recursal/Fanatic-Fandom huggingface dataset:
Terratus Grave

Terratus the planet has two satellites visible by the naked eye - the tide locked **Terratus Grave** and the rapidly orbiting Interloper. Scholars have long studied the effects of these two moons on the ocean currents, and a great deal of folklore concerns the origins of the moons.

## Background

The Grave was first named by folks living far to the east of Terratus. They'd look to the west and see the moon like a permanent hill on the horizon - a grave where the sun dies each evening. The name spread to other parts of the world, even in the western regions, where the Grave is constantly hovering overhead, reflecting and, with the right magic, magnifying the sun's rays.

Notably, magic depends on the presence of the Interloper. If its orbit leads it in front of the Grave, any attempt at using magic that draws on the Grave will result in magical calamity.

## Local customs

A common belief in the Empire is that Terratus Grave will finally set on the horizon when Kyros' rule ends, whereas those of the Tiers insist the moons are older than the Oldwalls and will outlive even Kyros.
Standing Tall

## Related quests

### Previous

Securing The Sea (Disfavored) Finders Keepers and Bound by the Blade (Anarchist)

### Leads to

Final Judgment (all)
Call to Arms (Disfavored)
The Defense of Haven (Scarlet Chorus)
 Against All Odds (rebels)
The Final Hunt (anarchist)

**Standing Tall** is a quest in *Tyranny*.

## Synopsis

Enemy forces are marching on the Citadel in Vendrien's Well. Return to your Spire to assess the situation.

## Walkthrough

* Teleport to the Spire. You will be immediately informed of the situation by your ally (Iron Marshal Erenyos, Fifth Eye, Tarkis Arri, or Fatebinder Nunoval).
* The mysterious device will activate. Learn of your link to the Spires, the fact that you are their true master, then activate an Edict on the fools attacking you.
* Head down to ground level and teach the fools a lesson in humility. You will run into a promoted fighter of the faction set against you (Death Knell or Ceveus). With Athletics 54 you can intimidate one of the to flee, while Lore 59 weakens all the mages they have backing them up.
* Return to the Spire once all enemies are dead. Act II is done. You are the Exarch, no doubt about it, and soon the Archon of the Tiers.
Tales from the Tiers

**Tales from the Tiers** is a new DLC released for *Tyranny* on June 13, 2017 on Steam, GOG, and Paradox Store.

## Features

*Tales from The Tiers* expands the Fatebinder's journey through the war-torn world of *Tyranny*, with new travel map events, encounters, and side stories. These include hostile ambushes, traveling merchants, and numerous other episodes that offer new insights, new items, and new challenges on the journey.

Notably, the DLC does not require you to start a new game and integrates smoothly into the existing playthrough.

## Features

* **New Travel Events**: Random encounters while traveling may lead to new quests, or new events focused on companions and new NPCs
* **Expanded Story**: Learn more about the people and places of the Tiers with more than 40 vignettes to encounter on your journey.
* **New items**: Including:
	+ Shields and weapons: Cinder Ward, Silvercore, Rupture, Barbed Pilum, Entropy's Rend, Exploit
	+ Armor: Feather-lined Boots, Submission Gloves, Gore-Claw's Tanned Hide, Dense Iron Cuirass, Nightfall Casque, Kaidi's Spikes, Greaves of the Endless March, Kailor's Cap
	+ Accessories: Sunder's Seal , Frozen Sentinel, Davidian's Monocle, Chrysalis Amber Brooch
	+ Consumables: Salted rations

* **New interactions**: Countless new ways to gain loyalty and fear with companions and the factions.

## Links

* Steam Store
* Paradox Store
The Baneward

## Bonuses

### Bonus

**Bane Reprisal**: On melee hit, deal 6 Arcane damage to target, +1 Armor (Arcane) for 6s on self.
Leech Energy: Drain the health of nearby enemies. For every enemy affected, the wearer of Baneward gains a stacking Arcane bonus damage to their attacks. Bonuses scale.

## Technical

### ID

WPN\_ART\_SHLD\_TheBaneward

**The Baneward** is an artifact in *Tyranny*.

## Background

The Forge-Bound succeeded in infusing this shield with the essence of fallen Bane.

Using the Bane for creative purposes is not a new practice, but has roots in more failure than success. Since the creatures leave precious little by way of mortal remains, not as much can be gained by harvesting them as the truly curious would desire. The trick is not necessarily gathering the ethereal resource in large quantities, but knowing what to do with however much Bane essence is available. In this case, the Forge-Bound took a lesson from past craftings and relied on runes attributed to an ancient Archon of Thralldom. In his time, the Archon was known for his interest in the Bane and any means of taming them as useful servants.

This confusing and much-neglected branch of the arcane opened up the means to bend the essence to the smithy's will - if only long enough to form a rudimentary shape. The Baneward shield bends at an angle that implies a struggle to find a coherent form.

Something of the ethereal creatures must live on in the shield, as it occasionally twitches with pent-up aggression.

## Location

* Manufactured at a Forge after researching Plans: The Baneward.
Strike at the Hearth

**Strike at the Hearth** is a quest in *Tyranny*.

## Synopsis

The time has come for the Scarlet Chorus to move against the Disfavored and defeat them once and for all.

Fifth Eye has informed you that the Voices of Nerat would like to speak with you back at Cacophony. He has a plan to destroy Graven Ashe that he would very much like to discuss with you.

