recursal/Fanatic-Fandom huggingface dataset:
The Beast Slayer

**The Beast Slayer** is one of six blade histories possible for The Wayfarers blade.

## Background

As Alassar steel can no longer be forged, Alassar weapons have been handed down the Order throughout the centuries, passing from deceased or retired members to recently inaugurated ones.

Each weapon’s history is storied and varied. Some weapons have elaborate histories, becoming symbols in significant wars or ascending into the realm or legends or folklore. While nothing noteworthy has happened to your blade in recent history, it is remembered for its most famous wielder.

## History

Six hundred years ago, The Wayfarer's sword was wielded by Tavrien, a human Wayfarer. Tavrien made a name for himself protecting Artanisian countryside from beast attacks. He eventually left Artanis, traveling Rhesainia as a famed monster hunter.

He slew the last known dragon, who had made a lair in caverns below Sunderfell Tower.

He named his blade Dragonfang, but The Wayfarer can choose to change the name.
Mo

Mo
--

*Mo* is the main character and antagonist of *Mo's Academy*.

## Appearance

Mo appears as a blue-colored rabbit humanoid. They only have 6 teeth and their pupils are slightly pulled away from each other. They are supposed to be creepy-looking and cute at the same time.

## Behavior

Mo is shown to be rather sadistic, giving off a creepy vibe. If a player attracts attention during the Hide & Seek Event or the final escape, Mo will run toward them. If the player fails to escape or hide fast enough, Mo will attack the player dealing a lot of damage.
Wayfarer Wiki

Welcome to the Wayfarer Fandom Wiki
 A comprehensive encyclopedia for the dark fantasy interactive fiction game, *Wayfarer*, currently being developed by Idrelle Games. The Wayfarer World itself is still in development and information/lore may be subject to change at the developers' discretion.

!!NOTICE!!
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Brissa Varyn

Portrait of Brissa Varyn by Rory Yaya

Brissa Varyn is a Wayfarer master and a potential mentor to The Wayfarer.

## Background

Brissa Varyn is one of three current Wayfarer masters. She was born from a noble eleven family in Vestra, despite no having magic parents were supportive and even helped her hide this fact in the use of alchemy. During these years she climbed the work ladder of the Vodena elite. Eventually becoming a diplomat for the Vestra’s royal family. She often travelled and brushed shoulders with the rich and powerful cities. At some point she also became a skilled archer and warrior.

However, this wouldn’t last long as her magic immunity was soon found. She was thrown into prison and stripped of her title. With her clever wits, she soon broke out and eventually found and sought to join the Wayfarers. She is a rare example of a Wayfarer who joined the Order as an adult. There she became a diplomat and negotiated on the guild’s behalf - becoming a representative.

She has trained many Wayfarers over her decades with the Order and holds the position of Ambassador for the Order. When she is not teaching, she is traveling to major cities across Rhesainia to negotiate with political leaders. She trained Aeran, seeing his potential with the bow and arrow. After the fall of spire, Varyn disappeared and her whereabouts unknown..
Faran Idol

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## General

### Type

Object

The **Faran Idol** is a strange doll The Wayfarer is able to obtain when confronting Lars Drakehand.

## Description

The idol is made of burnished metal that forms a baby with a large wobbling head and large goggling eyes.

## Acquisition

The Wayfarer can obtain this item from Lars if they choose to let Aeran handle the conversation or if they intimidate him themselves. After the conversation, before The Wayfarer leaves, they can ask what the idol is and tell Lars that they're taking it with them.

It is also possible for The Wayfarer to destroy the idol, though it will cost relationship points with Aeran.
The Unwritten

**The Unwritten** is one of six blade histories possible for The Wayfarers blade.

## Background

As Alassar steel can no longer be forged, Alassar weapons have been handed down the Order throughout the centuries, passing from deceased or retired members to recently inaugurated ones.

Each weapon’s history is storied and varied. Some weapons have elaborate histories, becoming symbols in significant wars or ascending into the realm or legends or folklore. While nothing noteworthy has happened to your blade in recent history, it is remembered for its most famous wielder.

## History

Despite the lengthy records listing nearly a millennia worth of wielders, your sword has never been marked by anything special. Its history is that of a tool to be used, not an artifact to be displayed in some wealthy gallery's collection.

On the other hand, that means The Wayfarer isn't overshadowed by its history. It is theirs and theirs alone.

The Wayfarers predecessor named their blade Starsong, but The Wayfarer can choose to change its name.
The Annexation of Velantis

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**The Annexation of Velantis** is the name given to the occupation of Velantis by the Arathian Empire.

## Background

The Faran-Rhesainian Wars had left a devastating impact on the Lotharic city-states. Scarred by the decades-long invasion and with their resources dwindling, the city-states could do little to stave off famine and disease.

