recursal/Fanatic-Fandom huggingface dataset:
Cardea's Delights

## Mystery

Knock 8

*Cardea's Delights* is a book of the Knock principle written by Abbott Geffrey.

## Location

This book is found in the Chapter House in Hush House.

## Description

Selecting the book provides the following description:

Upon choosing to master the book, either at a Desk or with the Consider verb, the Librarian learns:

After completing mastery, the Librarian learns:

Geffrey discusses the 'living Signs' -signs which change their shape, and whose flexibility is part of what makes it identifiable. He gives as one example 'the Paradox of the Hinge', and draws comparisons with the 'Names' called Twins (who would be considered Hours beyond the Church). He hints at the 'Amethyst Vessel' which can be sanctified by the Great Signs in the presence of Knock...

## Rewards

Completing mastery of the book generates 2 Lesson: The Great Signs and the Great Scars. Reading it always provides Memory: Pattern
Chapel Malachite

## Description

*Chapel Malachite* is room in the depths under Hush House . Prior to opening the *Chapel Malachite* is labeled as "A Honeyed Forbidding"

The librarian can access this room from Chapel Ascite with a 14 Heart or Nectar assistant.

This location exposes:

* Wing-Haunted Cave
* A Wintry Forbidding

## Workstations

Altar: Malachite is a Moth, Nectar, Heart crafting station with the Evolve via Preservation aspect.

## Objects

* Uncatalogued Book (Dawn) x2
* Leathy
* Rubywise Ruin
* Mortar & Pestle
* Curious Seashell
* Skinshuck Mead
* Wolf-Snow Ampoule
* Beeswax
By Their Marks Shall Ye Know Them

Redirect to:

* By Their Marks Shall Ye Know them
Candidate for deletionThis page has been nominated for removal from the wiki.Remember to check what links here and the page history before deletion.

## Mystery

Knock
6

## Details

### Period

Curia

*By Their Marks Shall Ye Know Them* is a book of the Knock principle written by Little Sophia.

## Description

Selecting the book provides the following description:

Upon choosing to master the book, either at a Desk or with the Consider verb, the Librarian learns:

After completing mastery, the Librarian learns:

## Rewards

Completing mastery of the book generates Lesson: Surgeries & Exsanguinations. Reading it always provides Memory: Pattern.
An Echo of Silence

## Mystery

Moth 10

*An Echo of Silence* is a book of the Moth principle written in Sabazine.

## Description

Selecting the book provides the following description:

Upon choosing to master the book, either at a Desk or with the Consider verb, the Librarian learns:

After completing mastery, the Librarian learns:

## Rewards

Completing mastery of the book generates Lesson: Sacra Limiae x2 and Memory: Impulse. Subsequent consideration of the book produces only Memory: Impulse.
Calicite Supplications

## Mystery

Grail 8

*Calicite Supplications* is a book of the Grail principle.

## Description

Selecting the book provides the following description:

Upon choosing to master the book, either at a Desk or with the Consider verb, the Librarian learns:

After completing mastery, the Librarian learns:

## Rewards

Completing mastery of the book generates 2x Lesson: Tridesma Hiera. Reading always provides Satisfaction.
Beginner's Tips

## Skill Selection

It can be difficult to upgrade your Soul if you choose wisdoms for your skills willy nilly. As a rule of thumb, you want to check that the Skill you're assigning matches the Element of the Soul it produces. For example, Vak has Knock and Rose, but when placed on Birdsong it produces Chor, which has only Heart and Grail. When placed on Nyctodromy instead, it produces Fet, which shares Rose with Vak, making that a simpler choice. If you choose Birdsong, your exalting workstation has to accept one of Heart and Grail, in addition to one of Knock and Rose, as opposed to just finding one that accepts Rose.

## Book Management

Bookshelves are in short supply at first, but just past the main staircase are two very useful rooms for categorizing, if that's a priority for you.

Be bold about studying books you are not quite prepared for. If you fail to meet the threshold, you will have the opportunity to pull in extra resources - this will not always save you, but it is often possible to eke out an extra Aspect of Power (or eight.)

## Soul Recovery

The tavern can heal your Elements of the Soul. It's far more efficient than bed rest.
Enchiridion Tragularis

## Mystery

Moon 14

*Enchiridion Tragularis* is a book of the Moon principle written in Greek.

## Description

Selecting the book provides the following description:

Upon choosing to master the book, either at a Desk or with the Consider verb, the Librarian learns:

After completing mastery, the Librarian learns:

## Rewards

Completing mastery of the book generates Lesson: Serpents & Venoms x2 and Memory: Intuition. Subsequent consideration of the book produces only Memory: Intuition.
Chor

> *Exuberance; instinct; rhythm.*
>
>

Chor is one of the nine Elements of the Soul

Chor has the properties of 2 Heart, 1 Grail. Evolving gives one more to each aspect to a maximum of 5 Heart, 4 Grail when +++.

## Acquiring

Chor is one of the elements the Librarian can acquire at the start of the game. Doing so means forgoing Shapt and Fet, which can be later acquired by other means.

Committing to Preservation Wisdom: Cracktrack, Edicts Inviolable, Ramsund, Resurgences & Emergences, Sickle & Eclipse, Stitching & Binding, Stone Stories, Surgeries & Exsanguinations

Commiting to Birdsong Wisdom: Hill & Hollow, Leaves & Thorns, Path & Pilgrim, Pentiments & Precursors, Sea Stories, Strings & Songs, Vak, Weaving & Knotworking

## Chor: Duendratic

> *Duendracy is a kind of distraction or of inspiration, or of posession. In the wind, in the sea, in the crackle of flames, there's a music only I can hear, and when I give it too much attention, the world grows red as a rose...*
>
>

Duendratic Chor has only the aspect Heart 1. It can be cured in a bed, with drink and 5 Moth.

When the malady is inflicted, it gives the message "As my concentration lapses, I begin to hear a distant music, like the tapping of a drum."

It can be inflicted by Bloodlines and Keeperskin.

