recursal/Fanatic-Fandom huggingface dataset:
Wolves

## Bestiary

These four-legged critters are among the most feared hunters in the wilderness, though they are not as interested in human flesh as the large cats, and tend to hunt for strong, adult humans only if they’re on the verge of starvation. The largest of them are solitary, competing with other beasts over the biggest game and carcasses, while the smaller ones demonstrate an uncanny intelligence, and group in packs to defeat creatures they can’t take down without assistance.

According to Dalit: “There’s a lovely pack of red ones, those that jump really far, and once they bite you, they never let go. Also some blue wolves, they spend their time spread around, but howl to one another when they find good prey. Trust me, don’t ever try to fight a pack. Their furs are valuable, even the gray ones, but the only way to hurt them is setting up a trap. They abandon those that can’t be helped. But the furless wolves... These are the worst. They live alone, but are as dangerous as an entire group. Once you find one, you can’t run away from it, you can’t scare it off if it’s not bleeding. You must stay brave, especially when it charges at you. It’s going to jump at your neck. Duck beneath it, as quickly as you can.”

According to Ilan: “A furless wolf charges at you like a runner, and jumps right at your throat.”
Huntlords

## Bestiary

Huntlords and huntqueens spend their lives trying to take over the land of their opponents or looking for a promising mate, though only for the time it takes to copulate. They can quickly run, climb, and jump on four paws, but are also more than confident fighting on their hind limbs. Larger and stronger than a bear, they’re known to be the perfect killers. Their deafening roar, which cuts through the air whenever they finish their hunt, can be heard every night.

According to Dalit: “Yeah, they don’t fight anymore. The latest queen rules for maybe five years now. Our watchmen saw it a couple of times, it’s tall and has red and silver fur. I’d recognize its howling anywhere. But please don’t tell me you plan to look for it. No human can harm such a being. If it decides it wants you, the best you can do is abandon your palfrey and hope it looks tasty. But huntlords rarely strike before dusk, so who cares? Stay in the sunlight, like the rest of us.”
Winged Hourglass

A steel pendant hanging from a leather strap. It's common to wear such jewelry to demonstrate one's allegiance to The Wright.

## Description

The winged hourglass was adapted by the largest religions of The Ten Cities - The United Church, the Orders of Truth, and the majority of fellowships. It’s used in temples and funeral rites, but also to decorate expensive codices or pieces of clothing. Not every soul who wears such a trinket in a visible place is a devoted believer, but it can be seen as a sign of solidarity with the more conservative section of the city culture.

Emblems like this one are meant to portray the ephemerality of life and the rigidity of time. The traditional pendants are made of steel, signifying the strength of humankind’s determination and innovation. Wright’s Tablets highlight the important role of iron when it came to fighting monsters and expanding the lands of the tribes. Other materials, such as bone, gold, or even wood, are also used, though various communities interpret such alterations in their own ways. The pendants made of steel are not so contentious.

## Obtaining

You receive a Winged Hourglass at the beginning of the game if you choose any of the following religions:

* United Church
* Orders of Truth
* Fellowships

If you don't have a winged hourglass, you can purchase one Winged Hourglass in Gale Rocks.

## Glossary

The most common holy symbol used in the North, representing the vanity and triviality of life. It decorates jewelry, tombstones, and weapons. The most appreciated are the ones made of animal bones or a high-quality steel.
Steep House

See also: Ruined Village

The Ruined village on the path between Howler's Dell and The Pelt of the North.

Steep House was originally a very wealthy village. Howler's Dell was a smaller, struggling village at the time. Howler's was angry the village so close to theirs was doing so well and they were not, so they demanded a share of their wealth. Steep House began essentially paying taxes to Howler's Dell. Eventually Steep House refused to keep paying them, so Thais, the mayor of Howler's Dell, organized an attack on the village. She blackmailed the people of Creeks to help her, as revealed by Elah. She swore if they did not help her take care of Steep House, that Creeks would be the next target. Thais also manipulated the druids of Howler's Dell into participating in the slaughter. Elpis, the leader of the druids, states that they were only there to heal their own, but once they were on the other side of the walls, Thais forced them to participate in the fighting. The cursed soil in the ruins is further proof of their participation.

It is revealed that it used to be the home of Glaucia and her band. Glaucia had married a man from Steep House and moved there from Gale Rocks to live with him and his family. She reveals that a few days after the raid on Steep House, her and some of the other survivors went back to salvage what they could and burn any corpses, so they would not turn into the undead. However, they did not find a single dead body. Some time later, she saw the corpses of her husband and his parents under the control of the necromancers in the White Marshes. This is the reason her bandits have been targeting only the White Marshes. She also implies that after she has eliminated the necromancers, she plans to go after Howler's Dell for what they did to Steep House.
Support of Bandits

I could sabotage my meeting with Gale Rocks’ council. Securing Glaucia’s future may hinder the city’s efforts, but will help me learn more about the peninsula. *(or)* I could sabotage my meeting with Gale Rocks’ council. Securing Glaucia’s future may hinder the city’s efforts, but would keep me safer in the future seasons... If I care for it.

