recursal/Fanatic-Fandom huggingface dataset:
The Crowned Growth

## GENERAL INFORMATION

**"***All the gods-from-Nowhere, like the Growth, are especially menacing out-of-context things***"**
*THE CROWNED GROWTH, HOW IT BECAME*

## OTHER TITLES

**WF Catalogue Entry**

 *'There are immortalities beyond immortality. So now we thrive together in the soft place that fire cannot touch, and I will always be glad, and always.'*

**The Crowned Growth** is one of the perilous Nowhere Hours, who seeks to “infect and become”. It is a hungry Hour that wishes to transform all of reality into itself, and even looking upon it is hinted to be dangerous. Potentially has Winter as an aspect, due to its involvement in the Ghoul legacy, and Grail due to having “the power of lust and disease”

## Events

* **Sighting at the White Door** (1890): “Parsival” of the Society of the Noble Endeavor recorded a sighting of the Crowned Growth’s influence through the White Door, with the Dead present there turned into the “limbs of the Growth”.

## Relationships

* **The Velvet:** One of the older Hours said to oppose the Growth and prevent it from infecting reality.
* **The Horned Axe:** Another of the older Hours who keep the Growth at bay.

## Real-World References

* Despite being the 25th Hour, the Crowned Growth is present in place of the 21st card of the Tarot of the Hours. As the World symbolizes perfection, completion, and the cycles of life, this may be a reference to its wish to consume the world and make everything a part of itself.
* The Crowned Growth’s card includes significant Christian and royal imagery, including a picture of Christ consumed by fungus. This could be interpreted as Growth's desire to infect the Mansus and thus usurp its "sacredness".

## Other Notes

* The Crowned Growth was the first god-from-Nowhere revealed and the first to receive a Tarot card, though it was not referenced specifically in Cultist Simulator itself until the Ghoul legacy.
* In the Ghoul legacy, the Crowned Growth is one of the Hours responsible for the Elixir Zeboim, along with the Elegiast and the Flowermaker which involves taking in the seeds of the Crowned Growth and is likely the cause of Graveyard Mouth, which can lead to an anti-victory.

## Sources

1. ↑ 1.0 1.1 1.2 Fruitfulness
2. ↑ THE CROWNED GROWTH, HOW IT BECAME
3. ↑ 3.0 3.1 3.2 3.3 “Around 1890, in the Third History, the Crowned Growth could be perceived through the White Door.”
4. ↑ ANNOUNCING: A NEW HOUR!
5. ↑ Formula: Elixir Zeboim, Graveyard Mouth, The Hunger that Grows in Dark Earth, TO INFECT AND BECOME
The Wake

*'Apply pressure to the skin of the world, and it will part like the skin of a ripe fruit. '*
 *'Accelerate Fractures'*

The Wake, aka the Waking World, is a term used for our own reality in the Secret Histories universe. Most mortals live in ignorance of any reality beyond this one, though they may catch glimpses of what lies beneath the skin of the world through their dreams.
Though there is one Wake, its Secret Histories can be separated in to five major branches, as well as many more minor ones, between which locations and events are different.

## Areas/Locations in Cultist Simulator

* The Capital
* The Shires
* The Continent
* The Land Beyond the Forest
* The Rending Mountains
* The Lone and Level Sands
* The Evening Isles
* Exile Locations

## Other Locations of Interest

* Port Noon
* The Nine Libraries
* The Roost
Nyctodromy

*'The Wood lies outside the walls of the Mansus. As any student of Histories knows, the Mansus has no walls.'*
 *'Travelling at Night, vol 1'*

**The Mansus** is the invisible realm of the Secret Histories Universe, where the Hours reign and influence our own reality, the Wake. It is divided into several different sections with various landmarks and locals. While the Mansus has no walls, there are various Doors which must be passed to access each region of the dream realm, some of which have more specialized purposes as well...

It should be noted that the term "Mansus" is used both in reference to the invisible realm as a whole and to a specific region, also known as the House of the Sun, where a majority of the Hours reside.

The important regions of that realm include:

* **The Bounds** are the borderlands of the Mansus, a sprawling maze of gray smoke and mist. They lie between the Wood and the House proper, though they may serve as a boundary encompassing the dream realm as a whole.
* **The Wood** envelops the walls of the Mansus, though the Mansus has no walls. It is a dark, primeval realm of passion and chaos, where the principle of the Moth is strongest.
* **The House of the Sun** proper is the primary domain of the Hours, where the majority of them reside and influence reality.
* **The Glory** is the apex of the House of the Sun, an ultimate source of Light and enlightenment. It is the peak of the Lantern principle, and perhaps the Apollonian aspects in general. It is also the origin point of the firstgods-from-Light, the Sun-in-Splendour and the Forge of Days.
* **Nowhere** is the dark and unknowable land that serves as the resting place of the dead, and the home of dangerous beings such as Worms and the gods-from-Nowhere.
* **The House of the Moon** is a strange reflection of the House of the Sun, presided over by the Meniscate.

## Sources

1. ↑ Chilly Lessons with a Maid-in-the-Mirror
SoulWorker

## About

A Soulworker is a SoulForcer who possesses an extraordinary amount of SoulForce compared to normal SoulForcers and has the ability to conjure a SoulWeapon that used to assist them in combat. Soulworkers are considerably more powerful and rare compared to SoulForcers and are consequently considered a valuable war asset by the humanity in the fight against the SoulDregs and the Bashai. Due to the friendly nature of SoulForce, SoulWorkers are naturally able to find their way to the Starry Forest League. However, members of the Starry Forest League often take advantage of this and tend to treat SoulWorkers as tools. Not every SoulWorker joins the Starry Forest League as the former board of Directors for NED Company used to consist of SoulWorkers;however, they all perished on the battlefield. They are often characterized as people who use the powers of their emotions to empower themselves. There are currently ten active Soulworkers in the game (8 playable, 2 non-playable).

