recursal/Fanatic-Fandom huggingface dataset:
Librarian's Quarters

## Description

   *Librarian's Quarters* is a Curia Period room. Prior to opening, the *Librarian's Quarters* is labeled as "Abandoned Librarian's Quarters"

A bright haven on the House's seaward side, innocent of protections and menacing influences - though it'll take some work to set it right and clean it.

The librarian can access this room from the Pale Chamber with Forge 3, Heart 3, Lantern 3 or Scale 3 assistance.

Once unlocked, you can access Guest Bed: Librarian's Quarters and Librarian's Quarters Fireplace.

## Objects

*NOTE: This list may not be accurate*

* 1 Potted Bamboo, Nectar, Thing, Leaf
* 1 Potted White Orchid, Nectar, Winter, Thing, Flower
* 1 Potted Fern, Nectar 2, Thing, Leaf
* 1 Pot of Malachite Daisies, Nectar 2, Thing, Flower
* 1 Potted Pink Orchid, Rose, Thing, Flower
* 1 Potted Avidity, Grail 2, Nectar , Thing, Leaf
* 1 Watering Can, Nectar, Thing, Tool
* 1 Fringed Lamp, Lantern, Thing, Light
* Pale Bust, Moon, Thing
* Librarian's Glasses, Lantern, Thing, Glass, Light
* Librarian's Timepiece, Lantern, Thing
* Librarian's Footstool, Lantern, Comfort
* Librarian's Armchair, Lantern, Light
* Gods Return, Nectar, Wall Art
* 1 Witching Tisane (cup), Grail 2, Heart, Thing, Liquid, Beverage
* 1 Watchful Candle, Lantern, Thing, Candle, Light, Fuel Source
* 1 Domaine Raveline (Bottle), Grail 2, Scale, Thing, Liquid, Beverage, To Serve
* Inscribed Stone, Lantern 3, Thing
* Twinned-Fish Stone, Moon, Thing
* Half-Faceless Face, Scale, Thing

## Workstations

The Guest Bed: Librarian's Quarters is a bed that can be used by visitors with an interest in Lantern, or camped in with Lantern-powered Soul.
Inks of Containment

Inks of Containment is a Skill card that starts with 2 Winter and 1 Moon.

## Acquiring the Skill

Inks of Containment can be acquired via studying:

* Annals of St Brandans
* The Black Book of Brittany
* Ettery After
* Oblations in Iron

## Wisdoms

Committing Inks of Containment to Horomachistry provides Mettle. It can be upgraded at the Telescope, Shrine: The Chancel, or the Great Clock.

*When It Is Permitted*
*Certain knowledge is forbidden to mortals… unless it's wisely contained. This law is named Calyptra; the enforcement of this law is named Calyptra also; the three Hours who enforce it share that name. They permit that knowledge to persist only in certain sanctioned places, and the most dangerous secrets must only be recorded in the inks called encaustum terminale. Horomachistry teaches us Calyptra's importance.*

Committing Inks of Containment to Preservation provides Health. It cannot be used to upgrade Health by itself. To upgrade, a memory with the Evolve via Preservation aspect must be supplied. As an example, using the Old Moment memory at the Practic Garden Dummy.

*When It Is Safe*
*Certain knowledge is forbidden to mortals… except in nine great libraries protected by the covenant-stones they hold, where this knowledge can be safely recorded in the inks called encaustum terminale. These libraries are together called the Watchman's Tree, and the covenant marked by these stones shares that name. All this, then, is a matter of Preservation.*
Medusan Commentaries

## Mystery

Grail
21

**Medusan Commentaries** is a book of the Grail principle.

## Description

Selecting the book provides the following description:

Upon choosing to master the book, either at a Desk or with the Consider verb, the Librarian learns:

After completing mastery, the Librarian learns:

## Rewards

Completing mastery of the book generates 3 Lesson: Pentiments & Precursors and Memory: Fear. Reading it again provides Memory: Fear.
Horizon-Sight

Can be acquired by talking to the Stymphling at any time, or from exploring amongst the gulls in the 'Gull Colony' room underneath Hush House during Numa.

**Horizon-Sight** is a Persistent Memory that can be Crafted with 15 Rose, the Enduring Reflection Memory, and one of the following Skills:

* Path & Pilgrim
* Preliminal Meter
* Sand Stories
* Sky Stories
> *'Draw a Rose-vision from this memory.'*
>
>

## Trivia

A hint to the creation of this memory is written in A Novel Method for Invocation & Contrition:
Honey: the Comprehensive Guide

## Mystery

Nectar
6

*Honey: the Comprehensive Guide* is a book of the Nectar principle.

## Description

Selecting the book provides the following description:

Upon choosing to master the book, either at a Desk or with the Consider verb, the Librarian learns:

After completing mastery, the Librarian learns:

## Rewards

Completing mastery of the book gives Lesson: Insects & Nectars. Reading it again provides Memory: Contradiction.
Inaam, Kapigiginlupir, Garkie, Cryppys

## Mystery

Moth
14

Inaam, Kapigiginlupir, Garkie, Cryppys is a book of the Moth principle.

## Description

Selecting the book provides the following description:

Upon choosing to master the book, either at a Desk or with the Consider verb, the Librarian learns:

After completing mastery, the Librarian learns:

## Rewards

Completing mastery of the book generates 2 Lesson: Transformations & Liberations and Memory: Foresight. Reading it again provides Memory: Foresight.
Hammered copper journal

*I've crossed three oceans and almost drowned in one.  Perhaps here I will be safe from my parents, but I can't take that for granted.*

*The Prodigal came to the House to master Ithastry, to be safe from what pursues; but you can complete the game by mastering any Wisdom.*

Librarian: The Prodigal (Ithastry)

Mystery: Lantern

Elements of the soul : choose Chor, then Phost
Memory

*Memory* is an Aspect of cards which can be used to add necessary Principles to an action. Memories disappear each dawn, unless they are Persistent.

Talking to someone about a Memory will add the Memory's principles to them; this can only be done once per day. Any action using a Memory consumes it, even if it is Persistent.

## Non-Persistent Memories

### Weather

A Weather Memory is obtained after Dawn every day.