## Walkthrough

* Head to Cacophony to talk to Voices of Nerat. It will ask you to seek Ashe out and kill him, promising the highest honor. With Subterfuge 59, you can ask if it means absorption by Nerat. He will confirm it (what).
* Go to Iron Hearth and slay Graven Ashe and his followers. Listen to his last words, then return to Nerat.
* Of course, Nerat is jubilant at Ashe's death - and thoroughly unhinged, more than usual. Your choice is to fight it directly... Or you can choose another route. By offering to swear fealty to Nerat, you can peacefully overcome the Archon - *after sacrificing a companion*. Nerat's unhinged nature allows you to seize control over the Archon if you let it consume one whose loyalty is 4 or higher:
	+ Voices of Barik reforms the Scarlet Chorus into a powerful army, combining his Northern heritage with the size and ruthlessness of the Chorus.
	+ Voices of Verse makes the Chorus ever bigger and more powerful.
	+ Voices of Lantry turns the Chorus into a gigantic university and Sage guild, busy transferring the knowledge Nerat accumulated over the centuries.
	+ Voices of Eb has two possible endings, after she liberates the Tiersmen pressed into service. If you destroyed the Tidecasters during the Conquest, she dismantles the Chorus and disappears into the Northern Empire, becoming a boogeyman. If you let them be consumed by Nerat, the Chorus is transformed into a new guild of the Tidecasters, as Eb combined with the memories of her former mentors restores it to its former glory and then surpasses it.
	+ Voices of Kills-in-Shadow turns the Chorus into the Scarlet Hunters, making them one of the biggest and deadliest armies on Terratus, prosecuting war against the Northern Empire.
	+ Voices of Sirin turns the Chorus into a demented freak show, eventually caving in on itself.
* And then it's the endgame.
Skorn

**Skorn** is a weapon in *Tyranny*.

## Background

Javelins like this are often assigned to the brave Disfavored soldiers at the head of a phalanx. They deliver the confidence to push forward against any odds, and the barbed tip can snag on armor and destabilize advancing enemies.

## Location

* Manufactured at a Forge after finding Plans: Skorn and the Mysterious Chunk of Metal. Requires  70  7 and 6 recruits.
The Silence of Secrets

**The Silence of Secrets** is a quest in *Tyranny*.

## Synopsis

The Voices of Nerat has asked you to go to the Burning Library and bring back information contained within the Silent Archive.

## Walkthrough

* Head to the Burning Library and speak with The Censor. This dialogue is the only time where Betray Alliance can be invoked for the region.
* Enter the Library and make your way through it. The first barrier requires the incomplete passcode, found on a shelf near the dying Sage. Move deeper into the ruination, dispatching Fat Ulsten, Gaptooth, and Numbly as you see fit.
* To reach the lower floor, use the rope and pulley. Assemble the passcode:
	+ Upper ruins, on a shelf near the fissure.
	+ Lower ruins, on the shelves to the northeast, near the Sage's statue.
	+ Lower ruins, on the shelves to the south-west, near the Scourge.
	+ Upper ruins revisited, on the shelves to the north-east.
* Use the pulley in the revisited part of the upper ruin to reach the access area. Activate the runes in the following order (after dispatching whatever gang boss you didn't eliminate earlier): ↑ ↓ ← → (Sigils of Vigor, Fire, Force, Stone).
* Head down to the Silent Archive. Follow the path to the little island, then confront the Censor.
* Ascend the island and interact with the Archive. You can:
	+ Seize the scroll and destroy the library in the process.
	+ Analyze the active spell, then use Lore 55 to deconstruct its focus. You can swap any artifact in your inventory for the Silent Archive, and it will be consumed. (You cannot do this if you are on the Disfavored path, which -thankfully- you're not.)
* Return to Nerat. The Censor will talk to you as you exit and you have to let her hold the Archive. She will give it back - all that's left is sending her back to Nerat...
Telesophia

**Telesophia** is a character in *Bastard's Wound*.

## Background

A broad-shouldered woman in Disfavored raiment dangles against the nearby column, suspended by her wrists. Though still garbed in the iron breastplate of her unit, she is without helmet and appears unusually at-ease in her compromised position. Telesophia was part of the Disfavored recon team sent to retrace Cairn's steps, until the moment they happened upon the wound. Trespassing in the Oldwalls and consorting with beasts as equals prompted them to attack, with the fight going well until Argen, one of the legionaries, surrendered. When he broke rank, the Disfavored lost their advantage and were defeated in detail, with Telesophia strung up on the pole on orders from Reef-Talon. She was supposed to die of exposure, but Graven Ashe's Aegis reaches far - coupled with her prisoner rations, Telesophia remains in a state of permanent life. While she despises the Wounders on a professional level, she's on good terms with the locals on a personal one, chatting with them and even teaching fishing techniques.

## Interactions

### Quests

* Gambler's Ruin and Midnight Wanderer: Telesophia promises to aid in the investigation, if you kill Argaen.
Stone Down Gorge

**Stone Down Gorge** is a location in *Tyranny*. It is unlocked during the course of The Tiers Will Shake (Disfavored), Cairn's Final Song (Scarlet Chorus) and Blood Trophy (Anarchist). On the Rebels path, it is unlocked during Unlikely Allies after previously recruiting the Bronze Brotherhood.

## Background

The territory of Stone Down is a dangerous gorge, recently reclaimed by the Stonestalkers following the Edict of Stone's casting. The destroyed and half-buried buildings embedded in this gorge are the last remnants of one of Azure's former cities. It has since been taken over by the Stonestalkers, a tribe of Beastmen that aggressively guard their claimed territory. Stone Down Gorge connects to one of the few traversable routes leading north, making it a vital connection point in the Stone Sea.