## Using at the *Sweet Bones*

Placing Chor in the Sweet Bones creates the 'manual labour' action, which supplies sixpence as reward.

## Trivia

The term Chor may be derived from the Latin *cor* - "heart", as well as a merging in spelling with *chord*, due to the Heart aspect's relation to music.
Eigengrau

## Aspects

### Location Found

Hush House:* Pantry
* Stores
* Gaol Kitchen

Crafting

**Eigengrau** is a Winter Beverage.

## Crafting

Eigengrau can be crafted at <WORKSTATIONS>
with 5 Moon, and one of the following Skills:

* Maggephene Mysteries
* Pearl & Tide

or with 5 Lantern and one of the following Skills:

* Auroral Contemplations

or with 5 Winter and one of the following Skills:

* Quenchings & Quellings
* Inks of Containment
* Sights & Sensations
Edicts Liminal

Edicts Liminal is a Skill card that starts with 2 Moth and 1 Knock.

## Acquiring the Skill

Edicts Liminal can be acquired via studying:

* An Almanac of Entrances
* Deaths and their Evasions
* On the Matter and the Deeds of Serpents
* The Locksmith's Dream: Trespasses
* The Silver Book
* The Songs of the Carapace Cross (Moth 16, Fucine)
* The Twin-Serpent Tantra
* Travelling at Night Vol I

## Committing to Wisdom

Committing Edicts Liminal to Nyctodromy provides Fet. It can be upgraded at Shrine: St Januarius and Altar: St Tentreto.

*Sapphire:* *There is a prophecy of a glorious City that mortals could raise, but the Hours of the Chancel have decreed that it will not exist. The decrees of the Chancel are not defied, but now and then they have been circumvented… and we might conceive that a City with walls of shining flint could be raised in dreams; in the Mansus.*
Committing Edicts Liminal to Skolekosophy provides Ereb. It can be upgraded at the Rowenarium or the Condignator.

> *Scolecite:* *There is a prophecy of a glorious City that mortals could raise, but the Hours of the Chancel have decreed that it will not exist. The decrees of the Chancel are not defied, but now and then they have been circumvented… and we might conceive that City with walls of shining flint could be raised Nowhere; in the darkness below dreams.*
>
>

## Crafting

Edicts Liminal has the following recipes.
Armagnac d'Ys

* Bottle
* Mostly Full
* Mostly Empty
* Glass

Armagnac d'Ys is a beverage that can be found in various rooms of Hush House. An additional bottle can sometimes be gained from searching the Bag of Tricks. As of the Daymare beta, this beverage can be ordered from The Post Office for 84 pence.

## To Serve -

 Mostly Full
 Mostly Empty
Bee-silk journal

*'Picasso? I'll give you Picasso.'*

*The Artist came to the House to master Bosk, to shape and share a primal, ultimate, unprecedented experience; but you can complete the game by mastering any Wisdom.*

The Bee-Silk Journal is a Journal that can be obtained by considering a dried out Silken Book. Restoring the Bee-Silk Journal grants an additional Ereb(?).

This is the Journal of the Artist librarian, who seeks to master Bosk.

The Bee-silk Journal requires a mastery of Grail.

You can obtain the Bee-silk Journal by selecting the following Elements of the Soul:

* Shapt, then Ereb
* Chor, then Ereb
* Fet, then Ereb

Reading the The Bee-silk Journal gives 3 Lesson: Desires & Dissolutions and 1 Lesson: Rites of the Roots
Bloodlines

## Description

Bloodlines is a type of Infestation. These can affect your Chor and Health, and spread to nearby objects. You can remove them with a skill that's effective against Infestations, and at least 7 Moth.

## Removal

Bloodlines can be removed with Hill & Hollow, Resurgences & Emergences, Stitching & Binding, Stone Stories, and Surgeries & Exsanguinations although Resurgences & Emergences has the required aspect.
Disciplines of the Scar

Disciplines of the Scar is a Skill card. It starts with 2 Edge and 1 Lantern. This skill is connected to the Colonel, or Tribune of Scars.

## Acquiring the Skill

Disciplines of the Scar can be acquired via studying:

* De Horis book 3
* The Wound-Wounds
* De Bellis Murorum

## Committing to Wisdom

*The Scar: The Mansus is the fortress of dream where the true Hours rule, and Nowhere is the scar beneath it where the Nowhere hours lair. Without the Hours above, that scar would be an open wound. So the Bright Arts teach us.*
Committing Disciplines of the Scar to Illumination provides Phost, which can be evolved at the Practice Equipment.

*The Crime: The Mansus is the fortress in dream raised by the gods-who-were-stone. Nowhere is the inevitable scar beneath it. Monstrous, the gods-from-Nowhere; but cruel, the gods-who-were-stone.*
Committing Disciplines of the Scar to Hushery provides Trist. It cannot be used to upgrade Trist by itself. It requires a memory with the Evolve via Hushery aspect to upgrade. As an example; Didumos at Shrine: the Chancel.

## Crafting

Disciplines of the Scar has the following recipes.
Catacombs

## Description

*Catacombs* is dawn period room in the lower depths of Hush House. Prior to opening, the *Catacombs* are labeled as "..."

The librarian can access this room from Columbic Crypt with a Grail or Winter 15 assistant.

This location exposes:

* Fluttering Crypt
* Sealed Vault (Iron Vault)

## Workstations

Catacombs Altar is a Moon, Scale, Winter crafting station with the Evolve via Hushery aspect.

## Objects

*NOTE: This list may not be accurate*

* Widow's Candle x2
* Atlantic Amber
* Eva's Locks
* Sacrament Ascite
* Lambig Brocelliande (Chaice
* Sea-Glass
Awakened Feather

**Awakened Feather** is a Sky Remains.

## Crafting

Awakened Feather can be crafted at the Telescope workstation with 5 Sky and one of the following Skills:

* Anbary & Lapidary
* Lockworks & Clockworks
* Stitching & Binding
* Sights & Sensations
* Sacra Limiae
* Furs & Feathers

## Scrutiny

Scrutinizing the Awakened Feather destroys it but leaves a Cheerful Ditty stuck in your head.
Black Nephrite

## Mystery

Moon
6

Black Nephrite is a Book of the Moon principle written by Valentine Dewulf.