Weather

### Mood

A Mood Memory is sometimes obtained randomly when attempting to read a book whose Mystery is higher than the relevant Principle supplied by the Librarian.

Mood

### Craftable Temporary Memories

These can be created at various Workstations.

### Other Temporary Memories

These can be obtained by speaking to Assistants or Beasts, reading or re-reading Books, or investigating Things.

## Persistent Memories

Persistent memories will survive the dawn, but will disappear with numen. **All** of these provide an opportunity for evolution when used with appropriate skills and attuned souls at a suitable workstation, with the exception of Old Wound.

## Numen

Numina can be obtained by reading or re-reading Books that contain them.

## Lessons

A Lesson or Lessons are obtained after mastering a Book for the first time.
Mazarine Fife

## Summary

**Mazarine Fife** is a Tool with 3 Sky, and the only Instrument that is not a Workstation.

## Crafting

Mazarine Fife can be crafted with the following Skills.

* Ouranoscopy with 10 Sky and Wood.
* Sacra Limiae with 10 Sky and Wood.
* Sacra Solis Invicti with 10 Sky and Wood.

Workstations that will accept the required Wood include:

* Gullscry Workbench
* Hermit's Workbench
* Solar Altar
Sthenic Taint

Sthenic Taint is a type of Contamination that can be randomly applied to any Knock or Scale mystery book. This contamination will cause a Malady if a contaminated book is catalogued or read with either Shapt or Health.

## Removal

Sthenic Taint can be removed with at least 7 Knock and the following skills which are effective against Curses:

* Sacra Limiae
* Sacra Solis Invicti
* Tridesma Hiera

Note that since none of these skills posses Knock, the required aspects have to sourced from other sources
Gaol Kitchen

## Description

*Gaol Kitchen* is room on the ground floor of 'Cucurbit' within Hush House . Prior to opening the *Gaol Kitchen* is labeled as "Worm-Gnawed Kitchen"

The librarian can access this room from … with a 12 Grail, 12 Heart or 12 Winter assistant.

This location exposes:

* Ravaged Cellar
* Worm-Eaten Hall

## Workstations

Kitchen Range: Gaol is a Scale, Lantern, Nectar, Grail crafting station.

## Objects

* Flower (Sustenance)
* Kitchen Bowls
* Mist-Kissed Water (Pitcher)
* Rosehip Jam
* Blackberry Jam
* Eigengrau
* Elderflower Cordial
* Cuckoo-Honey
* Honey
* Skinshuck Mead
* Labhitic Tinture
* Dawnlion Coffee
* Pickled Pilchards
My Deeds, My Powers, My Achievements and the Injustices Perpetrated Against Me

## Mystery

Forge
16

My Deeds, My Powers, My Achievements and the Injustices Perpetrated Against Me is a book of the Forge principle.

## Description

Selecting the book provides the following description:

Upon choosing to master the book, either at a Desk or with the Consider verb, the Librarian learns:

After completing mastery, the Librarian learns:

## Rewards

Completing mastery of the book generates 3 Lesson: Transformations & Liberations. Reading it always provides Memory: Foresight.

## Hidden Interactions

When discussing the book with Magister Hokobald, he will give unique dialogue as well as purchase the book from you for 5 Tally. He will leave after this discussion and will not return for the current incident (if one is active).
Journals

The librarian begins with a soaked book.

Once this has been dried out at one of various locations around the village, it will reveal itself to be a book.

Which book this becomes is determined by the starting Elements of the Soul chosen by the librarian.

Once the books have been dried out and considered, they become **Journals.**

* bee-silk journal
* amber-flecked journal
* sand-scarred journal
* silver-bound journal
* iron-clad journal
* horned journal
* feather-decked journal
* hammered copper journal
* serpentskin journal

The Journals is your key to victory. A minor victory would be reading your journal under the Earl's Yew with any Element of the Soul. For a major victory you need to write new pages in your journal. You commit by writing an Determination with an ink and one aspect of at least 20. You can end the game by writing a History with a Numen and a corresponding Principle of 25.
Memory: Scent

## Memory: Scent

### Obtained By

Consideration

**Memory: Scent** is a Nectar Memory gained by Considering various objects.

The following items can generate Scent without consuming them:

* Paradise Palm
* Red Practice Sword
* Red Quarterstaff
* Watchful Potted Plant

The following items can be converted to Scent:

* Aglaophotis
* Ambergris Chunk
* Ashartine
* Asimel
* Beeswax
* Blue Crown
* Bottled Candle
* Catsclaw
* Catwink
* Eva's Locks
* Fragrant Chalice
* Honeyscar Jasmine
* Houndsgall
* Lenten Rose
* Marakat
* Moth Orchid
* Nillycant
* Orpiment Exultant
* T.R.N. Limited Drinking Cocoa (Packet)
* Dawnlion Coffee (Packet)
* Evening Isles Coffee (Packet)
* C&H Second Flush Assam (Packet)
* Perhibiate
* Porphyrine
* Potted Bamboo
* Tiny Potted Tree
* Pot of Malachite Daisies
* Potted Pink Orchid
* Potted White Orchid
* Shadowless Silk
* Potted Avidity
* Pumpkin
* Pyrus Auricalcinus
* Sack of Vegetables
* Sea Holly
* Stargall Ink
* Trumpeter's Lily
* Uzult
* Vase of Roses
* Yewgall Ink
Map Room

## Description

The Map Room is an area in Hush House which is unlocked early into the midgame. You will need Heart, Rose, or Sky assistance to unlock this area.

## Interactable Items

Once unlocked, you can access the Desk: Vagabond, there are also:

* 1 Lunar Globe (1 Moon, 1 Rose) Thing, Tool
* 1 Greene's Red Chair (1 Grail) Comfort

This location exposes:

* Dim Hall
* Smoking-Room
In Memory of Gods

## Mystery

Winter
10

**In Memory of Gods** is a Book of the Winter principle.

## Text

Selecting the book provides the following description:

Upon choosing to master the book, either at a Desk or with the Consider verb, the Librarian learns:

The Barrowchild singles out the Scarred Tribune, the Red Grail, the Forge and the Moth for especial condemnation as murderers of the first gods. 'We live in the shadow of their crime', she writes, 'and we must evade it or repeat it.

