recursal/Fanatic-Fandom huggingface dataset:
Pannachak

Pannachak is a town in The Chimeric Empire. Although the residents are skittish and oddly obsessed with corpses, it is easily the most welcoming location in the Empire. It is the cheapest place in the House to purchase Fuel, and Sanity can be restored for free.

## Description

*Brown-yellow mists swirl around the legs of a creaking iron edifice, tall enough to scrape the ceiling. Huts of salvaged metal nestle in its shadow.*

*There are faces peeking between the rusted girders.*

## Interactions

### Find somewhere to rest.

Requires: Sanity damage

*It's been a long journey.*

+Sanity

### A village competition.

Once per visit

*Pannachak takes great pride in its community spirit, although they're too shy around strangers to talk much about it. Perhaps you can gain their trust by entering one of their innumerable competitions.*

+1 Reflection on Morality

+1-2 Pannachak Familiarity

### Gather news.

Requires: 0 Current Affairs: Pannachak, 1 Pannachak Familiarity

*The villagers of Pannachak slip away whenever you approach them. You wonder how much actually happens here.*

+1 Current Affairs: Pannachak

### A summons form Mayor Feverbeard.

Requires: 0 Delving: The Svadilfari

*He is in need of your help.*

Delving: The Svadilfari 1

### Explore the Svadilfari

*A brutish iron hulk. It sighs in the wind.*

### Ask to speak to Mayor Feverbeard.

Requires: Empire's Overthrow 1

*The villagers quail before you and stammer directions.*

Always: Empire's Overthrow 2

Sometimes: +3 Pannachak Familiarity, +2 Angelwine, +1 Blinding Hooch

### Dive into Panorama's memories.

Requires: Panorama Volt on board, A Walk Through the Dark 4, 1 Dreamsalve, 1 Empty Memory-box

-1 Dreamsalve

## Shops

### Svadilfari's Blessing

*A shop that sells salvage reclaimed from Svadilfari's depths. Their fuel is, perhaps unsurprisingly, very cheap indeed.*
Stats

There are eight stats in A House of Many Doors. Stats can be increased at character creation, or by hiring or interacting with upper-deck crew. Each upper-deck crew member will increase the associated stat by 1 in exchange for 15 Apprehensions. Stats affect qualities such as sanity decrease and combat range, and are used to solve certain challenges.

### Graft

*Increases kinetopede speed and fuel efficiency.*

Graft is associated with the Chief Engineer. Each Junior Engineer increases Graft by 1 point. Graft challenges tend to relate to the ability to fix things.

### Guts

*Speeds up your individual crew's rate of healing, and increases their overall HP in combat.*

Guts is associated with the Surgeon. Guts challenges tend to involve healing or surviving.

### Spirit

*Slows the rate of sanity decrease.*

Spirit is associated with the Lightbearer. Each Swabbie increases Spirit by 1 point. Spirit challenges tend to involve staying sane and happy, and being kind and likeable.

### Grit

*Increases combat damage, both melee and long-range.*

Grit is associated with the Guard Captain. Each Guard increases Grit by 1. Grit challenges generally involve fighting.

### Esoterica

*Increases the rate at which you gain Apprehensions, which can be spent to improve all other stats.*

Esoterica is associated with the Recordkeeper. Esoterica challenges generally involve academic knowledge.

### Vigilance

*Increases the chance your own missiles will hit.*

Vigilance is associated with the Lookout. Each Gunner increases Vigilance by 1. Vigilance challenges generally involve being watchful.

### Insight

*Increases the frequency of updates to your Map.*

Insight is associated with the Navigator. Insight challenges generally involve intuition.

### Guile

*Increases your chance to dodge missiles in combat and successfully flee.*

Guile is associated with the Pilot. Guile challenges tend to involve evading detection and running away, although they may also involve lying and being deceptive.
Misericord

Misericord is a ruin located to the west of The Empire of Thread. There are no shops here.

## Description

*A forgotten ruin of a city, its cathedrals hollowed, its temples shattered, its towers fallen. Nothing but broken stone.*

## Interactions

### Scavenge the ruins.

Once per visit

*Spiderweb cracks run through every teetering edifice.*

Possible results:

* +1 Dubious Trinket
* +1 Crytographic Tablet
* +1 Bizarre Effigy
* +1 Occult Relic, +1 Disquieting Incident, -1 Lower-Deck Crew

### Wander the ruins with Spire.

Requires: Spire on board, Third Eye 2

+1 Moment of Melancholy

+1 Forgotten Legend

### Peter closes his eyes and steps from the kinetopede.

Requires: Peter McNally on board, Heart and Mind 7

*"Tump, tump, tump," he mutters under his breath as he walks.*

Always: +1 Unsettling Conjecture, +1 Reflection on Mortality, +1 Moment of Melancholy, +80 Apprehensions, End Heart and Mind

Sometimes: -Peter McNally, +2 Disquieting Incident, -Sanity, -Peter McNally, Death
The Archives of Tenk

The Archives of Tenk is a neutral settlement between The Principate and The Chimeric Empire. There are no shops here.

