recursal/Fanatic-Fandom huggingface dataset:
Konchyliak Trough

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

## Description

### Without Distinction: Moth-Eaten

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

### With Distinction: Moth-Eaten

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

## Interactions

### Wander the streets.

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

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

Success: +1 Cryptoglyphic Tablet or +1 Occult Relic

Failure: +Wound or +Distinction:Motheaten, begin Motheaten, +1 Fragment of Epiphany, +3 Guile, +Wound, -Sanity
Hideous Revelation

*While you possess a Hideous Revelation, your maximum Sanity is limited.*

## Uses

* The City of Keys, 151 Withering Street, sell for 500G and +1 Reputation: The City of Keys
* The City of Masks, Lady Nyctimene, sell for 500G and +1 Reputation: The City of Masks
* The City of Bridges, Basilmoth, sell for 500G and +1 Reputation: The City of Bridges
* Founder's Fire, Prince's Eye, sell for 550G and +1 Reputation: The Sixfold Principate
* Ghoulwatch, The Silent Minister, sell for 400G and 1 Deiform Scabmatter

## Gain

* Translate an inscription at The Goat-Stones, requires an Esoterica check. This can be done once per visit
* One can be gained by feeding a Godcorpse to The Lord of Crows. This can only be done once.
The Cyrus Institute

The Cyrus Institute is a Locked Room, and can therefore be considered a **spoiler**. It is located directly to the west of the Cathedral of Stolen Gods. There are no shops here.

## Description

*The first thing you notice is the night sky above - a blanket of stars and a bright, bulbous moon. Where has the ceiling gone?*

*The second thing you notice is a group of young men and women hurrying to greet you. Some are flying nonchalantly above the ground, some have lightning or fire trailing from their hands. "You unlocked the Door!" exclaims one of the hovering girls. "Thank God! You have no idea how long we've been trapped here! What lies beyond? Can we go back to Earth now?"*

## Interactions

### Look up at the sky.

Once per visit

*You're still bewildered by the lack of ceiling.*

+1 Breathtaking Spectacle

### Try to explain the House.

Once ever

*Well, this is complicated. It's a parasite dimension of klepto-architecture, and it steals things and people from other worlds. Hmm. You might be going too fast.*

+1 Moment of Melancholy

### Speak with the students.

Once per visit

*What can they tell you about this strange Institute, and the world they were taken from?*

+1 Glimpse of Another World

### One of the students has a question.

Once ever

*The others are smiling and cheerful, but she seems different. Subdued.*

+1 War Story

+30 Apprehensions
Mycena Free State

Mycena Free State is a settlement in The Chimeric Empire. Despite the name, it is a slave-camp of Mycena.

## Description

*The floor is bristling with fibrous stumps where giant toadstools once stood. Only a few clusters of the fungi remain intact.*

*A half-finished statue looms above all, most of its features hidden behind layers of scaffolding.*

*A beak-faced woman with compound eyes is standing, suddenly, at your shoulder. "My name is Tramelia," she says sweetly. "And I will be your guide for the duration of this visit."*

*"Welcome to the Mycena Free State, home of the Chimeric Empire's mycenae population."*

## Interactions

### Ask Tramelia for a place to stay.

Requires: Sanity damage

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

-40 G

+Sanity

+1 Haunting Vision

### Ask Tramelia for recent news.

Requires: 0 Current Affairs: Mycena Free State

*Your face is reflected a million times in her bulging eyes.*

+1 Current Affairs: Mycena Free State

### Allow Tramelia to guide you.

Once per visit

*"There are wonderful things for you to see here!" she trills.*

Possible results:

* +1 Moment of Melancholy

### Dance in fungal dreams.

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

-1 Dreamsalve

If Find-the-Lady 3: +1 Divine Scrutiny: Wyl o'Pan, +1 Lurid Tale, +1 Fragment of Epiphany

## After the Revolution

*The mycenae are busy regrowing their fungus-cottages and tearing down old monuments to the Emperor. The mossy statue now sports an enormous fungal cap, casting the floor below in shadow.*

### Stay in one of the regrown fungus-cottages.

Requires: Sanity damage

*The mycenae welcome you with open arms.*

+Sanity

## Shops

### State-Approved Goods

*Patchwork soldiers shamelessly give this shop a shake-down even as you're waiting to buy something. The mycena behind the till hands over a bribe without rancour, only fear.*

Additional categories
Hobby: Debauchery

*Drugs, alcohol, and other addictions. You've lost entire days, and awoken without memories or regrets. Eventually, you built up a tolerance. (Guts +5)*

One of the available hobbies. Boosts Guts. Gained at character creation.

Having this background makes "rest and recover" options take longer, but recover more Sanity. They cost the same amount, so Sanity recovery overall is cheaper.
Carapas

Carapas is a city in The Entomarch. The people here have tamed giant beetles as mounts.

## Description

*A circular stone fort-town, covered in scaffolding, forever sinking into the sucking mud below. More Carapas must constantly be built to outrace the swamp.*

*Here, House Lucanid rule from the beetle-shell Carmine Palace.*

## Interactions

### Rest and recover.

Requires: Sanity damage

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

-30 G

+Sanity

### Repair your hull.

Requires: Hull damage

*In all the Entomarch, only the blacksmiths of Carapas can perform the complex mechanical repairs necessary for a kinetopede.*

-# G

Hull to max

### Gather news.

Requires: 0 Current Affairs: Carapas

+1 Current Affairs: Carapas

### Delve into the Underbelly

*A hundred Carapas cast-offs echo down through the mud.*

### Gain favour with Lady Lucanid.

Once per visit, Spirit check

*You will need to earn her trust before you gain entry to the Carmine Palace. She operates several charitable institutions in the city, and tours them often - if you volunteer at one, you could hope to bump into her.*

Success: +1 Lady Lucanid's Favour

### Currying Favour.

Requires: 1 Lady Lucanid's Favour

Options:

* -1 Lady Lucanid's Favour, +1 Human Prisoner
* -2 Lady Lucanid's Favour, +1 Dangerous Beast (Alive)
* -3 Lady Lucanid's Favour, +1 Arcane Codex, +1 Meandering Treatise, +1 Oscillating Prism

### Visit the Carmine Palace

Requires: 1 Lady Lucanid's Favour

*The Carmine Palace is built in a magnificent rust-red beetle-shell. Grand doors swing open for you. Scarlet-liveried guards bow deeply.*

### Propose marriage to Lady Lucanid.

Requires: 9 Lady Lucanid's Favour, 1000 G

*You will need to offer love, companionship, and a fearsome dowry.*

## Shops

### Oldbone Forge

*A thrall greets you at the door with a smile. The Oldbone Forge is where the blacksmiths of Carapas ply their trade.*
Moth-Eaten Recalcitrance

Unlocking a door south of Recalcitrance creates Moth-Eaten Recalcitrance. There are no shops here.

