recursal/Fanatic-Fandom huggingface dataset:
Ash (River)

The Ash is one of the Rivers of Temma.

Its spirit is known as not very smart nor powerful, and elemental in nature. The spirit is strongly connected with the natural world, other water sources, water animals, water plants, and water insects. The course of the Ash was changed many times, so the spirit has difficulties remembering the past; it floats in a haze of the perpetual now.
Lee (River)

One of the largest Rivers of Temma, its spirit is one of the oldest spirits that can still be contacted by mortals. It is older than Ash. but still remembers everything. With that said, it holds deep and long grudges, speaks rarely and only with few people. Among the different river spirits, it is the most hostile to mortals.
Justice

**Lady Temerin So**, of House Karr-un, runs the Court system of Temma.

She is the Chief Justice, who nominates all the Justices and City Litigators in the city, in charge of interpreting the laws of the city.

Despite being one of the Lord Mayor's earliest supporters, she had a well-known feud with him a few years back, and is now one of his more bitter rivals. She serves as one of the Sheriffs of Temma, in a somewhat peculiar conflict of interests.
Danielle and Brock

**Danielle** is a Wizard. guildmember, and noted Metal Empath. She makes a modest living, and mainly deals with advanced Wizard theories and deep communication with pieces of metal. She is accompanied by a companion spirit, usually in the shape of a talking white cat, called **Brock**.

While not really an adventurous type, she was known to take on high risk, high reward jobs in the past.
Temma

The campaign will be held in the massive city of Temma, once the imperial capitol of the White Dragon Empire, today an independent city-state, a world center for commerce and information, a hive of scum and villainy, but also where the most beautiful and best things in the world are made.

Temma is divided into many quarters, neighborhoods and boroughs. Some of its inhabitants never leave the few square miles around their home; for some, Temma is a world unto itself.

Temma is ruled by a City Council, and has a Lord Mayor, City Guard, and other such things. While it borders other nations and states on various sides, none have any particular desire or ability to conquer or control it. However, being the rich and diverse “axis of the world”, it draws many different people to it.

Temma’s currency is the Gold Dragon, a relic from the days of the empire. A Gold Dragon is worth today 10,000 brass pennies (it used to be 100; then a 1,000; inflation is a bitch) and is rarely minted. You will mostly find it in official account books and the like. The general population uses pennies, and paper notes printed by various trade houses and loan banks; those are worth 5, 10, 20, 50, 100, 200, 500 or 1,000 pennies. All those places employ Wizards that create and maintain printing machines that make forgeries very difficult (but not impossible).
Mr. Ix

The mysterious Mr. Ix, locked away in some unknown location.

Little is known about him except that if you're lucky, he can raise you from the gutter and that if you then cross him, the gutter is the best you can hope for.

It is also known that Mr. Ix owes favours to powerful people but that he may ask for favours in turn.
Nobody

An ex-criminal, ex-informant for the City Guard, a retired professional scapegoat.

His own name forgotten, **Nobody**'s name came from his habit of shrugging and answering "Nobody" when asked regarding crimes he obviously, or most likely, committed by the City Guard. He retired from crime when the Honest Man grew in power, since Nobody's brand of likable ineptitude had no place in today's world of organized crime.
Tyburn (River)

One of the largest of the Rivers of Temma. Its spirit is very powerful, almost as powerful as the Temma (River)"Spirit of Temma. In fact, she maintaines a constant presence in the physical world, living and working in Temma as "Lady Tyburn". She traffics mostly in locating lost objects and people, and trading in rare goods. The Tyburn River flows under the richest parts of town, and this gives its spirit and haughty, superior air. She is well aware of her power and position, and hates dealing with those who do not show proper respect.
Hound

**The Hound** is the nickname of Sheriff Hanros Boze, of House Karr-gi, the head of the City Guard. Of the seven Sheriffs, he spent the most time as a Sheriff, well over 30 years.

He is known as someone who has no fear, who always gets his man, and would gladly hang every last figure in the city, since he knows without exception they are all corrupt and unworthy of their position.
Ross Blunt

**Ross Blunt**, of the Iron Moon houses, was a banker and a moneylender. He inherited the disgraced and bankrupted Company of the Merchants of Upstream Temma, and through hard work and help from the Tidemaster, was able to turn it around and make it profitable again.

Ross Blunt was a member of the Guild of Bankers.
It seems he worked with Edwin Roper from City Hall.

