recursal/Fanatic-Fandom huggingface dataset:
Nahash

Nahash, the Serpent, is one of the Sanctioned Gods of The Cities. He is a god of snakes and knowledge.

## Gaining Scrutiny

* Translate an Indecipherable Tome
* Attempt to aid the priests of Nahash in conflict with the Gravedonnites in a random event in The City of Keys
* If you have 8+ Reputation: The City of Angels, you will be invited to a private religious festival. And you can obtain a random Divine Scrutiny. However, you can only obtain Reputation: The City of Angels by calling in your Divine Favour: Wyl o'Pan in V1.2

### Missionary

* Hextall: Esoterica check
* The Mute: Esoterica check

## Propitiate Nahash

Once you have reached 7 Divine Scrutiny: Nahash, you may perform a ritual to gain Nahash's Favour. This ritual requires:

* 1 Deadly Poison
* 2 Ancient Grimoire
* 2 Arcane Codex
* 2 Meandering Treatise
* 2 Indecipherable Tome
* Esoterica check

## Nahash's Favour

	+ +10 Esoterica
* Knowledge:
	+ +5 Terrible Secret
	+ +40 Apprehensions
	+ Bug: On the page of Rewards it will say you only got 3 Terrible Secret and 20 Apprehensions, but you still got the full reward of 5 Terrible Secret and 40 Apprehensions

## Nahash's Venom

Once you have reached 7 Divine Reproach: Nahash, you will:

* Suffer Nahash's Venom
* Lost 7 Divine Reproach: Nahash
* -10 Esoterica
* -100 Apprehensions
* Spend 3 days feverish in bed
* Become Grievously Maimed
The Library of Unfinished Books

The Library of Unfinished Books is located south of The Entomarch. There are no shops here.

## Description

*A lopsided tower spirals up to the ceiling like a snail-shell.*

*The woman behind the desk appears human, apart from the shining trident of beetle-black horns on her head. Oh, and the mandibles, which click eagerly at your approach.*

*The Library spirals up eternal, floor after floor of crammed shelves. It's obviously larger on the inside than the outside. This should go without saying.*

## Interactions

### Does she need any help?.

Once per visit

*The Bibliognost's eyes are blue and generous. Her mandibles are constantly twitching.*

Stop the mice: +120 G

Help the mice: +1 Ancient Grimoire, +1 Droll Recollection

### Browse the unfinished books.

Once per visit

*Maybe you will find something of use.*

Possible results:

* +1 Disquieting Incident, +2 Cultural Knowledge: The Confectorate
* +1 Lurid Tale, +1 Unsettling Conjecture
* +1 Clue: The City of Glass
* +1 Forgotten Legend, +1 Dread Machinations
* +1 Terrible Secret, +1 Incriminating Evidence: The Consortium

### Search the Library for Jack's Seventh Volume.

Requires: Jack of Quills on board, The Seventh Volume 2

*What if Oddkin never finished it?*

End The Seventh Volume

+60 Apprehensions
Ruined Fountain

*A mildewy statue from another world. A chubby statue stands in the centre with an upturned jug, gazing at you moronically.*

*Stagnant water still puddles at the base of the fountain. There are coins gleaming at the bottom.*

## Exploration Rewards

Exploration at this location can reward one of the following:

* Throw in a coin: Sanity recovery, -10 G
* Take the coins: Sanity loss, +35 G
The Oddwinter Intrusion

The Oddwinter Intrusion is the headquarters of Oddwinter. There are no shops here.

## Description

*A spike of ice hundreds of miles long has slammed through the wall of this room and buried the floor in rubble. Through the hole you can see only darkness and whirling snow.*

*Blue-skinned figures, each as tall as a church, wade through the snow-drifts and clamber over cliffs of ice. Most are wearing black suits and white ties, and some are carrying clipboards.*

## Interactions

### Gather news.

Requires: 0 Current Affairs: The Oddwinter Intrusion

*An officious ice-giant with a clipboard seems willing to spare you a moment of his time.*

+1 Current Affairs: The Oddwinter Intrusion

### Gain entrance to the Intrusion.

Requires: 0 Contract Work

*Perhaps you will have the chance to speak to Oddwinter himself.*

+1 Horrifying Ordeal

Contract Work 1

### Deliver three Delving Journals to the Oddwinter CEO.

Requires: Contract Work 1, 3 Delving Journal

*You steel yourself for another encounter with the mile-tall, ice-locked businessman.*

End Contract Work

-3 Delving Journals

+1 Engine: Frost-rimed Dread Machine

+800 G

+40 Apprehensions

### Help Otto track down a penguin.

Requires: Otto Van Hornbach on board, Concerns#A Zoological Adventure 1, 1 Chillstone

+1 Penguin

-1 Chillstone
Arms Consignment

*A big box of guns, bullets, and swords. Now you just need an enemy.*

Weight: 5

## Uses

* 3x required to smuggle arms in Scornvaunt
* The Poet and the Knight: Bring 1x to either the Gutterguts or Septuagints in Buzzard's Omen

### Uninhabited Cells

* May gain by fighting a bandit Scorpiopede.
* Can be bought cheaply from smuggler Dirigible.
Rack of Pinned Insects

*The serious natural philosopher is interested in killing even the smallest of creatures.*

Weight: 3

## Uses

* Donate to the Museum of Unnatural Curiousity for Academic +2, Beauty +5, Morbidity -2, Controversy +0, Insanity -1

## Gain

### Grossfathom

* Explore the depths of the swamp.

*Tangled trees cluster at the edges of Grossfathom's lake. Beyond themn, miles of restless wilderness.*
Thread

*A devil-filament from the Empire of Thread. Careful not to let it burrow under your eyelids.*

Weight: 0.5

## Shops

 The Museum of Unnatural Curiosity, a low Sanity shop. | 1305 G | -

## Uses

* In The Scars of Sheng to gain Cobblestone's reproach, one Undreamt Treasure and +2 Reputation: The Sixfold Principate.
* To propitiate Scorthidion.
* To propitiate Anglecrab.
The City of Angels

The City of Angels is one of The Cities.

## Description

*A city of glorious light and marble. There are more churches here than you can count, and the whole horizon is domes and spires.*

*Don't raise your gaze too high. The angels watch from above.*

## Interactions

### Advertise for a new crewmember.

*The Seven Cities have no shortage of useful souls.*

### Rest and recover.

Requires: Sanity damage, plus Spirit check.