## Description

*The City of Keys had three colonies. Vex, New Frontier, Recalcitrance. One lost. Two destroyed.*

*Recalcitrance has been entirely overtaken by pale moths. They blanket every surface, wings shivering, stirring occasionally in a fluttering flurry. There are no other signs of life left - all has been devoured.*

### Without Distinction: Moth-Eaten

*Imagine it. The pale tide. Perhaps you shouldn't have opened that Door to the south...*

### With Distinction: Moth-Eaten

*Imagine it. The pale tide. Glorious. Soon, your kind will conquer all the House.*

## Interactions

### A battlefield.

Requires: 0 Trophy: Flag of Recalcitrance

*Here, humanity made its last stand against the moths.*

+1 Trophy: Flag of Recalcitrance
Idea: Hunter's Vest

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

*An Idea for a thick tunic ideal for battling, heavy lifting and long journeys.*

### Open World Puzzle

#### Requirements

Spoiler

Conducting Lantern **and**

Scouting Lens *or* Taming Bands

#### Walkthrough

Spoiler

Use the Taming Bands to park a Bleeker at the Bleeker symbol to raise the platform, then use the Conducting Lantern on the other platform with the Balloon symbol to raise that platform.

**--or--**

Deploy the Scouting Lens at the Balloon symbol (**not** *on* the platform) next to the platform and view the map. Hit the targets on the platform in the order shown in the map to raise the platform, then use the Conducting Lantern on the other platform with the Bleeker symbol to raise that platform.

Spoiler

**--then--**

Pull the lever at the center area and compare the symbols on the pillars to the ones shown on the platforms. Rotate the platforms using the Conducting Lantern on the crystal nearest the platform to turn. Match the symbols on the platforms to the symbols on the pillars, then pull the lever to open the giant door to access the chest.
Affina

Affina is a city in The Confectorate.

## Description

*A spindly town of boiled black sugar, brittle towers swaying gently in the under-door draught.*

*The entire cough-sweet-stinking place sits above a lake of liquid liquorice so still and dark and pure it could be a mirror.*

## Interactions

### Rest and recover.

Requires: Sanity damage, Vigilance check

*You've heard that it is unwise to sleep in Affina. You must be cautious.*

Success: -25 G +Sanity

Failure: -25 G, -Sanity, +1 Haunting Vision

### Gather news.

Requires: 0 Current Affairs: Affina

*The Affinites will speak to you in exchange for a drop of your blood on their tongue.*

-Sanity

+1 Current Affairs: Affina

### The lake stirs.

Once per visit

*Silence.*

Possible results:

* +1 Disquieting Incident
* -1 Lower-Deck Crew
* -1 Lower-Deck Crew, +1 Dubious Trinket

### Search for the Prince's Heart

Requires: The Prince's Heart 3

The Prince's Heart 4

-3 Occult Relics or -1 Lower-Deck Crew or -1 Prisoner

## Shops

### Aniseed Passage

*A subterranean tunnel lined with contorted statues carved from boiled black sugar, sweating and melting and twisting further as they melt. Between them are cross-legged merchants in dark robes and hoods. They thrust their wares toward you in silence.*
Eld Abrathat

Eld Abrathat is a settlement in The Principate.

## Description

*Nestled within the mouth and eye-sockets of an enormous skull, Eld Abrathat is the Principate's centre of trade.*

*But it is also infamous for its overwhelming number of heresies, cults, and secret societies, and those who live beneath the dome of Grandfather Skull too long are said to go insane.*

## Interactions

### Rest and recover.

Requires: Sanity damage

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

-20 G

+Sanity

### Repair your hull.

Requires: Hull damage

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

-# G

Hull to full

### Gather news.

Requires: 0 Current Affairs: Eld Abrathat

*There are radios on every street-corner, but using them costs a coin a minute.*

-15 G

+ Current Affairs: Eld Abrathat

### Wander the Screws.

Once per visit.

*The dome of Grandfather Skull darkens these maze-like streets.*

Potential results:

* -Sanity, +1 Horrifying Ordeal
* +1 Droll Recollection, +1 Arcane Codex

### Visit the archaeological digs.

Once per visit. Requires: 3+ Reputation: The Sixfold Principate

*There is a city beneath the city. It fell long ago, when the House was young.*

Possible results:

* +1 Bizarre Effigy
* +1 Old Bones, +1 Dubious Trinket
* +1 Embalmed Corpse

### Ask about the Heart's last visit to Eld Abrathat.

Requires: The Prince's Heart 2

*The Hand mentioned a cult called the Stone-Eaters.*

Always: The Prince's Heart 3

+1 Bizarre Effigy

+1 Hazard-Coffee

+1 Dragon Spice

+1 Unsanctioned Scripture

Sometimes: +1 Fragment of Epiphany

### Dive into Panorama's Memories.

Requires: Panorama Volt on board, A Walk Through the Dark 2, 1 Empty Memory-box, 1 Dreamsalve

Always: A Walk Through the Dark 3, -1 Dreamsalve

Sometimes: +1 Moment of Melancholy

### Take Spire through the city.

Requires: Spire on board, Third Eye 2

Options:

* +1 Cryptoglyphic Tablet
* +2 Reputation: The Sixfold Principate, +1 Divine Scrutiny: Nahash

## Shops

### The Screws

*A web of alleys infamously bursting with occult stalls and shops. Some only appear on certain days. Some are built of glass and rubber or filled with darkness or stretched across strange dimensions. At least one is built inside the groaning mouth of a live whale.*
Swarm Bomb

