: Case of 1865 Domaine Raveline** is acquired by Employing Opportunity: Purchase a Case of Extraordinary Wine?

## Uses

### Grail

Rarity: Case of 1865 Domaine Raveline can be added to Operations or Capers to address Needs Grail.

### Comfort

Rarity: Case of 1865 Domaine Raveline can be Employed to produce 2 Contentment, which may be useful when planning or running Operations or Capers requiring Heart or Lantern. Accumulating Comfort is required to achieve some endgame conditions.

### Worth

Rarity: Case of 1865 Domaine Raveline can be Relinquished for 4 Cash or Employed with an Opportunity to address up to 4 Price.

## Notes

* The Domaine Raveline, where this wine was produced, is presumably the estate of the Comtes des Raveline of Chateau Raveline.
Official Connection

*This article is a stub. You can help Cultist Simulator Wiki by expanding it.*

Connection
Grail 6
Lantern 6
Asset

## Acquisition

Official Connection can be acquired in the following ways:

* Arrival in Amsterdam or Baghdad
* Purchase Opportunity: An Official Connection?
* Provoke Connection: Radicals or Connection: Underworld
* Communicate with Sulochana Amavasya

## Uses

### Grail and Lantern

Official Connection can be used anywhere a principle Aspect is accepted, such as in Operations and Capers. Such use will exhaust the Connection, returning the Opportunity when the Operation is complete.

### Cover my Tracks

Official Connection has the Assists Deception Aspect, so it can be used to Relinquish Traces to gain Obscurity. Doing so consumes the Connection (no Opportunity remains).

### Possibilities

Placing an Official Connection into the Employ verb with 1 Worth will produce Opportunity: Import Licence? or Opportunity: Medical Credentials? and exhaust the Connection.

### Provocation

Consuming an Official Connection with the Relinquish verb can create Connection: Underworld or a Trace.

### Defence against Theft

When reckoners try to steal your Assets, Official Connection can be consumed to prevent any other Asset from being eaten and deal a Wound to the reckoner.

### Price: a Helping Hand

Official Connection can be consumed to negotiate a licence Opportunity.
Raw Prophet

Moth 8
Grail 8
Deceiver 8
Follower
Phylaxian

The **Raw Prophet** is a summon-able minion with a duration of 180 seconds. It requires at least 2 Knock, 6 Grail and 2 Moth to summon. When destroyed, the Raw Prophet will leave behind An Awareness of Appetite.

Speaking to **Raw Prophet** with a Reason will give you the Thresher of Thoughts option, which will convert the Reason to a Decrepitude and provide you with the level 6 Knock lore, A Consent of Wounds.

Speaking to **Raw Prophet** with Health will give you A Stay of Execution, an element that prevents death from illness for 600s.

The **Raw Prophet** is useful for getting rid of Tentative Evidence and Damning Evidence, by talking to it about the evidence. It is very easily summoned due to the abundance of Moth Influences, especially Fascination.
St Tentreto of the Deep Door

**St Tentreto of the Deep Door** is a Vault.

## Text

* Description:

A monastery hangs grimly to a cliff-edge. It should have fallen into the sea by now, but - we have read - the monks drown victims in a deep pool beneath, to win the Sister-and-Witch's protection from the sea, one more year, one more year.
* Start Description:

The monks of St Tentreto will not be inclined to allow us to pass. They will hide their treasures well, and if we manage to seize them, no doubt they will pursue us with curses.
* Success Description:

Here we are in the cave of the deep sea-pool, beneath the monastery. Dark water shivers in the light of our lamps. As we approach, the level of the water suddenly drops. There are no tides in this sea. What's happening?
* End Description:

We have profaned the cave! Already the Hours withdraw their blessing. The water sinks away, leaving the pool empty. Offerings lie on its bed. We must snatch them up quickly. Already the first tremors have begun - the forerunners of the long-delayed earthquake that the monks held at bay for so long.
## How to acquire

It is randomly awarded for exploring Port Noon Anecdote (Secret Histories 14).

