recursal/Fanatic-Fandom huggingface dataset:
Elder Grove

The **Elder Grove** is a location in the southwestern foothills of the Galderbarrow. There, the first ents animated by Tosnawil have planted themselves in the earth and remain largely dormant, channeling their divinity into the harmonious renewal of the earth and their fellows.

Lesser ents patrol the Grove, keeping it secure from would-be violators of its sanctity and ownership of its greatest treasure: the Staff of Deathless Green. The eldest of the ents—*Drúsen* ("old oak"), *Báiusen* ("old beech") and *Daghlsen* ("old pine")—reside at the Grove's center with the Staff.
Starstream

“*. . . for each Starstreamling is but a hair-strand of the lord Mudram—river-weaver, water-watcher.*”
―A seventh-century Sunhursten liturgical text, originally in Mozh
The **Starstream**, the forking branches of which are called **Starstreamlings**, is an enormous river flowing south from a bubbling spring in the Galderbarrow. It is the source of all moving freshwater in Armenground.

While most rivers tend to coalesce with others on a path to a coast, the Starstream actually forks into several lesser rivers and never reaches a coast. The water is presumed to seep into the ground and be returned by some unknown mechanism to the Galderbarrow, perhaps by water-god Caulrim himself.

Much legend surrounds the Starstream. the The water is purported to be the source of continual life in Armenground, only Men deprived of its given longevity. Reverence of the Starstream is prevalent in virtually all cultures, though, and nearly every major city is situated along a Starstreamling. Its divine, eerily glacial flow through the unpretentious landscape of most of Armenground allows it to reflect the stars at many points, whence comes its name.
Ent

**Ents** are sentient trees animated by Tosnawil with the Staff of Deathless Green. As the fruit of Tosnawil's creative fantasies, they were condemned to help her efforts.

The eldest ents, including *Drúsen* ("old oak"), *Báiusen* ("old beech") and *Daghlsen* ("old pine"), reside at the Elder Grove near the Galderbarrow. The Staff—and the raising of new ents—has been entrusted to them. They speak in entish, a tongue divinely ordained for them by Canael at Tosnawil's request.
Chen Lenxi

## Consult

### Recruiting Condition:

Players must have become Senior Disciples and progressed past the Li Tian Bao incident in the main storyline
Event Trigger at East Gate:

* Arrive at the east gate of Ping Kang City. A significant event is automatically triggered upon arrival.

Martial Arts Duel:

* Head to the martial arts school.
* Engage in consecutive duels against Chen Lin Xi and his band of disciples.

Companion Quest:

**[SIDE QUEST] Frozen Corpse in Beishan**

Raise his affection to 60 **NOT UP TO OR OVER 70**

He'll ask you to go with him to investigate murders that were done using his family's martial techniques.

*Choose the option to criticize him*

**!!WARNING!!***he will attack Yuwen Yi*

You have to let him get taken in by the detective during his quest (Do not defend him) or you will lose him forever.
Cathuswár

Art by Peter Gregory.

**Cathuswár**, called the **Great Clan-King** in literature, was an eighth-century ruler of the Woodfolk. Facing the drake Grikkmol's incursions onto his territory, he became one of the few widely uniting figures in the history of his people, rallying the quarrelsome clans into a mighty host that defeated both Grikkmol and two allied troll-kings.

Though the unitary monarchy he established disassembled into a clan system after his death, Cathuswár's reign established a general air of peace among the clans and ended the darkest ages of the Woodfolk.
Ghost

A **ghost** is a soul that has, for any number of reasons, slipped past the watch of Grimmil. Usually feeling that a purpose still remains for them in Armenground, they wander restlessly until their will is accomplished.

Their nature and effects on the material world are varied—their visibility and corporeality are dependent upon the circumstances of their appearance and the divinity at work. In the rare case that a ghost has been left in Armenground not of its defiant will but because of an exception by Grimmil, a shrine or reliquary is used to tether the soul to reality.
Cland

**Cland** (IPA: /klænd/) is the god of craftsmanship. A reclusive deity, his chosen form has been deafened by millennia of forge-work. He no longer speaks, but smiths blades, tools and works beyond mortal imagination. He crafted the dwarves—themselves hardy as metal—and both respected and built upon their work.

He is now the chief possessor of athlore, which he carefully dispenses to worthy projects. With the metal, he forged the Blade of Unshackled Light used to by Bleewen slay Stornelwen—the guilt he took from the slaying led him to stop working with the metal. His beneficiaries are largely dwarves and craftsmen, the former of whom had been the sole recipients of athloren works.

Those appealing to Cland for favor are known to inscribe their tools and weapons with runes of praise to him. *Cland, thou smithest strength* has been carved into innumerable blades.

## Names

* Dwarvish—*Glaimiz*.
* Elvish—*Lâvor*.
* Entish—*Celu*.
* Je-ren—*Mozang-len.*
* Mozh—*Suttikam.*
* Shelu—*Isan*.
* Tlasaad—*Teuilabitzqui*.
Gladiwin

**Godwin Almireson** (born 972 DY), known bardically as **Gladiwin** and self-styled the **Sunflower Bard**, is a skaldic gleeman and mightseeking bard from Lissfall. A Man of some renown in the winesinks and playhouses of his home town, he adheres to Simbelwin and sports an inventory of enchantment and musical skill.
Morrethel

The **Kingdom of Morrethel**, the lands of which are now called the **Fallen Kingdom**, was a Honeylander nation of Men between the first and third centuries. Founded by Morrenthrim and centered at Morrenth, the Kingdom spanned many of the boreal forests north of Honnerich. It was weakened by centuries of conflict with chaos-creatures from the Frorn Belt and collapsed in the mid-third century.

