recursal/Fanatic-Fandom huggingface dataset:
Languages

There are eight languages in Cultist Simulator. Skill in a language is symbolized by the card Scholar: [Language].

Although many early-game texts require no translation, most texts with high-magnitude Lore require translating from another language. By studying an untranslated text with Scholar: Language in the appropriate language, that text can be made ready to read for its Lore value. If Scholar: Language exists already it will be replaced.

Generally, languages may be learned in one of two ways:

* Reading a primer on that language, or
* Studying the language with a being that has Aspect: Tutor in that language.

The eight languages in Cultist Simulator are:

* **Latin,** which may be learned by reading Gildersleeve's Latin Grammar or by being tutored by Count Jannings.
* **Greek,** which may be learned by reading Kühner and Gerth or by being tutored by Mme Bechet.
* **Sanskrit**, which may be learned by reading Gartside's Sanskrit Reader or by being tutored by Sulochana Amavasya.
* **Aramaic,** which may be learned by reading THE MAGUS VON BRANDT'S AUTHENTIC etc. or being tutored by Dr Ibn al-Adim.
* **Phrygian,** which may be learned by reading The Velshorn Inscriptions or being tutored by Ezeem. Phyrgian requires a background in Greek to learn.
* **Fucine,** which may be learned by reading The Journal of Alessandro LaCroce or being tutored by Teresa. Fucine requires a background in Latin to learn.
* **Deep Mandaic,** which may be learned by reading The August Stone or being tutored by King Crucible. Deep Mandaic requires a background in Aramaic to learn.
* **Vak,** the language of the Mansus, can be obtained by passing through the Peacock's Door, where it will be available for pickup approximately 1/4th of the time. It may also be obtained by translating The Uyrus from Sanskrit and then studying it.
Imhullune Tectrix

Worth 4
Portable
Asset
Edge 10

## Acquisition

Imhullune Tectrix can be acquired by completing the caper at the Althiban Abyss in Baghdad.

## Uses

### Weapon

* Imhullune Tectrix can be Employed to attack a reckoner or defend against a reckoner's attack.
* Imhullune Tectrix can be sent as a defiant gift.
* Imhullune Tectrix can be Employed when no reckoner rank is present to generate Temptation: Defiance and 1 Trace.

### Edge

Imhullune Tectrix can be added to Operations or Capers wherever a lore principle is needed.

### Worth

Even while exhausted, Imhullune Tectrix can be Relinquished for 4 Cash or Employed with an Opportunity to address 4 Price.

## Exhaustion

Once returned from an Action, it takes 90 seconds to refresh.
Mortal

**Mortals** are those beings existing primarily in the world which do not have immortality. This is, theoretically, the majority of the human population. Mortals can become immortals by performing certain occult rites, as long as they do so successfully. Typically, mortals can be killed, seduced, or driven to insanity.

Most mortals are ignorant of the Mansus and the Hours, an ignorance which is generally encouraged by polite society and even enforced by law. Those mortals who develop an interest in the invisible arts can become Know with the proper research and effort, provided they survive the endeavor and do not attract undue attention, and from there discard their mortality and ascend to higher strata. Ambitious occultists occasionally recruit like-minded individuals and establish a cult.
In the Land Beyond the Forest

In the Land Beyond the Forest is an aspect which appears on 6 vaults:

* Cave of Candles
* Voivode's Citadel
* Grunewald's Permanent Circus
* Tower Revek
* The Kusnetsov Endowment
* Foxlily Meadows

These vaults can be found randomly using Forbidden Epic on Explore.

It is likely that the Land Beyond the Forest refers to a literal translation of Transylvania.
Istanbul

Destination

**Istanbul** is a possible Destination or Place of Residence in the Exile legacy. It can be reached from Alexandria, Baghdad, Cluj-Napoca, and Tirana. It can be transformed into **Istanbul in Flames** by assisting an Uprising. Arrival in Istanbul provides Connection: Radicals.

## Reconnoitre Istanbul

### Connections and Licenses

* Opportunity: Import Licence?
* Opportunity: A Connection with a Holy Man?
* Opportunity: An Official Connection?
* Opportunity: A Connection with Radicals?
* Opportunity: An Underworld Connection?

### Property

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

### Items

* Opportunity: Purchase a Mutilated Manuscript?
* Opportunity: Purchase the 'Drinker's Knife'?
* Opportunity: Purchase a Profane Weapon?

### Times

* Dawn
* Sunset

### Distractions

* Cats
* Faith
* Trembling Heat
* Sea
* Heights

## Send Discreet/Hasty Messages from Istanbul

* Alexandria
* Baghdad
* Cluj-Napoca
* Tirana

Default: A Dash Cross-Country
Histid's Dart

Worth 1
Portable
Asset
 **Element ID** | weapon.f.colonel

**Histid's Dart** is a Weapon in the Exile legacy.

## Acquisition

Histid's Dart can be acquired by Relinquishing a Reckoner corpse with The Scarred Mysteries, or, if all of the Foe's Weaknesses are known, by visiting a Shrine of The Colonel with The Scarred Mysteries. It can be acquired more than once.

## Uses

### Weapon

* Histid's Dart can be Employed to attack a reckoner or defend against a reckoner's attack.
* Histid's Dart can be sent as a defiant gift.

### Edge

Histid's Dart can be added to Operations or Capers wherever a lore principle is needed.