## Obstacles

* A Hidden Door - overcome with one of: Knock, Lantern
* Monks - overcome with one of: Edge, Moth
* The Fifth Eye Curse - overcome with one of: Heart, Winter

## Rewards

* Commandments For the Preservation of All That Exists (Book)
* Inaam, Kapigiginlupir, Garkie, Cryppys (Book)
* The Scar in the Sky (Book)
* Watchman's Glass (Tool)
Opulent Townhouse

Reason: "*It is not actually possible to get the Opulent Townhouse. It is apparently part of cut or unfinished content. This entry should be removed.*"

**This page is a candidate for deletion.**
Reason: "*It is not actually possible to get the Opulent Townhouse. It is apparently part of cut or unfinished content. This entry should be removed.*"

Headquarters
Library

We always close the curtains tight before we roll back the rugs and mark the floor with chalk.

Exploring Opulent Townhouse with Funds yields an Awareness of Appetite.

### Notes

The Opulent Townhouse is found in the game files, but there is no way to get it as a headquarter without modding the game.
Shaper's Guidance

**Shaper's Guidance** is an influence received when the Season of Ambitions takes your Shaper. It is necessary to perform the Dawnbreaker Technique.

### Uses

* It can be used in a rite to create Xanthotic Essence from Bitterblack Salts, Iotic Essence from Xanthotic Essence, and Blue Gold from Iotic Essence.

* If used in a rite with a Carcass Spark it creates the Dormant Dawnbreaker Core.

* If used in a rite with a follower, it makes that follower the Chosen Compass.

* Speaking about it with Sulochana Amavasya causes her to summon Mrs E., one of her sisters. Mrs E.'s Assistance must be used with five other special ingredients to achieve a major Forge victory.
Rose-Pearl Dust

**Rose-Pearl Dust** is the Heart 4 Ingredient.
It can be used in any Rite with the appropriate slot, or sold at auction for a minimum of 2 Funds.
It can also be used to Paint to create the Heart Masterpiece.

## Locations

* Kerisham chance of receiving as reward for completing this vault
* The Unnumbered Stones chance of receiving as reward for completing this vault
* St Agnes Hospital
* Foxlily Meadows chance of receiving as reward for completing this vault
* Fermier Abbey
* The Forsaken Reach chance of receiving as reward for completing this vault

* There's a small chance to gain find this when talking to a **Moth**, **Forge**, or **Winter** Follower about Cult Business.
Opportunity: Import Licence?

*This article is a stub. You can help Cultist Simulator Wiki by expanding it.*

 **Decays To** | None

Opportunity: Import Licence? is an Opportunity in the Exile legacy.

## Acquisition

This opportunity can be acquired by Reconnoitre in some port cities, or by asking an Official Connection for possibilities.

## Use

Employ this Opportunity with an Official Connection or Connection: Ruler to gain Import Licence. The Connection is consumed (no Opportunity remains).
Robbery

Reason: "*Robbery deck is provided on Cult Business page; not really any reason for it to have its own separate page when people looking for rewards information will check the Cult Business page*"

**This page is a candidate for deletion.**
Reason: "*Robbery deck is provided on Cult Business page; not really any reason for it to have its own separate page when people looking for rewards information will check the Cult Business page*"

### The Wages of Sin

A deck from which cards are drawn on success from Cult Business by certain types of follower.

* 24 Funds
* 5 Jumble
* 6 Iron Spintria
* 3 Bronze Spintria
* The Byzantine Tinct (Knock 4)
* Bitterblack Salts (Forge 4)
* Martensite Paste (Edge 4)
* Rose Pearl Dust (Heart 4)
* Vital Pigment (Grail 4)
* Piebald Pigment (Moth 4)

Refreshes on exhaust: True.
Sthenic Venom

**Sthenic Venom** is the Knock 8 Ingredient.
It can be used in any Rite with the appropriate slot, or sold at auction for a minimum of 8 Funds.
Additionally, it can be used in Talk with a non-Wary Hunter to poison them, which will kill them unless they are Tenacious.

