recursal/Fanatic-Fandom huggingface dataset:
Antonio de Leónra

Antonio de Leónra (/anˈtonjo de leˈonɾa/) is a Gunslinger and high-ranking member of the Harbingers. He enters the Storynth on a search for his daughter. He is a playable character who specializes in firearms-related skills.

## Antonio

### Relatives

Marisol de Leónra (ex-wife), Eduardo de Leónra (brother), Isabela de Leónra (daughter)

## Appearance

Antonio is a middle-aged human with brown skin, black hair, and blue-green eyes. He wears a brown coat marked with grey accents. Antonio has moderately long hair, including long, spiky bangs and a medium-length goatee. He usually wears dark makeup around his eyes.

## Personality

Antonio is determined, quick to action, and somewhat impulsive. He is unafraid to speak his mind and share his thoughts, even if doing so may risk placing him in harm’s way. Generally, he values bravery and honesty, though his role in the Harbingers also showcases a certain respect for stealth...when it’s absolutely required.

Despite his slight tendency toward stubbornness, Antonio is willing to learn and adapt to change where appropriate (e.g. regarding his grudge against Fiends). He is hesitant to express emotional vulnerability, though he doesn’t react negatively when others do so.

He sporadically engages in what could be described as “dad humor.”

## Final Weapon

This section contains story spoilers.
 The Maiden’s Farewell was originally created as a set of two identical guns—one given to Antonio, and the other to his brother Eduardo. During the attack on Leónra, Isabela was given the Maiden’s Farewell for safekeeping, leading to its eventual housing with Erzabat in Dusklight.

The gun’s appearance, menu icon, and attack animation range from light to medium blue.

## Trivia

* Antonio often had skills, stats, and even out-of-game media implemented before any other party member because his name was first alphabetically.
* One Final Bullet was originally intended to make Antonio unable to take damage until struck twice. The first time, he would dodge the attack, but his Perfect Dodge would be removed; the second time, he would take damage as normal. This was changed because Perfect Dodge would generally try to cancel upon taking damage rather than upon being struck, which meant that it would persist indefinitely.
	+ Another issue involving Perfect Dodge (discovered very late in development) involved the state’s resistance to status ailments. If Antonio was hit by the only one-hit-KO skill in the game whilst Perfect Dodge was still active, it wouldn’t affect him at all. As a result, the skill always removes Perfect Dodge from its target upon use—regardless of the party member it’s targeting.
Tomb of Cerulos

The Tomb of Cerulos is a spiritually significant site to both the Humoni and Fieli, though its significance has been diminished due to its growing inaccessibility. It is the intended end-point for a Paladin of Cerulos’ pilgrimage to join the Cerulosian Inquisition.

## Tomb of Cerulos

### Location

North of Pilgrim's Road, adjacent to the Lost Sanctum

### Languages

Universal communication, Sraharl (visitors), Low Vostinian (visitors)

## Features

The Tomb of Cerulos is constructed from grey-white stone, and possesses both a small entryway and a primary chamber. It serves as the magical source for the leylines that power the Storynth’s Waygates.

The main chamber of the Tomb includes stairs to a platform split in two; one half is deeply linked with Cerulos, while the other shares a comparable bond with Solurec. Prior to the post-game, the physical avatars of both deities can be seen in the center of their respective sections.

## History

The history of the Tomb of Cerulos is not heavily detailed. It is known to be a very old location, and one of few elements of the Storynth that is known to humans in the World Above (albeit mostly within one organization).

According to Zorvus, the avatars of Solurec and Cerulos are relatively new additions to the Tomb, as they were not present when Zorvus last had access to the location. Because Zorvus indicates that his last visit was when Dakos was still a child, it can be estimated that the deities’ avatars have only existed for ~20-25 years.

## In the Post-Game

After completing the main story, the Tomb’s appearance and functionality remains largely the same, with one notable exception: that the avatars of Cerulos and Solurec have departed.

## Trivia

* If the party returns to the Tomb through use of the Waystone, but before viewing the area’s cutscene, they will be placed in the entryway of the Tomb rather than on its Waygate marker.
* The Tomb of Cerulos is the only location in which the player cannot sprint.
Evrakal Bloodmorse

Evrakal Bloodmorse (/ˈɛvɾɑkɑl ˈblʌdmɔrs/), is the leader of the Alvokirri—the Blood King’s elite guard—and a member of Clan Bloodmorse. She is fought as part of a boss encounter near the western edge of the Bloodmorse Hunting Grounds.

## Evrakal

### Relatives

Dakoseriat (brother), Volseriat (brother), Kaltaris (father), Delkira (mother)

## Appearance

Evrakal is an adult Fieli with grey skin, turquoise hair, and yellow eyes. She wears a set of leather armor and, uniquely for a member of the Alvokirri, a blue-green scarf (rather than the yellow cloaks associated with the organization). Evrakal’s hair is relatively short and spiky in the back. Her bangs are center-parted and fairly comparable to those of her younger brother.

## Personality

Evrakal is confident and responsible, if somewhat proud. She capably commands the Alvokirri, and though she may not express it often, harbors a great deal of respect for the guards in her command.

Evrakal places a good deal of importance on her fighting skills, and is prone to becoming frustrated when dealing with defeat or loss.

## In the Post-Game

Evrakal appears in the underground area of the Trial By Combat tent, even between matches. She also serves as an opponent during the Silver Rank of the Trial.