### Worth

Histid's Dart can be Relinquished for 1 Cash or Employed with an Opportunity to address 1 Price.
King Crucible

Forge 12
Edge 12
Devourer 12
Follower
Tutor
Mandaic Speaker

**King Crucible** is a powerful spirit that can be summoned by using any rite. He has a Forge aspect of 12 and a Edge aspect of 12, making him greatly useful in Expeditions or when getting rid of Hunters. He is the subject of The Incandescent Tantra, and was summoned in dire circumstances by the Ordo Limiae in order to punish adepts who violated their oaths of secrecy.

If you already know Aramaic, he can teach Deep Mandaic.

### Summoning

King Crucible can be summoned in a Rite with at least 10 Forge, 2 Lantern and 5 Knock. Forge Lore fragment cards hint that this can be achieved using the Lore fragment Formula Fissive, the Tool Consecrated Lintel and a Refulgin as Ingredient.

A much cheaper way to summon him is to use Restlessness. Restlessness card is easy to acquire, and will provide both extra 2 Forge and 2 Lantern required for the rite.

### King Crucible Burns Low

When killed or decayed, **King Crucible** becomes **King Crucible Burns Low**, which last for 180s and cannot be used. King Crucible is a unique spirit so this period is a cool down time when you cannot use him.

*King Crucible Burns Low* has Remnant aspect, and is required to create the Palest Painting in the Medium? legacy. Doing this, however, will anger *King Crucible*, making it impossible to summon him again.
Fallen Labhite

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

Local Contact

The **Fallen Labhite** is a Local Contact found by Lalla Chaima, the Huntress in Marrakech.

## Decide the Fallen Labhite's Fate

A decision can be made with Temptation: Escape, Temptation: Defiance, Tranquillity or Rage. This may provide Labhitic Memento or Sun-Kissed Stone.
Dorothy

Dorothy is a Heart Follower. She is enthusiastic and determined, and finds music in everything. Her personality, behavior and aspect imply a stronger than normal connection to The Thunderskin.

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

## Dorothy, a disciple

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

## Dorothy, a Tarantellist

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

## Rival

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

## Prisoner

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

## Romance

Dorothy can be romanced at The Ecdysis Club.
Connection: Radicals

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

Connection
Moth 8
Forge 6
Asset
Edge 8

## Acquisition

Connection: Radicals can be acquired in the following ways:

* Arrival in Istanbul
* Purchase Opportunity: A Connection with Radicals?
* Provoke a Connection: Holy Man or Connection: Ruler
* A Gift from Sulochana

## Uses

### Moth, Forge and Edge

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

### Cover my Tracks

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

### Operation: Uprising

In a Troubled Place of Residence, Connection: Radicals can be used to Assist or Betray an Uprising. This requires 2 Forge or Winter, respectively, and occupies the Place of Residence and Temptation: Defiance for the duration of the Operation. This exhausts the Connection (so that its Edge Aspect doesn't help with Challenges).

### Provocation

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

### Defence against Theft

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

**Exultation** is a temporary action that has a chance of being created by working with An Appointment to a Quiet Parish. Using an appropriate Lore and Fervour increase the chance of creating **Exultation**.

This action lasts 30 seconds, yielding 1 Funds and another +1 Funds or Mystique or Notoriety. You can also submit a Cult to invite a Devotee to join you.
Iotic Essence

**Iotic Essence** is the Forge 12 Ingredient.
It can be used in any Rite with the appropriate slot, or sold at auction for a minimum of 20 Funds.

## Locations

* Miah chance of receiving as reward for completing this vault
* Port Noon chance of receiving as reward for completing this vault

* Possible draw from The Malleary
Hours

The **Hours** are the otherworldly god-like entities who dwell in the Mansus. The Hours each have their own drives and spheres of interest, and often oppose each other where their machinations conflict. The Hours are served by their Names, who seek to become Hours themselves.

## Origins

The Hours came into being through various means. Their origins inform their dominant Aspects and motivations. Some Hours began from one origin, but were later transformed through another.

* Gods-from-Stone: The six Hours who came into being in the time before humanity, five of whom are now dead.
* Gods-from-Light: The emanations of The Glory, and the offspring of the divided former Hour called The Sun-in-Splendour.
* Gods-from-Blood: The manifestations of sacrifices made by mortals.
* Gods-from-Flesh: Mortals who penetrated the Mansus and eventually ascended to become Hours.
* Gods-from-Nowhere: "Lesser Hours" apparently spawned from Nowhere. Other Hours are forbidden from fraternizing with them.

## List of Hours

There are a total of 36 Hours who have existed throughout the histories. Thus far, 30 Hours have been identified, and of these 24 are extant and 6 are dead, leaving 6 more extant Hours yet to be identified. Below are listed all known Hours with their associated number from the Weather Factory Tarot set.
Morland's Shop

Unique

**Morland's Shop** is a Location acquired early in the game and serves to give the player low level Lore, skills in languages, Passion, and Reason in exchange for Funds. Morland's shop has 30 books available.

Many of their books are in common with Oriflamme's Auction House. Unique books sold there won't appear at **Morland's Shop** and vice versa. Contrasted to Oriflamme's, Morland's offers a consistent price of 1 Funds (You'll never compete with other bidders), but doesn't allow you to skip a purchase you don't want.

Like most tomes in the game, many of the purchases from Morland's require translation before they can be read. Textbooks for Greek and Latin can also be found at Morland's, allowing the translation of all books sold there.

