Dark Room Greenhouse

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The Greenhouse is the chamber that is aligned with the Primal Wild.

Apprentice Mystery of the Greenhouse

Opacity: 2 • Interval: Scrutiny takes 1 hour per test.
Surface Information: This is the result of any successful Revelation test done before the Mystery's Opacity has been unraveled completely.

  • The object in front of you is a soulstone, a calcified piece of a mage's Awakened soul. You have a momentary vision of the mage at the moment they created this soulstone. It embodies the Ruling Arcana of your Path, and is a sympathetic connection to that Realm.
  • The soulstone was calcified about thirty years ago, and they are clearly one of the creators of the Antechamber as well.
  • You can discern something strange at the heart of the soulstone: your own name, scribed in High Speech as you wrote it on the Watchtower.
  • In order to begin to Scrutinize the soulstone, you must have 2 dots in both of the Ruling Arcana of your Path.
  • Gain 1 Arcane Beat.

Deep Information: This is the result of a successful Revelation test done after the Mystery's Opacity has been unraveled completely.

The Copper Door

  • A copper door set with panels of still-living wood. The wood has small sprouts of leafs and creepers, but they are all yellowed and withered, as though they were unhealthy. Strange faces are etched into the copper, their eyes set with small pieces of amber that is dark and smoky in color.
  • Mystery of the Copper Door: Opacity: 2 • Requirement: must be studied with Life and Spirit mage sight by someone who has fully Revealed the Antechamber Mystery
    • Surface Info: created by Awakened magic using Life and Spirit, about the same time the Antechamber was made
    • Deep Info: the disease in the wood of the door must be cleansed with a Compelling Life practice to allow the door's spirit to re-enter the door (as the disease is its Bane), and then using a Compelling Spirit practice will convince the spirit to open the door.
  • Opening the door requires the use of Cleanse the Body (Life •) to banish a disease from the living wood of the door. Because this disease is a Bane to the door's spirit, cleansing it allows the spirit to return to the door, causing the amber eyes of the carvings to light up with light, all of them watching the sorcerer. By using Coaxing the Spirits (Spirit •), the spirit will open the door.

The Chamber

  • A room full of growing plants. The ground is dirt, cordoned off into beds by small river stones, with winding flagstone footpaths between them. A small stream bisects the room. Plantlife of all sorts grows high in the beds and climbs the walls, draping down over the paths. Birds and other small animals scurry from cover to cover, appearing and disappearing seemingly at random.
  • The walls are great panels of carved reddish wood set with panes of slightly dirty glass. It is clear that there is wilderness beyond the glass, cast in a perpetual twilight, and things feral and beautiful can be seen to move through it occasionally. Eyes, watching those who move within, can be seen occasionally, flashing out from the darkness in the underbrush.
  • Soulstone: On the carved wooden bridge that arches over the small stream, a plinth of blood-spattered, old wood rises, its roots dipping through the bridge and down into the water below. It is rough and twisted, reaching upward like a claw, with its upper edge enclosing what appears to be an apple-sized chunk of amber, fashioned into the shape of a human heart. It glows faintly, and something moves within its murky depths. It cannot be extracted from its cage of gnarled roots. Those with Life 2 and Spirit 2 can tell there is a Mystery attached to the soulstone (the Apprentice Mystery of the Greenhouse).
  • Tass: Tass accumulates in the blossoms around the greenhouse.