## Overview

To begin this quest, you will need to have started or completed Support of Gale Rocks.

If you have not started the meeting with the council of Gale Rocks, you can inform Glaucia, but she will not be happy and she will demand you sabotage the meeting. You can do this by bringing only enough arguments for the council to arrive at a "weak no".

If you start the meeting without consulting Glaucia, you will complete this quest by telling her the result.

If you've sabotaged the meeting, then you can return to Glaucia, completing the quest. She will offer you a place in her band if you stay in the peninsula.

If you attend the meeting and convince the council to reach a "yes", then Severina will ask you to bring Glaucia the news that she will no longer be supported. Returning to Glaucia and giving her the bad news has three possible outcomes:

1. Glaucia and her band torture you for a few hours. You'll be forced out of the camp on your horse, having taken damage to your vitality, appearance and nourishment. You will be unable to re-enter The Hideout.
2. If your relationship with Glaucia's band is high enough, Glaucia will merely threaten to kill you if you ever cross paths again.
	1. You can say farewell, ending the quest. You will be unable to re-enter the The Hideout.
	2. If you spoke with Glaucia's parents in Gale Rocks, you can advise her to return to her tribe. She will consider your advice, and you will remain free to access the Hideout. This will result in a favourable outcome for Glaucia, as she will abandon her banditry and rejoin Gale Rocks.
Shield

A wooden shield covered with decorated leather attached to the surface with steel rivets.

## Obtaining

You can buy one from Tatius at Gale Rocks. Alternatively, Iason at the Pelt of the North will offer a shield for sale once your relationship is good enough.

You can only obtain one shield at a time.

## Known uses

A shield is useful in many of the combat encounters, as it offers protection against enemy attacks, and can sometimes be used offensively to help resolve an encounter. It is highly recommended for completing Bird Hunting, as you can use it to block the bird's charge.
Odcinek 910

Odcinek 910 wyemitowano 24 kwietnia 2018 roku o godz. 17:00.

## I część

44-letni wdowiec Mariusz zajmuje się córką i schorowaną matką, przez co rzadko widuje się ze swoją partnerką Kasią. Mężczyzna dla schorowanej matki wynajmuje opiekunkę. Mariusz jest zazdrosny o partnerkę.

## II część

Katarzyna dostaje erotycznego SMS-a. 44-latek ratuje Iwonę z opresji przed pijanym mężem. Córka Iwony, Tosia, nocuje z córką Mariusza z powodu awantur pijanego ojczyma. 44-latek znajduje drugi telefon partnerki, w którym jest wiele erotycznych SMS-ów. Zrozpaczony Mariusz po rozstaniu z kobietą całuje Iwonę. Wkrótce dowiaduje się, że jego matka została okradziona. Policja znajduje skradzioną biżuterię u męża Iwony. Mariusz zwalnia opiekunkę.

## III część

Okazuje się, że córki Mariusza i Iwony uknuły intrygę, przez którą Mariusz miał rozstać się z Kasią, a Iwona z mężem, żeby ich połączyć, a żeby Agata z Tosią mogły zostać razem. Kasia wybacza Mariuszowi.
The Ruined Shelter

A small hamlet that could still be used as a stop for travelers.

If given over to the dusk-foxes, this location's name will change to, "Dusk Foxes' Shelter" and its description will change to, "A small hamlet inhabited by a family of furry critters."

## Combat encounter

A family of dusk foxes is living in the hamlet. Going behind the building will start a combat encounter with the foxes. Fleeing this encounter is an option.

There are 3 options for resolving this combat encounter. All 3 options will allow you to report to Elah, contributing to the Eastern Path quest. Attacking or scaring the foxes will allow the shelter to be explored, while leaving the foxes will render the shelter inaccessible.

### Attack the foxes

The foxes can be fought either after discovering them, or after fleeing. The foxes can be fought off without much combat experience, at the risk of injury, but fleeing will allow time to prepare weaponry, and bringing a shield will make the fight much easier.

### Scare the foxes

Discovering and fleeing from the foxes creates an opportunity to scare them with noisy, aggressive gestures, risking no injury to you or the foxes. The foxes must be scared over several days before they will leave. The foxes are considered spared.

### Leave the foxes

By leaving the hamlet to the foxes, you will no longer be able to explore the hamlet. The foxes are considered spared.

## Exploration

Making the foxes leave will allow the shelter to be explored, resulting in a prompt.

Inspecting the mushrooms reveals they could be useful to the foragers at Foggy Lake.

Inspecting the bushes leads to a choice of clearing the bushes to obtain a bronze axe head. Withering dust can be used for the bushes.

The building can be cleared, which rewards 2 .
Warfare

## Glossary

The armies of The Ten Cities can’t move in large groups or plan open battles in the middle of nowhere, and are divided into squads between 5 and 20 people each. For them, there isn’t much of a difference between fighting bandits, blood sorcerers, or beasts. They travel in groups, scouting and engaging in combat whenever possible, relying on the experience of their leader.