After completing mastery, the Librarian learns:

The Barrowchild describes how the Grail drained the Hour called Tide, how the Moth 'usurped the Wheel from within', stealing its skin, and how the Forge first eclipsed then shattered Flint. 'Perhaps these are glories,' she observes, 'but then it cannot be that Glory is merciful.

## Rewards

Completing mastery of the book generates 2 Lesson: Ragged Crossroads. Reading it always provides Memory: Hindsight.
Nathaniel Darcy-Evers

Reprinted De Horis book 2 and 3. Wrote De Ratio Quercuum.

All three are in Latin, so he knew/ knows Latin.

The De Horis reprints are from the 19th century, which means that Nathaniel must have been alive at that time. The reprints deal with the Hours. Book 1 is not in the game, thus it is unclear whether it was also a reprint by him. Since book 2 and 3 deal with the hours the Lionsmith and the Colonel Nathaniel needs to be familiar with them.

The same is true for the occult properties of many trees, which is the topic of De Ratio Quercuum.
Memory: Sound

## Summary

**Memory: Sound** is a Heart Memory. Although some Memories are Sounds, **Memory: Sound** is not a Sound (just the memory of one).

It can be gained by scrutiny, renunciation, or gathering.

## Recipes to craft

* Consider Hush House Key, various Avian Pets, or certain Moth or Knock aspect Furniture.
* Renounce items in the Well.
* Sometimes gathered at the Beehive (Autumn/Winter) or Gull Nests (any season but Numa).
Lake Fucino Recordings

## Mystery

Heart 12

*Lake Fucino Recordings* is a phonograph recording of the Heart principle.

## Description

Selecting the book provides the following description:

Upon choosing to master the recording at the phonograph, the Librarian learns:

After completing mastery, the Librarian learns:

## Rewards

Completing mastery of the book generates 2x Lesson: Drums & Dances. Reading it always provides Beguiling Melody.
MCO Constance Lee

* The Affair of the Unfinished Lark
* The Affair of the Messenger's Casket

## Trivia

* In Book of Hour's sister work: Cultist Simulator, Constance Lee appears as Connie Lee a Hunter working for the Suppression Bureau and a potential disciple. And tellingly, considered among the most difficult to deal with.
* Interestingly, none of her principles, Sky or Moon, existed in Cultist Simulator, meaning she was instead associated with Grail and Edge.

* According to the Sunset Diaries, Constance Lee will go on to buy the Suppression Bureau in 1974.
Horomachistry

**Horomachistry** is one of the nine Wisdoms. Its Aspects on the Tree of Wisdoms are Forge and Edge, though it is also often associated with Moth, Rose, Moon, and especially Sky. Attuning skills to it provides Fet or Mettle. It is considered one of the Bright Arts.

## Exploration

This Wisdom can be explored using skills of the relevant aspects. Like all Wisdoms, progressing further requires skills of higher level. Once committed, a skill cannot be committed again. Committing skills is rewarded with another Element of the Soul card.

### Associated Skills

Skills associated with Horomachistry:

* Anbary & Lapidary
* Bells & Brazieries
* Desires & Dissolutions
* Door & Wall
* Drums & Dances
* Edicts Martial
* Edicts Inviolable
* Inks of Containment
* Inks of Power
* Ouranoscopy
* Sacra Limiae
* Sacra Solis Invicti
* Sky Stories
* The Great Signs and the Great Scars
* Sabazine (Language)
* Deep Mandaic (Language)

## Trivia

The term Horomachistry is composed of two elements derived from Greek - *hora* meaning "hour" and *makhe* meaning "quarrel" - plus the suffix -istry, thus the term translates roughly to "The Study of the Disputes of the Hours".
Memory: Regret

### Obtained By

The Twelve Letters On Consequence, On the White, Annals of St Brandans, The Five Letters on Memory, Codex Acephali

**Forge 1, Winter 2**

Regret is a Memory that can be obtained by reading the following books:

* Lady Eva's Repose (Winter 4)
* Annals of St Brandans (Winter 4)
* Chione at Abydos (Winter 6)
* On the White (Winter 6)
* The Fallen Cross (Sky 6)
* The Five Letters on Memory (Winter 6)
* The Ivory Book (Winter 8)
* The Twelve Letters On Consequence (Moon 4)
* Codex Acephali (Moon 10)

It can also be obtained by Considering the following (one-shot items):

* Amethyst Ampoule
* Curious Seashell
* Snowflake Candle
* Salt-Sign
* Glassfinger Toxin
* Basket of Leeks
* Basket of Onions
* Acrid Marrow
* Wire (Gold)
* Orichalcum Wire
* Dearday Lens
* Flushed Mommet
* Sample Jar
* Wormy Pumpkin

It can sometimes be gathered from:

* the Beehive in Autumn and Winter
* the Chrysalis in Winter
* The Sweet Bones (with Ereb)
* conversation with assistants
* consolation after failing to overcome a Mystery
Incident

Incident cards are classified as Sundries. They represent events of occult interest transpiring in the world abroad, They can be thought of as "plot," but the events rarely, if ever, have any direct impact on the Librarian or Hush House.

While the Incident persists, Visitors will periodically arrive at Hush House to consult the Librarian for advice regarding the Incident. A given Incident will have two Principles, and all of the Visitors it attracts will have an Interest in one or both of those Principles. Talking to the Visitor about the Incident and then providing a book with sufficient Mystery of the Principle matching the Visitor's Interest that aligns with the Incident will result in the Visitor rewarding the Librarian with Spintria. It will also add an Aspect to the Incident noting that Visitor and how their research led them to respond to the Incident. (This will prevent that same Visitor from being drawn to Hush House until the next Incident.) Further, it will add an Aspect to the book, noting that it has been used by that Visitor (and therefore will not be suitable to provide again to that same Visitor should they return later.)

