recursal/Fanatic-Fandom huggingface dataset:
The Debate of Seven Cups

**The Debate of Seven Cups** is a book of the Moth 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: Solutions & Separations. Reading it always provides Memory: Impulse.
Strings & Songs

**Strings & Songs** is a Skill card that starts with 2 Sky and 1 Heart.

## Acquiring the Skill

Strings & Songs can be acquired via studying:

* Perugian Diaries (Sky 4)
* Opening the Sky (Sky 10)
* The Invisible Opera (Unfinished Recording) (Sky 12)

## Committing to Wisdom

Committing Strings & Songs to Nyctodromy provides Shapt. It can be upgraded at Shrine: St Januarius.

> *The Passage: Words are the way through the sky, and a song without words is no song at all. Nyctodromy is the wisdom of ways.*
>
>

Committing Strings & Songs to Birdsong provides Chor. It can be upgraded at Instrument: Quivering Double Bass.

> *The Round: There are no words in the song of birds; so birdsong had no beginning and will have no end.*
>
>

## Crafting

Strings & Songs has the following recipes.
The Flayed Tantra

## Mystery

Heart 8

The Flayed Tantra 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 2 of Lesson: Maggephene Mysteries and Memory: Storm. Reading it again provides Memory: Storm.
Path & Pilgrim

Path & Pilgrim is a Skill card that starts with 2 Rose and 1 Scale.

## Acquiring the Skill

Path & Pilgrim can be acquired via studying:

* The Concursum Diaries
* Letters from a Fugitive (Rose 6)
* The Queens of the Rivers

## Wisdoms

Committing Path & Pilgrim to Birdsong provides Chor. It can be upgraded at Shrine: St Januarius with a Forbidden Epic.

Committing Path & Pilgrim to Nyctodromy provides Fet. It can be upgraded at Shrine: St Januarius or Altar: St Tentreto.

## Item Creation

Path & Pilgrim has the following recipes.
Sea Stories

*Sea Stories* is a Skill card. It starts with Moon 2, Grail 1.

## Wisdom Attunement

Committing Sea Stories to Birdsong provides Chor. It can be upgraded at Instrument: Quivering Double Bass.

Committing Sea Stories to Nyctodromy provides Shapt. It can be upgraded at Altar: St Tentreto.

## Acquiring the Skill

**Sea Stories** can be acquired via studying:

* A Pale Lady and a Prince of Wines (Moon 4)
* The Larquebine Codex (Moon 6)
* The Kerisham Portolan (Moon 6)
* The Crossing to Noon (Moon 8 Latin)
* The Voyages of Ferninshun of Oreol (Moon 18 Fucine)
Perilous Imago

It's come so far. Release it, and it could fly farther.

**Perilous Imago** is a Knock, Moon, Moth, Scale Beast. Talking to it while it is Co-operative will give Memory: Hive's Lament and make it hungry.

## Crafting

Perilous Imago can be crafted at a workstation and requires Chimeric Larva with 15 Moth, and one of the following Skills:

* Resurgences & Emergences
* Transformations & Liberations

Perilous Imago can be crafted at a workstation requires Chimeric Larva with 15 Moon and one of the following Skills:

* Insects & Nectars

A crafting hint can be found after reading Cucurbit Prisoner Records 1927:
Putrefactions & Calcinations

*Putrefactions & Calcinations* is a Skill card. It starts with Winter 2 and Moon 1.

## Acquiring the Skill

Putrefactions & Calcinations can be acquired via studying:

* The Twelve Letters on Consequence
* The World Does Not Weep (Winter 10)
* Operations of a Certain Finality

## Wisdoms

Committing Putrefactions & Calcinations to Ithastry provides Wist. It can be upgraded at Shrine: The Madrugad or Oubliette Containment.

Committing Putrefactions & Calcinations to Skolekosophy provides Ereb. It can be upgraded at the Nocturnary or the Rowenarium.
The Queens of the Rivers

## Mystery

Scale 4

*The Queens of the Rivers* is a book of the Scale 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: Path & Pilgrim and Memory: Gossip. Subsequent consideration of the book produces only Memory: Gossip.
Wist

> *Name, memory, that part which remains. (Most librarians know that books have souls; most librarians hope for books with simple souls of wist and nothing else.)*
>
>

Wist is one of the nine Elements of the Soul

Wist has the properties of 2 Winter, 1 Lantern. Evolving gives one more to each aspect to a maximum of 5 Winter, 4 Lantern when +++.