The Northerners are focused on keeping their sparse settlements from collapsing. The tall walls were built this way to protect the locals from the wilderness, not siege weapons. Over the centuries, there have only been a couple of open wars between The Cities, and all of them were focused on overtaking villages and trade routes. For most people, the main role of soldiers is to deal with monsters, necromancers, and highwaymen, not to participate in political games.

Focusing military tactics on guerrilla warfare results in a unique approach to designing weapons and armors. The crude force capable of penetrating the skins of monsters is valued more than fancy dueling equipment, while traps are more important than any mount.
Soul, Shell, Pneuma

## Glossary

The people of The Land see a correlation between magic and breath. They describe all living creatures as empty shells filled with pneuma, the life force sustained by breathing. They believe that creatures who use magic do so because of their souls — a unique identity held in their shells, which turns pneuma into something greater. That’s why almost the entirety of magic is used through speech and breathing.

Thus, all living creatures use pneuma, but only a few are the soul carriers — humans and spirits, such as the deities living in the forests, demons, or ghosts.

All of these ideas are in some way lacking when they are confronted with reality. Some believe that dragons, goblins, beastfolk, or howlers do possess a soul, while others distinguish between souls of a higher and lower rank. It’s not clear why some humans can cast spells by gestures alone, or why animals don’t rise as the undead, or why a small number of humans can’t use magic at all, while the others have unusual talents.

The various views and interpretations are not just a part of an advanced theological debate, but also shape stories and laws. Wright’s churches don’t consider magic to be different from any other human activity, while minor religions believe that it’s either an essential part of nature or a divine domain.
Thyrsus

## Journal

A warlock and the caretaker of the peat fields. A capable mage specialized in controlling plants. A herbalist willing to sell useful balms and powders.

According to the patrol I encountered at the old forest garden, I shouldn’t “bother him long. He’s of a cold soul.”

He was taught his unusual magic by the druids of White Marshes.

According to the people of Gale Rocks: “He just listens to what we need, tells his price, and makes us go, he does.”

According to Glaucia, he has “a soul as firm as a shield. No threat nor begging will move him an inch.”

He seems to be bothered by the undead of White Marshes.

He got into an argument with his tribe over the security of his family.

## Shop

**Thyrsus** sells certain alchemy ingredients as well.

## High Island Crew

**Thyrsus** can be recruited to join your expedition to High Island. His benefits include finding alternate paths.
The Tribe of The Green Mountain

An ancient settlement carved into a large, natural cave.

The Tribe of the Green Mountain, also known as the Green Mountain Tribe, is found on the easternmost part of the map. They are led by Cephas and Gaiane.

## Barter

In order to access Cephas and Gaiane, you must give the Tribe an item it desires. You can also give additional items to Cephas and Gaiane to either improve your relationship score with the Tribe or barter for the Dragon Horn.

The items the Tribe will take in barter are:

* Asterion's Cloak
* Brand-New Battle Axe
* Bronze Axe Head/Bronze Axe
* Cask of Cider
* Iron Ingot
* Sacks of Spices
* Seal Skin
* Weird Root

Note that some items will improve your relationship more than others. For example, Asterion's Cloak is especially valued by the Tribe.
Tulia's Camp

A military camp in the far south of the Nameless Peninsula. A military outpost surrounded by a wooden wall, set in the middle of the valley.

After the camp is attacked by a troll on Day 5, its name changes to "The Old Camp" and the description is changed to "A ruined outpost, reclaimed by beasts. There's nothing else to find here."
Tulia

Lieutenant at the southern Military Camp. You meet her first when you enter the peninsula. After the military camp is attacked, she will move to Pelt of the North.

## Journal

One of the last soldiers left in the peninsula. She is stationed at the military camp in the South.

She plans to return to Hovlavan in the near future.

She didn’t expect to become a lieutenant and most members of her squad are already dead.

Her squad was meant to find a fitting place for a new outpost.

According to Iason, she’s more efficient when she has someone to order her around.

It seems like Glaucia has been collaborating with Tulia in the past.

## High Island Crew

Tulia can be recruited to join your expedition to High Island.
Thyrsus' Wand

Thyrsus' old wand is currently held by the druids in Howler's Dell. He wants it back.

## Prerequisites

Unlocked by asking Thyrsus if he has a message for the druids in Howler's Dell.

## Tasks

Once you have sufficient friendship with the druidess Elpis and/or Howler's Dell reputation, Elpis asks you to undertake a secret escort mission to protect the druid guard while he investigates a patch of cursed soil.

During the mission, you run into a mysterious woman. Failure to distract her results in loss of friendship with Elpis and Howler's Dell reputation, but the mission will still be successful.

## Success

Thyrsus gives you a choice between a Small Healing Potion or 3 .

## Failure

If you betray Elpis to Thais, this quest fails automatically.
Vaschel

A hunter from Creeks.

## Appearance

Vaschel has dark brown skin and short black hair. They wear brown pants and a green jacket, both made of dyed leather. They wear a bone trinket inside the left ear.

Efren describes Vaschel as "not a man", though they do have a male human body. They would be considered a non-binary person in our world.

## Quests

Vaschel is one of the Missing Hunters.