In addition to normal Incidents, which are all named "The Affair of...", every time the season of Numa arrives, it will bring with it a Numa Incident if one doesn't already exist. Numa Incidents work largely identically to normal Incidents, except their corresponding Numa Visitors tend to have more difficult demands, and new Numa Visitors will only arrive at the beginning of each subsequent Numa season. Numa Incidents are named "A Matter of..."
Gervinite

**Gervinite** is a Knock Metal.

## Crafting

Gervinite can be crafted at Dispensary with 10 Knock, a Glass and one of the following Skills:

* Lockworks & Clockworks

Gervinite can also be crafted at <WORKSTATIONS> with 10 Sky, a Metal and one of the following Skills:

* Glaziery & Lightsmithing

Considering the Weighty Bedside Candleholder (found in Motley Tower: Regensburg Room and Servants' Quarters - North) will result in a Gervinite.

Gervinite can be found in Our Lady Beneath. It can also be found in the Box of Rarities.

Gervinite is a required crafting component when crafting a Chronsichord using Knock.
Meniscate Reflections

*Meniscate Reflections* is a Skill card. It starts with Forge 2 and Edge 1.

## Acquiring the Skill

Meniscate Reflections can be acquired via studying:

* Book of True Blood (Edge 14)
* The Amalgam of the Red Rose (Forge 8)
* The War of the Roads, 1451-1551 (Edge 4)

## Wisdom

Committing Meniscate Reflections to Preservation provides Health. It cannot be used to upgrade Health without a memory with the Evolve via Preservation aspect.

Committing Meniscate Reflections to Illumination provides Phost. It can be upgraded at the Practice Equipment, as well as with memories that have the Evolve via Illumination aspect.
Glaziery & Lightsmithing

Glaziery & Lightsmithing is a Skill card. It starts with 2 Lantern and 1 Sky.

## Lesson Sources

* x1 Master your Amber-flecked Journal as the Twice-Born librarian (1 Lantern)
* x1 The Locksmith's Dream: Incursus (6 Lantern)
* x2 The Lion and the Glass (12 Sky, Mandaic)
* x2 Each Flame His Fuel (14 Sky, Mandaic)
* x3 The Focus of Amber (16 Sky, Mandaic)

## Committing to Wisdom

Committing Glaziery & Lightsmithing to Illumination provides Mettle, which can be evolved at the Practice Equipment.

*The White Flower's Paradox*
*A paradox of Illumination: light reveals, light blinds. This is the lesson of the White Flower of the Watchman's Tree: even the most dangerous of knowledge is no danger at all when it is forgotten.*
Committing Glaziery & Lightsmithing to Ithastry provides Phost, which can be evolved at Shrine: The Madrugad, Instrument: Bells, or Oubliette Containment.

*The Red Flower's Lesson*
*A lesson from Ithastry: fire reveals, smoke conceals. This is the lesson of the Red Flower of the Watchman's Tree: even the most dangerous of knowledge is no danger at all when it is given to the fire.*
## Crafting

For the list of Chandlery recipes check the Chandlery page.

## Notable Uses

1. Chandlery (at the Alchemist's Glassware).
2. There are only 2 skills in the game that can be used to craft Gervinite. This is one of them.
3. Dearday Lens is a powerful early game device. This is one of the many skills that can be used to craft it.
Hunting Journals of Bryan Dewulf

## Mystery

8 Scale

*Hunting Journals of Bryan Dewulf* is a book of the Scale principle.

## Description

Selecting the book provides the following description:

Upon choosing to master the book, either at a Desk or with the Consider verb, the Librarian learns:

After completing mastery, the Librarian learns:

## Rewards

Completing mastery of the book generates Lesson: Furs & Feathers x2. Reading it always provides Memory: Fear.
THE OPEN HEAD

## Mystery

Edge 8

*THE OPEN HEAD* is a film of the Edge Principle by Ilse Bischoff. It is in Hyksos. As a film, it can only be mastered using a projector.

## Description

Selecting the film provides the following description:

Upon choosing to master the film, the Librarian learns:

A hammer-armed Turk and a sword-armed Greek pursue each other through the Pindus, setting traps for each other, robbing peasants, chalking insulting graffiti on walls. The tone is notionally anti-war, but any scholar of the invisible arts would recognise the Edge-hour subtext... and the Hyksos messages in the graffiti.

After completing mastery, the Librarian learns:

## Rewards

Completing mastery of the book generates 2 Lesson: Disciplines of the Scar and Memory: Revelation. Watching it again provides Memory: Revelation.
Motley Tower: Illopoly's Nook

## Description

The Motley Tower: Illopoly's Nook is an area in Hush House which is unlocked decently into the midgame. You will need Heart or Moth assistance to unlock this area.

## Interactable Items

Once unlocked, you can access the Barber's Chair, there are also:

* 1 Red Lotus Vase (1 Grail, 1 Heart), Thing
* 1 Urn of Ashes (3 Winter), Thing, Remains
* 1 Twilight Pot (1 Moon, 1 Sky), Thing
* 1 Holiest Hemolymph (4 Moth, 4 Nectar, 4 Scale), Thing, Liquid
* 1 Elegant Sunburst Lamp (3 Lantern), Comfort, Light
* 1 Russet Couch (1 Moth), Comfort
* 1 Vase of Rushes (1 Moon, 1 Nectar), Thing, Leaf
* 1 'Fraser Strathcoyne'(?) (1 Scale), Thing
* 1 'Love in a Quiet Place' (1 Grail, 1 Lantern), Wall Art
* 1 'Red, Blue' (1 Grail, 1 Sky), Wall Art
* 1 'To Be Fruitful' (1 Grail, 2 Nectar), Wall Art
* 1 'Again, at Night' (1 Grail, 1 Lantern), Wall Art
* 1 'Sedona, Not Yet' (2 Moth), Wall Art
* 1 'To Hear Those Voices' (2 Moon, 1 Nectar), Wall Art

The Barber's Chair is a workstation that uses Heart, Grail, and Moth, and has Evolve via Preservation.

This location exposes Motley Tower: Second Floor.
Julian Coseley

## Introduction

Julian Coseley is a former teacher to the occult historian of Claude Hersault. In An Introduction to Histories, Closely is described as 'a Worm of Worms'. He is described as finding the order of the Hours oppressive.

His views on Janus are mentioned in The Locksmith's Dream: Stolen Reflections.

## Hidden Interactions

Julian Closely has written many books. A unique dialogue will be given when he is provided with those books.