*One of these can destroy a city. None have been used since the Chimeric Campaign.*

Weight: 6

## Uses

Hand in the Swarm Bomb to Information Brokers:

* City of Keys, 151 Withering Street: 3000G, +1 Reputation: The City of Keys, +2 Stability: The City of Keys
* Founder's Fire, The Prince's Eye: 4000G, -2 Stability: The City of Keys
* City of Masks, Lady Nyctimene: 2800G, 1 '79 Vintage Angelwine, and -1 Stability: The City of Keys
* Ghoulwatch, The Silent Minister:1000G, +1 Reputation: Ghoulwatch, and 1 Undreamt Treasure
Abandoned Cottage

*A rickety old house from another world, dropped into this much larger House without ceremony. Its ceiling has fallen in, and rats scatter from the rubble as you approach.*

## Exploration Rewards

Exploration at this location can reward one of the following:

* Occultist Paraphernalia
* Deactivated Golem
* Glimpse of Another World
* Lower-Deck Crewmember
* Human Prisoner
New Draden

New Draden is a city in The Empire of Thread.

## Description

*The Empire's grand new experiment, a city at war with its own reflection.*

*Half of New Draden can only be found by looking through the cracked sheet of witchglass blanketing its floor. A citizen of New Draden is not respected until they have killed their mirror-self - until they can look down and see only a corpse staring back.*

## Interactions

### Gather news.

Requires: 0 Current Affairs: New Draden

*Faint figures weave within the glass beneath your feet. The Threaded citizens above-mirror will speak to you, but they are always glancing down in distraction or fear.*

+1 Current Affairs: New Draden

### Wander the glass streets.

Once per visit

*The reflection below does not entirely align with the city above. You feel dizzy when you look down at the ceiling.*

Possible results:

* +1 War Story

## Shops

### The Halfway House

*A shop half-real, half-mirrored. You must pass between the two to see all the wares, and the sensation is unpleasant. This boundary should not be violated so routinely.*

## New Draden deserted

Trigger unclear.

*New Draden stands gleaming and spotless and empty. Everyone is gone. The mirror-glass streets reflect nothing but architecture and a few abandoned remnants of life - an upset cart, a table of half-eaten meals.*

*An evacuation? An abduction? New Draden offers no answers, only crushing silence.*

### Wander the empty streets.

Once per visit

*Not a soul is left.*

+1 Disquieting Incident

### Prise up a pane of witchglass.

Once per visit

*It's not like anyone is around to stop you.*

+1 Witchglass
Bodach's Gaze

Bodach's Gaze is a landmark between The Cities, The Ghoulwatch, and The Entomarch. There are no shops here.

## Description

*Dozens of colossal eyes stare from the ceiling.*

## Interactions

### Examine the Gaze.

Once per visit, and requires no Bodach's Gaze and Esoterica check

*The eyes blink in a strange pattern. Could it be a code*

Success: Bodach's Gaze 1, +2 Apprehensions

### Continue decoding the Gaze.

Once per visit, and requires Bodach's Gaze 1 or 2 and Esoterica check

*You're close to finding a pattern in the blinks, you're sure of it...*

Success: Bodach's Gaze 2 or 3, +1 Moment of Melancholy, +2 Apprehensions

### Research Bodach's Gaze.

Once per visit, and requires Bodach's Gaze 3 and Esoterica check

*Look through your books. There must be a reason - what is it? And why does it want to die? Should you destroy it, or leave it be?*

Success: +1 Unsettling Conjecture

### Blind Bodach's Gaze.

Requires Bodach's Gaze 3 and 10 Flares

*Setting off this many flares at once will burn out the eyes. Perhaps that will be enough?*

### Blind Bodach's Gaze.

Requires Bodach's Gaze 3 and 6 Gunpowder

*A huge explosion will burn out the eyes. Perhaps that will be enough?*

-6 Gunpowder

+50 Apprehensions

+1 Moment of Melancholy

+1 Haunting Vision

+1 Glimpse of Another World

+1 Trophy: Eye of Bodach

End Bodach's Gaze
Enchanted Gimmick

*It spins or whistles or lights up or something. Most serious occultists use their theurgy with caution and restraint. This is the opposite of that.*

Weight: 0.5

## Uses

### Concerns

* Used to catch an optivore hawk in Buzzard's Omen during Otto Von Honbach's crew quest; A Zoological Adventure
* Can be used in Mergulus during the quest Dreams of the Dancing God

## Gain

* Use Dubious Trinkets to get a chance to receive one
Black Widow (scroll)

* 3

This card is meant as a way to boost cards with the Sleep ability, particularly Black Widow (Card).
It first appeared on 16 November 2017.

## Acquisition

 Famfrit Components | 16-Nov-2017
 Anima Components | 23-Nov-2017
 Bahamut Components | 23-Nov-2017
 Hashmal Components | 30-Nov-2017
 Hecatoncheir Components | 30-Nov-2017
Pets

A variety of **pets** can be obtained during your travels through the House. Pets are listed in your cargo but have a weight of 0 and require no upkeep.

## Sanity

When you return to a settlement, if you have one or more pets, you can interact with one of them to restore some Sanity for free. You can only interact with one pet per visit, no matter how many of them you have collected.
Mind-shattering Disruption

*You have glimpsed something that wreaked irreversible harm on your psyche. While you posess a Mind-shattering Disruption, your maximum Sanity is limited.*

## Uses

* Required to propitiate Anglecrab; Anglecrab's Scrutiny can be gained by killing Noddy-Doctors or in the Fractal Fortress

## Gain

* One can be gained in The Jagged Sands during Abbas Salem's questline, if you retrieve the treasure after finding Linnaea
* One can be gained by giving a Godcorpse to the Lord of Crows and joining in the feast.
* Passing the Guts check after selling information to The Silent Minister will grant 1.
Chaga

Chaga is a ruin between The Chimeric Empire and Oddwinter. There are no shops here.

