recursal/Fanatic-Fandom huggingface dataset:
Notoriety

**Decay Time** | 300s

*Notoriety may allow Hunters to build a case against you.*

**Notoriety**, if taken by a Hunter, has a high chance of creating Tentative Evidence, or upgrading existing *Tentative Evidence* to Damning Evidence against you.

*Notoriety is not prioritized over Mystique when a Hunter is searching for clues.*

## Uses

* Painting. When used in painting, *Notoriety* cannot decay, but you can buy some time, perhaps, to get rid of with a Heart follower or wait for the Hunter to give up.

## Actions that may produce Notoriety

* Rarely obtained from The Ecdysis Club.
* Decayed from a Human Corpse.
* Completing an expedition on a Vault.
* Sending a follower on Cult Business.
* Sending a follower to kill a Hunter.
* Turning a follower into a Prisoner.
* Failing to get rid of Evidence.
* Trying to get rid of Mr. Alden.
* A Rival tried to kill a Hunter.
* Painting with certain inspiration and/or pigments.

## Dealing with Notoriety

* Wait for it to expire.
* Talk to a Heart follower about Society. After 60 seconds, they will use Magnet on a Reputation card. It takes 30 seconds for the follower to try and destroy the card, higher Heart aspect increase the chance of success. Failures return the card as is, your follower unharmed and 1 Peculiar Rumour.
* Change Headquarters. As Headquarters have useful aspects for upgrading Lore, cannot be reused once abandoned, and only exist in limited number, it is inadvisable to rely on it.
* Use a Headquarter with Secret aspect. You need to actually use it (e.g. by studying lore).
* Work at the Board of Directors at Glover & Glover, its final upgrade, to Magnet a Reputation card. However, excessive use will eventually end your career there permanently.
Sylvia

Sylvia is a Moth Follower. She is unpredictable, manipulative, and uncivilized. As a lover, she is often adulterous. Due to her alignment with The Moth's chaos aspect, Sylvia's agenda is not clear. The detective suspects it is not clear even to Sylvia.

One may engage in a romantic relationship with Sylvia 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.

## Sylvia, a disciple

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

## Sylvia, a Skintwister

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

## Rival

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

## Prisoner

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

## Romance

Sylvia can be romanced at The Ecdysis Club.
Poisoned Passion

Poisoned Passion is an Aspect that can appear on Passion cards as a result of a certain Starlight attack in an Apostle game.

Using a Passion card with the Poisoned Passion aspect in any verb has a 70 percent chance to create Dread as a byproduct.

If the Passion card is turned into Reason through the Reason's Glory Ritual, the Poisoned Passion aspect will remain on the transformed reason card.
Church of St Marzanna the White

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

Vault

**Church of St Marzanna the White** is a Vault in the Exile legacy. It is received on arrival in Kraków.

The name of the church likely references a pagan goddess of winter and death, Marzanna, and her accompanying rituals notably practiced in Krakow and surrounding areas. https://en.m.wikipedia.org/wiki/Morana\_(goddess)
The description and illustration seems to fit the Chapel of St Margaret and St Judith in Kraków, which is a wooden church on a hill in a round shape built on a site of a proto-Slavic place of worship.

## Caper

A Caper on Church of St Marzanna the White will encounter three Complications.
Opportunity: Medical Credentials?

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

 **Decays To** | None

Opportunity: Medical Credentials? is an Opportunity in the Exile legacy.

## Acquisition

This opportunity can be acquired by Reconnoitre in some cities, or by asking an Official Connection for possibilities.

## Use

Employ this Opportunity with an Official Connection or Connection: Ruler to gain Medical Credentials. The Connection is consumed (no Opportunity remains).
Phrygian

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

## Written in Phrygian

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

## Scholar: Phrygian

To learn Phrygian and be able to translate Books written in Phrygian, one must first first know Greek. One can then gain *Scholar: Phrygian* in one of the following ways:

* Translate The Velshorn Inscriptions from Greek, and then study it.
* Using Study with Ezeem, the Second Thirstly and Scholar: Greek.

## List of Books written in Phrygian

* A Catalogue of Uncharted Pleasures
* Inaam, Kapigiginlupir, Garkie, Cryppys
* The Book of Masks
* The Book of Thrones
* The Book of the White Cat
* The Burning Woman
* The Concursum Diaries
* The Dream of the Conspiracy of the Lower Skies
* The Larquebine Codex
* The Vinzant Inscriptions
Principle

The nine **Principles** are unique Aspects that embody the archetypal characteristics, ideas, or influences that underpin the entirety of the invisible arts. Power can be drawn from the veneration of a Principle, or through the interaction of multiple Principles in select Rituals. Each Hour can be said to personify at least one Principle, and typically no more than three. Occult societies dedicate themselves exclusively to a single Principle.

## Notes

* There is some debate as to whether Secret Histories truly constitutes a ninth Principle, even though it can be used to establish its own Society. Alexis Kennedy has further muddied the waters: *"We made a point of not promising an ascension for every Principle, but actually now we've got to seven out of eight (or nine), so we might come back and do more. I have been deliberately cagey on whether Secret Histories is a Principle or just an aspect, but imma go on being cagey. Some of the community have pointed out that this is arguably, sort of, perhaps, a Secret Histories ascension, and I don't think that's a mad idea."*

## References

1. ↑ Steam: "So this is the end?" :: Cultist Simulator General Discussions
Sea

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

Opportunity
Winter 2
 **Decays To** | None

The **Sea** is a Distraction available in the Exile legacy.