* The Fallen Cross
* Towards a Fundamental Aesthetic
* Towards a Fundamental Aesthetic: Second Edition
* The Five Letters on Memory
* The Six Letters on Necessity
* The Twelve Letters On Consequence

1. ↑ The Twelve Letters On Consequence
Hushery

**Hushery** is one of the nine Wisdoms. Its Aspects in the Tree of Wisdoms are Winter, Edge, and Lantern, though it also contains a fair amount of Heart, Knock, and Sky and especially Moon. Attuning skills to it provides Wist or Trist (which means Moth is also present in Hushery). It is considered one of the Night Arts.

## Exploration

This Wisdom can be explored using skills of the relevant aspects. Like all Wisdoms, progressing further requires skills of higher level. Once committed, a skill cannot be committed again. Committing skills is rewarded with another Element of the Soul card.

### Associated Skills

Skills associated with Hushery:

* Disciplines of the Scar
* Fucine
* Glassblowing & Vesselcrafting
* Inks of Power
* Inks of Revelation
* Maggephene Mysteries
* Ouranoscopy
* Quenchings & Quellings
* Sacra Limiae
* Serpents & Venoms
* Sharps
* Sights & Sensations
* Snow Stories
* Surgeries & Exsanguinations
* The Great Signs and the Great Scars
Iron Vault

## Description

*Iron Vault* is curia period room on the lowest level of the depths beneath Hush House. Prior to opening, the *Iron Vault* is labeled as "Sealed Vault"

The librarian can access this room from the Catacombs with a 16 Edge or 16 Knock assistant.

## Objects

* Morbid Casket (Cache) (Possible Items: Serpent-milk)
* Copper Casket (Cache) (Possible Items: Orpiment Exultant)
* Hive Casket (Cache) (Possible Items: Marakat)
* A Child's Treasury of Golden Afternoons (Book)
* Amiranis Beteli (Tablet)
Memory: Pattern

## Pattern

### Obtained By

Travelling at Night, Vol 3, Advice on Containment

Something fits just right.

**Knock 2, Forge 1**

Pattern is a Memory that can be obtained by reading the following books:

* Advice on Containment (Knock 4)
* Against Vitruvius (Sky 6)
* By Their Marks Shall Ye Know Them ( Knock 6)
* Cardea's Delights (Knock 8)
* Just Verse (Rose 6)
* On Imperfections (Knock 10)
* On the Winding Stair (Knock 8, Ramsund)
* On What Is Contained By Silver (Sky 6)
* The Elations of Limentinus (Knock 6)
* The Other Eye of the Serpent (Sky 10)
* The Radical Measure (Rose 10)
* The Radical Measure (Glossed) (Rose 12)
* The Raptures of Forculus (Knock 4)
* The Songs of the Carapace Cross (Moth 16)
* The Time of Division (Heart 14)
* The Twin-Serpent Tantra (Knock 8)
* Travelling at Night, Vol 3 (Knock 4)

It can also be obtained by activating a Chronsichord (destroying it).
Hendrik Dewulf

## Hendrik Dewulf, 1st Baron Brancrug

**Hendrik Dewulf, 1st Baron Brancrug** was the first Baron of Brancrug, and ancestor to the rest of the Dewulf Family.

## Biography

### Early Life

Hendrik was a mercenary on the continent under the command of a notorious mercenary captain called Maarten van Rossum. He participated in the the Sack of Rome in 1527 and the sack of the Hague in 1528 during the Guelder's War of 1522-1528. As a result of the sack of Rome he had a spiritual crisis and left van Rossum's service after the sack of the Hague. When Hendrik Dewulf's was still a mercenary captain, his company was employed to patrol the Bounds. Hendrik eventually started training as a priest, but later quit.

### Ascent to Baronage

Hendrik was granted Hush House after the dissolution of St. Brandan's by Henry VIII. Along with the house, Hendrik was granted the right to *sicut regale*, a form of quasi-independence traditionally granted to Marcher Lords.

### Life as a Baron

Determined to live as a King, Hendrik expanded the house to include many rooms such as Servant's quarters and the Foundry. He also evicted the healer Natan from the Barber's Tower.

Whilst Baron, Hendrik employed Ernestine Peterhans as a seneschal. He would frequently go a visit Ernestine for counsel and prayers.

At the time of the Prayer Book Rebellion, in 1549 Hendrik got into a conflict with a man known as Red William, who supposedly placed a curse on the Dewulf family. In realtiy, Red William was an initiate of the Thunderskin didn't curse Dewulfs but prophetised the end of their line and Hendrik kept him in the cave below the castle.

It is known that Hendrik was somehow realted to Ys, the City Unbuilt, through his service in the bounds. After the Great Debasement, King Henry VIII and Hendrik secretly met in the spire of at the top of the Church Tower where Henry asked Hendrik three times to break an unknown promise in the matter of Caer Ys beyond the wave, and the third time Hendrik did not refuse. An unknown curse was pronounced there, in the name of the Sun and its many selves, and this curse was the probably the real curse that haunted the Dewulf line.

### ion

At some point Hendrik had a son, Thomas Dewulf, who took over as 2nd Baron Brancrug after Hendrik's death.

## Posessions

* **Hendrik's Blade** - A short close-quarters sword made in 1525 and used by Hendrik in the Sack of Rome in 1527. It was eventually placed on the mantelpiece in the Hall of Division.
Glassblowing & Vesselcrafting

**Glassblowing & Vesselcrafting** is a Skill card that starts with 2 Knock and 1 Sky.

## Acquiring the Skill

Glassblowing & Vesselcrafting can be acquired via studying:

* Advice on Containment
* On Imperfections (Knock 10)
* On What is Contained by Silver
* Towards a Fundamental Aesthetic

## Committing to Wisdom

Committing Glassblowing & Vesselcrafting to Hushery provides Wist. It can be upgraded at the Solar Altar or Tower-top Prospect.

*Glass, the Keeper*
*The highest purpose of a glass vessel: to separate what is without from what is within. Perhaps, Hushery suggests, this was the first purpose of the first Hour, and only in that first moment could there be perfect understanding.*
Committing Glassblowing & Vesselcrafting to Ithastry provides Phost, which can be evolved at Shrine: The Madrugad or Instrument: Bells.