He died when the leader of the Cathedral summoned the Dead King, whom he called "BoPo", to kill him.
John Harrison

**John Harrison** is a Wizard Worker and a Clockmaker. His father and grandfather were also Wizard Workers and Clockmakers, although of lesser status and ability. Legend has it that at age six, while sick in bed for a few long weeks, he was given a watch to amuse himself. Young John studied the watch all his time in bed, finally getting better and committing himself to the study of these mechanisms. His dependable nature and neutral approach to politics kept Harrison in the good graces of several figures around the city, and he is able to secure employment for himself and the members of Company of Clockmakers despite various upheavals to the political order. He was also commissioned in the past to repair the Great Clock, but it seems his work was not finished, and the commission was repaid.
Circle of Founders

**The Circle of Founders** is an ancient and secretive organization; it is among the biggest secret societies in Temma.

# History

The origin and history of the Circle is not accurately known; however, it is known that it is an old group, that has existed for well over a century. Some of the stories regarding the Circle claim the society's origins go back to the foundation of Temma itself. It is claimed that the first Founders were powerful Elementalists, Wind & Water Masters and Metal Empaths who participated in harnessing the Seven Rivers of Temma. They built the great dams that allowed the city to exist in the first place. The stories claim the corner stone of the first building of Temma was laid by the first master of the circle.

# Operations

At various times, the society can boast between 40 and 70 people, living and working in the underground complex the Circle maintains. The society also has contacts and relationships with people outside this complex, and has a wide reach to various fields of interest and spheres of influence in the city.

The Founders get most of their income from a lucrative magical metals smuggling operation. Their two main competitors are the Sisterhood of the Nine Gates, which tries to put fingers in *all* the pies, and the Ungers. While turf conflicts due arise from time to time, they are usually contained and small, as the demand in Temma for cheap materials is much higher than even these three societies can provide. For the most part, though, the Founders are interested and invested in magical research, collecting and verifying ancient tomes, refining Elementalist techniques and discovering new magical mysteries. Due to these interests, many occult members of the criminal world in Temma consider the Founders honest brokers of information, and they even have many mundane contacts in the criminal world.

# Leadership

The Founders are led by the Circle of Seven Masters. While in theory the Seven Masters have equal positions in the society, in reality there are always Masters with more influence and more involvement in the management of the society than others. Each Master has his own duties to the Founders, and is expected to head his own Circle, gathering acolytes and disciples, and passing on his techniques and secret knowledge.
Henrietta Zamenhof

Henrietta Zamenhof is the widow of Ludwig Zamenhof.

Their marriage was always a marriage of convenience, but the couple were civil to each other, and got along fine. However, after their son's death, their marriage almost collapsed.

Mrs. Zamenhof sought treatment for grief and depression, and also reported hallucinations. After meeting with Dr. Aurelius, it seemed there was a familial problem with her husband, however, the treatment was suddenly stopped.

Mrs. Zamenhof is very well schooled in history and literature, and in the past has a semi-successful column on society affairs. She lives alone, with 3 people in her staff (a maid, house keeper, and cook).
Linking Multiple Devices across Multiple Platforms

This is a guide for linking multiple devices.

To link an *iOS* device to another *iOS* device, click settings and Connect your saved game to **Apple Game Center**.

To link an *Android* device to another *Android*, click settings and Connect your saved game to **Google Play**.

The above mentioned methods cannot cross platforms, but will save your progress onto Cloud servers so that the data can be recovered in case the game with data file is deleted and/or your device is reset.

To link between *iOS* and *Android* use the '**Link a Device**' feature under settings.

Here is a step-by-step guide with pictures.

Click Settings and select '**Link a Device**' on both devices.

\*Follow the next instruction carefully or risk losing your data\*

On the device that has your progress and the one that you want to transfer click '**Old Device**'.

On the device that you want to play the game on click '**New Device**'.

A pop-up will appear on the old device with a code and a 2 minute timer, type this into the new device within the given time.

Once the code has been entered successfully a question will pop-up asking "Are you sure you want to replace the current camp with this one?" Click '**Ok**' and a second notification will say "Linking Successful".

    The game will then load on the new device and a disconnect window will pop-up on the old device, since the same profile cannot be played on more than one device.

Now the game can be played on either device since they are both linked.
Law Society

The **Litigators' Law Society** of Temma is the association of litigators in Temma who do not work for the City. Litigators who work for the city are under the supervision of the Justice. This Society is not to be confused with the Clubs.

The Law Society is a trade organisation for litigators, it has the right to supervise the training, qualifications and conducts of litigators. The Society plays a significant direct roles in the training, licensing and disciplining of litigators. It can even revoke a person's rights to appear before the Justices.

Litigators who wish to work within the city limits must be members of the Law Society, though not all nobles who finish Law School wish to become active litigators, and those are not forced to be members of the Law Society.

The Law Society sees it as a goal to provide access to justice, and as a result, sometimes offers paid and unpaid legal assistance to the public.

Its motto is *Law is the Source of Liberty*.
Oxley (River)

This river had many names and many uses over the years. It was called Abbey, and Mill, at some points. Its origin is far away from Temma, and visits different settlements and towns before being swallowed by the great city. The spirit of this river is strong and wise, but also aloof, difficult to work with, and easy to insult.
Skinners

The **Skinners**, or in their full name "*The Glorious Company of Fur Traders and Skin Sellers*", is one of the oldest and most powerful guilds in Temma.