## Acquiring

Wist is one of the elements the Librarian can acquire at the start of the game. Doing so means forgoing Mettle, Phost, and Ereb which can be later acquired by other means.

Committing to Hushery Wisdom: Glassblowing & Vesselcrafting, Inks of Revelation, Sharps, Sights & Sensations, Snow Stories, Surgeries & Exsanguinations

Committing to Ithastry Wisdom: Bells & Brazieries, Fucine, Kernewek Henavek, Lockworks & Clockworks, Preliminal Meter, Putrefactions & Calcinations, Pyroglyphics, Solutions & Separations, Spices & Savours, Stitching & Binding

One Wist can be aqcuired by curating the busts of previous residents.

## Wist: Shell-Crossed

> *My thoughts are tangled and unfamiliar to me. Something of those who came before - the Carapace Cross - has always lingered in humankind. It's risen now in me.*
>
>

Wist: Shell-Crossed has only the aspect Scale 1. It can be cured in a bed, with drink and 5 Lantern.

When the malady is inflicted, it gives the message "I've over-tired myself. My thoughts are crabbed and strange."

It can be inflicted by Winkwell and Witchworms.

## Using at the *Sweet Bones*

Placing in the Sweet Bones creates the 'help with letters' action, which supplies sixpence as reward.

## Trivia

The term Wist may be derived from the English word *whist* - meaning "silent", or from the possibly related *wistful* - "yearning". Wist is, in British English, additionally an archaic past participle of 'wit', the ability to use words or ideas in a creative way. Wist in Dutch refers to having knowledge of something -- which would be appropriate, given the description of wist as 'name, memory, and the part which remains'.
The Berrybook

## Mystery

Nectar
8

*The Berrybook* is a book of the Nectar principle written by Thirza Blake, the seventh Librarian of 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:

'Who was it once said, fruit is the womb of a plant? It was me. Take a few moments to think on that enripened wisdom. I shall leave a blank space for your moments, here in this page.

After completing mastery, the Librarian learns:

Nectar, children mine - cast my words into a sufficiency of Nectar and watch the pyrus pyrissimus burst from wood. Gather more Nectar! Wring it from the trees and earth! And our pyrissimus gushes forth the Sacrament! You will thank me.'

## Rewards

Completing mastery of the book generates 2 Lesson: Leaves & Thorns and Memory: Satisfaction. Reading it again provides Memory: Satisfaction.
Watchman's Tower: Observatory

## Description

The Watchman's Tower: Observatory is an area in Hush House which is unlocked very early on in the game. You will need 2 Grail or 2 Sky assistance to unlock this area. Before opening, it is called Watchman's Tower: Top Floor.

## Contents

### Workstations

* Telescope: a workstation that uses Rose and Sky, and has Evolve via Horomachistry. Its fourth slot is labeled "+" and accepts Element of the Soul, Lens, or Tool; its fifth slot is labeled "+" and accepts Lens, Memory, or Tool.

### Things

* Mist-Kissed Water (Glass) (1 Heart, 1 Winter 2 Moon, 2 Knock), Thing, Liquid, Beverage

## Adjacent Rooms

No rooms are unlocked from Watchman's Tower: Observatory.
The Scar in the Sky

## Mystery

Winter
14

The Scar in the Sky is a book of the Winter principle.

## Location

This book is occasionality sold by Oriflamme's Auction House for 5 Spintria

## 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: Quenchings & Quellings. Reading it always provides Memory: Regret.
Pearl & Tide

*Pearl & Tide* is a Skill card. It starts with Rose 2 and Moon 1.

## Wisdom Attunement

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

Committing Pearl & Tide to Nyctodromy generates Fet. It can be upgraded at Shrine: St Januarius or Altar: St Tentreto.

## Acquiring the Skill

**Pearl & Tide** can be acquired via studying:

* The Moon's Egg (Moon 4 )
* The Sea Does Not Regret (Moon 6)
* To A Pale Lady (Moon 8)
On the Winding Stair

## Mystery

Knock
8

On the Winding Stair 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 2x Lesson: Door & Wall. Reading it always provides Memory: Pattern.
The Road to Janus

## Mystery

Knock
18

*The Road to Janus* 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: Door & Wall x3 and Memory: Pattern. Subsequent consideration of the book produces only Memory: Pattern.
Surgeries & Exsanguinations

**Surgeries & Exsanguinations** is a Skill card. It starts with 2 Heart and 1 Knock. Effective against Infestations.

## Acquiring the Skill

Surgeries & Exsanguinations can be acquired via studying:

* Those Who Do Not Sleep
* Apollo and Marsyas (Heart 4)

## Committing to Wisdom

Committing Surgeries & Exsanguinations to Hushery provides Wist. It cannot be used to upgrade Wist unless used with any Memory with Evolve via Hushery aspect.