## Creation

A Soulworker is created when a person is able to absorb enough SinForce while having a strong desire for the power to help others. People without a strong desire may become a SoulForcer instead. However, exceptions to this rule do exist as Tenebris notes that a somebody with a desire to play music for others was able to become a SoulWorker. However, these SoulWorkers tend to not possess as much combat potential. Additionally, a SinWorker can be converted into a SoulWorker if they are able to control their desires. Likewise a SoulWorker can turn into a SinWorker if they are unable to keep their desires in check.

## Trivia

* Ladi was humanity's first Soulworker
* Tenebris was considered the strongest Soulworker at founding of the Starry Forest League
The Evening Isles

*'Across a bright far sea, Port Noon lies. Exiles, monsters and visionaries have long favoured the waters around it. Perhaps we shouldn't get too close. But it might be useful to get close enough.'*
 *'Look West, to the Evening Isles where the Long still walk'*

**The Evening Isles** are an area in Cultist Simulator, roughly correlating to the Caribbean. It is likely inspired in part by legends regarding the Bermuda Triangle. The most notable location is Port Noon, though the islands hold many other points of interest as well.

## Vaults

* **Raven Isle**: A volcanic island home to Alukites, who feast upon unwelcome visitors and mourn the children they consumed.
* **Fort Geryk**: A governor’s sandstone fortress left behind by a greedy empire, neither of which is documented in most histories.
* **The Wreck of the Christabel**: A sea vessel crushed by a sea-monster which fell in love with it. The wreckage now lies upon a reef, and the best dwells nearby still.
* **St. Tentreto of the Deep Door**: A cliffside monastery where monks drown victims to earn the protection of the Sister-and-Witch and prevent the building from collapsing into the sea.
* **Port Noon**: A island where Long who wish to hide from the Hours and world exile themselves. Those who drink from the island’s spring are forgotten.

## Sources

1. ↑ Raven Isle,Raven Feathers
2. ↑ Fort Geryk
3. ↑ The Wreck of the Christabel
4. ↑ St. Tentreto of the Deep Door
5. ↑ Port Noon
Rowena

## OTHER NAMES

* Treason-dam
* Professor Rowena Hengerst

**Rowena** is an alukite and a member of the Ligeia Club. The only Ligeian not present in Cultist Simulator, she appears in *Book of Hours* as a possible visitor during Numa.

She is stated to hold **the Mare’s Key** that opens **the Door to Nowhere**, and to have lent it unwisely now and then. Her sacrificial animal is unknown, but her associated animal is the **mare**. Given that her associated animal is the same as Morgen’s sacrificial animal, it is possible that the reverse holds true as well, thus making her sacrificial animal a **bull**.

Rowena is also the protector of Hush House, and is likely part of St. Rhonwen's Trust.

## Other Notes

* Her name is likely a reference to Rowena of the Matter of Britain, who won her people the Kingdom of Kent through her seduction of Vortigern.
* In Phase X of Enigma, this text appears: ‘In memory of Rowena, for whom Fortigan lost its crown.’ Given that Fortigan is another name for Vortigern, this further supports the connection to the Rowena described in the Matter of Britain.
* Rowena is also a character in the Edgar Allan Poe short story “Ligeia”, for which the Ligeia Club is believed to be named. In the story, Ligeia is the narrator’s first wife, a beautiful, intellectual woman with some measure of forbidden wisdom, who eventually dies. The narrator then enters a loveless marriage with Rowena. Rowena sickens and dies as well. During the narrator’s vigil, he sees her seemingly return to life, but Rowena has transformed into Ligeia. There is some ambiguity over how much of the story is an opium-induced vision.
	+ Rowena’s connection to the titular character of “Ligeia” may indicate that the Ligeia Club in-game is named for her, or for another unrevealed character Rowena has a relation to.
* Her epithet ‘treason-dam’ comes from the Mr Eaten twitter bot (@Mr\_Eaten), which responded to the names of each Ligeian with an epithet. Five were new epithets, while two (Echidna -> Monster-mother, and Morgen -> Sea-born) matched existing epithets and can be taken as confirmation that these epithets are canon to Cultist Simulator (since the bot is dubiously canon for Fallen London and had few ties to Cultist Simulator previously).

## Sources

1. ↑ Professor Rowena Hengerst
2. ↑ 2.0 2.1 Enigma Phase X – Solution
3. ↑ Rowena
4. ↑ Enigma Phase VIII – Solution
5. ↑ Ligeia
6. ↑ Treason-dam.
Port Noon

*'There is a choice that every immortal must make: enter the service of an Hour, or return to the mortal ranks, or face extinction. The sunny little island-port called Noon is the exile-realm of the immortals who refused all those options.'*
 *'Port Noon'*

Port Noon is an island hidden amidst The Evening Isles in the West. The island contains a Spring touched by the Gods-from-Nowhere, and those who drink from it are forgotten by the world. As such, it has become a sanctuary for Long who wish to escape the attention of the Hours and their servants, as renegades, exiles, or those who simply wish to be left alone.

Still, there are still those few amidst the Long of Noon who consider themselves Birds of a Feather, or, even more rarely, Worms of a Scale, and continue their work coordinating with forces of the outside world.

Most who seek refuge from the Hours or the investigations of the Suppresion Bureau during the twentieth century first found their way to St. Doves, a parish in Kerisham, followed by passage arranged on the Hebe Stanton.