## Acquisition

The Sea can be found by Reconnoitre in some Places of Residence:

* Alexandria
* Algiers
* Amsterdam
* Sunshine Island
* Candia-Heraklion
* Istanbul
* London
* Priory of Captains
* Rostock
* Fogfire Point
* Tripoli
* Valletta

## Uses

* As a Distraction, the Sea can be used to counter attacks by reckoners.
* The Sea provides a small amount of Winter and Moth. Using it in an Operation or Caper consumes the Distraction.
* The Sea is required to run a Smuggling or Import Operation, and to play Matutine's "Flute".
* The Sea is among three Environment weaknesses that the Foe may possess, along with Trembling Heat and Freezing Winds.
Spencer Hobson

**Spencer Hobson** is one of several Hunters working for the Suppression Bureau.

## Strategy

Spencer Hobson is reasonably hard to kill, due to his Mystic aspect, which makes him nearly impossible to destroy with Spirits. He is also one of the more frustrating Hunters to deal with, as his Erratic aspect enables him to sometimes create evidence even without Notoriety; however, it also makes him less likely to create evidence when Notoriety is present and even lose Notoriety outright when he uses it. With high level Lantern and/or Winter lore, it is possible to sway him from his path, turning him into a renegade and then a Long in the making. He can be recruited into your cult if you invoke its Aspect to at least the 21st intensity, after which he will become a Disciple with a unique title and description, but if his Rival's Ascension aspect is allowed to reach 7, he will win the game instead of the player.

## Spencer, a renegade

Aspects: Mortal, Disciple, Suspicious, Maverick, A Rival's Ascension 3

## Spencer, a Long in the Making

Aspects: Mortal, Exalted, Suspicious, Maverick, A Rival's Ascension 4

## Spencer, a disciple

Aspects: Mortal, Follower, Disciple, Exalted, Moth 4, Knock 5

This is the result of recruiting *Spencer Hobson* when he was *a renegade*.

## Spencer, a Herald

Aspects: Mortal, Follower, Disciple, Exalted, Moth 7, Knock 10

This is the result of recruiting *Spencer Hobson* when he was *a Long in the making*.
Reason

Lantern 2
Ingredient

**Reason** is an Ability Card. When used it may be consumed or returned as "Reason (Dimmed)", which is unusable but will be restored to Reason after 60 seconds.

Reason and Passion can be transformed to each other via a ritual.

## Uses

* Work:
	+ Find a job at Glover & Glover.
	+ Completing a Commission requires 1-2 Reason cards, depending on the level of Lore required.
* Talk: Talking about Lore may magnet a Reason card to recruit patrons.
* Study:
	+ Take 60 seconds, yield 1 Erudition.
	+ Possible solution when studying to upgrade lore. This may permanently damage the card.
* Dream: Entering the Stag Door after answering the Stag Door's Riddle.

## Increase Reason

* Study two Erudition. Only the first time when you don't have Skill: Scholarship or higher.
* Study Skill: Scholarship or higher with Erudition: a Lesson Learnt. This is repeatable three times, requiring two Lessons Learnt, then three, then four. The last study require a suitable lore.
* Physician Legacy gives four extra reason, though one must be consumed to unlock dreaming.
* Answering the Stag Door's Riddle and becoming a Know currently gives you one extra reason.

## Loss of Reason

* Dormant Dry Soul Curse action permanently turns Reason to Dread if failed to resist.
* Spirits with Deceiver aspect may permanently destroy your Reason upon a failed summoning.
* Spirits with Thresher of Thoughts aspect can permanently turn your Reason to Decrepitude in exchange for giving you a Knock-lore A Consent of Wounds. Decrepitude can be turned back to Health but not to Reason.
* In Apostle legacies, the enemy Long can launch a series of dream attacks if they gather sufficient understanding of your mind. This, if not defended against, will destroy your Reason and Passion cards one by one until you defeat them or lose the game.
Our Lady of Wires

**Element ID** | marinette

**Marinette, Our Lady of Wires** is a member of the Ligeia Club, said to be the hungriest of the Ligeans. She holds the Flaying Key, which was present at the birth of all the gods-from-blood and opens the Kingskin Gate in the Dancer legacy and Apostle Obsonate. She does not speak in words; her dialogue consists of sprites representing the various Principles.

She plays a key role in the Apostle Obsonate legacy as well as the Heart version of the Change ascension; in the Exile legacy she takes the form of a Ligeian Presence Distraction.

# In the Apostle Obsonate legacy

In the Apostle Obsonate legacy, Marinette is a Patron who can be obtained by talking to Sulochana Amavasya about the Vitulation Recipe to get Our Lady of Wires is En Route, which will decay into **Marinette, Our Lady of Wires** after 180s.

## Uses

Marinette has a unique Aspect, **Approval**, which can have a value of 1-7. To prepare Marinette for the feast that will allow The Delight to ascend to Namehood, you must sate her appetites by increasing Approval to 7.

### Petitioning Marinette of the Wires

Talk to Marinette to feed her. Providing Marinette a Follower (Pawns work well) will consume the Follower and increase Marinette's Approval by 1. Providing Marinette a Hireling will consume the Hireling and increase Marinette's Approval by 1, but will also produce Notoriety.

### Invite our Final Guest

Once Marinette's Approval has reached 7 and she is sated, Talk to The Host and the Guests to invite her to join them and complete the Host, allowing the Host to be used in the final ritual.