Skinners' Hall, the guild hall for this company, sits on top of Dowgate Hill, and is a large, rich building, built by one of the ancestors of the current guildmaster, William Judd Temmeri. The building is sometimes erroneously called Judd School, since it does include the Judd School for Leatherworking inside it.

The company's motto is *To Us Only Be All Glory.*

The Skinners is one of the Twelve Great Guilds of Temma, and remains one of the richest and most powerful. It has a long standing feud with the Seamstresses regarding the order of precedence: due to some legal wrangling and clerical mistakes, the exact order is not clear; both guilds claim to be 6 and the other to be 7 in order. This feud erupted in violence several times in the past few centuries.

The Skinners also fund the Tonbridge School which is a school for hunters and trappers. Rumors are the Tons can be hired to hunt, trap and kill the "most dangerous game" as well.
Honest Man

**The Honest Man** is a nickname; a *nom de guerre*; it denotes a reputation, a promise, a threat. When an associate of the Honest Man gives you their word, or an ultimatum, you are certain they will not back down. Because if the Honest Man said it, it will be done.

There are many, many criminals in Temma. Not all of them work for Honest Man; in fact, few do so directly. But the large organizations, the families, the gangs, the Secret Societies of Crime, all of those eventually pay homage to the one person by whose graces they are allowed to operate. He keeps the City Guard off their backs. He pries open the doors to the Hall of Justice. He makes the carriages run on time. On *their* time.
Bleeding

With the new Updates 1.6, humans are now susceptible to the new bleeding condition.

### How does it occur?

Bleeding occurs when a human (friend or foe) reaches 0 health by damage from another human. Also, if a survivor reaches 0 health from coming in contact with a burning walker that dies during the same turn, bleeding will also occur.

### How does it affect humans?

When bleeding, a human will continue losing health until you heal them by pushing the medic cross above. This will use both Action Points that individual has during that turn. A survivor can also decide to not use any action points during a turn, which will result in he or she automatically healing themselves. When a survivor bleeds, it is unable to enter Overwatch.

The counter next to the medic cross reaching zero will incapacitate the survivor, ending the mission in a failure and giving a heavy damage injury to the survivor, so be careful out there.

Essentially the bleeding state is a second health bar, and it works the same way for your guys and the enemies. If it helps, you might think of the first (green) bar as a shield. When that's away, you get to deal the real damage (the red bar).

It works the same as "struggle" does, without the close walker contact, and with the exception of the self-help option.

At the beginning of your turn Bleeding will cause 10% health loss (of your maximum health).

You can not use a charge attack when bleeding.

## Notes

Getting into bleeding means you're already past the Bruised and Heavy Injury thresholds. So yes, you're going to lose your "not a scratch" star.

## Forum

http://forums.nextgames.com/walkingdead/discussion/3168/whats-the-new-bleeding-condition#latest
Compass

Vorio Matelli, of House Red Hawk, is the current head of the Guild of Cartographers and Explorers, and one of the principle architects behind Palin's Full Historical Compendium. His support of that endeavor granted him enormous respect and influence within other guilds, not least of which the Guild of Couriers and the Guild of Carriage Drivers.

He is known as the Compass, because, among other things, he has a reputation for being extremely honest, straightforward, and dependable. In addition, it is said he can find directions to places he's never been to. Finally, he tends to carry a large golden compass everywhere he goes, and fidget with it during important meetings.

Over the past few years, his position among the various guilds has grown to the point some whisper he should be elected Mayor. However, it doesn't seem to be something he wishes to do.

His power and influence earned him the enmity of the Tidemaster, though it is possible he is not aware of that...
The Story

People's lives are not divided into chapters in a neat little way, and that's true for our heroes' lives as well, but still, it is convenient to divide the campaign into chapters, and see how **the story** progresses, and what we're dealing with.

# Chapter One: The Book of Shadows

Where we meet the heroes of our tale; the ground shakes beneath their feet, and the foundations of the city begin to crack. When our heroes accept a job offer to retrieve a magical ring they find themselves in the middle of a magical struggle over the secrets of a dead master warlock; and when they find and dismantle the Saboteur's traps, they begin to realize the full extent of the damage the earthquake caused - and the danger all of them are facing...

# Chapter Two: The Gala

Dispatching their enemy, our intrepid heroes had to make some deals, shake some hands and repay some people - and that put them right in the middle of the scheming and conniving around the elections and the biggest and fanciest party of the year: The Spring River Gala. Everyone, high and low, were ramping up their efforts to strengthen their position, and finally our heroes had to get in the game and pick a side; although, it's not clear what good that did. With the plague averted, the Lord Mayor missing and the Saboteur gone - can we say the good guys won?