## Locations

* The Unnumbered Stones chance of receiving as reward for completing this vault
* Foxlily Meadows chance of receiving as reward for completing this vault
* Miah chance of receiving as reward for completing this vault
* Tombs of the Shadowless Kings chance of receiving as reward for completing this vault
Streets Strange by Moonlight

**Element ID** | locationstreetsstrange

Streets Strange by Moonlight can be found by exploring with Health or Followers.

It is temporary, lasting 120 seconds.

Exploring Streets Strange by Moonlight may yield the following:

* Glimmering
* Fascination
* Subtle Fracture
* Contentment

## Romance

Required to romance followers with Desire for Enlightement:

* Cat Caro
* Slee
* 'Pope' Clifton
* Auclair
* Neville
* Enid
Patronage

*This article is a stub. You can help Cultist Simulator Wiki by expanding it.*

**Patronage** is a type of Operation that can be conducted in the Exile legacy.

## Accept Patronage

To launch this type of Operation, Employ a Connection: Ruler and a Stolen Year. This will consume the year and exhaust the Connection.

## Challenges

The Operation will encounter three Challenges, which can be overcome with Heart or Lantern at the fourth, eighth, and then twelfth intensity.

## Rewards

In addition to Cash the Operation may award a Grand Townhouse.
Curio: Venetian Mommet

*This article is a stub. You can help Cultist Simulator Wiki by expanding it.*

Worth 1
Portable
Asset
Heart 4
Grail 2

## Acquisition

Curio: Venetian Mommet is acquired by Employing Opportunity: Purchase a Crudely Carved Image?

## Uses

### Heart and Grail

Curio: Venetian Mommet can be used anywhere a principle Aspect is accepted, such as in Operations and Capers.

### Comfort

Curio: Venetian Mommet can be Employed to produce 1 Contentment. Accruing sufficient Comfort can achieve a greater "Obscurity" or "Foe defeated" victory.

## Notes

* The Venetian Mommet may be a Marruvine Idol, although Venice is some ways from Lake Fucino.
Procopius

**Procopius** was the codename for a video game under development by Weather Factory with possible ties to the *Cultist Simulator/Secret Histories* universe. It was planned to be a more ambitious project than *Book of Hours*, and the Enigma ARG contained some hints of it. Procopius was officially canceled in February 2020 due to Weather Factory having to downsize following a controversy involving Alexis Kennedy. The company's resources were instead diverted to making one last DLC for *Cultist Simulator* titled Exile before returning to full-time development on *Book of Hours*.

## References

1. ↑ WEATHER FACTORY: Enigma: what it is, what it isn’t
2. ↑ WEATHER FACTORY: STATE OF THE FACTORY: YEAR 2
3. ↑ WEATHER FACTORY: MAR #1: EDMUND
Renira

Renira is a Grail Follower. She is seductive, beautiful, and jealous. She demands worship from her admirers and lovers, including the player if they romance her.

One may engage in a romantic relationship with Renira if she is spoken to and The Ecdysis Club is chosen as the subject of discussion. Temptation: Sensation or any of its forms (ex., Desire: Sensation) is also required to do so.

## Renira, a disciple

Aspects: Mortal, Potential, Grail 5, Follower, Disciple

## Renira, a Cyprian

Aspects: Mortal, Exalted, Grail 10, Follower, Disciple

## Rival

Aspects: A Rival's Ascension 2, Mortal, Maverick, Suspicious

## Prisoner

Aspects: Mortal, Heart 3, Lantern 3, Prisoner, Grail 5

## Romance

Renira can be romanced at The Ecdysis Club.
Reckoner Assassin

*This article is a stub. You can help Cultist Simulator Wiki by expanding it.*

A **Reckoner Assassin** is a type of reckoner Action. It can appear in two ways:

1. If Reckoner Informants call for reinforcements, the assassin replaces the informants.
2. If the Foe is faced in a city with no reckoner presence, he will spawn an assassin escort.

## Action

When the Foe is present, a reckoner assassin is always aggressive. Otherwise, 1 action in 4 will be passive.