The lands once spanned by Morrethel are now largely inhabited by Woodfolk, who speak a variety of Entish.
Honnerich

**Honnerich** (lit. "honeyed country"), organized as the **Kingdom of Honnerich**, comprises the traditional realm of the Honeylander descendants of first-century king Furnelm. Roughly east-central in Armenground—bordered to the north by Woodfolk and to the south by Suthrim—it is characterized by temperate, gently sloping forests and clearings. Its traditional capital is at Lissfall.

Mountainous in the northwest as it approaches the Frorn Belt, hilly in the north as it approaches the Fallen Kingdom and warmer in the south as it bleeds into Suthrim, Honnerich's epicenter is a varied land of distinct seasons and the idyllic Lake Honnen.

In its centuries of history, Honnerich has been ruled by a hereditary line of monarchs, broken occasionally by conflicts, invasion and crises of succession. It is currently under the kingship of Undelm. The concept of aristocracy has varied considerably throughout Honnerich's history, but generally speaking it has constituted more of an appointed system of estate management under the monarch more than it does titles of honor or prerogatives to lord over.

## List of monarchs

* *K.* Furnelm (r. 76 – 100 DY), *the* *Tested*
* *K.* Pallerelm I (r. 100 – 126 DY), *Pearhead*
* *Q.* Elmedwen (r. 126 – 159 DY), *the* *Wonderhemmed*
* *K.* Pallerelm II (r. 159 – 161 DY)
* *K.* Elmwendel (r. 161 – 163 DY)
* *K.* Elmwendel II (r. 163 – 231 DY), *the Unwintered*. Slew Nithrend during the *Era of Balestorms*.
* *Q.* Menwel (r. 231 – 250 DY)
* *Q.* Welmorost (r. 250 – 276 DY)
* *Q.* Menfelarn (r. 276 – 300 DY), *the Unspeaking*
* *K.* Elmwengol I (r. 300 – 340 DY), *the Evergreen*
* *Q.* Pallendwen I (r. 340 – 377 DY), *Songspoken*
* *K.* Elmwengol II (r. 377 – 410 DY)
* *K.* Arnthrost (r. 410 – 455 DY), *Starshackled*
* *K.* Furnlorost I (r. 455 – 480 DY), *Riddlefain*
* *K.* Furnlorost II (r. 480 DY)
* *Q.* Elmespel (r. 480 – 516 DY), *Harpstrummer*
* *K.* Pallerelm III (r. 516 – 569 DY), *the Suncrowned*
* *K.* Pallerelm IV (r. 569 – 573 DY)
* *K.* Arnthrim (r. 569 – 599 DY), *Emberhair*
* *K.* Maventhrim (r. 599 – 610)
* *K.* Winthrim (r. 610 – 645 DY)
* *Q.* Furneldrisa (r. 645 – 687 DY), *Stormheart*
* *K.* Elmwengol III (r. 687 – 688 DY), *the Illnamed*
* *K.* Elmwendor (r. 688 – 716 DY)
* *K.* Arntheldrin (r. 716 - 753 DY)
* *Q.* Welmendel (r. 753 – 782 DY), *the Seaborn*
* *K.* Pallerendol I (r. 782 – 820 DY)
* *K.* Pallerendol II (r. 820 – 841 DY), *Galderfain*
* *K.* Furnelgol I (r. 841 – 876 DY)
* *Q.* Pallendrisa (r. 876 – 911 DY), *Lightstrider*
* *K.* Elmdorost I (r. 911 – 953 DY)
* *Q.* Arnthwen (r. 953 – 970 DY), *the Sundaughter*
* *K.* Elmdorost II (r. 970 – 975 DY), *the Twilit King*
* *K.* Furnelgol II (r. 975 – 981 DY), *Skytamer*
* *K.* Undelm (r. 981 DY – )
Hursten Shore

The **Hursten Shore**, called **Katalka** in Mozh, comprises the sunny, sea-blown central-eastern coast of Armenground. It is home to a network of trade cities, owing to the favorable inlets and deep natural harbors of the region. The largest is Waternake, a port home to a suzerain with effective control over regional seafaring.

Owing to its role as a transport hub, the Shore is home to a dazzling array of cultural and linguistic influences. Mathel now dominates as a lingua franca, though Mozh was traditionally the region's language of scholarship and government and the Sunhursten its predominant culture.

The inland nature of the Starstream makes coastal settlements challenging, and the Shore is thus not populated with extreme density. However, for its potential to ship to other coasts, local residents make the effort.
Snowhaired

The **Snowhaired** are a Mathel-speaking population of Men in the far northeast of Armenground. Located north of the Hursten Shore and east of the ice elves, they arrived in the region in the sixth century. In the centuries since, they have developed progressively lighter skin and hair in an evolution guided by the snowbitten lands of their settlement.