## Notable Locations

 *'Port Noon is where the Long go to enjoy the sea and the sun, to drink from the Spring that makes them forgotten, and to stay out of trouble. Mostly out of trouble. The stories you can hear in the Hotel Ciervo are golden-dewed, quintuple-distilled toasts to memory, served straight up.'*
 *'Port Noon Anecdote'*
* **Hotel Ciervo**: A hotel owned by one Mr Burrs, which appears to serve as a meeting place on the island for Long, and perhaps others with ties to the Invisible World.
* **Cryppys Club**: A rooftop club where the Birds of a Feather gather.
* **Bar Vienna**: A cellar bar where the Worms of a Scale gather.
* **Poscind Park**: A small garden behind the Hotel Ciervo, where the Hokeys gather, shunned from the rest of society.
* **Toussaint Road Cemetery**: A gravesite where a Madame Rogier visits periodically to let Miss Naenia, gentlest of the Elegiast’s names, walk in her dreams.

## Other Notes

* A story of the founding of the House of Lethe similarly describes a stream discovered in the Wood which makes those who drink go unnoticed. As an order of Long who no longer serve any Hours and use the “arts of water” to remain hidden, they likely had a hand in the establishment of Port Noon, though this has never been explicitly stated.
* Though Noon serves as a sanctuary primarily for Long, the mortal Christopher Illopoly also sought safety there in the 70s and managed to acquire a cabin on the Hebe Stanton departing for the island. What happened to him afterwards is unknown.
* The Hotel Ciervo is known on at least one occasion to have hosted a guest lecture by Arun Peel, as a representative from the Committee of Hush House, one of thegreat libraries. The use of St. Dove as a connection point to Port Noon, the involvement of Hush House, and the implied relation to the House of Lethe all suggest the Elegiast has some involvement with Port Noon, and may be helping to keep it hidden from the rest of the world.

## Sources

1. ↑ The Elegiast's Name
2. ↑ Read 'The Serenity of the Black Wood'
Guidelines

*'Truth is a serpent. Answers feed its appetites.'*
 *'[1]'*
This wiki is intended to detail the lore of the Secret Histories Universe, consisting of the games Cultist Simulator and Book of Hours, along with related material. As much as possible, additions and edits should be intended to present (relatively) definitive information in a clear form. As a community project, everyone is welcome and encouraged to contribute.

Still, here are some things to avoid when making additions or edits:

* Do NOT focus on gameplay mechanics. While subjects such as specific endings, items, and in-universe processes might warrant mention in situations, guides, crafting manuals, and the like are not the domain of this wiki.
* Do NOT present personal theories, opinions, or interpretations as fact. While uncertainty and debate are unavoidable, pages and their contents are meant provide general information that is supported by evidence. More speculative statements can be included under sections labeled "Theories and Questions," if warranted.
* Do NOT simply present game text quoted verbatim as the majority of a page. Quotes are certainly useful and add some flavor but should not be the bulk of a page's content.

Here are also some suggestions when making changes to the wiki:

* References and sources are HIGHLY encouraged as inclusions - in the case of Book of Hours, references may be pending until tools for easy access are made available to the general community, but if you can source something that other people can verify easily, it is extremely helpful in validating the contents of this wiki.
* Please try to keep a consistent and somewhat "scholarly" tone to updates, in line with the style of the rest of the wiki. Whoever is the primary author or editor of a page should not have bearing on its style or contents.
* If you have questions regarding whether something should or shouldn't be included, feel free to post a suggestion or proposal, either in the discussion thread for the page in question or with the community hub of the wiki itself.

Thank you for your contributions and interests.
Missing Articles

This is the list of the articles yet to be written. It can be supplemented to request an article on a certain matter (without any promise that it'll be made).

## High priority

* Exile locations
* Powers, and their individual pages
* The Monastery of the Fifth Cup section in The Watchman's Tree

## Low priority

* Filling Entities - Glossary
* Adding and filling Locations - Glossary
Rending Mountains

*'The Rending Mountains, it has been said, tear the flesh of history. It has generally only been said by people like Christopher Illopoly, but still, they are a good region to find the places that daylight history does not recognise.*
Hunt for treasures in the Rending Mountains'

The Rending Mountains are an area in Cultist Simulator, representing the Middle East and lands once ruled by the Shadowless Kings. The mountains themselves are the Zagros mountains, and the term “Rending” is likely a conflation with the Greek myth of Zagreus, who was torn to pieces by the Titans, though there is no actual etymological connection between Zagreus and Zagros.

## Vaults

* **Hunter’s Pits**: A network of caves and traps used as a proving ground and place of execution for the Tearing Tribes. The remains of Skaptadons and other beasts lie within.
* **Snow’s Keeper**: A temple high in the mountains covered in luminescent fungi and home to restless spirits. It may in fact be a place of worship for the enigmatic Hour Snow itself.

## Sources

1. ↑ Zagros Mountains
2. ↑ Zagreus
3. ↑ Hunter's Pits,The Memory of War
The Rending Mountains

*'The Rending Mountains, it has been said, tear the flesh of history. It has generally only been said by people like Christopher Illopoly, but still, they are a good region to find the places that daylight history does not recognise.'*
 *'*
Hunt for treasures in the Rending Mountains'

**The Rending Mountains** is an area in Cultist Simulator, representing the Middle East and lands once ruled by The Shadowless Kings. The mountains themselves are the Zagros mountains, and the term “Rending” is likely a conflation with the Greek myth of Zagreus, who was torn to pieces by the Titans, though there is no actual etymological connection between Zagreus and Zagros.