## Description

*An ancient fungal ruin.*

*A mycena city was built on this vast shelf-fungus once, a city whose occult powers still defy understanding. The shelf collapsed long ago, sloughing across the floor.*

## Interactions

### Explore the ruin.

Once per visit

*Eerie fungus-phosphorence plays across your kinetopede, painting the wall with dancing shadows.*

Possible results:

* +1 Primordial Oddity
* +1 Bizarre Effigy
* +1 Indecipherable Tome

### Search for the Lady.

Requires: Jhang Ba Sho on board, Find-the-Lady 2

Find-the-Lady 3 or End 1
Harlequin

Harlequin is a city in The Chimeric Empire.

## Description

*A city of fools and jesters, but nothing about Harlequin is amusing.*

*Most of the citizens live outside the city walls in vast tent-slums, ragged and bright and teeming with disease.*

## Gaining Entry

To gain entry to Harlequin, you will need one of the following:

* 4+ Reputation: Chimeric Empire
* 30 G + Stats#Guile check
* 1 Droll Recollection

## Interactions

### Rest and recover.

Requires: Sanity damage, Spirit check

*This will recover some of your Sanity.*

Success: +Sanity

Failure: -Sanity

### Repair your hull.

Requires: Hull damage

*Sixteen raucous clowns pile into your kinetopede, waving wrenches and blow-torches with a gleeful lack of regard for each other's lives.*

-# G

Hull to max

### Gather news.

Requires: 0 Current Affairs: Harlequin

*The tannoys, of course, are useless for anything but propaganda and punning. You'll need to speak to the beggars, who won't be willing to talk for free.*

-10 G

+1 Current Affairs: Harlequin

### An audience with the Painted Queen.

Once per visit

*The Pasquinade Palace is hosting one of its games. You may petition the Queen if you wish, but try not to bore her.*

+1 Lurid Tale

### Violence in the tent-slums.

Once per visit

*You hear gunfire, and screams that could be laughter.*

Possible results:

* +1 Lurid Tale
* +1 Unsettling Conjecture

### You are invited to a Night of Revels in the Pasquinade Palace.

Requires: 8+ Reputation: Chimeric Empire

*The messenger is a blind old clown whose eyes have been replaced with plastic flowers.*

+1 Disquieting Incident

### Ascertain the loyalty of the Painted Queen.

Requires: Empire's Overthrow 5

+2 Angelwine
+1 Obscene Booklet

### Accompany Harmony to the Grotesquerie.

Requires: Harmony Ricketts on board, Beauty in Abomination 6, Vigilance check

Always: -2 Terrible Secret, +1 Disquieting Incident, +1 Horrifying Ordeal, -Sanity, Beauty in Abomination 7

Success: +1 Box of Terrifying Memories

Failure: +1 Disquieting Incident

## Shops

### The Grotesquerie

*Clowns in white coats perform their craft upon willing and unwilling subjects, with vats and pins and scalpels.*
(Note: Although some of the descriptions suggest that items are available for sale, the Grotesquerie only ever purchases.)

### Grueber's Sardonic Implements

*Grueber is not merely a merchant - he also offers his services as a prankster, musician and thief for hire. His shop is fashioned in the sickeningly colourful Harlequin style and filled with weaponry.*
Fargyle Keep

Fargyle Keep is a settlement in The Cities.

## Description

*Spires soar to the ceiling, pale as sculpted wax. Around them a moat, glimmering and lethal - that is the silver of mercury, not water. High above you, red pennants ripple in the House's strange gusts and inhalations.*

*The drawbridge is lowered. The Poet-Knights, it seems, are receiving visitors today.*

## Interactions

### Enter the castle: An evening with the Poet-Knights

Once per visit.

*They are fine and generous hosts, especially to an individual of the poetic persuasion.*

Possible results:

* +1 Thrilling Yarn
* +1 Thrilling Yarn, -1 Glimpse of Another World, +1 Terrible Secret
* +1 Droll Recollection
* +1 Droll Recollection, +1 Fragment of Epiphany
* +1 Droll Recollection, -1 Colour-Dust, +1 Haunting Vision

### Enter the castle: Petition to become a Poet-Knight.

Requirements: No A Knightly Quest, Poet distinction, 50+ Esoterica, 50+ Grit

*You are already a poet - all you need is a sword and a suit of armor.*

Begins A Knightly Quest

### Enter the castle: Deliver the good news to Lady Juliet.

Requires: A Knightly Quest

+30 Apprehensions

End: A Knightly Quest

+Distinction: Poet-Knight

+1 Droll Recollection

### Take Tybalt to train with the Poet-Knights

Requires: Tybalt Balsamic IV on board, Heir Apparent 3 and either a Spirit check, Laudanum, or Distinction:Poet-Knight

Success: Heir Apparent 4

### Search for Bradley's daughter.

Requires: Bradley Baggs on board, A Bet With Bradley 3

*Perhaps she managed to find her way here and fulfil her dream.*

Options:

* +40 Apprehensions, A Bet With Bradley 4
* End A Bet With Bradley

### Convince the Poet-Knights to stage 'The Romance of Lord Reynard.'

Requires: Judith Grimalkin on board, Hunting Lord Reynard 5, plus Distinction: Poet-Knight or Stats#Esoterica check

Success: Hunting Lord Reynard 7

+1 Romantic Encounter

Failure: Hunting Lord Reynard 6

### 'The Romance of Lord Reynard' is currently having a dress rehearsal.

Requires: Judith Grimalkin on board, Hunting Lord Reynard 7

*"Let's see how they're getting along," whispers Judith.*

+1 Thrilling Yarn or +1 Droll Recollection or +1 Horrifying Ordeal

+1 Droll Recollection

+1 Romantic Encounter

Ends Hunting Lord Reynard

### Fiona gathers her old teachers and reads them a selection of her new improved poetry.

Requires: Fiona McConnaghe on board, The Poet and the Knight 2

Always: The Poet and the Knight 3

Optional: +1 Droll Recollection, +1 Fargyle Whiskey, +Sanity

### Take Cromlech to a poetry recital.

Requires: Cromlech on board, The Rebellion of Stones 5

+1 Fragment of Epiphany

### Ask the Poet-Knights to train Ransack in the ideals of chivalry.

Requires: Ransack Morton on board, Ransack's Redemption 3

+1 Moment of Melancholy

Ransack's Redemption 4

## Shops

### Depthless Delights

*The Poet-Knights would love to abstain from the grubby world of commerce, but they have too many bad habits to support. Depthless Delights maintains its credibility by treating customers with disdain.*
Skeleton Party

Skeleton Party is a Locked Room and can therefore be considered a **spoiler**. It is located north of Oddwinter. There are no shops here.