They have sustained themselves largely through fishing and reindeer herding. No large permanent settlements have yet been made among the Snowhaired, though some villages are known.
Cloudfen

“*The Cloudborn dominion is spread mainly across the Cloudfen, an intricate mosaic of elevated valleys and precipitous highland ridges veiled perpetually in a gauzy connection with the firmament. . . .*”
―*The Western Walks*, an eighth-century travelogue authored in Honnerich
The **Cloudfen** is a region in west-central Armenground home to several populations of Men. Dominated by dramatic, towering snowcapped mountains known as the *Fenspires* that shadow wet, often marshy lowlands, it is culturally and geographically distinct from the rest of the continent. Its traditional center of culture and thought is at High Frith.

The present name is an analogical misinterpretation of its ancient Je-ren name, ***Gyö-lad-ven*** ("confluence of sun and earth"), by Mathellers. Its native people are thus called the Cloudborn by outsiders. The region's matron deity is Gew (whose name is derived from *Gyö*, "confluence"), who has taken on a form akin to the region's inhabitants. The area is bordered to the south by the drier Windsteppes, which persists before becoming the Living Venom, battered by sea-rain, in the far south.
High elf

**High elves** comprise the unmoved descendants of the first elves. Revering—and producing the widely used name for—Canael, they have espoused a culture of scholarship and literature, long removed from the battles of the early universe. They are slow to battle, but capable of producing exquisitely smithed weapons and armor deeply interwoven with galder.

Pallâniel Mor, as the ancestral seat of the high elves, stands as the truest testament to their civilization. Built from the pristine white limestone quarried from its native *Êlenath Hills*, its spires and archways are a dazzling spectacle visible for leagues.

The scholarship and longevity of the high elves has led them to generally view other races—and even fellow elven cultures—with condescension.
The Manacles of Óthu

***The Manacles of Óthu*** was the first *Dungeons & Dragons* campaign held in Armenground. Commencing in the year 994 DY with a series of kidnappings that drew a party of mortals to a citadel in Óthu, it traced the subsequent adventures of the chain gang and its companions.

The first session was held on 22 December 2023. Chase acted as the campaign's Taleteller.

## Cast

* Adam as Hêthwin, a high-elven druid.
* Alex as Paxton, a monk Man.
* Bella as Êlbereth, a high-elven wytch.
* Grace as Soo-anyo, a warlock Man.
* Shivani as Thæni Heartsbane, a half-dwarven wildling.
* Tony as Gladiwin, a bard Man.

## Sessions

**Sessions of *The Manacles of Óthu***
 2. "Caged Anew" | 8 January 2024
Gluthrim

**Gluthrim** (IPA: /ˈglʊθɹɪm/), also known as the **Sacred-in-Wrath**, is the god of the sky, lording over thunder and electricty. Wreathed in lightning—comparatively minor discharges of his divinity—his booming laughter comes to mortals as thunder. His spear of concentrated lightning is said to be among the mightiest weapons ever conceived.

Though the most wrathful toward places of evil and chaos—Olsevor chiefest among them—Gluthrim's temperamental nature and reckless storm-raising leads his storms to afflict most of Armenground nonetheless. Convinced of the usefulness of his wrath, he spun off his milder aspects as a daughter, rain-gidden Istwin, and spawned Men as his more turbulent interpretation of elves.

Worshippers of Gluthrim do not stray from thunder—they meet it with percussive and powerful drum ceremonies celebrating the god's might and capacity for purification. Tall, isolated temples that attract lightning are places of greatest importance for Gluthrim's worshippers.

## Names

* Dwarvish—*Þunraz*.
* Elvish—*Târanas*.
* Entish—*Tarthar*.
* Je-ren—*Rungzom.*
* Mozh—*Urumal.*
* Shelu—*Tarnatsadi*.
* Tlasaad—*Tlapetquiliztli*.
Ehmara's Bight

Art by NineSeven ZC.

**Ehmara's Bight** (Mozh: *Vira Ehmarut*) is a tributary fishing village set in an inlet north of Waternake along the arid Hursten Shore. Nestled in a quaint cove, it lies undercover, veiled from initial view compared to its busier trade-ripe neighboring port-town.

## Born therein

* Zahram, shipwright and suzerain of Waternake (born 941 DY)
Wysard

**Wysard** (*neuter*), also occasionally **wytch** (*feminine*) or **galderlock**, is a playable class in Armenground. In contrast to galderborn, who are imbued with galder, wysards devote themselves to learning and mastering it of their own accord. The art was pioneered by the first-century wytch Morwendel, Lady of Magick.

Upon reaching the second level of might, a wysard espouses an arcane tradition.