### Aggressive

The assassin attacks. This can be defended with a Distraction, Associate, Weapon or Lore. Any defense except a Distraction will produce a Trace. Without a defense, the attack is likely to hit (70%) and produce My Wound.

#### Obscurity

The reckoner cannot initiate an attack while Obscurity is on the table; an Obscurity will be consumed instead.

### Passive

If there are 3 or more Traces on the board, the assassin will call reinforcements, being replaced with an Underboss. Otherwise, they'll spit a Trace. These actions are not prevented by Obscurity.

## Health

Two Pursuer's Wounds will kill the reckoner, ending the Action and supplying A Reckoner Corpse. These Wounds do not carry over from one reckoner to the next (by departure or reinforcements).
Poppy Lascelles

Mortal
 **Element ID** | poppy
poppyready
poppycommission
poppycommissionready

The first time you talk to **Poppy Lascelles** she extends an offer to you, which can be accepted with Passion, or further investigated with Reason.

*"My dear, I've been wanting to talk to you. Sometimes I fund scholars of the invisible arts. I'd like to offer you my support. A substantial contribution. And all you need to do, some day, is to introduce me to someone else who'll end matters properly." She smiles, benignly.*

* **Reason**, question: *Someone who'll end matters properly?*

*"Yes. When the Season of Rags comes round again, my sponsor will require someone for an ending. You can provide someone sufficiently loyal, or you can provide yourself. As you prefer. I don't want to be any trouble."*
* Yields A Chilly Atmosphere.

* **Passion**, agreed.

*"Yes, that's exactly right. I'll come back tonight."*
*A tiny packet of tiny treasures: a gift from Poppy. She'll see me again in the Season of Rags, for me to make the introduction I promised.*
* Yields 10 Funds and a Silver Spintria.
* Poppy's Request shows up with a 300s timer. When the timer is out, a Follower must be sacrificed. The Follower cannot be a Hireling or Spirit. If one cannot be sacrificed, you are sacrificed instead and the game ends. (The Sun-in-Rags is coming.)

Subsequent Talks give a commission of either Knock or Winter.
Shrine: Colonel

**Shrine: Colonel** is an Aspect in the Exile legacy, found on some Shrines. This Aspect indicates that a Shrine is dedicated to The Colonel. Players consecrated to the Colonel will be able to access additional mysteries here; players consecrated to the Lionsmith will be unable to visit this Shrine.
Snow's Keeper

**Snow's Keeper** is a Vault.

## Text

* Description:

A mountain-peak temple of ill-omened aspect. Jewel-bright fungus-slicks glow in the snow. None has come here in a generation, but still something moves within.
* Start Description:

We'll brave the mountain-snows to reach the temple. If the dead rise against us, we'll suppress them. But there is a malignity here that we must suppress, or it will return home with us.
* Success Description:

The interior of the temple throbs with luminescent fungi. We must peel them from the altar with our gloved hands before we can loot the place. It is as cold as rain-chilled flesh. Our gloves now are stained with light. Our breath mists in the temple's cold.
* End Description:

The treasures that unknown priests left here, and a pitiful huddle of bones. A sacrifice? Or did a later visitor end their visit here? The glowing fungus has etched their skeleton with its acids.
## How to acquire

It is randomly awarded for exploring Unresolved Ambiguity (Secret Histories 10).

## Obstacles

* The High Passes - overcome with one of: Forge, Winter
* The Fretful Dead - overcome with one of: Edge, Winter
* The Worms in the World - overcome with one of: Lantern, Moth

## Rewards

* Where Has She Gone? (Book)
* The Uyrus (Book)
* The Dream of the Conspiracy of the Lower Skies (Book)
* Hallowed Polos (Tool)
* Furious Sliver (Tool)
Temptation: Change

The Forms of Change 1

*This card will allow you to win a Change victory, if you upgrade it far enough. Devote enough effort to your dances, and you'll find the next step.*

This card can be obtained by:

* Starting the game with the Dancer legacy.
* Talking about your Temptation with Sulochana Amavasya, but you need to have *Power* or *Sensation* Temptation.

This card and its upgrades also have the following aspects, with intensity depends on your choices.