You can find their corpse in the Heart of the Forest. A furless wolf is feeding on Vaschel's corpse. If you attack the wolf and either chase it away or kill it, you can examine Vaschel's body to find a bone earring. You may burn Vaschel's corpse or leave it to the forest.
Spirits

## Glossary

It’s difficult to draw a line between religions and belief in the presence of supernatural soul carriers. One Order of Truth may claim that spirits don’t exist, another one that they do, but are a part of harmful magic aimed against humans, while yet another one may consider The Wright to be the most important of the spirits, but only one of many.

The general understanding is that spirits are minor deities that rule over small areas or beings, such as a valle [sic], a lake, a road, a tree, or a pack of wolves. Pagans tie their traditions to pleasing the spirits with their deeds and gifts, while the more superstitious followers of The Wright offer them humble sacrifices on occasion, mostly to gain a specific favor.

Various traditions portray spirits in their own, unique ways. They may be living creatures and plants; shell-less souls circling through the air, the memories of ancestors tied to their tomb; a pantheon of gods; or a set of ancient laws of nature. It’s safe to say they are tied strongly to specific cultures, both reflecting its worldview, and shaping it.
Trolls

## Bestiary

Trolls are merciless predators that move through the forests in small groups and devour as many creatures as they can catch, trying to satiate their seemingly endless hunger. Whenever they arrive in a new area, the majority of local wild game run for their lives, which also causes the migration of predators. Only the largest monsters, such as dragons, pebblers, or unicorns, don’t feel threatened by a troll family. The rest instinctively avoid any signs of their presence.

They’re massive, heavy creatures with powerful, long arms. Fighting them requires a team of experienced fighters, and is considered to be a righteous effort. Letting them be can put a heavy burden on the local wilderness.

Witnesses claim that trolls can also be attacked by the wrath of the herds. The priests of The United Church, however, deny the validity of such rumors.

According to Dalit: “There should be none of them left. These fatheads were causing utter chaos across the entire peninsula, especially near the coast. Once they started to eat foragers from the east, we were hired to get rid of them. And so we did. It may happen that a new family will cross the southern gorge, but I bet the soldiers are going to spot them. Or die.”

According to Quintus, they follow the smell of the burning fat.
Jocasta

**Jocasta** is only encountered when helping Elpis as part of the Thyrsus' Wand quest.

> Her appearance may not be too memorable - humble height and stature, at least for the standards of her tribe, brown, simply tied hair, gambeson in the color of natural linen, an axe by her side - but what draws your attention is the tiny, green-and-creamish monkey clinging to her arm, every now and them moving from one shoulder to another or even sitting on the top of her head. It looks around curiously and occasionally lets out a screech, as if noticing something worth acknowledging.
>
>

She loves to talk about food and animals. Her pet monkey is named Jumpy. She has never left the village and is fanatically loyal to Thais.

Iason has never heard of **Jocasta**.
The United Church

## Glossary

The Tablets tell stories about the extraordinary leaders who inspire and lead their tribes to greatness and safety. They are warriors, blacksmiths, and builders who raise new villages and temples, or gain access to rare resources.

The United Church, or the Unites, is the largest, the richest, and the most unified organization in the North, and is tightly connected to the politics of The Cities. It has strict hierarchies of power, traditionally with an emperor or empress at the top. For hundreds of years, it was the Church’s duty to record the government’s activities and create rules and laws enforced by the city officials. Strong laws, hierarchies, and strong leaders are considered to be valuable in and of themselves. The powerful cities are meant to juxtapose the wild, dangerous forests that can never be trusted — only conquered.

It claims to reflect the image of Adir, the greatest leader of the North. The grand temples of The United Church can be found in every city and are the cultural centers of the entire province, using their wealth and spectacular art to maintain their rank. Various ceremonies, songs, prayers, and holidays help to unify the spread communities with shared traditions, values, and hatred.

It teaches that believers should follow their priests without question and extinguishes all sorts of heretic or foreign beliefs. It persecutes pagans, necromancers, and blood sorcerers, the so-called “disruptors of peace,” forcing them to live outside the city walls.

Temples develop their own military squads, sending them to villages or road chapels, protecting the locals and travelers from the undead and beasts, or cremating their corpses. Since The Southern Invasion has reduced the Church’s power, many communities see the lack of these fighters as a worthy trade for restoring their independence.

Unites also have a long history of corruption, manipulation, coercion, and nepotism. The priests and priestesses designed many laws to maintain their influence and develop connections for the sake of their families, offspring, and friends. In most cities, the priesthood doesn’t even pretend to be impartial.

## Trivia

* The United Church was originally known as the Common Church during development

## References

1. ↑ https://moralanxietystudio.medium.com/everything-gets-better-roadwarden-devlog-785ccc6ba49b
Traveling

## Glossary

Attempts to pave the roads are rarely successful, as they provoke the monsters and are a logistical nightmare. The main traveling routes are a result of organized efforts to clear parts of the forests and beat paths through the meadows and hills, but such labor can rarely take place outside of the springtime.