## Inventory

* Abilities:
	+ A Collection of Essays (3 copies) (Erudition: a Lesson Learnt)
	+ A Collection of Poetry (3 copies) (Glimmering: a Lesson Learnt)

* Lore:
	+ Apollo and Marsyas (Heart 2)
	+ The Burning of the Unburnt God (Forge 4, Rite of the Crucible Soul)
	+ De Horis (Book 1) (In Latin) (Moth 2, Erudition)
	+ The Humours of a Gentleman (Lantern 2)
	+ An Introduction to Histories (Secret Histories 2)
	+ Kitling Ripe and the Moldywarp's Grave (and Other Stories) (Unavailable at Oriflamme's) (Moth 4, Glimmering)
	+ On the White (Winter 2)
	+ The Locksmith's Dream: a Light through the Keyhole (Lantern 2, Erudition)
	+ The Locksmith's Dream: Portions and Proportions (Knock 2, Erudition)
	+ On What Is Contained By Silver (In Greek) (Lantern 4, Rite of the Watchman's Sorrow)
	+ The Orchid Transfigurations, Vol 1 (In Latin) (Grail 2, Glimmering)
	+ The Orchid Transfigurations, Vol 2 (In Latin) (Grail 4)
	+ The Queens of the Rivers (Secret Histories 2)
	+ Rapt in the King (Heart 6, Vitality)
	+ The Six Letters on Necessity (Forge 2, Erudition)
	+ The Skeleton Songs (Grail 2)
	+ Travelling at Night(Vol. 1) (Moth 2, Erudition)
	+ Travelling at Night(Vol. 2) (Winter 2, Erudition)
	+ The Victory of Crowns (Edge 2)
	+ The Viennese Conundra (Unavailable at Oriflamme's) (Moth 6, Glimmering)
	+ The War of the Roads, 1450-1580, CENSORED EDITION (Secret Histories 4)

* Languages:
	+ Gartside's Sanskrit Reader (unlocks Scholar: Sanskrit)
	+ Gildersleeve's Latin Grammar (unlocks Scholar: Latin)
	+ Kühner and Gerth (unlocks Scholar: Greek)

## Closing

When all 30 books have been purchased, Morland's Shop [Closed], a random non-Secret Histories lore fragment of magnitude 4, and Something something DEEP MYSTERIES something is given back.

You may explore Morland's Shop [Closed] with your current headquarters to move into the location.
Ligeia Club

The Ligeia Club is a group of Alukite women that hold seven Keys to the Doors of the Mansus, which are needed for aspiring Long to become Names.

There is always seven, although not the same seven, and it wasn't always called Ligeia Club.

The club is mentioned in several places, though the references are vague and quite convoluted, as most Mansus-lore tends to be.

The Hebe Stanton's description states that the club once chartered the entirety of the notorious vessel, but only used 7 of the cabins. This implies that there are only 7 members to the club, which may or may not be the case.

The Viennese Conundrum reads that the club was involved in some part with the events that took place during the Worm Wars there, as well as being mentioned that they were operating under the guise of a charitable organization that facilitates the funerals of the poor. Under the pretense that the Ligeians are known to consume sentient beings, up to and including their own children, it can be surmised that the Club was using their charity work as a front to acquire more bodies to consume.

Members of the Ligeia Club may be presumed to be:

* Sulochana Amavasya
* Marinette, Our Lady of Wires
* Morgen
* Medusa
* Klêidouchos
* Echidna
* Rowena

They are feared and respected, at least among the likes of Reckoners, if not by a larger portion of the occult world on the whole, referenced by Sulochana saying that her contacts should prepare for her to "come for their children, next" should they displease her. They are extraordinarily old, and have considerable supernatural abilities. For example, Sulochana is obviously highly skilled in shapeshifting, as she is the mentor to the main character's Change victory conditions; Echidna likewise has multiple forms.

* Ligeians
Exotic Cravings?

**Exotic Cravings?** is a seasonal action occasionally created by Time Passes. It's called the Season of Ambitions in the game.

This action automatically grabs one of these card:

* Your Desire 3. This is a process toward ascension, the resources demanded is different depending on the Temptations you dedicated to.
* Dedication: Remembrance. Increase Graveyard Mouth aspect.
* Your Mentor. A guidance is provided for you complete your duty.
* A Rival. Your rival will act toward their own ascension:
	+ Raid a Vault you leave open.
	+ Kill a Hunter.
	+ Sneakily do something behind the scene.
* Resentment 3. A follower with **Resentment** 3 will either leave your cult and become a rival, or have a small chance of just sulking and reducing their Resentment by 1.

If no card meets the requirements. You'll get Restlessness.
Lockwood Fen

**Lockwood Fen** is a Vault.

## Text

* Description:

The reeking murk of the fenlands is ripe with furtive life. Taciturn locals still watch the sacred places of the small and secret gods, the ones that *answer* prayers.
* Start Description:

Out into the mudlands. Somewhere, we are certain, is a shrine bedecked with precious oddments. If the locals try to kill us, we are probably heading in the right direction.
* Success Description:

Here on a flat rock, inches above the marsh-water, is a throne carved of yew-wood, ripe with fungus, ornamented with tarnished copper. This is the shrine we seek.
* End Description:

Apple-green paint marks ritual circles on the rock. The remains of sacrifices past squelch beneath our feet as we search the shrine. In a little hollow in the throne rests an oiled bundle of treasures.
## How to acquire

It is randomly awarded for exploring A Furtive Truth (Secret Histories 4).

## Obstacles

* Treacherous Ground - overcome with one of: Forge, Lantern
* Watchers - overcome with one of: Edge, Grail, Moth

## Rewards

* The Flayed Tantra (Book)
* Icon of St Agnes (Tool)
* Wingèd Doll (Tool)
* Vital Pigment (Ingredient)
Memory

**Memory** is an aspect on certain cards.

Cards with this aspect are necessary to talk to Miss Naenia, and obtain Funds with a Convincing Spiritualist Routine and a Reputation as a Medium.