* Old Form
* The New Form

Dreaming on **Temptation: Change** will turn it into Temptation: Sensation. You'll need to talk to Sulochana Amavasya to get it back.

Dancing in the Ecdysis Club with this as a Purpose and at least 4 Heart or Moth will create a Garments, Surrendered card, which will be consumed in the Season of Ambitions and advance this to Change: Leaf.
Rage

*This article is a stub. You can help Cultist Simulator Wiki by expanding it.*

 **Decays To** | None

Rage prevents preparation for Travel to a new Destination while on the board, making it risky to obtain and use when reckoners may be on your trail. (It also prevents visiting a Misty Nook.) However, its easy availability, long life, and strength in Edge and Heart Aspect can make it useful for handling some Complications and Challenges without costly investment in Assets.

## Acquisition

### Thoughts of Fury

Cost: Dawn, Night or Sunset

Requires: Temptation: Defiance

### Lionsmith

Visiting a Lionsmith Shrine may produce **Rage**:

* Consecration to the Lionsmith
* The Brazen Vow
* Use of Lore while consecrated
Opportunity: Grand Townhouse?

*This article is a stub. You can help Cultist Simulator Wiki by expanding it.*

 **Decays To** | None

Opportunity: Grand Townhouse? is an Opportunity in the Exile legacy.

## Acquisition

This opportunity can be found by Reconnoitre in most cities.

## Use

Employ this Opportunity with 4 Worth to gain Grand Townhouse. Purchasing this Opportunity in Tripoli will also provide special story text and the Last Antaean Initiate.
Something's Come Back With Us

Something's Come Back With Us is an action which appears when an expedition fails to neutralize The Worms in the World curse. Every sixty seconds, it has a 30% chance to activate and attempt to consume a Mortal.

## Activation

When activated, this will capture and process a mortal with a magnet slot.

## Protection

After the captured mortal is processed, there's still a chance to save them with An Imminence influence.

## Success

If An Imminence is applied to the victim of the curse, they will survive, and the worms will die.

## Failure

Failure to provide protecting influence will lead to loss of captured mortal and produce Notoriety and Dread cards
Sisterhood of the Knot

The **Sisterhood of the Knot** was an arcane society which existed in all Histories, but was especially powerful in a few. It worshipped the Red Grail, the Ring-Yew, and the Horned-Axe. Its books were written mostly in Greek and Aramaic.

## Origins

The founding of the mortal society of the Sisterhood of the Knot is unclear, but its first precursors may be found in the peace-treaty which ended the Lithomachy. The Grail, Yew, and Axe brokered a treaty in which the Grail would destroy the Yew's lover, in exchange for the killings of the Gods-from-Stone. From this destruction, however, the Grail raised the Thunderskin, thus gaining power over the Heart-principle. This may have set the stage for enmity within the Sisterhood, such as the followers of the Yew ritually denouncing the Grail.

## Saints

The Sisterhood of the Knot venerated many saints. These included Saint Nympha, a Burgeoning Risen, and Saint Tryphon, a mortal who became Long through Grail-ascension. A heretical offshoot, the "True Sisterhood", venerated Saint Respicius, a mortal who attempted to become Long through Lantern-ascension, but was killed by the larger Sisterhood.

## Church of the Unconquered Sun

In some histories, the Sisterhood influenced the Church of the Unconquered Sun, which came to venerate their Hours as well as the Sun-in-Splendour. This was controversial within the Church.

## War of the Roads

In the War of the Roads, the Sisterhood joined forces with the Church of the Unconquered Sun to defend against the Leashed Flame. The Leashed Flame were defeated, but at incredible cost - though the Sisterhood's martyr-soldiers were burned by the Sovereigns of the Leashed Flame, the Flame was unleashed and devoured the Sovereigns.

## References

1. ↑ The Morphy Codex
2. ↑ 2.0 2.1 Against the Sisterhood of the Knot and...
3. ↑ Fermier Abbey
4. ↑ The Rose of Hypatia
5. ↑ The Rose of Nuriel
6. ↑ The Rose of Waznei
Quiet Warehouse

*This article is a stub. You can help Cultist Simulator Wiki by expanding it.*

Worth 2
Asset
Heart 4
Forge 4
Assists Deception

## Acquisition

Quiet Warehouse can be acquired by Employing an Opportunity: Quiet Warehouse?