# Chapter Three: Family Values

It's the aftermath of the Gala, and our heroes are happy to return to their relative obscurity, if it wasn't for all these meddling relatives... if it's not the family of a dead witch, it's fathers and ex-wives and brothers and sisters, everybody has an opinion, and everybody has a secret - and both are finally being laid out in the open...
Company of Clockmakers

The **Company of Clockmakers** is one of the guilds of Temma, and one of the Wizard Works Chapter Houses. It teaches Wizard Works to those who pass its exams, and promotes the design, manufacture and use of Wizard Works that fits its particular creed. Unlike most other chapters, the Company of Clockmakers holds to the creed that progress must be directed from above, and that some designs should not be pursued. Despite its more limited portfolio, it is highly regarded due to its Works high level of finish, dependability, and its famous "life-time guarantee".

The Company's motto is "*Time is the Commander of All Things*"

The Company's guildhall is **Upton Hall**, which also houses the **Horological Institute of Temma**, which is the clockmaking and Wizard Working school attached to the company. Any student who passes the exams may study clockmaking and Wizard Working in HIT, and upon graduation, the graduates are offered apprenticeships in the Company. Those who accept, will eventually become full guild-members. Only guild-members of the Company are allowed to teach in HIT, and those teachers put a great deal of pressure on their better students to eventually join the Company. HIT has a very large technical library, one of the largest in Temma. It is also rumored to have a huge cellar, holding various forbidden and dangerous works. It is a frequent prank among the more senior students to send younger students to look for the cellar door...

The Company is currently headed by John Harrison.
Henrietta Tack

**Henrietta Tack** is a high-ranking judge who works for the Justice. She worked with MAGE on the various Empathic Constructs they believe "the Saboteur" created and planted around the city. Despite being a commoner, she has a brilliant legal mind, which helped her get into Law School. She is known as a "hard judge", refusing to accept extentuating circumstances when making a ruling. Despite this, she is reveared by many in the Law Society for attempting to bridge gaps between those who work for the Mayor and those who are loyal to the Justice, believing they have a common goal in maintaining law and order, and serving the public.
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Black Forest

**Black Forest** is chapter 12.

* for preceeding dialogue, see The Descent
* Daryl: "Someone didn't want Angie to talk. We better find out who."
* Curtis: "That bridge she mentioned. It's south of here."
* Daryl: "Curtis, you got this?"
* Curtis: "Don't insult me. We'll cut through this burned out forest - get there by nightfall."
* Daryl: "I'll be around if you need me." "Good luck."

Episode intro screen says:

* "Make your way through the Forest ahead, towards Eden Farm."
* Completion award: The Chopper (4 star, level 15, warrior level 15 needed, rarity Epic) {weapon traits a mystery}

After completion of mission 6: The Big Bang

* Curtis : "Well that's a thing of beauty. Let's get outta here before the herd shows up."
* Curtis : "We need to talk" ("Go to camp")
* Curtis : "Good work out there." "Angie's bridge is close by. Just one little thing needs doing first..." "Here. Take this."

"Chapter 12 completed" "Completion reward[:] The Chopper" "Chapter 12: hard mode unlocked"
Eye

The mysterious and unknown head of the Tower of Sorcery, this daughter of the city, also sometimes known as Fire Lady or Storm Queen has been the most powerful Sorcerer in Temma for at least a century, if not more.

Her messengers and trusted servants always tattoo a small stylized eye on the back of their neck and on the palm of their left hand; it is said that if they betray her, their hearts would stop beating, but that she protects them against all harm.
Master Que

Master Kong Que is a noble of Temma, the last son of an obscure family. He is a grand master of Wind & Water, and has been an adviser to Lord Sun Ma, who was Lord Mayor 40 years ago. He worked on the city's bridges, tunnels, sewer systems, and aquifer systems. Though relatively unknown, he influenced the quality of life in Temma for many people in unseen ways. He was part of the board that designed the water supply system to three neighborhoods, reducing costs to the city at the expense of drinking quality; he was also instrumental in creating "air avenues", that work to prevent "anticyclons" during the winter months, which helps reduce air pollution for coal burning. He was a master of the Waterfall, Bridge & Flowerbed School, and was a candidate for running it. He was also a faculty member at the College for Civic Arts. 20 years ago he suffered from a long illness, and even after recuperating, he did not return to his duties, and maintains a secluded life style.
Librarian

Lyra Palin is the **Head Librarian** at the Great Library of Temma. She is best known for securing the funds and support for her great work, the Full Historical Compendium, one of the most important accounts of the history of the First and Dragon Empires.

While she has little materiel power, since most of the Library is owned by the city, her advice and opinion is enormously sought after. She is also in a somewhat unique position, having achieved power and prestige by creating something new instead of taking it from someone else; she incurs very little resistance and has very few enemies (only the Hound and the Tidemaster can be heard to say something bad about her) and so she sometimes finds herself as the unwilling neutral ground and mediator between rival factions in the city.

She is the most recent Sheriff.
Seamstresses

The **Seamstresses**, or "*The Fraternity and Sorority of Merchant Taylors*" is one of the oldest and most powerful guilds in Temma. Their exact foundation date is unknown, and it is shown they existed in similar form before the White Dragon Empire.