## Arcane traditions

* of Bladesinging, an originally elven practice of elegant weapon-magick. Practitioners are called *bladesingers*.
* of Dwimmering, a collection of magicks to dazzle, befuddle, and trick. Practitioners are called *dwimmerers*.
* of Fellgalder, a school of primeval, often destructive magicks.
* of Galderwriting, a bookish tradition of recording and ceaselessly studying the practice of galder. Practitioners are called *galderwriters*.
* of Lichwielding, a dark art of death-magick that seeks to control the divine cycle of mortal life. Practitioners are called *lichwielders*.
* of Shacklegalder, a way of entrancement and charming, whether for good or for evil. Practitioners are called *galdershacklers*.
* of Shaping, a path of conjuring magicks dealing with the creation and transport of matter itself. Practitioners are called *shapers*.
* of Soothsight, a school of divination and clairvoyance meant to predict and reveal. Practitioners are called *soothseers*.
* of Wardgalder, a manner of protective magick meant to defend and negate. Practitioners are called *galderwards*.
* of Wending, an art of transforming existing matter into new forms. Practitioners are called *wenders*.
Coathwil

**Coathwil** (IPA: /ˈkoʊðwɪl/) is the gidden of poison and disease, daughter of destruction-god Paithar. Wreathed in poisonous flowers, she juxtaposes beauty and death in her spread of venomous suffering throughout Armenground.

In nature, death rarely comes bearing hideous colors; the most poisonous creatures are simultaneously beautifully splendid and with mesmerizing patterns. Coathwil is the architect of that deceptive chaos. For this reason she has also been called the **Splendid Poison**.
Galder

**Galder**, also known as **dwimmer** (especially of illusions) or **magick** and pejoratively called **shinelock**, is a mutable, expendable concentration of the same divinity that constitutes the gods. Its summoning and use was an art perfected by Arkenwen, who subsequently granted it to early mortals to grant them more power over their destiny. Morwendel, the Lady of Magick, was its earliest paragon.

A learned practitioner of galder is a wysard, and what is magical is "galdered". Those granted—by birth or by god—unique abilities in channeling galder are called galderborn.
Cleric

**Cleric** is a playable class in Armenground. Also known as **godswysards**, clerics seek divine magick via the patronage of a deity and thus occupy a special place in the struggle between harmony and chaos. Being largely harmonic, they are often sought after by God-Foe Vendra, who cruelly warps vulnerable dying clerics into wraiths. Chaotic "dark clerics" do exist, however, such as those of Death and occasionally the Tempest, Twilight and Wild domains.

Clerics must choose a divine domain, often favored by specific gods and giddens.

## Divine domains

* Death, devotees to *lichwielding*—necromancy—favored as dark clerics by Vensith.
* Galder, devotees to the arcane favored by Arkenwen.
* Grave, devotees to vanquishing the undead and sanctifying death favored by Grimmil.
* Hinderhooks, devotees to joyous trickery and mischief favored by Simbelwin.
* Knowledge, devotees to lore and the mind favored by Hallowil and Canael.
* Law, devotees to law and civility favored by Clenwel and occasionally Hardol.
* Life, devotees to the preservation of life and health favored by Feldenna and occasionally Solm and Stiliwin.
* Light, devotees to light, color, and joy favored by Bleewen and Velwen and occasionally Simbelwin and Stiliwin.
* Moon, devotees to the powers of the moon favored by Stendew and occasionally his siblings Gawil, Stornawil, and Strangil.
* Smithy, devotees to craftsmanship and the hearth favored by Cland and occasionally Grald.
* Stillness, devotees to the stewardship of peace and stillness favored by Stiliwin.
* Struggle, devotees to the eternal battle of harmony and chaos favored by Hardol and Hallowil and occasionally Shoakil.
* Tempest, devotees to the sea, sky, and storm favored by Caulrim and Gluthrim and occasionally Istwin and Sholnim. Favored as dark clerics by Olsevor.
* Twilight, devotees to shadow and darkness favored by Strangil and occasionally Anthew. Favored as dark clerics by Paithar and Vendra.
* Wild, devotees to nature favored by Gew, Tosnawil, and their children, and occasionally Blondorim and his daughter Tirawen, Caulrim and his son Sholnim, and Gluthrim and his daughter Istwin. Favored as dark clerics by Felseva.
Trenethwen

Illustration in the Chronicle of Welvan

**Trenethwen of Glasspool** (61 – 98 DY) was a first-century Kingsward of Furnelm. After a relatively short service as the King's personal guard, she succumbed to her wounds after slaying Oraugrok at a mountain pass in northwestern Armenground.

Hailing from an orchard village that was later incorporated into Lissfall proper, Trenethwen demonstrated unswerving loyalty and bladecraft from an early age. She became a crownsworn godsknight in the service of Furnelm in 82 DY and was elevated to his Kingsward, or paramount guard, in 96 DY.

She led the party that confronted and slew Oraugrok, dying in the process. The pass at which the drake was slain is now called *Trenethwen's Pass* in her name. Her body is interred in the Hall of the Foeslayers.
Stornelwen

“*The blade-deed marked not his end but a branched beginning.*”
―An eighth-century prayerbook to Bleewen
**Stornelwen** (IPA: /stɔɹnˈɛlwɛn/), the god of the silver sun, was one of the twin offspring of light-gidden Bleewen, together with Velwen. Bleewen imbued Stornelwen with silver light and Velwen with golden light, setting them over the world as twin suns.

Proud of his silvery sunbeams, Stornelwen nonetheless quickly became second-best to Velwen among the people of Armenground; Velwen was preferred for her warmer-toned rays. The envy this fueled opened his heart to the words of Paithar, who deceived him into believing that Velwen wished to outshine him.