*Glass, the Egg*
*The highest purpose of a glass vessel: to show clearly perfectly what would otherwise be hidden within. Perhaps, Ithastry suggests, this was the first purpose of the first Hour, and only in that first moment could there be perfect clarity.*
## Crafting

1 - Possibly a bug. Still in the game as of version 2023.8.c.3
The Admonitory Automata Project

## Mystery

Forge 10

*The Admonitory Automata Project* is a film of the Forge principle.

## Location

This film is found in Stair Tenebrous in Hush House.

## Description

Selecting the book provides the following description:

Upon choosing to master the book, either at a Desk or with the Consider verb, the Librarian learns:

After completing mastery, the Librarian learns:

## Rewards

Completing mastery of the book generates x2 Lesson: Lockworks & Clockworks and Memory: Foresight. Subsequent consideration of the book produces only Memory: Foresight.
Motley Tower: Regensburg Room

## Description

The Motley Tower: Regensburg Room is an area in Hush House which is unlocked decently into the midgame. You will need Heart or Sky assistance to unlock this area.

## Interactable Items

Once unlocked, you can access the Guest Bed: Motley and the Desk: Natan, there is also:

* 1 Tall Candlestick (1 Lantern), Thing, Candle, Light
* 1 Regensburg Menorah (1 Heart, 2 Lantern), Thing, Light
* 1 Storm-Tossed Mirror (1 Lantern, 1 Sky), Wall Art
* 1 Bag of Tricks (1 Moth), Comfort, Cache
* 1 Wine-Dark Chair (1 Grail), Comfort
* 1 'Our Benefactor' (1 Forge, 1 Heart), Wall Art
* 1 'Our Benefactress (1 Forge, 1 Heart), Wall Art
* 1 Reference Image (2 Heart), Thing

The Guest Bed: Motley is a bed that can be used by visitors with an interest in Moth, or camped in with Moth-powered Soul. As a workstation the bed can use Forge, Rose, Moth, and Heart.

The Desk: Natan is a desk that uses Heart, Knock, Rose, and Moth.
Key of Night

## Mystery

Scale 6

*Key of Night* is a book of the Scale principle.

## Description

Selecting the book provides the following description:

Upon choosing to master the book, either at a Desk or with the Consider verb, the Librarian learns:

After completing mastery, the Librarian learns:

## Rewards

Completing mastery of the book generates Lesson: Pentiments & Precursors and Memory: Fear. Subsequent consideration of the book produces only Memory: Fear.
One Hundred And Eight

One Hundred And Eight is a book of the Scale principle.

## Description

Selecting the book provides the following description:

Upon choosing to master the book, either at a Desk or with the Consider verb, the Librarian learns:

After completing mastery, the Librarian learns:

## Rewards

Completing mastery of the book generates Lesson: Pentiments & Precursors and Confounding Parable. Reading it again provides Confounding Parable.
Tanglebrag

**Tanglebrag** is a Moth Material.

## Crafting

Tanglebrag can be crafted at <WORKSTATIONS> with 5 Moth, and one of the following Skills:

* Edicts Liminal
* Resurgences & Emergences
* Rites of the Roots
* Weaving & Knotworking

Tanglebrag can be crafted at <WORKSTATIONS> with 5 **Lantern**, and one of the following Skills:

* Watchman's Paradoxes

## Studying

Studying Tanglebrag with any element of the soul will result in an Impulse, and destroy the Tanglebrag.
Medusa's Lament

## Mystery

Scale 14

*Medusa's Lament* is a book of the Scale principle written in Greek.

## Description

Selecting the book provides the following description:

Upon choosing to master the book, either at a Desk or with the Consider verb, the Librarian learns:

After completing mastery, the Librarian learns:

## Rewards

Completing mastery of the book generates Lesson: Horns & Ivories x2 and Memory: Fear. Subsequent consideration of the book produces only Memory: Fear.
Mechanics

### How to read a book

Put it in your Consider verb or a desk (or another workstation which takes books?)

### How to re-read a book

Same as reading, except you needn't meet its mysteries. This means you can use any soul card so long as it matches the workstation's allowed principles.

### How to purify a book

In order to remove any contamination or curses, you must place the affected tome in a workstation along with a skill that is labelled as "effective against [contaminant]." These skills have icons in their tooltips denoting which contaminant they can eliminate. Each type of contamination also needs a certain amount of a given principle to abate the issue. This can be verified by mousing over/clicking the affliction and reading the dialog that appears.

## **Crafting**

### Assistants

Assistance must be recruited in Brancrug, whether by visiting your backstory's friend, the other permanent residents, or The Sweet Bones. Assistance from The Sweet Bones begins with higher aspects than the permanent residents, but is also more expensive.

### How to Recruit

To recruit your backstory's friend, simply visit during daytime and insert the requisite soul card (For Mrs. Kille, insert a card with Grail; for Mr. Kille, Winter is required). For the other non-friend residents, You will need to recruit a different assistant to introduce you to them, after which you will need to pay a shilling (after inserting a matching soul card) to recruit them for the day.

For assistance from The Sweet Bones, insert any soul card plus any denomination of currency to start the recruitment timer; placing currency without a soul card will recruit Fisherman's assistance. Once this timer has elapsed, you will receive a random assistant and the currency you placed will be returned to you. You are not required to hire this assistant, but if you wish to do so, it will cost a florin (two shillings; 24 pence).

### How to strengthen Assistants

All Assistants can be strengthened with 1 of each of the following:

-A memory

-A Drinkable item

-An element of the soul

-A sustenance item (food)

-A Tool

In addition, each assistant can use a special type of item depending on who they are:
History

As the Librarian of a Library under the Covenant of the Watchman's Tree, the Librarian of Hush House may, when writing with an Encaustum Terminale, record a History such that the Hours take note.

A History is a particular ending of the game. To record a History, the Librarian must bring at a Desk a Numen, the Journal, an Ink and at least 25 of one of the Numen's Principles. The combination of Numen and Principle determines which particular victory is achieved. On top of that, each Librarian background has 2 Numina they can win a specific victory with, such that each Librarian can access 6 specific victories.