*The White*
*The Watchman's Tree has flowers three: Black, Red, and White. Red is the life that flows in the body's courses, and white is the writing at the body's core. Hushery teaches what ends.*
Committing Surgeries & Exsanguinations to Preservation provides Chor. It can be upgraded at the Barber's Chair, Instrument: Hallowed Drum, and Altar: Malachite.

*The Golden*
*In the times when nothing was forgotten, three flowers bloomed on the Watchman's Tree: Black, Red, and Gold. Red is the life that flows in the body's courses, but the blood of the Carapace Cross was golden. Preservation teaches what endures.*
Persistent

Persistent Memories survive the dawn, but when the season called Numa passes, they will depart with it. Numa comes to Brancrug every nine seasons - but exactly when is never certain.

All Lessons are persistent, as are the following other memories:

* Ascendant Harmony
* Curious Hunch
* Didumos - the easiet method to obtain this sky memory is to craft 2 mazarine fifes and use it together with Ascendant Harmony with 15 sky aspect. However, you would need access to the Gullscry Tower: Valentine's Room as the workbench here accepts wood in order to craft the Mazarine fife.
* Earth-Sign
* Earthquake-Name
* Enduring Reflection
* Forbidden Epic
* Hive's Lament
* Horizon-Sight - the easiest method to obtain this rose memory this is by talking to a stymphling. This requires one element of the soul. In order to obtain it again, the stymphling would need to be fed eggs before you can interact with it (similar to any beast). Eggs can be obtained by talking to Tuppence and Terrence.
* Invincible Audacity
* Occult Scrap
* Old Wound
* Wind-in-Waiting
* Wormwood Dream
The Radical Measure (Glossed)

## Mystery

Rose 12

**The Radical Measure (Glossed)** is a book of the Rose principle written by Dr Arun Peel and edited by Christopher Illopoly.

## 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: Preliminal Meter and Memory: Pattern.

Talking to Dr. Arun Peel about the book (talk with no subject, give him the book afterwards) will result in him paying a Silver Spinatria for studying the book.
Tridesma Hiera

*Tridesma Hiera* is a Skill card. It starts with 2 Moon and 1 Grail. It is effective against Curses.

## Acquiring the Skill

**Tridesma Hiera** can be acquired via studying:

* The Tripled Heart (Grail 4 Kernewek Henavek)
* Calicite Supplications (Grail 8 Greek) - provides two lessons
* The Wonderful Shape (Grail 10 Killasimi)
* One Thousand Threads (Grail 12 Killasimi)
* The Morphy Codex (Moon 6 Aramaic)
* Malachite Supplications (Moon 8 Greek) - provides two lessons

## Wisdom Attunement

Committing Tridesma Hiera to The Bosk provides Ereb. It can be upgraded at the Calicite Altar.

Committing Tridesma Hiera to Preservation provides Health. It can be upgraded at the Barber's Chair.
Skolekosophy

**Skolekosophy** is one of the nine Wisdoms. Its Aspects on the Tree of Wisdoms are Grail, Knock and Winter. Scale and Moon are also extremely common. Attuning skills to it provides Ereb or Shapt. It is considered one of the Night Arts.

## 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 Skolekosophy:

* Coil & Chasm
* Edicts Liminal
* Horns & Ivories
* Hyksos
* Killasimi
* Lockworks & Clockworks
* Orchids & Narcotics
* Pentiments & Precursors
* Putrefactions & Calcinations
* Ragged Crossroads
* Rhyme & Remembrance
* Sand Stories
* Serpents & Venoms
* Sharps
* Solutions & Separations
* Wolf Stories

## Trivia

The term Skolekosophy is composed of two elements derived from Greek - *skolex* meaning "worm" and *sophia* meaning "wisdom" - thus the word translates to "The Wisdom of Worms".
Wainscot Histories

## Mystery

Lantern 6

**Wainscot Histories** is a book of the Lantern 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: Auroral Contemplations and Memory: Contradiction. Reading it again provides Memory: Contradiction.
The Silver Book

The Silver Book is a Readable of the Moth principle.

## Mystery

Moth
8

## 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: Edicts Liminal and Memory: Impulse. Reading it again provides Memory: Impulse.
Pale Chamber

## Description

The Pale Chamber is an area in Hush House which is unlocked early into the midgame. You will need Moth or Winter assistance to unlock this area.