Consumed by his frustrations, Stornelwen cast a silver sheet over Velwen to allow his light to shine farther. Fearing the worst, Bleewen struck him down with her rainbow-hued sword, carving Stornelwen into Stendew, the moon; Stornawil, the near stars; and Strangil, the far stars.

“*Stendew bears the torment of heavenly disintegration, Strangil endures beneath the malaise of interstellar dissolution, whereas Stornawil gleams steadfast and poised, the gentle captor of the cosmos’s careful choreography.*”
―*The Wyrd of Stornelwen*, a chronicle of the fate of the silver sun
Grald

**Grald** (IPA: /gɹɔld/) is the gidden of iron and smithed metals generally. Daughter of craftsman-god Cland, her hair is fiery as the forge and her eyes gray as iron. Manifesting as an unshakeable shield-maiden, she is the lover of blade-god Shoakil, apprentice to her father.

Her deaf father patterned her name after his own, using the sounds most pleasing for his mouth to make though unable to fully hear them himself.

Devotees to Grald often overlap with those of her father. In the realm of Man, she is often represented by the symbol of an anvil in a stylized flame, often stamped into ingots for good fortune.
Monkey Woods

# Description

* Home to numerous mischievous monkeys. Yuwen Yi goes here after joining Wudang Sect.

## Collecting

### Crude Drugs

* 2 Gancao nodes.
* 3 Buguzhi nodes.

### Woods

* 2 Wood trees.
* 1 Iron Wood tree.

# Inhabitants

## Respawnable

Enemies

* NOTE:
	+ In no way did I do a super complete survey of the possible masteries. They were all over the place. That said, it should be fairly accurate. I suspect that there Hidden Weapon Mastery to be 2-6, but it is (unconfirmed). If they can indeed have 2-6 I did not get it once during my tests

* Potential Drops include:
	+ Monkey' Fruit Juice
	+ Hide
Forging

**Forging** is a life skill first introduced to the player in Pingkang City when Yi consults the city blacksmith **(i forgot his' name)**. This skill allows the player to craft weapons that is much more powerful than that dropped by mobs or given to the player by NPCs. The skill can be leveled by forging weapons or by consulting certain NPCs and can only be performed when engaging with a blacksmith

## Materials

 Ores, gems and wood **(might need cloth would have to check later)** needed to forge the weapon can be collected, bought, scavenged from weapons/equipment or by ~~robbing~~ sparring NPCs. The player must also find the blueprint of the weapon before they can craft it.

#### Buying Material

There are certain merchants that will sell materials for forging. These merchants can be found on the map traveling between certain areas, take note as they take the same paths. The most important material to purchase is Coal. Buy **LOTS** of it **(i think there was a blacksmith that sold coal in Nanyu Village)**.

#### Collecting Materials

Throughout the game there are resource points that players can mine for material such as ores, gems and wood. The more dangerous the area, the better material it yields. These resource points will respawn after some time but collecting them will burn Stamina. If the player runs out of stamina, the player may not collect any more resources until the player consumes Stamina restoration pills/elixir or until the player has rested. Collecting high quality material will also burn more stamina so plan accordingly if farming.

#### Scavenging

Players can scrape weapons and equipment for materials at most blacksmiths, however there is a fee. The amount paid is dependent on the class of the item(s) and racks up pretty fast when done in bulk.

## Blueprints

**Weapon Blueprints** are items used to unlock the ability to craft weapons in game. Weapons that are crafted is significantly better than the one dropped by mobs. There are **two types of weapon blueprints** in the game. There are the ones that can be purchased from town blacksmiths which will teach the player how to make all the types of weapons of a specific class (not as good). Then there are advanced ones found in chests or won from spars (much better). Players will be able to tell which ones they are crafting as the weapons are **advanced**.

#### Weapon Blueprints

* Fist Weapon Blueprints
* Hidden Weapon Blueprints
* Polearm Blueprints
* Saber Blueprints
* Sword Blueprints
Thæni Heartsbane

**Thæni Heartsbane** (born 975 DY) is a half-dwarf from Waternake. Though a member of the lesser-known Heartsbane (Dwarvish: *Hairtinizbana*) clan of hammer-bearing dwarven warriors through her mother's bloodline, her father was a Sunhursten apothecary on the Hursten Shore.

Like all half-dwarves, Thæni generally has the stature of a short, sturdy Man, though featuring the heterochromia and bowleggedness which often accompanies half-dwarven heritage. At her hip is often found a flask containing gluskmoss extract.

Illustration by Valley for Thæni, December 2023.
Beishan Village

## Beishan Village

### Inhabitants

Disabled Taoist
Mr. Chen
Ms. Zhao
Sun Ergou
Yang Kai

# Description

* A small quite Village in the Central Plains of Nian.

# Inhabitants:

## Sparring Partners

* Yang Kai
	+ Spar Rewards
		- Provision
		- Wood x2
		- Iron Wood x2
		- Yellow Liquor
		- Rock Candy
* Disabled Taoist
	+ Spar Rewards
		- Jadeite Guanyin Rare
		- The Book of Rites
		- The Records of the Grand Historian
		- Weiqi Board
		- Tao Te Ching
		- White Tiger Sword
		- Solid Gold Helmet Advanced Blueprint
		- Moyao
* Else
	+ Mr. Chen
	+ Ms. Zhao
	+ Sun Ergou
Penetrating Vessel

Originating from the space between the kidneys, Penetrating Vessel can regulate the 12 primary channels and is also called the Sea of Meridians, which is closely tied to the correct directional flow of energy in each system. Once unblocked, it makes the body full of Qi and helps to gain the initiative.