The trails are little more than firm ground covered by rocks, if by anything at all, and with trunks and roots that could damage the wagon wheels removed. They don’t change the wilderness more than is necessary, unless the locals have a safe shelter nearby and many years to put their plans into action. That’s why the safest trails are close to the settlements, especially The Cities, which send out patrols and build secure havens, such as inns, chapels, and strongholds.
The Fishing Hamlet

An abandoned settlement built among the coastal rocks.

This location is initially not reachable, being blocked by a rockslide. After this rockslide is cleared by reaching sufficient trust with Thais in Howler's Dell and completing the associated task, you are able to travel to and explore this location in order to complete the associated quest.

Aegidia is hiding in this location and will approach you the first time you explore the hamlet itself. After exploring near the shore, you are able to wash in the ocean to regain one point of appearance. Exploring the outside of the hamlet will reveal the Ocean Necklace.
Spiders

## Bestiary

The most dangerous types inhabit ruins, or very lush and dark parts of the forest. They sit, all by themselves, in their webs, waiting for critters that have lost their way. Some are large like cattle, strong enough to cut through a human shell with their legs. Others use a poison-like substance that destroys their prey’s flesh. It’s impossible to list all the unique tricks they use either to strike first, or to defend themselves.

According to Dalit: “How to fight them? Like a really large one? Without a crossbow? A bow should do fine as well, but aim at the abdomen. A spear would be a good choice and when it gets too close, switch to an axe, or a mace. Or do you mean the smaller ones, like head-size big? Because they often, I don’t know, spit at their targets, or something. You do not want to get hit with it, this *web*. Dodge it, or get blinded. Maybe jump away. Then you can smash it with whatever you have at hand.”
Undead

Every unburned human corpse sooner or later wakes up as an undead looking for blood. It’s a part of the cycle of life, and a constant threat to the Northerners.

## Bestiary

Any breathless human shell touched by a fog, or by a spell of a necromancer, wakes up as a bloodthirsty beast. They seek pneuma to grow stronger, may it be waiting for other foggy days, or by collecting it from the dead. The more magic fills their new form, the greater their intellect and capabilities. They start using weapons, mechanisms, tools, even magic, and start to use a human-like speech.

According to Dalit: “You’ll find them in White Marshes, but also in the deep woods, surely looking to form a new band. I don’t have any tricks for you. All the priests and soldiers are right. Just chop them as many times as you can. Crush their bones, cut off their limbs. Surround them, outnumber them. Only the dumbest ones, those barely touched by the fogs, can fall into a simple trap. But if you *hurt* them enough, the magic disperses. Don’t ask me how it works, I don’t drink with necromancers.”

According to Aeli: “Thou needest to learn how shrewd the enemy is. Can it sense thy presence? Can it use a bow, or spells? As long as thou are, *art*, alone, it’s always better to run. The older undead, even more so those that weren’t awoken by the fogs, get cunning, human-like, but with cruelty thou hast never seen.”

I’ve heard in White Marshes that the undead pose no threat to animals.

The people of Gale Rocks claim that it would be difficult to hurt a fleshless undead with an arrow, unless one would hit it directly in the head.

From what I’ve seen, some of the undead use light sources in the darkness, but I don’t think they need them. It may be a behavior similar to wearing clothes, or using other human tools without an obvious need.
The Growing Mountains

## Glossary

A massive mountain chain with hundreds of springs, caves, short plants, and snow at the peaks. With its narrow gorges and the watchtowers built by The Ten Cities, it separates The Dragonwoods from The Wastelands. Even the waters next to it are difficult to cross without entering the deep seas.

The local tribes are known as clans, both independent and connected by their tight cultural bonds.

## Trivia

* The Growing Mountains were originally known as the Middle Mountains during development

## References

1. ↑ https://moralanxietystudio.medium.com/embracing-the-rpg-side-roadwarden-devlog-380732d8dd40
The Wright & Wright's Tablets

## Glossary

Wright’s Tablets were written almost 2000 years ago by many authors. After 500 years, Adir, the first emperor, turned some of them into a collection of religious teachings.

The Wright is the monotheistic god described in Wright’s Tablets. They tell about superhuman deeds of colorful heroes struggling with symbolic challenges and creatures. They don’t focus on a specific ethnic group and were created when the Northern Tribes were still far from forming shared identities. The Tablets also don’t explain much about the creation, purpose, or destiny of the world, focusing more on daily life and ethics.

The passage of time and the complexity of these sources makes them confusing, almost incomprehensible, and they often contradict each other. The churches put a lot of effort into analyzing them, yet often disagree on even the most basic topics.

The teachings most priests agree on are that The Wright is the only god, who fills human shells with souls. It’s willing to forgive human wrongdoings if one decides to turn away from their evil deeds and bases their lives on truth, kindness, and justice. The value of one's life is not grand, thus every believer ought to be ready to sacrifice their life in the name of what’s right, and listen to The Wright’s will, just as the heroes of the Tablets did. All humans will be judged by their deeds, both in this life and after death.
Troll-Bone Tablet

A fancy wax tablet carved in [sic] a hip bone of a troll, suplemented [sic] with the matching stylus.

After Returning the Message to X you recieve a matching Stylus to the Tablet.