*There doesn't seem to be anywhere to get a drink. A picnic in the Dappled Acres will have to do.*

Success: +Sanity

Failure: +1 Disquieting Incident

-Sanity

### Gather news.

Requires: 0 Current Affairs: City of Angels, plus Vigilance check.

*Even whispers are eavesdropped here. There are only a few who will risk being seen talking to you.*

Success: +1 Current Affairs: City of Angels

### Repair your hull.

Requires: Hull damage

*You can have your engineers help out, but it'll still cost ya.*

-# G

Hull to max.

### Wander the streets.

Once per visit

*Wide, clean, empty streets.*

Possible results:

* Begin A Statue for Abjah
* +1 Ghoul Passenger, bound for The City of Keys

### Speak to the mad angel Zaraphael.

Requires: A Dream of Trees 3

*His broken tower looms in the heart of the City like a spear.*

A Dream of Trees 4 or 5

### Deliver the star to Zaraphael

Requires: A Dream of Trees 5, New-Blossomed Star

*You hurry through dark streets, ducking through alleys to avoid the gaze of angels.*

-1 New-Blossomed Star

A Dream of Trees 7

### Take Spire to see the City.

Requires: Spire on board, Concerns#Third Eye 2

+1 Moment of Melancholy

## Shops

### Pharangael Traders

*Imported goods are torn open in search of trace elements of blasphemy.*

### Angel Vinyards

*The angels glide among the vines and bless the fruit.*

### Drabtooth Market

*Drabtooth is the largest funghetto in all the Cities, and boasts a sprawling market to almost rival Skincandle.*
Phobetor Quinn

Phobetor Quinn is a city in The Principate. Use caution: It is very easy to lose Sanity here, and impossible to regain it.

## Description

*A shanty-city of drugs and dreams, built around the impossibly tall and impossibly slender Porcelain Spire.*

*In Phobetor Quinn the line between dream and reality is obscure, and any punter can choose their own enlightenment, for a price.*

## Interactions

### Rest and recover.

Requires: Sanity damage.

*You've spent a long time in darkness. Your crew need a few days to blow off steam.*

with Hobby:Debauchery

* -20 G
* -Sanity (Despite the description, this removes rather than adds sanity!)
* +1 Horrifying Ordeal

without Hobby:Debauchery

* -20 G
* +1 Portentous Dream

### Repair your hull.

Requires: Hull damage

*The aero-engineers here are more used to dirigibles, but they'll have a crack at it.*

-# G

Hull to max

### The Stupefaction Baths

Once per visit.

*A labyrinth of steam and drug-smoke. You may not return unaltered.*

### Dreams beckon you.

Once per visit.

*The city shimmers like a bubble. You can't be sure you're awake.*

Possible results:

* +1 Portentous Dream
* +3 Fragment of Epiphany

### Gather news.

Once per visit. Requires 0 Current Affairs: Phobetor Quinn and an Insight check.

Success: +1 Current Affairs: Phobetor Quinn

### Will Phobetor Quinn impress Bradley?

Requires: Bradley Baggs on board, A Bet with Bradley 1

+1 Breathtaking Spectacle

### Contact Ashen's ally.

Requires: Ashen on board, Uprooting an Old Perennial 3

Uprooting an Old Perennial 4

### Look for the disgraced knight Ezekiel.

Requires: Concerns#A Knightly Quest 1

Options:

* A Knightly Quest 2
* -7000 G, ???

### Meet the Ten-a-Penny Man to discuss disolving Ezekiel's debt.

Requires: A Knightly Quest 2

A Knightly Quest 3

### Bring three Ancient Grimoires to the Ten-a-Penny Man.

Requires: A Knightly Quest 3, 3 Ancient Grimoires

-3 Ancient Grimoires
+3 Reputation: The Sixfold Principate
A Knightly Quest 4

### Pay a visit to the Ten-a-Penny Man.

Requires: Char Dvetistek on board, The Dark and Holy Eyes 6

*Char seems to be on very familiar terms with various high-profile gangsters.*

+1 Ephialteum

## Shops

### The Foreigners' Palace

*Waves of incense roll over you like waves. Artificial moths flutter amid the high rafters and many-coloured strings of lights drape the walls like vines. Here, thoughts and memories are traded like bottles of wine.*

### Dreamer's Den

*Owned by the Ten-a-Penny Man and managed by a faceless creature named Zeke. Dreamer's Den is red-lit, red-leathered, and unsanitary.*
Wyl o'Pan

Wyl o'Pan, the Son of Stars, is one of the Sanctioned Gods of The Cities. He is the god of merriment. Most involvement with unsanctioned gods seems to give his reproach.

## Gaining Scrutiny

* Requires Hobby: Debauchery (Can only be picked at the start of the game when creating a character)
	+ The City of Keys, Visit your Dwellings, Entertain a Guest, invite Char Dvetistek, and choose the unique option PARTY.
		- Grants +1 Divine Scrutiny: Wyl o'Pan, as well as +1 Unique Experience, +1 Droll Recollection, -220 G and +3 Relationship: Char Dvetistek
* If you have 8+ Reputation: The City of Angels, you will be invited to a private religious festival. And you can obtain a random Divine Scrutiny. However, you can only obtain Reputation: The City of Angels by calling in your Divine Favour: Wyl o'Pan in V1.2

### Concerns

* Find-the-Lady: 1x Divine Scrutiny: Wyl o'Pan, is gained for each time you dance in fungal dreams during stage 3 of the concern. To reach this stage, you must allow/help Jhang Ba Sho to destroy the lady in Chaga

### Missionary

* Founder's Fire: Spirit challenge
* The Brite: Spirit challenge

## Gaining Reproach

* Crafting hull armor from 7x Deiform Scabmatter will give +2 Divine Reproach with many sanctioned gods, including Wyl o'Pan
* Feeding a Godcorpse to The Lord of Crows, and then choosing to "Cavort among the crows" will give +2 Divine Reproach with many sanctioned gods, including Wyl o'Pan.
* Asking the Omnipope for a blessing at Cathedral of Stolen Gods will give -1 Divine Scrutiny or +1 Divine Reproach with many sanctioned gods, including Wyl o'Pan.
* Sacrificing a Human Prisoner at an Obelisk (found randomly in the north of the house) gives +1 Divine Reproach with Wyl o'Pan (and Cobblestone)