## Description

Selecting the book provides the following description:

Upon choosing to master the book, either at a Desk or with the Consider verb, the Librarian learns:

After completing mastery, the Librarian learns:

## Rewards

Completing mastery of the book generates Lesson: Wolf Stories. Reading it always provides Memory: Fear.
Apollo and Marsyas

## Mystery

Heart
4

*Apollo and Marsyas* is a book of the Heart principle.

## Description

Selecting the book provides the following description:

Upon choosing to master the book, either at a Desk or with the Consider verb, the Librarian learns:

After completing mastery, the Librarian learns:

## Rewards

Completing mastery of the book generates Lesson: Surgeries & Exsanguinations. Reading it always provides Memory: Storm.
A Manual for Departure

## Mystery

Knock 14

*A Manual for Departure* is a book of the Knock principle written in Vak by the Jekadu, who is supposedly one of the Hooded Princes.

## Location

This book is found in the Librarian's Quarters in Hush House.

## Description

Selecting the book provides the following description:

Upon choosing to master the book, either at a Desk or with the Consider verb, the Librarian learns:

After completing mastery, the Librarian learns:

## Rewards

Completing mastery of the book generates 2 Lesson: Door & Wall. Reading it always provides Secret Threshold.
As the Sun His Course

## Mystery

Edge 8

*As the Sun His Course* is a book of the Edge principle written in Aramaic.

## Description

Selecting the book provides the following description:

Upon choosing to master the book, either at a Desk or with the Consider verb, the Librarian learns:

After completing mastery, the Librarian learns:

## Rewards

Completing mastery of the book generates Lesson: Sickle & Eclipse x2 and Memory: Contradiction. Reading it will always provide Memory: Contradiction.
Dog

## Loyal Dog

* Tame
* Hungry
* Wild

The loyal dog is an Edge, Heart and Scale Beast that can be found in the Staff-Room. Talking to it will give the Memory: Solace.

## Loyal Dog

Walkies are surely a small price to pay for his unshakeable fidelity.

## Hungry Dog

A bottomless and reproachful appetite! But '*such a good*' bottomless appetite!

## Additional Notes

If acquired by wandering the moors, the Dog will teleport to the Staff-Room the moment it has been unlocked. Considering its 'Loyal' moniker, it seems likely the dog may have been part of the guards of the Cucurbit Prison and somehow survived the fire. Unshakeable fidelity, indeed.
A Light in the Inkwell

## Mystery

Lantern 8

*A Light in the Inkwell* is a book of the Lantern principle written by Musgrave Dewulf.

## Description

Selecting the book provides the following description:

Upon choosing to master the book, either at a Desk or with the Consider verb, the Librarian learns:

After completing mastery, the Librarian learns:

## Rewards

Completing mastery of the book generates 2xLesson: Inks of Revelation. Reading it again provides Memory: Revelation.
Beast

*"When it moves, and it's not the wind, and it's not a person."*

- In-game flavour text.

Certain animals can be tamed in Hush House, or are already haunting the premises. When used with Talk, a memory or item will be obtained. The Beast will no longer be co-operative after this action, so the Beast must be talked to once more and fed an appropriate food to become co-operative once more.

## Feeding the Beasts

To reliably obtain memories from beasts requires a steady supply of items with the Sustenance tag. Many of the carnivorous early-game animals, such as the Cat or Viper, only take Sustenance items with either the Egg or Remains tag. Since there seem to be no Remains items that also have the Sustenance tag[*confirmation required*], this means you can only feed them with eggs.

The only way early game to get eggs is by gathering Viper Eggs from the Moor. Once you have unlocked the Kitchen Garden, you can reliably get eggs from Talking to the chickens Tuppence and Terrence, The chickens can be fed using vegetables gathered from the same garden. Note that this means obtaining a single Memory from a Beast will fatigue two, three, or even four Elements of the Soul: some Memories are therefore comparatively cheaper to obtain by reading Books or Crafting.
Advice on Containment

**Advice on Containment** is a book of the Knock principle.

## Description

Selecting the book provides the following description:

Upon choosing to master the book, either at a Desk or with the Consider verb, the Librarian learns:

After completing mastery, the Librarian learns:

## Rewards

Completing mastery of the book generates Lesson: Glassblowing & Vesselcrafting. Reading it always provides Memory: Pattern.
Nillycant

**Nillycant** is an Encaustum Terminale. It can be used with the Journal to record a History and fulfill the Librarian's purpose at Hush House.

## Crafting

Nillycant can be crafted at <WORKSTATIONS> with Winter 15 and Solomon's Preparation using any of the following skills:

* Sights & Sensations
* Inks of Containment

It can also be crafted with Winter 15 and Glassfinger Toxin with the following skill:

* Ragged Crossroads [e.g. Ragged Crossroads level 7 (6) + Wist(+) + Hindsight + Essential Periost + Glassfinger Toxin at the Alchemy Station]

## Trivia

The main crafting route is hinted at in the book Musgrave's Sketches, whereby the 'final pigment' **Nillycant** can be prepared using Solomon's Preparations as an ingredient:

> "Musgrave discusses the temptation of the perfectly minimal 'palest painting'. He has so far managed to resist this temptation, but does guiltily describe success in using Sights and Sensations with Winter-aspect to create first a 'chilly elixir' from flowers, which he believes he can refine further into a 'final pigment'..."
>
>

The alternate route is hinted at in the White Book of Brittany:

> "The White Flower is described as the 'death of wisdom' - but wisdom can pass into sleep, not death, when 'the Rage of Glass' is subjected to sufficiently powerful Winter-aspect while the Ragged Crossroads arts are invoked..."
>
>
EXPERIMENT BEYOND SIGHT

## Location

The book can be found as an Uncatalogued Book (Nocturial) in Stair Tenebrous.