### Common memories

Common memories frequently appear in game.

* Dread
* Fascination
* Fleeting Reminiscence
* Restlessness

### Romance memories

Memories acquired in the Season of Ardours.

* Bittersweet Memory
* Passionate Memory
* Pleasant Memory

### Medium? legacy memories

Medium? legacy can acquire memories by studying Formula: Elixir Zeboim with Remnants.

Memories acquired by consuming a Human Corpse.

* Something Joyful
* Something Menacing
* Something Profitable
* Something Shameful
* Something Unexpected

Memories acquired by consuming specific Remnant. These memories has magnitude-5 Memory aspect. They are meant to be used in painting the Palest Painting.

* Honeyed Memory from Decrepitude
* Golden Memory from King Crucible Burns Low
* Luxurious Memory from Leathery Remnant
* Furious Memory from Scarred Bone-Fragment
* Splendid Memory from Wolfshead
* Glorious Memory from Shadowless Segment
* Liminal Memory from Long-Flake
* Wildering Memory from Holiest Hemolymph
* Endless Memory from True Blood of St Januarius
Gwaer Inn

**Gwaer Inn** is a Vault.

## Text

* Description:

On a crumbling cliff above a grey sea, the Gwaer Inn squats, until the day the sea comes for it. It receives few guests - fewer since the owner closed his notorious library to visiting scholars.
* Start Description:

We can reserve rooms at the Inn easily enough, but we can expect the locals - if they divine our intentions - to turn nasty. And if the library is still there, it will be well-hidden.
* Success Description:

The room is bleached and quiet. The chairs are pale wood; the table is topped with white marble. A low draught blows through the ill-fitting sea-facing casement. In winter, it must be insupportably cold. A white-painted glass case holds a shelf of books, wrapped oddly in coils of copper wire.
* End Description:

Some of the books are exotic eighteenth-century pornography. Others are botanist's journals. Some, however, have value for our studies. A yellowing note tucked into the spine of one reads 'Watch for me. - JC.'
## How to acquire

It is randomly awarded for exploring A Furtive Truth (Secret Histories 4).

## Obstacles

* A Warded Door - overcome with one of: Forge, Knock
* Watchers - overcome with one of: Edge, Grail, Moth

## Rewards

* The Concursum Diaries (Book)
* Those Who Do Not Sleep (Book)
* The Shaven Lock Tantra (Book)
* Gildersleeve's Latin Grammar (Book)
* On Matthias and the Amethyst Imago: Loss (Book)
My Wound

**Element ID** | wound.exile

**My Wound** is a card in the Exile legacy, one of the four values displayed in the Exile HUD (in place of the usual Funds, Health, Reason and Passion HUD). Wounds pose a lethal threat (including while locked in actions); the HUD count reaching 7 results in death. However, Wounds' easy availability, long life, and strength in Winter and Knock Aspect make them useful for handling some Complications and Challenges without costly investment in Assets.

## Acquisition

### Illegal Fights

Each failed Challenge will produce 1 Wound.

### Attempt to Make Contact With Someone, Somewhere

Communicate from Lonely Places Between to produce 1 Wound.

### Reckoner Attacks

Each successful reckoner attack will produce 1 Wound (2 from the Foe).

### Shrine: Colonel

Visiting a Shrine to the Colonel may produce a Wound:

* Consecration to the Colonel
* The Unflinching Vow
* Providing Lore (if consecrated)

### Ligeian Irritation

Talking with a Ligeian without providing her a suitable gift has a 70% chance of irritating her, resulting in a Wound.

Wounds inflicted by Ligeians are Unstanchable, and take 2400s to decay. There is some unimplemented code that indicates Unstanchable Wounds were intended to be curable by Relinquishing them with a Stolen Decade or Vitality, like other Wounds, but it is not currently possible to do so.

## Healing a Wound

### With a Stolen Decade

Relinquishing a Wound with a Stolen Decade and Dawn will heal the wound; if the Foe is not on the board, it will produce a Trace.

### With Vitality

Relinquishing a Wound with a Vitality will heal the wound without additional requirements or the creation of a Trace.

## A Reckoning

Accumulating 7 Wounds constitutes an endgame condition. This is the only "defeat" available in the Exile legacy.
Frau Schlüssel

**Element ID** | kleidouchos

**Frau Schlüssel**, also known as the **Key-holder** and **Kleidouchos**, is a member of the Ligeia Club who plays a role in both the Apostle Entheate and Exile legacies. She carries the Key of Days, which opens the Tricuspid Gate. Sulochana Amavasya refers to her as her sister.

# In the Lantern Apostle Legacy

In the Apostle Entheate legacy, Frau Schlüssel is a Patron who can be obtained by talking to Teresa about A Dream of a Key to get Frau Schlüssel is en route, which will decay into Frau Schlüssel after 180s.

Talking to Frau Schlüssel takes 30s and causes her to gain the aspect Promise. After this, she can be used in the Rite Intercalate to achieve the Major Lantern victory.

# In The Exile Legacy

 **Element ID** | op.kleidouchos

In the Exile legacy, Frau Schlüssel is a Ligeian Presence Distraction.

## Acquisition

Frau Schlüssel is introduced upon arrival in Vienna.

## Uses

As a Ligeian Presence Distraction, Frau Schlüssel can be used to counter an attack by a reckoner. She produces Foe's Wound if used against the Foe's attack.

Communicating with Frau Schlüssel when she is in a good mood or after providing her a suitable gift will allow you to learn a Foe's Weakness, eliminate a reckoner without leaving a Trace, or obtain Stranger's Water.