## Vaults

* **Hunter's Pits**: A network of caves and traps used as a proving ground and place of execution for the Tearing Tribes. The remains of Skaptadons and other beasts lie within.
* **Snow's Keeper**: A temple high in the mountains covered in luminescent fungi and home to restless spirits. It may in fact be a place of worship for the enigmatic Hour Snow itself.
* **The Eye of Ikirmawi**: An observatory constructed under the orders of a sultan eight hundred years ago who could not sleep without gazing at the stars, though these stars were not safe for mortal minds to comprehend. Nowhere.
* **Mausoleum of Wolves**: A monument built before the fall of Rome for the funeral procession of the Sun-in-Splendour, though this preparation seems premature. The dead still linger in this place, and the howls of a wolf can be heard from within.
* **Tombs of the Shadowless Kings**: A number of burial sites remain for the original kings of these lands… at least those who did not achieve immortality. They are buried with their most precious treasures, expecting no luxury in the afterlife.

## Sources

1. ↑ Hunter's Pits,The Memory of War
2. ↑ Voivode's Citadel,Beginning an Expedition: Snow's KeeperThe Altar's Garment
3. ↑ The Eye of Ikirmawi,The Progress of the Heavens
4. ↑ Mausoleum of Wolves,Beginning an Expedition: Mausoleum of Wolves,The Coming of the Wolf
5. ↑ Tomb of the Shadowless Kings
The Lone and Level Sands

The River,' wrote the sage Mek, in the Book of the Centipede, 'runs through the sands out of myth and into legend.' This is the place the Centipede was born, they say. The sands of which Mek wrote hide perilous curiosities.'  'Locate tombs and sorrows in the Lone and Level Sands'

The Lone and Levels Sands are an area in Cultist Simulator, which appears to include both the Saharan and Arabian deserts. The name comes from the poem Ozymandias, by Percy Shelly.

## Vaults

* **Star-Shattered Fane**: The location of a meteor impact, once a sacred place to gods of the earth. The meteorite itself was worshipped for inducing dreams and continues to resonate with otherworldly power.
* **Lagun's Tomb**: The unassuming tomb of a once-immortal Long hidden in the desert, which has never been breached before. Lagun traveled from this resting place a number of times before finally embracing death. It is implied through the Ghoul DLC that Lagun is connected to the Horned Axe in some way, as his remains contain a memory of the last god-from-stone.
* **Messana**: A small village along a river, whose inhabitants feast on long-flesh to extend their own lives. It also serves as a Map’s Edge location in the Exile Legacy.
* **Temple of Seven Coils**: Built in the Third History, this temple to a dead god-from-stone now exists in all the Histories.?
* **Miah**: The birthplace of the Vagabond, who placed a curse upon this ancient city to be consumed by the desert and forgotten, as revenge for punishing her wanderings in the temple precinct long ago. It claims to be the first Roost of the Aviform Hours, and the Vagabond may still be encountered there now and then.

## Sources

1. ↑ [https://en.wikipedia.org/wiki/Ozymandias Ozymandias
2. ↑ Star-Shattered Fane,The Opening Stone
3. ↑ Lagun's Tomb,One More Treasure
4. ↑ Messana,A Long Feast,Hermitage of the Scythe
5. ↑ Temple of Seven Coils
6. ↑ Miah
7. ↑ Guise:Eagle
Moon

## PRECURSOR

 *'When the light is extinguished, the shadow persists. After the House of the Sun, the House of the Moon.'*
 *'Lunar Brazier'*

**Moon** is one of the Powers of the invisible arts. It is an aspect of secrets and hidden things, what is forbidden and what is forgotten.

## Themes and Imagery

 *'Still all the winds, still ever the beating tongue
Now still the mirrored moon, the sea's cauldron
When nothing's left then nothing is undone.'*
 *'Much is Lost'*

**Moon** is often symbolized not only by the moon itself, but by darkness, the night, and the sea. That which obscures, that which conceals, that which is mysterious and unknowable, all falls under the domain of **Moon**.

The House of the Moon, the strange realm that lies behind the Mansus, has a connection to this aspect as well, the shadow of the Sun filled with mysteries.

## Potential Hours

It is unknown if any Hours truly possess the New/Old Powers as aspects of their nature, or if any of them did in a previous age. However, there are some candidates as Hours of **Moon**:

* **The Meniscate**, who presides over the House of the Moon
* **The Velvet**, an Hour of Secrets and Darkness, who herself has ties to the House of the Moon, and who as a member of Calyptra conceals forbidden knowledge, "the night unwounded".
* **The Twins**, Hours called upon beneath the moon and at the sea’s edge, who are themselves associated with both the Velvet and the Meniscate.
Nowhere

*'Beyond the door, a winding stair lit by black nephrite lamps, and far below, the place called Nowhere where the Dead drift down, where nothing is exactly forgotten.'*
 *'Death is Down'*

**Nowhere** is a mysterious realm below the Mansus. It is described as very cold and dark, lit by lamps of black nephrite and filled with whispering voices. Many Hours guard against the forces of Nowhere to prevent them from entering the House and limiting their power.

Doors to Nowhere can be opened by the Mare's Key, held by Rowena the Ligeian, though it may only be used with the best of intentions, and it never opens the same door twice.

## Inhabitants

 *'They came from Nowhere, the warnings say, and if they complete their work, the Mansus will be Nowhere, one day'*
 *'The Worm Museum'*

Apart from the common Dead who drift ever downwards, Nowhere is home to many perilous denizens, which pose an ever-present threat to the fabric of reality:

* It is the resting place of the Dead Hours, the gods-from-stone who were slain during the Lithomachy and the Sun-in-Splendour after his division in the Intercalate. But while these Hours are long past, they may still find their way back from Nowhere someday.