## Description

*Flashing lights. Pumping music. A dusty smell. And a writhing, rattling crowd.*

*Dancing skeletons fill the room. Dancing skeletons in party hats. As you stare, one of them jigs its ways [sic] towards you, clacks its jaw in welcome.*

*There must be thousands of them. Twisting, gyrating, singing in dry whispers.*

## Interactions

### Mingle.

Once per visit

*The horde of bones opens to accept you. The music is loud, but the skeletons talk only in dry whispers.*

+1 Droll Recollection

-Sanity

### A game of poker.

Once per visit, Guile check

*You are beckoned into the VIP section backstage. It's much quieter here - you can actually hear yourself think.*

Success: +500 G, +1 Unique Experience: A game of poker with skeletons

Failure: -100 G

Second poker game (available on success): Guile check

Success: +1 Occult Relic, +1 Old Bones

Failure: -Sanity, +Distinction: Heartless
Grossfathom

Grossfathom is the capital city of The Entomarch.

## Description

*Grossfathom is defiantly drab. A squat tower, on a sliver of dead land, huddled by sad hovels.*

## Interactions

### Upon entry

*The stagnant lake that surrounds the Entomarch's capital is fortified by a teeming, carnivorous wilderness.*

*The doors of Grassfathom are open to those who can reach them.*

Failure:
* +1 Thrilling Yarn, -Sanity, 2 days lost, enter Grossfathom OR
* a choice

 Threaten him into moving. | A test of Grit | Success: enter Grossfathom
 Leave him behind. | - | +1 Moment of Melancholy, -Sanity, -1 crewmember, 4 days lost, enter Grossfathom

### Rest and recover.

Requires: Sanity damage.

*You don't want to attempt the journey back without resting beforehand.*

* -12 G
* +Sanity

### Gather news.

Requires: 0 Current Affairs: Grossfathom

*The townsfolk regard you with sullen suspicion.*

* -10 G
* +1 Current Affairs: Grossfathom

### Explore the depths of the swamp.

Once per visit

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

Possible results (you always spend 2 days exploring):

* +1 or +2 Rack of Pinned Insects
* +1 Zoological Specimen (Alive)
* +1 Eggs of Scientific Value
* +3 Medicinal Herbs
* -1 crewmember, and a choice

 Kill the bog-drake. | A test of Grit | Success: +1 Dangerous Beast (Dead), +1 Thrilling Yarn
Failure: Nothing.

### The Queen invites you to her tower.

Requires: no Thralls of the Entomarch, 1 or more Lady Lucanid's Favour, Lady Bluesteel's Favour, or Lord Aranach's Favour

Thralls of the Entomarch 1

### Ask Queen Sabetha's spymistress for her assessment of each side in the war.

Requires: Thralls of the Entomarch 1

*Who is currently stronger? Are they evenly-matched?*

### Inform Queen Sabetha that both sides in the war are evenly-matched.

Requires: Thralls of the Entomarch 1

*You believe neither is strong enough to risk committing their troops to battle.*

* +1 Undreamt Treasure
* +1500 G
* +1 Dangerous Beast (Alive)

Thralls of the Entomarch 2

## Shops

### Muddy Shack

*The shop doesn't have a name, and there's a baby screaming in the corner. The owner's warts have warts.*
Lady Nyctimene

Visit the Silent Minister at Ghoulwatch and you will be able to:

Sell 1 Terrible Secret for 180G, +1 Reputation: Ghoulwatch, and 1 Gallows Candle
Sell 1 Scandalous Gossip for 40G and 1 Old Bones
Sell 1 Unsettling Conjecture for 50G and 1 Embalmed Corpse
Sell 1 Dread Machination for 200G, +1 Reputation: Ghoulwatch, and 1 Ghost-Dice
Sell 1 Hideous Revelation for 400G and 1 Deiform Scabmatter
Sell 1 Incriminating Evidence: The Governor for 100G and 1 Primordial Oddity
Sell 1 Incriminating Evidence: The Shrouded Council for 100G and 1 Indecipherable Tome
Sell 1 Incriminating Evidence: Consortium for 100G and 1 Cryptoglyphic Tablet
Sell 1 Glimpse of Another World for 90G and 1 Fetch-mirror
Scorthidion

Scorthidion, the Mountainous Scab, is one of the Sanctioned Gods of The Cities.

## Gaining Scrutiny

* If you have 8+ Reputation: The City of Angels, you will be invited to a private religious festival. And you can obtain a random Divine Scrutiny. However, you can only obtain Reputation: The City of Angels by calling in your Divine Favour: Wyl o'Pan in V1.2

### Concerns

* During the first stage of Jhang Ba Sho's questline, Find-the-Lady, select "Take one lingering look back..." during the dream sequence to recive +1 Divine Scrutiny: Scorthidion

### Missionary

* Grossfathom - Spirit check
* The Scars of Sheng - Spirit check

## Propitiate Scorthidion

Once you have reached 7 Divine Scrutiny: Scorthidion, you may perform a ritual to gain Scorthidion's Favour. This ritual requires:

* 1 Fetch-mirror
* 1 Thread
* 1 Bizarre Effigy
* 3 Occultist Paraphernalia
* 3 Warding Iron
* 3 Sack of Salt
* 1 Laudanum
* Guts check

## Scorthidion's Favour

You can trade Scorthidion's Favour for either:

* Improvement:
	+ +10 Guts
* Blood:
	+ +5 Deiform Scabmatter.

## Scorthidion's Blight

WARNING: Sometimes **Divine Reproach: Scorthidion** will still be kept after gaining **Scorthidion's Blight**, which causes players to immediately get another **Scorthidion's Blight** right after removing the first one.