# In the Exile DLC

 **Element ID** | op.marinette

## Introduction

Our Lady of Wires appears on arrival in Kiev.

## Uses

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

### 'LIGEIA REMEMBERS'

Catching **Our Lady of Wires** in a good mood, or providing a suitable gift, will allow you to learn a Foe's Weakness, eliminate a reckoner, or acquire Stained Gloves (Exile).

A "suitable gift" includes an ally/associate, a decade, or a Reckoner corpse.
Season of Rags

The **Season of Rags** is an action created after accepting the offer of Poppy Lascalles. Every 300 seconds, it has a 93% chance to trigger. If it does, a blank slot will appear that can accept a follower. One of two things will happen:

* You'll leave the Sacrifice area empty, and obtain a unique death.
* You'll sacrifice a Follower (Summons and Hirelings do not count). Afterwards, you will obtain Poppy as a Patron.

## Notes

This will count as a "My Body Is Dead" ending, additionally giving you the chance to become a Physician, if you do not sacrifice someone.
Teresa

Lantern 12
Secret Histories 12
Follower
Tutor
Fucine Speaker
Phylaxian
Lamp of Loss

**Teresa Galmier**, also known as **The Baldomerian**, was a human occultist who ascended to Namehood. She is currently the mistress of the Lodge of the Sage Knight through the White Door. While her Hour affiliation is never explicitly stated, it is likely that she is a Name of The Door in the Eye due to her Lantern-principle, as well as certain statements she makes in the Lodge about the Pilgrimage.

Before her ascension, she was noted for writing the four volumes of *The Locksmith's Dream*: *A Light through the Keyhole*, *Portions and Proportions*, *Trespasses*, and *Stolen Reflections*. She was also romantically involved with Christopher Illopoly, who refers to her as "Baldomera" in *Travelling at Night(Vol. 3)*.

Teresa can be summoned by a Rite including 10 Lantern, 5 Knock, and 2 Secret Histories. She's always up for a chat and will never struggle. Once summoned, she has Lantern 12, Secret Histories 12, and can tutor the player in Fucine.

Teresa can be talked to about A Dream of a Key to get Frau Schlüssel is en route.

### Teresa is Resting

When killed or decayed, **Teresa** becomes **Teresa is Resting**, which last for 180s and cannot be used. Teresa is a unique spirit so this period is a cool down time when you cannot use her.

## Trivia

* If you summon Teresa and then discuss the various volumes of *The Locksmith's Dream* with her, she will autograph them. This is almost completely useless, but fun!
* Saint-Galmier is a town in central France, and his inhabitants are called the Baldomerians (*Baldomériens* in French).
* According to Alexis Kennedy on twitter, Christopher's nickname for Teresa is a reference to Saint Baldomerus, the patron saint of locksmiths. [https://twitter.com/alexiskennedy/status/1027514233783808001]
Soucouyants

**Soucouyants** is an Obstacle appearing during Expeditions. Its Aspect is Guardian. Interestingly, Soucouyants only appear in the Raven Isle vault. They represent Alukites.

## Defeating

As hinted by the description, Followers with Lantern or Moth aspects can overcome this Obstacle with a probability depending on the aspect magnitude.

### Lantern

*We call upon the Watchman,...*

* **1 < Lantern < 5**: *... who navigates. It is possible the power we carry will see us safe through the crowded night. It's definitely possible.* 30% chance of success.
* **5 <= Lantern < 10**: *... who is not compassionate. Our power should be enough to hold them at bay - but they are ready for any lapse in vigilance.* 70% chance of success.
* **10 <= Lantern** : *... who illuminates. We have power enough to keep them at a distance.* 90% chance of success.

### Moth

*We call upon the Moth,...*

* **1 < Moth < 5**: *... who is dappled. The Moth will give us a chance in the dappled shadows of the forest - but only a chance.* 30% chance of success.
* **5 <= Moth < 10**: *... who beats in the skull. We should have power enough to deceive and dismay these night-winged thirsty ones.* 70% chance of success.
* **10 <= Moth** : *... who seeks among the trees of the Wood. The Moth has power in this close-crowded forest night. We will pass secretly and safely.* 90% chance of success.

## Failure

Failing to pass safely through the Soucouyants has a 70% chance of injuring a Follower.
Nowhere

**Nowhere** is a dimension beyond and below the Mansus and The Glory, where the dead drift ever downwards, the six dead Hours are said to reside, and the Gods-from-Nowhere are said to have spawned from. The nature of Nowhere is ambiguous. While its name implies the void, Nowhere has enough of a physical form that it is lit by lamps of black nephrite. Dead hours are banished to Nowhere, but it is thought that there are ways that they could escape, perhaps with the help of The Elegiast, who can recall what he remembers back to the Mansus.

According to *The Focus of Amber*, The Egg Unhatching, a God-from-Stone, learned of an attempt by the other Hours to send him to Nowhere. To avoid this, the Egg ascended into the Glory. Later, he would somehow fuse with the Watchman. According to the Recitation of Lost Hours, the Egg is now Nowhere despite his efforts.

When The Sun-in-Splendour was divided and condemned to Nowhere, monstrous parasites called Worms used its corpse to breed. They would later emerge from Nowhere and threaten the world.

In *Five Creations*, the scholar Shohei recorded a debate about five possible origins of humanity with The Beachcomber. Shohei claimed that all five had been proven false, but among them his preferred theory was that "we consumed not only our parents, 'which is not the Crime of the Sky', but also our origin, so that we came from Nowhere."