## Description

*A cluster of lopsided ivory towers, only upright because they are strung to the ceiling. Each tower contains tome upon tome of leather-bound book, recording the sins of mankind.*

*The Archivists themselves are scuttling creatures of rags and wire, their primary delicacy human teeth.*

## Interactions

### Visit the Archives

Once per visit

*The Archivists chitter and sing. It will cost you a tooth, they say.*

Possible results:

* +1 Lurid Tale
* +1 Seditious Whispers: The Sixfold Principate
* +1 Incriminating Evidence: The Shrouded Council
* +1 Scandalous Gossip
* +1 Incriminating Evidence: The Governor, +1 Unsettling Conjecture
* +1 Clue: The City of Glass
Indecipherable Tome

*Some languages don't want to be translated. The foreign runes skitter from page to page, avoiding your gaze.*

Weight: 1

## Uses

* Can be donated to the Museum of Unnatural Curiosity
* Can be deciphered with a high enough Esoterica skill check; possible rewards include Divine Scrutiny: Nahash, 1x Volume of Poetry, 1x Romantic Encounter, Cultural Knowledge: Mycenae
* 2x required to propitiate Nahash

## Gains

* Can be found as a random combat reward

* The Silent Minister in Ghoulwatch, buys Incriminating Evidence: The Shrouded Council for 100G and 1 **Indecipherable Tome**

* Can be bought from Nameless Library at 0 sanity.
Dilapidated Church

*A church from another world. Its spire is sagging, its steeple fallen in. Candle-stubs and damp-rotted holy books scatter the floor inside.*

## Exploration Rewards

Exploration at this location can reward one of the following:

* Sanity loss
* Bizarre Effigy
* Divine Scrutiny: Cobblestone + Sanity gain

On a Guts challenge:

* Success: Nothing
* Failure: -1 Lower-Deck Crewmember
Aspect of the Trickster

**WARNING: This is a major story item! Information on how to gain or use this item is a major spoiler!** If you have gained one of these but don't know what to do with it, hold on to it. You'll know when the time is right.

*Story, shadow, shard. A fragment of someone slippery.*

Weight: 0

Seven of these exist: the seven fragments of the Trickster.

## Gain

1. *You dreamed of a man wearing the mask of a fox.* Finish Hunting Lord Reynard by letting Judith kill Lord Reynard.
2. *You dreamed of a prison cell, a clown doll, and a vicious old man in a top hat.* Finish Ransack's Redemption by taking Owlglass.
3. *You dreamed of an impossibly-proportioned castle, and a sleeping boy in a coffin beneath.* Retrieve the coffin from the Fractal Fortress.
4. *You dreamed of a cardboard moon, hanging over a village of colourful bricks.* Steal the moon in Latch.
5. *You dreamed of a muscular old man in a steam-clogged labyrinth beneath Phobetor Quinn.* Finish Delving: The Stupefaction Baths.
6. *You dreamed of a mile-high pillar of conjoined crows.* Finish The Hunger of Crows.
7. *You dreamed of Viola Nox.* Tell Viola Nox you know she is an Aspect of the Trickster.
Misty Falls

Misty Falls is a landmark in The Ghoulwatch. There are no shops here.

## Description

*Pale water cascades from an outcrop so high that the water is mist before it hits the floor. Ghosts congregate here in a seething spectral mass.*

*Tread carefully. The floor is slick with water and ectoplasm.*

## Interactions

### Explore the Falls.

Once per visit

*Mist and ghosts merge into one.*

Possible results:

* +1 Glimpse of Another World
* +1 Breathtaking Spectacle +1 Fragment of Epiphany

### Will the Falls impress Bradley?

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

+1 Breathtaking Spectacle

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

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

+1 Reflection on Mortality

+1 Disquieting Incident

### Collect ectoplasm.

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

*Char apparently needs a great deal of the stuff.*

+5 Ectoplasm
Byssus

Byssus is a city in the Empire of Thread.

## Description

*The air shimmers with heat. The Imperatrix's Palace looms at the city's heart, a tower of witchglass and fused bone, topped by the hideous skull of some slaughtered deity.*

*The Dancing God stands shackled to the great tower, and almost as tall. It capers madly in chains, blasts of fire keeping its lumpen feet from standing still.*

## Interactions

### Rest and recover.

Requires: Sanity damage

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

-50 G

+Sanity

### Repair your hull.

Requires: Hull damage

*Danglehands hang from the distant ceiling: severed hands at the end of long lengths of Thread. They glide silently about your kinetopede, hammering and welding.*

-# G

Hull to max

### Gather news.

Requires: 0 Current Affairs: Byssus

*You are not Threaded, and therefore a second-class citizen. You will need to observe the correct rituals of obeisance before anyone talks to you.*

+1 Current Affairs: Byssus

### Wander the streets.

Once per visit

*Flashes brighten the city every few minutes, accompanied by a renewed roar of pain from the Dancing God.*

Possible results:

* +1 Disquieting Incident
* -100 G,

### During your stay at Byssus, a dream consumes you...

Requires: 0 Concerns#Dreams of the Dancing God

Options:

* Dreams of the Dancing God 1, +Sanity
* -Sanity, +1 Breathtaking Spectacle

### Tell the Imperatrix about your dream of the Dancing God.

Requires: Dreams of the Dancing God 1

*You have to fill in a lot of cryptic paperwork in front of very dismissive bureaucrats before you're allowed in her presence.*

Dreams of the Dancing God 2

### The Dancing God comes to you in another dream.

Requires: Dreams of the Dancing God 1 or 2, 1 Lockbox of Butchered Souls

*You show him the rattling lockbox.*

Dreams of the Dancing God 3

### The Dancing God is missing from the city's horizon.

Requires: Dreams of the Dancing God 4

*Did he successfully escape?*

+1 Reflection on Mortality

+1 Undreamt Treasure

+1 Dread Machinations

+1 Occult Relic

+80 Apprehensions

End Dreams of the Dancing God

### Take Spire through the city.

Requires: Spire on board, Third Eye 2

Options:

* +1 Droll Recollection
* +1 Moment of Melancholy
* End Third Eye, +1 Lurid Tale, +1 Horrifying Ordeal, -Spire

## Shops

### Hall of Wonders

*Boasts the best of the Empire's marvels, innovations, triumphs. And always on the lookout for more.*

### Rational Man's Marketplace

*Even an unthreaded foreigner such as yourself is able to trade here. But only under close supervision and at unfavourable rates.*
Childhood: Heir

*You grew up in one of the most prominent noble families of the City. You were heir to an impressive title, a sense of self-importance, and most importantly, money.*

One of the available childhoods. Instead of providing a bonus to Stats, starts you with an extra 500 guineas. Gained at character creation.
The Goat-Stones

The Goat-Stones is a settlement between The Cities and The Chimeric Empire. There are no shops here.