## Propitiate Wyl o'Pan

Once you have reached 7 Divine Scrutiny: Wyl o'Pan, you may perform a ritual to gain Wyl o'Pan's Favour. This ritual requires:

* 5 Flares
* 3 Angelwines
* 3 Droll Recollections
* 3 Thrilling Yarns
* 3 Romantic Encounters
* 3 Delicious Meat
* 1 Gandolan Trout
* 1 Fargyle Whiskey
* 1 Empty Memory-box
* Spirit check

## Wyl o'Pan's Favour

You can trade Wyl o'Pan's Favour for either:

* Improvement:
	+ +10 Spirit

* Fame:
	+ +5 Reputation: The City of Keys
	+ +5 Reputation: The City of Angels
	+ +5 Reputation: The City of Knives
	+ +5 Reputation: The City of Masks
	+ +5 Reputation: The City of Engines
	+ +5 Reputation: The City of Bridges
	+ +5 Reputation: Mycenae
	+ +5 Reputation: Carchar
	+ +5 Reputation: The Sixfold Principate

## Wyl o'Pan's Scorn

Once you have reached 7 Divine Reproach: Wyl o'Pan, you will:

* Suffer Wyl o'Pan's Scorn
* Lost 7 Divine Reproach: Wyl o'Pan
* -10 Spirit
* -5 Reputation: The City of Keys
* -5 Reputation: The City of Angels
* -5 Reputation: The City of Knives
* -5 Reputation: The City of Masks
* -5 Reputation: The City of Engines
* -5 Reputation: The City of Bridges
* -5 Reputation: Mycenae
* -5 Reputation: Carchar
* -5 Reputation: The Sixfold Principate
* -2 Reputation for various Upper-Deck Crew
Arozim

Arozim is a ruin located within Oddwinter. There are no shops here.

## Description

*Ice-kept dead sit in their huddled masses. They died together, sharing their dwindling warmth. The towers have collapsed under the crushing weight of snow.*

*This was a proud city once, before the Oddwinter Intrusion let the snow in.*

## Interactions

### Scavenge the ruins.

Once per visit

*The howling wind bites like a dog. Turn your collar up.*

Possible results:

* +3 Old Bones
* +1 Reflection on Mortality
* +1 Breathtaking Spectacle
* +1 Oscillating Prism

### Try to find Sergeant Julian Rummold.

Requires: Augustus Ribbins on board, have not started Waif.

+1 Waif

Waif 1
Gossamer Smile

Gossamer Smile is a settlement in The Entomarch.

## Description

*A silk-draped wonderland. Rusted Ferris wheels, broken slides and burnt-out carousels, bright colours that have chipped and faded and stained. All swathed in thick shrouds of cobweb.*

*Vast spiders crawl amongst the funfair relics. In a citadel at the centre of the carnival wastes, House Aranach reigns and weaves.*

## Interactions

### Rest and recover.

Requires: Sanity damage

*You've spent a long time in darkness. Your crew could use a few days to rest.*

-20 G

+Sanity

### Gather news.

Requires: 0 Current Affairs: Gossamer Smile, 1 Current Affairs: City of Keys

*A tight-lipped townsfolk, here. They will only trade news of their homeland for news from yours.*

-1 Current Affairs: City of Keys

+1 Current Affairs: Gossamer Smile

### A story for Lord Aranach.

*The Lord encourages visitors, especially those with tales to tell.*

Options:

* -1 Thrilling Yarn, +100 G, +1 Lord Aranach's Favour
* -1 War Story, +100 G, +1 Lord Aranach's Favour
* -1 Bleak Fable, +100 G, +1 Lord Aranach's Favour
* -1 Lurid Tale, +100 G, +1 Lord Aranach's Favour
* -1 Droll Recollection, +50 G, +1 Lord Aranach's Favour
* -1 Forgotten Legend, +400 G, +3 Lord Aranach's Favour

### Currying favour.

Requires: 1 or more Lord Aranach's Favour

*The barons of Gossamer Smile offer to meet with you in their magnificent estates. They hope to ply you with gifts in exchange for your word in Lord Aranach's ear.*

Options:

* -1 Lord Aranach's Favour, +1 Angelwine
* -2 Lord Aranach's Favour, +100 G
* -3 Lord Aranach's Favour, +1 Fetch-mirror

### Explore the Carnival Wastes.

Once per visit

*The creak of the merry-go-rounds. The tang of rust on the breeze.*

Possible results:

* +1 Dangerous Beast (Alive), +1 Thrilling Yarn
* -1 Lower-Deck Crew, +1 Dangerous Beast (Dead)
* +1 Lurid Tale, +1 Colour-Dust, +1 Toadskin, +48 G

### Convince Lord Aranach to let you search his library.

Requires: Jack of Quills on board, The Seventh Volume 1, 3 Lord Aranach's Favour

Many options

## Shops

### Silkworks

*The finest of silks from the finest of spiders.*
The Unmoving Star

The Unmoving Star is a notable location north of The Principate. There are no shops here.

## Description

*A cold sun, thousands of miles across, stolen by the House from some unfortunate solar system.*

## Interactions

### A day of contemplation

Once per visit

*The darkness cannot reach you here.*

+1 Breathtaking Spectacle

+Sanity

### Will the Unmoving Star impress Bradley?

Requires: Bradley Baggs on board, A Bet with Bradley 1

+1 Breathtaking Spectacle
Ancient Grimoire

*A book of the eldritch variety. Probably bound in human skin. Probably needs to be kept in chains to stop it leaving the shelf. You know, the standard stuff.*

Weight: 1

## Shops

 Dr. Grindylow's Exotic Goods, the City of Keys | - | 140 G

## Uses

* The Prince's Heart 7: Needs 1
* can be donated to the museum in The City of Keys
* 2 needed to propitiate Nahash.
Calendar

By the reckoning of The Cities, your game begins on Morday the 2nd of Broach, the second day of the year 1823.