## Points of interest

* Climb up the rope in the northwest (Athletics 61) to reach the upper plateau and a body that has Plans: Zeal and an Iron Pole.
* Down the walkway in the southwest (a hidden area there has supplies and a Sigil of Illusion you'll find a pond. You can empty it by moving the boulder with the iron pole or Athletics 59. Right next to the pond is a Sage corpse with Sage's Journal Entry.
* To the east of that pond, near the ruined buildings, is a dead body with a charcoal rubbing that contains the Sigil for the Aurora Spire. Another Azurelith harvesting spot is here.
* The Beasts are to the south-east, in the ruins of one of Azure's cities. They are led by Hundred-Blood, though you will also meet Black-Maw and Speaks-for-Soil.

Non-Chorus path
* You run into your first patrol just moments after arrival. Dispose of it, then head to the northern end to pick up some azurelith (Athletics 61). With the Azurelith Shard, go down the lower path.
* Right down the way, you run into Octave. He'll attack when he recognizes you. Go East to find more Scarlet Chorus and another Azurelith harvesting spot.

## Characters

* Octave, Scarlet Chorus field commander.
* Hundred-Blood, Stonestalker Prima.
* Black-Maw, mother of a brood
* Speaks-for-Soil, mystic
* Stone-Warden, prisoner guard.
* Rift-Dig, a informant.
* Dracod, captured scavenger

## Loot

* Plans: Zeal: On the body on the plateau.
* Elixir of Vitality: In a hidden barrel in front of Hundred-Blood.
* Hundred-Blood's Claw and Counted Glory: Dropped by Hundred-Blood and Black-Maw respectively.
* Sigil of Illusion: Hidden under a walkway, west of center.
Subterfuge

## General

### Effects

Determines ability to open locks, detect traps and hidden mechanisms, persuade and manipulate people

### Base value

(Quickness x 1.5) + (Wits x 0.5)

**Subterfuge** is a support skill in *Tyranny*.

## Description

The Subterfuge skill determines a character's ability to move through their environment, to detect and manipulate hidden traps and devices, and to open locked chests and doors. It is also used in dialogue to determine your ability to deceive or trick the person you're speaking with.

Compared to other support skills, Subterfuge checks give more experience points than Lore checks, but less than Athletics checks. In New Game+, it may be necessary to shift points from other skills to boost Subterfuge (or train the skill with a trainer) as the experience gained from using it may not be enough for the skill to catch up with increased requirements due to increase in character levels.

### During Dialogue

* When talking to Sirin, getting her to talk about her father.
* If on the Rebels path, persuading Barik that you are only using the Rebels. This is a big boost in Loyalty for him, and good for restoring the Loyalty lost in Act I.
* During Tide Together, persuading Phoibe to reveal the existence of the Tome of Aqueous Metallurgy.

### Uncovering hidden containers

Stone Sea
* Stone Down Gorge Skill Level 30
* Howling Rock Skill Level 50
* Gulfglow Oldwalls Skill Level 65

## Trainers

* Saetus (Mountain Spire)
* Noxia (Library Spire)
* Dream Slayer, Thalla & Torvus (Training grounds Spire)
Skycap

**Skycap** is an item in *Tyranny*.

## Description

The Skycap mushroom improves the imbiber's wits and magical acuity, as well as aiding in the recall of obscure bits of lore.
Grown on the steepest slopes of the mountains surrounding Vendrien's Well, the benefits of the skycap mushrooms led to a long alliance between the Queens of House Vendrien and the Sages of the Vellum Citadel. The Sages were so eager for the mushrooms that they would even trade rare scrolls of magic to the rulers of Apex in order to secure access.
This consumable's effect increases in strength as its user gains in power.
Tanara

**Tanara** is a character in *Tyranny*. She is a skill trainer who teaches One-Handed Weapons, Two-Handed Weapons, Dual Wield, Parry, and Dodge.

## Background

You see a bronze-clad woman in meticulously-maintained attire - the leather buckles in her chestpiece show fresh oil, and the scales on her armor have been neatly arranged. She gives a quick bow as you approach. "Fatebinder."
The Stones of Elucidation

**The Stones of Elucidation** is a side quest in *Tyranny*.

## Synopsis

Hieronymus wants you to get the two Stones of Elucidation from the Oldwalls Breach.

## Walkthrough

* Enter the breach. There are two stones:
	+ The first is in the upper left chamber of Central. Cross the bridge, pick up the Stone of Elucidation. Use a piece of rubble found nearby to weight the altar down to return.
	+ The second is in the chamber by the entrance of the western section. Reach it by activating the toggle switch with one character and entering with others.
* Return to Hieronymus.
South Haven

**South Haven** is a location in *Bastard's Wound*.

## Background

A small cliffside hamlet overlooking the rough western sea, this town serves as a port for goods from Lethian's Crossing bound for points south. Ships casting off for the continental mainland sometimes depart from here, finding the crossing easier than the road through the eastern mountains.

## Points of interest

A small, straightforward village.

Note that you'll not be able to return to the village after completing Knapping on the Job.

## Characters

Villagers
* Capteron, Hyacine, Erasmus

Forge-Bound
* Cassandra, Master of Knapping and Nikodemus
The Third Degree

**The Third Degree** is a quest in *Bastard's Wound*.

## Synopsis

In her quest for vengeance, Verse has uncovered further information regarding her sisters' killers. Investigate the leads to help Verse get the closure she desires.