Once you have reached 7 Divine Reproach: Scorthidion, you will:

* Suffer Scorthidion's Blight
* Lost 7 Divine Reproach: Scorthidion
* -10 Guts
* Your Wounds will now heal only half as quickly.
Crew

Crew are the people who keep your Kinetopede running. Lower-deck crew are largely interchangeable, but upper-deck crew have different portraits, affect your stats differently, and have different stories to discover. Crew can be hired in any of The Cities, and can sometimes be gained through story events. Prisoners can also be pressed into service as lower-deck crew.

## Upper-Deck

You may only have one of each type of upper-deck crew on your Kinetopede at a time. Hiring a new one will replace the old one. Replaced crewmembers with relationship +5 or higher can be re-hired at the City of Keys.

## Lower-Deck

### Guards

Each guard gives a +1 bonus to Grit. They can also be used in combat to board enemy vessels, or to repel enemy boarders.

### Gunners

Each gunner gives a +1 bonus to Vigilance. Guns that are manned by Gunners don't receive any bonus compared to those manned by other personnel, but gunners always start combat at a gun. This means that you can start firing immediately instead of having to spend moves on getting crew into the guns.

### Junior Engineers

Each junior engineer gives a +1 bonus to Graft. They can repair broken ship components in combat.

### Swabbies

Each swabbie gives a +1 bonus to Spirit. Although they are not useful in combat, they seem to be the first to die in any event that would claim a crew member's life, which keeps more valuable crew members safe.
Mausalon River

A settlement in The Ghoulwatch.

## Description

*A meandering river cuts the room in two. Tiny villages nestle in its curves, building their houses from the broken gravestones that the river washes up every day.*

## Interactions

### Rest and recover.

Requires: Sanity damage, Stats#Spirit check

*The Mausalon villages are friendly to outsiders. You might be able to find a place to stay for free.*

Success: +Sanity

### Gather news.

Requires: 0 Current Affairs: Mausalon River

*Not much happens here, and when it does, the Mausalon villagers will talk about it for years.*

+1 Current Affairs: Mausalon River

### Fish for gravestones.

Once per visit

*Tomb-rubble washes down the river every day. You might learn something about the worlds they were stolen from.*

+1 Reflection on Mortality

## Shops

### Little Village Shops

*Every village along the River has a little picturesque shop, usually staffed by elderly ladies.*
Abducted Obelisk

*A standing stone from another world. Runes have been carved deeply into the granite - grueling work, though they look as spontaneous as knife slashes. The entire obelisk is streaked in something dried brown-red; probably blood. It's usually blood.*

## Exploration Rewards

Exploration at this location can reward one of the following:

* Forgotten Legend + Sanity loss
* Perplexing Riddle + Sanity loss

* +1 Divine reproach: Wyl o 'Pyn
* +1 Hideous relevation.
* +1 Divine reproach: Cobblestone
* Lose some sanity,
Murmurhold

Murmurhold is an uninhabited castle in Oddwinter. There are no shops here.

**Beware: spending time in Murmurhold will automatically sap your Sanity, even if you take no actions.**

## Description

*A lonely castle on a cliff. A dark history, the details obscure.*

## Interactions

### Enter the castle.

Once per visit

*There are steps chipped in the ice.*

Possible results:

* +1 Seditious Whispers: The Sixfold Principate
* +1 Glimpse of Another World
* +1 Unsettling Conjecture
151 Withering Street

Visit 151 Withering Street at The City of Keys and you will be able to:

* Sell 1 Terrible Secret for for 200G and +1 Reputation: The City of Keys
* Sell 1 Scandalous Gossip for 30G
* Sell 1 Unsettling Conjecture for 60G
* Sell 1 Dread Machination for 300G, +1 Reputation: The City of Keys and +1 Stability: The City of Keys
* Sell 1 Hideous Revelation for 500G and +1 Reputation: The City of Keys
* Sell 1 Seditious Whispers: The City of Keys for 300G
* Sell 1 Incriminating Evidence: The Governor for 600G and +1 Reputation: The City of Keys
* Sell 1 Incriminating Evidence: The Shrouded Council for 100G

* Sell 1 Incriminating Evidence: Consortium for 100G
* Sell 1 Glimpse of Another World for 150G
Cobblestone

Cobblestone, the Trodden God, is one of the Sanctioned Gods of The Cities. He is a god of hard physical labour.

## Gaining Scrutiny

* Smash a Bizarre Effigy
* Work to heal The Scars of Sheng
* If you have 8+ Reputation: The City of Angels, you will be invited to a private religious festival. And you can obtain a random Divine Scrutiny. However, you can only obtain Reputation: The City of Angels by calling in your Divine Favour: Wyl o'Pan in V1.2

### Missionary

* Carapas: Graft check
* Mausalon River: Graft check

## Propitiate Cobblestone

WARNING: AS OF NOW, THIS ACTION IS BUGGED. NO FAVOR WILL BE GIVEN FOR A SUCCESSFUL PROPITIATION.

Once you have reached 7 Divine Scrutiny: Cobblestone, you may perform a ritual to gain Cobblestone's Favour. This ritual requires:

* 1 Bloodsoaked Monolith
* 1 Sanctioned Scripture
* 1 Sack of Salt
* 1 Trepannic Fluid
* 3 Lumber
* Graft check

## Cobblestone's Favour

WARNING: The Cobblestone's Favour is still bugged in V1.2

You can trade Cobblestone's Favour for either:

* Improvement:
	+ +10 Graft

* Service:
	+ **WARNING: Choosing this option will cause the game to crash.**
	+ Cobblestone's Church will repair your hull for free at each of the Cities. (This can only be selected once.)

## Cobblestone's Fury

Once you have reached 7 Divine Reproach: Cobblestone, you will:

* Suffer Cobblestone's Fury
* Lost 7 Divine Reproach: Cobblestone
* -10 Graft
* Gain 1 Rough-hewn Millstone
	+ A 20 weight item that cannot be thrown away.
	+ Will be removed after Cobblestone's Fury is removed.
Twinflower Rust

Twinflower Rust is a Mycena village between The Cities and The Ghoulwatch. There are no shops here.