If spoken to between matches, she will mention that she elected to partake in the Silver Rank rather than the Gold because of wanting to avoid stress, especially as she entered without the Alvokirri.
Deities

### Affiliation

Solurec is predominantly associated with the Fieli; Cerulos is predominantly associated with the Humoni

Deities, sometimes referred to as gods or god-beings, are entities that typically transcend the Storynth and the World Above.

They are sometimes worshipped by humans and Fieli.

## Physiology

Generally, god-beings do not make heavy use of a physical body, simply because they can use magic and monitor the world without one. Without a physical body, a deity’s energy and magic can still be identified by its color and general sensation.

Cerulos’ magic generally presents as blue or green, with certain uses of his light appearing yellow.

Solurec’s magic generally appears yellow or orange, with occasional deviations toward grey or purple.

Kytaariel’s magic is most closely associated with red, though it also heavily utilizes purple.

This section contains story spoilers.
 When assuming a physical body, Cerulos and Solurec take on bipedal forms comparable to that of the ancient people from whom the Fieli and humans emerged. They have pointed ears like the Fieli, but lack the modern Fiendish fangs and tail.
When in physical form, Kytaariel’s appearance is largely dictated by the body he possesses at that given time. Despite this, some of his traits remain consistent, including red skin, purple hair, and often—but not always—black sclera.

This section contains post-game spoilers.
 After becoming the new guardian of the Storynth, it seems that Zorvus’ magic is predominantly associated with blue. This is reflected in everything from the appearance of the Heart of the Storynth to the description of the Mysterious Shard.

## Society and Culture

Prior to Wrytoll’s annexation by the Vostinian Empire, humans in the region were often devotees of Cerulos, even if only for the sake of easily healing wounds and other injuries. In the modern era, worship of Cerulos is only widespread within the Cerulosian Order.

Fieli tend to worship Solurec rather than Cerulos, due to their greater natural compatibility with Solurecian magic. Fieli devotees of Cerulos who are capable of using Cerulosian magic do exist, however, and can use said magic without the need of a Seal.

## Magical Constructs

As seen in Pilgrim’s Road, god-beings are capable of creating magical constructs to serve as guardians. The originator of Vanguard and the area’s other constructs is never explicitly stated; due to the state of the constructs, however, it seems likely that they were originally created by Kytaariel.
Minor locations in the Storynth

## Entrance hall

The Storynth's entrance hall is the fortress' uppermost layer, sitting just beyond the Final Gate. The hall is relatively nondescript, with the exception of five pillars along its back wall and two torches, the latter of which bathe the room in blue light.

There is a rectangular hole at the back of the hall that serves as the only means of descending to deeper layers of the Storynth.

## Zorvus' house

Zorvus Stormhowl's residence lies just west of Exile's Path, essentially on the southwestern bank of the Gaurelion River. His home is constructed out of brown, tiled stone. The interior of the structure is essentially divided into five rooms—a small entryway, a living space and kitchen, a bathroom, and two bedrooms—all of which have light, wooden floors. There is a small carpet that sits underneath a table in the main area of the home, and a fire pit along its back wall.

## Gaurelion Waterpaths

The Waterpaths found in Gaurelion River were designed to aid in navigation through particularly tumultuous parts of the river, though they are rarely utilized by the time of *Storynth*. Dakos and Elloria utilize one of the Waterpaths during their travels together; the route is entirely empty except for a Priest of Solurec named Relkor.

## Jacob and Lyrem's camp

Jacob is a human living in the northeast of the Bloodmorse Hunting Grounds alongside a batling named Lyrem. He explains that he enjoys traveling, and often works in procuring the crystals used by Cid in his clockwork contraptions.

If the player speaks to Lyrem, she can carry them through the Hunting Grounds at a significantly faster speed than the party's usual rate of travel.

## Last Reprieve

The Last Reprieve lies beyond the sealed gate in the Lost Sanctum, and serves as the party's last stopping point before reaching the Heart of the Storynth. During the main story, the Last Reprieve holds only a broken pedestal of some forgotten statue; in the post-game, however, it is the location of the seventh and final Waygate portal.
Whispering Glade

The Whispering Glade is a dungeon located in the Swiftblade Territory of the Storynth. It is the first dungeon in the Storynth, and the first dungeon in which Velziran and Elloria are playable.

## Whispering Glade

### Inhabitants

Fieli, Ferali, serpents; humans (visitors)

## Features

The Whispering Glade is a heavily forested path spanning much of Clan Swiftblade’s remaining territory. Due to its proximity to the Final Gate, the region contains a notable number of Ferali, leading to minor disuse of the route.

The enemies found within the Whispering Glade will generally prefer fighting through the use of basic attacks, rather than special techniques.

## Boss Encounter

Atok Swiftblade serves as the dungeon’s boss fight, a result of his unwillingness to return Velziran’s Waystone without the party first “fight[ing] for it.”

After his defeat, Atok will return the Waystone and allow the party to view his “treasures” whenever they choose. If spoken to after this point, he will sell items from a limited pool of supplies.

## Trivia

* The Seeing in Lykoria will refer to the Whispering Glade in one of their dialogue options, mentioning that it was once used by Swiftblade spies. Where exactly these spies were based within the Glade, and why they were stationed there, remains unknown.
* One of the four strange objects can be found here.
Dakoseriat Bloodmorse

Dakoseriat Bloodmorse (/dɑkosˈɛːɾiæt ˈblʌdmɔrs/), more commonly known as Dakos (/ˈdɑkos/), is a Fiend exiled from the Bloodmorse Clan due to his Zirali status. He is a playable character who specializes in claw-based attacks.