But the Arathian Empire had not forgotten the promises made during the war. In exchange for their military aid, Emperor Calas ard Nesarian expected the city-states to uphold their accords. When they refused, he declined to remove his forces from within their sovereign borders, ushering in a new period of upheaval.

By the end of the Lotharic Wars, Velantis was the last city-state to resist Imperial occupation. In 1160, a peace treaty was struck between the Velantian Assembly and the Arathian Empire, without the royal family's knowledge. The Assembly ceded the city-state, officially marking the end of the war.

Upon annexation, the Velantian government was dissolved. As per Imperial law, the remaining members of the royal family were executed or exiled. House Anaxas, who had been long held in political esteem, were elevated by the emperor and installed as the city's new governors. Under their rule, the former city-state became the Velantian Protectorate.
Claw Traps

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## General

### Effect

Ensnares

**Claw Traps** are consumable items used to entangle and incapacitate enemies.

## Acquisition

The player character can obtain this item by buying it from Myn at her artificer shop. Its full price is 25 crowns, but can be haggled down to five crowns if that's all the PC has. A persuasion check needs to be passed for this to be successful.
Abberan

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An **Abberan** is an Arathian garment consisting on loose trousers and a long sleeved, flowing tunic, belted at the waist.

## The Gala

The Abberan is on of the garments The Wayfarer can choose to wear to the gala at Mahanin Palace.

The tunic is colored scarlet with white embroidery designs that match the trousers and the loose fitting coat that you are loaned for the evening.
Cordelia Henderson

### Aliases

.The pink little fish (by everyone, especialy the Hendersons).Kirby (by Bubblegum)

### Relatives

* Carla (sister)
* Noa (brother)
* Anna (mother)
* Thomas (father)
* Akamandis (grandfather
* Kamila (grandmother)
* Jeannette (grandmother)
* Luis (gandfather)

### Occupation

* Swim
* Student
* Being the "Keeper of Time"

## Appearances

#### ***Relations:***

Friends: Gumball Watterson, Darwin Watterson, Carla Henderson, Penny Fitzgerald, Carrie Krueger, Madison and Jessy Walton, Haden Diaz, Saphir Diamond, Bubblegum Davidson, Amy, Harry and Andy Jackson, Lumière, Melody Swetty, Freddy Firefly , Zach Watterson, Worris Crimson, Dolliney Flowerson, Styx, María Lopez Santoro.

Enemies: Kate and Kelly Watson, The Evil Squad, The Teachers, Dara Winterson (temporaly)

Crush: Sapphire Diamond

#### ***Description:***

Cordelia Rayonna Caspila Abby Venus Nibellis Henderson VI (formely Dara Winterson) is one of the main characters of *"The Dream Team".* She appears also in "*The Love Squad*". She is Carla and Noa's adopted sister, she is the female version of Darwin. It is a cute pink fish with yellow shoes and yellow eyes. She is a pastifist and she does not like to be separated from her sister. She is 10 years old and she is in the same class as Carla. In the episode "The Sea", she and Darwin meet a mermaid named Styx who will teach them to "connect" with their element ( the water). They will therefore be able to use water. She often dates Darwin, but Sapphire believes that she is in love with Darwin (she is in love with Sapphire). Bubblegum Davidson protects Cordelia as if she were his big sister. Cordelia loves her family as she loves her friends. She doesn't like Kate and Kelly because they are bad with her big sister. All the people who hate Carla, Cordelia hates them. Otherwise, Cordelia takes care of Noa very well. Cordelia hates Ribbit (Darwin's copycat) because he is obsessed with her, stalks her, follows her and chases her all this time. Dolliney Flowerson likes her. Madeline and Jessica like Cordelia and Carla because they're very nice to their family. She **L.O.V.E.S** a lot memes, especially those in French with a slang/Arabic language. That's why she often says words like "Cheh" which means "serves you right!".

> **May the force (of the fish) be with you !!!**
>
> Cordelia to everyone
Enhanced Medical Kit

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## General

### Effect

Heals injuries

The **Enhanced Medical Kit** is an enhanced healing item that the player character can use to heal themselves.

## Description

The Enhanced Medical Kit is an item full of powerful tinctures and ointments that are able to fully heal the PC when they are injured, allowing them to return to full capacity. However, there may be unforeseen side effects when using this kit.

## Acquisition

This kit can only be acquired when the PC goes to the docks and receives money from Zenaida Anaxas. The Enhanced Medical Kit costs 200 crowns.
Status

The Status section shows the number of available moves the player can make, The Wayfarer's health, and effects that affect the player's ability to move.

## Action points

Action points indicate the number of available moves able to be made. When the indicator hits zero, the player can no longer decide where they want to go next, and the story moves forward regardless if they've been to all available places or not.