## Interactable Items

Once unlocked, you can access the Guest Bed: Pale Chamber and the Pale Chamber Fireplace, there are also:

* 2 Vases of Golden Bulrushes (1 Moon, 1 Moth, 1 Nectar), Thing, Flower
* 1 Daybreak Clock (1 Forge), Thing
* 1 Armagnac d'Ys (Bottle) (1 Grail, 1 Moon, 1 Nectar), Thing, Liquid, Beverage, To Serve
* 1 'Self-Born' (1 Sky), Wall Art
* 1 Sea-Green Sofa (1 Winter), Comfort

The Guest Bed: Violet Chamber can be used by visitors interested in Sky, or camped in by Sky-powered Soul. As a workstation the bed can use Grail, Sky, Winter, and Heart.

The Pale Chamber Fireplace is a fireplace, it can be used to brew brewable items.

This location exposes:

* Abandoned Librarian's Quarters
* Serpent-Haunted Bedroom
Year-Tally

## Location

Year-Tally can be found in the Vestibulum Transitus or in caches.

## Crafting

Year-Tally can be crafted at <WORKSTATIONS> with 15 Winter, Essential Periost and one of the following Skills:

* Rhyme & Remembrance
* Putrefactions & Calcinations

When used in the Consider verb with a soul part it is destroyed and gives the memory of Old Moment (4 Scale, 2 Moth, 2 Lantern).
The Other Line

## Mystery

Heart
4

*The Other Line* is a book of the Heart principle written by Samuel Savage.

## 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: Preliminal Meter. Reading it always provides Confounding Parable.
The Tantra of Worms

## Mystery

Scale
8

## 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:

Upon mastering the Scale 8 mystery in this book, you will receive 2x Lesson: Coil & Chasm . Reading it always provides Memory: Fear.
The Known-Unknown Tantra

## Mystery

Lantern 6

*The Known-Unknown Tantra* is a book of the Lantern principle written by Carlos Garcia Sauri in Sanskrit.

## 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: Watchman's Paradoxes and Memory: Revelation. Subsequent consideration of the book produces only Memory: Revelation.
The Geminiad I

## Mystery

Heart
10

The Geminiad I 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 2 Lesson: Weaving & Knotworking. Reading it always provides Memory: Solace.
The Kerisham Portolan

## Mystery

Moon
6

**The Kerisham Portolan** 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: Gossip.
Trist

> *The change and the longing.*
>
>

Trist is one of the nine Elements of the Soul

Trist has the properties of 2 Moth, 1 Moon. Evolving gives one more to each aspect to a maximum of 5 Moth, 4 Moon when +++.

## Acquiring

Trist is the elements the Librarian acquires at the start of the game by unlocking the Tree of Wisdom with their Journal.

Committing to Birdsong Wisdom: Ramsund, Rhyme & Remembrance, Sabazine, Sand Stories, Sky Stories, Snow Stories, Stone Stories, Wolf Stories

Committing to Hushery Wisdom: Disciplines of the Scar, Ericapaean, Fucine, The Great Signs and the Great Scars, Inks of Power, Maggephene Mysteries, Ouranoscopy, Quenchings & Quellings, Sacra Limiae, Serpents & Venoms

## Trist: Despairing

> *Melancholy is the mist on the soul's waters. Despair is the wolf that prowls the water's edge.*
>
>

Trist: Despairing has only the aspect Edge 1. It can be cured in a bed, with drink and 5 Sky.

When the malady is inflicted, it gives the message "I've placed too heavy a strain on my soul."

It can be inflicted by Actinic Theoplasma or Chionic Theoplasma.

## Using at the *Sweet Bones*

Placing Trist in the Sweet Bones creates the 'fortune telling' action, which supplies twopence as reward.

## Trivia

The term Trist is likely derived from the Latin *tristis* or the French *tristesse* - "sadness".
Sacra Solis Invicti

Sacra Solis Invicti is a Skill card that starts with 2 Lantern and 1 Sky. It is effective against Curses.

## Acquiring the Skill

Sacra Solis Invicti can be acquired via studying:

* Gospel of Nicodemus (Lantern 6)
* Shuritic Book of Suns
* Sunset Passages
* The High Mysteries of the Innermost Chamber of our Church Solar
* Unhatched Hymns (x2) (Lantern 10, Sabazine)

## Wisdom Attunement

Committing Sacra Solis Invicti 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.

Committing Sacra Solis Invicti to Horomachistry provides Fet. It can be upgraded at the Telescope, as well as with memories that have the Evolve via Horomachistry aspect.
Where Has She Gone?