*Note: Although the tooltip suggests that having a Determination in the Journal is necessary, it is possible (albeit harder) to record a History without it. Similarly, using an Encaustum Terminale is not necessary.*
Fucine

Fucine is a Language in which books may be written. Books written in Fucine are primarily from the Dawn Period. It is spoken by Dr. Serena Blackwood, Fr. Stanislav John Schaller, and Mr. Peter Agdistis, and may be learned from them for the price of 1 Tally.

## Fucine

### Secondary Principle

Knock

As a skill, it provides aspects 2 Heart and 1 Knock. Languages can not be used in crafting recipes, but can be used to explore the Tree of Wisdoms. Before the addition of the "Evolve via X" aspect to certain memories, Fucine was one of three skills that could not be used to upgrade any Elements of the Soul.

## Wisdom Attunement

Committing Fucine to Hushery provides Trist. It cannot be used to upgrade Trist normally. To upgrade, you must add a Memory with the aspect Evolve via Hushery at the Altar: St Tentreto.

Committing Fucine to Ithastry provides Wist. It cannot be used to upgrade Wist normally. To upgrade, you must add a Memory with the aspect Evolve via Ithastry at a compatible workstation. You can evolve Wist with Fucine on the Great Clock by adding Earthquake-Name to one of its slots.

## Books

The following books are written in Fucine:

* Amiranis Beteli
* Deaths And Their Evasions
* In Memory of Gods
* Nix Abolix
* The Geminiad I
* The Geminiad II
* The Geminiad III
* The High Mysteries of the Innermost Chamber of our Church Solar
* The Iron Book
* The Ivory Book
* The Scar in the Sky
* The Sevenfold Slaying of the Seven-Coiled
* The Silver Book
* The Songs of the Carapace Cross
* The Voyages of Ferninshun of Oreol
* Those Who Do Not Sleep
* Twenty-Six Enticements, Seven Torments

## Trivia

According to Alexis Kennedy in this post and this one, Fucine is based on Marsian, the language on the lost "Bronze of Lake Fucinus", a bronze tablet that was found at Lake Fucino.
On Matthias and the Amethyst Imago: Pursuit

## Mystery

Grail 6

*On Matthias and the Amethyst Imago: Pursuit* is a book of the Grail principle written by "a certain Mek"

## Description

Selecting the book provides the following description:

Upon choosing to master the book, either at a Desk or with the Consider verb, the Librarian learns:

After completing mastery, the Librarian learns:

## Rewards

Completing mastery of the book generates Lesson: Desires & Dissolutions and Memory: Gossip Reading it again provides Memory: Gossip.
Orpiment Exultant

**Orpiment Exultant** is an Encaustum Terminale. It can be used with the Journal to record a History and fulfill the Librarian's purpose at Hush House.

## Crafting

Orpiment Exultant can be crafted with Forge 15 and Iotic Essence using any of the following skills:

* Transformations & Liberations
* Inks of Power
* Anbary & Lapidary

Workstations with appropriate slots and Principles to create Orpiment Exultant include:

* Foundry: Foundry
* Shrine to the Madrugad : altar in the Glorious Stair
* Alchemist's Glassware

A hint on crafting this item is found in The Book of Cinders:
Ragged Crossroads

*Ragged Crossroads* is a Skill card. It starts with Edge 2 and Winter 1.

## Acquiring the Skill

* In Memory of Gods
* How the End will Begin
* The Sun's Lament
* The White Book of Brittany
* Those Indignities Perpetrated By the Deceitful Fraternity of Obliviates

## Committing to Wisdom

Committing Ragged Crossroads to Illumination provides Phost. It can be upgraded at the Practice Equipment.

*Tomorrow's Light - Every regret is a lesson. We cannot change what is past, but neither should we wish to. Regret is Illumination.*
Committing Ragged Crossroads to Skolekosophy provides Shapt. It can be upgraded at the Condignator.

*At the Threshold - Every regret is a threshold; and every threshold can be crossed in both directions. A skolekosophist knows that no threshold need remain inviolate.*
Shuritic Book of Suns

## Mystery

Sky
10

Shuritic Book of Suns is a book of the Sky principle.

## Location

The book can be found in the Silver Vault.

## Description

Selecting the book provides the following description:

Upon choosing to master the book, either at a Desk or with the Consider verb, the Librarian learns:

After completing mastery, the Librarian learns:

## Rewards

Completing mastery of the book generates 2 x Lesson: Sacra Solis Invicti. Reading it always provides Numen: the Great Counterfeit.
Letters To My Successor

## Mystery

Lantern 8

**Letters To My Successor** is a book of the Lantern principle.

## Description

Selecting the book provides the following description:

Upon choosing to master the book, either at a Desk or with the Consider verb, the Librarian learns:

After completing mastery, the Librarian learns:

## Rewards

Completing mastery of the book generates 2 Lesson: Inks of Revelation and Memory: Revelation. Subsequent consideration of the book produces only Memory: Revelation.
Journal of Thomas Dewulf

## Mystery

Sky
4

**Journal of Thomas Dewulf** is a book. It can be accessed by cataloguing a book from the Baronial Period.

## Description

Selecting the book provides the following description:

Upon choosing to master the book, either at a Desk or with the Consider verb, the Librarian learns:

After completing mastery, the Librarian learns:

## Rewards

Upon completing the mystery in this book for the first time, you will receive Lesson: Ouranoscopy and Memory: Salt. Subsequent consideration will yield Memory: Salt.
Pentiments & Precursors

*Pentiments & Precursors* is a Skill card. It starts with Scale 2 and Grail 1.

## Acquiring the Skill

Pentiments & Precursors can be obtained from:

* Key of Night (Scale 6)
* One Hundred and Eight (Scale 4)
* The Geminiad II (Grail 10, Fucine) x2
* Medusan Commentaries (Grail 21, Killasimi) x3
* The Turquoise Hand (Rose 10, Ramsund) x2

## Committing to Wisdom

Committing Pentiments & Precursors to Skolekosophy provides Ereb. It can be upgraded at the Nocturnary or the Rowenarium.