## Health Status

The health status shows the player what their Wayfarer's health is at. When their Wayfarer's run out of health they will pass out and receive a tenet.

## Vitalities

Vitalities are status effects that *temporarily* boosts The Wayfarer's skills, adding points to specific skills depending on the vitality.

### Confident

When The Wayfarer feels confident their persuasion and strength skills gain an extra two point.

### Contented

When The Wayfarer feels contented all of their skills gain an extra two points.

### Focused

When The Wayfarer feels focused their perception and persuasion skills gain an extra two points.

### Rested

When The Wayfarer feels well rested their agility and perception skills gain an extra two points

### Tenacious

When The Wayfarer feels tenacious their strength and agility skills gain an extra two points

## Ailments

Ailments are the opposite of vitalities; they're status effects that negatively impact The Wayfarer's skills, *temporarily* taking points away from specific skill depending on the ailment.

### Debilitated

When The Wayfarer is debilitated they lose two points from their strength and agility skills.

### Fatigued

When The Wayfarer becomes fatigued they lose two points from their strength and persuasion skills.

### Hungover

When The Wayfarer is hungover they lose two points from their perception and persuasion skills.

### Intoxicated

When The Wayfarer becomes intoxicated they lose two points from their agility and perception skills.

### Poisoned

When The Wayfarer has been poisoned they lose two points from all of their skills.
Rhesainia

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## Location

### Country

Arathian Empire
 Arsenia
 Artanis
 Coveran Republic
 Naro
 Sathir
 Vestra

**Rhesainia** is the continent in which *Wayfarer* takes place. It was named after Rhesainia, the leader of the Sentinels, who sacrificed themselves to save the world from the Apokarian invasion.
Malsara Markal

Portrait of Malsara Markal by Griever-Receiver

Mallsara is a human and is the body guard to Zenaida and an operative of the Erebain League to protect and guard Velantian aristocrats. She is one the many side characters that help the wayfarer, she is around the same age and The Wayfarer and is presented in the Codex as ‘Mysterious’, like Aeran Kellis she is said to be right lipped about her history and keeps it a closed off secret, it is unknown what chapter of the league she belongs to. Her sister is nova, A member of the Order of the Lethis and a shape-shifter. The two are said to have a ‘tense relationship’ however deep down the two do care for each other.

She presents remarkable abitlities in both magic and fighting, having a wide and diverse range in many things. Such skill has gained her a wilful control of her magic, she is A Planeswalker which allows her to hide her tracks and be harder to find. What further helps this is being a human which allows her to fade into the crowds. Furthermore, this gives her the ability to teleport herself and others. The distance she can teleport, though it is not yet known how far this ability can be stretched. As of chapter 2, she is shown teleporting to people.
Grappling Hook

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## General

### Material

Metal

The **Grappling Hook** is a tool used to climb vertical surfaces.

## Acquisition

The Wayfarer can buy the grappling hook from Thelkar at his blacksmith shop. It's possible to try and haggle the price down, but a persuasion check needs to be passed. It can be bought for as many as 300 crowns but can be haggled down to a lower price.

If The Wayfarer doesn't go to the docks and only has 5 crowns; they can try to haggle the price down to 5 crowns. Though a persuasion check has to be passed.

If The Wayfarer tries to persuade Thelkar to sell it for 5 crowns and fails, Aeran will buy it for them.

## Uses

If The Wayfarer goes to the cove first and obtains the grappling hook. When they go to the  Viridian Lady's estate and choose to sneak in, they can use the grappling hook to climb the cliffs.
Arsenia

**Arsenia**, also known as Arsenian Alliance, is a nation located in central Rhesainia. It is bordered by Sathir to the north-west and the Arathian Empire to the north.

## Background

The country’s capital, Nesactium, is located on the Koric River delta, near the Sathirian border. The regions to the east are rich and fertile, with vast plains and farms. Wineries are common in eastern Arsenia and wine remains the nation’s most valued export.

Arsenia is governed by a council composed of the heads of the Great Houses. The council is headed by an elected sovereign. The current sovereign is Kassandra Divnar II.

There are two ancient citadels within Arsenia’s borders: Sunderfell, located in the Gairloch Mountains, and Noctia Tower (the sister citadel to Vestra’s Solia Tower), located on the Sylen peninsula. Sunderfell is a derelict ruin, said to be cursed so strongly it cannot be approached without magical aid. Noctia Tower is home to the Arsenian chapter of the Guild of Mages.
Thunder Sphere

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## General

### Effect

Explodes and injures enemies

**Thunder Spheres** are consumable items that create a small explosion when thrown.

## Acquisition

The PC can buy these from Myn at her artificer shop. The full price is 25 crowns, but if the PC passes a persuasion check, they can haggle the price down to 5 crowns. This is only possible if PC didn't go to the dock and get money from Zenaida Anaxas.