## Description

*A forest of obelisks and deadwood, with crude huts nestled in the crevices. Pale shapes move in the shadows. Yellow eyes glimmer.*

*The goatmen are notoriously insular. Trespassers are likely to have to contend with spears and arrors or - worse - the goatmen's bizarre mastery of the occult.*

## Interactions

### Abduct a stone.

Requires: Guile check

*The monoliths are powerful, and in much demand in certain circles. The goatmen defend them fiercely.*

Success: +1 Bloodstained Monolith

Failure: +Injury, one dead Lower-Deck Crew

### Attempt to translate the runes.

Requires: Esoterica check

*The obelisks are covered in pictograms. You must fetch your books...*

Success: +1 Hideous Revelation, -Sanity

Failure: -1 Divine Scrutiny: Scorthidion or +1 Divine Reproach: Scorthidion

### Help Cromlech reconnect with the goatmen.

Requires: Cromlech on board, The Rebellion of Stones 1

Possible results:

* The Rebellion of Stones 2
* -1 Cromlech

### Spend time with the locals.

Once per visit. Requires: Helped Cromlech set up an embassy.

*Since Cromlech set up an embassy in the City of Keys, the goatmen are slightly more tolerant of visitors.*

+1 Haunting Vision

-Sanity

### Search for the Prince's Heart.

Requires: The Prince's Heart 5, Grit challenge or 1 Bloodstained Obelisk

Success:

* Always: +1 Dread Machinations, +1 Terrible Secret, +1 Bleak Fable, The Prince's Heart 6
* Sometimes: -Sanity, +1 Fragment of Epiphany, +1 Hideoous Revelation, +1 Disquieting Incident, +1 Droll Recollection, or +Sanity

Failure: +Wounded

### Deliver the ritual components to the Heart.

Requires: The Prince's Heart 7

*He claps his hands with glee. The goatmen dance around the fire.*

-1 Undreamt Treasure

-1 Ancient Grimoire

-1 Oscillating Prism

+1 Unsettling Conjecture

The Prince's Heart 8
The City of Knives

One of The Cities.

## Description

*A city of gargantuan megaspikes, stabbing towards the ceiling, backlit by the peculiar glow of the River Scenic. The viridescent light casts shifting, dancing shadows on the walls.*

*Watch your step. Life in the City of Knives is notoriously cheap.*

## Interactions

### Advertise for a new crewmember.

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

### Gather news.

Requires: 0 Current Affairs: The City of Knives

*Knivish newspapers are reserved purely for Parliamentary propaganda. Instead, you only learn the popular gossip by chatting to a barkeep.*

+1 G

+1 Current Affairs: The City of Knives

### Rest and recover.

Requires: Sanity damage.

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

-25 G

+Sanity

### Repair your hull.

Requires: Hull damage.

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

-# G

Hull to max

### Wander the streets.

Once per visit.

*Megaspikes tower on either side. The streets yawn dark and hungry like mouths.*

Possible results:

* Begin Wooing the Scenic
* +1 Breathtaking Spectacle
* +1 Droll Recollection
* +1 Moment of Melancholy

### Visit the New Thorn abomination.

Requires: Concern Wooing the Scenic level 1

*It has sent you out with a list of requirements.*

### Help Otto catch a toxin shark.

Requires: Otto Von Honbach, Concerns#A Zoological Adventure 1, 1 Gandolan Trout or 1 Zoological Specimen (Dead)

-1 Gandolan Trout or Zoological Specimen (Dead)

+1 Toxin-Shark

### Help Dr. Vanch retrieve samples of ragskin.

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

+1 Reflection on Mortality

+1 Moment of Melancholy

+1 Sample of Ragskin

### Head to the Alchemist's Spine with Char.

Requires: Char Dvetistek on board, Concerns#The Dark and Holy Eyes 2

*She needs a solid reference from a previous employer. She apparently assumes you'll give her a good one.*

The Dark and Holy Eyes 3

### To the Alchemist's Spine!

Requires: Char Dvetistek on board, The Dark and Holy Eyes 11

*Char goes leaping, dancing, singing down the street.*

+1 Godsmoke Vial

+1 Moment of Melancholy

+120 Apprehensions

End The Dark and Holy Eyes

-Char

Unlocks "Visit Char in the Alchemist's Spine."

### Visit Char in the Alchemist's Spine.

*She's very busy these days, but always happy to see you.*

+1 Medicinal Herbs

+1 Droll Recollection

## Shops

### Silverous Isle Traders

*A sharp splinter of rock jutting from the poison water. Silverous Isle has been utterly colonized by the Consortium.*

### The Alchemist's Spine

*The alchemists are willing to part with some of their less innovative concoctions.*

### Slabber's Weaponry

*Horace Slabber left his bankrupt weapons empire to his daughter Amity. She built it back to its former glory, and aims to compete with the Factory itself.*

### The Corpse and Hatchet

*Not just a grotty tavern in Slaughterer's Wharf; THE grotty tavern in Slaughterer's Warf.*
Historical Curio

*An ordinary object with some historical significance.*

Weight: 2

Cannot be bought or sold in any shops.

## Uses

* May be donated to the Museum of Unnatural History in The City of Keys. (Perhaps it is beautiful?)

## Gains

* Sometimes found in Carnage and Rust.
* Always awarded for winning in the gladitorial arena of Penitents' Bluff.
Empty Memory-box

*First, drill a hole just above the pre-amnesiac's ear. Then attach the nozzle and crank the handle.*

Weight: 1

## Uses

* Create a Box of Happy Memories, a Box of Intimate Memories, a Box of Bitter Memories, a Box of Exotic Memories, a Box of Thrilling Memories, or a Box of Terrifying Memories
* 1 required during An Inexorable Course

## Gain

### Concerns

* Recollection: use the Box of Your Memories
The Kind

The Kind is a Locked Room and can be considered a spoiler. It is a settlement in The Maelstrom.