## Walkthrough

* Talk to Verse at the beginning of Act 3 if you completed the preceding quest in Act 2. She will ask you to head back to River's Break. Head there.
* Essa has been brutally murdered and her farmstead burnt to the ground. Verse will be shocked and ask that you help her track down the murderers. Examine the area: The charred corpse, the doorway, the collapsed corner of the house, then the tracks by the area entrance. She will figure out that the murderer was a rogue Sage, Catorius, and mark Fort Squander on your map. Head there.
* Head to the center of the area to confront Catorius. He will introduce yourself, then stall. With Athletics 57 or Subterfuge 67, you can intimidate him or point out that this was a ruse. He will spill that he is an agent of the Voices of Nerat and explain the nature of his assignment.
* Of course, he's playing for time. When he's finished, the Chorus reinforcements return and you'll have to fight your way out. You can enlist his aid by convincing him you'll kill Nerat, kill him with Verse, or leave the matter to Verse. Verse, of course, wants to kill him.
	+ If you convicted Nerat during Final Judgment before coming to Catorius, you can mention that fact.
* Regardless, you will need to fight your way out of the Fort. Furies, Horde, Blood Chanters, it's a target-rich environment! After your slaughter is done, talk to Verse at the Mountain Spire.
* If you convicted Nerat during Final Judgment, the quest will be completed. Otherwise, the finale takes place at Cacophony, when confronting Voices.
* If you chose to implicate Graven Ashe before Tunon (or failed to get Voices convicted), Nerat will offer to withdraw the Chorus from the Tiers in exchange for Verse. If Barik is in the party, he'll offer to take Verse's place, earning a rebuke from his half-sister. In any case, Nerat refuses the offer.
* With Loyalty 4, she can be fed to Nerat and take him over, creating Voices of Verse and making it submit to you. Note that this counts as Betray Alliance on the Disfavored path.
* Killing Nerat completes the quest as well.
Remote settlement

**Remote settlement** is a location in Act I of *Tyranny*.

## Background

This village is far from the major settlements in the valley and has not involved itself in the conflict thus far. It may be possible to recruit some of the residents and add to the Scarlet Chorus' ranks.

## Points of interest

* Entering the center area will trigger an ambush by Vendrien Guard insurgents. Defeat it and the Scarlet Chorus Furies will arrive, thanking for your help.
Stone Sea

**Stone Sea** is a location in *Tyranny*. This region is the third (and last) stop in the Disfavored and Scarlet Chorus paths, before Act III. It is possible in the Rebel path to *not* visit this region in Act II; the Rebel path is the only path with this property.

## Background

The Stone Sea is the name given to what remains of the land of Azure after Kyros' Edict of Stone devastated the landscape. Once a rolling landscape of winding rivers and fertile plains, tectonic shifts have altered the landscape - choking rivers, collapsing roads, and altering the landscape for hundreds of leagues.

The region can be considered a stronghold of the Scarlet Chorus; the Voices of Nerat resides in Cacophony, and Misery is in charge of Plainsgate/Halfgate. In areas not dominated by the Chorus, the Earthshakers and the Stonestalkers clash over Cairn's legacy.

## Locations

 Cacophony

 Halfgate/ Plainsgate

 Stone Down Gorge

 Aurora Spire

 Gulfglow Oldwalls

 Dawning Spire

 Howling Rock

 Jagged Maw Shrine

 Graystone Valley

 The Blighted Expanse

 Boulder Reef Village

 Torment's Scar

 Dead Ravine

 Deadman's Drop

 Passage of Culling
Sigils

**Sigil** is the catch-all term for a symbol, rune, or glyph used to channel magic. Most often, a sigil is used to refer to the name of an Archon in this context. Spell casting works on the principle that Archons create new magical phenomena, and mages then imitate these powers - it is the Archon's sigil that a mage must invoke to channel that Archon's power.

Proper spell casting uses not only the *core sigil* (for example, a ball of fire would need to start with the sigil of the Archon of Fire) but sigils for shape (a 'bolt' sigil in the fireball example) and for various modifications. Skilled mages have been known to uses sigils that prolong, extend, echo, or intensify their spells.

## Mechanics

In-game, Spells are made up of at least two sigils: a Core Sigil and an Expression Sigil. Accent and Enhancement Sigils give the spell additional properties. The more sigils a spell contains, the higher the Lore required to cast it.

Each spell can only have *one* Enhancement Sigil, while Accent Sigils of different categories can be added (and their effects stack).

**Stacking rules** : Expression Sigils also determine what beneficial spells can stack with one another. For example, the *Gift of the Golem* spell (Guarded Form expression) will stack with *Titan's Touch* (Focused Intent expression) and *Spectral Blur* (Focused Intent expression) will stack with *Mirror Image* (Guarded Form expression). But Titan's Touch will *not* stack with Spectral Blur as they both use the expression Focused Intent.

All learnt Sigils will carry over into New Game+.

## Lists of sigils

* Core Sigils
* Expression Sigils
* Accent Sigils
	+ Enhancement Sigils
Sunset Spire

Mountain Spire Aurora Spire Dawning Spire Ocean Spire

**Sunset Spire** is a Spire in *Tyranny*, activated at the Lethian's Crossing Runic Hall. Note that this article concerns only this specific Spire; for a general overview of Spire functionality, see Spires of Terratus.

Sunset Spire is the *only* Spire that can be unlocked without much hassle, if you skipped Lethian's Crossing and attacked other regions (eg. choosing Burning Library over the Crossing after securing Blade Grave for the Disfavored). In fact, Sunset Spire could very well be the *first* Spire you unlock in Act II, as the entrances to the runic hall and the Oldwalls are open (and you can find 2 charcoal rubbings to get a good idea of the runic hall pattern); note that the entrances will be locked once the Crossing is chosen as your next attack location.