The Merchant Taylors' Hall is found in Threadneedle Street, and it stood there at least 600 years if not more. It is the principal sponsor and organizer of the prestigious biannual "*Golden Shears*" competition for aspiring young tailors.

The guild also owns several schools and lodges across the city, providing professional education for mostly poor or orphan children and teens, and cheap lodgings for apprentices and young tailors in the early days of their careers. It is rumored the guild teaches and employs close to 3,000 children and teens across the city, and that it maintains discipline and order with its own internal justice system. These rumors has put this guild at odds with the Justice and the Hound several times in the past few decades, but no formal actions were ever taken.

Lady Violet Foyle is the head of the guild.

The guild's motto is *In Harmony Small Things Grow*
Hierophant

Dill Soto, of House White Dragon, is the **Hierophant** of the Faith in Temma, the most holy man in the city.

He is also, as is well known, corrupt to the bone, and facilitates much of the city's corruption and graft through his office and associates. They say he spent a fortune, bribing enough guild members to become a Sheriff.

He is sometimes believed to be the same man as the Honest Man, but that would seem to be against character, since he is also notoriously mendacious and cannot be trusted. Also, why would the Honest Man go to all that trouble of hiding his identity from his associates, and then draw such attention to himself? Well then, asks the other fellow - then how come the Hierophant is allowed to traffic is such lucrative unlawful enterprises, and still be free of the Honest Man's control? Why doesn't he go to war to bring the Hierophant under his heel?

That is a good question.
Erwin

Erwin "Mid-Range" Knowles is a former Engineer with the department of waste and waterworks, in the City of Temma. He worked a few years as a Wizard before he started to work for the city. He only worked for the city for 2 years, before his drinking problems caused him to lose his marriage, house, and employment, in that order.

It seems he acquired some gambling debts to the wrong people, and when those people asked him to sabotage his work in lieu of payment, he quit instead.

He now lives in the Undercity, doing as best as he can.
Vintners

The Guild of Winemakers and Winetasters, called **the Vintners** for short, is one the great twelve guilds of Temma. Unlike other guilds, the Vintners do not have a monopoly on the manufacture or sale of wine or other spirits, however, they do enjoy the privilege to sell wine anywhere in the city, without a license. This makes them one of the richest guilds in the city, since the Vintners allow people to acquire temporary membership, and serve wine and other spirits in various social events.

Their guild hall is **Southwark**, in the Viners neighborhood.

Their motto is *Wine Cheers the Spirit*.

## Water Fowls

For historic reasons, the Vintners enjoy a special privilege, where they are allowed to hunt the water fowls of the Temma River. The only other two bodies that share this privilege are the City, and the Dyers' Company. Every year these three bodies conduct a survey of the water fowls to be found on the river: ducks, geese, and swans. This was done over several days, where barges are used to corral the birds; this event eventually became the annual gala we have today.
Four Clubs

**The Four Clubs** are a group of professional associations for Litigators in the city of Temma. They provide libraries, dining facilities, and professional accommodations. Almost all the litigators in Temma who do not work for the City, are members in one of the four clubs.

Unlike the Law Society, the Clubs' main focus is on the professional advancement of their particular members. There is fierce competition between the Clubs, and Litigators from one Club find it difficult to cooperate with Litigators from another Club.

Due to their effect on the profession and conduct of law in Temma, the Justice attempted to reduce their power and influence several times, unsuccessfully.

The Four Clubs are:

* The Club at the Court
* The Inner City Club
* The Middle City Club
* Gray's Club
Guild of Engineers

The **Righteous Guild of Proper Engineers** sits next to the Ministry of High Arts, and works to promote and develop all aspects of the science, art and practice of engineering. It is one of few guilds who work with voluntary members, since they do not have rights to the title "engineer".

Its motto is *Use Skills to the Best of One's Abilities*.
Stone

You can find stone all over if you see three lumps then those are stone. You will get 3 pieces from the lumps you can also obtain stone by mining big rock formations with a pickaxe.

## Usefulness and crafting

It is very useful and can craft many things. Here is a full list:

* Stone Tools (3)
* Firepit (8)
* Water Well (50)
* Forge (5)
* Pestle and Mortar (5)
Tidemaster

Niels Hildeson is **the Tidemaster** of the River Temma, the river that runs through the city and named her. Aside from running the harbor and the adjoined market, insurance house and goods exchange, he is also the head of the Guild of Mercers, the oldest and most powerful guild in the city.

They say you can't find a more unpleasant man in all of Temma, and it does seem that he delights in making enemies and being rude. However, he is perhaps the sharpest person in the city, with almost clairvoyant understanding of human nature. It is said he can feel the tides of humanity, ebbing and flowing through the city streets and allies, and learn about his enemies' plays before they complete them.

He fervently wishes to be the next Lord Mayor. He is the second oldest Sheriff, after the Hound.
Lilac Wine

Lilac Wine is a heady brew, made by a special necromantic ritual, that allows the maker to keep the distilled power of a death charge in bottle form.