## Uses

If the Character Class is not a Scholar it must be read by someone Literate:

* Thais in Howler's Dell

It can be sold at:

* Howler's Dell for 2 (without Stylus) or 3 (with Stylus)
The Dolmen

A stone chapel built centuries ago to provide shelter to wayfarers. It is involved in Akakios' quest, which is available early in the game.

### Interactions:

You can have the option pray to the hourglass on the outside or defile it, depending on your chosen background.

If you enter the dolmen, you can input a prompt. You can start by looking at the slab, which offers a hint to the next prompt. If you've talked to Akakios or you notice the writing as a Scholar, you'll receive more hints to the secret. Saying 'hatch' or 'trapdoor' will uncover a hidden entrance that will lead you to the Box from the Dolmen. You can break through the trapdoor or open it with a key obtained from Akakios. If you use the key, you can tell Glaucia about the hidden entrance to gain her trust.
Thais

## Journal

The mayor of Howler's Dell. A rich woman that represents her village when it comes to trade and negotiations.
I was advised to have the druids on my side if I were to confront her.

Foggy seems to be afraid of her, and encouraged me to “laugh at her jokes”.

According to Aegidia, Elpis describes Thais as a soul who hates to be seen as a weakling.

According to Aegidia, she’s getting weaker with every year, struggling with a mysterious illness.

Iason doesn’t like her and admits that “she may be frivolous, but she isn’t stupid.” According to him, she was born into wealth.

According to the scavenger, she’s a lively soul who enjoys games and jokes. “She’s short, and her blond hair is straight and long. She wears dresses and rouges her cheeks like a merchant.” She hates being asked about the origins of her wealth.

I met people in the west who called her a “fake, smiling rat.”

Elah calls her a “tyrant.”

According to Tertia, “her laughter is as hollow as her soul.”

I heard that she has tried to start a pact that was meant to unite the villages of the North, but was unable to make her neighbors a tempting enough offer.

The monks blame her for destroying the southern village.

According to Elpis: “Her parents were adventurers, they stood with us after a few grand journeys, carrying many treasures en sacks of dragon rings. They hoped to give her a life of comfort, without bloodshed. When others dug in soil or trained with spears, they taught her to count en read, then sent her to Hovlavan, used their ties to let her into the guild. But the war disturbed her learning, she had to return, but told us she was to help us push against the Southerners, if we trust her. En she did. With poison en betrayal, aye. But saved all of us.”
Eudocia

Eudocia is an Enchantress living in a Secluded Residence near the eastern road. She was born and raised in Old Págos and spent some time working with the Monastery before moving to her current home. The citizens of Old Págos have no interest in rekindling a relationship with her, though the woman who talks to you through the gate seems to be her childhood friend. After you learn of the Plauge, telling Eudocia about it prompts her to ask about two older citizens. Speaking to the villagers of Old Págos about them reveals they are her parents, who succumbed to the plague. When you give her the news, if you wait outside while she cries instead of just leaving the residence, it will raise your trust.

It is implied that she may have had a romantic relationship with Asterion, the former Roadwarden. She made him Asterion's cloak apparently as a gift, as she says he never finished paying for it. If you reveal that you have the cloak, she asks where you got it. Telling her he sold it to Foggy makes her sad, and lying to her about finding it with some blood makes her seem wistful. After you find out what truly happened to Asterion and inform her, she says it's a shame he decided to die alone.

She does not take visitors outside of just after dawn or just before dusk, unless you have built rapport with her. If you demand she lets you outside of these times, it will weaken your relationship.

If you ask her about the arrow you found at the fallen tree, she says that it was made in Gale Rocks.

If you bring her the Magic Chisel, she will reveal that she made it for her father when she was a child. She will turn it into the Tool of Destruction for you.

You can buy spirit rocks from her even after you have done the quest. If you are not playing as a mage, their only other purpose seeming to be for 6 pneuma points each of the 24 needed to get the weird fruit from the Beholder.

## Shop

 A Spirit Rock | A pebble filled with pneuma. Useful for spellcasters.
Withering Dust

A leather bag containing poisonous, yellow dust, which can "wither" any plant.

## Obtaining

Withering Dust can be bought from Thyrsus for 3 dragon bones.

A Scholar can create Withering Dust by mixing alchemical ingredients. Doing so requires a piece of flower-shaped driftwood and a bogfriend.

## Known Uses

* Can be used to clear the plants at The Old Bridge, creating a path that eventually leads to The Tribe of the Green Mountain
* Can be used to help bypass the thicket of thorns on High Island; you may expend the item by doing this, but doing is is not generally necessary if you have companions with you
* Can be used to clear the thicket west of Howler's Dell leading to a Rockslide.
* Can be used to clear the bushes at The Wanderer.
* Can be used to clear the bushes in The Ruined Shelter.
Small Healing Potion

A set of earthenware bottles that contain small amounts of magical concoctions.

## Locations:

The Potion from the Dolmen can be used as a Small Healing Potion. It is found in the The Dolmen.

Can be made using Alchemy Equipment if your background is Scholar. There are two recipes; it can be made from Blackwort and Marshbules *or* Blackwort and Deep Forest Herbs.