The three known Gods-from-Nowhere are:

* The Crowned Growth
* The Mare-in-the-Tree
* The Witness

The six dead Hours confined to Nowhere are:

* The Egg Unhatching
* The Flint
* The Seven-Coils
* The Sun-in-Splendour
* The Tide
* The Wheel
Star-Shattered Fane

**Star-Shattered Fane** is a Vault.

## Text

* Description:

Here was a place sacred to the gods of earth, until a meteor fell on a winter's night. In time, worshippers crept back to the broken ruins. In time, the meteorite itself came to be worshipped as a bringer of dreams. The old altar may yet remain, somewhere beneath the meteorite's lair.
* Start Description:

A star fell in the deep desert. It did not quite destroy the sacred place it struck. The treasures of the old altar may remain, hidden beneath the grave of the star. But we must approach the star cautiously: it still resonates with energies from outside the world.
* Success Description:

The meteorite lies in the shattered temple, ridged like a sea creature, smoothed by its passage through the atmosphere. The old altar must have been crushed centuries ago, but the meteorite responds to our touch. It hums like wires in wind. Its surface shifts, and it opens like an eye -
* End Description:

What has passed? The meteorite is cold and closed and silent. The sand of centuries lies untouched upon it. But here in our hands are the treasures we found within.
## How to acquire

It is randomly awarded for exploring Vagabond's Map (Secret Histories 12).

## Obstacles

* Desolation - overcome with one of: Forge, Grail
* A Hidden Door - overcome with one of: Knock, Lantern
* The Fifth Eye Curse - overcome with one of: Heart, Winter

## Rewards

* The Focus of Amber (Book)
* The Manner in which the Alchemist was Spared (Book)
* Medusa's Lament (Book)
* Wildering Mirror (Tool)
Sickness

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

This action has a duration of 60 seconds and will either:

* Consume 1 Health, if available, and produce an Affliction.
* Kill a wounded follower.
* If no Health or wounded follower is available, it will cause death.

### Out of Season

Dreaming with Funds has a small chance of creating Sickness.

The Apostle Obsonate Legacy will suffer Sickness on every Time Passes cycle as long as the Forlorn Blood card is on the board. Dreaming with it and the Delightful Blood ingredient will temporarily neutralize Forlorn Blood by concerting it to Savorous Blood, but it will decay back to Forlorn Blood after 600s.
No Health is Left

**No Health is Left** is a temporary, automatic Action created by Sickness or Starvation when no Health is available for them to consume. It has a duration of 60 seconds and will consume 1 Health, if available, after which it will dissipate. If no Health is available, the player dies and experiences the "My Body is Dead" ending, which will also unlock the Physician Legacy as an option for the next game.
Opportunity: Purchase a Profane Weapon?

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

 **Decays To** | None

Opportunity: Purchase a Profane Weapon? is an Opportunity in the Exile legacy.

## Acquisition

This opportunity can be found by Reconnoitre in most cities.

## Use

Employ this Opportunity with 1 Worth to gain Profane Weapon, replacing any Profane Weapon or Profane Weapon (Readying) already in play. (This takes 10 seconds, which is much faster than the 120 seconds it takes for the weapon to ready on its own. The exhausted weapon still has 1 Worth, so it could be spent to buy its refreshed self.)
Percussigant

Heart 8
Edge 8
Devourer 8
Follower
Phylaxian

The **Percussigant** is a summon-able minion with a duration of 180 seconds. It requires at least 2 Knock, 2 Edge and 6 Heart to summon. When destroyed, the Percussigant will leave behind Trembling Airs.

Speaking to **Percussigant**:

* With a Reason will give you the Thresher of Thoughts option, which will convert the Reason to a Decrepitude and provide you with the level 6 Knock lore, A Consent of Wounds.
* With a Health to "request a Stay of Execution." This creates A Stay of Execution card that prevents sickness from killing you if you have no health left.

The **Percussigant** is useful to have on expeditions, due to the ubiquity of the Guardian and Curse obstacles, which can almost always be defeated using Edge and Heart, respectively.

If an enemy Long raises a Dry Soul Curse against you, you may defeat it with a **Percussigant**, but the Long will gain more power in your dreams.
Phylaxian

**Phylaxian** is an aspect that appears on certain Spirits. True to its description, spirits with the **Phylaxian** aspect can be spoken to (with Health as the subject) to request A Stay of Execution, which will prevent death from illness if the player has no health remaining.

### Elements with **Phylaxian**

Percussigant

*The Percussigant will weave the beat of my heart into the steps of its dance unending, and that might be enough, enough, enough.*
Raw Prophet

*The Raw Prophet will embrace me with all its arms and kiss me with its mouths or whatever else it might find suitable, and perhaps that will protect me from diseases, and perhaps it will simply outnumber them.*
Burgeoning Risen

*I will place a lock of my hair in the hollow of this one's chest, and with luck, one day, the sickness will seek me there instead.*
Ezeem, the Second Thirstly

*‘Open your mouth. Tilt back your head. We shall let one drop fall. Swallow. Yes. You'll be better now.'*
Teresa

*‘I will speak with your shadow, and some time soon it might turn a greater shadow aside. That's all I can promise you now.'*
Spintria

Spintriae are an occult currency which comes in 4 different denominations: Iron, Bronze, Silver and Gold.

