Dark Room Library

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The Library is the chamber that is aligned with Arcadia.

Apprentice Mystery of the Library

Opacity: 2 • Requirement: Must have Fate •• and Time ••.
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 Silver Door

  • A great door made of panes of faceted crystal set into a silver frame. The crystals are interlocking and appear suspended in place mainly by surface tension – they even quiver slightly as though the slightest movement might collapse them, but they resist any outside force.
  • Mystery: Opacity: 2 • Requirement: must be studied with Fate and Time mage sight by someone who has fully Revealed the Antechamber Mystery
    • Surface Info: created by Awakened magic using Fate and Time, about the same time the Antechamber was made
    • Deep Info: the door's crystals must be read with a Compelling Fate practice to tell which of them acts as the unsealing mechanism, and then its movement paused via a Compelling Time practice to activate it.
  • Opening the door requires Reading the Outmost Eddies (Fate •) to discern which crystal shard acts as the unsealing mechanism, and then manipulate it with Green Light/Red Light (Time •) in order to create the momentary pause that allows that crystal to slot into the place. The others all drop into their proper places with the sound of a ringing chime, and the movement opens the door.

The Chamber

  • A room full of library shelves. The shelves are open-faced, and the books upon them seem to change and shift and move. They are books of whimsical histories and strange bestiaries, tomes of legends and myths and folklore that never was.
  • Instead of wood behind the books, there are plates of carved crystal. Behind the crystal is a dark wood festooned with thorny briars, which press up against the crystal. Things occasionally move in the darkness beyond the thorns, blurry and indistinct as viewed through the imperfections of that crystal, and faint snatches of strange music can be heard through them, muffled by the barrier.
  • Soulstone: In the center of the chamber is a short plinth of hewn crystal, wrapped with thorny vines that seem to grow up out of the floor itself. The vines are heavy with strange clusters of black and purple berries. Stabbed into the top of the plinth is a thin silver stiletto, half-imbedded in the plinth and impossible to remove. This is a soul stone. Those with Fate 2 and Time 2 can tell there is a Mystery attached to the soulstone (the Apprentice Mystery of the Chamber, sidebar).
  • Tass: Tass accumulates in the berries of the soulstone.