*Carapace*
*Of the Ligeian Medusa, it has been said: 'She might be the oldest of her kind still living; and she is dead.' Skolekosophists might interpret this thus: she is the oldest of the Seglaz-kind, which is to say of a Carapace-lineage famed for the breadth of their wisdom and the complexity of their teeth.*
Committing Pentiments & Precursors to Birdsong provides Chor. It can be upgraded at Instrument: Quivering Double Bass.

*Coral*
*Of the Ligeian Medusa, it has been said: 'She might be the oldest of her kind still living; and she is dead.' Symurgists might interpret this thus: she is the oldest of the shared Names of the Twins - the Hours we call Sister-and-Witch, Witch-and-Sister.*
## Item Creation

\*Complicated craft see the item's page for details
Marakat

**Marakat** is an Encaustum Terminale. It can be used with the Journal to record a History and fulfill the Librarian's purpose at Hush House.

## Crafting

Marakat can be crafted with Nectar 15 and Leathy using any of the following skills:

* Insects & Nectars
* Inks of Power
* Tridesma Hiera

Workstations with appropriate slots and Principles to create Marakat include:

* Motley Tower: Dispensary: Dispensary
* Kitchen: Kitchen Range: Servants
* Gaol Kitchen: Kitchen Range: Gaol
* Hall of Voices: Hearth: Hall of Voices
* Cell: ?: Chrysalis

## Trivia

One hint for this recipe is written in Malachite Supplications and described as follows:

> "One prayer describes how a strong degree of Nectar-aspect can be used with Leathy and Tridesma Hiera rites to bring forth 'the Last Nectar of the Last History, the Living Ink, the Ink-in-Secret…'"
>
>

A second hint is written in The Red Book of Brittany:

> "The Red Flower is described as 'the temptation of suffering'; but its suffering can apparently be allayed when 'the Copper Fruit' is enspelled with Nectar-aspect alongside Herbs and Infusions techniques. A variant of the same approach, with the Inks of Power techniques outlined here, can 'gentle Leathy into a Great Ink...''
>
>
Smuggler's Den

## Description

*Smuggler's Den* is a baronial period room on the upper level of the depths below Hush House. Prior to opening, the *Smuggler's Den* is labeled as "Wing-Haunted Cave"

The librarian can access this room from Hermit Cell or Our Lady Beneath with a Forge or Grail assistant.

This location exposes:

* Abandoned Church
* Gaping Darkness

## Objects

*NOTE: This list may not be accurate*

* Scholoss Jannings (Bottle) x2
* Domaine Raveline (Bottle) x2
* Dandelion Wine (Bottle)
* Lambig Broceliande (Bottle)
* Forsaken Packages (Cache) containing Lignum Vitae Blank
* Crate of Supplies (Cache) containing Oscillate Oil
* Hurricane Lamp
* Bottled Candle
January Sanguinary

**January Sanguinary** is a 5 Heart, 3 Knock, 3 Sky Liquid.

## Crafting

January Sanguinary can be crafted with 15 Heart, Gideon's Soaks, and one of the following Skills:

* Edicts Inviolable
* Herbs & Infusions
* Maggephene Mysteries
* Surgeries & Exsanguinations

January Sanguinary can be crafted with 15 Knock, Glassfinger Toxin, and the following Skill:

* Surgeries & Exsanguinations

The recipe is hinted at in The World Despoil'd:
Arch Illager

The Arch Illager Is A Boss Like Mob That Rules The Illagers And That Spawns In Woodland Mansions In The "Kings Room" Which The Arch Illager Protects The Arch Crystal Which Gives The Arch Illager Power To The Illagers And Therselves.

## Arch Illager

### Relatives

Illusioner, Iceologer, Enchanter, Pillager, Vindicator, Evoker, Ravager
Invincible Audacity

>
>
> Invincible Audacity
> -------------------
>
>
>
>
>
>
> ### Principles
>
>
> Edge 6, Forge 3, Lantern 3
>
>
> ### Obtained By
>
>
> 15 Edge + Disciples of the Hammer or Auroral Contemplations or Edicts Martial with Winning Move
>
>
> ### Aspects
>
>
> Memory, Persistent, Evolve via Illumination, Evolve via Ithastry
>
>
>
>
>
>
> | “
>  | *A general says: when I make the right choice, I win. An Illuminate says: when I win, I determine which choice was the right one.* | „
>
>

**Invincible Audacity** is a Memory that can be crafted with 15 Edge, and the following Skill:

* Auroral Contemplations
* Disciplines of the Hammer
* Edicts Martial

You also need the memory: Winning Move.

It may be obtained by burning your journal in a fireplace, though this renders the game unwinnable.

## Trivia

The recipe for crafting this memory is described in the book On Resonance.

> "'The Seventh Shard we call, informally, the Invincible Audacity, which is struck from the Winning Move as the Winning Move is struck from a memory - with the application of sufficient Edge.'"
>
>
Sacrament Malachite

**Sacrament Malachite** is a Nectar 6 Liquid and Beverage

## Crafting

Sacrament Malachite can be crafted at <Kitchen Range: Servants> with 15 Nectar, Pyrus Auricalcinus, and one of the following Skills:

* Leaves & Thorns
* Drums & Dances
* Coil & Chasm
* Herbs & Infusions
* Rites of the Roots
* Spices & Savours

Sacrament Malachite can be crafted at the Sacred Spring and Motley Tower: Dispensary with 15 Nectar, Essential Periost and one of the following Skills:

* Stone Stories
Ouranoscopy

Ouranoscopy is a Skill card that starts with 2 Sky and 1 Moon.

## Acquiring the Skill

Ouranoscopy can be acquired via studying:

* De Motu Corporum Vetitorum
* The Fallen Cross
* Journal of Thomas Dewulf

## Committing to Wisdom

Committing Ouranoscopy to Hushery provides Trist. It can be upgraded at Spire Prospect, Loggia Prospect, or the Catacombs Altar.

*Wisdom: If the stars are wisdom, then dawn is ignorance. A day might come when there is no dawn. Ouranoscopy should be numbered among the Night Arts.*
Committing Ouranoscopy to Horomachistry provides Fet. It can be upgraded at the Telescope.

*Peace: If night is peace, then dawn is battle, when the Sun drives the stars from the sky. A day might come when the Sun's victory is not assured. The battles of heaven are a matter of Horomachistry.*