## Description

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

*The Kind worship visitants and foreigners, who they believe are sent by the Maelstrom as guides. You are greeted at the door by blue-haired crowds who shower your kinetopede in petals and song.*

## Interactions

### Rest and recover.

Requires: Sanity damage

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

+Sanity

### The villagers come out in droves to greet you.

Requires: no A King in Kind

*Cheers, applause, voices raised in song. A scatter of flower-petals at your feet. What is going on?*

Possible results:

* +1 Unique Experience: Became a monarch
* +1 Droll Recollection
* +Sanity
* +1 Oils & Perfumes
* A King in Kind 1

### Play the role of monarch.

Requires: A King in Kind 1, 2, or 3

*Your return is greeted with cheers, confetti and rapturous song.*

Always: A King in Kind +1

Sometimes: +300 G, +1 Newfound Species (Alive), +Sanity, +1 Droll Recollection, +1 Lurid Tale

### Play the role of monarch.

Requires: A King in Kind 4, Spirit check

*Your return is greeted with anxious silence.*

Success: +100 Apprehensions, End A King in Kind

## Shops

### Assorted Petitioners

*The Kind offer goods in exchange for your wisdom.*
**Note that all prices are in Apprehensions.**

 Undreamt Treasure | 90 Apprehensions | -
The Mute

The Mute is a Locked Room and can be considered a spoiler. It is a settlement in The Maelstrom.

## Description

*These copper huts have been piled up and melted together into one fused, awkward slag-heap of housing. It's utterly silent here, except for the buzzing of power-lines.*

*The Mute sew their own mouths shut. Words are far too precious, they write, to speak aloud.*

## Interactions

### Enter the copper citadel.

Once per visit

*It's unnerving to hear bustling human activity without the accompanying hum of conversation.*

Possible results:

* +1 Droll Recollection

## Shops

### Inktooth the Elder

*Inktooth has somehow got ahold of some Civean guineas, and he seems amused that you will give him valuable words in exchange for small circles made of a useless alloy.*
Lisshan

Lisshan is a city in The Chimeric Empire. When you first arrive, the east side is controlled by Chimeric forces and the west side by rebels. There are no shops here.

## Description

*The streets are empty and some buildings are collapsed, spewing their rubble into the street. A klaxon is sounding somewhere and, every few minutes, a distant explosion rocks the floor.*

*Lisshan was once full of grand old buildings, but most of these are now bombed-out shells. The few remaining have been converted into massive gun-platforms.*

## Interactions

### Gather news.

Required: 0 Current Affairs: Lisshan

*"Are you a journalist?" A patchwork soldier eyes you with suspicion. "Come with me."*

+1 Current Affairs: Lisshan

### Wander the streets.

Once per visit

*Keep your guard up.*

Possible results:

* +1 Warding Iron
* +1 Key
* +1 Box of Bitter Memories
* +1 Droll Recollection
* +Wounded

### Meet with the Empire loyalists.

Required: Empire's Overthrow 7, entered from north or east

Options:

* +1 Loyalist Plans
* -1 Rebel Plans, Empire's Overthrow 8
* -1 Fake Rebel Plans, -1 Stability: The Chimeric Empire, Empire's Overthrow 8

### Meet with the rebels.

Required: Empire's Overthrow 7, entered from south or west

Options:

* +1 Rebel Plans
* -1 Loyalist Plans, +1 Fake Rebel Plans, -1 Stability: Chimeric Empire

### Track down Linnaea.

Requires: Abbas Salem on board, The Root From Which the Branch 6

+1 Letter to Lord Attercroppe

+2 Meandering Treatise

+1 Warding Iron

+1 Arcane Codex

## Lisshan at peace

*The streets are silent. No more klaxons, no more rumbling artillery. Lisshan is finally at peace.*

*All around you, you see scaffolding and whistling workers. Lisshan rebuilds. Maybe one day, it will reclaim its former glory.*

### Gather news.

Requires: 0 Current Affairs: Lisshan

*People are happy to talk. For once, the news is good.*

+1 Current Affairs: Lisshan

### Wander the quiet streets.

Once per visit

*It is still a landscape of craters and bulletholes.*

+1 War Story
Glitterberg

Glitterberg is a settlement in The Entomarch.

## Description

*Glitterberg is a jeweled city, as small and perfect as every gem that decorates it. The streets are inlaid with pearl and sapphire, the walls are dazzling mosaics, and the grand palace itself is a blossoming cacophony of ruby and crystal and rose-cut diamond.*

*The city is a huge hideous ornament, and its people are dying.*

## Interactions

### Rest and recover.

Requires: Sanity damage.

*You've spent a long time in darkness. You need a few days to rest.*

-20 G

+Sanity

### Gather news.

Requires: 0 Current Affairs: Glitterberg

*The streets are quiet. If you can find a townsperson, though, they're willing to speak to you.*

+1 Current Affairs: Glitterberg

### Volunteer to fight the plague.

Once per visit, Guts check

*A few brave or foolish souls are allowed through the quarantine every day, providing succour to the afflicted beyond. It's the only way to cross the barricade.*

Success: +1 Reflection on Mortality, +1 Moment of Melancholy

### A private audience with Lady Papilion.

Requires: Thralls of the Entomarch 1

*Her city is so stricken by the plague that she has been discounted as a significant factor in the war. But perhaps she has been under-estimated.*

Opens "Sneak into the Papilion estate."

### Sneak into the Papilion estate.

*Opulent. Magnificent. Utterly silent.*

+1 Terrible Secret

Opens "Tell Baroness Carnea that Lady Papilion is dead."