## Mystery

Rose
14

Where Has She Gone? is a book of the Rose principle.

## Description

Selecting the book provides the following description:

The Speeth' - perhaps a single adept, perhaps a council of scholars - hypothesises secret events from limited evidence with persuasive accuracy.

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 3x Lesson: Sand Stories . Reading it always provides Intuition.
The Instruments of the Heart

## Mystery

Heart 10

**The Instruments of the Heart** is a book of the Heart principle written by Sister Isabel.

## 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: Drums & Dances and Cheerful Ditty. Subsequent consideration of the book produces only Cheerful Ditty.
The Locksmith's Dream: Trespasses

## Mystery

Knock
6

**The Locksmith's Dream: Trespasses** 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. Reading it always provides Memory: Impulse.
The Time of Division

## Mystery

Heart 14

*The Time of Division* is a book of the Heart principle written by Amira Zahra.

## 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: Surgeries & Exsanguinations . Reading it always provides Memory : Pattern .
The Geminiad II

## Mystery

Grail
10

*The Geminiad II* 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: Pentiments & Precursors and Memory: Satisfaction. Reading it again provides Memory: Satisfaction.
Xanthotic Essence

**Xanthotic Essence** is a Lantern Pigment. It can be used to craft Uzult.

## Crafting

Xanthotic Essence can be crafted at Alchemist's Glassware with one of the following Skills:

## Trivia

* Xanthotic Essence is also found in Cultist Simulator.
* The recipe crafting for Xanthotic Essence from Bitterblack Salts or Iotic Essence is teased in the book The Alloy of the White Rose, which can then be used to craft Uzult.

> "'Mistress White-Flower' urges a 'History of Uzult', where the Second Dawn may come to pass. She identifies Xanthotic Essence as Uzult's predecessor; she explains that with sufficient Lantern, Bitterblack Salts can be Purified to Xanthotic Essence, and Iotic Essence can be Exalted to Xanthotic Essence."
>
>
Warming Draughts to Uplift the Heart

## Mystery

Heart 8

Warming Draughts to Uplift the Heart 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: Herbs & Infusions x2 and Memory: Impulse. Subsequent consideration of the book produces only Memory: Impulse.
Watchman's Tower: Gatehouse

## Description

> *The walls of the House tower above me. I had been told that it was abandoned after a fire - but there is no sign of any such thing. The building will no doubt need restoration, but it's in better shape than I'd feared.*
> *'BOOKS ARE THE MEMORY THAT DOES NOT DIE', reads the inscription above the gate.*
>
>

*Most rooms in the House will need renovation. This just needs to be opened.*

The Watchman's Tower: Gatehouse is an area in Hush House and the second room to become accessible. Before being opened, it is called The Great Gate of the House. The Librarian will need the Hush House Key to unlock this area.

## Contents

### Things

* 1 Vase of Gorse (1 Forge, 1 Nectar), Leaf

### Wall Art

* 2 Yeth-Hound Horns (1 Grail, 2 Scale), Carcass
* 1 Red Deer Antlers (2 Scale), Carcass
* 1 'The Tattered Outlaw' (1 Heart, 1 Scale)
* 1 'Raveline Summer' (1 Forge, 1 Nectar)

### Comforts

* 2 Expansive Chairs (1 Grail, 1 Moon),
* 1 Lingering Repose (1 Grail, 1 Lantern)
* 1 Treasury of Shelters (1 Heart, 1 Sky)

## Adjacent Rooms

Once unlocked, this location exposes the following areas.

* Gatehouse Stairs
* Cloistered Garden
Wood

## Summary

**Wood**, not to be confused with Made of Wood, is an additional Aspect on Things, which allows them to be used in slots that would not permit generic Things. Wood also frequently has the Fuel aspect, allowing it to be used in the Foundry or the Alchemist's Glassware for example.

**Wood** can be found primarily by Gathering in the Moor or in Crowcross Sands.

## Usage

* **Wood** can be given to Mr Kille, the coffinmaker to boost his aspects, destroying the wood in the process.
* **Wood** is required to craft the Mazarine Fife, a powerful reusable Tool and Instrument with 3 Sky.

## Wood in Hush House

The following **Wood** items are found in and around Hush House:
On Matthias and the Amethyst Imago: Transformation

## Mystery

Forge 6

On Matthias and the Amethyst Imago: Transformation 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 Lesson: Spices & Savours and Memory: Impulse. Subsequent consideration of the book produces only Memory: Impulse.
Theoplasmic Contamination

Theoplasmic Contamination is a type of Malady.