It's death. In liquid, drinkable, form.

It is not poisonous, and probably doesn't have any alcohol in it, though it would be hard to know, since people who drink it can lose hours, even days. It is said to give visions, or hallucinations.
Princess Pauline

She is the junior witch of the Cheapside Coven. Her name was given to her by the other members of the coven, due to her regal behavior. Rumors are she has blood mingled with the White Dragon families, and in fact was sired out of wedlock by a very high member of one of those families. She was also seen, several times, to enter and exit various halls of power unscathed; as if she is protected by someone with significant influence. She excels at Human Empathy and Empathic Healing, and is the more visible and outspoken member of the coven.
Cheapside

**Cheapside**, also called *Cheap* or *the Cheap*, is a small neighborhood in Temma. Though relatively small, its long shape connects it to many other, better, neighborhoods: Bread Street, Oldgate, Farringdon, Wall Brook, and Cordwainer.

It is one of the poorest neighborhoods in Temma, but among the safest, since the Old Courthouse sits here, and most of the streets are owned by the Justice.
Historical Palette

2. There are secret societies at work
3. In every period of history, there was a vast dependable network that allowed the safe distribution of information. In most periods, those were the couriers.
4. There are unexplained histories
5. Living Legends
6. Magical Traditions
7. Magical Materials
8. A culture that puts great emphasis on personal honor
9. One religion that everyone is familiar with, and the only institutionalized religion
10. There are other planes, they are connected to each other, and to our world
11. Legendary Magical Artifacts
12. Magic always demands effort, and it has a cost
2. Cthulhu, and other Old Gods, or other aspects of the Mythos
3. Time Travel
4. Mind control (and other mind altering effects)
5. Flying Ships, steampunk, things that look like steampunk
6. Faster-than-Horse travel or communication
7. “Elves”
8. Fairies
9. One-Hit-Victories, and I-Win buttons
10. Ressuractions
Illiron

Illiron (two words, ill and iron) is a Necromancer, semi-retired, who lives and works in the city of Temma. While his existence is not, technically, a secret, he doesn't advertise his existence, counting on "word of mouth" to draw potential students and allies to him. He is sometimes prone to long silences and confusing metaphors.

* Worked Danillo Sr.
* Created the Tree of White Lilac Death, from the tree in Danillo's garden, where Elsa Danillo hung herself.
* Bedlam and Liang accompanied him to the Undercity, where he performed some sort of ritual.
The Agency

The **Magical Association of Gentleman Explorers,** or MAGE for short, is a paranormal freelance unaffiliated detective agency. MAGE has a large office building, and they freely accept guests, visitors and prospective clients there.

In some specific circles it is known MAGE did some large, unspecified favor for the Librarian. Also, guardsmen and Bright Lances were seen visiting the building, raising suspicion members of MAGE sometimes engage in illegal activity.

The Agency was founded by Liang Qi, Liam Aurelius and Bedlam Thorn. A year later, Alix joined it.
The Factory

**The Factory** is chapter 13.

* (for preceeding dialogue, see Black Forest)
* Curtis : "Found an old factory a few miles that way. Fortified. They must have something worth guarding."
* Daryl: "Or they're just tryin' to keep people like us out." "Check it out if you want, but don't expect a welcome mat when you get there."

Episode intro screen says:

* "Explore the old Factory in the woods."
* Completion award: .338 Buzzard (4 star, level 16, hunter level 16 needed, rarity Epic)

Curtis says "I'll get you to the factory. You take it from there."
"Level 15 survivors recommended" (start mission for 6 gas) Opposition: "Special enemies" Armored zombie(s).
 mission 2: Knock Knock
Curtis says "That's your way in. You gonna take it?" (Referring to gate found in mission 1) Daryl "Curtis wasn't kidding about this place being fortified." One of your team says "Cover me while I open the gate." (2 turns to open gate)
"Level 16 survivors recommended" (start mission for 6 gas) Opposition: "Special enemies" Armored zombie(s).
 mission 3: The Key Master
Curtis says "Gate's locked tight. You're not getting through without a key." ... Team member says "Walker pens> Feels like the Freemen to me."
"Level 16 survivors recommended" (start mission for 6 gas) Opposition: "Special enemies" Armored zombie(s).
Red Copper

**Red**, or Radical, **Copper** is a magical metal that is commonly used in Wizard Works. Its magical properties allow it to change in elasticity and hardness, and using specific magical or chemical interactions, changed can designed to fit specific surfaces, times, locations, or other configurations. It has one downfall, that it can easily break and deteriorate, and so it is sometimes mixed with other, normal or magical materials, to give it stability and longevity.
Playing on PC Guide

The game ca be played on IOS and Android devices.

Did you know you can also play on a Windows **PC** (Or Mac)?

The video (below) is from MEMU game play on a PC, recorded with OBS.