## Dakos

### Relatives

Zorvus (mentor), Evrakal (sister), Volseriat (brother), Kaltaris (father), Delkira (mother)

## Appearance

Dakos is a young adult Fieli with grey skin, dark blue hair, and yellow eyes. He wears a white tunic with yellow trim, covered by a black vest and brown gloves. Dakos’ hair is styled to curl over his left shoulder, though his bangs are parted in the center. He wears three silver earrings in his left ear.

Like other Zirali, Dakos’ skin appears red when in his Feral Form.

During the Day of Reckoning, Dakos briefly wears Zorvus’ hat.

## Personality

Dakos is caring—if somewhat anxious—and prone to avoid or attempt to de-escalate conflict. Unlike Zorvus, who mastered his Feral Form through the suppression of his emotions overall, Dakos only distances himself from giving into anger. To avoid frightening other Fieli, he is shy to utilize all of the power at his disposal.

Dakos associates his full name with his childhood in Clan Bloodmorse, as many members of the Clan refer to him as “Dakoseriat.” Despite his general discomfort with his full name, Dakos allows Zorvus to use it in addition to his nickname.

## Final Weapon

This section contains story spoilers.
 Dakos receives the Claws of the Father in the Last Reprieve. These claws were originally forged at the time of Zorvus’ birth, and were intended as a gift for when he was made Lord of Storms.
The claws’ sprite appearance, menu icon, and attack animation are cyan in color.

## Trivia

* Dakos’ Feral Form was the first Final Skill implemented in the game due to its relative aesthetic complexity.
* Certain characters on the fourth floor of the Citadel will have different dialogue if Dakos is at the front of the party.
* One of Dakos’ portraits appears only once in-game. It shows him on the verge of losing control of his Feral Form.
Pilgrim's Road

Pilgrim's Road is a dungeon that runs through the second-lowest layer of the Storynth. It serves as the sixth dungeon in the fortress.

## Features

Pilgrim's Road is an ancient system of rooms and passageways made of a light grey stone. The Road is extremely disused, resulting in prominent deterioration in parts of its walls and floors. It is populated exclusively by magical constructs, though these guardians are either inactive or suffering from an affliction comparable to that of the Ferali.

The path through the dungeon diverges at its halfway point, with two options for progression. These routes are as follows:

### Traveler's Path

The Traveler's Path is considered the easier of the two routes, though it is longer and more meandering than its more difficult counterpart. Enemy encounters are less common when traversing this path.

### Champion's Path

The Champion's Path is considered the more difficult of the two routes, though it is also shorter than its easier counterpart. Enemy encounters are much more common; to account for this, a healing well is found at the start of the route.

Clearing the Champion's Path allows the player to access a chest containing the Ancient Fieli Breastplate, an armor piece that is otherwise unobtainable.

## History

The architecture and name of Pilgrim's Road seems to indicate that it was once a place of worship. This is further supported by its proximity to the Tomb of Cerulos and Heart of the Storynth.

The room at the dungeon’s halfway point includes what appears to be an area for prayer and offerings to a deity, though the exact function of this space is not explicitly specified.

## Boss Encounter

Vanguard stands guard near the entrance to the Tomb of Cerulos. Approaching the construct will cause Dakos to comment on what seems to be an energetic disturbance stemming from the corrupt construct. Vanguard approaches the party and begins the area’s boss fight.
Delta

Delta is the originator and first leader of the Harbingers, a position he eventually relinquished to his student. His years of inactivity led many Harbingers who knew him—including Antonio—to assume that he’d met his demise.

## Delta

### Relatives

Victoria Libratus (protégé), Antonio de Leónra (coworker), Kyrie (coworker)

## Appearance

As seen in Victoria’s dream, Delta was once a weathered-looking human with light skin, green hair, and grey eyes. He wears a grey-purple robe and an eyepatch, the latter of which covers his left eye. His hair has long bangs, and he also wears a medium-length beard.

In his modern appearance, Delta’s hair is white, and his beard is much longer. He also wears a brown cap.

This section contains story spoilers.
During the Day of Reckoning, Delta reveals that he is actually Klaus Westerly. If spoken to on the fourth floor of the Citadel, Klaus will mention that he used to wear prosthetic makeup and a contact lens as Delta, explaining the pair’s difference in facial features and eye color.
## Personality

Delta is resourceful and skilled, if prone to being somewhat gruff and abrasive in his interactions with others. He prefers strategic planning over spontaneity, but can make split-second decisions if in high-stakes situations. His style of communication is straightforward and efficient, often to the point of seeming curt.

## Voice

Delta’s voice is somewhat textured and monotone. He tends to utilize short sentences and minor contractions involving present progressive ("-ing") verbs in Low Vostinian. To most listeners, Delta’s speaking voice would not be particularly memorable—simply a Low Vostinian speaker from Wrytoll, if perhaps one with vocal damage from smoking.