# Notes

* *Klêidouchos* is a Greek word meaning 'holding the keys' and an epithet for the goddess Hecate, associated (among other things) with crossroads and entryways.
* Key-Hunter's Garret, being a location in Vienna and containing a scrap of paper addressed to a "Lady K", may be related to Kleidouchos.
Forgotten Mithraeum

**Forgotten Mithraeum** is a Vault.

## Text

* Description:

Curiosity-seekers have picked over this ancient temple, but there may be a Hidden Door here somewhere.
* Start Description:

I'm convinced the Mithraeum still holds secrets that its discoverers never found. It's unlikely to be dangerous, but the search will require funds.
* Success Description:

A lonely space, musty with the memory of blood. We have found the hidden door that the highest grades of initiate used.
* End Description:

The altar tilts back like a jaw. Behind it is the pyramid-space where only the Sun-hunters and Dawn-givers might go... but others have been here too, much more recently. They have left their treasures.
## How to acquire

It is randomly awarded for exploring An Occult Scrap (Secret Histories 2).

## Obstacles

* A Hidden Door - overcome with one of: Knock, Lantern

## Rewards

* Empty Mithraeum (HQ potential location)
* Cracked Noonstone (Tool)
* Elagabaline Manacle (Tool)
* Refulgin (Ingredient)

## Notes

A *Mithraeum* was a grove employed in the Roman Empire by cultists of Mithras, an imported Persian god sometimes equated with Sol Invictus - The Unconquered Sun.
Headquarters

**Headquarters** is an Aspect representing the location for your cult's operations. When you first begin your cult, you will receive the card Temporary Headquarters.

There are several other available headquarters in London. Once you clear the following locations via expeditions, you may Explore the location left behind with your current headquarters card to move there. Doing so will consume one Notoriety, change your headquarters to the following listed, and destroy your old headquarters.

Advanced headquarters have useful aspects:

* Secret: whenever the headquarters card is used, there is a 30% chance to induce The Benefits of Privacy, an automatic Action that grabs and destroys Reputation cards.
* Library: the headquarters card may be used to solve  knowledge,  obsessive, and  illumination challenges when upgrading Lore.
* Sanctuary: the headquarters card may be used to solve solve  intuition and  paradox challenges when upgrading Lore.
* Pit: the headquarters card may be used to solve  grim challenges when upgrading Lore.

Exploring your current headquarters with 1 Funds creates an Influence.

The Priest will receive the Heterodox Church early, when the Explore verb is unlocked. It can then be re-used by unlocking it through the standard means.
Gladwyn Lake

**Gladwyn Lake** is a Vault.

## Text

* Description:

Beneath the stark slopes of the fells, the mist-wreathed surface of the lake waits. There was a twin altar here before the Romans came; and a legend of a serpent who was sent to defile that altar.
* Start Description:

Beneath the surface of the lake, or in some cliff-side nook, perhaps some relics remain for us yet.
* Success Description:

There are ruins beneath the water - just beneath, at wading depth. The lake has risen a little in all these years, but not enough to keep us out.
* End Description:

The chapel crypt is flooded, and the water soupy with old corpse-matter, but at last we bring up a wax-sealed coffer. Eighteenth-century? No older than that. Let's see what's within.
## How to acquire

It is randomly awarded for exploring A Furtive Truth (Secret Histories 4).

## Obstacles

* Younger Sister - overcome with one of: Edge, Knock

## Rewards

* The Orchid Transfigurations, Vol 3: Noon (Book)
* Those Indignities Perpetrated By the Deceitful Fraternity of Obliviates (Book)
* Witch-Kissed Oil (Ingredient)
Fucine

**Fucine** is one of the Languages of Cultist Simulator. It is said to be the "language of witches" and was spoken by the lake Fucino, now dry, by the Marruvii.

## Written in Fucine

*Written in Fucine* is an Aspect which appears on Books written in Fucine. Such books can not be studied without prior translation to English using Scholar: Fucine.

## Scholar: Fucine

To learn Fucine and be able to translate Books written in Fucine, one must either know Latin or must explore Strathcoyne's Residence. One can then gain *Scholar: Fucine* in one of the following ways:

* Translate The Journal of Alessandro LaCroce from Latin and then Study it (or its English version).
* Using Study with Teresa and Scholar: Latin.

## List of Books written in Fucine

* In Memory of Gods
* My Deeds, My Powers, My Achievements...
* The Geminiad
* The High Mysteries of the Innermost Chamber of our Church Solar
* The Iron Book
* The Ivory Book
* The Scar in the Sky
* The Sevenfold Slaying of the Seven-Coiled
* The Silver Book
* The Voyages of Ferninshun of Oreol
* Those Who Do Not Sleep
* Twenty-Six Enticements, Seven Torments

## Trivia

* According to Alexis Kennedy in this post and this one, Fucine is based on Marsian, the language on the lost "Bronze of Lake Fucinus", a bronze tablet that was found at Lake Fucino.
Key-Hunter's Garret

**Key-Hunter's Garret** is a Vault.

## Text

* Description:

Vienna is one of those few cities which has the same name in every History, although adepts know it as the White City, or perhaps the City of the White. In a snowy street, in a crooked house, in a high and rattling attic, we have learnt that an eccentric hunter of imaginary keys has established a tiny trove of odd books.
* Start Description:

Once in Vienna, we hear that the key-hunter has not been seen for many days. A local drunk insists that a great serpent entered the house to devour them. Certainly, the house is unlit and boarded up, and there is a reptile-house smell.
* Success Description:

The room stinks of serpent-musk and burnt paper. Someone has comprehensively destroyed all the records they could find. They've even scrubbed the walls clean. Cold ashes choke the fireplace. No trace of the poor soul who rented this place remains.
* End Description:

A single corner of fire-curled paper has survived the flames. In a shaky hand, it reads: 'Lady K. Green Chalcedony. Three-lobed. Spring leaves in fi -' But, unexpectedly,in a suitcase beside the flames, a little trove of books survives. Whoever destroyed the key-hunter's journals saw no need to burn these books.
## How to acquire

It is randomly awarded for exploring A Forgotten Chronicle (Secret Histories 6).