* In the corpses of these lost Hours breed Worms, those terrible creatures that seek to overrun the Wake and Mansus.

* And of course, there are the gods-from-Nowhere, the strange and malevolent gods which have always inhabited this dark realm. The "real" Hours forbid interaction with the gods-from-Nowhere. Even still, the influence of these beings may creep up into the Wood and beyond on occasion, and some such as the Ring-Yew still commingle with them from time to time. The known gods-from-Nowhere are the Crowned Growth, the Mare-in-the-Tree, the Applebright, the Rising Spider, and the Witness.

## Other Notes

* The Elegiast is able to open the way from Nowhere for his followers to return, should they earn his favor as in the Ghoul Legacy.
* The Vagabond is known to have traveled to Nowhere, though whether she had cause to visit that realm beyond curiosity is unclear.
* Voyages to Nowhere by others not among the dead have also been recorded, as claimed by Ferninshun of Oreol. Such expeditions are undoubtedly extremely dangerous.

## Sources

1. ↑ “Around 1890, in the Third History..."
*"I thank the Sun for the Horned Axe, the Black-Flax, the other older Hours..."*
2. ↑ Death is Down
3. ↑ Read 'A Second Glory', 'The hearts of the false shall be taken from them when they cease; but the hearts of the true cease not.'
4. ↑ Watch-Worms, The Worm Museum
5. ↑ The Ecdysiast's Riddle
 *Q: Did the first God-from-Nowhere appear before, after, or during the killing of the Gods-from-stone?
A: Nowhere has always existed, and one quality of Nowhere is that it always contains the Gods-from-Nowhere.*
6. ↑ Mare-in-the-Yew
7. ↑ The Elegiast's Price
8. ↑ Read 'Where Has She Gone?'
9. ↑ Read 'The Voyages of Ferninshun of Oreol'
Notable Sources

Those are sources of the information directly related to the Secret History universe. This is where most of the info on this Wiki comes form, and most of the info you add on the Wiki should be backed by one, some or all of those resources.

1. Frangiclave Compendium (or its mirror that have a bit more info) or Cultist Simulator Wiki for in-game materials. Please be noted that some of the game texts were able to escape the archivation still, and thus are found only in the game files. Some of the hidden info can be found in On the Old Forms and the New, The Gospel of Zacchaeus and On the White, a compilations for all texts from Dancer, Priest and Ghoul.
2. Enigma of Glory, On the Smoky Satisfaction of the Mumu Boarts and The Lost Histories for texts from Enigma, Secret Histories-related ARG.
3. Weather Factory website and Twitter for promotional materials which may contain occasional lore snippets.
4. Inquisitions for the Demiurge and The Ecdysiast’s Riddle for AMA answers from the Weather Factory. Please note that "Inquisitions" contain unsearchable section with compilation of informative images (at the end of the doc).
5. Morland’s Bookshop for many other compilations, researches and essays made by the community. Big portion of this wiki comes from Morland's texts, usually in slightly altered state, so it may be beneficial to explore them first-hand. Among them:

## Community Works

* The Book of Suns, a detailed compilation of various information regarding the Hours of the Secret Histories Universe, their origins, conflicts, and connections.
* The Wars and Organizations of Occult History, a detailed compilation of the occult societies and their conflicts, with sources.
* The Ligeians and the Keys, the lore of the Ligeians and the keys they hold.
* On the matter of the Origins of the Black-Flax, a theory on the creation of the Velvet that claims that she is the resurrection of the remaining fragments of the Wheel.
* Alchemy - the Operations of the Forge, a piece on the Forge ingredients and tools and their connection to alchemy.
* The Enactments of the Hours, a collection of the “triune formulae” for each of the Hours.
* The Silver Book, a quick-and-dirty guide to the gendering of Hours for all your shipping needs, with sources.
* When the Sun Might be Mistaken for the Moon, an analysis of the connection between alchemy and the Gods-from-Stone.
Arun Peel

****Arun Peel****, one of the Great Hooded Princes, who abandoned his lineage’s dedication to Knock for the Thunderskin’s teachings. He supposedly flayed himself and used his blood to write The Flayed Tantra, which - along with the employment of the Geminate Invocation - helped protect him from the retribution of his brothers.

## Known Facts

* He has lived to modern-day, and is apparently now a member of the obscure academic association known as the Committee of Hush House. He is renowned for his lecture on the Great Writhing and the Masque at Versailles.
* He is mentioned several times in the Exile legacy as an acquaintance of the player, and may be encountered in the game under mysterious circumstances.
* It is likely he's responsible for the accounts of Ligeians and their Keys encountered in Enigma - or, at least, some of them - basing on how Enigma's text is attributed to him in Exile.
* 'Arun' is a name of the author of 'The Victory of Crowns', but it's unknown whether it's Peel or not. He himself doesn't recall writing it, but speculates he may have done so in a different History.