This section contains story spoilers.
Klaus’ flowery, highly intellectual speech is common among upper-class Vostinians, including his High Vostinian accent. Despite his age, Klaus’ voice is relatively musical and fluid to the ear. His speaking pitch is slightly higher than Delta’s.
Delta’s use of a "Klaus" nameplate indicates that he’s speaking in his true, Vostinian-accented voice; this holds true even if Klaus is currently dressed as Delta. Klaus using Delta’s voice is also indicated in the same way.
## Trivia

* Delta’s name is most likely his codename within the Harbingers, similar to Antonio’s use of "Azure One" when in communication channels.
Victoria Libratus

Victoria Libratus (/vɪkˈtɔriə lɪbˈrɑːtus/) serves as the Wrytollian representative on Augustin Devalt’s Great Council. Secretly, she also acts as leader of the Harbingers, a rebel group opposed to the Vostinian Empire and its occupation of Wrytoll.

## Victoria

### Relatives

Antonio de Leónra (officer), Kyrie (officer), Lucia (Great Council logistics coordinator), Delta (mentor); Augustin Devalt, Klaus Westerly, Margherit D’Ayfiel, Emrys Leoric, Mateus (coworkers)

## Appearance

Victoria is an adult human with brown skin, reddish-pink hair, and blue-green eyes. Victoria most commonly appears wearing a brown coat, dark pants, and fingerless gloves. The back of her hair is styled to sit in front of her right shoulder; its bluntly-cut front is slightly longer on the right side than the left.

## Personality

Victoria is organized, pragmatic, and optimistic. She capably balances her responsibilities as the Wrytoll’s representative on the Great Council and as leader of the Harbingers, even misleading the Council in order to protect her Harbingers. While not impulsive, Victoria is quick to act upon spontaneous plans if the circumstances are accommodating.

More than anything else, Victoria is devoted to her goal of establishing social equity, which she hopes to reach through Wrytollian liberation.

## Trivia

* Victoria’s surname, Libratus, is inspired by the Latin “Liberatus,” which comes from the verb meaning “to free” or “to liberate” (liberare).
	+ “Libratus” also appears in Latin, originating from the verb meaning “to balance” or, when used figuratively, “to consider” (librare).
* While not explicitly mentioned, the reason why Antonio could easily call in a favor with Victoria was due to his relatively recent prevention of an attempt on her life. (However, it’s fairly probable that Victoria would’ve let Lana and Antonio into the Storynth even without this “favor.”)
Vostinian Empire

The Vostinian Empire is a human government that possesses absolute control of the Vostinian continent. Led by the ruthless Augustin Devalt, the Empire prefers to maintain peace throughout its territories through cultural assimilation and strict enforcement of its legal and sociocultural practices.

## History

Prior to the formation of the Empire, Vostinia was controlled by an oppressive Imeldunni regime. In an effort to free their people from tyranny, Devalt and Klaus organized a rebellion, which eventually forced Imeldun out of Vostinian lands.

In an attempt to end the cycle of violence and bloodshed, Devalt devised a plan: to join the entire world in one culture under the Vostinian banner. This, he theorized, would eliminate the social and cultural conflicts that so often led to humanity’s strife.

## In *Storynth*

By the events of *Storynth*, the Vostinian Empire has annexed all regions on the continent. One representative from each region has been integrated into the Great Council, done largely as a means of placating those who would criticize the amount of political power afforded to the Emperor. The Great Council’s current base of operations is the Citadel.

Although most citizens of the Empire are at least compliant with Imperial policies, there is at least one active resistance organization in direct opposition to Imperial occupation of Wrytoll.

## Practices

The Vostinian Empire prioritizes order and stability over personal freedom; to that end, Imperial laws and cultural norms heavily encourage compliance with authority. Languages outside of Low Vostinian and High Vostinian are banned, as are all religious and cultural organizations that the Empire cannot utilize for military purposes. Those that can be integrated into the Vostinian military, such as the Cerulosian Order or certain magical Houses, are permitted to exist—albeit under some degree of supervision from the Empire.

Maintaining order and obedience within the Imperial populace is typically achieved through a combination of strict law enforcement, propaganda, and a widespread (if not particularly detailed) understanding of the consequences of noncompliance. In the modern era, the Empire uses Enforcers as law enforcement due to their strength, stamina, and ability to access digital records in real time.

Those who defy minor laws, such as breaking curfew or public rowdiness, are given a strike on their individual record. After the third strike, they face short-term incarceration.

More major offenders or individuals who possess information the Empire wishes to extract are often held in Imperial re-education facilities rather than traditional jails. If an offender is re-educated, their previous identity is erased, though this also means that their record of violations is archived and rendered void.
Minor locations in Wrytoll

The following locations are featured within Wrytoll, but do not have enough information to require individual pages.

## Henri’s bar

An inn-and-bar hybrid located in the Oldtown district of the Wrytollian capital; owned and operated by Henri. It serves as the initial meeting point for Lana Dorian and Antonio de Leónra, though it is revisited once after this event.

Following Henri’s imprisonment and probable death or re-education, it can be assumed that the bar has been shut down.

## Grand Central Square

As the northernmost district in the capital, Grand Central Square is closest to the Storynth and furthest from the Citadel. It is a stop on the Green Line of trains that run through the city.

## Oldtown Housing District B

A housing area designated for low-income residents in Oldtown. Lana’s unit is 47th, making its full designation 047B.
Devkit

The Devkit is a collection of four objects hidden throughout the Storynth, comprised of the Gear, the Wrench, the Toolbox, and the Key. Collecting any one of the four Devkit pieces will award the “Wait, What?” Achievement; finding all four will award “Artifact Collector.”