### Tell Baroness Carnea that Lady Papilion is dead.

*The third Baroness of Glitterberg, and the one who's apparently been kept out of the loop.*

+1 Lurid Tale

+250 G

### Will Glitterberg impress Bradley?

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

+1 Breathtaking Spectacle

### Help Dr. Vanch communicate with the plague.

Requires: Dr. Mobius Vanch on board, The Plague Mask 4

+1 Moment of Melancholy

+1 Reflection on Mortality

+1 Unique Experience: Speaking to the plague

+100 Apprehensions

End The Plague Mask

## Shops

### Church of the Loving Gods

*Fold of the Entomarch worship only gods who offer love in return. The list has become vanishingly small since the Empire of Thread began its predations. These congregants are struck by plague and desperate for divine mercy.*
A Room of Memories

A Room of Memories is a Locked Room, and can therefore be considered a **spoiler**. It is located directly east of Chimer. There are no shops here.

## Description

*It's too narrow to navigate your kinetopede all the way through the Door, but it stretches for miles to the left and right. One wall is covered in thousands of portraits and daguerrotypes, each unique in its size and shape and subject matter. The other wall is an endless crowded bookcase.*

*Right next to the Door, a blue fire burns cold and silent. Beside it sits an old brown armchair - the type that has been stained and battered and st on until it achieves a state of supreme comfortableness.*

## Interactions

### Examine the pictures on the walls.

Once per visit

*Most of the frames are gold or silver or plain old wood. A few are of stranger materials: bone, obsidian, woven hair.*

+1 Reflection on Mortality

+1 Moment of Melancholy

### Rest a while.

Once per visit

*That armchair looks enticing...*

+Sanity

+1 Moment of Melancholy
Sack of Salt

*A common trade good. Mostly useful for preserving meat, but it does have some occult purposes.*

Weight: 2

## Shops

 Skincandle Market, The City of Keys | 100 G | 70 G

## Uses

* Penpusher's quest  The Hunger that Breeds
* Spire's quest  Third eye needs 3 sacks
* Propitiate Scorthidion requires 3 sacks
* Propitiate Cobblestone requires 1 sack
Childhood: Urchin

*Your parents were negligent, so the roofs and the cobbles looked after you instead. You learned street-lingo and street-smarts, you stole your food, and you crawled through the Rat-Ways to give tribute to the Beggars' God. (Guile +10)*

One of the available childhoods. Boosts Guile. Gained at character creation.
A Lonely Firepit

A Lonely Firepit is a landmark in Oddwinter. There are no shops here.

## Description

*A skeleton sits in a rocking chair beside a lonely firepit. She is knitting something black. Are those the needles clacking, or her bony fingers?*

## Interactions

### Speak to Nanny Bones

Once per visit

*Pray she does not look up from her needlework.*

* +1 Unsettling Conjecture

### Toward the firepit with Fiona.

Requires: Fiona McConnaghe on board, The Knight and the Poet 5

+60 Apprehensions

+1 Fragment of Epiphany

End The Poet and the Knight
Kinetopede

The **kinetopede** is the vehicle that transports you through the darkened rooms of the House, a sort of steam train that scuttles on dozens of mechanical legs. When fully staffed, the kinetopede has a Crew of eight upper-deck officers and sixteen lower-deck crewmembers, all of whom provide increases to your stats. The kinetopede has multiple customizable parts to improve its performance: engine, hull, legs, weapons, and trophy.

## Engine

The kinetopede's engine affects speed and fuel efficiency. Some advanced engines can also burn additional materials as fuel.

 Frost-Rimed Dread Machine | Complete Contract Work |  | +40% kinetopede speed and fuel efficiency. Can burn occult items for fuel at 1:1 ratio.

## Hull

The kinetopede's hull affects its defenses, allowing it to survive shots from other vessels' weaponry. Some hull options also affect the rate of Sanity loss.

Note: When switching to a new hull that increases maximum hull strength, the additional hull is not added directly and must be repaired to gain its benefit.

## Legs

The kinetopede's legs affect its movement speed.

## Weapons

The kinetopde's weapons allow you to fire on other vessels you encounter in the House. You begin the game with one weapon, but have enough bays to equip four.

## Trophy

The trophy slot on the kinetopede is optional and you begin with no trophies. Various quests and actions can reward you with trophies that, when equipped, can improve a stat or reduce the odds that other vessels will attack you during exploration.

## Boxcar

The kinetopede begins with one cargo car, enough to carry 50 weight of cargo. Crossward's Intercellular Essentials, in the City of Keys, sells new cargo cars for 950 G that can provide an additional 50 weight of cargo space each. The kinetopede can install a total of 3 cargo cars maximum.
Calaram

Calaram is a city in the Confectorate.

## Description

*The walls are built of hardened caramel. Gouts of syrup spurt sluggishly from ornate fountains. The broad canals are filled with honey. Calaram is a child's dream.*

*The stench of decay is unbelievable, of course, and the flies will eat you alive. Don't stop moving or they'll settle on you, up your nostrils, in your ears.*

## Interactions

### Rest and recover.

Requires: Sanity damage

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

-20 G

+Sanity

### Repair your hull.

Requires: Hull damage

*A honey-dripping mellified man promises that his servants can fix you up in no time.*

-# G

Hull to max

### Gather news.

Requires: 0 Current Affairs: Calaram, 3+ Cultural Knowledge: The Confectorate

*The Concord is a network of wheels and honey and music, through which Calaramites can speak across the city. You need to understand it, however, to use it.*

### Travel the canals.

Once per visit

*You swat away clouds of flies and call for a honey-barge.*

Possible results:

* +1 Lurid Tale
* +1 Disquieting Incident, -Sanity
* +Sanity
* +1 Haunting Vision, +1 Cultural Knowledge: The Confectorate, +1 Divine Scrutiny: Graveddon, -Sanity
* +1 Embalmed Corpse, +1 Cultural Knowledge: The Confectorate

## Shops

### Conjholl Bazaar

*A feast for the eyes - acrobats, elephants, juggling apes, spinning wheels that pour columns of honey through complex machines to produce music and make puppets dance. The smell makes you sick.*

 Chillstone | - | 225 G
Dagjnastrat

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

## Description

### Without Distinction: Moth-Eaten

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

### With Distinction: Moth-Eaten

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

## Interactions

### Wander the streets.

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

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

Success: +1 Cryptoglyphic Tablet or +1 Occult Relic

Failure: +Wound or +Distinction:Motheaten, begin Motheaten, +1 Fragment of Epiphany, +3 Guile, +Wound, -Sanity
A House of Many Doors Wiki

*A House of Many Doors* is an indie RPG written and coded by Harry Tuffs, with art by Catherine Unger and music by Zach Beever. It was released on February 3, 2017.
You are an explorer, poet and spy, traversing and mapping the House – a vast parasite dimension that steals things and people from other worlds. Exploring in a train that scuttles on mechanical legs, you will discover bizarre civilizations, befriend your crew, write procedurally-generated poetry, and cling to life and sanity.