## Sources

1. ↑ Read 'The Flayed Tantra'
2. ↑ On the Smoky Satisfaction..., enigma lore compilation
3. ↑ At the Fane of Owls (2), At the Fane of Owls (3a), At the Fane of Owls (3b)
4. ↑ Enigma Phase X – Solution, Search for Something Unseen
5. ↑ The Victory of Crowns
Chronicle

## Notes

1. ↑ 1.0 1.1 Both the Moth and the Grail claim to be the first god-who-were-blood.
2. ↑ The Wheel connection to the House of the Moon may suggest that the Meniscate (and the Sun-in-Splendour) was present at the time.
3. ↑ 3.0 3.1 'The Origins of Hours' imply that there was a single god-from-Light who descended first. Was it the Forge or the Sun, unknown.
4. ↑ The Egg fled likely either after the Sun descended and started to threaten the Egg's position, or after at least one other gods-from-Stone was killed.
5. ↑ Had to happen before the Flint was shattered.
6. ↑ Exact time of his descent is unknown - it could have happened right after his ascent, some time later during the Lithomachy, or long after its end. Mentions of the Watchman in 'The Sky, the Soul' and in 'The World Does Not Weep' imply that he already was around in the time of the Shadowless Empire (~500 BCE).
7. ↑ End is supposed to correspond with humanity entering the Bronze Age ~3500 BCE.
8. ↑ Most of from-Flesh ascensions are likely happened after the slaying of the Seven-Coils.
9. ↑ Said to be the one of the 'older Hours' along with the Horned-Axe, so likely happened significantly earlier than the other events of this section.
10. ↑ Had to happen before the Twins' ascension.
11. ↑ 11.0 11.1 Had to happen before the Thunderskin's ascension.
12. ↑ 12.0 12.1 12.2 Accounts of the Roost - a secret locations where the aviform Hours gather - from the ancient cities of Lagash and Gordion imply all aviform Hours were present around 2000-1000 BCE.
13. ↑ The Lionsmith association with Heracles implies that happened before the 1000 BCE.
14. ↑ With the *possible* exceptions of the Watchman and the Flowermaker, since we have no information on their ascension time.
15. ↑ Peculiarly, adding the three leaked Hours gives us the full Tarot deck.
16. ↑ Likely corresponds with the Age of Discovery and/or the War of the Roads making Europe inhospitable for neutral Long.
17. ↑ Based on the adoption of the Gregorian calendar.
It is confirmed that the Intercalate happened after Hush House was established (in 6-7 century). Likely even later, after the War of the Roads - since The Church of the Unconquered Sun "schismed during the Intercalate, when the Sun was divided, and has not survived as a significant force" - but it was present during the War of the Roads. The first Worm War (16 century) also likely happened after the Intercalate, so, even if the date is not entirely correct, 15-16 century is a good guess.
Birdsong

Birdsong, one of nine, upon the Wisdom Tree takes part, among the Great Arts Unregarded, holds a special heart. A realm of music, riddles, and miscellanea so broad, less a wisdom, more like gossip, through accretion, lauded.

"A simple chatter," muttered a scholar, with a smirk, yet in its melody, many nuances lurk.

With skills diverse, the Great Art can be further explored. A sonnet in each tweet, a symphony in each chord.

### Snow Stories

> ***Much Remains ·***
>
>
> Medusa's Riddle, first: What Is Not Seen?
>
>
> The Night, the Heart, the Moon, the Day. Between.
>
>
> The palest key. The birth-scarred Coil Queen.
>
>
>
> This is Birdsong.
>
>

### Sea Stories

> ***The Sea-Born ·***
> The Ligeian Morgen, holder of the key of black sapphire, called sea-born, tide-drawn. Did she come from Ys behind the wave? If we speak her name at the rising of the moon, can we summon that old song of flutes and bells? These are Birdsong-riddles.
>
>
The Shires

*'Odd nooks remain in the quiet countryside - here and there - for those who know where to look.'*
 *'Uncover sites in the Shires that feature in the Histories'*

**The Shire** is an area in Cultist Simulator, representing the green hills and grey fields of the British countryside. A number of locations are scattered about with relevance to the invisible world.

## Vaults

* **Gladwyn Lake**: The location of an altar to the Twins that existed before the arrival of the Romans, which a legendary serpent of the Mother of Ants was sent to defile. The lake has since risen some, though it still contains the ruins of this site.
* **Lockwood Fen**: Murky mudlands which contain a shrine to the Malachite alongside others to small and secret gods, maintained by fervent locals.
* **Crowkiss Hill**: The resting place of a warrior-king who served the Colonel. Power still lingers there, and previous visitors have used it for special ceremonies, taking some of the funeral treasures and leaving others in their place.
* **Keglin’s Scratch**: Here the Romans discovered a place where Names hid things “not fit for sunlight”. Restless dead still linger there, as does a sarcophagus containing the corpse of a woman transforming into a wolf.
* **Gwaer Inn**: A seaside inn with a notorious library, now closed to scholars. Julian Coseley is known to have visited at least once.
* **Kerisham**: A coastal own which contains a “flaw in the world”, a place where the Histories align. It is in fact Caer Ys, a legendary city of Breton that was swallowed by the sea. Kerisham also contains the dreams where Old Mother Anguish, a Name of the Mother of Ants, met with her children, Ahad and Daha, Names of the Twins.

## Sources

1. ↑ Gladwyn Lake, Beginning an Expedition: Gladwyn Lake, The Chapel-Root
2. ↑ Lockwood Fen, Beginning an Expedition: Lockwood Fen, The Ring-Yew's Shrine
3. ↑ Crowkiss Hill, Beginning an Expedition: Crowkiss Hill, The Warrior's End
4. ↑ Keglin’s Scratch, Beginning an Expedition: Keglin’s Scratch, Once a Lady
5. ↑ Gwaer Inn, Beginning an Expedition: Gwaer Inn, The White Library
6. ↑ Kerisham
7. ↑ Name of the Mother, Name of the Moon, Name of the Serpent, Name of the Sister
8. ↑ Thine Eyes Have Seen
Nectar

*Blood*

## PRECURSOR

 *'The oldest Hours are the gods-from-blood, who rose from sacrifice. That blood was always spilt on the roots, and the rites of its spilling are still remembered.'*
 *'Rites of the Roots'*

**Nectar** is one of the powers of the invisible arts. It is the aspect of nature, the seasons, and primal forces of the earth. It was once a principle known as **Blood**, implied elsewhere to be the precursor to Heart, though it shares traits with many of the Dionysian principles.