## Background

Looming over Lethian’s Crossing since its creation, the Sunset Spire has always cast a shadow from the setting sun towards the market town at its feet. Despite being situated in the middle of a bustling settlement, very few have ventured inside. The Sunset Spire in Lethian's Crossing feels burdened by its age, as if a central linchpin somewhere in its core has weathered the centuries of oppressive weight, and longs to topple.

The surge of energy that courses through you, forming a link with Vendrien's Well, strengthens the very stones beneath your feet. The structural weakness you detected vanishes, replaced by confidence that could keep this tower standing for millennia.

## Gallery

* No upgrades
* Forge
* Infirmary
* Library
* Training Grounds
* Barracks (cut)
* Prison (cut)
* Concept art
Steadfast Insignia

### Ability

Steadfast Stand: Grant nearby allies resolve and an increased resistance to being knocked prone or pushed back. These effects scale with the Renown.

## Technical

### Id

ACC\_ART\_FirstRegentsRegalia

**Steadfast Insignia** is an artifact in *Tyranny*.

## Background

Fashioned in the likeness of a Stalwart battle standard, this emblem was worn by every First Regent since the Realm was carved from the stone of the Tiers. Originally nothing more than an officer's finery, the Steadfast Insignia was worn by every First Regent since before the Unbroken earned that name wore the badge into battle. The reason? As Stalwart folk are ever famous for standing their ground, the Steadfast Insignia eventually came to embody their immovable nature - the wearer can resist any charge, push, or shove. The Insignia developed a reputation as the architect of victory over time, and the secret of success on the battlefield. As its recognition grew, the armies of Stalwart learned to rise up against any odds when the Insignia was present - a streak that held with admirable consistency until the Insignia was lost amid Stalwart's war against the Northern Empire.

The Steadfast Insignia's popularity was intricately tied to the war heroes who wore it. Over the years it became something of a rallying marker, and its presence alone accounted for many notable victories, and eventually became a badge of office of the First Regent - the highest honor and rank in Stalwart. It was last worn by Regent Aspison, together with the Dauntless. It was lost along with the Regent when the Edict of Storms hit, destroying the Disfavored and Regent forces embattled near the Ocean Spire. The Regent died hours later, inside the Oldwalls - claimed by the Havoc.

## Location

* Found at Blade Grave Oldwalls - Central via the Oldwalls Breach during A Breach Between Worlds.

## References

1. ↑ Description.
2. ↑ Hieronymus
Stone Shield

**Stone Shield** is a Disfavored unit in *Tyranny*.

## Background

Stone Shields are the largest group within the Disfavored legion. Each soldier carries a large iron shield into battle, where the shields overlap to form an impenetrable iron wall. The Disfavored say that enemies break on the shield wall like waves on stone - giving these soldiers their name.
Tarkis Arri

**Tarkis Arri** is a character in *Tyranny*.

## Background

Before you stands Captain Tarkis Arri, de facto leader of the dwindling Vendrien Guard. Short, sunburned, and agitated even when standing still, her body is a compact sculpture of muscle and bone, and her face is short on symmetry thanks to the scars and dents of a dozen brushes with death.

## Interactions

### Quests

* The Oathbreakers: Acquiring this quest from either Pelox Florian or Matani Sybil will also involve receiving a missive from Tarkis Arri. To progress in this quest, you must travel to the Secluded grove and speak with her.

Non-Rebel paths
* Assault on the Citadel: Captain Arri is the ultimate challenge. Taking her down breaks the spine of the insurgency and allows you to claim Ascension Hall. For her role in the insurgency, you can have her thrown off the top of the spire.

Rebels
Arri will be your point-woman in the Rebel path, the first leader of the factions of the Tiers to join you (literally, as the faction leaders will gather in Ascension Hall).

* Forging an Alliance: Arri sends you to Lethian's Crossing to forge your first alliance (either with the Forge-Bound or the Bronze Brotherhood).
* Unlikely Allies: Arri sends you to the Stone Sea to make more allies, after suggestions from your Lethian's Crossing ally.
	+ If allied to the Forge-Bound, your Stone Sea allies will be the Earthshakers.
	+ If allied to the Bronze Brotherhood, your Stone Sea allies will be the Stonestalkers.
* Battered but Unbroken: Arri sends you to the Blade Grave to negotiate with the Unbroken.
* Heated Words: Arri sends you to Effigy to negotiate with the Sages.
Slugfist Gauntlets

### Effect

**Weighted**: On weapon critical, send target prone for 1.1 s, interrupt (average). Save vs. Endurance.

## Technical

### Id

UNIQUE\_Iron\_GLOVE\_SlugfistGauntlets

**Slugfist Gauntlets** is an item of equipment in *Tyranny*.

## Background

These gauntlets pack a heavy punch. Spikes along the forearm are often responsible for particularly grievous injuries.

## Location

* Lethian's Crossing: Complete The Missing Shipment.
The Symphony of the Forge

**The Symphony of the Forge** is a quest in *Tyranny*.

## Synopsis

The Voices of Nerat has asked you to go to Lethian's Crossing and bring back the leader of the Forge-Bound. The Forge-Bound master is currently in Lethian's Crossing, the settlement at the base of the Sunset Spire.