## Description

**EXPERIMENT BEYOND SIGHT** is a Moon 8 Reel of Film. Selecting the book provides the following description:

Upon choosing to master the book, either at a Desk or with the Consider verb, the Librarian learns:

After completing mastery, the Librarian learns:

## Rewards

Completing mastery of the book generates 2x Lesson: Edicts Inviolable. Reading always provides Memory: Revelation.
Numen: That Old Lost Music

In the right Histories, every song ever sung still lingers in wind and echo, untouched by the demands of Eternity… [Any Librarian can use this to establish a History and complete the game - but the Symurgist and the Magnate can win a particular victory.]

This Numen can be obtained from The Turquoise Hand
Drums & Dances

## Lesson sources

* x2 from Rapt in the King (Heart 8)
* x2 from The Instruments of the Heart (Heart 10)
* x2 from Lake Fucino Recordings (Heart 12)

## Committing to Wisdom

Committing to Horomachistry provides Mettle. it cannot be used to upgrade Mettle normally. It can be used to upgrade if used on a workbench alongside a memory with the Evolve via Horomachistry aspect. As an example, using Drums & Dances on the Practice Dummy alongside the Didumos memory.

The Heart: The Thunderskin, the eternal drum that beats to preserve the skin of the world, is a god-from-flesh, which is to say he was once mortal. But the Horned-Axe, last of the gods-from-stone, required his death, and so the Grail gave him up, though he loved her. Love is always subject to the will of the Hours, as all horomachists know.

Committing to The Bosk provides Health. It can be upgraded at the Altar of the Knot, the Calicite Altar, or the Deeplight Corals.

The Root: The Thunderskin, the eternal drum that beats to preserve the skin of the world, is a god-from-flesh, which is to say he was once mortal. He died to preserve the last god-from-stone; he died for love; he died for necessity. In matters of Bosk, these three are often intertwined.

## Notable uses

* This is the only skill that can craft Hive's Lament, a strong Nectar memory. And it's difficult to craft it without levelling this skill. Crafting it is not the only way of getting it, but it's the cheapest one, **IF** available.
* This is one of the only 2 skills that can craft Thunderskin's Paean, a strong Heart memory. The other skill is Strings and Songs. Among the two skills this one is slightly better suited for it due to having Heart as a primary principle.
* The same 2 skills and Thunderskin's Paean can be used to craft Swaddled Thunder, providing a way to craft fabric without using any fabric in the process. This is once again the preferable one of the two.
Each Flame His Fuel

## Mystery

Sky 14

*Each Flame His Fuel* is a book of the Sky principle written by Omar, the Blaze.

## Location

This book is found in the Vestibulum Transitus in Hush House.

## Description

Selecting the book provides the following description:

Upon choosing to master the book, either at a Desk or with the Consider verb, the Librarian learns:

After completing mastery, the Librarian learns:

## Rewards

Completing mastery of the book generates 2 Lesson: Glaziery & Lightsmithing. Reading it always provides Memory: Revelation.
Cucurbit Bridge

> Hush House has been many things over the centuries - including, in the Nocturnal Period of 1896-1932, a gaol. No-one remembers that period fondly, but at least it meant Nocturnal Branch paid for a new bridge.
>
>
>
>
> Mist-Cloaked Bridge
> -------------------
>
>
>
> ### Era
>
>
> Out of Bounds
>
>
> ### Required Aspects
>
>
> Assistance; Forge, Lantern, or Sky
>
>
>
>
>
>

## Unlock Requirements

> Every so often, someone builds a bridge to the Isle; each bridge lasts a hundred years, or two hundred; then the sea disposes of it. This was built in the 1890s, and that makes it the newest bridge - but that doesn't mean it's new.
>
>

Once you make it into Brancrug you may interact with the “Mist-Cloaked Bridge.” With some Assistance and either choice of Forge, Lantern or Sky; you may repair the bridge.

> Hush House has been empty for seven years. Those seven years have rendered the bridge perilous.
>
>

Once unlocked, Cucurbit Bridge exposes the Lodge at the Gate.
Deaths And Their Evasions

## Mystery

Knock 14

*Deaths And Their Evasions* is a book of the Knock principle written in Fucine.

## Description

Selecting the book provides the following description:

Upon choosing to master the book, either at a Desk or with the Consider verb, the Librarian learns:

After completing mastery, the Librarian learns:

## Rewards

Completing mastery of the book generates generates 2 Edicts Liminal and Memory: A Stolen Secret. Reading it again provides Memory: A Stolen Secret.

## Trivia

Talking with Fr. Stanislav John Schaller about the book will provide unique dialogue.

Stanislav will examine the book and return it to you, along with an Edicts Liminal. He will not leave immediately, allowing discussion of a current event.
Chancel of the Abbey Church

## Description

The Chancel of the Abbey Church is an area in Hush House which is unlocked decently into the midgame. You will need Heart, Lantern, Moon or Winter assistance to unlock this area.

*So the Church denies two of the three Hours of the Chancel. And yet it's the Chancel who are said to determine which of their peers qualify as Hours. That's theology for you.*
*Abbot Geffrey decreed that all three should be venerated in this holiest of rooms. To avoid actual heresy, he would not permit any of the three to be named. That's theology, too.*

## Interactable Items

Once unlocked, you can use the Shrine to the Chancel, there are also:

* 2 Historywax Candles (3 Lantern), Thing, Candle, Light, Fuel
* 1 Ichor Auroral (4 Lantern, 2 Rose), Thing, Liquid, Pigment
* 1 Ichor Vitreous (4 Lantern), Thing, Liquid, Pigment

The Shrine: the Chancel is a workstation that uses Moth, Winter, and Edge, and has Evolve via Horomachistry.

This location exposes:

* Shrouded Stair
* Darkened Church
De Horis book 1

## Mystery

4
Nectar

De Horis book 1 is a book of the Nectar principle.