## Use

It's possible to use a Thunder Sphere against The Count's  basilisk.
Blood Oath

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A **Blood Oath** is a powerful type of Preservation magic that binds an individual to a set of predetermined terms.

## History

Blood Oaths were originally developed by the  Guild mages in the Arathian Empire, where they were first pioneered as an alternative form to execution. Convicted criminals have the choice to either be executed or choose to accept a Blood Oath.

The punishments set under Blood Oaths range from mundane things like always telling the truth or preventing them from using weapons to more bizarre punishments like only speaking in rhymes or having to dance whenever one moves. Some punishments are crueler, sentencing criminals to a slow death via forced endless hard labor or fighting on the front lines.

Blood Oaths have also been adopted into political courts, the Arcanists' Lodge, and the criminal underworld. Used to ensure the loyalty of others to a cause. Refusing a Blood Oath is like admitting that one person does not trust the other.

Blood Oaths are an illegal practice in Farandor.

## Preforming

Blood Oaths are a type of Preservation magic requiring a trained and highly skilled Brightwarden. Though, in the absence of a Brightwarden, a correctly attuned automaton may be used. Once a Blood Oath has been sworn, the effects of the enchantment cannot be removed until the terms of the agreement are met or one party dies. Failure to complete these terms results in severe pain and death, upon multiple attempts. Due to the way a Blood Oath manipulates the bound individuals' magic, they must be taken voluntarily and cannot be forced onto an unwilling individual.
Terms of Contract: Cere Nalos

The **Terms of Contract** is a hiring contract between The Wayfarer and Aeran Kellis, and Cere Nalos.

## Contents

>
> *Celestian 5, 1252*
>
>
> *In the absence of a blood oath, this document exists as written proof of the verbal agreement made between Wayfarers [Name Lastname] and Aeran Kellis, and Cere Nalos, the Crimson Count of the free city-state of Rona, on the 5th of Celestian, 1252.*
>
>
> *The terms are as follows:*
>
>
> *You are hereby employed in service to the Count. You work for him, and him only. You will not accept any additional contracts and you will not entertain any further employment throughout the duration of your contract.*
>
>
> *You will not divulge information pertaining to your contract. You will not discuss the terms of your contract with any person besides the Count.*
>
>
> *You will avoid contact with the Count’s mercenary companies until instructed.*
>
>
> *You will not seek to depart Rona until the terms of your contract are complete.*
>
>
> *You will complete your assigned task by nightfall of the 12th of Celestian, 1252.*
>
>
> *Any attempt to break or circumvent these terms will result in your immediate capture and detention.*
>
>
> *Upon the successful completion of your assigned task, you will be granted a sum of 300 crowns each.*
>
>
>
>
Rindan Cenric

# Background

Portrait of Rindan Cenric by Rory Yaya

Rindan Cenric is one of three current Wayfarer masters. As the oldest living member of the Order, he acts as the Order's records keeper and historian. Born a time when the Lotharic city-states were independent, Cenric is from pre-Arathian Umbara (former city-state north of Velantis). In his youth and now he had witnessed the transformation of the region as it fell under Imperial control. This weight he held when he was younger still upholds now, the world has changed since he was a young boy.. He is over two centuries old.

He is also charged with following leads to find non-magical individuals scattered across Rhesainia and bring them to The Spire. He is often a new Wayfarer recruit's first point of contact with the Order. He looks into the past to carve a great a future. He’s considered a fatherly figure.

Out Of all Wayfarers, Cenric is the most interested in The Spire's architecture and the secrets buried deep within the ancient keep. He has an ongoing rivalry with Amali Sero, feeling bitterness of servo’s rise to power. Out of the three, he has has the most amount of apprentices - 50 with over a third taking his surname. His tarot card is  Hierophant (Upright: tradition, conformity, morality, ethics)
The Meissandium

**The Meissandium** is the dominant religion in Rhesainia. Their temples appear in all countries across the continent and its clergy are respected members of society. Though religious beliefs have shifted greatly over the past several centuries, most Rhesainians follow the traditions of their forebearers and acknowledge the gods’ touch on the world.

## Background

While each god is revered in Rhesainian countries, some have a dominant god who oversees and protects the region. The Sentinels have their own sects within the Meissandic faith and are often considered to be minor gods to be worshiped within their own right. Sentinel sects are officially considered a subdivision of the Sentinel’s associated god.

Unlike other religions in the Wayfarer world, the Meissandic gods take no shape nor gender. Their essences inhabit the world, blessing their chosen dominions with the vestiges of their power.