## Types of Theoplasmic Contamination

* Chionic Theoplasma
* Actinic Theoplasma

## Effective Skills

The following skills can be used to remove Theoplasmic Contamination:

* Inks of Containment
* Meniscate Reflection
	+ Most Useful for Actinic Theoplasma (with Forge)
* Quenchings & Quellings
	+ Most Useful for Chionic Theoplasma (with Heart)
The Grand Passage of the Hours

## Mystery

12
Knock

The Grand Passage of the Hours 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: Door & Wall. Reading it again provides Memory: Pattern.
The Locksmith's Dream: Incursus

## Mystery

Lantern
6

**The Locksmith's Dream: Incursus** is a book of the Lantern 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: Glaziery & Lightsmithing. Reading it always provides Confounding Parable.
The Twin-Serpent Tantra

## Mystery

Knock 8

*The Twin-Serpent Tantra* is a book of the Knock principle written in Sanskrit.

## 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 Memory: Pattern. Subsequent consideration of the book produces only Memory: Pattern.
The Revolutionary

*I have striven to be the last Librarian of Hush House. This journal contains records my strivings.*

The Revolutionary is a type of Librarian in Book of Hours.

To choose the Revolutionary, you must first select Fet, and then Mettle, at soul creation.

*The Revolutionary's dearest wish, when they came to the House, was to carve out a new History where the most fundamental law would be overthrown.*

The Revolutionary begins with the Ironclad journal.
The World Despoil'd

## Mystery

Moon
6

*The World Despoil'd* is a book of the Moon principle written by Gideon 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

Upon completing the mystery in this book you will receive 2 Lesson: Maggephene Mysteries and a Memory: Solace. Rereading the book yields Memory: Solace.
The Incandescent Tantra

**The Incandescent Tantra** 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: Transformations & Liberations. Reading always provides Memory: Foresight.
Unusual Nun

**An Unusual Nun** can be hired from The Sweet Bones in Brancrug for two shillings during any season except Numa. As with all assistants, she will leave at dawn. Unlike other assistants, her Principles can also be boosted by providing her with Omen.

The Nun's Principles are 4 each of Knock, Moon, and Grail.
The Locksmith's Dream: a Light through the Keyhole

## Mystery

Thing, Readable, Codex
Lantern 4

## Location

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

## Description

**The Locksmith's Dream: A Light Through the Keyhole'** is a book of the Lantern principle.

## Rewards

After reading it for the first time, you will receive Lesson: Purifications & Exaltations and Memory: Revelation. Subsequent readings of the book produces only Memory: Revelation.
The Sevenfold Slaying of the Seven-Coiled

## Mystery

Edge
16

The Sevenfold Slaying of the Seven-Coiled 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 3x Lesson: Disciplines of the Scar. Reading it always provides Memory: Fear.
Watchman's Paradoxes

Watchman's Paradoxes is a Skill card that starts with 2 Lantern and 1 Sky.

## Acquiring the Skill

Watchman's Paradoxes can be acquired via studying:

* The Locksmith's Dream: Stolen Reflections
* The Known Unknown-Tantra
* Prophecies of Glory
* The Sun's Design

## Wisdoms

Committing Watchman's Paradoxes to Illumination provides Phost. It can be upgraded at the Practice Equipment and Shrine: The Watchman.

*From Light*: *Our dreams are shadows cast by the Watchman's light. So we perceive him even in our shadow. This is Illumination.*
Committing Watchman's Paradoxes to Nyctodromy generates Fet. It can be upgraded at Shrine: St Januarius.

*From Change*: *We recognise the dream-places that the Watchman shows us, though we have never seen them before. Perhaps we were something else when we saw them. This paradox is fundamental to Nyctodromy.*
The Messenger Awaiting Her Destination

## Mystery

Forge
16

The Messenger Awaiting Her Destination 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 3xLesson: Door & Wall and Memory: Pattern. Reading it always provides Memory: Pattern.
Three Flowers Hath the Tree

## Mystery

Nectar
4

*Three Flowers Hath the Tree* is a book of the Nectar principle written by Ernestine Peterhans.

## 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: Leaves & Thorns and Memory: Gossip. Reading it again provides Memory: Gossip.
The Locksmith's Dream: Portions and Proportions

## Mystery

Sky
4

**The Locksmith's Dream: Portions and Proportions** is a book of the Sky 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: Lockworks & Clockworks. Reading it always provides Confounding Parable.
Sea's Edge

Sea's Edge is a location west of Crowcross Sands

The Sea is always hungry; the Sea never sleeps; the Sea accepts offerings. [Discard objects here, or release beasts.]