## Purpose

If the player gives all four pieces to Cirran in the Trial By Combat, they will exchange the objects for the Aviran Signet Ring.

This section contains post-game spoilers.
 If a member of the party has the Aviran Signet Ring equipped when challenging Ewan to a duel, he will recognize the ring, leading to a slightly easier variation of the fight. Ewan’s stats will be lower, and he will use Inquisition one fewer time.

## Location

The Seeing in Lykoria can provide hints regarding the general location of each object (i.e. which dungeon to search in), but a more detailed breakdown is as follows:

### The Gear

In Whispering Glade
 In the second-to-last room of the dungeons, there is a branching path to the east. Take the path, and note the mushroom-like structure on the ground. Standing next to this structure on either side will make Antonio comment on, and pick up, the Gear.

### The Wrench

In Exile’s Path
 In the second room of the dungeon—the first room in which enemies can be encountered—there is a branching path to the west. After taking it, approach the table at the other end of the room. Lana will then comment on and pick up the Wrench.

### The Toolbox

In the Bloodmorse Hunting Grounds
 In the second area of the dungeon, there is a branching path to the east. After following it, stand in front of the snowman. Elloria will note and acquire the Toolbox.

### The Key

In Thunderfall Canyon
 From the entrance of the dungeon, take the southeast exit and continue heading east until you reach a room with a hole in the ground. Stand by this hole to enter a small room containing a grave-marker. Stand on any side of this marker to have Velziran notice and pick up the Key.

## Background

Pieces of the Devkit were initially added as a vaguely development-related Easter egg.
Exile's Path

Exile's Path is a dungeon located in the Storynth. It is not officially aligned with a specific Clan of Fieli. Exile's Path is the second dungeon in the Storynth, and the first dungeon in which Dakos is playable. It is also the location in which the party discovers a mysterious shard.

## Features

Exile's Path is comprised of rocky, barren cliffs. Because the terrain is uneven and unsuited for agriculture, it remains unaffiliated with any particular Clan. This neutrality makes it popular with Fieli bandits, who hope to profit off of travelers without risk of prosecution.

A mining camp exists on the western edge of the area, populated predominantly by displaced Chillwhisper Fieli. Zorvus Stormhowl lives very close to this area.

## Boss Encounter

Kohalia and two of her cohort, Maleren and Morakaal, serve as the dungeon’s boss battle after attempting to enforce a 9,999-coin toll before allowing the party to pass through their camp.

After the trio's defeat, Kelarisat—Kohalia's mother—will appear alongside Zorvus and question what her mining crew has been doing. The party is then granted free access to the pass, allowing them to reach Zorvus' residence.

## Trivia

* Exile's Path was the first dungeon worked on during the development of *Storynth*, but not the first completed.
* One of the four strange objects can be found here.
Achievements

Achievements are in-game milestones attained for completing story events, certain post-game activities, and other miscellaneous tasks. There are 24 Achievements in total.

## General Achievements

* **Devout:** Receive a blessing from a statue of Solurec.
* **Angler:** Catch ten fish in Dusklight.
* **Enthused:** Obtain the Enthusiastic Knife.
* **Wait, What?:** Stumble upon something strange.
* **Artifact Collector:** Find the Gear, Wrench, Toolbox, and Key.
* **Dreamer:** View ten memories in the Hall of Dreams.
	+ Waiting until all dreams have been unlocked (i.e. the post-game) is recommended.

## Story Achievements

* **Enter the Storynth:** Find a way to pass through the Final Gate.
* **A Part of Something Greater:** Find a valuable shard.
* **Precious Remnant:** Gain the ability to use the Ceremonial Longsword.
* **Un Regalo Del Pasado:** Acquire the Maiden's Farewell.
* **Academic Respect:** Obtain the Fieli Greatstaff.
* **A Worthy Successor:** Acquire Caill's Flail.
* **Momentary Respite:** Reach the Tomb of Cerulos.
* **For Safekeeping:** Obtain the Claws of the Father.
* **God-Killer:** Defeat Kytaariel.
* **Non Imperator Iam:** Defeat Devalt.
* **True Harbinger:** Defeat Kytaariel...again.

## Post-Game Achievements

* **Bronze Combatant:** Clear the Bronze Rank of the Trial By Combat.
* **Silver Combatant:** Clear the Silver Rank of the Trial By Combat.
* **Golden Combatant:** Clear the Gold Rank of the Trial By Combat.
* **No One Expects...:** ...the Cerulosian Inquisition! Recruit Ewan as a playable character.
* **Keep Your Secrets:** Defeat Ewan without having the Aviran Signet Ring equipped.
* **Cerulosian Combatant:** Clear the Trial of the God in the Trial By Combat.
* **Solurecian Combatant:** Clear the Trial of the Goddess in the Trial By Combat.
Velziran Salome

Velziran Salome (/ˈvelziran ˈsaʔlomɛ/) is a Mage belonging to House Salome, the last prominent magical family based in Wrytoll. While her official purpose in entering the Storynth is to oversee Elloria’s pilgrimage to the Tomb of Cerulos, she seems to have other goals at both the academic and personal level. She is a playable character who uses a variety of magical techniques, especially those related to fire.