## How to obtain

* Commissions

The different patrons in the game offer commissions of different difficulties, which reward different denominations of Spintria depending on the difficulty. Commission: Edge is an example of the easiest kind of commission, which rewards an Iron Spintria. Substantial commissions reward a Bronze Spintria. Very substantial commissions reward a Silver Spintria.

* Expeditions

Spintriae can also be the rewards of successful expeditions to one of the many vaults in Cultist Simultator.

* Dancing at The Ecdysis Club

By working the job A Contract at the Ecdysis Club or any of its upgrades with at least 3 **Heart** or 3 **Moth** there is a small chance of gaining a Bronze Spintria instead of a second Funds, and an even smaller chance of gaining a Silver Spintria, among other things.

* Craftmanship

Followers with Forge Aspect have a chance of creating Iron and Bronze Spintria when talked about Cult Business

## Uses

Beyond their value as ingredients for Rites, Spintriae can be used to buy language lessons from patrons, and to pay for the materials to fix broken Tools. They can also be auctioned for a fair amount of Funds.
Savorous Blood

**Savorous Blood** is a card obtained in the Apostle Obsonate legacy and is key to achieving a major Grail victory. It is obtained by Dreaming Forlorn Blood with Delightful Blood.

## Uses

### A Respite

The blood of our Delight warms me. It makes red flowers in my cheeks; it pours out wine in my heart; it twitches my strings in the rhythm the Grail taught the Thunderskin. I shall live a little longer, I have decided.

If the Season of Sickness consumes all of your Health, Savorous Blood can be used to stave off death.

### The Last Elements of the Vitulation

Use **Savorous Blood** in the Rite Intercalate with Unceasing Mysteries, the Chalice Murmurous, An Incarnadescence, a completed Seven Graces, and The Host and the Guests to achieve the Grail major victory The Feast Fulfill'd.
Percussigant Pelt!

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

Portable
Asset
Heart 4

## Acquisition

Percussigant Pelt! is acquired by completing the Caper at Duende Midnight.

### Heart

Percussigant Pelt! can be used anywhere a principle Aspect is accepted, such as in Operations and Capers.

### Worth

Percussigant Pelt! can be sold for 2 Cash or used to address up to 2 Price.
Stranger's Water

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

Portable
Asset
Supplies
Knock 8
Edge 8

## Acquisition

Stranger's Water is acquired from At the Fane of Owls if the stranger is not shown a pentiment, or as a gift from Frau Schlüssel.

## Uses

### Knock and Edge

Stranger's Water can be used anywhere a principle Aspect is accepted, such as in Operations and Capers.
Orthos Wood

**Orthos Wood** is a Vault.

## Text

* Description:

The pines grow thick as hairs on a dog's back. The airs of the inner wood are chokingly thick with resin and dust. The source that brought you here claimed that in the dawn times, the greatest tree, at the wood's black heart, served as perch for a great masked Crow.
* Start Description:

In the black heart of Orthos Wood, we might find the tree where the masked Crow met its peers. But the forest itself is a peril, and the cannibal clans who live there are another.
* Success Description:

This is the great oak where the masked Crow once roosted. Lightning has split it from head to heart, and the tree is charred and rotting. It squirms with finger-length worms. Something glints dully in the swarm of dead roots.
* End Description:

A root coils around an egg of lead the size of a child. Perhaps it was plated with another metal, once, but the weather has removed all trace of any coating. After a struggle, the halves of the egg come apart to reveal its contents.
## How to acquire

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

## Obstacles

* Peril-Prowled Forest - overcome with one of: Forge, Moth
* Watchers - overcome with one of: Edge, Grail, Moth

## Rewards

* In The Mountains... (Book)
* Whispering Amulet (Tool)
* Dappled Mask (Tool)
* Leathy (Ingredient)
Suppression Bureau

The **Suppression Bureau** is a British government agency dedicated to confiscating and censoring any materials related to the invisible arts and the existence of other histories, and apprehending any and all occult practitioners. It is known to draw its members from municipal police forces, as well as accept the services of freelance investigators.

## Agents

Known agents of the Suppression Bureau include:

* Connie Lee
* Doctor Natalia Dragon
* Inspector Wakefield
* Spencer Hobson

## Notes

* The Suppression Bureau's motto is *Aliis Si Licet, Tibi Non Licet* (*Some Might, But Not You*), a phrase from the play *Heauton Timorumenos (The Self-Tormentor)* written by the Roman-African playwright Terence in the 2nd century BC. An alternative translation of the phrase is *Even though it is permitted for others, it isn't permitted for you*.
* According to *Sunset Diaries*, the Suppression Bureau was officially disbanded as a government agency in March 1974. Its role had been gradually reduced over the years as occult activity declined, and all of its notable agents who were active in the 1920s passed away except for Connie Lee. Using her still vast fortune, Lee took control of the Bureau's remnants for her own purposes, which Christopher Illopoly feared had become a quest to achieve Long-hood before she, too, succumbed to old age.

## References

1. ↑ Weather Factory: JUL #1: NIGHT (the Suppression Bureau's seal on the cover band of the *Travelling at Night* eReader case image)
Opportunity: Purchase a Dangerous Substance?

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

 **Decays To** | None

**Opportunity: Purchase a Dangerous Substance?** is an Opportunity in the Exile legacy.

## Acquisition

This opportunity can be found by Reconnoitre in six cities:

* Algiers
* Baghdad
* Kaunas
* Meshad
* Nizhny Novgorod
* Valletta

## Use

Employ this Opportunity with 1 Worth to gain Curio: Adept's Powder.
Slee

Slee is a Lantern Follower. He is scholarly and loves poetry, and is crippled by chronic headaches.