## Faith and Magic

Meissandic doctrine preaches that magic is the Hexatheon’s final gift to the world. During the Astrandium, Rhesainia and the Sentinels are the Originators: the first individuals to receive their blessings. Therefore, they were the first to attain the ability to tap into the essence and power that permeates the world and bend it to their will.

Every child born into the world since carries a god’s blessing. Those without are said to be cursed, abandoned and unwanted by the Hexatheon, perhaps as a punishment from Nashira for misdeeds they will commit throughout their life. The Wayfarer Order staunchly ignore Meissandic texts. Most Wayfarers and other magiani are staunchly nonreligious.

Some Meissandic sects believe that those with exceptionally strong magic are direct descendants of the Sentinels.

## Order and Politics

The Meissandium is led by the High Meissant, their elected leader. Beneath them are the meissants, leaders of the clergy who oversee individual temples, both public and personal. Clerics are sworn priests who answer to the meissants and serve the general populace.

The Meissandium is governed from Eidranian City, an independent enclave located on an island in the centre of Naiadros Lake in Velantis. The enclave houses one of the oldest Meissandic temples in the world dedicated to the full pantheon. Every year, Velantis oversees a surge of Meissandic pilgrims who make the journey to Eidrania for the Dance of the Stars. The Dance of the Stars is a celestial event that occurs on the first night of Firstfall, heralding the start of winter. While it is a significant event in the Meissandic faith, the Dance of the Stars also holds great cultural importance in Rhesainian countries.

Rhesainian noble houses are culturally expected to have one child join the Meissandium and pay annual tithes. These tithes are used to fund restoration projects, general upkeep, and historical and magical research.

## Meissandic Deities

 Nashira | Time, Space, Fate & Death | Aion the Sly
Dwarves

**Dwarves** are among the most common and diverse sentient beings in the world. Archeological evidence indicates that ancient dwarves—also known as the Dwarvennar—may have originated in Vergelnar, though eventually they migrated to many parts of the world.

## Genetics

Dwarven physiology is diverse. Like humans, skin shades and hair colors encompass a range from very dark to very pale neutral shades. Brown is the most common eye color, but other common colors include amber and orange.

It is uncommon for dwarven hair to turn completely grey or white with age, though older dwarves will accumulate streaks where pigment has been lost. Dwarven hair is thick and dense, and grows very quickly. Facial and body hair appears on individuals of any gender.

Compared to humans, elves, melusine and aeda, dwarves are naturally short. On average, they are no shorter than four and a half feet and no taller than five feet, but there are exceptions. They have naturally high endurance and can travel on foot for much longer distances than other sentient beings. They are particularly resilient and have an enhanced natural resistance, making them immune to most diseases and toxins. Like humans, dwarves cannot physically enter the Maribian Basin without dire consequences.

Dwarves are exceptionally long-lived, with the average life span ranging between 250 and 300 years. Their long life spans have a strong societal impact and has led to the development of closed dwarven communities. As a result, nations with predominantly dwarven populations, such as Farandor, often only allow dwarves to enter politics.

## Mixed Ancestry

Dwarves are able to reproduce with other sentient beings, with the exception of some melusine. Half-dwarves tend to assume the physical traits of their dwarven parent, particularly height. Half-dwarves may have a shorter lifespan than their dwarven parent, but most half-dwarves live well into their second century.
Coveran Republic

Map of the Coveran Republic

The **Coveran Republic** is an island nation located in the Rhesainian Ocean and a potential place of origin for The Wayfarer.

## Background

The Coveran Republic, also known as Covera, is an island nation in eastern Rhesainia, located off the coast of Sathir. It is recognized for its pure white cliffs and impressive military and merchant fleets.

The country’s capital, Tol Covere, is located on the south end of its largest island, Covera. The Republic is governed by an elected assembly of representatives from each island, which is led by a chancellor. The current chancellor is Tor Marinas, who was the first Rhesainian ruler to establish trade treaties with Farandor.

The Republic controls the largest maritime trade network in the world, rivaled only by Farandor.
Medical Kit

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## General

### Effect

Heals injuries

The **Medical Kit** is a healing item that The Wayfarer can use to heal themselves.

## Description

The Medical Kit is an item full of salves, bandages, and other medical tools. Used to heal oneself, though not to full capacity.

## Acquisition

The Wayfarer has this item automatically at the beginning of chapter one. Though it is possible if Luthais successfully steals your things and doesn't give that you'll have to buy another one.

In cases where The Wayfarer loses their own Medical Kit, they can buy another one from Emari for 20 crowns.

## Use

The Wayfarer uses the Medical Kit to tend to their wounds when injured by Two Fingers Kane in Rat Alley.
The Kingkiller

**The Kingkiller** is one of six blade histories possible for The Wayfarers blade.

## Background

As Alassar steel can no longer be forged, Alassar weapons have been handed down the Order throughout the centuries, passing from deceased or retired members to recently inaugurated ones.