Increases Agility and Internal Power

## Acupoints

* 3x Henggu: Increases AGI +2 | 15 Meridian Points per strike
* 3x Dahe: Increases IP +2 | 30 Meridian Points per strike
* 3x Qixue: Increases AGI+2, IP+2 | 45 Meridian Points per strike
* 3x Siman: Increases AGI+4 | 135 Meridian Points per strike
* 3x Zhongzhu: Increases IP+6 | 150 Meridian Points per strike
* 3x Mangyu: Increases AGI+4, IP+4 | 165 Meridian Points per strike
* 3x Shangqu: Increases AGI+4, IP +4 | 200 Meridian Points per strike

## Special Acupoints

* 3x Shiguan: Increases AGI+4 | 200 Meridian Points per strike
	+ Max: Has a 15% chance to take action again after using a Lightness Skill.
* 3x Zhongji: Increases IP+4 | 200 Meridian Points per strike
	+ Max: Has a 15% chance to take action again after attacking.
* 3x Tonggu: Increases IP+4 | 200 Meridian Points per strike
	+ Max: Increases Move by 2 the turn after composing.
* 3x Guanyuan: Increases AGI+3, IP +4 | 200 Meridian Points per strike
	+ Max: When attacking, has a 20% chance to reduce target's MP by an amount equal to 50% of damage dealt.

### End Acupoint

* 3x Yinjiao: Increases AGI +10, IP + 10 | 300 Meridian Points per strike
	+ Max: When attacking, each point of MP has a 0.15% chance (up to 35%) to send target into Internal Damage status.
	+ Internal Damage: Disables all cultivation methods and decreases Qi Gathering Speed.

## Total

5520 Meridian Points needed

99 AGI | 1 MOV, 3 EVA

120 IP | 3600 MP, 260 Qi Gathering
Girdle Vessel

Girdle Vessel encircles the waist like a belt, which divides the body into two halves. It has the essential function of keeping energy flowing effectively between those two halves. Once unblocked, it makes the body much lighter and speeds up movement.

Increases Movement and Evasion

## Acupoints

* 3x Tianchong: Increases MOV +0.1 | 10 Meridian Points per strike
* 3x Fengchi: Increases EVA +0.3% | 20 Meridian Points per strike
* 3x Jianjing: Increases MOV +0.1, EVA +0.3% | 30 Meridian Points per strike
* 3x Riyue: Increases EVA +0.3% | 90 Meridian Points per strike
* 3x Jingmen: Increases MOV +0.2 | 100 Meridian Points per strike
* 3x Wushu: Increases EVA +0.4% | 110 Meridian Points per strike
* 3x Weidao: Increases EVA +0.5% | 120 Meridian Points per strike

## Special Acupoints

* 3x Zhongdu: Increases EVA +0.4% | 100 Meridian Points per strike
	+ Max: When the attacker is more than 1 grid away, reduces their Accuracy by 5% for every grid, up to 50%.
* 3x Yanglingquan: Increases MOV +0.2 | 100 Meridian Points per strike
	+ Max: Ignores the zone of control when moving.
* 3x Guangming: Increases EVA +0.4% | 100 Meridian Points per strike
	+ Max: When attacked from the sides or back, decreases the damage up effect by 50%.
* 3x Xuanzhong: Increases EVA+0.4% | 100 Meridian Points per strike
	+ Max: When attacked from the back, decreases the Accuracy effect by 50%.

### End Acupoint

* 3x Tri-jiao: Increases MOV +0.4, EVA +2% | 200 Merdian Points per strike
	+ Max: When the target is more than 1 grid away, increases the damage by 2.5% for every grid, up to 25%.

## Total

3240 Meridian Points needed

3 MOV

15 EVA
Bai Jin

Bai Jin is a famous burglar, nicknamed "Brocade-Coated Rat" due to his preference for brocade clothing.

## Weapon Mastery

Sword Mastery: 11

Saber Mastery: 9

Fist Weapon Mastery: 9

Polearm Mastery: 6

Hidden Weapon Mastery: Variable

## Life Skills

Cooking: 2

Collecting: 2

## Companion

### Recruiting Condition

You can meet Bai Jin near the waiter in Luo Village and begin his first quest **Return to Mount Wanzi**.

Telling him who controls Mount Wanzi (Tianlong Gang) will raise his affinity +30.

After completing **Return to Mount Wanzi,** you can meet him in Petalsfall Forest (on the west side of the the world map), starting his second quest **Serpent and Plum Liquor**.

You can purchase the 5 required bottles of Plum Liquor in Tancheng City's inn before or during the quest.

You must trust Bai Jin during the ensuing cutscene upon your return. You can now gift him to 60 affinity and invite him.

### Companion Quests

**Precipice Scenery**

**Outer Lands Scenery**
Luo Village

# Description

* A place in the Central Plains of Nian.
* A little village at the base of a Mountain. They require your help! The bandits are going crazy.
* The villagers are tight like family and will be greatful to Yuwen Yi for time to come.