## Velziran

### Relatives

Fyreldin Salome (mother), Andre Clearwater (father), Atriarch (House leader), Emrys Leoric (half-uncle)

## Appearance

Velziran is a young adult human with dark brown skin, black hair, and purple eyes. She wears the deep blue robes that are commonly associated with House Salome. Velziran’s hair is short and spiky in the back, with her long bangs parted slightly to the right. Her left eye is partially obscured by her bangs.

## Personality

Velziran is resourceful, eager to learn, and confident in her abilities. She is not easily angered, except by injustice and wanton destruction of magical and educational resources. Velziran prefers to solve problems and resolve conflict through the use of logic rather than emotion.

Velziran’s thirst for knowledge and concern for the well-being of others and the world led her to restore various forbidden House Salome texts through the use of temporal magic. While this allowed her to gain proficiency in Sraharl and understand the general layout of the Storynth even before entering, it also led to severe repercussions with the leadership of her House. Much of Velziran’s mana and magical power remains sealed during the events of the game due to the Atriarch’s binding spells—a punishment for breaking House Salome’s codes.

## Final Weapon

This section contains story spoilers.
 Velziran receives the Fieli Greatstaff, an heirloom of Master Scholar Talrendis’ family, after Zorvus’ visit to the Bloodfort. Talrendis believed that her ancestor’s volume on translating between Humoni and Fieli languages had been lost, so she was stunned to learn that a Mage from the World Above had learned Sraharl through a copy of the book.
The staff’s appearance, menu icon, and attack animation are purple in color.

## Trivia

* Velziran’s surname was originally Clearwater. Additionally, this surname was temporarily given to Elloria after it was determined that Velziran’s would be changed. In the end, it wound up being Velziran’s (non-magical) father’s surname.
* Velziran’s blue fire—a trait she shares with her mother Fyreldin—is a result of both Mages’ mana potency, stemming from their direct ties to both House Salome and House Leoric.
* The Fieli Greatstaff was originally intended to be given to Velziran by a Fiend named Olmaran, but this scene was changed to reduce cutscene density in the Bloodfort.
* Velziran’s event objects are often titled “Velzi,” though she’s never referred to as such in-game.
Gariok

Gariok (/ˈgæriɒk/ or /ˈgɑːɾiɒk/)—also known as the Knife Enthusiast—is a special “enemy” encountered in the Bloodmorse Hunting Grounds. After the events of the main story, he returns to his special tent in Lykoria. He owns multiple copies of his favorite weapon.

## Appearance

Gariok is an adult Fieli possessing blue skin, black hair, and red eyes. In his initial appearance, he wears a brown tunic topped with a purple cloak. His bangs obscure most of his face, though blue, painted markings can be seen under his eyes.

In the post-game, Gariok wears a white tunic with purple trim, comparable in design to the tunic worn by Dakoseriat Bloodmorse. His bangs are held back with a purple headband, exposing a relatively new scar on his cheek. His eyes lack the markings seen in his first appearance.

## Personality

Gariok’s most immediately apparent characteristic is his intense passion for his work, especially where selling knives is concerned. This intensity can lead to misunderstandings with humans and even other Fieli, which sometimes get Gariok into trouble. Gariok seems to be aware of his tendency toward intensity, apologizing to the party if he seemed “overzealous” about the knives he was trying to sell during their first encounter.

## In the Post-Game

Gariok owns and operates the Trial By Combat, having sold his wares across the Storynth in order to fund the competition’s conversion into a permanent fixture in Lykoria. He serves as the announcer for every Rank of the Trial, and also appears as a combatant.

## Trivia

* Gariok’s facial scar is a result of a knife juggling accident (likely the incident seen by the party should they obtain his knife before the post-game).
* Gariok seems visibly uncomfortable during the Trial of the God and Trial of the Goddess. Whether this is a result of announcing to a nonexistent audience or a result of his proximity to the god-beings involved is unclear.
Yomikawa

* Information
* Gallery
* Quotes

**Yomikawa** is one of the supporting characters of Shimeji Simulation. She is a third year and a member of the Hole Digging Club.

## Appearance

Yomikawa is a young woman with somewhat long, blonde hair with bangs. She is usually seen wearing the same high school uniform as her classmates and has a stack of books on top of her head.

## Background

Yomikawa is a third year high school student attending the same school as Shijima and Majime. She is also a member of the Hole Digging Club but spends most of her time reading either in the school's library or at home. Yomikawa starts to frequent the club again after Shijima and Majime join, later becoming friends with the two. Although she is a third year student, it is revealed that she was classmates with Shijima's older sister and has repeated her final year more than once.

## Trivia

* Yomikawa, like Shijima, is familiar with various authors and is shown to be knowledgeable of authors such as Friedrich Nietzsche and has a large collection of books in her home.
Waygates

The Waygates are a system of seven portals located in the Storynth. Mechanically, they function as a method of fast-travel within the Storynth, and are accessible via Waystone.

## Background

As stated by Velziran, the portals—and their exit points in corresponding settlements—are powered by energetic currents called leylines. These currents are naturally-occurring, and exist within the land itself. A set of Waygates in the World Above used to be accessible to Mages, but have since been sealed by the Vostinian Empire.

## Waystone

The party's Waystone is a non-consumable item that can be activated from within the Items menu (provided that the group is not in combat or a cutscene). Confirming the use of the Waystone will transport the player to an area containing all of the Storynth's Waygates. The number of portals accessible to the group depends on their progress through the main storyline.

After using one of the portals in the Waygates, the party will generally appear on the Waygate marker in the appropriate location.