Each weapon’s history is storied and varied. Some weapons have elaborate histories, becoming symbols in significant wars or ascending into the realm or legends or folklore. While nothing noteworthy has happened to your blade in recent history, it is remembered for its most famous wielder.

## History

During the height of the Wayfarer Order some eight hundred years ago, The Wayfarer's sword was wielded by Mathari, an elven Wayfarer. The Sathir Empire had laid claim to Rhesainia. Contesting the Grandmaster's decision not to meddle, Mathari left the Order and join the Erebian League. Working as an assassin and under the League's protection, she systematically assassinated the empire's heads of state, bringing about a civil war that signified the empire's end and the creation of Sathir, Arsenia, and the Coveran Republic.

Mathari's actions are said to be the reason the Wayfarer Order does no involve itself in international politics.

She named her blade Longclaw, but The Wayfarer can choose to change.
Lockpicks

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## General

### Material

Metal

**Lockpicks** are consumable tools used to unlock locks.

## Acquisition

The lockpicks can be acquired at  Myn's artificer shop. The full price is 25 crowns, but if the PC only has 5 crowns it can be haggled down. A persuasion check needs to be passed for this to be successful.

## Use

If the lockpicks are bought before going to the  Viridian Lady's estate, the PC can use them to unlock a door to enter the manor.
The Mage Hunter

**The Mage Hunter** is one of six blade histories possible for The Wayfarers blade.

## Background

As Alassar steel can no longer be forged, Alassar weapons have been handed down the Order throughout the centuries, passing from deceased or retired members to recently inaugurated ones.

Each weapon’s history is storied and varied. Some weapons have elaborate histories, becoming symbols in significant wars or ascending into the realm or legends or folklore. While nothing noteworthy has happened to your blade in recent history, it is remembered for its most famous wielder.

## History

Five hundred years ago, The Wayfarers sword was wielded by Nemera, a half-melusine Wayfarer. Abandoning the Order to create her own mercenary company, Nemera hunted and killed members of the Guild of Mages who had wronged her. She quickly became a terrifying force, and mages across Rhesainia lived in fear that she would come for them next.

Nemera's reign of terror did not last long. She was cornered in the streets on Nemain, where she and her company were annihilated by the Guild.

She named her blade Scourgebane, but The Wayfarer can choose the change the name.
Token

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## General

### Material

Gold

A **Token** that was gifted to you by Melchior Larkspur while talking to him at the gala.

## Description

A small round golden coin imprinted with a stylized sun on one side and a moon on the other.
The Themistrya

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## General

### Owner

Arathian Empire

The Themistrya is a high-security Arathian prison. Located on an island off the south-western coast of the Velantian peninsula, the prison is a converted stronghold from the pre-Imperial era.

## Background

Occupying the entire island, the Themistrya’s black walls rise sixty feet above the sea to dominate the skyline. It is shrouded in a complex layer of security wards which prevent its prisoners’ escape. The wards suppress magic, in addition to other restraints that keep convicts’ powers from manifesting. Due to the potent bindings within the isle and the walls, the weather surrounding the Themistrya is often disrupted. Heavy fog is common, making the approach from the south-west dangerous.

Though most Themistryan prisoners are released after their trial to face their punishment (by way of either execution or blood oath), for some, the prison has become their permanent home. Aristocrats accused of treason have been held within the Themistrya several times. Such wealthy prisoners often live out their lives in luxury in the fortress’ upper levels.

Prior to Imperial annexation, the Themistrya was vital to the protection of Velantis. It served as the primary defense against naval warfare during both the Faran-Rhesainian War and the Lotharic Wars. It is often said that those who control the Themistrya control the peninsula.
Fannarl

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## General

### Threat Level

High

**Fannarls** are mammals native to the southern reaches of Artanis, particularly the Frostmark Mountains. They are large beasts, roughly the size of two horses. Their bodies are covered in fur, usually white, though there are some varieties that are mottled white and black. The fur does not extend to their legs, which are covered in black scales. Their tails are shaped like a scorpion’s, curling back over its body. They have feline faces crowned with antlers.

## Background

Fannarls are lithe, dangerous predators drawn to light, fire and urban activity. When venturing through territory that has had active sightings, it is recommended to keep a silent profile and extinguish all lights.

The most notable aspect of the fannarl is its venom. Bright blue in color, it drips from the fannarl’s mouth and is used to incapacitate its prey. Fannarl venom is corrosive and will eat through armor and furs in a matter of minutes. While its venom is magical in nature and Wayfarers will not be affected by it, their gear is not immune. Only Alassar steel can withstand fannarl venom.