## Uses

### Space

A Quiet Warehouse can be used to launch Operations requiring Space (but not those that also require Comfort).

### Heart and Forge

Quiet Warehouse can be added to Operations or Capers to address Needs Heart and Needs Forge.

### Assists Deception

Quiet Warehouse can be consumed with a non-Space source of Assists Deception to Relinquish a Trace.

### Worth

Quiet Warehouse can be Relinquished for 2 Cash or Employed with Opportunities to address up to 2 Price.
Society

Your **Society** is your cult, and it is how you draw innocents into your grasp. It may be founded on any of the nine principles.

## Choosing Founding Principles

When you Talk to your first Acquaintance, you trigger this event, prompting the creation of your society.

Keep in mind that once you choose your founding principle, it cannot be changed. To do so, first determine which of the nine Lore will be your Doctrine, then add Reason, Passion, or Health, as appropriate. This will result in the forming your society, sometimes referred to as your "cult" card, from the table below:
The Colonel

**The Colonel**, also called **The Cartographer of Scars,** **The Tribune of Scars**, **The Scarred Captain**, **The Thousandman**, and **The Chiliarch**, is one of the Hours, associated with hour VII, or 7:00am. His Aspects are Edge, Winter, and Lantern. He is notorious for being scarred all over his body, such that he is blind and deaf. This does not impair his lethality in the slightest; he is so potent that the other Hours appointed him to defend and maintain The Worm Museum, and his scars make him impossible to wound. He is associated with the scents of gunpowder and snow.

The Colonel is one of the Gods-from-Flesh, and was once a mortal. According to some sources he aided in the founding of Mycenae by killing the God-from-Stone called The Seven-Coils. According to *The Sevenfold Slaying of the Seven-Coiled,* The Colonel gained his first scars (including those that made him blind) to protect him from the sight of The Seven-Coils. It was apparently by killing The Seven-Coils that he ascended to become an Hour.

Later, he would tutor and be betrayed by The Lionsmith, setting off a cosmic rivalry known as the Corrivalry. In this rivalry, the Colonel prefers patience and cunning, and he favors those who promote the political status quo and betray revolutions. The Colonel is the protector of The Foe, and his Names may include Biedde and Quirinus. Lalla Chaima, the Huntress is among the Colonel's devotees. In the Exile legacy, it is possible to dedicate oneself to the Colonel and ascend into his service, forever playing out the Corrivalry with the Foe.

The Colonel is mentioned in the book *The Victory of Crowns* as being the master of various cults of assassins who have hunted, killed, and consumed immortal beings throughout history. One of these was called the Tragulari, or more commonly the Dartsmen, and they were wiped out by the Troissant Company after the First Worm War in at least one History.

The Colonel is worshipped by militaristic cults across Europe and the Near East. These cults disguise themselves with the appearance of conventional religion. Shrines to him are found in Candia-Heraklion, Stalingrad, Leningrad, Nizhny Novgorod, Munich, Rhenish Aachen, and Valletta. Crowkiss Hill contains the corpse of a heavily scarred warrior-king who was probably one of the Colonel's devotees.

## Books

* Book of True Blood
* The Sevenfold Slaying of the Seven-Coiled
* The Victory of Crowns
Relinquish

**Relinquish** is an Action available in the Exile Legacy. It is unlocked by unlocking the Reconnoitre action. When unlocked, it provides My Wound.