A romantic relationship with Slee may be started by speaking to him about Streets Strange by Moonlight. Temptation: Enlightenment or any of its forms (ex., Desire: Enlightenment) are also required to do so.

## Slee, a disciple

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

## Slee, a Seer

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

## Rival

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

## Prisoner

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

## Romance

Slee can be romanced at Streets Strange by Moonlight.
Rostock

**Rostock** is a possible Destination or Place of Residence in the Exile legacy. It can be reached from Amsterdam, Kaunas, and Prague. Arrival in Rostock provides Jannings' Townhouse.

## Reconnoitre Rostock

### Connections and Licenses

* Opportunity: An Official Connection?
* Opportunity: An Underworld Connection?
* Opportunity: Import Licence?

### Property

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

### Items

* Opportunity: Purchase Art about Yearning?
* Opportunity: Purchase a Profane Weapon?
* Opportunity: Purchase an Unusual Weapon?

### Times

* Dawn
* Night

### Distractions

* Freezing Winds
* Sea

## Send Discreet Messages from Rostock

* Amsterdam
* Kaunas
* Prague
* Sunshine Island

Default: A Dash Cross-Country
Shrine

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

Shrine is a type of Aspect in the Exile DLC. There are shrines to the Colonel and shrines to the Lionsmith, located across the map in cities identified by Aspects Cult of the Colonel or Cult of the Lionsmith.

Shrines can be visited with Desires or Lore. They cannot be visited when Tranquillity is on the board. Any meditation consumes the Shrine.

## The Unflinching Vow / The Brazen Vow

Cost: Temptation: Escape

Requires: Temptation: Defiance, Shrine: Colonel / Lionsmith, corresponding consecration

Effect: Gain a mark of defiance and a Wound / Rage

## Consecration

Requires: Temptation: Defiance

Effect: Gain a Wound (Colonel) / Rage (Lionsmith). Gain a mark of defiance and become consecrated to the Shrine's Hour. (You can no longer use the other's Shrines, but your Lore can gain additional Aspects.)

## Upgrade Lore

Requires: Lore

Effect: Upgrade the Lore. If consecrated, the Lore gains additional Aspects according to the Hour's principles, and you suffer a Wound or Rage. If lore is at max level, gain your patron's favor and reveal one of your foe's weaknesses.

## Antaeum

The Antaeum in Tripoli has additional story actions available. These do not consume the Shrine and can be accessed even if Tranquillity is in play.
Sight, Surrendered

*In the Season of Ambitions, this can upgrade your Change desire.*

This card is created by dancing in the Ecdysis Club with Change: Stigma as a *Purpose* and at least 13 Heart or Moth, then send the Sending created (Guise: Eagle or Instar: Far Travelling) to Miah. In the Season of Ambitions, this card will be used to upgrade *Change: Stigma* to Change: Pupil.

* Heart
* Moth
Passion

Moth 2
Ingredient

**Passion** is an Ability Card. It is required in certain processes for a successful outcome, after which it may be consumed or returned as "Passion (Dimmed)", which is unusable but will be restored to Passion after 60 seconds.

Passion and Reason can be transformed to each other via a ritual.

## Uses

* Work:
	+ Paint with 1 Passion and 1 optional Restlessness. There's 30% chance of success the work will produce between 1-2 Funds and 1-2 Contentment and/or Glimmering. The Restlessness is consumed. Failures give you no Funds, 1 Contentment or Glimmering.
	+ Advanced painting with Skill: a Vivid Imagination or higher. More Passions give better results.
	+ Some Commissions require 1 Passion card to complete them.
* Talk: Talking about Lore may magnet a Passion card to recruit potential followers.
* Study:
	+ Take 60 seconds, yield 1 Glimmering.
	+ Possible solution when studying to upgrade lore. This may permanently damage the card.
* Dream:
	+ 1 Passion with any Knock, Lantern or Moth lore yield Way: The Wood and A Buzzing in the Brain.
	+ Dreaming on **Way: The Wood** requires 1 Passion to enter.

## Increase Passion

* Study two Glimmering. Only the first time when you don't have Skill: a Vivid Imagination or higher.
* Study Skill: a Vivid Imagination or higher with Glimmering: a Lesson Learnt. This is repeatable three times, requiring two Lessons Learnt, then three, then four. The last study require an appropriate lore.
* If the Priest Legacy is chosen, Dreaming of your Desire and slotting in the unique Job will turn your Desire into Passion. (only recommended if you've already reached the White Door, as otherwise much of the Mansus will remain unavailable.)

## Loss of Passion

* Dormant Fifth Eye Curse action permanently turns Passion to Fascination if failed to resist.
* Spirits with Lamp of Loss aspect can permanently turn your Passion to Decrepitude in exchange for giving you a Moth-lore An Ecdysiast's Parable. Decrepitude can be turned back to Health but not to Passion.
* In Apostle legacies, the enemy Long can launch a series of dream attacks if they gather sufficient understanding of your mind. This, if not defended against, will destroy your Reason and Passion cards one by one until you defeat them or lose the game.
Characters

# main:

bull shark

mother

scaly pete

kyle

humans

hunters

# bosses:

apex barracuda

apex mako

apex alligator

apex hammerhead

apex orca

apex great white

apex sperm whale

# bosses truth quest:

bioeletric great white

shadow orca

bone sperm whale

irradiated great white

irradiated orca

irradiated sperm whale

atomic leviatan(m.o.l.o.c.h)

# infamy:

bayou willy

bobbie bojangles

pookie paul

candyman curtis

tyler dixon

Butcher Boy Brady

Shannon Sims

Mama Maybelle

Percy Metcalf

# infamy truth quest:

t.j toffler

Ron Honeywell

jocelyn st. denis

vic mandrake

barbara terranova
Mama Maybelle

> "The multi-million dollar menace... Mama Maybelle" -Narrator
>
>

**Mama Maybelle** is one of the bounty hunters in *Maneater.*

## Biography

A high ranking member of the Antolini crime family, she has decided the ongoing shark issue has cut far enough into her family's profits and will end the issue herself.