## Walkthrough

* Head to the Crossing and talk to Harchiand Bronze. He will direct you to the Forge.
* Zdenya can be found in the Forge-Bound foundry, known simply as the Forge. It's located east of the river on the first tier of the Moonrise District, just above the ground floor.
* Zdenya will ask you to join her on the third tier of Lethian's Crossing where she will place the Magebane Helm before she will discuss the future of the Forge-Bound.
* Once the placement is done, Eldian will ask you to confirm that the Magebane Helm actually works by entering the Oldwalls at Lethian's Crossing and watching for loosed Bane. You will receive a keystone to enter (note that with Lore 55, you can point out that Kyros' law forbids actually entering the Oldwalls, but that you'll do it for the Crossing →).
* Enter the Oldwalls using the keystone. See Lethian's Crossing Oldwalls - Antechamber for area details. For now, approach the area in front of your party. Something goes wrong and you're attacked by Bane. Return outside to Zdenya.
* Of course, nothing's as simple as that. Blood and Bronze begins and your goal is to confront Raetommon. The quest completes as soon as you give chase to Raetommon.
Sunlance

Sun's Rage: Release trails of erratic fire that seek random enemies in the area, erupting into pillars of light and flame, dealing Fire damage. Damage scales.

## Technical

### ID

WPN\_ART\_1H\_BR\_Spear\_Sunlance

**Sunlance** is an artifact in *Tyranny*.

## Background

Long ago, a storied Queen of Apex wielded the Sunlance as her royal scepter. When the Bane broke free of the Oldwalls in Haven, the army of Apex answered the call for support, with the Queen insisting she rush boldly ahead of the vanguard. She used the Sunlance to drive the Bane back into the Oldwalls, where it was presumed that she lost her life somewhere in the depths of the gloomy catacombs. Though her body was never recovered, the presence of the lance implies an unfortunate fate.

## Location

* Twin Rivers Oldwalls - Depths: Locked behind the door in the north-eastern corner. Unlock it by powering the beacon with a Saphir Torchkey.
Songbird's Encore

### Ability

Resounding Crescendo: Sirin performs ancient music learned from the Oldwalls and the passage of the Archon of Stone. Her voice rolls over the battlefield in waves, breaking the bones and scrambling the wits of her enemies. The potency of these effects scale with Resounding Crescendo's Renown.

## Technical

### Id

vx1\_art\_cloth\_helm\_songbirds\_encore

**Songbird's Encore** is an item in *Bastard's Wound*.

## Description

Though the delicate clockwork constraining Sirin's head to this headdress remains as inscrutable as ever, she wears it more lightly, as if the burden of it has lessened. The gem at her brow catches the light and amplifies it before releasing it back into the world, pulsing in time with the Archon's songs.

## Location

* Automatically obtained at the start of Act 3 by talking to Sirin. You need to have visited Cairn's Passage and interacted with the stones there, then found the Ancient Oldwalls parchment in the Oldwalls, then given it to Sirin for inspection.
Tyranny Wiki

Welcome to the Tyranny WikiWelcome to the *Tyranny* Wiki, Fatebinder!
The Fatebinder's handbook to Obsidian Entertainment's *Tyranny*.
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We are currently maintaining 2,530 articles!

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Tales from the Tiers

Bastard's Wound

Spotlight: Tyranny
It is set in a world where the epic struggle between good and evil is over. Kyros the Overlord reigns supreme after the back of the defenders of good was cast upon the stones of fate and shattered into a myriad pieces. You are the Fatebinder and one of Kyros' war leaders, stabilizing the freshly conquered land so that it may provide its bounty for the betterment of Kyros' realm...

Court Training
**Character creation** (New Game+)

* **Conquest**
* Attributes
* Skills
* Talents
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**Spells**

* **Spell creation**
* Cores
* Expressions
* Accents
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**Combat**

* Attack and defense
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* Custom portraits
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Guide to The Tiers
Factions

 Fatebinders

 Scarlet Chorus

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 Unbroken

 Bronze Brotherhood

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Locations and random encounters

 Spires of Terratus

 Vendrien's Well

 Bastard Tier

 Haven

 Stone Sea

 Contested Lands

 Blade Grave

Quests

Act I

Act II

Act III

Side quests

Missives

Endings

The Census

Characters by faction and location

 Kyros the Overlord

 Tunon the Adjudicator

 Voices of Nerat

 Graven Ashe

 Sirin

 Bleden Mark

Companions

 Lantry

 Sirin

 Verse

 Barik

 Eb

 Kills-In-Shadow

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 Artifacts

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Stirring Visions

**Stirring Visions** is a quest in *Tyranny*.

## Synopsis

Whatever you did in Ascension Hall in Vendrien's Well has given you the power to interact with the Spire. Before you ascended the Spire, you had a vision when the Edict broke. Understanding this vision might help you better grasp this new power you have acquired.

The teleporter that brought you to the top of the Mountain Spire at Vendrien's Well has shut off and left you stranded atop the pillar. Perhaps the strange device at its center might hold the key to activating it once again.