Use of the Waystone is occasionally barred, such as during events in which the party is separated or when close to the Heart of the Storynth. It also cannot be used when outside of the Storynth.

## Royal Waystone

A different variety of Waystone for use by Fiendish nobility. While the fundamental function is identical to a typical Waystone, it also appears possible to travel to locations without a traditional Waygate marker. Only two of these Waystones are known to exist during the events of *Storynth.*

## List of Waygate Markers

* Merkalet
* Lykoria
* Dusklight
* The Bloodfort
* Vahskali
* Tomb of Cerulos
* Last Reprieve (post-game only)
Gaurelion River

Gaurelion River is a dungeon located in the Darkeye Territory of the Storynth. Gaurelion River is the third dungeon in the Storynth, and is unique due to its character-specific routes and overall scarcity of combat encounters.

## Gaurelion River

### Location

East of Zorvus' house, southeast of Exile's Path

## Features

Gaurelion River is a long, relatively thin stretch of water surrounded by blue, rocky cliffs. It is relatively temperate, with most of the riverbank being fairly grassy.

## Routes

After the party is thrown from their raft by the latgeika, the player is presented with three paths to follow through the river. The order in which these routes are completed is irrelevant, but completing all three is required to continue progressing through the dungeon.

### Dakos and Elloria’s Path

This section contains story spoilers.
Dakos and Elloria find themselves thrown to an extension of the Gaurelion riverbed, surrounded by comparable terrain to previous areas of the dungeon. En route to the group’s eventual meetup spot, they pass through one of the Waterpaths, a magical passageway designed to simplify navigation through disjointed areas of the Gaurelion. Elloria eventually apologizes to Dakos for her treatment of him throughout their journey, but especially for her interaction with him at the beginning of their route.
### Lana and Velziran’s Path

This section contains story spoilers.
Velziran and Lana awaken to find themselves in an almost swampy area of the river. After Lana recovers her father’s longsword, she gains the ability to use the weapon at will. In the final part of the pair’s route, Velziran freezes a stretch of water to serve as a bridge. This action, and the exhaustion that follows it, leads Velziran to explain the nature and cause of her sealed mana.
### Antonio’s Path

This section contains story spoilers.
Antonio and the group’s raft drift off to a small forest. After seeming to fall asleep against a tree, Antonio is haunted by a vision of his brother, Eduardo. Once Antonio defeats the specter, he is confronted by a similar representation of his ex-wife, who also engages him in combat. Finally, Antonio encounters a vision of his daughter. The duo briefly converse, but when Antonio attempts to touch her, she disappears.
## Boss Encounter

Once the party has been reunited, Elloria will ask Dakos about the creature that threw their raft off-course. Dakos explains that the creature is a water spirit called a latgeika, and remarks that they aren’t generally aggressive...or pink. The group resolved to check on the latgeika to make sure it isn’t hurt.

Upon entering the latgeika’s den and approaching the creature, it will roar in pain and attack the group.

After the battle, Elloria empowers her healing abilities with her Seal, restoring the latgeika to normal. If interacted with after this scene, the appreciative spirit will give the group a Cyan Latgeika Plume.
Cerulos

Cerulos is a god-being associated with wisdom, defense, and healing. His magic is most commonly utilized by humans, including prominent use in the Cerulosian Order. Cerulos' magic can be applied in a variety of circumstances for both restorative and offensive purposes.

## Appearance

Like other god-beings, Cerulos typically remains intangible, as this form allows him to spread his energy over a greater area. If necessary, however, he can assume an avatar, the power of which varies based upon how he chooses to divide his energy.

The Avatar of Cerulos has white skin, short, grey-white hair, and yellow eyes. This form has pointed ears like those of modern Fieli, but lacks a tail. Typically, the Avatar appears in a grey-white robe.

## Personality

Generally, Cerulos does not tend to withhold power from his devotees, even if that power is being used to inflict harm. Like Solurec, his personality is relatively subdued when using his Avatar, though he is observed to be courteous and straightforward.
Vostinian Continent

The Vostinian continent contains all regions and territories controlled by the Vostinian Empire, spanning the whole of the human world's western hemisphere. Although Fieli usually use the phrase "World Above" in reference to **Wrytoll**, the term could more broadly be applied to the entire Vostinian continent. During the events of *Storynth*, the Vostinian continent is divided into five regions—former nations that were conquered and annexed by the Empire within the last 300 years.

## Vostinia

Vostinia occupies the northernmost portion of the continent, and serves as the origin point for the Vostinian Empire and their leader. Prior to the formation of the Empire, Vostinia was controlled by an oppressive Imeldunni regime. After a successful rebellion and expulsion of the Imeldunni, Augustin Devalt and Klaus Westerly began to implement their plan to unite the whole of the world under one banner.

## Imeldun

Imeldun sits southeast of Vostinia, with much of its territory having been displaced as a byproduct of the Empire's eventual war (and annexation) of their former rulers.

Devalt elected to name Klaus as the Great Council's Imeldunni representative, somewhat to the chagrin of Imeldun's deposed political figures.

## Ayfiel

Ayfiel is a centrally located region previously ruled by a class of magical nobles. In Klaus' dream, Devalt mentions that the Ayfielian leadership lacks awareness of their people's needs; it is unclear if this issue continued to persist up to and after the Empire's conquest of the region.