## Description

Selecting the book provides the following description:

Upon choosing to master the book, either at a Desk or with the Consider verb, the Librarian learns:

After completing mastery, the Librarian learns:

## Rewards

Completing mastery of the book generates Rites of the Roots and Memory: Impulse. Reading it again provides Memory: Impulse.
Applebright Euphonies

**Applebright Euphonies** is a Skill card that starts with 2 Sky and 1 Grail.

## Wisdom Attunement

* Illumination - Mettle. Can be upgraded at the Shrine: The Madrugad but you will need an Invincible Audacity.

* Bosk - Ereb. Can be upgraded at the Calicite Altar.

## Acquiring the Skill

**Applebright Euphonies** can be acquired via studying:

* The Sun Disfigured
* Snare of the Tree: Collected Proverbs of Aunt Mopsy
* The Devoured Tantra
* The Wind's Ruin
How the End will Begin

## Mystery

Edge 14

*How the End will Begin* is a book of the Edge principle.

## Description

Selecting the book provides the following description:

Upon choosing to master the book, either at a Desk or with the Consider verb, the Librarian learns:

After completing mastery, the Librarian learns:

## Rewards

Completing mastery of the book generates 2x Lesson: Ragged Crossroads. Reading it always provides Memory: Fear.
A Tower Rises

## Mystery

Rose
18

A Tower Rises is a Phonograph Record of the Rose principle.

It is thematically connected to A Tower Falls.

## Description

Selecting the record provides the following description:

Upon choosing to master the recording at the phonograph, the Librarian learns:

After completing mastery, the Librarian learns:

## Rewards

Completing mastery of the recording generates 3x Preliminal Meter and Confounding Parable. Listening to it again provides Confounding Parable.
Annals of St Brandans

## Mystery

Winter 4

*Annals of St Brandans* is a book of the Winter principle.

## Location

This book is found in the Church Tower in Hush House.

## Description

Selecting the book provides the following description:

Upon choosing to master the book, either at a Desk or with the Consider verb, the Librarian learns:

After completing mastery, the Librarian learns:

## Rewards

Completing mastery of the book generates Lesson: Inks of Containment and Memory: Regret. Reading it again provides Memory: Regret.
Chapel Calicite

## Description

Chapel Calicite is a Dawn Period location in the lower depth of Hush House. You will need Hall of Voices unlocked and an assistant with 14 Grail or 14 Nectar to unlock this area.

This location exposes:

* A Wintry Forbidding
* Silent Hall

## Workstation

Calicite Altar is a Moon, Heart, Grail crafting station with Evolve via Bosk.

## Objects

* Uncatalogued Book (Dawn) x4
* Bobos of Spring
* Goddess-who-changes-skin
* Sacrament Calicite
* Lambig Broceliande (Chalice)
* Widow's Candle x4
Dawnlion Coffee

Coffee from beyond the great deserts.

Cache: Lost Packages

## Description

Dawnlion Coffee is a brewable beverage found in various rooms and cashes throughout Hush House. It have four states: Packet, Pot, Half-Pot, and Cup. Each pot of coffee will serve two cups at a 'Serve Here' station.

Dawnlion Coffee

## Locations

*Note: This is not all the locations this item can be found only the ones I can confirm.*

* Gaol Hall
* Pantry
* Gaol Kitchen
Bells

## Description

The Bells are an area in Hush House which is unlocked decently into the midgame. You will need Forge, Heart or Sky assistance to unlock this area.

## Interactable Items

Once unlocked, you can use the Bells.

The Instrument: Bells is a workstation that uses Sky and Forge, and has Evolve via Ithastry.

This location exposes Wyrd-Cursed Spire.
Kernewek Henavek

The following visiotrs know Kernewek Henavek, can read books written in it and can teach the language for Bronze Spintria:

* Dr Yvette Southey

* Professor Rowena Hengerst

The following books are written in Kernewek Henavek and require this skill in the extra slot to master them:

* The Most Sorrowful End of the Lady Nonna

* The Tripled Heart

* Ud Rocashaas

## Wisdom Attunement

Committing Kernewek Henavek to The Bosk will provide Health. It can be upgraded at Deeplight Corals.

Committing Kernewek Henavek to Ithastry provides Wist. It can be upgraded at Shrine: The Madrugad or Oubliette Containment.
Corruption

## Corruption Types

### Winkwell

Attempting to study a book with Winkwell will turn your Fet into Fet: Gisting and be unusable until cured and will result in a failed attempt at mastery.

Suppressing this corruption requires a skill with the trait **Effective Against Corruption** and a total of 7 Moon principle.

Removing the corruption triggers the following:

And upon a successful removal:

### Effective Skills

#### Recommended Skills: These skills are best suited to dealing with Winkwell given that they also possess Moon principle:

* Maggephene Mysteries (Moon, Heart)
* Sickle & Eclipse (Edge, Moon)

## Removing Corruption

To remove a corruption from a tome, study it with a skill with the trait **Effective Against Corruption** and the appropriate amount of the relevant aspect. Skills include:

* Purifications & Exaltations (Sky, Lantern)
* Herbs & Infusions (Heart, Nectar)
Ambrosial!

## Mystery

Forge 8

**Ambrosial!** is a book of the Forge principle by Ambrose Westcott.

## Description

Selecting the book provides the following description:

Upon choosing to master the book, either at a Desk or with the Consider verb, the Librarian learns:

After completing mastery, the Librarian learns:

## Rewards

Completing mastery of the book generates 2 Lesson: Spices & Savours and Memory: Impulse. Subsequent consideration of the book produces only Memory: Impulse.
Amethyst Ampoule

## Aspects

### Location Found

* Crafting
* Infirmary, Gaol Cellar
* Caches: Box of Oddities

**Amethyst Ampoule** is a Knock Liquid.

## Crafting

Amethyst Ampoule can be crafted with 5 Knock, and one of the following Skills:

* Lockworks & Clockworks
* Glassblowing & Vesselcrafting
* Solutions & Separations
* Surgeries & Exsanguinations
* The Great Signs and the Great Scars
Birdsong

**Birdsong** is one of the nine Wisdoms. Its Aspects in the Tree of Wisdoms are Heart and Moth, but its skills mainly consist of Rose, Sky, Moon, and Scale. Attuning skills to it provides Chor or Trist. It is considered one of the Arts Unregarded.