**"This shark is going to be swimming with the fishes... but swimming with the fishes differently than it already does... 'cause it will be dead."** -Mama Maybelle
Shahrewar Stone

Location
 **Element ID** | loc.shrine.lionsmith.meshad

**Shahrewar Stone** is a Shrine to the Lionsmith that can be found through reconnaissance in Meshad. It can only be encountered once. It cannot be visited if you are consecrated to The Colonel.

# Use

## Visit a Brazen Shrine

Travel to this Shrine with Lore while not consecrated to the Lionsmith in order to upgrade the Lore to the next level.

Doing this with The Mysteries of Force while unconsecrated will provide a Vitality.

## A Consecration to the Lionsmith

Travel to this Shrine with Temptation: Defiance to gain a mark of Defiance and Rage. This can only be done once. It will prevent you from accessing Shrines dedicated to the Colonel, but will allow you to access additional mysteries at Shrines to the Lionsmith.

## A Brazen Vow

Travel to this Shrine with Temptation: Escape while consecrated to the Lionsmith to destroy the Temptation and gain a mark of Defiance and Rage. This can only be done once.

## Make a Pilgrimage to a Brazen Shrine

Travel to this Shrine with Lore while consecrated to the Lionsmith in order to upgrade it to the next level of Lionsmith Lore and gain Rage.

## Make a Pilgrimage to a Brazen Shrine, for a Revelation

Travel to this Shrine with The Shattered Mysteries while you still have Unknown Foe's Weaknesses to reveal one of the Weaknesses and gain Rage.

## Make a Pilgrimage to a Brazen Shrine, to Retrieve a Relic

Travel to this Shrine with The Shattered Mysteries once all of your Foe's Weaknesses have been revealed to gain Skaptodon's Sacrifice and Rage.
Patron

**Patron** is an Aspect denoting an NPC who wields resources that you may benefit from. Patrons cannot be recruited as followers of your cult. Several patrons offer Commissions for Spintria; others teach Languages; a few are key to achieving some of the victories.

## Patrons

* **Count Jannings** - gives commissions, Latin tutor. Found by Talking about Lore.
* **Dr Ibn al-Adim** - gives commissions, Aramaic tutor. Found by Talking about Lore.
* **Frau Schlüssel** - instrumental to the major Lantern victory. Found by talking to Teresa about A Dream of a Key (Apostle Entheate legacy only).
* **Miss Naenia** - instrumental to the Palest victory (Medium? legacy only; met during the beginning Actions).
* **Mme Bechet** - gives commissions, Greek tutor. Found by Talking about Lore.
* **Mrs E.** - instrumental to the major Forge victory. Found by talking to Sulochana about Shaper's Guidance (Apostle Aestuant legacy only).
* **Our Lady of Wires** - instrumental to the major Grail victory. Found by talking to Sulochana about the Vitulation Recipe (Apostle Obsonate legacy only).
* **Poppy Lascelles** - gives commissions after her bargain is completed. Instrumental to the Going Quietly defeat and the The Clock Striketh Twelve achievement.
* **Sulochana Amavasya** - Sanskrit tutor, instrumental to the Change victory. Found by Talking about Lore or by working A Contract at the Gaiety in the Dancer legacy.
Mother

In Maneater, your **mother** was killed by a human, named Scaly Pete (Pierre LeBlanc) and you were left to die. You also play as the mother shark in the tutorial, then you are forced to watch a gruesome, yet sad cutscene where Scaly Pete rips you out of your mother's body and throws you into Fawtick Bayou. But his hand comes with you.....

*This article is a stub. You can help Maneater Wiki by expanding it.*
Paris

Paris is a possible Destination or Place of Residence in the Exile legacy. It can be reached from London, Rhenish Aachen, Strasbourg, and Nizhny Novgorod in Flames. Arrival in Paris provides Connection: Underworld.

## Reconnoitre Paris

### 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 Case of Extraordinary Wine?
* Opportunity: Purchase a Profane Weapon?
* Opportunity: Purchase an Unusual Weapon?

### Times

* Dawn
* Night

### Distractions

* The Flowermaker's Shadow
* Heights

## Send Discreet Messages from Paris

* Rhenish Aachen
* London
* Strasbourg
* Priory of Captains

Default: A Dash Cross-Country
Prisoner

Prisoners are Mortals that have been captured by your cult, to be disposed of at your desire. All prisoners have three points each in the Aspects of Lantern, Heart, and Grail, and 5 points in their main aspect if they were a follower. If their main aspect is Lantern, Heart, or Grail, the 3 points they would usually have are replaced, not added to. Auclair (Winter) doesn't have any Lantern aspect.

There is another kind of prisoner, the Poor Lunatic. This prisoner is functionally the same as the first kind, with one exception: instead of having 3 Lantern, they have 3 Moth.