The Kickstarter Page · **Pixel Trickery, the Home of Doors** · Greenlit Page

Tweets by @Pixeltrickerywindow.twttr=(function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0],t=window.twttr||{};if(d.getElementById(id))return;js=d.createElement(s);js.id=id;js.src="https://platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);t.\_e=[];t.ready=function(f){t.\_e.push(f);};return t;}(document,"script","twitter-wjs")); | Twitter

You can create a new article by typing a new title in the box below and clicking "Create page".

You can also create new pages using the search box. Just type a new title, click "Go", and near the top of the results page, there will be a link to create the new page.
**HELP**
Getting started  •  Editing pages  •  Starting a new page  •  Talk to the admins  •  Make suggestions  •  More help...
Gandola

Gandola is a settlement in The Principate.

## Description

*Gandola is a town of wooden huts and walkways, propped on stilts above a knee-deep, lukewarm ocean. It's just a little town with a reputation for friendliness and amazing seafood.*

## Interactions

### Rest and recover.

Requires; Sanity damage.

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

-10 G

+Sanity

### Gather news.

Requires: 0 Current Afairs: Gandola

*Gossip is a Gandolan pastime.*

+1 Current Affairs: Gandola

### Chat to the fishers/Wander the Walkways

Once per visit.

*Sodden wood creaks beneath your feet.*

Possible results:

* +1 Gandolan Trout
* +1 Droll Recollection

### Help Dr. Vanch retrieve samples of tooth retreat.

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

+1 Sample of Tooth Retreat

### Sell Weapons to the antlered men of Deviltown.

Requires: During The Plague Mask, agree to assist the antlered men.

-1 Gunpowder or Arms Consignment

+1 Fragment of Epiphany

## Shops

### Fishermens' Wharf

*A dozen platforms on stilts, connected by ropes and ladders and sloping bridges. Fish-juices soak the wooden boards, making them stinking and slick.*
Sanity

**Sanity** is a measure of your overall composure in the face of the unknown and unsettling possibilities of the House. Low sanity can cause your crew to behave erratically or dangerously in combat, among other troubles; on the other hand, certain options only become available when your sanity drops past a particular threshold.

## Gaining and Losing Sanity

Generally speaking, sanity is lost in situations that are stressful or unnerving. Possible causes of sanity loss include:

* Taking damage in combat
* Confronting occult forces
* Traveling in the dark (with the Heartlight extinguished)
* Failing stat checks
* Spending time in certain locations, such as Murmurhold

Sanity is generally recovered through actions that are relaxing, comforting, or pleasurable. Mechanically, this happens in several ways, including:

* Interacting with one of your Pets
* Choosing the "Rest and Recover" action when returning to many settlements (costs 15-50 guineas depending on location)
* As a random result of "Wander the Streets" actions in some settlements
* As a possible result of other sociable interactions, such as buying someone a drink in The Old Hallow

## Low Sanity Shops

These shops are hidden shops that only appears to a captain who has lost all sanity.
Maelstrom

Maelstrom is a Locked Room and can be considered a spoiler. It is the primary landmark in The Maelstrom. There are no shops here.

## Description

*A storm-cloud as large as an ocean. Pillars of lightning arc through the coulour and darkness. The floor-shaking thunder deafens you immediately.*

*At the very edge of the storm stands the Galvanic Throne, a copper chair atop a hundred narrow steps. If given a proper conduit, the Maelstrom can speak.*

## Interactions

### Watch a petition.

Once per visit

*Wait for one of the Clans to speak to the storm.*

Possible results:

* +1 Perplexing Riddle
* +1 Unsettling Conjecture
* +1 Hideous Revelation
Ghoulwatch

Ghoulwatch is the capital of The Ghoulwatch.

## Description

*In-game description.*

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

-40 G

+Sanity

### Repair your hull.

Requires: Hull damage

*The engineers at Bleakley Shipyard will patch you up. Bits cobbled from iron steamships will fit surprisingly well onto your kinetopede.*

-# G

Hull to max

### Gather news.

Requires: 0 Current Affairs: Ghoulwatch

*Ghoulwatch is a constant buzz of gossip and intrigue. You can't cross the street without tripping over a story.*

+1 Current Affairs: Ghoulwatch

### Visit the Silent Minister

Requires sellable Information

*Those eyeless eyes - those scimitar nails - ! When they hear where you're going, your crew shiver in fear.*

### Wander the streets.

Once per visit

*The city teems. Even in a ghoul's lifetime, there's too much to see and do.*

Possible results:

* +Sanity
* +1 Droll Recollection
* +1 Reflection on Mortality

### You are invited to a jamboree at the Scarred Minister's estate.

Once per visit. Requires: 8+ Reputation: Ghoulwatch

*The envelope smells strongly of decay.*

Possible results:

* +1 Droll Recollection
* +1 Bleak Fable
* +1 Romantic Encounter

### Take Waif to one of Ghoulwatch's orphanages.

Requires: Augustus Ribbins on board,  Waif 5

-50, 100, or 300 G

-1 Waif

+1 Moment of Melancholy

+10 Apprehensions

End Waif

### Return the Fifth Ode to Bezheleheth.

Requires: Fifth Ode to Bezheleheth, Lucetta Quetzl on board

-1 Fifth Ode to Bezheleheth

+4 Reputation: Ghoulwatch

+1 Moment of Melancholy

+1 Fragment of Epiphany

### Visit the Crypt-Library of the Gallows Minister.

Requires: Jack of Quills on board, The Seventh Volume 1

### Show Cromlech the grandeur of Ghoulwatch.

Requires: Cromlech on board, The Rebellion of Stones 5

+1 Breathtaking Spectacle

### Take Spire on a search for Icon, the Seventh City of Gods.

Requires: Spire on board, Third Eye 2

Always: +1 Horrifying Ordeal

Sometimes: -1 Spire, end The Third Eye

### Accompanty Harmony to the ghoulgoyle manufactory.

Requires: Harmony Ricketts on board, Beauty in Abomination 4

+1 Lurid Tale

-1 Box of Memories (Happy, Bitter, Terrifying, Exotic, Thrilling, or Intimate)

Beauty in Abomination 5

Optional: +1 Undead Noggin

## Shops

### Ghoulwatch Ironworks

*The air shimmers with heat. Ghouls stir great vats of toxic chemicals; they have no need for gloves or masks.*

### Gibbeter's Corner

*In Ghoulwatch, dead humans who fail to become ghouls are hanged as traitors. The gibbet-harvesters consequently enjoy a roaring trade.*

### Bleakley Shipyard

*When the house steals a ship from some bitter otherworld sea, it almost always appears near Ghoulwatch. The famed flying ships are born of practicality, not whimsy.*

### Treats & Torments

*No ghoul can resist a memory of what it was like to live: tastes, smells, loves, blood in the veins.*
Cathedral of Stolen Gods

The Cathedral of Stolen Gods is a settlement between The Ghoulwatch and Oddwinter. There are no shops here.

## Description

*Its spire scrapes the ceiling. Its stained glass windows depict slaughter and triumph. Every arch, every buttress, every gable and gallery is groaning under dozens of symbols or instruments of war: spikes, cannons, human skulls.*

*The cathedral rests not on foundations but on caterpillar-treads, each a mile in length. Atop its sagging spire flutters a defiant black banner - the skull and crossed-crossiers.*

*Inside, the Cathedral is a riot of different religious iconography. Three dozen sacred shrouds and scrolls hang from the walls, some still lightly charred from the raids in which they were stolen. Every available inch of space is carved with a different holy symbol.*

*The pirate-priests march back and forth across the echoing marble, their boots clumping, their chainmail-robes dragging along the floor. One of them loudly demands a mead, and a collared slave hurries to fetch it for him. Another attempts to deliver a sermon, but the rest roar curses at him until he shuts up.*

## Interactions

### Visit the Omnipope

Once per visit. Must not have destroyed the Heart.

*As long as you genuflect and address him by his many titles, the Omnipope will deign to meet with you.*

Ask for a blessing: +Sanity, anger Wyl o'Pan, Anglecrab, Scorthidion, and Cobblestone.

Ask for a story: +1 Lurid Tale

### Before you leave, the pirate-priests offer you a gift.

Requires: 0 Gift from the Omnipope, 0 Lucetta Quetzel, have not started Stolen and Returned.

*A crate with a red ribbon tied around its lid.*

+1 Gift from the Omnipope

### Steal the Carnivore Heart.

Requires: Lucetta Quetzel on board, Stolen and Returned 3

Many options and many skill checks here.
The Panomicon

The Panomicon is a prison located south of The Entomarch. There are no shops here.

## Description

*A prison of some kind, at a glance - though building it must have required absurd endeavour. There are a million cells honeycombing the walls, stretching around you and over you and far, far below you.*

*In the centre, at the end of a narrow bridge, is a tower. A ponderous searchlight sweeps from cell to cell.*

*Pale shapes watch you behind the bars. Claws clutch at the iron. Screams and howls, oaths and cat-calls, laughter and sobs.*

## Interactions

### Persuade him to let you cross.

Once per visit. Requires: Arthur Quodcoven's Patience 0, Spirit check

Success: Arthur Quodcoven's Patience 3

### Ask to visit a prisoner.

Requires: 2 Arthur Quodcoven's Patience

*You ask Arthur to show you the nastiest villain he's managed to snag.*

+1 Forgotten Legend

-1 Arthur Quodcoven's Patience

### Say you need to talk about a captured princess.

Requires: Ransack Morton on board, Concerns#Ransack's Redemption 6

*Ransack stands behind you, breathing heavily and glowering.*

Possible results:

* +1 Moment of Melancholy
* Death
* +1 Horrifying Ordeal
* +1 Dread Machinations
* +1 Forgotten Legend
* Death of an Immortal, +2 Divine Scrutiny for Cobblestone, Graveddon, Nahash, & Wyl o' Pan, SPOILER
* +80 Apprehensions
* Ransack's Redemption 7
Latch

Latch is a Locked Room, and can therefore be considered a **spoiler**. It is located directly east of Jabad. There are no shops here.

## Description

*A town built of colourful plastic bricks and fairy-lights. A cheese-yellow crescent moon dangles from the ceiling above, grinning horridly.*

*You can hear the screams and laughter of hundreds of happy children. "Welcome to Latch, bignose!" shouts a skinny girl in a pirate costume, poking her head over a nearby roof. "Want to play a game?"*

## Interactions

### Speak seriously with the children.

Once per visit

*How did you get here? Where are your parents? Do they need your help?*

### Visit the Wall of rules.

Once per visit

*A giant town-spanning blackboard, wiped clean every night. In the morning, the children pick up their chalk and make up some new laws.*

Options:

* +1 Indecipherable Tome, +23 G
* +1 Droll Recollection
* +1 Unsettling Conjecture

### The Orling King demands an audience.

Once per visit

*Child-king of a child-kingdom.*

-1 Experience

+1 Newfound Species (Alive)

### Steal the moon.

Once per visit, Guile check

*The children won't be happy if they catch you.*

+1 Aspect of the Trickster

### Play hide-and seek.

Once per visit, Vigilance or Guile check

*Hundreds will be playing. The prize is a secret.*

Success: +1 Droll recollection, +1 Deiform Scabmatter
The Scars of Sheng

**The Scars of Sheng** is a corrupted city in The Principate.

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

-30 G

+Sanity

### Repair your hull.

Requires: Hull damage.