## Exploration

This Wisdom can be explored using skills of the relevant aspects. Like all Wisdoms, progressing further requires skills of higher level. Once committed, a skill cannot be committed again. Committing skills is rewarded with another Element of the Soul card.

### Associated Skills

Skills associated with Birdsong:

* Hill & Hollow
* Leaves & Thorns
* Path & Pilgrim
* Pentiments & Precursors
* Rhyme & Remembrance
* Sand Stories
* Sea Stories
* Sky Stories
* Snow Stories
* Stone Stories
* Strings & Songs
* Weaving & Knotworking
* Wolf Stories
* Ramsund
* Sabazine
* Vak
An Introduction to Histories

## Mystery

Winter
4

**An Introduction to Histories** is a book of the Winter principle by Claude Hersault.

## Description

Selecting the book provides the following description:

Upon choosing to master the book, either at a Desk or with the Consider verb, the Librarian learns:

After completing mastery, the Librarian learns:

## Rewards

Completing mastery of the book generates Lesson: Snow Stories and Memory: Hindsight. Reading it again provides Memory: Hindsight.
Crucible Tower: Interview Laboratory

## Description

*Crucible Tower: Interview Laboratory* is the highest point of 'Cucubit' within Hush House . Prior to opening the *Crucible Tower: Interview Laboratory* is labeled as "Charred Chamber."

The librarian can access this room from Crucible Tower: Governor's Quarters with a 14 Knock, Moth or 14 Winter assistant.

Here, at last, is where the fire began and where it ended. When the power below the prison was released, it came here to interview Collers. Perhaps it intended to put him in his own device; but it seems there was not nearly enough left of him for that.

## Workstations

Condignator is a Edge, Forge, Knock, Lantern crafting station with the Evolve via Skolekosophy.

## Objects

* Wolf-Snow Ampoule
* Gideon's Soakes
* Labhitic Tincture
* Regensburg Balm
* Heart in a Jar
* Phosphorescent Scrapings
* Black Sapphire Wash
Atrium

## Description

The Atrium is an area in Hush House which is unlocked decently into the midgame. You will need Knock or Lantern assistance to unlock this area.

## Interactable Items

Once unlocked, you can use the Shrine to St Januarius, there are also:

* 2 Aglaophotis-Scented Candles (2 Knock, 2 Lantern, 2 Rose, 2 Heart), Thing, Candle, Light, Fuel
* 2 Watchful Candles (1 Lantern), Thing, Candle, Light
* 1 Atrium Chair (1 Lantern), Comfort

The Shrine: St Januarius is a workstation that uses Rose, Sky, Heart, and Knock, and has Evolve via Nyctodromy.

This location exposes:

* Darkened Church
* Gloomy Stair
* Grand Ascent - Third Floor
Desks

## Summary

Desks are a type of Furniture and Crafting Station found in various rooms in the Hush House. They can be used for Cataloguing or Mastering Codices, or for Crafting.

## Using Desks to Catalogue

When using a desk to catalogue a Codex, it does not matter what Period the Codex is from, however you must use a compatible Element of Soul card for that Desk. For example, if you wish to catalogue a book using Desk: Eva, located in Watchman's Tower: First Floor, you would need to pair the uncatalogued book with an Element of Soul card that has either an Edge, Grail, Moon, or Winter Principle, such as Wist which has 2 Winter. This allows for you to catalogue books using the desk and leaving your Consider action free for other uses, such as cataloguing another book with an Element of Soul card that is not compatible with any of your available desks.

## Using Desks to Master Codices

Desks are incredibly helpful to Master a Codex in comparison to simply using the Consider action. This is because Desks allow you an extra slot in the Action Panel, the all important "With" slot.

The "With" slot allows you to put one of the various Tools or Inks you find around the Hush House (an/or craft yourself in the case of Inks), to greatly increase the level of the Principle related to the Codex you are trying to Master. While Tools will usually only increase the relative principle by 1 or 2 levels, inks can increase this level drastically, making it dramatically easier to Master even high-level books before you're able to upgrade your Skills or Elements of Soul.
A Pale Lady and a Prince of Wines

## Mystery

Moon 4

*A Pale Lady and a Prince of Wines* is a book of the Moon principle.

## Description

Selecting the book provides the following description:

Upon choosing to master the book, either at a Desk or with the Consider verb, the Librarian learns:

After completing mastery, the Librarian learns:

## Rewards

Completing mastery of the book generates Lesson: Sea Stories. Reading it always provides Memory: Salt.
Book of True Blood

## Mystery

Edge
14

**The Book of the True Blood** is a book of the Edge principle written by Cassius the Thoman.

## Description

Selecting the book provides the following description:

Upon choosing to master the book, either at a Desk or with the Consider verb, the Librarian learns:

After completing mastery, the Librarian learns:

## Rewards

Completing mastery of the book generates 2 Lesson: Meniscate Reflections. Reading it will always provide Memory: Fear.
Desk: Governor

Desk: Governor is a Workstation located in Crucible Tower: Governor's Quarters.

Like all Desks, Desk: Governor can be used to read or re-read books, read or reply to letters, or craft.

As it is located in the Nocturnal section of Hush House, Desk: Governor will be unlocked much later in the game than the other desks for most players.
An Almanac of Entrances

## Mystery

Knock 10

*An Almanac of Entrances* is a book of the Knock principle.

## Description

Selecting the book provides the following description:

Upon choosing to master the book, either at a Desk or with the Consider verb, the Librarian learns:

After completing mastery, the Librarian learns:

## Rewards

Completing mastery of the book generates Lesson: Edicts Liminal x2 and Secret Threshold. Subsequent consideration of the book produces only Secret Threshold.
A Catalogue of Uncharted Pleasures

## Mystery

Grail
12

*A Catalogue of Uncharted Pleasures* is a book of the Grail principle written in Phrygian by someone called The Dark Gentleman.