## Known Uses:

Can be sold.

Can be used to fulfill a quest for Akakios in Howler's Dell.

Can be sacrificed to the Swamp Altar.

### Merchant Prices:

Akakios in Howler's Dell: 5 Rings

Iason in Pelt of the North: 7 Rings.
The Riverside Turn

Before the tree is removed, this location is named "The Fallen Tree" and the the description reads, "A blocked section of the road, impassable for carts and wagons. Crossing it slows you down." After the tree is removed, it reads, "The tree was removed and the path is clear again."

Before the tree is cleared, there is a broken wagon. Once you get the Merchant quest from the headwoman of Gale Rocks, you are able to discover that it held spice merhcants. Speaking to Glaucia about it reveals that her band is the group that cut down the tree to set up an ambush for the merchants. She says that all the merchants were allowed to run away, and gives you the spices they stole.

After speaking with Elah from Creeks about fixing up the Eastern Path, once you tell him about the tree, he tells you that he will send men with you to clear the tree once you have made the path safe. This can be done by:

* getting rid of the Dusk Foxes at the Ruined Shelter
* Removing the spider from the hunter's cabin
* Clearing the statue of the woman

Once this is completed, he will ask you to come in the morning and you will be sent to the tree with some men from the village. This will take all day.
Travel Set

Your sacks contain all sorts of useful tools.

If purchased, Oak-Ash Soap, A Teeth-Cleaning Set, and the perfume will all appear in this item's description.

If earplugs are obtained, they will be mentioned in this item's description.

## Bathing equipment

Bathing equipment improves the amount of cleanliness restored when you bathe at a water source. Owning all 3 pieces will allow maximum cleanliness from most water sources, which will make it easy to maintain a high appearance score.
The Southern Invasion

## Glossary

Since the rise of The Ten Cities, their state, priests, and artists have portrayed the lands south of The Growing Mountains as barbaric, primitive, and inferior. The pagan beliefs and technological advancements of the *barbarians* were mocked and diminished, while the corsairs who were sent against them to pillage were seen as just servants of Wright’s people.

These were the times of a complex mix of bigotry, cruelty, and the arms races. The nations living in the deserts joined their forces (not always willingly) with the realms from even deeper south, which strengthened their defenses and allowed them to push against The Cities.

The turning point occurred when an alchemist introduced black powder to the nations in the South. Twenty-five years ago, the Tribes launched a massive campaign through The Growing Mountains, this time using the new weapon to take down the unprepared strongholds. The Cities, unaware of the existence of explosives, took heavy losses. The clans of The Growing Mountains knew they could do nothing to stop the enemy troops and let them pass freely. The invaders set the camps at the feet of the mountains and began their expansion.

The city forces, weakened by the Plague, weren’t able to keep up with the numbers of the Tribes, this time prepared for guerilla warfare. The invaders conquered multiple settlements, releasing slaves and gaining valuable knowledge. The Southerners realized they should avoid The Cities at any cost, slowly moving toward the northern coast and fighting over the villages and lesser military outposts — either burning them to the ground or sparing them in exchange for food and other forms of support.

After just three years, the war already had its winner, but The Cities refused to give up, no matter the cost. When The Southern Tribes finally took control over a couple of provinces at once, they used new supplies of black powder to, for the first time in history, conquer one of The Cities. Since the empress was nowhere to be found, the imperial court surrendered in her name.
Unicorns

## Bestiary

These massive beasts, covered with thick brown fur, are named after the horns sticking out of their skulls, often larger than a human shell. They move on four legs in dense forests and open meadows, but since they avoid settlements or even commonly used roads, they are shrouded in mystery, with legends and rumors that often contradict one another.

Yet unicorns are among the most feared creatures of The Dragonwoods, infamous for holding a crucial role in the wrath of the herds - they charge in the front, able to get through wooden and most stone walls with a single crash, ignoring the wounds they receive in the process. Their part is then done - other beasts can get inside, not bothering with the defenders.

According to Dalit, they are solitary creatures. “You know what people say. The unicorns crave flesh filled with pneuma, but rarely hunt humans, and are only afraid of the largest beasts.”

According to Gaiane: “You’d like to cut t’ skin of a spirit of havoc? Cityfolk ‘tink t’ unicorns are but a battery ram, yet ‘ey are ‘eir own soulcarriers, led by judgment, not anger. Eat grass and shoots, not flesh, and when not wit’ calves, listen to friendly voices, t’ kind tales and prayers.”
The Foraging Grounds

The initial description of this location is, "A dry, rocky plain with sparse vegetation, and very few hideouts for predators." After you discover a copper vein here, the location name changes to "Copper Ore?" and the description changes to, "A possible spot for a mine at the edge of a foraging ground."
The Seed

A fruit borne by a pneuma-draining tree. It resembles a bone-colored apple with an unusually hard skin.

Before being identified as The Seed, if present in inventory it will be labeled "A Weird Fruit."

## Obtaining

The Seed is obtained by sacrificing 25 points' worth of offerings to Beholder. See that page for more details.