Margherit D'Ayfiel, the last Princess of Ayfiel, serves as the Great Council's Ayfielian representative.

## Ceretin

Ceretin lies in the southwest of the Vostinian continent. The "correct" placement of its border relative to Ayfiel was historically a point of contention between the Ayfielian royal family and Ceretin's ruling magical family, House Leoric.

The Matriarch of House Leoric gave Emrys Leoric to Augustin Devalt when the Mage was a child, leading Emrys to regard the Emperor as his father. Devalt's trust in his "son" led him to name Emrys as the Ceretini representative on the Great Council.

## Wrytoll

Wrytoll is the southernmost region on the Vostinian continent, and the current location of Imperial command. The Wrytollian capital sits just to the south of the Storynth, with the Empire apparently taking some level of interest in the Fiends that sometimes emerge from the fortress. Wrytoll was conquered roughly a century before the events of *Storynth*.

Victoria Libratus currently serves as the Great Council's Wrytollian representative. It is unknown if she was preceded by another representative, or if Wrytoll was left without representation on the Council.
Mateus

Mateus (/mɑˈteɪːus/), formerly Enforcer M, is a human weapon employed as a bodyguard and special operative for the Great Council. He was previously used as the “human blueprint” for all Enforcers during the technology’s development.

He is fought as a boss-style encounter in the Citadel.

## Mateus

### Relatives

Klaus Westerly (creator); Victoria Libratus (coworker and friend)

## Appearance

Mateus appears to be a middle-aged human with light skin, grey hair, and grey eyes. He wears the black uniform most commonly associated with members of the Vostinian military, though his uniform’s accents are red instead of gold. Mateus’ hair is relatively disheveled, especially in regard to his bangs. His left eye is covered by a black eyepatch, and his left cheek bears a faded scar.

## Personality

When left to his own devices, Mateus is straightforward and soft-spoken. Despite his somewhat dour appearance, he does attempt to help and support the party on multiple occasions in the Citadel and seems to be friendly toward Victoria. He is aware of the source of Infusion’s power, even apologizing to another member of that group for the Empire’s behavior.

Mateus, when controlled by another person, is an unquestioningly compliant weapon. He processes information aloud in a manner comparable to an Enforcer, and will only obey commands issued in High Vostinian.

## In the Post-Game

After Vahskali has been fully reconstructed, Mateus will take up residence in the southwest corner of the settlement. He wears a white tunic with blue accents, and no longer wears an eyepatch—exposing his green, cybernetic eye. Upon first entering his house, Mateus will greet the party.

On the back wall of Mateus’ home is a framed document noting his legal name change to Mateus Libratus—his prior name (“X X”) being little more than a placeholder.

## Trivia

* Mateus is the only character encountered by the party who is known to have been re-educated.
* The origin of Mateus and Victoria’s pseudo-friendship may be partially explained in Victoria’s dream. The final portion of the dream reveals that Victoria joined the Great Council at roughly the same time as Mateus’ Enforcer conditioning was being rolled back.
	+ This would have made both of them relatively “new” to the work environment of the Citadel, despite Mateus’ (technical) employment there for a number of years.
Cirran Aviras

Cirran Aviras (/ˈsɪrən ˈɑviˑrɑs/) is a former member of the Cerulosian Order and the only child of Morgan Aviras.

## Appearance

Cirran is an adult human with dark brown skin, turquoise-green hair, and green eyes. They most often wear a predominantly purple outfit, including a jacket. Cirran’s hair is styled to sit over their right shoulder, accompanied by unparted bangs that slightly obscure their eyebrows. They wear three pink earrings in their left ear.

## Personality

This section contains story spoilers.

Cirran is fairly open and friendly, though they aren’t afraid of being assertive when required. Their resourcefulness allowed them to enter the Storynth entirely on their own and eventually acquire and operate the inn located within the Bloodfort.

Cirran places great value on their safety and well-being within the Storynth, even to the point of regarding their desire to visit the World Above and their father as an impossibility (due to the difficulty of re-entering the Storynth). After Antonio tells Cirran that Victoria could probably get them back into the Storynth, Cirran identifies the group as Harbingers and excitedly agrees to the journey, if only for a brief visit.

If talked to in their inn, Cirran can reveal that Morgan named them as his successor to the role of Commander, prioritizing bloodline over experience.

This caused a good deal of outrage among the Inquisitors, who assumed that Diana would be next in line to lead due to her extensive experience as a Paladin and an Inquisitor; even Cirran agreed that she would be better suited for the position. To escape both the rising tensions within the Order and the Vostinian Empire as a whole, Cirran pried open the Final Gate and took shelter within the Storynth.

Cirran briefly joins the party during the Day of Reckoning, though they elect to guard the entry to the Citadel with Morgan and other members of the Order rather than venture inside.
## In the Post-Game

Cirran can no longer be found in their inn, instead working as a healer in the Trial By Combat. They also serve as an opponent in the Trial’s Gold Rank, and can give the party the Aviran Signet Ring.

## Trivia

* Because Elloria met Cirran when she first joined the Order and Cirran went into the Storynth when they were still “a teenager,” it can be estimated that Cirran is around 30 years old.
* Similarly to Lana, Cirran’s legal title is the gender-neutral, Low Vostinian “Citizen” rather than a High Vostinian honorific.
	+ When explaining why they left Wrytoll, Cirran calls attention to the fact that some members of the Order may have been frightened by the idea of having a Citizen named as Commander.