## Themes and Imagery

 *'In the name of the roots, of the blood, of the buzzing within…'*
 *'Sacrament Malachite'*

**Nectar** as a power overlaps a fair bit with the standard principles associated with the Wood – the wild, untamed nature of Moth, the healing and invigorating properties of Heart, and the bloody and intoxicating themes of Grail. As such, it is commonly associated not only with plants, trees, and wildlife, but also sacrifice, sustenance, and life, usually in a more primordial fashion.

Supposedly **Nectar** is often considered as an opposite to Forge, likely representing a conflict between the natural world and the forces of fire and industry. However, there also appears to be some parallels in their uses towards crafting and cooking.

## Potential Hours

It is unknown if any Hours truly possess the New/Old Powers as aspects of their nature, or if any of them did in a previous age. However, there are some candidates as Hours of **Nectar**:

* **The Velvet** The secretive Wood Hour who rejects the glory and rose when the Roots first tasted Blood. The Long who ascended under the Velvet might be considered Nectar-long, rather than Moth-long, the only instance of immortals potentially ascending under one of the New/Old powers.

* **The Malachite**, as an Hour tied to the bounty of nature through bees and trees, a giver of sustenance and symbol of nature's bounty.

* **The Wheel**, assuming that as the principle called **Blood**, **Nectar** was eventually replaced primarily with Heart, then it follows that it was likely the principle of the Wheel prior to Thunderskin taking their place as a great protector in the Wood.

## Other Notes

* The Great Ink Marakat, associated with the Fifth History, is the colour of the principle that preceded Heart, which was likely **Blood**, now **Nectar**.
Scale

## PRECURSOR

 *'Everything comes when it is called - even the nightmares that trouble stone's deep sleep.'*
 *'Earthquake Name'*
**Scale** is one of the powers of the invisible arts. It is an aspect of the deep earth, ancient and crude, but not entirely forgotten.

## Themes and Imagery

 *'Feats and feits of forgotten things: the Carapace Cross, the line of Antaios, the world of a low red sun. 'Though much is taken, much abides.'*
 *'Pentiments and Precursors'*

**Scale** is very Chthonic in nature, tied to the forces of the earth and the underworld. Alongside the elemental earth – stone, sand, and shell – it also is associated with that which is ancient and buried. Its domain includes earthquakes, animal remains, and old or savage beings. Reptiles, particularly snakes, as scaled creatures who crawl upon and within the earth, are often connected to this aspect.

In general, **Scale** often appears to represent the world prior to the Lithomachy, as a power of the gods-from-stone who now lie dead in Nowhere, and the Carapace Cross, the precursors to humanity who have passed on. It also has some association with the forces of Nowhere itself, particularly Worms, the "Serpents Which Are Not Serpents".

## Potential Hours

It is unknown if any Hours truly possess the New/Old Powers as aspects of their nature, or if any of them did in a previous age. However, there are some candidates as Hours of **Scale**:

* **The Seven-Coils**, the serpentine god-from-stone whose corpse became a breeding ground for Worms.

* **The Horned-Axe**, last of the gods-from-stone, may have once had **Scale** as an aspect, as her nature is known to have changed at some point.

## Other Notes

* The phrase “Worms of a Scale,” denoting those aligned with the forces of History against the Eternal rule of the Hours, is likely in reference to this power.

* **Scale** in general appears to be one of the powers most aligned with the forces of History, as an aspect of the old world prior to the Sun’s ascension and the drift towards Eternity.
Rose

## PRECURSOR

 *'The traveller is always returning. One who does not is no traveller.'*
 *'Path & Pilgrim'*

**Rose** is one of the Powers of the invisible arts. It embodies the search for new horizons, new experiences, and new possibilities.

## Themes and Imagery

 *'Of wandering tribes, watchful vagabonds, and winged devourers.'*
 *'Sand Stories'*

Symbolized by a compass rose, **Rose** is often embodied through tools of exploration and discovery, though it also may be expressed in more spiritual ways, through gossip and legends, tales of travel and curiosity.

**Rose** is notable in that it appears to have largely replaced and expanded upon the domain of Secret Histories, the Ninth of the original Principles which is conspicuously absent from Book of Hours. It also bears some similarities to Moth, as an aspect of wistful longing and restlessness.

## Potential Hours

It is unknown if any Hours truly possess the New/Old Powers as aspects of their nature, or if any of them did in a previous age. However, there are some candidates as Hours of **Rose**:

* **The Vagabond**, the Hour who wanders across existence since her exile from the House, known as a traveler and gossip who rejects all boundaries.
The Land Beyond the Forest

*'Misty passes and remote villages, where the world's skin is thin.'*
 *'the Land Beyond the Forest'*

**The Land Beyond the Forest** is an area in Cultist Simulator, representing Eastern Europe. The name is a reference to Transylvania.

## Vaults

* **Cave of Candles**: A cave high in the mountains containing a great serpent kept sated by the sacrifices of a local man.
* **Voivode’s Citadel**: Inspired by Vlad the Impaler, the brutal historical figure upon whom the legend of Dracula is based. In the world of CS, the voivode was consumed by his thirsts, and his victims’ spirits linger with the castle.
* **Grunewald’s Permanent Circus**: A strange circus settlement which contains a worm-touched power and stinks of Nowhere.
* **Tower Revek**: a ruined structure supposedly destroyed in a battle between adepts of the occult. Following an expedition looting the cellar that remains, the tower-stump vanishes in a flash of cobalt light – perhaps the direct interference of the Hours?
* **The Kusnetsov Endowment**: The Department of Eschatology (the study of humanities final judgement and fate after death) at a certain university was funded by a significant portion of the blood-soaked fortune of Prince Kusnetsov. The buildings are now sinking into a freezing swamp, and amidst the ruins a portrait of a Forge-Long looms over a collapsing library.
* **Foxlily Meadows**: A meadow among the mountains, where the flowers instill great hunter in those who catch their scent. Karpellus, a Name of the Flowermaker, sometimes roams amidst the flowers.