There are twelve 28-day months, making a 336-day year:

1. Broach: to open or begin
2. Tenebres: from "tenebrous," dark, shadowy, or obscure
3. Maunder: to talk in a rambling manner
4. Echoweb
5. Lacuna: a missing space or gap
6. Crossroads
7. Nugatory: of no value or importance
8. Dustfall
9. Eidolon: a shade, phantom, or apparition
10. Quietus: a finishing stroke, an ending
11. Sempitern: from "sempiternal," eternal or unchanging
12. Knell: the toll of a bell

The days of the week are named after seven of the Sanctioned Gods:

* Morday: Morbazar's day (The Clock-Faced God)
* Graveday: Graveddon's day (The Iron Swine)
* Crabday: Anglecrab's day (The Impossible Geometries)
* Cobsday: Cobblestone's day (The Trodden God)
* Panday: Wyl o'Pan's day (The Son of Stars)
* Snakeday: Nahash's day (not based on his name; he's known as The Serpent)
* Scarday: Scorthidion's day (The Mountainous Scab)

Not included: Abjah, The God-Shaped Void, who would presumably be best honored by the lack of a day.
Graveddon

Graveddon, the Iron Swine, is one of the Sanctioned Gods of The Cities. He is the god of war.

## Gaining Scrutiny

* Battle in the gladiatorial arena in Penitents' Bluff.
* Random events in The City of Keys
* If you have 8+ Reputation: The City of Angels, you will be invited to a private religious festival. And you can obtain a random Divine Scrutiny. However, you can only obtain Reputation: The City of Angels by calling in your Divine Favour: Wyl o'Pan in V1.2

### Missionary

* Blad Raddock: Guts check
* Buzzard's Omen: Guts check

## Propitiate Graveddon

Once you have reached 7 Divine Scrutiny: Graveddon, you may perform a ritual to gain Graveddon's Favour. This ritual requires:

* 1 Dangerous Beast (Alive) or 1 Human Prisoner
* 5 Old Bones
* 1 Bloodsoaked Monolith
* 3 Bestial Remnants
* Grit Check

## Graveddon's Favour

You can trade Graveddon's Favour for either:

* Improvement:
	+ +10 Grit
* Riches:
	+ +5000 Guineas
	+ +1 Undreamt Treasure.

## Graveddon's Wrath

Once you have reached 7 Divine Reproach: Graveddon, you will:

* Suffer Graveddon's Wrath
* Lost 7 Divine Reproach: Graveddon
* -10 Grit
* -1000 guineas
* Gained 10 Bestial Remnants
* Become Grievously Maimed
Experiences

You will collect a wide variety of **experiences** as you explore the House. The primary use for most types of experience is as fodder for creative writing in your Dwelling, but many experiences can be used for other actions as well.

### Lurid Tale

*Lots of blood and 'orribleness.*

* 10x inspire a ghoulish true-crime anthology worth 2000 guineas

### Unique Experience

*It's a long story, and difficult to explain. Really, you had to be there.*

* Inspires work on your magnum opus

### Mind-shattering Disruption

* Required to propitiate Anglecrab
* Prevents Sanity from remaining above Anxious

### Thrilling Yarn

*A story of adventure and derring-do. The best ones stray a little from the truth.*

* 10x inspire an action-packed adventure anthology worth 2000 guineas
* Fills an Empty Memory-Box to create a Box of Thrilling Memories

### Fragment of Epiphany

*You felt yourself on the verge of some great, transcendent understanding... Only to lose everything but a few scraps of imagery. Yet these paltry remnants are startling vivid.*

* 3x inspire a poem worth Apprehensions

### Romantic Encounter

*An entirely private affair. A fleeting moment of warmth.*

* 3x inspire a poem worth Apprehensions
* Fills an Empty Memory-Box to create a Box of Intimate Memories

### Reflection on Mortality

*You have received a poignant reminder of what is to come.*

* 3x inspire a poem worth Apprehensions

### Breathtaking Spectacle

*You have witnessed something truly extraordinary in its terrible scope and beauty.*

* 3x inspire a poem worth Apprehensions

### Horrifying Ordeal

*You still wake up screaming sometimes. Trying to remember the details feels like teetering on a sickening abyss.*

* 3x inspire a poem worth Apprehensions
* Fills an Empty Memory-Box to create a Box of Terrifying Memories

### Droll Recollection

*A faintly amusing anecdote. The kind of thing you can wheel out again and again at parties.*

* 3x inspire a poem worth Apprehensions
* Fills an Empty Memory-Box to create a Box of Happy Memories

### Moment of Melancholy

*A sudden, consuming sadness.*

* 3x inspire a poem worth Apprehensions
* Fills an Empty Memory-Box to create

### Haunting Vision

*Possibly hallucinatory. Yet your mind circles back to it, again and again.*
Makkera

Makkera is a settlement in The Confectorate.

## Description

*This town thrived once, but that was before the flood. Now the few survivors eke a living from rooftop to rooftop, avoiding the slowly-rising lake of treacle below.*

*Most of the population drowned when the flood first hit, and their drowned bodies are so shining and glazed that even their loved ones have trouble recognizing them.*

## Interactions

### Gather news.

Requires: 0 Current Affairs: Makkera

*The Makkerites will tell you anything in exchange for a few coins. Coins can buy an escape from this flooded hell.*

-10 G

+1 Current Affairs: Makkera

### Hop from roof to roof.

Once per visit

*The treacle blubs and bubbles greedily.*

Possible results:

* +1 Band of Refugees
* +1 Moment of Melancholy
* +1 Reflection on Mortality
* +1 Disquieting Incident, +1 Lower-Deck Crew

### Help Dr. Vanch retrieve a sample of mummers' frenzy.

Requires: Dr. Mobius Vanch on board, The Plague Mask 1

+1 Sample of Mummers' Frenzy

+1 Lurid Tale

+1 Disquieting Incident
Buzzard's Omen

Buzzard's Omen is a town in The Chimeric Empire.

## Description

*A sticky-floored town built of brick and neon and asbestos. There's a cold damp to the air that sticks in your lungs.*

*There's a patchwork guard at the station, but he waves you along without checking your papers. Everywhere you look you see the Ragged Emperor's face, staring down from billboards and posters and statues.*

## Interactions

### Rest and recover.

Requires: Sanity damage.

*You've spent a long time in darkness. Buzzard's Omen offers plenty of ways to blow off steam.*

-35 G

+Sanity

### Repair your hull.

Requires: Hull damage.