The fannarl’s tail is particularly dangerous. It can extend and lash around the creature’s body, striking anything in its way with great force. Should it charge, its antlers can cause severe blunt force trauma.
Eleneids

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The **Eleneids**. Ancient sentient beings who are the progenitors of elves, melusine and aeda. Remnants of their advanced civilization can be found throughout the world, but are primarily concentrated in western Istaran and south-eastern Erethar.
Tenets

**Tenets** are word from the original founders of the Wayfarer Order. They express core value the founders thought a Wayfarer should live by, though they are now thought to be as 'relics of a bygone era.' Even still, all Wayfarers are taught the tenets.

## Tenet One

*"To protect others, I must first protect myself."*

If The Wayfarer is injured enough to pass out, they will recall a memory of themselves and their master training a week after beginning training at The Spire. After becoming discouraged after being defeated by their master during training, and following encouragement from their masters, The Wayfarer will be taught the first tenet.
Infusion of Dreamweed

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## General

### Ingredients

Dreamweed

**Infusion of Dreamweed** is a consumable item that calms the nerves and mellows out the consumer.

## Acquisition

The player character can obtain this item by buying it from Emari for 25 crowns.

## Use

If PC obtained the infusion of dreamweed from The Cove before they visit the  Viridian Lady's estate, it is possible to use it to knock out the guards to be able to sneak past.
Copycat (Cursed FDMC)

The **Copycat** is a Class C creature found within Cursed FDMC. It is known for stalking behind its victims, and will often mimic their speech patterns or change shape to look like them. In its natural form, the Copycat has the appearance of a cat.

## Known attributes

The Copycat is known to be a shapechanger. It can change to any shape it wishes, but most commonly resembles the shape of its victims. Once it knows it has been spotted, its hands will become claws and it will begin repeatedly scratching the victim until they die of blood loss. It is believed to also have the ability to read minds, as it will sometimes mimic thoughts as well as speech. It does not sleep, staying alert all day.

## Reward

The Masters will award to a student who defeats this monster the following depending on class:

Awards
 Class D+

## Locations

The Copycat can be found in:

* Room 1
Pallaedrion

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## General

### Type

Transportation

The **Pallaedrion** are structures that were built to allow transportation by portal to allow traveling of long distances quickly. The Pallaedrion system located in Velantis has the largest network system in Rhesainia.

## Background

since its inception sixty years ago, the Pallaedrion system has revolutionized the modern city by maintaining a web of trans-dimensional portals capable of transporting individuals across great distances.

From a single centralized bastion, the Pallaedrion uses spatial and temporal augmenters to link multiple nodes across a localized web. The nodes are maintained through synergetic connection and must be interlocked. Should one become a rogue element and cut itself off from the whole, the entire system will collapse.

The more nodes that must be maintained, the more difficult it becomes to sustain the full network. Experiments with the Velantian system have shown that large Pallaedrion networks can maintain numerous receiver nodes, but become compromised when too many nodes are activated as transfers. It is the act of transference itself that strains the system. To counter this, the Velantian Pallaedrions function on an automated timetable, giving each node a dedicated time to act as the transfer and to default to the receiver at all other times.
The Spire

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## General

### Owner

Wayfarer Order

**The Spire** is the former headquarters of the Wayfarer Order. Located in the Frostmark Mountains in southern Artanis, the Spire is one of seven ancient citadels constructed in an age long forgotten. It has been converted and renovated by its inhabitants every several centuries and bears architectural history from many different eras.

## Background

The Spire receives its name from the multiple slender, barbed towers that rise above the rest of the building. Stained glass windows are an accent feature on most of the towers and levels, depicting intricate designs in deep violets and reds. Unlike its sister citadels, the Spire contains no magical properties or barriers. It is thought Alassar Steel has been embedded into the walls and foundation. Non-Wayfarers visiting the citadel have reported feelings of unease and a suppression of magic from standing within the Spire’s grounds.

It is unknown when the Wayfarer Order took the Spire as its headquarters. It is thought the Order has occupied the citadel since its founding, a date now lost to time. There are many secrets and unexplained oddities within the Spire, remnants of a bygone age. Due to structural damages, the Order’s records show that the underground levels of the citadel were never fully mapped or explored, as the risk was deemed to be too great.

## The Fall

In 1247, the Spire was attacked by militia from Trost. The rampage destroyed a large portion of the citadel and killed many of the Wayfarers in residence. Many surviving Wayfarers believe that the Council of Mages is responsible for instigating the attack, though it is impossible to prove and the Archsages have never claimed responsibility.

The Order has since fled the area, leaving the citadel—and its many secrets—abandoned.
A Summons from the Grandmaster

**A Summons from the Grandmaster** is a letter you receive from  Grandmaster Sero calling all Wayfarers back to The Spire for a summit.