## Description

Selecting the book provides the following description:

Upon choosing to master the book, either at a Desk or with the Consider verb, the Librarian learns:

After completing mastery, the Librarian learns:

## Rewards

Completing mastery of the book generates 2 Lesson: Orchids & Narcotics. Reading it always provides Memory: Satisfaction.
An Investigation of A Foundered Country

Subtitled 'Recordings from the Atlantic Coast.'

## Mystery

Moon 4

An Investigation of A Foundered Country is a phonograph record of the Moon principle.

## Description

Selecting the book provides the following description:

Upon choosing to master the book, either at a Desk or with the Consider verb, the Librarian learns:

After completing mastery, the Librarian learns:

## Rewards

Completing mastery of the book generates Lesson: Hill & Hollow and Memory: A Stolen Secret Reading it again provides Memory: A Stolen Secret.
Assistants

Assistants are required to unlock most locations of the game. There are several different assistants available to meet in Book of Hours all with different skills and prices to hire. Assistants will always leave at dawn.

**Increasing Aspects**

An Assistant's Aspects can be increased by using Talk and the collaborate option with an Element of Soul, Beverage, Memory, Sustenance, Tools and possibly a collaboration unique to that Assistant. The Assistant's aspects can be increased multiple times but not by any card of the same category. I.e. A memory and a beverage may both be used with the same Assistant but not two beverages. Talk cannot be used to increase aspects after nightfall but Assistants can still be used to unlock rooms after nightfall.

### Villagers

You can employ a local villager from three different buildings: Mrs and Mr Kille, The Rectory, and The Smithy. They can be hired with an Element of Soul that matches what is shown in the "workstation hints" of their home then offering at least 12p (Not required if they are your starting friend). Mr and Mrs Kille are both available at the same building. Mr Kille is hired with an Element of Soul that has Winter and Mrs Kille with Grail.

(Note: Your starting friend is based on the Soul Aspect choices made when starting on the beach , they will have gained one aspect permanently )

### Seasonal Workers

Can be sought by offering at least a Shilling (12p) in The Sweet Bones' "Mine" slot.

 Summer
 Autumn
 Winter

### Unusual Helpers

Can be found by using an Element of the Soul + any amount of pence at the Sweet Bones (the initial currency offering is not consumed). Talk can then be used to hire them for 24p.
Disciplines of the Hammer

Disciplines of the Hammer is a Skill card that starts with 2 Edge and 1 Forge.

## Acquiring the Skill

Disciplines of the Hammer can be acquired via studying:

* The Carmine Petal: Revised
* The Carmine Petal: Unexpurgated (Forge 18)
* De Horis book 2
* The High Traditions of the Noble Endeavour
* The Iron Book
* Seven Shards
* Skin of Silver

## Committing to Wisdom

Committing Disciplines of the Hammer to Illumination provides Mettle, which can be upgraded at the Practic Garden Dummy or the Practice Equipment.

Steel and Glass

A certain parable of the Bright Arts tells of a priest who raised an altar of steel and glass to an old god; but then found a new god within the altar.

Committing Disciplines of the Hammer to Nyctodromy provides Shapt, which can be upgraded at Altar: Ascite.

Amber, Orichalcum

A certain parable of the Night Arts tells of a pilgrim who raised a gate of amber and orichalcum that they might pass to reach their destination; but then found their destination lay on this side of the gate.

## Crafting

1 - Likely a bug. Still in the game as of version 2023.8.c.3
Book of Hours Wiki

# **Welcome to the Book of Hours Wiki!**

The Book of Hours compendium by the players, for the players.

We are currently maintaining 2,378 pages (1,064 articles).

Please feel free to contribute by creating new articles or expanding existing ones.

- A Short Mechanics Guide

- How to Begin

## Important articles:

The Basics
Elements of the Soul
Memories and Lessons
Principles
Skills
Wisdoms
Memories
Journals
Pence
Gathering
Workstations
Locations
People
A Child's Treasury of Golden Afternoons

## Mystery

Edge 10

*A Child's Treasury of Golden Afternoons* is a book of the Edge principle, and one which contains a Numen.

## Description

Selecting the book provides the following description:

Upon choosing to master the book, either at a Desk or with the Consider verb, the Librarian learns:

After completing mastery, the Librarian learns:

## Rewards

Completing mastery of the book generates 2 Lesson: Sharps and Numen: Merciless Alteration- a memory that can be used to establish a history and win the game. This numen can be used for a special victory for the Artist and Archaeologist.

Reading it again provides Numen: Merciless Alteration.
Cucurbit Prisoner Records 1927

## Mystery

Nectar 12

*Cucurbit Prisoner Records 1927* is a book of the Nectar principle.

## Description

Selecting the book provides the following description:

Upon choosing to master the book, either at a Desk or with the Consider verb, the Librarian learns:

After completing mastery the Librarian learns:

## Rewards

Completing mastery of the book generates 2 Lesson: Insects & Nectars and Memory: Impulse. Reading it again provides Memory: Impulse.
Desires & Dissolutions

**Desires & Dissolutions** is a Skill card. It starts with 2 Grail and 1 Moon.

## Acquiring the Skill

Desires & Dissolution can be acquired via studying :

The Orchid Transfigurations: a Feast (Grail 4)

## Committing to Wisdom

Committing Desires & Dissolutions to Horomachistry provides Mettle, which can be upgraded at the Telescope.

Above

What begins in light may end in flesh. Without distinction and perception, pleasure cannot be distinguished from pain. These traditions are Horomachistry.

Committing Desires & Dissolutions to The Bosk provides Ereb, which can be upgraded at the Calicite Altar.

Underneath

RED THE DAWN AND BLACK THE NIGHT AND WHITE WHAT'S LEFT. ABOVE WE SEE, BENEATH WE KNOW.