# Inhabitants:

## Sparring Partners

Enemies
* Ham
* Erchen Soup
* Lotus Hotchpotch
* Spirit Powder
* Crisp-Bone Fish
* Braised Pork Tenderloin Recipe
 Wei the Physician |  | * Provision
* Refined Spirit Pill
* Refined Spirit Pill Spagirism
* 2 x Common Crude Drugs:
	+ Baishao, Fuling, Gancao, Narcissus
* 2 x Uncommon Crude Drugs:
 Mrs. Wang |  | * 4 x Common Consumables:
	+ Beggar's Chicken, Peach Rouge, Provision
* 2 x Uncommon Consumables:
 Wang Dazui |  | * Flatbread x2
* Twin Phoenixes Crown Advanced Blueprint
* Cuprite Ingot
* 2 x Common Ores:
	+ Coal, Copper Ore, Iron Ore
* 2 x Uncommon Ores:
 Wang Jun |  | * Wood x2
* Baishao
* Provision
* Boiled Fish Recipe
* 2 x Ingredients:
	+ Chicken, Cress, Flour, Ginger,Rock Candy, Yellow Liquor
* 2 x Ingredients:
 Zhao the Woodsman |  | * Provision
* Thick Felt Snow Boots
* Hide
* Fine Hide
* Wood
* Ironwood
* Liuhe Staff Advanced Blueprint
* Moyao
Tailoring

**Tailoring** is a life skill first introduced to the player in Pingkang City when Yi consults the city tailor **(insert her name here)**. This skill allows the player to craft equipment that is much more powerful than that dropped by mobs or given to the player by NPCs. This skill can be leveled by tailoring any of the five equipment slot gear or by consulting certain NPCs. The action can only be performed when engaging with a tailor.

## Materials

Ores, gems and hide/cloth **(might need wood would have to check later)** needed to tailor equipment can be collected, bought, scavenged from weapons/equipment or by sparring NPCs. Players must unlock the ability to craft the equipment upon using its corresponding blueprint.

#### Buying Material

**I actually dont remember alot about tailoring so ahhh will finish another time**

##### Location of Animals

* animal | location | hide drop | # of spawns

#### Scavenging

Players can scrape weapons and equipment for materials at most **blacksmiths**, however there is a fee. The amount paid is dependent on the class of the item(s) and racks up pretty fast when done in bulk.

## Blueprints

**I think its the same principle as weapons, there are basic blueprints and then advance blueprints again i need to reply the game at some point.**

#### Equipment Blueprints

* Accessory
* Garment
* Headgear
* Shoes
Mods

# Moding Tools

## FModel

* Used to view and extract game files: https://github.com/4sval/FModel

## UAssetGUI

* Used to editing game files: https://github.com/atenfyr/UAssetGUI

### Activate Dark Mode

* Click Edit -> Open Settings -> Open Theme Dropdown -> Select Dark -> ??? -> Profit

## UnrealPak

* for packing everything back: https://github.com/allcoolthingsatoneplace/UnrealPakTool

## Quick References

* And a Quick References page for entity ID's. This page is a WIP.

## Unofficial Guide

* Link to unofficial modding guide: https://unofficial-modding-guide.com/

## Other Tools

* Some more specific tools found here: https://github.com/Buckminsterfullerene02/UE-Modding-Tools

# Mods

## Character Mods

* Companions Plus Another great Mod written by Wyn. Mad respect! Can be found here -> https://www.nexusmods.com/wanderingsword/mods/3
	+ Note: This mod contains the Recruitable Xun Yaoyao mod as well. And thus are not compatible.
* Recruitable Xun Yaoyao A Mod written by Wyn. Mad respect! Can be found here -> https://www.nexusmods.com/wanderingsword/mods/2?tab=description
* MeridianPillGalore A Mod written by DarkShurikens . Can be found here -> https://www.nexusmods.com/wanderingsword/mods/4
	+ Note: is compatible with Wyn's Companions Plus.

# Installing Mods

* Download mods from the Nexus mods page.
* Find your Wandering Sword Folder.
	+ Wandering Sword\Wandering\_Sword\Content\Paks.
* Prod the .pak file into the Paks folder.

# Unistalling Mods

* Ensure any additional things you did using the mod are no longer present.
	+ I.E.: A modded recruitable character must be removed from your party.

* Simply remove the .pak file from the "Wandering Sword\Wandering\_Sword\Content\Paks" folder.
Shoakil

**Shoakil** (IPA: /ˈʃoʊkɪl/) is the god of blades, son of war-god Hardol. The apprentice of Cland, Shoakil fused his father's martial inclinations with a talent and appreciation for physical craftsmanship.

He sharpens and refines the blades of Cland and forges legendary weapons for the gods and, in extremely rare cases, worthy mortals. Often trapped in the depths of his own thoughts, however, he is prone to forging and re-forging blades obsessively, sometimes for decades or centuries.

Shoakil commands a devoted following among bladesmiths and swordsmen. Blades are often sharpened to prayers in Shoakil's name, or simply to the reduced adage *Shoakil whetteth what cutteth clean.*
Craftables

**Craftables** refers to groups of items that can made by the player as they level certain life skills throughout Yi's journey: Alchemy, Cooking, Forging, and Tailoring.