*A gruff engineer in a beer-stained vest promises she can fix you up at a cut-price rate.*

-# G

Hull to max

### Gather news.

Requires: 0 Current Affairs: Buzzard's Omen

*Buzzard's Omen has exactly one newspaper, which offers only obscene pictures and propaganda. You'll have to trawl the bars.*

-20 G

+1 Current Affairs: Buzzard's Omen

### Wander the streets.

Once per visit

*Every building is screaming for your attention. Yet every one looks the same as the last.*

Possible results:

* +1 Blinding Hooch
* +10 G
* -10 G
* +100 G
* -100 G

### Take Fiona to a fortune-teller.

Requires: Fiona McConnaghe on board, The Poet and the Knight 3

Ask for proof: +1 Divine Scrutiny: Morbazar

Ask for your reading: -100 G, +1 Disquieting Incident, +1 Divine Scrutiny: Abjah, +1 Divine Reproach: Scorthidion

Ask for Fiona's reading: -100 G, The Poet and the Knight 4

### Ask around about the Septuagints and Gutterguts.

Requires: The Poet and the Knight 4, Spirit check

### Bring weaponry to the Septuagints

Requires: The Poet and the Knight 4, 1 Arms Consignment, 1 Gunpowder

### Bring weaponry to Clem Guttergut

Requires: The Poet and the Knight 4, 1 Arms Consignment, 1 Gunpowder

### Help Otto catch an optivore hawk.

Requires: Otto Von Honback on board, A Zoological Adventure 1, 1 Enchanted Gimmick

Always: -1 Enchanted Gimmick

Sometimes:

* +1 Optivore Hawk
* +Wounded, + Distinction: One-Eyed, +1 Portentous Dream, +1 Fragment of Epiphany, +1 Hideous Revelation, +1 Insight

### Visit the Gunsmith.

Requires: Ashen on board, Concerns#Uprooting an Old Perennial 6

-500 G

-2 Ancient Guineas

+1 Golden Bullet

Uprooting an Old Perennial 7

## Shops

### Septuagint & Sons

*The Septuagints sell grubby things in a grubby town. That's why they're so wealthy.*

### Didn't See 'THESE' Bargains Coming

*Supplies for the modern diviner. The neon sign sizzles and smells faintly of smoke.*
Former Profession: Detective

*Law enforcement in the City mainly involves catching orphans, debtors, and beggars, and patrolling the nice streets where all the crimes are indoors. You rose above that, though. You made clever deductions and brought murderers to justice. (Vigilance +20)*

One of the available professions. Boosts Vigilance. Gained at character creation.
The Real

The Real is a Locked Room and can be considered a spoiler. It is a settlement in The Maelstrom. There are no shops here.

## Description

*A tangle of copper huts and exposed wire. Every window twinkles merrily.*

*The Real do not believe you exist. They will studiously ignore you, for a while.*

## Interactions

### Explore the little village.

Once per visit

*Try not to linger. It's only so long before the Real react to your presence with confused violence.*

Possible results:

* +1 Disquieting Incident
* +1 Thrilling Yarn
* +Wounded
Eld Abrahat

**Eld Abrahat** is the Principate's centre of trade.

## Shops

### The Screws

*A web of alleys infamously bursting with occult stalls and shops. Some only appear on certain days. Some are built of glass and rubber or filled with darkness or stretched across strange dimensions. At least one is built inside the groaning mouth of a live whale.*

 Deactivated Golem
 Oscillating Prism
 Occult Relic
 Ancient Grimoire
Fetch-mirror

*With these you can leap into the Mirrorwise. Just step into the glass. Don't be alarmed when the mirror shatters - just ensure you have a second through which to return. [Allows you to instantly travel between large cities that you've already visited. One use only.]*

Weight: 1

## Shops

### Concerns

* Ways to use it that do involve concerns.

## Gain

* Ways to gain it that do not involve concerns.

### Concerns

* Ways to gain it that do involve concerns.
Occult Relic

'Sometimes theurgic forces take root in an object of their own accord. Sometimes they are trapped there deliberately. Such things are usually powerful and always dangerous'

Weight: 3

## Shops

 The City of Keys, Dr. Grindylow's Exotic Goods | ---- | 400 G

## Uses

* One is needed to start Penpusher's quest, The Hunger That Breeds.
* One is needed for Spire's quest, Third Eye.
* Can be donated to the Museum of Unnatural Curiosity.

## Gain

* Can be found as a random combat reward (very rare)
* May be found from scavenging in Waste Disposal
* May be found from scavenging in Misericord
* Can be converted from Dubious Trinket, roughly 31% of the time.
	+ Buy buying trinkets en masse in Pannachak and examining them, you can effectively "buy" Occult Relics for an average cost of 1290 G each.
Jabad

Jabad is a Locked Room, and can therefore be considered a spoiler. It is a city in The Stormlands.

## Description

*Not so much a city as a bloated assemblage of pipes, a tangled knot of rusted iron. The entire edifice creaks alarmingly in even a slight breeze.*

*The odd little Jabadeers roar through their pipes on jets of pressurized dust, protected from injury only by their thick-padded clothing and sturdy constitutions.*

## Interactions

### Rest and recover.

Requires: Sanity damage

*You've spent a long time in darkness. Your crew need a few days to blow off steam.*

-20 G

+Sanity

### Gather news.

Requires: 0 Current Affairs: Jabad, Vigilance check

*The Jabadeers bounce through the pipes far too fast to hear your questions. You'll have to chase one down.*

Success: +1 Current Affairs: Jabad

### Explore the pipes.

Once per visit

*You throw a coin into one of the pipe-holes experimentally. It is sucked up so fast you can barely catch its glimmer.*

-Sanity

### Warn the Jabadeers about the approaching storm.

Requires: An Oncoming Storm 1, have not run out of time

+1 Occult Relic

+1 Disquieting Incident

### You were too late.

Requires: An Oncoming Storm 1, ran out of time

*The storm has already hit.*

+1 Bleak Fable

## Shops

### Pipe Nine

*Jabadeers shoot down Pipe Nine conducting business at lightning speed. They understand that foreigners may take several trips up and down before they finish negotiating a transaction.*

 Hazard-Coffee | - | 115 G
The Factory Heist

# Spoiler Warning

Late into the game you will be called upon to commit a heist. If you want to know the exact details, you can click these buttons.
You will need a crew, they will need jobs, and you'll still need to make choices.