## Obstacles

* Younger Sister - overcome with one of: Edge, Knock
* A Hidden Door - overcome with one of: Knock, Lantern

## Rewards

* The Irreproachable Traditions... (Book)
* The Serenity of the Black Wood (Book)
* On the Matter and the Deeds of Serpents (Book)
* The Journal of Alessandro LaCroce (Book)
Mansus

The **Mansus**, or the **House of the Sun**, is a place or concept where the Hours dwell in the illumination of The Glory. Mortals can access the Mansus in spirit and traverse its five different Ways by Dreaming.

Mortals have classified the Mansus into three loosely-defined regions. The Wood is the lowest and darkest region, and the first place living mortals arrive at as it contains the first Way they pass through on their dreams. Above The Wood, but only just so, is The Bounds, which contains the second Way, The White Door, an aperture that denies speech to all who cross it, living or dead. Above The Bounds loom the pseudo-stone halls and passages of the Mansus proper, with access to its higher levels barred by three more Ways: The Stag Door, The Spider Door, and The Peacock Door. Beyond those lies one final barrier, The Tricuspid Gate, which leads to the summit of the Mansus. There, where The Glory's Light shines brightest, the Hours parley, and the greatest secrets of the world are curated, one can achieve enlightenment or immortality.

*The Book of Dissolution* describes an earlier incarnation of the Mansus with a different structure and doors. The Forge of Days reshaped the Mansus and opened the current Ways. According to *The Concursum Diaries*, the Mansus changes each year, but the Ways remain constant.

Here is the list of possible rewards by location. Note that Secret Histories rewards are Lore fragments, while all others are temporary Influences.

## Locations

* **Ways**

1. The Wood
2. The White Door
3. The Stag Door
4. The Spider Door
5. The Peacock Door

The Tricuspid Gate
* **Points of Interest**
	+ Lodge of the Sage Knight
	+ The Ascent of Knives
	+ The Chamber of Ways
	+ The Malleary
	+ The Orchard of Lights
	+ The Painted River
	+ The Red Church
	+ The Temple of the Wheel
	+ The Well
	+ The Worm Museum

## Gallery

* Map of the Mansus as seen from the game board.

## External Links

https://gameplay.tips/guides/2527-cultist-simulator.html
Leathy

**Leathy** is the Moth 8 Ingredient.
It can be used in any Rite with the appropriate slot, or sold at auction for a minimum of 8 Funds.

## Locations

* The Unnumbered Stones chance of receiving as reward for completing this vault
* Orthos Wood
* Foxlily Meadows chance of receiving as reward for completing this vault
* Miah chance of receiving as reward for completing this vault
* Tombs of the Shadowless Kings chance of receiving as reward for completing this vault
Greek

**Greek** is one of the Languages of Cultist Simulator.

## Written in Greek

*Written in Greek* is an Aspect which appears on Books written in Greek. Such books can not be studied without prior translation to English using Scholar: Greek.

## Scholar: Greek

To learn Greek and be able to translate Books written in Greek, one must gain *Scholar: Greek* in one of the following ways:

* Using Study with Mme Bechet.
* Using Study with Kühner and Gerth.

*Scholar: Greek* is also one of the requirements to gain Scholar: Phrygian.

## List of Books written in Greek

* A True and Complete Accounting of the Asclepian Mysteries of the Roots of the House
* Against the Sisterhood of the Knot and...
* Medusa's Lament
* On What Is Contained By Silver
* The Book of the Centipede
* The Deeds of the Scarred Captain
* The Gospel of Zacchaeus
* The Rose of Hypatia
* The Rose of Nuriel
* The Rose of Waznei
* The Serenity of the Black Wood
* The Velshorn Inscriptions
Jumble

**Jumble** is a nigh-worthless card obtained randomly from several sources. It is an occasional reward from sending your Knock or Forge cultists to work cult business. It can also be obtained randomly from dancing at The Ecdysis Club. A **Jumble** is one of the rewards from completing the Grunewald's Permanent Circus or The Vanderschaaf Collection expeditions.

Aspects: Auctionable 1
Neville

Neville is a Knock Follower. He is nervous but kind, and polite to a fault.

One may engage in a romantic relationship with Neville if he is spoken to and Streets Strange by Moonlight is chosen as the subject of discussion. Temptation: Enlightenment or any of its forms (ex., Desire: Enlightenment) is also required to do so.

## Neville, a disciple

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

## Neville, a Key

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

## Rival

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

## Prisoner

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

## Romance

Neville can be romanced at Streets Strange by Moonlight.
Last Antaean Initiate

The **Last Antaean Initiate** is a Local Contact who can be met by purchasing property in Tripoli. He will explain a great deal about the player character's family history.

## Arrange an Initial Meeting

Communicate with him to add the Associate Aspect and get Antaeum.

## Visiting the Shrine

Last Antaean Initiate can be used to visit Antaeum even when Tranquillity is on the board or if you are consecrated to the Colonel. This produces Kirqa-Caul and Grief.