Memu gameplay

https://www.youtube.com/watch?v=\_lVRSejRVBE&t=1723s

## Android Emulator for Windows PC

### MEMU (FREE)

MEmu - The Best Android Emulator for PC - Free Download

https://www.memuplay.com

Working 100%

### BlueStacks

Working

http://www.bluestacks.com/

## Android Emulator for Mac

### BlueStacks

Working

http://www.bluestacks.com/
Fleet (River)

One of the Rivers of Temma. The Fleet River Spirit is very urbane, and pleasent to deal with. He manifests often, living and working on the streets with other street type people. Looking at him, you wouldn't know his river is the largest subterranean river in Temma. He sometimes appears as a floating skeleton, covered in tattered clothes, as "the Death of Undercity". He is very sophisticated, and knows many people around town.
The Descent

**The Descent** is chapter 11.

* Daryl says "We can't just sit here waiting for Angie to send help." "There's a quarry nearby. Might have supplies we can use to build up your camp."

Episode intro screen says:

* "Collect materials from a nearby quarry to reinforce your camp."
* Completion award: Patriot T-89 (4 star, level 14, assault level 14 needed, rarity Epic)

mission 4:

* guy with mustache say "Glad y'all made it through okay.
* Daryl says "Just open the goddamn gate, Curtis."
* 'Curtis' says "Safety first, you know?
* while Curtis opens the gate (takes six turns) objective is "keep the civilian alive and out of struggle"
* after Curtis opens gate
* Curtis: "Now, stick close. I'll lead you out."

After completion of mission 6: The Flood:

* Curtis: "Good work. That'll keep us safe for a while."
* Daryl: "Come see me when you're done. Maybe Angie'll be at Eden Farm by then." (ie. go to Camp view and click on exclamation mark above campfire)

After clicking on campfire:

* Angie: "Hello? Can you read me?"
* Daryl: "Angie."
* Angie: "Daryl! I don't have much time; I reached Eden Farm!" "There was a destroyed six-lane bridge… Don't! I need to---"
* Daryl: "Angie…? This ain't right."
* (receive reward for completing The Descent)
* (next dialogue at Black Forest)
Walker Wonderland

Walker Wonderland event is from 2018 December 12 to 2019 January 2.
Players win Winter tokens which they can use to claim rewards. Sources of Winter tokens are:

* from Trade shop (possibly one trade a day)
* from completing missions in weekly guild Challenge
* from completing Daily Quests (probably one quest a day will give you reward of Winter tokens)

Walker Wonderland rewards are:

* First reward: 40 gas
* Rewards 2 to 6: various rewards (one being some Tara tokens)
* Reward 7: 5star shooter gun (in one case, with silver-level High Powered trait (increased range), gold-level Destructive and gold-level Piercing traits)
* Reward 8: 70 assault tokens
* 1250 Winter tokens gets you reward 9: 50 riot gear Glenn tokens.
* 1500 Winter tokens gets you reward 10: 20 radio phones
* 1750 Winter tokens gets you reward 11: 60 sniper Morgan tokens
* 2000 Winter tokens gets you reward 12: 5star Winter bow (shooter weapon) with special functionality (if the survivor using this weapon makes an attack before moving on their turn, they may make a Quick movement after attacking.)
* 2250 Winter tokens gets you reward 13: 75 Aaron tokens
* 2500 Winter tokens gets you reward 14: 5star Winter snow shovel (warrior weapon), probably with gold-level Wide Arc trait
* 2750 Winter tokens gets you reward 15: 5star Winter assault rifle (assault weapon), probably with gold-level Wide Spread trait.
* 3000 Winter tokens gets you reward 16 (final reward of Winter event): 5star Winter hockey stick (area stun)(bruiser weapon) with special functionality of "Attacks a three-space arc ahead of the user, stunning all targets" probably with gold-level Concussion trait.
Joel

Joel is an original character from the offical AMCs The Walking Dead game. He is a main character and a scout.

## Appearance

Joel is in his early 40s, of average to slightly skinny build, has short black hair and a beard. He wears a short-sleeved white shirt with several brownish stains. Over the shirt he is wearing suspenders. He has black jeans with a slot to put a knife in and short brown boots.

## Pre-Apocalypse

Almost nothing is known about Joels past. In the games intro though, there is a torn picture of Joel in a suit, but it is not known if the picture was with friends, family or with collegues from his past job.

## Post-Apocalypse

Joel survived the first year of the apocalypse, before he discovered Terminus. He was locked up in a container along with Ken and Ann from Terminus. After a while, the container tipped over and opened. As they left their former prison,they realised that Terminus was destroyed and overrun. They picked up some weapons that were lying on the ground and fought their way out of Terminus. They then split up, but later regrouped, after a man (which was revealed to be Daryl Dixon) saved Ken from a walker after he found an abandoned and overrun camp. He then stayed in the camp along with his fellow survivors. It is unknown, if Joel knew Ken and Ann prior to the outbreak, was in agroup with them post-apocalypse or simply locked up with them.
Season Daryl Dixon

Season not numbered, just titled "Daryl Dixon"/"The lost soul".