## Toggle All Spoilers
The Crew

Infiltrators: Bishop Landman, Sandy Bracket, Bradley Biggs

Charmers: Sandy Bracket

Distractions: Bradley Biggs, Panorama Volt, Rotherford

Sneak-Thieves: Bishop Landman, Tybalt Balsamic IV, Finnegan Skip

Muscles: Bishop Landman

Occultists: Bishop Landman

Safecrackers: Bishop Landman

Incompetents (No suitable Job): Viola Nox

The Choices

 First, your Infiltrator will spend five days infiltrating. If you chose well, you can enter. If you chose poorly you'll lose time and Sanity, plus the infiltrator will be seriously injured or killed. Next, you step into the Mirrorwise and face a Guts challenge. Here your Charmer will make an attempt at being charming. If they have the skill, go forward. If not you can still salvage things with a Spirit check on your own part, or flee cowardly into who-knows-where at a cost of Injury. Failure to charm the guard at all will call for the Muscle or a Guts check to get involved. A bad Muscle or check won't help, and you're forced to flee cowardly with a grave injury.

In the factory proper, you'll see four doors. The first shows you Dread Machinations. The second can grant you an Indecipherable Tome, two Ancient Grimoires, a Volume of Poetry and Unsanctioned Scripture. Now your Distraction enters the picture. A proper distraction lets your Sneak-Thief get the job done; otherwise they both die unceremoniously and you're facing an alarm. With the distraction underway, the Sneak-Thief sneaks. Success prevents an alarm and saves their life. Failure slays the thief and puts you into open combat thanks to the blaring alarm. If you're in a fight, the Muscle can still handle things. If they don't handle it, they die and you're left to pick up the mess with a difficult Guts check. Success will injure you badly, but failure is death.

Getting past the alarms and security, you face a memory-search station. If you fought your way here, you can just pass with the violence you've accumulated. Otherwise it's on your Charmer (or you with a Spirit check, again) to trick a Governor's Man into opening it. Failure here means the Muscle is up to bat. Another failure and you're corpses.

However you managed it, heading down into the vaults and darkness calls for the Occultist. An unskilled Occultist dies here with no chance to save them, and you still need to make the check before your candle burns to nothing and plunges you into fatal darkness. Esoterica or the Occultist hobby will do the trick. Passing the occult wards you face the actual vault door. The Safecracker can either do their job and get you in, or you'll be asked to make a Guile or Graft check with the same candle burning down from before. Success here brings you the Orchard Key, a Horrifying Ordeal and 100 Apprehensions.
Warding iron

*Do not touch it ungloved. It may be a method of protection, but it is dangerous in its own right.*

Weight: 4

## Shops

 Slabber's Weaponry | 460 G
 Ghoulwatch Ironworks | 380 G

## Uses

The City of Masks: The Drifting Bean: Agnes requires one Warding Iron and one Aranach Silk

Concerns: Third Eye: bring 3x Sack of Salt, 1x warding iron and 1x occult relic to doctor Grindylow in The City of Keys
Terrible Secret

## Uses

* The City of Keys, 151 Withering Street, sell for 200G and +1 Reputation: The City of Keys
* The City of Masks, Lady Nyctimene, sell for 170G and +1 Reputation: The City of Masks
* The City of Bridges, Basilmoth, sell for 200G and +1 Reputation: The City of Bridges
* Founder's Fire, Prince's Eye, sell for 220G and +1 Reputation: The Sixfold Principate
* Ghoulwatch, The Silent Minister, sell for 180G, +1 Reputation: Ghoulwatch, and 1 Gallows Candle
Key

*A Key to one of the House's locked Doors. It's small, but oddly heavy, and cold to the touch.*

Weight: 0

## Shops

* The Museum of Unnatural Curiosity: 5000G

## Uses

* Used to open locked doors around the edges of The House
* Gives good bonuses to Beauty and Academic value when placed in your museum.
	+ An Undreamt treasure is better though

## Gain

* Can be found as a random combat reward from stronger enemies
	+ The enemies around The Empire of Thread have a very high droprate of Keys, infinite quantities can be farmed.
* 1x Key is awarded for winning the tournament in Bluesteel Court.
* Can occasionally be found searching in Lisshan, if the war is still ongoing there.
* 1x Key is acquired after finding the City of Glass

### Concerns

* 1x Key can be gained from finishing Sandy Bracket's questline Increasingly Desperate Shenanigans
The Game of Whispers

This will be badly-formatted notes until I have more of a complete picture.

Supporting the Silent Minister with Durango gets you 300 G per polling month.

Asking the Scarred Minister about the Carrion Minster can get you a Dread Machination or Terrible Secret or something. Asking who should be Minster will indicate Silent with a successful Spirit check.

Interviewing the Tourmaline Minster about being anti-life and passing a Spirit give you some solid dirt. A Guile check afterwards can give you yet more.
Box of Redacted Memories

*The Governor is especially fond of memory confiscation. There are probably some very angry Governor's Men looking for this box right now.*

Weight: 1.50

## Uses

### Concerns

* Journalism:The Hollow Trumpet while attempting to infiltrate Kennedy Yard, you can use a box of redacted memories to pass one of the steps. It's not required, but helps skip a stat check
Hazard-Coffee

*Like normal coffee, only terrifying. Hot and oozing like molten lead, drinking it is like being drowned in lightning. It's kept in heavy metal canisters, for fear of it escaping.*

Weight: 4

## Uses

* Burn for fuel in a default Engine
* Drink to restore Sanity. You may become Sleepless.

## Gain

### Concerns

* The Prince's Heart 2 in Eld Abrathat

* Help Agnes and Miseryguts Launch the Drifting Bean in The City of Masks
Dread machination

## Uses

* The City of Keys, 151 Withering Street, sell for 300G, +1 Reputation: The City of Keys and +1 Stability: The City of Keys
* The City of Masks, Lady Nyctimene, sell for 260G, +2 Reputation: The City of Masks and +1 Perplexing Riddles
* The City of Bridges, Basilmoth, sell for 300G and +1 Reputation: The City of Bridges
* Founder's Fire, Prince's Eye, sell for 300G and +1 Reputation: The Sixfold Principate
* Ghoulwatch, The Silent Minister, sell for 200G, +1 Reputation: Ghoulwatch, and 1 Ghost-Dice
Amalthea

**Amalthea** is a Meia-type Job Card released with November 2017 Card Batch I on November 2nd, 2017.

## Ultimate Ability

**Fiat Lux**
> Area attack. The witch's radiance pierces foes, and unfurls into protective wings, shielding her from harm.
>
>

Added EffectsAdds  Barrier (increases Defenses),  Wall (absorbs damage), and  Regen (gradually restores HP).