## Description

*The little mycenae village smells of stale grain, and old bruised fruit. Suspicious eyes glimmer from the hollows of fungoid cottages.*

*They don't trust City folk here. Not after the stories they've heard.*

## Interactions

### Visit the Elder.

Once per visit

Possible results:
+1 Forgotten Legend, +1 Cultural Knowledge: Mycenae

### Dig for the weapon Gladys told you about.

Requires: An Inexorable Course 6

+1 Weapon: "Dessication" Curse Engine

End An Inexorable Course
The Old Hallow

An inn located between The Cities and The Entomarch.

## Description

*It was here before the Cities existed and will be here when the Cities are dust. A twinkle-windowed tavern nestled in the roots of an aged tree.*

*The Proprietress greets you at the door.*

*"Thanks for your custom. Remember, there are three rules at the Hallow: Rule one. No killing. We have signed an Accord that forbids all murder within the premises. Rule two. No fates worse than death. I'm fed up with people trying to find a loophole in rule one. Rule three. No mess. I'm not a bloody cleaning lady.*

## Interactions

### Rest and recover.

Requires: Sanity damage

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

-10 G

+Sanity

### Gather news.

Requires: 0 Current Affairs: The Old Hallow

*Each drink comes with a side-serving of gossip.*

-5 G
+1 Current Affairs: The Old Hallow

### Drink with the patrons.

Once per visit

*The Old Hallow gets some odd customers. Buy one of them a drink.*

Possible results:

* +Sanity
* +1 Romantic Encounter
* +1 Lurid Tale

### Say your goodbyes to Tybalt

Requires: Tybalt Balsamic IV on board, Heir Apparent 7

+20 Apprehensions

### Visit Tybalt Balsamic IV

Once per visit. Requires: Finished Heir Apparent by delivering Tybalt to the Old Hallow

*He's opened up a salon.*

+Sanity

### Find Lord Reynard.

Requires: Concerns#Hunting Lord Reynard 3

Hunting Lord Reynard 4

### Send Violante into hiding.

Requires: Violante DiMar on board, A Noddy Problem 3

End A Noddy Problem

+20 Apprehensions

-1 Violante DiMar

Unlocks Visit Violante DiMar.

### Visit Violante DiMar.

Requires: Brought Violante to The Old Hallow

*She has become one of the dozens who hide out at the Hallow.*

+1 Droll Recollection

### Penpusher is eager to meet the exiled Hammerhead.

Requires: Penpusher on board, The Hunger That Breeds 1

The Hunger that Breeds 2 or End The Hunger That Breeds

### Help Atheling and Penpusher summon the Saltcove Queen.

Requires: Penpusher on board, The Hunger That Breeds 3

Always:

* -10 Gandolan Trout
* -1 Occult Relic
* -1 Occultist Paraphernalia
* -1 Warding Iron
* -1 Sack of Salt
* -3 Gallows Candles

Sometimes:

* +1 Trophy: Saltcove Crown
* Death
* +1 Glimpse of Another World
* +1 Hideous Revelation
* +80 Apprehensions
* End The Hunger That Breeds
* The Hunger That Breeds 4
* The Hunger That Breeds 5

## Shops

### The Bar

*The Proprietress drums her fingers on the bar, waiting for your order.*
Penitents' Bluff

A settlement in The Entomarch. The residents have domesticated giant mantises.

## Description

*A twisted beak of a mountain lurches from the swamp.*

*House Thespian have hollowed it, carved stairs and frescoes, and built their throne in its bowels.*

## Interactions

### Rest and recover.

Requires: Sanity damage

*You've spent a long time darkness. Your crew need to rest.*

-25 G

+Sanity

### Gather news.

Requires: 0 Current Affairs: Penitents' Bluff

*You'll need to buy a round of ale at the local tavern.*

-1 G

+1 Current Affairs: Penitents' Bluff

### Watch a fight.

Once per visit

*The Arena was once where helpless thralls were forced to fight and die, but the current Lady Thespian put a stop to that.*

Possible results:

* +1 Lurid Tale
* +1 Moment of Melancholy
* +1 Horrifying Ordeal
* -20 G
* +80 G

### Fight in the Arena.

Once per visit, and requires Grit check

*"GLADIATORS WANTED," shout posters all over the village. "MUST BE WILLING TO DIE IN BATTLE & WEAR TIGHT LEATHERS. AMATEURS WELCOME."*

Success: +1 Thrilling Yarn, +1 Historical Curio, +120 G, +1 Divine Scrutiny: Graveddon, +Distinction: Champion (if not already obtained)

Failure: +Wound, -50 G

### Return the tusk of Elagan.

Requires: Lucetta Quetzel on board, 1 Tusk of Elagan, Grit or Spirit check

Always: -1 Tusk of Elagan, +1 Disquieting Incident

Failure: -1000 G

### Hand Queen Sabetha's edict to Lady Thespian.

Requires: Thralls of the Entomarch 2

+1 Droll Recollection

+Sanity

## Shops

### The Arena

*Always on the lookout for monsters to starve and slaughter.*
Dubious Trinket

'A small item that could have some kind of occult power. But if so, it's well-hidden - you might need to get it tested'

Weight: 1

## Uses

Inspect your Dubious Trinket:
Turns the trinket into a different item, chosen at random. Possibilities:

* 31% Occult Relic
* 54% Enchanted Gimmick
* 15% Nothing. You lose the trinket and recieve no reward

## Gain

* Any mycenae village suffering from a plague, have Dr Mobius Vanch take a look at them. Rewards +1 Dubious Trinket and +1 Reputation: Mycenae
* Commonly dropped as a random post-battle reward, especially when fighting Goatmen
Hand of Glory

*The pickled hand of a hanged murderer, each finger a candle. The only way to escape the attention of the lurkers in the House's darkness. They only last a short time.*

weight : 0.50

## Gains

- +2 (if you take Gladys Skarter (An Inexorable Course storyline) to exact revenge on Dr. Bellweather in the City of Engines, and chop off their hands)

## Uses

> can be donated to Memorial Museum (in City of Keys)
>
>
Former Profession: Industrialist

*You made the right connections, the right bribes, and the right investments. You owned a string of mines and workhouses, and the money poured in. You went bankrupt eventually, but kept a little money aside for an emergency.*

One of the available professions. Instead of boosting one of your Stats, gives you an extra 750 starting guineas. Gained at character creation.
Former Profession: Adventurer

One of the former professions available at character creation. Gives a bonus to Insight.