## Known Uses

* Can be given to Elpis for a large boost in reputation with both her and Howler's Dell
* Can be sold to Thais for 30/50/20/35 dragon bones, depending upon your Relationship with her and dialogue chosen; note that if your Relationship is low enough, initiating this dialogue will cause her to take it for no compensation
* Can be given to the forest speaker as part of Heal the Plague
* Can be consumed, which increases you maximum Vitality to 5 (note this will have no effect if your Vitality is already 5)
Tribes & Northerners

## Glossary

Emperors and empresses called themselves “the protectors of the ten provinces and their tribes,” but the rural areas — where the majority of the population lives — rarely attached much weight to such claims. While the disappearance of the empress has wounded the integrity of the realm, it didn’t end up in complete anarchy.

The imperial court, even without an official leader, is also the core religious institution of The United Church. It influences the city governments, designing systems to maintain the loyalty of the chiefs and their taxpayers. To this day, the laws are signed in the name of the empress, and the priests stress the significance of loyalty to The Cities.

This influence isn’t as strong in the distant villages. The pagan communities tend to completely cut their ties to The Cities to protect themselves from possible persecution from the Unites, while the Fellowships idealize living in small communities and perceive the differences between various villages as a source of pride. Even the taxpaying settlements consider their duties a transaction, rather than an act of patriotism — they pay for protection, security on the roads, and to maintain a good relationship with city merchants.

Most villagers asked where they are from would answer that they are from “here,” meaning their home. They wouldn’t even consider stating that they are tied to a province or a city, or that they belong to the same “nation” as someone who lives a week of traveling away from them. Some villages are closely related to each other, even by blood, and therefore see themselves as being one tribe, but such ties get looser with the passage of time.
AOE

## **AOE Weapons**

* Almighty Rajin Blade
* Avatar Air Bender Stick
* Avatar Air Bender Stick
* BFG-MH
* Blood Arsenic Blade
* Blood Arsenic Blade
* Blood Arsenic Crossbow
* Blood Arsenic Staff
* Blue Arsenic Blade
* Blue Arsenic Crossbow
* Blue Arsenic Staff
* Celestial Hammer
* Dusk Bow
* Dusk Staff
* Exotic Staff
* Farm God Scythe
* God Staff
* Green Arsenic Blade
* Green Arsenic Crossbow
* Green Arsenic Staff
* Imbued Bow
* Imbued Staff
* Imbued Sword
* Mihawk Sword
* Obito Uchiha Staff
* Omniscient Blade
* OP Sephiroth Sword
* Owner Bow
* Owner Maul
* Owner Staff
* Owner Sword
* Saguine Scythe of Vitur
* Saturated Bow
* Saturated Staff
* Saturated Sword
* Spear of Annihilation
* Supreme Herbal Bow
* Supreme Herbal Bow
* Supreme Staff
* Thammaron's Sceptre
* Uru Isiha Bow
* Wand of Lust
* Yoshi Bow
A page about your topic

# ***Starter Guide!***

To get starter welcome! This is DragonLair RSPS, a custom monster grinding server! Inside you will find so many zones so many monsters, bosses and much more! Below is going to give you the knowledge of just starting out and what direction to go while playing DL!

## **Game modes!**

Upon logging into the server you will have a selection of 4 game mode.

* **Normal** : As a normal player, you will be able to play the game without restrictions, but you won't be gettng any drop rate bonus.
* **Ironman** : As an Iron man, you wll be restricted from tradng, staking and looting items from killed plaayers. You wll not get a npc drop if another player has done more damage then you. Iron mans have an additionnal 30% drop rate.
* **Ultimate Ironman** : As an hardcore iron man, you wll be restricted from tradng, staking and looting items from killed plaayers. You wll not get a npc drop if another player has done more damage then you, and will also be unable to use their banks
* **Group Ironman** : As a group iron man, you wiill have the exact same rules as Ironman, but you will be able to trade and share loots with other players in the same group iron mans. The maximum ammount of players in a group is 5

## **Starting zone!**

Ok we have your character made! Now! lets teleport to the starting area! this area has several rooms with several mobs (easy) to kill for extra loot for starting off! finish each task within the area to continue to the next! Click the world map icon on your mini map to reveal the teleport menu. Under beginner tab starter zone will be your first option click it and lets begin!

* 5 Zombie Kids
* 10 Maniac Ogre Child
* 15 Nishimiya
* 20 Killing Machine
* 30 Big Smoke
* 50 ShadowLord

## **Voting**

Voting is essential for the server and for new players this gives you another way to introduce ways to progress faster! While in game do ::vote a web page will pop up asking for your username (see below) enter it and continue to vote for the 4 pages we have to offer currently! now that you have done that you can do ::rewards 1 all in game to receive your rewards!

## Zones!!

Zones are a major part of the progression here on DL. To progress each zone you must reach a KC with the before mob to progress onto the next. Not every mob has a different KC req but most go up as you go. To go to the zones again find your world map icon on the mini map it is the teleport menu! select Crash bandicoot is the first mob who req 15 KC from Hercules but I suggest going through the first few for some gear (unless ready to continue) you work your way all the way up until drugo the last current mob.