## ★8 Auto-Abilities

* Clutch Barrier
* Clutch Faith
* Clutch Regen
* Clutch Wall
* Clutch Snipe
* Enhance Light+50%
* Enhance Dark+50%
* Resist Light+40%
* Resist Dark+40%
* Element Starter+16
* Extended Break+4
* Painful Break+70%
* Exploit Weakness+70%
* Improved Criticals+70%
* Ability Chain+70%
* Enhanced Heal Drive+5%
* Ultimate Charger+1
* Prismatic Draw+10%
* Auto-Charge Ultimate+3
* Prismatic Element Starter+2
* Sleep Resistance+100%
* Job Change Shift: Light
* Job Change Recast
* Area Ultimate Charge: Abilities
* Damage Up+50%

## Skill Cards

### Hall of Fame Skill Cards:

* Amalthea skill card ★5 "Overpower(Up to 50%)"
* Amalthea skill card ★5 "Flash Break+500%"
* Amalthea skill card ★5 "Quick Break+20%"
* Amalthea skill card ★5 "Painful Break+220%"

## Skill Panels

* Skill Panel 1
* Skill Panel 2
* Skill Panel 3
* Skill Panel 4
* Skill Panel 5
* Skill Panel 6
* Skill Panel 7
* Skill Panel 8

Cost:
×9700 ×18600 ×1

Cost:
×40000 ×63500 ×2

Cost:
×90000 ×80500 ×3

Cost:
×226000 ×248000 ×4

Cost:
×30000 ×40015 ×2

Cost:
×119000 ×103000 ×3

Cost:
×116500 ×240000 ×4

Cost:
×215000 ×423999 ×5
Box of Happy Memories

*Inside this box are memories of genuine joy. Memories that would have been precious to their previous owner, but which are now lost to them.*

Weight: 1.5

## Uses

### Concerns

* Jeremy will buy a single box for 364g if you have started Built Without Soul

## Gain

* fill a Empty Memory-box with a droll recollection.

### Concerns

* In Recollection, fight the memory-thieves but let them live.
Morbazar

Morbazar, the Clock-Faced God, is one of the Sanctioned Gods of The Cities. He-and-she is a god of time and fate. The player character interacts with him-and-her more-or-less directly in A Night of Clocks.

## Gaining Scrutiny

* Ghoulwatch: after selling information to the Silent Minister, eat from her feast and pass the Guts check
* Buzzard's Omen: during Fiona's quest The Poet and the Knight, ask Clem to prove that fate exists. This option vanishes after you get Fiona's fortune read, so do it first.
* If you have 8+ Reputation: The City of Angels, you will be invited to a private religious festival. And you can obtain a random Divine Scrutiny. However, you can only obtain Reputation: The City of Angels by calling in your Divine Favour: Wyl o'Pan in V1.2

### Missionary

Notice: Has unknown condition to trigger the check

Phobetor Quinn: Spirit Check
Gossamer Smile: Spirit Check

## Propitiate Morbazar

Once you have reached 7 Divine Scrutiny: Morbazar, you may perform a ritual to gain Morbazar's Favour. This ritual requires:

* 1 Gallows Candle
* 3 Perplexing Riddle
* 3 Lurid Tale
* 3 Bleak Fable
* 1 Forgotten Legend
* Guile check

## Morbazar's Favour

You can trade Morbazar's Favour for either:

* Improvement:
	+ +10 Guile
* Various means of escape:
	+ +1 Perplexing Riddle
	+ +1 Fetch-mirror
	+ +1 Key.
Oscillating Prism

'It is either multi-dimensional, or divorced of dimensions entirely, or a really clever trick. You are not quite sure. Beautiful though.'

Weight: 1

## Uses

* can be donated to the museum of unnatural curiosity.
* Propitiate Anglecrab requires 1

## Gain

* Occasionally found as random loot after combat
* Can be randomly found from searching in Arozim
* Rewarded for helping a dying knacker in Mergulus, you have to ask for a reward.
Childhood: Scavenger

*Your family lived amongst the trash-heaps of Junk Palace, picking amongst the detritus. Even with your eagle eyes, you never found the grand buried treasure your father always talked about - only coins and trinkets. (Vigilance +10)*

One of the available childhoods. Boosts Vigilance. Gained at character creation.
Recalcitrance

Recalcitrance is a colony of The Cities. It is located south of The Ghoulwatch. (Spoiler)

## Description

*The City of Keys had three colonies. Vex, New Frontier, Recalcitrance. One lost, one destroyed, one endures.*

*Recalcitrance crowds itself inside the broken foot of what must have been an unimaginably tall statue. The statue collapsed, or was never finished - only the foot remains, windows carved in its ankle, cannons poking under its toenails, curls of smoke and tips of towers rising above the shattered shin.*

## Interactions

### Rest and recover.

Requires: Sanity damage

*You've spent a long time in darkness. Your crew need a few days to blow off steam.*

-20 G

+Sanity

### Gather news.

Requires: 0 Current Affairs: Recalcitrance

*Before they even know you're a journalist, the people of Recalcitrance are begging you to bring back news of their plight to the City.*

+1 Current Affairs: Recalcitrance

### Wander the streets.

Once per visit

*The outside of the foot is battle-scarred.*

Possible results:

* +1 Disquieting Incident
* +Distinction: Motheaten, begin Motheaten, +1 Fragment of Epiphany, +3 Guile, +Wound, -Sanity

## Shops

### Middling Enterprises

*A decaying shop guarded by what you believe are best described as "hired goons." The moustachioed Harold Middling has an exhausted look about him, and he explains that he has been fending off looters for weeks.*

 Necrosia | - | 20 G

### Mayor Wrackhaven

*The Mayor will buy anything that she thinks may help against the moths.*
Kraeklingur Crust

Kraeklingur Crust is a Locked Room and can be considered a spoiler. It is one of the Moth-Eaten ruins. There are no shops here.