*You've never had a proper job. You've been travelling the House all your life, though you've never led an expedition. You've hitched rides, done dirty work, and risked your neck, all to see as much of this great dark world as possible. (Insight +20).*
Abjah

Abjah, the God-Shaped Void, is one of the Sanctioned Gods of The Cities. She is the god of emptiness and darkness, both of which can be found in large quantities in the House. This makes her one of the easier Sanctioned Gods to gain favour from.

## Gaining Scrutiny

* Drink Bottled Darkness
* Pay 100g to Dr. Grindylow after the ritual in  Third eye
* Complete A Statue for Abjah (one-time, +3)
* If you have 8+ Reputation: The City of Angels, you will be invited to a private religious festival. And you can obtain a random Divine Scrutiny. However, you can only obtain Reputation: The City of Angels by calling in your Divine Favour: Wyl o'Pan in V1.2

### Missionary

* Bogshadow: Insight challenge
* Wordhunter's Hearth: Insight challenge

## Propitiate Abjah

Once you have reached 7 Divine Scrutiny: Abjah, you may perform a ritual to gain Abjah's Favour. This ritual requires:

* 1 Soporific Draught
* 1 Dreamsalve
* 1 Colour-Dust
* 1 Toadskin
* 5 Terrible Secret
* 5 Fragment of Epiphany
* 1 Hideous Revelation
* Insight check

## Abjah's Favour

	+ +10 Insight
* Revelation:
	+ +1 Mind-Shattering Disruption
	+ +1 Hideous Revelation
	+ +1 Horrifying Ordeal
	+ +3 Reflection on Mortality
	+ +3 Haunting Vision

## Abjah's Indifference

Once you have reached 7 Divine Reproach: Abjah, you will:

* Suffer Abjah's Indifference
* Lost 7 Divine Reproach: Abjah
* -10 Insights
* Charging your Heartlight now takes twice as much time.
* **Unlike other Gods' curses, Abjah's Indifference cannot be lifted.**
Signal Station Null

Signal Station Null is an outpost of Governor's Men from The City of Keys. It is located in Oddwinter. There are no shops here.

## Description

*A haphazard tower of revolving metal dishes and antennae, swaying and creaking in the blizzard.*

## Interactions

### Watch television.

Once per visit

*Agent Paisley beckons you inside. "Fifteen minutes," he tells you sternly, handing you a cocoa.*

+1 Glimpse of Another World

### Help Gladys track down Lawrence Chasmer.

Requires: Gladys Skarter on board, An Inexorable Course 3
Childhood: Student

*You showed early academic promise, and achieved a scholarship at Paupers' College. You spent weeks at a time lost in the Rag-Stacks, the City's largest library. (Esoterica +10)*

One of the available childhoods. Boosts Esoterica and allows early access to The Museum of Unnatural Curiosity. Gained at character creation.
Mergulus

Mergulus is a settlement in The Empire of Thread.

## Description

*The Empire's slaughtering-grounds, where gods are killed and processed in the rusted monstrosity of blades called the Shambles. Bloated god-corpses lay long as streets, halfway stripped for parts.*

*The Knackers rule the city with an iron fist. The gods they kill are food, trophy, brick, mortar.*

## Interactions

### Rest and recover.

Requires: Sanity damage

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

-20 G

+Sanity

### Gather news.

Requires: 0 Current Affairs: Mergulus

*You find a Threaded citizen flensing one of the god-corpses. They are willing to talk, even to an unthreaded upstart, but only for a price.*

-30 G

+1 Current Affairs: Mergulus

### Wander the streets.

Once per visit

*The Knackers have declared an early curfew for all unthreaded. You will have to be quick.*

Possible results:

* +1 Unsettling Conjecture

### Enter the Shambles in search of the souls of the Vessels.

Requires: Dreams of the Dancing God 1 or 2, multiple Stats checks

Success:

* Dreams of the Dancing God 3
* +1 Lockbox of Butchered Souls
* +1 Haunting Vision
* +1 Fragment of Epiphany
* +1 Moment of Melancholy

Failure: ???

## Shops

### Knackers' Yard

*The Shambles carves the air behind you. Gods are flensed here, before they are dragged still-living into the patient machine.*
Icicle Spine

Icicle Spine is a Mycena village located in Oddwinter.

## Description

*A mycenae shelf-village where the mushroom-people move ponderously, their limbs heavy with frost. They speak slowly too, in patient drawls, but are friendly enough.*

## Interactions

### Gather news.

Requires: 0 Current Affairs: Icicle Spine

*As you listen to a mycena v...e...r...y slowly elaborate its life story, you realize this is going to take all day.*

+1 Current Affairs: Icicle Spine

### Walk the Spine.

Once per visit

*The mycenae wave glacially as you pass.*

All you can do in Icicle Spine is lose time, and possibly Sanity.

## Shops

### Bin Bin Sha's Workshop

*A squat blue mycena who actually speaks at a normal speed, despite the extreme cold. It seems to fancy itself an inventor and entrepreneur, and offers to upgrade your kinetopede's legs.*
Remains of New Frontier

New Frontier was a colony of The Cities. Its remains are within the borders of The Chimeric Empire. There are no shops here.

## Description

*Once the City of Keys' brightest new satellite-colony, once the Chimeric Empire's most triumphant conquest. Now New Frontier is a shattered, dust-drenched ruin.*

Remains of New Frontier is unmarked, a navigator won't discover it, and it wont appear on your map until you've been there. It is located exactly six tiles west of lisshan, or 7 tiles north and 1 west of the goat stones.

## Interactions

### Search the wreckage.

Once per visit.

*Skeletal relics jut from the debris. There may be useful salvage here.*

Possible results:

* +1 Haunting Vision
* +1 Historical Curio
* +1 Old Bones, +1 Moment of Melancholy

### You see something glinting beneath the decades-old ashes.

Requires: Have not started Volatile Cargo, Stats#Esoterica check

+1 Swarm Bomb

Volatile Cargo 1

Success: +1 Dread Machinations, +1 Incriminating Evidence: The Governor