## Walkthrough

* Interact with the Spire device. You will be granted a vision of the spires in The Tiers, indicating your next stops on the way to becoming... Someone. So, your next task is to access one of the four remaining spires in Haven, Stone Sea, or Stalwart.
	+ To access the Ocean Spire, you need to unlock Oldwalls Breach, then travel to Blade Grave Oldwalls - East and access the Blade Grave Runic Hall, then activate it using the pattern in the gallery below.
	+ Find a way to the Sunset Spire. If you've already started the Crossing quest chain, you need to complete Forbidden Passage (Disfavored path) or its equivalent on other paths to access the Lethian's Crossing Runic Hall. See below for the pattern. Otherwise, simply head into the Lethian's Crossing Oldwalls - Antechamber; from there, enter the Lethian's Crossing Runic Hall.
	+ To activate the Aurora Spire, you need to unlock Gulfglow Oldwalls, then simply enter the runic hall.
	+ To activate the Dawning Spire, you need to unlock Howling Rock, then simply enter the runic hall.
* Part of the quest is finding a special rune for each of the spires that will let you activate them by replicating the pattern on the rubbing. Find special runes on the walls of Oldwalls (like at the Oldwalls Breach and the Blade Grave Oldwalls dungeon) and gather charcoal rubbings; 3 corresponding rubbings will reveal the full pattern for one Spire.
* You will complete the quest once the first spire is claimed.

## Activation runes

* Sunset Spire (Lethian's Crossing)
* Ocean Spire (Blade Grave)
* Dawning Spire (Stone Sea)
* Aurora Spire (Stone Sea)
The Censor

Path to Power

The Silence of Secrets

**The Censor** is a character in *Tyranny*.

## Background

The Censor is the commander of the Scarlet Chorus camp at the Burning Library. Though once an olive-skinned, beautiful woman, the Censor is now muscle, burn marks, and scars, encased in a thick armor of a Crimson Spear. Promoted out of the ranks of the Chorus to the position of commander, the Censor leads her forces with a focused, stern hand. Her ultimate goal is the acquisition of The Silent Archive, a repository of the combined knowledge of the Sages - in contravention of Kyros' law on Forbidden Knowledge.

## Interactions

Path to Power

Heated Words

### Quests

Disfavored, Anarchist, Rebel
* Extinguishing the Flames, Path to Power, Heated Words: The Censor is confronted at the Library entrance. As a non-ally of the Scarlet Chorus, you have little choice in the matter. Attack or intimidate her; it makes no difference, as the Censor will flee deeper into the ruins, leaving you to fight. The Athletics option eliminates the Blood Chanter from play. She is later confronted at the Silent Archive, where she attacks you to seize control of the scroll.

Scarlet Chorus
* The Silence of Secrets: The Censor is instrumental in procuring the Silent Archive. Telling her to sod off helps make a point and gains favor with Bleden Mark. Talking to her unlocks the Snuffing Them Out quest with Foul Murmur.
Snowfang

## Bonuses

### Bonus

**Frostbite**: On weapon critical hit, Freeze enemy for 12s. Save vs. Endurance.
Winter's Fang: Freeze an enemy, sealing their fate. When the effect ends, the ice reforms dealing massive Frost damage. Damage scales with Renown.

## Technical

### ID

WPN\_ART\_1H\_IR\_Sword\_Snowfang

**Snowfang** is an artifact in *Tyranny*.

## Background

Though masters of their craft, some secrets of smithing elude even the Forge-Bound.

This blade was inspired by the weapons wielded by the Ice-Shod people of the North - a former tribe of hunters who used the powers of the Archon of Snow to harden ice into capable weapons. After they were absorbed into Kyros' Empire, they buried the secret of ice craft with their old culture, and naught but stories and rare antiques remain.

Seeking to revive their methods, the Forge-Bound experimented with a "cold forge" that fell short of yielding the desired result. Most metals simply shattered under pressure after they failed to assume a stable form. A mixture of random chance and imperfections in the ore yielded this one successful result. The curved blade absorbed the magic of the smiths, and crackles like the surface of a frozen pond.

Whether or not it is as impressive as the weapons of old is for the ancient Ice-Shod to judge.

## Location

* Manufactured at a Forge after researching Plans: Snowfang and  1  1  10 .
Straydus Herodin

If they spite me for preserving our strength here and outlasting the war... so be it. I did not accept this mantle for adoration.

**Straydus Herodin** is a character in *Tyranny*.

## Background

The last of an elder bloodline that ruled Stalwart and maintained its dignity, Straydus is considered a filthy coward. During the last battle of Stalwart, he crouched behind the walls of Sentinel Stand Keep and refused to meet Kyros' forces on the field of battle. He would neither surrender nor impel his soldiers to do so. As such, Kyros decreed that storms would ravage the country until the Regent was dead. Straydus Herodin was free to kill himself, of course, but he was either too proud or too gutless for the task.

Because he persists in crouching behind the walls of Sentinel Stand, the Edict of Storms rages around the citadel and throughout the country, no one has been able to enter or exit since the last year of the conquest. No bird or missive has left the windwall, either.

## Interactions

### Quests

* Making a Stand: Straydus is confronted at the conclusion of the quest.
Stone Shield Callias

Undaunted

Battered but Unbroken

**Stone Shield Callias** is a character in *Tyranny*.

## Background

This bound soldier looks to have endured a recent and vicious beating, though most of his bruises have progressed to their later stages. He looks up at you with tired resignation.

Callias was bound to serve Graven Ashe's daughter, Amelia. He was captured when Straydus Herodin's forces overpowered his unit.

## Interactions

Undaunted

### Quests

Disfavored
* Into the Maelstrom: Callias is saved from the Fort, but he will panic the moment he's released (fearing a trick from the Unbroken). You can use Athletics 45 to punch him, Lore 40 to salute him, or try to snap him out of it. Or just *glare silently*, identifying you as a servant of Kyros.
* He will ask you to open the gate and let the reinforcements in.