## Description

### Without Distinction: Moth-Eaten

*An endless fluttering susurration flocks back and forth across the ruins of Kraeklingur Crust. The pale moths tremble and wait.*

### With Distinction: Moth-Eaten

*An endless fluttering susurration flocks back and forth across the ruins of Kraeklingur Crust. Your pale brothers and sisters conquered this place a long time ago, and devoured the citizens from within.*

## Interactions

### Wander the streets.

Requires: No Distinction: Moth-Eaten, plus Hand of Glory or Guile check

*Creeping blankets of white settle over the rubble-strewn floor.*

Success: +1 Cryptoglyphic Tablet or +1 Occult Relic

Failure: +Wound or +Distinction:Motheaten, begin Motheaten, +1 Fragment of Epiphany, +3 Guile, +Wound, -Sanity
Distinctions

Distinctions are traits that can be acquired throughout the game, or that you select when building your backstory. Some are unavoidable, such as Poet. Others are only obtainable under very specific circumstances, such as Heartless, which can only be obtained through a specific branch of Rotherford's Concern, or by visiting a specific Locked Room (link contains spoilers!)

## List of Distinctions

 Heartless
 Sleepless
Fractal Fortress

The Fractal Fortress is a Locked Room and can therefore be considered a **spoiler**. It is located west of The Entomarch. There are no shops here.

## Description

*An explosion of intersecting architectural impossibilities that only vaguely resemble a castle. Stairways that loop beneath themselves, walls and bizarre angles, ramparts built in defiance of gravity, geometry, and common sense...It hurts your eyes.*

*There is something ancient slumbering beneath the Fortress, you just know it. You can feel it presence, like an abscess on the roof of your mouth.*

## Interactions

### Delve into the Fortress.

Requires: Vigilance check or 3+ Divine Scrutiny: Anglecrab

*Something waits beneath.*

-Sanity

+3 Disquieting Incident

+1 Aspect of the Trickster

### Sketch the Fortress.

Once per visit

*Its angles and obscurities are fascinating.*

+1 Breathtaking Spectacle

+1 Divine Scrutiny: Anglecrab
Bluesteel Court

Bluesteel Court is a city in the Entomarch.

## Description

*House Bluesteel have established interconnected shelf-towns and shelf-castles on the walls. Blue-cloaked knights glide from one to the other on giant dragonfly steeds.*

*Even higher, traitors and exiles hide in semi-secret edgeholds, with their own complex politics and inter-shelf turmoils.*

## Interactions

### Rest and recover.

Requires: Sanity damage

*You've spent a long time in darkness. Your crew agree that they need a stiff drink.*

-20 G

+Sanity

### Gather news.

Requires: 0 Current Affairs: Bluesteel Court

*Red-faced town-criers will tell you all you need to know, free of charge.*

+1 Current Affairs: Bluesteel Court

### Compete in the tournament.

Once per visit

*A sure-fire way to win Lady Bluesteel's Favour*

Multiple checks. +200 G and +1 Lady Bluesteel's Favour per success, +1 Key if you win all three.

### Currying favour.

Requires: 1 or more Lady Bluesteel's Favour

*The Bluesteel Baronesses invite you to cordial dinners, where they court your assistance. For now, your words have weight with the Lady, and they want to take advantage.*

Options:

* -1 Lady Bluesteel's Favour, +1 Dubious Trinket
* -2 Lady Bluesteel's Favour, +5 Flares, +100 G
* -3 Lady Bluesteel's Favour, +600 G

### A private audience with Lady Bluesteel

Requires: Thralls of the Entomarch 1, 1 Lady Bluestee's Favour

*It might be worthwhile to investigate her position in the civil war...*

-1 Lady Bluesteel's Favour

## Shops

### The Noble Steed

*An inn built on a shelf above the Court. There is a blue dragonfly emblazoned on the sign.*
Carnage and Rust

A landmark between The Cities and The Principate. There are no shops.

## Description

*A terrible battle raged here at the end of the Glass Reclamation. The floor is a pocked wasteland of rusted metal, rubble, and bones.*

## Interactions

### Scavenge.

Once per visit, Vigilance check.

*The most valuable remnants have been looted already, but there might be something worthwhile left.*

Possible results:

* +1 Reflection on Mortality
* +3 Old Bones
* +1 Historical Curio
* +1 Deactivated Golem and +5 Flares
* +1 Experimental Weaponry

### Reminisce.

Requires: Former Profession: Soldier

*You were here before.*

### Hunt down one of Valeria's runaway ghosts.

Requires: Valeria Bell-Roberts on board, Chasing Phantoms 2

+1 Reflection on Mortality

+1 Moment of Melancholy
Blad Raddock

Blad Raddock is a Locked Room and can therefore be considered a **spoiler**. It is a settlement in The Stormlands.

## Description

*A scatter of badly-built tin huts, nestled in the crevice of a tumorous mountain.*

*Not the friendliest place you've been. Eyes like flint follow your every step. Some villagers spit as you pass, and others make a strange sign with their hands.*

## Interactions

### Rest and recover.

Requires: Sanity damage, Spirit check

*Hostile silence greets you at every turn.*

-20 G

+Sanity

### Gather news.

Requires: 0 Current Affairs: Blad Raddock, Graft check

*They don't take kindly to strangers, especially not strangers asking questions. You'll have to help with the harvest to get a word out of them.*

+1 Current Affairs: Blad Raddock

### Investigate the organ-mines.

Once per visit

*Try not to step in anything unfortunate.*

+1 Disquieting Incident

Optional: +1 Delicious Meat

### Warn the villagers of Blad Raddock about the approaching storm.

Requires: Oncoming Storm 1, have not run out of time.

+3 Delicious Meat

+1 Lurid Tale

+1 Disquieting Incident

### You were too late.

Requires: Oncoming Storm 1, ran out of time.

+1 Lurid Tale

+1 Disquieting Incident

## Shops

### The Red Cave

*A woman with many missing fingers sells what she pulls from the mountain.*
The Jagged Sands

The Jagged Sands is a landmark just south of The Empire of Thread. There are no shops here.

## Description

*Littered with broken glass and dust-bleached bones. Some of the shards are huge as tower-blocks, some small enough to slice open a careless foot.*

*Time is strange in these parts - the Sands will eat you up and age you, erase you, or spit you back a hundred years later than you expected.*

## Interactions

### Search the Sands.

Once per visit

*The Sands are a pilgrimage for treasure-hunters. They say vast glittering vaults lie deep beneath the dust.*

Possible results:

* +3 Witchglass
* +1 Bizarre Effigy

### Search for Linnaea.

Requires: Abbas Salem on board, The Root From Which the Branch 8

+1 Arcane Codex

+1 Occultist Paraphernalia

+1 Reflection on Mortality

The Root From Which the Branch 9