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

-# G

Hull to max

### Gather news.

Requires: 0 Current Affairs: Scars of Sheng, 3+ Cultural Knowledge: The Sixfold Principate

*The citizens here are only willing to talk to you if you can speak the language.*

+1 Current Affairs: Scars of Sheng

### Explore the city.

Once per visit

*Try not to ruin your boots.*

Possible results:

* +1 Divine Scrutiny: Cobblestone, +1 Reputation: The Sixfold Principate
* -1 Thread, +1 Divine Reproach: Cobblestone, +1 Undreamt Treasure, +2 Reputation: The Sixfold Principate

### Genevieve slips away to her support group's meeting.

Requires: Genevieve Caul on board, An Unquenched Thirst 1

Always: An Unquenched Thirst 2

Possible: +1 Disquieting Incident

+1 Dread Machinations

+1 Terrible Secret

+1 Seditious Whispers: The Sixfold Principate

### Genevieve goes to tell the Abstemii that the intemperate vampire has been killed.

Requires: Genevieve Caul on board, An Unquenched Thirst 3

+500 G

### Send Genevieve to acquire a new bounty from the Abstemii.

Requires: Genevieve Caul on board, Distinction: Vampire Hunter

Puts a vampire's location on your map

## Shops

### Haytham's

*Peptimar Haytham claims to run a legitimate business, but everyone knows his goods are smuggled to him by quartermasters at the barracks.*

 Arms Consignment | 300 G | 150 G
The Lord of Crows

The Lord of Crows is a landmark in The Ghoulwatch. There are no shops here.

## Description

*A shifting black pillar dominates the room, writhing and contorting as though in agony. As you approach, you see glinting beaks and mad eyes and, here or there, the shape of a wing.*

*It's a ten-mile-high tower of conjoined crows, fused together at some skeletal level and draped over a vast beaked totem. There must be millions of birds here, tormented by their unity.*

## Interactions

### Address the strange totem.

Requires: Have not started The Hunger of Crows.

*The crows are oddly silent. The air is still.*

The Hunger of Crows 1

### You suspect one of these crows is an Aspect of the Trickster.

Requires: The Hunger of Crows 1

*Where better to hide than inside a murder?*

+Injury

If The Hunger of Crows has been completed, +1 Aspect of the Trickster

### Offer a Zoological Specimen (Dead).

-1 Zoological Specimen (Dead), +1 Haunting Vision, -Sanity

### Offer a Dangerous Beast (Dead).

-1 Dangerous Beast (Dead), +1 Portentous Dream, -Sanity

### Offer a Newfound Species (Dead).

-1 Newfound Species (Dead), -Sanity, + Fragment of Epiphany

### Offer Bestial Remnants.

-1 Bestial Remnants, +1 Perplexing Riddle, -Sanity

### Offer an Embalmed Corpse.

-1 Embalmed Corpse, -Sanity

If this clue has not been retrieved yet, +1 Clue: The City of Glass

### Offer Delicious Meat.

-1 Delicious Meat, +1 Hideous Revelation, -Sanity

### Offer a Godcorpse

Always:

* End The Hunger of Crows
* -1 Godcorpse
* + 40 Apprehensions
* +1 Fragment of Epiphany
* +1 Hideous Revelation
* +1 Dread machination
* +Wound

Optional:

* +1 Droll Recollection
* +1 Mind-shattering Disruption
* -Sanity
* +2 Divine Reproach: Cobblestone, Wyl o'Pan, Scorthidion, Nahash
* +1 Romantic Encounter
Threshold

Threshold is a Locked Room and can therefore be considered a **spoiler**. It is a ruin in The Stormlands. There are no shops here.

## Description

*This might once have been a city. The floor still bears traces of street, faint indents where walls once stood, the occasional fragment of bone. But little is left except the Panoptych Gate, the final embattled bulwark of reality.*

## Interactions

### Wander Threshold.

Once per visit

*Almost all traces of the city are gone.*

Possible results:

* +1 Oscillating Prism, +1 Old Bones
* +1 Reflection on Mortality

### Wander the ruins with Spire.

Requires: Spire on board, Third Eye 2

Always: +1 Moment of Melancholy

Optional: -Sanity, +1 Haunting Vision, +1 Deiform Scabmatter
Bogshadow

Bogshadow is a Mycena village in The Entomarch. There are no shops here.

## Description

*A cluster of mycenae have gathered in the swamp, building a fungal community of their own.*

*The marsh here is untamed - you wonder how often these mycenae see human faces.*

## Interactions

### Visit the Elder.

Once per visit

*The mycenae are excited to have a stranger in their midst.*

Possible results:

* +1 Bleak Fable, +1 Cultural Knowledge: Mycenae

### Convince the mycenae to join the war against thralldom.

Requires: Thralls of the Entomarch 1

*The mere mention of Lady Scorn sends a shiver of fear through the village. They are familiar with her wasp-riders, who raid the village once or twice a year.*

### Dance in fungal dreams.

Requires: Jhang Ba Sho on board, Find-the-Lady 1 or 3, 1 Dreamsalve

-1 Dreamsalve

If Find-the-Lady 3, +1 Divine Scrutiny: Wyl o'Pan
Eggs of Scientific Value

*The eggs of some strange creature, definitively worth further study.*

Weight: 0,50

## Uses

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

## Gain

### Grossfathom

* Explore the depths of the swamp.

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