Anarchist/Rebels
* Undaunted/Battered but Unbroken: Callias provides valuable information.
	+ If you betray the Chorus at Trapper's Junction, you'll not meet Callias as the Chorus led you straight to Mattias and Irentis, allowing you to retrieve Dauntless and the Steadfast Insignia.
The Conqueror's Will

**The Conqueror's Will** is a quest in Act I of *Tyranny*.

## Synopsis

Kyros demands victory at Vendrien's Well. As a Fatebinder of Tunon, you are tasked with delivering Kyros' Edict to the Archons of the Disfavored and the Scarlet Chorus. They must defeat the rebellious Vendrien Guard soon, or everyone in the valley, allies and enemies alike, will die. Make your way southeast through Edgering Fort and travel to the Disfavored camp where Graven Ashe and the Voices of Nerat are meeting to discuss their strategy.

## Walkthrough

* Travel to the Disfavored camp.
* Proclaim Kyros' Edict to the Archons.
	+ The way in which you proclaim the Edict will affect the reputation with the factions.
	+ Alternatively, you can wait until *after* the Day of Swords to proclaim the Edict; in this case, the deadline will be 360+ days later.
* Deliver Word of Kyros' Edict to Fifth Eye.
* Deliver Word of Kyros' Edict to Iron Marshal Erenyos.

### Journal

* Kyros' Edict must be personally delivered to the Archons. Find them in the Disfavored camp.
* The two Archons are currently meeting inside Graven Ashe's tent at the north end of the camp.
* The Disfavored are now aware of Kyros' declaration. All that remains is to inform the Scarlet Chorus leader.
* The Scarlet Chorus are now aware of Kyros' declaration. All that remains is to inform the Disfavored leader.
* You announced Kyros' Edict to Graven Ashe and the Voices of Nerat, but whether they actually begin working together remains to be seen.
Stalker's Shako

**Stalker's Shako** is an item in *Bastard's Wound*.

## Description

The Tiersmen make little secret of their myriad superstitions. One common belief holds that a hunter can mask their presence from prey by covering their features in the skin of a predatory beast. Whether by masking the hunter's scent, muting their breathing, or by some process more mystical, there seems to be some truth to this idea.

## Location

* Darkened Hollow: Inside the blood farm.
Storyteller's Manteau

**Storyteller's Manteau** is an accessory in *Tyranny*.

## Background

Sages rely on the forthrightness of others, and it is known far and wide that those who wear the colors of a storyteller serve the needs of the great Chronicle, and may be trusted.

## Location

* Burning Library Entrance: Sold by Myrum. (If you recruit the Sages during rebel's path)
Staggering Burn

**Staggering Burn** is an item in *Tyranny*.

## Description

Staggering Burn envenoms injured foes, dealing substantial damage over time.
Scarlet Furies developed this poison specifically targeting enemy soldiers who abandoned combat to tend to their wounds. Over time, any flesh exposed to the poison necrotizes - an affliction that spreads and may require invasive removal. The only caveat is that the poison doesn't easily take to the victim's blood, and requires a particularly vicious injury to deliver with any success.
Snuffing Them Out

**Snuffing Them Out** is a side quest in *Tyranny*.

## Synopsis

The surviving Sages are an annoyance to the Scarlet Chorus at the Burning Library, and the Censor would like you to deal with this annoyance.

## Walkthrough

* Head to Foul Murmur and talk to him. He will ask you to interrogate Folant. If you have Lantry with you, you can ask him to have a word with the captive Sage. Stay silent and he will reveal that Renata is at Effigy.
* You know the drill.
* Return to Foul Murmur after the deed is done.

Note that you can choose not to complete this quest; after Betray Alliance (while avoiding Effigy before that), you can then do Language of the Ancients instead.
Terratus

**Terratus** is the world. Most, if not all of it, is under Kyros' control following the conquest of The Tiers.

## Background

Terratus is the name borne by the planet that hosts Kyros and their Empire. Ravaged by magic and especially Edicts, which caused the extinction of several entire species of wildlife, the other defining feature of the Bronze Age world are the Oldwalls and Spires, created by an unknown progenitor civilization and spanning the whole of the world. They exist across the whole of the Overlord's dominion. Dozens of them, jutting up from the lands and grasping at the sky. They can certainly be toppled; there are a handful of ruined Spires in the empire. Terratus has changed since they were constructed - some Spires have been swallowed by the mountains, others by the seas. There's one sticking out of the water off the coast of the islands due north of the Bastard Tier, for example.

Terratus the planet has two satellites visible by the naked eye - the tide locked Terratus Grave and the rapidly orbiting Interloper. Scholars have long studied the effects of these two moons on the ocean currents, and a great deal of folklore concerns the origins of the moons. A common belief in Kyros Empire is that Terratus Grave will finally set on the horizon when Kyros' rule ends, whereas those of the Tiers insist the moons are older than the Oldwalls and will outlive even Kyros.

## Map

Winter Sea
Northern Empire
Cardinalos
Echolands
Remani Protectorate
The Tiers
Southern Sea

1. ↑ Fatebinder Calio
Silvercore

**Silvercore** is a weapon in *Tales from the Tiers*.

## Background

The death of Iron Guard Icaela at Palorian's Rise dashed any hope that the defenders of Stalwart would be easily crushed by Graven Ashe's Disfavored Legion. As the campaign ground to a halt over the following Span, all attempts to recover Icaela's corpse and armaments met with embarrassing failure.

The Disfavored counted this massive sword, commissioned by Ashe himself and named for the central reservoir of quicksilver contained within its folded iron, chief among the losses. Some trick of gravity allows this blade to strike significantly harder than its mass would suggest, and alchemical enhancements by the Forge-Bound grant the sharp iron edge a portion of the quicksilver's toxicity.