## Sources

1. ↑ Cave of Candles,A Nest of Lights
2. ↑ Vlad the Impaler
3. ↑ Voivode's Citadel,Beginning an Expedition: the Voivode's CitadelThe Empty Tomb
4. ↑ Grunewald's Permanent Circus,After the Circus
5. ↑ Tower Revek,Beginning an Expedition: Tower Revek,A Long-Delayed Conclusion
6. ↑ The Kusnestov Endowment,Word's End
7. ↑ Foxlily Meadows
8. ↑ The Name of the Flowermaker
Sky

## PRECURSOR

 *'When the sun was redder, when the world was softer, and the Thirty ruled the sky… the winds were better neighbours.'*
 *'Wind-in-Waiting'*

**Sky** is one of the Powers of the invisible arts. It is the old power of the lower heavens, and encompasses music, weather, and flight – all things which the wind might carry across the world.

## Themes and Imagery

 *'The nine winds gossip, and sometimes we can listen.'*
 *'Sky Stories'*

**Sky** presents the order and structure of the universe as a thing of beauty and harmony, a gentle aspect that can be appreciated through song and study. It is the power of mathematics, law, and balance, and birds are heavily associated with this power as the denizens of the sky.

In particular, **Sky** seems to exist in relation and in contrast to the principle of Lantern, as the Sun, though too bright to look upon directly, dwells within the Sky.

## Potential Hours

It is unknown if any Hours truly possess the New/Old Powers as aspects of their nature, or if any of them did in a previous age. However, there are some candidates as Hours of **Sky**:

* **The Thunderskin**, the storm that beats to preserve the world, whose chosen dwell as eternal spirits of music in the Mansus.

* **The Madrugad**, as an Hour of Balance, and a member of Calyptra, the triumvirate of Hours who prevent the spread of forbidden knowledge, thereby helping to maintain the current order of existence.

## Other Notes

* **Sky** seems to support and reinforce much of the ideology held by Birds of a Feather, who believe that the reign of the Hours and the Sun is good and necessary.
	+ Themes of Feather - another power that was cut during the development of Book of Hours - were said to be merged into the themes of **Sky**.

* In general, the aspect appears to align and support the drift towards Eternity, painting the concept of unity and order as a noble and beautiful goal. This is curious, considering how some sources and individuals warn against the "Tyranny of Eternity", and yet **Sky** seems devoid of such negative connotations itself.
Expeditie Robinson 2011

***Expeditie Robinson 2011*** is het twaalfde reguliere seizoen van Expeditie Robinson.

## Twists

* **Landingsproef:** Tijdens de Landingsproef moesten alle kandidaten individueel een parkour afleggen. Hierbij konden ze voedsel, materiaal en *Immuniteitsmunten* verzamelen. Terwijl de kandidaat het parkour aflegden, werden ze getimed. De vier mannen en vier vrouwen die het parkour het snelst hadden afgelegd, vormden Kamp Noord en hoefden niet naar de Eilandraad. De andere acht kandidaten vormden Kamp Zuid en moesten naar de Eilandraad.
	+ **Immuniteitsmunten:** Wanneer een kandidaat een *Immuniteitsmunt* inzette op de Eilandraad, dan verviel één stem per *Immuniteitsmunt* tegen hem/haar.

* **De Grot:** De kandidaten die vóór de Samensmelting waren weggestemd op de Eilandraad kregen de mogelijkheid om hun expeditie voort te zetten in *De Grot*. Hier moesten zij zien te overleven tot de Samensmelting. Gedurende de tijd dat de kandidaten in *De Grot* moesten overleven, moesten zij een boot bouwen om daarmee naar de Samensmelting te varen.
* **Samensmeltingsstemming:** Op de dag van de Samensmelting moesten de overgebleven kandidaten stemmen op de kandidaat die zij het minst graag in de Samensmelting zien. De kandidaten die minstens één stem kregen moesten een Proef tegen elkaar spelen. De verliezer van die Proef moest het spel verlaten.
Hours

**The Hours** are strange and powerful beings that govern the forces of reality. They are often considered to be gods in the world of the Secret Histories.

There are 36 known Hours with 30 of them being extant:

* 21 "normal" Hours of the Mansus;
* 5 gods-from-Nowhere - the Rising Spider, the Crowned Growth, the Applebright, the Mare-in-the-Tree, the Witness;
* The Chandler, who is the Hour-yet-to-be; however, she is often grouped with the gods-from-Nowhere;
* 6 Hours - the Egg Unhatching, the Wheel, the Flint, the Tide, the Seven-Coils and the Sun-in-Splendour - that are currently dead in Nowhere;
* 3 Hours - the Giribrago, the Snow and the Blackbone - that aren't directly mentioned anywhere in the game and appear only in the Weather Factory Catalogue.
Secret Histories Wiki

*Herein lies knowledge of the world and lore of Cultist Simulator and its associated media.*

Learn the truth of the **Hours**, the strange and powerful beings that govern **the forces of reality**.
Explore the halls of the **House without Walls**, and all that lies beneath the skin of the world.

Study the **Five Histories**, their thousand demi-real branches, and the secrets buried deep within.
**ENTER, AND BE ILLUMINATED**

**HOURS**

**CHRONICLE**