## Lessons

Speaking with him again will produce Grief and Rage.
Import Licence

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

Worth 1
Asset

## Acquisition

An Import Licence is acquired by Employing an Opportunity: Import Licence?

## Uses

An Import Licence is used with 2 Space and a Sea Opportunity to launch an Import Business Operation.

### Challenges

1. Look for new opportunities, or keep the business ticking over? (Heart 4 or Lantern 4)
2. Look for new opportunities, or improve what you have? (Lantern 8 or Forge 8)
3. Look for new opportunities, or begin preparations to move on? (Lantern 12 or Winter 12)
Munich

Troubled
Destination

**Munich** is a possible Destination or Place of Residence in the Exile legacy. It can be reached from Avignon, Rhenish Aachen, Vienna, and Nizhny Novgorod in Flames. It is transformed into **Munich in Flames** after assisting an Uprising. Arrival in Munich provides Jannings, the Vivisectionist. The Corpshaus Mamurra München Caper can be accomplished here.

## Reconnoitre Munich

### Connections and Licenses

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

### Property

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

### Items

* Opportunity: Purchase a Profane Weapon?
* Opportunity: Purchase an Unusual Weapon?

### Times

* Dawn
* Night

## Send Discreet/Hasty Messages from Munich

* Rhenish Aachen
* Avignon
* Strasbourg
* Vienna

Default: A Dash Cross-Country
Faith

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

Opportunity
Lantern 2
 **Decays To** | None

**Faith** is a Distraction available in the Exile legacy.

## Acquisition

Faith can be found by Reconnoitre in some Places of Residence:

* Alexandria
* Baghdad
* Istanbul
* Kaunas
* Kiev
* Kraków
* Marrakech
* Meshad
* Priory of Captains
* The Tiger's Nest
* Samarkand
* Venice

## Uses

* As a Distraction, Faith can be used to counter attacks by reckoners.
* Faith provides a small amount of Lantern and Heart. Using it in an Operation or Caper consumes the Distraction.
* Faith is among the three Quirk weaknesses that the Foe may possess, along with Cats and Heights.
Effectiveness

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

Effectiveness is an Aspect that can be added to Operations by addressing their Challenges with effective principles (Edge, Forge, Knock, or Lantern). The Continue a Faith-Healing Cult Operation begins with 1 Effectiveness.
Latin

**Latin** is one of the Languages of Cultist Simulator.

## Written in Latin

*Written in Latin* is an Aspect which appears on Books written in Latin. Such books can not be studied without prior translation to English using Scholar: Latin.

## Scholar: Latin

To learn Latin and be able to translate Books written in Latin, one must gain *Scholar: Latin* in one of the following ways:

* Using Study with Gildersleeve's Latin Grammar.
* Using Study with Count Jannings.

*Scholar: Latin* is also one of the requirements to gain Scholar: Fucine.

## List of Books written in Latin

* Book of True Blood
* De Bellis Murorum
* De Horis (Book 1)
* De Horis (Book 2)
* Lord Franklin Bancroft: Diaries, 1750-1790
* Sunset Passages
* The Irreproachable Traditions...
* The Journal of Alessandro LaCroce
* The Orchid Transfigurations, Vol 1: a Feast
* The Orchid Transfigurations, Vol 2: a Birth
* The Orchid Transfigurations, Vol 3: Noon
* Those Indignities Perpetrated By the Deceitful Fraternity of Obliviates
Nizhny Novgorod

Troubled
Remote
Destination

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

## Reconnoitre

### Connections and Licenses

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

### Property

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

### Items

* Opportunity: Purchase a Profane Weapon?
* Opportunity: Purchase a Dangerous Substance?

### Times

* Dawn
* Sunset

## Send Discreet Messages from Nizhny Novgorod

* Leningrad
* Stalingrad
* Sverdlovsk
* Wounded Moon Lake

Default: A Dash Cross-Country

## Send Hasty Messages from Nizhny Novgorod

* Amsterdam
* Munich
* Paris
* Prague

Default: A Dash Cross-Country
Hint

Lantern 8
Edge 8
Devourer 8

The **Hint** is a summon-able minion with a duration of 180 seconds. It requires at least 2 Knock, 2 Edge, and 6 Lantern to summon. When destroyed, the Hint will leave behind A Consciousness of Radiance.

## Trivia

* The plural of Hint is Hinter, which means "behind" in German. This double entendre related to their lantern nature is exacerbated since On What Is Contained By Silver names them Behindlings, implying their English name may stem from a mistranslation.
Half-Smoked Cigarette

**Element ID** | memento.knock

**Half-Smoked Cigarette** is a Pentiment in the Exile legacy. As it is not an Asset, it does not need to be packed.

## Obtaining

In Candia-Heraklion, Employing The Horned Axe's Shadow and showing the stranger a different Pentiment will provide you with Half-Smoked Cigarette.

## Use

### Heart and Knock

Half-Smoked Cigarette can be used in Operations and Capers to address requirements for Heart and Knock, though its aspect magnitude is low.