Bosk.

## Crafting

Desires & Dissolutions has the following recipes.
Consider

On the left hand side of your screen, you will notice two workshops in which you can insert cards.

The topmost of these is Consider.

Things, Comforts, Wall Art, Lessons, and Skills can be considered. Usually this requires effort: an Element of the Soul which is not Fatigued or Maladied. Scrutiny will usually generate a Memory.
A Descent of the Shell

## Mystery

Forge 14

A Descent of the Shell is a book of the Forge principle.

## Description

Selecting the book provides the following description:

Upon choosing to master the book, either at a Desk or with the Consider verb, the Librarian learns:

After completing mastery, the Librarian learns:

## Rewards

Completing mastery of the book generates 2 Lesson: Purifications & Exaltations. Reading it always provides Memory: Foresight.
Dearday Lens

**Dearday Lens** is a Lens Device .

## Crafting

Dearday Lens can be crafted at the Telescope Workstation with 5 Lantern and one of the following Skills:

* Glaziery & Lightsmithing
* Pyroglyphics
* Disciplines of the Scar

or with 5 Sky, and one of the following Skills

* Glassblowing & Vesselcrafting
* Glaziery & Lightsmithing

## Notable

As Dearday Lens is a Device, it can only be used once.
Memory: Gossip

**Gossip** is a Memory that can be obtained by reading the following books:

* The Humours of a Gentleman (Sky 4)
* In The Mountains As Upon The Plain There May Not Be A Path Where None Has Passed (Sky 18)
* The Kerisham Portolan (Moon 6)
* Three Flowers Hath the Tree (Nectar 4)
* The Queens of the Rivers (Scale 4)

It can also be obtained:

* sometimes by using Ereb at the Inn The Sweet Bones,
* sometimes by Talking to someone (other than Denzil) about nothing,
* by Talking to the Magnificent Green Cockatoo (which will make it hungry),
* by Considering the Lignum Vitae Blank (which will destroy it).
Narthex

## Description

*Narthex* is dawn period room on the upper level of the depths below Hush House. Prior to opening, the *Narthex* is labeled as "Slithering Fountain"

The librarian can access this room from Sacred Spring or Our Lady Beneath with a 14 Edge, 14 Knock or 14 Scale assistant aspect.

This location exposes:

* Abandoned Church
* Wheel-Filled Spring

## Objects

* Eva's Locks
* Atlantic Amber
* Aglaophotis-Scented Candle
* Widow's Candle
* Viper Egg
* Sea-Glass
Ericapaean

Ericapaean is a Language in which books may be written. There are few books written in Ericapaean, but several of them contain Numens. It is spoken by Julian Coseley and Dr Yvette Southey, and may be learned from them for the price of 1 Tally.

## Ericapaean

### Secondary Principle

Winter

As a skill, it provides 2 Lantern and 1 Winter. Languages can not be used in crafting recipes, but can be used to explore the Tree of Wisdoms.

## Wisdom Attunement

Committing Ericapaean to Hushery provides Trist. It can be upgraded at the Columbic Sarcophagus or the Catacombs Altar, as well as with memories that have the Evolve via Hushery aspect.

Committing Ericapaean to Illumination provides Phost. It can be upgraded at the Practice Equipment or Shrine: The Watchman, as well as with memories that have the Evolve via Illumination aspect.

## Books

The following books are written in Ericapaean :

* A Novel Method for Invocation & Contrition
* Nyn's Cages (Avignon Text)
* Nyn's Cages (Bruges Text, Illuminated)
* Quirinic Meditations
* Towards a Fundamental Aesthetic
* Towards a Fundamental Aesthetic: Second Edition
Actinic Theoplasma

## Description

Actinic Theoplasma is a Theoplasmic Contamination. This contamination can affect your Trist and Phost, and spread to nearby objects. You can remove it with a skill that's effective against Theoplasmic Contamination, and at least 7 Forge.

## Removal

Actinic Theoplasma can be removed with Inks of Containment, Meniscate Reflections, and Quenchings & Quellings although only the middle has the required aspect.
Long Tower: Solomon's Study

## Description

The Long Tower: Solomon's Study is an area in Hush House which is unlocked very early on in the game. You will need Lantern or Winter Assistance to unlock this area.

## Interactable Items

Once unlocked, you have access to Desk: Pale and the Long Tower Study Fireplace, there are also:

* 2 Widow's Candles (1 Moon), Thing, Candle, Light
* 1 'Solomon's Husher' (1 Winter), Thing
* 1 Chalice Candle (2 Grail, 1 Lantern), Thing, Candle, Light, Fuel
* 1 Perinculate (4 Edge, 4 Scale), Thing, Liquid, Ink
* 1 Nivine Parchment (1 Winter), Thing, Blank
* 1 Whispering Sand (1 Moon), Thing, Material

The Desk: Pale is a desk that uses Lantern, Scale, Sky, and Winter.

The Long Tower Study Fireplace is a fireplace that can brew brewable items.

Once unlocked, this location exposes Long Tower: Second Floor.
Intuition

**Intuition** is a Memory that can be obtained by reading the following books:

* Against the Sisterhood of the Knot and the Foulness of their Depraved Customs (Sky 6)
* Book of Miah (Rose 10)
* Collected Hush House Lectures (Moon 4)
* Enchiridion Tragularis (Moon 14)
* From History to Eternity (Moth 10)
* The Book of the Centipede (Rose 6)
* The Concursum Diaries (Rose 8)
* The Fire-Circle Tantra (Moth 8)
* The History of Inks (Rose 14)
* The Orchid Transfigurations: a Feast (Grail 4)
* The Republic of Teeth (Scale 6)
* The Three and the Three (Kerisham Manuscript) (Moon 10)
* The Three and the Three (Vatican Manuscript) (Moon 14)
* The Tripled Heart (Grail 4)
* Where Has She Gone? (Rose 14)

	+ Umbrous Oil
	+ Ichor Auroral
* sometimes by conversation with an assistant