L2-11b. Knot of Names — Reliquary of Balance
What this room is
A genealogical reliquary for the craft-orders who served here. The Suel idea is simple: Stone (Jascar) and Craft (Fortubo) must agree before any honor is dispensed. Bringing them into balance opens the central knot and yields a token of the wing.
Solving the room (no checks; player-led)
Clue verse (thin Old Suloise line under the knot, with a gloss):
“Stone consents, hand consents—then law remembers.”
- Two creatures stand on the peak and hammer floor tiles facing each other.
- On the beats of a soft six-count, each keeps one hand pressed to their tile.
- On the sixth beat, either creature taps the small ruby pip set in the center of the knot.
Result: The knotwork panel breathes inward and slides aside, revealing the reliquary niche.
Why this works: Jascar and Fortubo agree (sustained contact), then Wee Jas witnesses (the ruby). No skill rolls—only cadence and cooperation.
Failure feedback
- Out of sync / lifted early: the tiles hard-click and lock out for 1 minute.
- Shouting or rushing: the nearest Stone Bite slit snaps across the mid-floor (DEX 13, 2d6 slashing) and the room gains +1 Attention.
- Forcing the panel: loud, no effect; +1 Attention.
Mercy hints
- The murals’ eyes catch torchlight and glint toward each other if the party presses only one tile.
- The knot’s ruby pip faintly warms on the sixth beat of any steady count.
The reliquary niche (treasure)
- Stonebond Token (Suel). (wondrous, uncommon) A palm-sized bronze disc in Jascar-knot. While you carry it within L2-11, you have advantage on checks and saves to resist forced movement and against effects that knock you prone. As a reaction 1/short rest, you may reduce forced movement against you by 15 feet (to minimum 0).
- Oath-nails (2) and a folded ledger slip mapping which family lines in this room appear again in L2-11d (pillar truss).
- Ruby chalk (2 uses).
Occupants & behavior
- Default: quiet.
- On Attention ≥ 2 or if PCs break name-plates: a Ruby Ghoul and 2 Ruby Zombies arrive from the hall in 1d4 rounds. The ghoul tries to shove characters off tiles mid-rite, or to hold one tile while a zombie shambles to the other (they know the trick).
Interactions & lore
- Name-reading: Any PC with Old Suloise or Suel Religion Lore easily spots House Veyras bands braided through the knot (ties back to L2-11a).
- Returning a plate: If the party replaces any missing name-plate to its matching space in the knot (there’s one obvious empty lug), the next attempt to open the reliquary ignores out-of-sync errors once—forgiveness for one mistake..
Boxed outcomes
Success (niche opens):
Your palms keep the count—one… two… three… four… five… six—and the brass warms. The ruby in the knot flashes and the interlaced panel sighs inward, revealing a shallow shelf lined in red felt.
Off-beat (lockout):
The tiles clack and chill. The knot sits silent, the ruby’s light guttering to a pin.
Loud force (hazard):
The panel refuses—and the floor answers: a thin blade snaps from a grout line, licking across your shins with a stony hiss.

Features
- Alcove banks: 8′×4′×5′ niches, two and three high; quiet Suel priests on their backs, arms crossed. Lower tiers include ledger plates that repeat the names woven on the wall.
- Facing murals: Jascar (left) and Fortubo (right) rendered in strict Suel line-work.
- Floor tiles: brass, hand-sized, set before each mural.
- Knotwork panel: interlaced bronze bands engraved with six family lines; a faint ruby pip is set dead-center.
Exits
- East: back to the Hall of Pillars via the short north run.
- South bend: returns to the mid-spine corridor toward L2-11c.
DM notes (quick)
- Keep it cooperative & cadence-based—no rolls.
- Let the ghoul patrol weaponize the room (shove off tiles, hold one themselves).
- Reward curiosity: name-reading here sets up 11d and confirms the Veyras thread begun in 11a.

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