### Pentiment

Half-Smoked Cigarette can be offered to the mist or Mme Matutine.
Fort Geryk

**Fort Geryk** is a Vault.

## Text

* Description:

Three hundred years ago, a rapacious empire claimed an island ripe with tourmalines. Neither the empire nor the island are mentioned in any reputable history. But the governor's fortress remains. Perhaps his treasures remain. For that matter, perhaps he does, too.
* Start Description:

A crumbling sandstone fortress broods over an empty bay. At night the dead walk. By day they lie in wait. In a sealed vault, the old governor's hoard awaits its plunderer.
* Success Description:

The vault of Fort Geryk. A mosaic has been laid out as a game board of stupendous size and complexity: a map of the Evening Isles. The sea-tiles are lapis; the islands are nephrite and obsidian. There are toy ships and tin soldiers. The isle of St Thomas is sieged. Raven Isle is crowded with black chess-queens.
* End Description:

Among the game-pieces, items of true power have been used as temporary markers. Was this an attempt to hide them? Or did the Governor know nothing of their real worth?
## How to acquire

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

## Obstacles

* A Western Sea - overcome with one of: Forge, Heart
* A Warded Door - overcome with one of: Forge, Knock
* The Fretful Dead - overcome with one of: Edge, Winter

## Rewards

* The Time of Division (Book)
* My Deeds, My Powers, My Achievements... (Book)
* Carcass Spark (Tool)
* True Blood of St Januarius (Ingredient)

## Notes

The available loot suggests that it was an outpost of the British Empire under the Leashed Flame.
Laidlaw

Laidlaw is a Forge Follower. He is ingenious, indefatigable, creative, and unpredictable.

One may engage in a romantic relationship with Laidlaw if he is spoken to and Oriflamme's Auction House is chosen as the subject of discussion. Temptation: Power or any of its forms (ex., Desire: Power) is also required to do so.

## Laidlaw, a disciple

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

## Laidlaw, a Reshaper

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

## Rival

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

## Prisoner

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

## Romance

Laidlaw can be romanced at Oriflamme's Auction House.
Mireya, the Visionary

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

Local Contact
Lantern 6

Mireya is a Local Contact who will appear on arrival in Granada.

## Arrange an Initial Meeting

Communicate with her to add the Associate Aspect and get Duende Midnight.

## An Ally

Showing Mireya Percussigant Pelt! will upgrade her into an Ally, removing the Local Contact Aspect.
Bressia

Bressia, known formally as the United Dominions of Bressia (Bressian: Unate Dominia ou Bressia) is a nation in eastern Altirus. It is bordered by the Aldesic Ocean in the east, Rogacia and Aulia to the south, Salthen to the west, and Leganthal and Battonshaeg to the north. The modern Bressian nation is descended from one of the first Craenate successor states, tracing its origin to the Grand Duchy of Bress in Craenhalm, which became a sovereign monarchy circa 50 PI under Grand Duke (later King) Lastor the Black after seceding from the Cherghaas Empire. The Bressian Empire would exist as one of the principle continental powers, comprising the Old Empires, until the mid fifth century, and would be one of the key members of the League of Sovereigns until its dissolution.

## Geography

Continental Bressia is the second-largest nation in eastern Altirus, occupying a region which includes most of the southern half of the Crown Coast, and spanning westward to the Passin River. Although the Bressian Empire at its height also extended beyond the Andsier River, controlled the Salt Coast east of the Andsier, and shared a border with Chergaria to the north, many of these territories would achieve independence during the 4rd and 5th centuries PI. While its western and southern borders are denoted primarily by terrain features, such as the Passin River and Rogaen Alps, its northern regions consist largely of open plains, resulting in Bressia's northern borders being historically contested. Non-continental territories include the Bryre Islands off the Crown Coast, and numerous claims among the Buffer Islands in the Aldesic Ocean, though historically included coastal colonies in Sorothis such as Ellesport, in what is now Talahran.

Continental Bressia lies within the northwest temperate zone, resulting in most of the country having a temperate climate.

## Government, Politics, and Economy

[PLACEHOLDER: LARGE LAND AREA, VARIED NATURAL RESOURCES, ARABLE LAND, MULTIPLE ESTABLISHED PORTS RESULT IN A DIVERSE ECONOMY]

## History

### Brissonic Tribes

[PLACEHOLDER: VARIOUS TRIBES OF THE BRISSONS INHABITED WHAT WOULD BECOME CENTRAL BRESSIA]
London

Destination

**London** is a possible Destination or Place of Residence in the Exile legacy. It can be reached from Amsterdam and Paris. It is transformed into **London in Flames** after assisting an Uprising. Arrival in London provides Connection: Underworld. It is the only Destination where you can meet Sulochana Amavasya.

## Reconnoitre London

### Connections and Licenses

* Opportunity: An Official Connection?
* Opportunity: An Underworld Connection?
* Opportunity: A Connection with Radicals?
* Opportunity: Import Licence?

### Property

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

### Items

* Opportunity: Purchase a Profane Weapon?
* Opportunity: Purchase a Mutilated Manuscript?

### Distractions

* Freezing Winds
* The Sea
* Sulochana Amavasya

## Send Discreet/Hasty Messages from London

* Amsterdam
* Paris
* Sunshine Island
* Priory of Captains

Default: A Dash Cross-Country
Granada

**Granada** is a possible Destination or Place of Residence in the Exile legacy. It can be reached from Avignon, Marrakech, and Strasbourg. Arrival in Granada provides Mireya, the Visionary. The Duende Midnight Caper can be accomplished here.

## Reconnoitre Granada

### Connections and Licenses

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

### Property

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

### Items

* Opportunity: Purchase a Crudely Carved Image?
* Opportunity: Purchase a Profane Weapon?
* Opportunity: Purchase the 'Drinker's Knife'?

### Times

* Dawn
* Night

### Distractions

* Cats
* Trembling Heat
* Heights
* The Flowermaker's Shadow

## Send Discreet Messages from Granada

* Avignon
* Marrakech
* Strasbourg
* Priory of Captains

Default: A Dash Cross-Country