#### Ways to get prisoners

A named Follower, Pawn, or hireling can be be imprisoned in your cult's Headquarters using the Talk verb. Due to the fact that named Followers and Pawns are unique and cannot be replaced once lost, using them is not recommended if you can acquire hirelings, as there is no limit to the number that can be hired, or you have other sources of prisoners are available. Mortals that have an untreated Wound (note that this does not apply to Scars) lose the Follower Aspect, and therefore cannot be slotted into the Talk verb to create a prisoner until after they have been healed.

Hunters that have been driven insane by your followers turn into your prisoners. Note that after these hunters have been recruited, they can still be imprisoned. This is not advised, however, as they lack corresponding prisoner versions in the game files (with one exception). As such, they will turn into generic prisoners with no special aspects or descriptions.

Grail followers, when sent on a Cult Business, will attempt to acquire a prisoner, along with their belongings. They may receive a Wound if they fail, and will generate a Notoriety regardless of success or failure.

Edge followers and hirelings, when sent on a Cult Business, will attempt to abduct a prisoner, along with their belongings. They may receive a Wound if they fail, and will generate a Notoriety regardless of success or failure.

Some failure states can drive your followers insane and turn them into a Lunatic.

#### Way to use prisoners

Certain Ascension cards may require prisoners to ascend. During the Season of Ambitions, it draws a prisoner card, if available.

* Succeeding will consume the prisoner and upgrade the Ascension card up a tier.
* Failing to provide a prisoner will downgrade the Ascension card, and consume Erudition, Glimmering cards, or exhaust Reason and Passion cards, depending on your Desire.

Going through the Spider Door requires the sacrifice of a prisoner.

Prisoners can be used in Rites like any other mortal under your control, especially ones where the mortal is sacrificed.

As of the Dahlia update, prisoners can be spoken to using the Talk verb. Adding a Dread card will kill the prisoner, turning them into a corpse. Adding a Fascination card will drive the prisoner insane, turning them into a Lunatic. Adding a Restlessness card will let the prisoner go free, yielding a Contentment card (the prisoner card is still destroyed). This will also destroy the Dread, Fascination or Restlessness used.
Study

Studying a resource will often tell you more about it.

## Ability Improvements

* Studying Health produces Vitality
* Studying Reason produces Erudition
* Studying Passion produces Glimmering
* Studying 2 Vitality, Erudition, or Glimmering will improve the relevant skill, or, if the skill has already been improved once, add a Lesson Learned of that type.
* Skills can be improved by studying them, along with 2-4 Lessons Learned depending on the skill level. The final improvement will also require an appropriate type of Lore fragment.

## Improving Lore

* Studying 2 Lores of the same type and level will attempt to combine them into the next level of that lore type. Studying lore in this way will trigger certain Challenges (listed as Aspects on the two lore fragments) that require different resources. Failure to provide the correct resource will end the study action and return the original lore fragments.
* Studying higher-level Lores with Reason will split the lore into two lower-level fragments that can be recombined later.
* Lore can be subverted by studying two fragments of the same level. This attempts to consume both fragments and creates a new lore of the next level and same type as the master fragment studied. This uses the same mechanic as studying two lore fragments of the same type (see Subverting Lore below).
* The exception to this is Knock, which is master to any other Lore type except for Secret Histories and will subvert it to Knock.

## Improving Influences

* Influences can be improved in the same ways as Lores. However, unlike Lores, studying Influences always succeeds and requires no other cards to complete.

## Subverting Lore

You may combine Lore of two different types to subvert them into the next level of one of these types. Each type of lore is susceptible to subversion by exactly one other (master) type. For example, studying a Moth fragment with a Lantern will subvert it to a Lantern fragment of the next level. Knock subverts any other Lore type into Knock fragment of the next level.

Each subversion attempt will trigger multiple Challenges corresponding to the types of Lore used.

## Books and Tutors

* Most Texts can be studied to gain additional Lore fragments, as well as possible Influences.
* Studying a Language along with a Text in that language will convert it to an English version of that Text.
* Studying a person or Summoned with the Tutor aspect will allow you to learn their language. This will require either a Spintria as a fee or a Language as background.
The Chandler

**The Chandler** is possibly one of the Hours. It has been attested by her Names that there are other worlds, with other Manses. Though most hours are Gods-from-Stone, -Light, -Blood, -Flesh, or -Nowhere, she is none of these, yet. While all Hours are thought to have no more than three Aspects, The Chandler and The Witness "might claim otherwise". She has a "secret pilgrimage" which will gather the remnants of those who died in the ascension of the Watchman's Names and "assemble [them] in the image of the one who watches and does not act".

## Notes

* The first reference to the Chandler in the context of *Cultist Simulator* was in a pre-Kickstarter email containing various lore-related phrases, one set of which was:

"THERE ARE THIRTY HOURS."
"SIX HOURS ARE LOST."
"THE CHANDLER COMES."

* For a while, there were no in-game references to the Chandler, only a few messages by Alexis Kennedy on the community Discord. However, the Apostle legacies added two more references. The first occurs when a Long enemy attacks your Reason with Fascination, and is seen in the quote at the top of this article. The other is in the Apostle Entheate victory:

## References

1. ↑ Alexis Kennedy on Discord, via https://cdn.discordapp.com/attachments/418891210216701956/435724750090665984/unknown.png
2. ↑ Comments by Alexis Kennedy on Discord
3. ↑ Apostle Entheate victory text