## Chapter 3: Truly Medieval

No zombie countdown.

Unlocked 2023 September 25 (Monday).

(start mission for 1 gas)
1-person mission of 5star level-10: hunter Daryl (damage 304, health 462).
 episode 3 - hard
Same start message.
(start mission for 1 gas)
1-person mission of 5star level-10: hunter Daryl (damage 304, health 462).
Opposition: difficulty "6": 2 explosive barrels and regular zombies (L10 and L11)

* Daryl: "No way out..."

Objective: "Survive the Herd" (ie. regular zombies).

(after first shot)

* Daryl: "Propane tanks might do it."

Objective: Go to exit. (apparently triggered after killing all of or most of the first batch of zombies)

(new wave of zombies apparently, probably trigged by exploding 2nd "barrel"/Propane tank)
Guild of Mercers

The first guild in the city of Temma, and still among the largest.

The guild's aim is to act as a trade association for general merchants, and especially for exporters of wool and importers of velvet, silk and other luxurious fabrics (mercers).

The guild's motto is "Honour, Faith, Credit".

The guild's hall is Mercers' Hall, located in Ironmonger Lane. Mercers' Hall serves as a bank, and its vault is notorious for having terrible guards that sometimes cause pain and sickness in people who study the building too carefully.
Influence

You can get or lose influence in outpost raid.

You are matched by Influence, within 100 points in either direction.
**OldGoth Staff**

You gain up to +25 when attacking someone with more influence than you.
You gain less influence when attacking someone with less influence than you, if their low low you will not gain any.

Outpost
Hilltop Maggie Community Event

**Hilltop Maggie Community Event** is worldwide event from 2019 April 23 until May 20 (noon UTC). The goal is as a worldwide community to collect as many Hilltop Maggie tokens as everyone can during the event.

If worldwide total

* is 60 million tokens (or more), everyone in the game will receive 60 Shooter class tokens
* is 80 million tokens (or more), everyone in the game will receive EXTRA 50 Hilltop Maggie tokens after the community event, plus the previous reward
* is 100 million tokens (or more), everyone in the game will receive an EPIC Speargun (shooter weapon) with the following traits: Silver Charging, Silver Destructive, Gold Piercing, PLUS both previous rewards. Spear gun's special functionality is "Fires a short-range projectile that hits several enemies in a line."

Announced 2019 May 21: worldwide total was 105,043,115 HilltopMaggie tokens, 5million tokens over the 100million target so world reward is 2 extra HMaggie tokens for each extra million (so 10 extra HMaggie tokens)

* total reward of **60** Hilltop Maggie tokens plus the shooter tokens and the speargun.

Sources of Hilltop Maggie tokens are:

* Daily Quests, usual reward is 5 Hilltop Maggie tokens per quest (one quest a day so far). Quest examples:
	+ Charge abilities ×8 (use any charge attack(s). Each charge attack counts towards quest.)
	+ Kill walkers - warrior ×30.
	+ Kill walkers - Eugene ×15.
	+ Kill walkers - Governor ×30.
	+ Win 8 challenge missions.

* The Distance (Hard-setting: missions 5, 10, and 15)

* Weekly challenge personal rewards:
	+ for 80 stars, rewarded with 5 Hilltop Maggie tokens
	+ for 180 stars, rewarded with 5 Hilltop Maggie tokens
	+ for 300 stars, rewarded with 5 Hilltop Maggie tokens

Starting May 8, Hilltop Maggie tokens are also available in Trade shop (until May 20, noon UTC):

* firstly, 5 Hilltop Maggie tokens can be bought for 500 Trade Goods (apparently just once a day),
* (and then after you have used those Trade Goods) secondly, another 5 Hilltop Maggie tokens can be bought with 50 gold ("up to 10 tokens per day")
Golden Fall

**Golden Fall** is month-long event (28days?) from 2019 October 15(?) to November 12(?). The goal is to collect as many Golden Fall tokens during the event.

Sources of Fall tokens are:

* Daily Quests, usual reward is 20 tokens per quest (one quest a day). Quest examples:
	+ Complete 6 missions with Maggie
	+ Kill 15 walkers - Glenn
	+ Kill 25 walkers - Jesus

* Trade shop:
	+ 20 Fall tokens can be bought for 500 Trade Goods (once a day).

* Weekly challenge personal rewards :
	+ for 10 personal stars: 10 Fall tokens
	+ for 110 personal stars: 20 Fall tokens
	+ for 220 personal stars: 40 Fall tokens

## Rewards

Rewards including "fabled Dragon Tongue" and "Alpha".

 100 tokens
 200 tokens
 350 tokens
 500 tokens

https://forums.nextgames.com/walkingdead/discussion/41414/golden-fall-token-collection-table