# Raise Cash Hurriedly

**Cost:** 1 Stolen Year

**Effect:** 1 Cash, 90% risk of Trace

**Warmup:** 60s

# Celebrate my Victory

**Cost:** 1 A Reckoner Corpse, Requires: Temptation: Defiance

**Effect:** Adds 1 Mark of Defiance , and the "Underling Defeated" attribute (which prevents re-use of this action)

**Warmup:** 60s

# Learn from my Victory

**Cost:** 1 Reckoner Corpse; Requires: Lore

**Effect:** Epiphany (upgrades Lore one step; at maximum level provides a Weapon if consecrated or Vitality otherwise)

**Warmup:** 60s

# Heal a Wound with a Stolen Decade

**Cost:** 1 Stolen Decade, 1 Wound, 1 Dawn Opportunity

**Effect:** 1 Trace (unless the Foe is already on the board)

**Warmup:** 60s

# Break down a Stolen Decade

**Cost:** 1 Stolen Decade

**Effect:** 10 Stolen Years

Warmup: 30s

# Provoke my Connections

**Cost:** 1 Connection

**Effect:** 70% chance of alternate Connection, indicated by the Start Description. Else, Trace.

**Warmup:** 60s

# Attempt to Sell an Asset for Cash

**Cost:** Worth, except Cash. Requires no "Prepare for Travel" in progress.

**Effect:** Cash equal to the sold Asset's Worth.

**Warmup:** 30s

# Cover My Tracks

**Cost:** 1 Trace, 2 Assists Deception (not both having Space)

**Effect:** 1 Obscurity

**Warmup:** 60s

# Heal a Wound with Vitality

**Cost:** 1 Vitality, 1 Wound

**Warmup:** 30s

# Abandon an Asset

**Cost:** Asset; requires "Prepare for Travel" in progress

**Warmup:** 1s
Paradoxical Curio

**Paradoxical Curio** is the Secret Histories 4 Tool.
It can be used in any Rite with the appropriate slot, or gifted to a follower to increase their Secret Histories by 1 and reduce their Resentment by 1.

## Locations

* The Unnumbered Stones chance of receiving as reward for completing this vault
* The Vanderschaaf Collection

## Exploring

This tool can be used in Explore to acquire The Journal of Alessandro LaCroce, a book that teaches Fucine.
Peril-Prowled Forest

**Peril-Prowled Forest** is an Obstacle appearing during Expeditions. Its Aspect is Peril.

## Defeating

As told by the description, Followers with Forge or Moth aspects can overcome this Obstacle with a probability depending on the aspect magnitude.

### Forge

* **1 < Forge < 5**: *Struggles in the Dusk. We invoke the powers of Forge and hack our way through the trees. It's tough going. We might make it.* 30% chance of success.
* **5 <= Forge < 10**: *Axe and Lamp. The forest enfolds us, but we are practical souls, strong in Forge. We'll probably be fine.* 70% chance of success.
* **10 <= Forge** : *Steel and Fire. Forge is ingenious, Forge is ruthless. We'll almost certainly make it through.* 90% chance of success.

### Moth

*We call upon the Moth, who...*

* **1 < Moth < 5**: *... beats within the skull. We invoke the Moth at our peril. The forest pulses with beating wings, imagined eyes. We might make it through.* 30% chance of success.
* **5 <= Moth < 10**: *... is dappled. Shadows dapple the path. Perhaps the path is one the Moth has given us. Probably it is. Probably we'll make it through.* 70% chance of success.
* **10 <= Moth** : *... seeks among the trees of the Wood. The Wood beneath the Mansus is darker even than this place. The Moth will guide our footfalls. Success is very likely.* 90% chance of success.

## Success

Crossing the Peril-Prowled Forest will remove the Obstacle and continue the expedition.

## Failure

Failing to safely cross the Peril-Prowled Forest will result in a 70% chance of a Follower becoming injured.
Temptation: Escape

*This article is a stub. You can help Cultist Simulator Wiki by expanding it.*

**Temptation: Escape** is a Desire received in the Exile legacy. It is provided during the opening sequence of event recipes. It enables an Obscurity victory.

## Tranquillity

Meditation on this Desire at Dawn, Sunset, or Night produces Tranquillity.

## A Conversation with Dr Blackwood

Mentioning this Desire at Serapeum Peristasis produces 3 Obscurity.

## Defiant Vow

Abandoning this Desire at a Shrine adds 1 mark of defiance to Temptation: Defiance.