You can sacrifice items here to obtain Memory: Loss, or swim here to obtain Memory: Salt.

In Numa you can get Curious Hunch from swimming. (possibly other memories)
The Beginning

You begin the game having washed up on St. Brandan's Cove after a storm. You have no memories, but discover you have a book on your person. The memory of the storm allows you to access the book, and starts the soul creation phase.

### Soul Creation

You will be given two chances to select the elements of your soul.

Firstly you may choose one of  Shapt,  Chor, and  Fet. The elements you do not select will be discarded, but you can gain these in play later on.

Secondly, you may choose one of  Mettle,  Wist,  Phost, and  Ereb. The elements you do not select will be discarded, but you can gain these in play later on.

Below is a table showing which element selections will lead to which Librarian:
The Invisible Opera (Unfinished Recording)

## Mystery

Sky 12

*The Invisible Opera (Unfinished Recording)* is a phonograph record of the Sky principle.

## Location

This film is found in Gaol Hall in Hush House.

## Description

Selecting the book provides the following description:

Upon choosing to master the book at a Phonograph, the Librarian learns:

After completing mastery, the Librarian learns:

## Rewards

Completing mastery of the book generates x2 Lesson: Strings & Songs and Cheerful Ditty. Subsequent consideration of the book produces only Cheerful Ditty.
Vestibulum Transitus

## Rattling Bridge

### Required Aspects

* Ink
* Heart 2, Knock 2, Lantern 2, Moon 2, Scale 2, Winter 2, or Edge 2

### Contents

* 3x Uncatalogued Book (Dawn)
* 3x Uncatalogued Book (Solar)
* 2x Vase of Gorse
* Year-Tally
* Urn of Ashes
* 4x Uncatalogued Book (Baronial)
* 3x Uncatalogued Book (Curia)
* 3x Uncatalogued Book (Nocturnal)

# Rattling Bridge

## Offering

> 'Ink is paper's blood.'
>
>

# Vestibulum Transitus

This location exposes:

* Squawkful Loggia
* Shrouded Space
* Dim Hall
The Wakefield Papers

The Wakefield Papers are a series of further reading PDF files that can be found in ~~the place beyond the Watchmen's reach~~ your local game files.

Excerpts from the Wakefield Papers provide context and background about Hush House and its Visitors.

All papers date from before your arrival at Hush House, and contain foreshadowing, rather than spoilers.

## Papers

Of particular note is 1930 - A Visitor's Guide to Hush House

* 1722 - Prophet and Loss
* 1815 - Kissing the Twins
* 1857 - Behold I Stand at the Door and Knock
* 1866 - Illumination
* 1902 - Skolekosophy
* 1906 - Seventy-Seven Winks
* 1924 - Suppression
* 1925 - Nyctodromy
* 1929 - The Sea and the Tide
* 1930 - A Visitor's Guide
* 1932 - A Proposition at Noon
The Sun's Lament

## Mystery

Edge
4

*The Sun's Lament* is a book of the Edge principle written by Abbott Thomas.

## 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: Ragged Crossroads and Memory: Fear. Subsequent consideration of the book produces only Memory: Fear.
The Iron Book

## Mystery

Edge
8

The Iron Book 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 2 Lesson: Disciplines of the Hammer. Reading it always provides Memory: Foresight.
The Sea Does Not Regret

## Mystery

Moon
6

**The Sea Does Not Regret** 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 will generate Lesson: Pearl & Tide. Reading it always provides Memory: Salt.

Showing this to Mr Ekran Fekri when he visits results in a Lesson:Spices & Savours
The Sweet Bones

The Sweet Bones is a pub located in the village of Brancrug. It can be used as a place to spend Elements of the Soul for Memories or Money, restore fatigued Soul cards, or to hire Villagers to assist in clearing the library.

## Rest and Refreshment

Using a fatigued Elements of the Soul will restore the Soul card in 60s if tuppence is added during the countdown. Tuppence can also be used alongside the fatigued element before the countdown starts, but putting in a shilling or greater will hire a Seasonal Worker instead of restoring the Soul card.

## Work

Soul cards can be used to conduct odd jobs at the pub for money or Memories. The Soul card is fatigued.

Using a Soul card at the Sweet Bones during Numa will provide a Silver Spintria, but afflict the Soul with a Malady, unless Mettle was provided (there is no Malady for Mettle)

## Seek Assistance

Villagers can be employed from Sweet Bones for use in clearing the Library.