## Contents

>
> *[Name Lastname],*
>
>
> *As of the 1st of Celestian, 1247, you are hereby formally recalled to the Spire. The Order requests that you cease all current activities, aid, and/or contracts, and return to headquarters as soon as possible.*
>
>
> *A summit will be held on the 28th day of the month of Harrowmere, 1247. All active Wayfarers are required to attend.*
>
>
> *Grandmaster Amali Sero*
>
>
>
>

## P.S. Cenric

>
> *[Name],*
>
>
> *Sero’s demand may seem odd, but I promise you, this summit is necessary. I wouldn’t ask you to drop everything and return if I didn’t believe in it. The future of the Order, our history, our ways—everything may depend on it.*
>
>
> *Please come.*
>
>
> *Cenric*
>
>
> *P.S. I hope you are well.*
>
>
>
>

## P.S. Sero

>
> *[Name],*
>
>
> *Look. I know this sounds odd. More than odd, it sounds downright suspicious. If I were you, I’d toss this letter in a fire and pretend I never got the damn thing.*
>
>
> *But believe me when I say that this request has not gone out without great consideration. We need every one of you at the headquarters. The fate of the Order hinges on this summit—and I do not say that lightly.*
>
>
> *Sero*
>
>
> *P.S. Pretty sure you left a drawer full of mismatched socks last time you were here. Please claim them.*
>
>
>
>

## P.S. Varyn

>
> *[Name],*
>
>
> *I hope this message finds you well. I realize the unusualness of Sero’s official request may give you pause (it has been a quarter century since the Order last gathered in full), but consider this a personal request for you to attend the summit. Change is coming. We will need your strength.*
>
>
> *Varyn*
>
>
>
>
Sathir

**Sathir** is a nation in western Rhesainia. It is bordered by the Arathian Empire to the east, by the Coveran Republic to the south-west, and Arsenia to the south-east. It is separated from its eastern neighbors by the Gairloch Mountains.

## Background

Most of the country’s population live near the banks of the Vara and Koric rivers, where the only arable land is found. Sarin, the capital, rests in the delta of the Vara river. Large regions of the Osian desert, which covers most of the country’s territory, are sparsely inhabited.

Sathir is governed by the Revin dynasty, which came to power some 300 years ago. The dynasty is splintered into many branches, with different heads of the family jostling for power. The current ruler, Queen Ares Revin IX, unseated her brother, King Baran Revin XVII, during a coup in 1229.
Magic

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**Magic** is the art of harnessing, manipulating, and exploiting one’s connection to the world’s energies.

## The Hexade

All Magic can be traced back to one of six spheres, which are collectively known as The Hexade. When a person awakens to their magical powers, they become attuned to one of these forces.

The attunement naturally occurs between the ages of eight and thirteen, or on the onset of puberty. Prior to attunement, children do not display signs of magic, though they may interact with and be affected by it. Attunement determines what type of Magic one can perform, affect, and control.

All of this is not true for those who are  Magiani.

## Classification of Magic

The Guild of Mages classifies all forms of attunement into six spheres. There are three pairs of spheres, divided by internal and external forces. Internal forces channel magic towards the self, while external forces channel magic outwards.

The Arathian Classification of Magic is the predominant system adopted throughout most of the world.

## Dual Attunement

In rare cases, there are individuals who become attuned to more than one sphere or in the case of Sabien Quirinus up to three spheres. These individuals have unique and heightened talents as abilities from one sphere combine together with abilities from another.

In some cases, individuals can be attuned to the same sphere twice, resulting in heightened powers beyond the usual limit. As is the case with Bloodbinders.

Most dual-attuned individuals are mages sworn to the Guild. However, there are other organizations, such as the Corsida Brightblades, who seek out dual-attuned specialists.

Due to the number of combinations that can occur when spheres overlap, scholars have not yet fully classified all the possible abilities that come from such combinations.
Bronze Sphere

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## General

### Material

Bronze
 Gemstone

The **Bronze Sphere** is a strange orb gifted to you by Hera.

## Description

The Bronze Sphere is an orb of metal framing a gemstone that glows turquoise. Hera says the metal, while magically inert, creates an inner barrier that allows magic to continue, even in the hands of a  magiani.

## Acquisition

There are several routes The Wayfarer can take to meet Hera and obtain the Bronze Orb

1. Successfully persuade the guard at the front gate to let you in to talk to the  Viridian Lady. Hera will intercept you and take you to her study to talk.
2. Sneak up to the Viridian Lady's manor and break into Hera's study.
3. If you fail to convince the guard at the front gate to let you in, they'll hit you down, but will still take you to see the Virdian Lady. After talking to her and leaving the manor with Aeran. Aeran will hand you the orb, having presumably met Hera and was given the orb.