You can employ a fixed Seasonal Worker by offering one shilling.

Seasonal Workers

Unusual Helpers can be sought by using an Element of the Soul and any amount of Pence (the initial currency offering is not consumed). They can then be hired for two shillings. Unusual helpers always have three Principles, each with a power of 4.
The Other Eye of the Serpent

## Mystery

Sky
10

*The Other Eye of the Serpent* is a book of the Sky principle written by Cygnifer.

## 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:

## Rewards

Completing mastery of the book generates Anbary & Lapidary. Reading it again provides Memory: Pattern.
The Rose of Hypatia

## Mystery

Moth 8

*The Rose of Hypatia* is a book of the Moth 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 2 of Lesson: Weaving & Knotworking and Memory: Solace. Reading it again provides Memory: Solace.
The Treatise on Underplaces

## Mystery

Knock 4

*The Sun's Lament* 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: Horns & Ivories and Memory: Fear. Reading it again provides Memory: Fear.
Xenodicene Odes

## Mystery

Knock 21

*Xenodice Odes* is a book of the Knock principle written in Vak.

## 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 3x Preliminal Meter. Reading it always provides Confounding Parable.
The Hunting Journals of Bryan Dewulf

## Mystery

Scale
8

Hunting Journals of Bryan Dewulf is a book of the Scale 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: Furs & Feathers x2. Reading it again provides Memory: Fear.
The Six Letters on Necessity

## Mystery

Moth
4

The Six Letters on Necessity is a book of the Moth principle written by Julian Coseley.

## 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: Transformations & Liberations. Reading it always provides Memory: Foresight
The Shadow in the Stair

## Mystery

Nectar 6

*The Shadow in the Stair* 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 Lesson: Coil & Chasm and Memory: Impulse. Subsequent consideration of the book produces only Memory: Impulse.
The History of Inks

**The History of Inks** is a book of the Rose 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: Ink of Power (x2) and Memory: Intuition. Reading it again provides Memory: Intuition.
The Leonine Tantra

## Mystery

Edge
Edge 8

The Leonine Tantra 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: Edicts Martial. Reading it always provides Memory: Fear.
The World Does Not Weep

## Mystery

Winter
10

*The World Does Not Weep* is a book of the Winter 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: Putrefactions & Calcinations. Reading it again provides Memory: Hindsight.
The Songs of the Carapace Cross

## Mystery

Moth 16

*The Songs of the Carapace Cross* is a book of the Moth principle written by Micah Xi.

## Location

This book is found in the Solarium 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 3 Lesson: Edicts Liminal. Reading it always provides Memory: Pattern.
The Orchid Transfigurations: a Feast

## Mystery

Grail
4

*The Orchid Transfigurations: A Feast* is a book of the Grail principle written in Latin.

## Description

Selecting the book provides the following description:

A compilation of quasi-Rosicrucian allegories, supposedly by Robert Fludd. This is in the original Latin.

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: Desires & Dissolution. Reading it always provides Memory: Intuition
The Rector

Reverend Timothy can be hired from the rectory in Brancrug for a shilling, or will work for free if he is your starting contact. His aspects are 2 Lantern and 1 Knock. Uniquely, Reverend Timothy can be provided with Candles to further boost his Aspects.

His last name is not mentioned in-game, but according to a pamphlet featured on the Weather Factory website, his full name is Reverend Timothy MacDonald.

1. ↑ https://weatherfactory.biz/reverend-timothy-on-the-history-of-hush-house/

## A Conversation with the Rector

Talking with the Rector can produce the following memories:

* A Stolen Secret
* Intuition
* Regret
* Fear
* Hindsight

Unusually, talking with him in this way takes 45 seconds rather than the usual 30.
Thirza Blake

## Description

Thirza Blake was the seventh librarian of Hush House. Her profligate spending drove the Curia into penury, to the extent that they were forced to lease a portion of the building to the Nocturnal Branch to create the Cucurbit.

Thirza's Cordials are named after her.

Her bust can be found in the Pale Chamber.
The War of the Roads, 1451-1551

## Mystery

Edge 4

*The War of the Roads, 1451-1551* 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 Lesson: Meniscate Reflections and Memory: Foresight. Subsequent consideration of the book produces only Memory: Foresight.
The Three and the Three (Vatican Manuscript)

## Mystery

Moon
14

*The Three and the Three (Vatican Manuscript)* 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 2 Edicts Inviolable. Reading it always provides Memory: Intuition.