Alchemy allows the player to produce pills and these pills help the player level Yi's and companion's stats. Cooking allows the player to cook dishes that restore HP and/or MP. There are also many dishes that provide bonus benefits during battle and those that provide bonus rewards after battle. Items made through forging and tailoring are significantly better than the ones dropped by mobs. Yi's skills can be leveled by producing items or by consulting certain NPCs. Before players are able to make these items, the player must unlock the recipes/blueprints for them. Some blueprints can be bought while others are found chests or obtained by sparring NPCs. Recipes can only be found in chest or obtained by sparring NPCs.

## Links to Recipes/Blueprints

* Alchemy Pills
* Cookable Dishes
* Forging Weapons
* Tailoring Equipment
Qinghe Village

## Qinghe Village

### Inhabitants

Li Fan
Tiedan
Tiedan's Mother
Village Head of Qinghe Village
Zhang the Fisherman

# Description

* A place in the Central Plains of Nian.
* There are some... Sad stories that are rooted here.

# Collecting

## Fishing

Lv. 1 Fishpond
 Normal
 Normal

# Inhabitants:

## Sparring Partners

Enemies
* Ham
* Crisp-Bone Fish
* 2 x Common Ores
	+ Copper Ore, Coal, Iron Ore
* 2 x Uncommon Ores
	+ Cinnabar Ore, Gold Ore, Jade Ore,Lead Ore, Silver Ore
Yang Vessel

Yang Vessel is active and manages side-to-side Qi flows. Once unblocked, it grants agility and strength to the body.

Increases Attack and Critical

## Acupoints

* 3x Benshen: Increases ATK +5 | 10 Meridian Points per strike
* 3x Dicang: Increases CRIT +0.3% | 20 Meridian Points per strike
* 3x Qihu: Increases ATK +5, CRIT +0.3% | 30 Meridian Points per strike
* 3x Tianshu: Increases ATK +7 | 90 Meridian Points per strike
* 3x Futu: Increases CRIT +0.4% | 100 Meridian Points per strike
* 3x Yinshi: Increases ATK +15 | 110 Meridian Points per strike
* 3x Neiting: Increases ATK +10, CRIT +0.5% | 130 Meridian Points per strike
* 3x Fenglong: Increases CRIT +0.5% | 120 Meridian Points per strike

## Special Acupoints

* 3x Yangguan: Increases ATK +10 | 100 Meridian Points per strike
	+ Max: Immediately gain 200 Qi after launching a critical attack.
* 3x Qiuxu: Increases ATK +10 | 100 Meridian Points per strike
	+ Max: For every 1% reduction in HP, increases damage by 0.5%.
* 3x Yangfu: Increases CRIT +0.5% | 100 Meridian Points per strike
	+ Max: Decreases target's Qi by 150 after launching a critical attack.

### End Acupoint

* 3x Taiyi: Increases ATK +40, CRIT +1% | 200 Merdian Points per strike
	+ Max: Each attack increases Crit Rate by 2%. The temporary probability resets after a critical attack is launched.

## Total

3330 Meridian Points needed

336 ATK

10,5 CRIT
Chenghuang Temple

# Description

* A place in the Central Plains of Nian. Home to a run down Temple.

## Collecting

* Appart from two chests there isn't anything else to collect.

# Inhabitants

## Onetime

Enemies

* NOTE: I need to redo this quest to get a decent spread of info on the Assassin fight.

* NOTE: There is only one fight here as far as I am aware of at the moment of writing this page. there is also a fight with a monket with a sword it gives you a sword move when you when dont know what i did to trigger it
Swinging Lantern

The **Swinging Lantern** is a winesink along a rural road that connects eastern Honnerich to the southern Hursten Shore. 1–2 days' travel from Waternake, the village of *Solfield* rests to its west and *Azahar* to its east. Being between Honnerich and the Hursten Shore, it is a place of cultural syncretism between the Honeylanders and Sunhursten.

An escaped chain gang arrived at the winesink in early 994 DY at the end of "Unshackled".
Yin Vessel

Yin Vessel is not as active as other vessels. Though vague and indistinct, its branches reach all over the body. It's the source of stamina and the foundation of strong internal power.

Increases MP and Qi Gathering

## Acupoints

* 3x Qingming: Increases MP + 20 | 10 Meridian Points per strike
* 3x Qimen: Increases Qi Gathering + 4 | 20 Meridian Points per strike
* 3x Fuai: Increases MP +20, Qi Gathering +4 | 30 Meridian Points per strike
* 3x Daheng: Increases MP +35 | 90 Meridian Points per strike
* 3x Fushe: Increases Qi Gathering +6 | 100 Meridian Points per strike
* 3x Chongmen: Increases MP +45 | 110 Meridian Points per strike
* 3x Zhubin: Increases Qi Gathering +6 | 120 Meridian Points per strike
* 3x Jiaoxin: Increases MP +50, Qi Gathering +6 | 130 Meridian Points per strike

## Special Acupoints

* 3x Taixi: Increases Qi Gathering +7 | 100 Meridian Points per strike
	+ Max: Has a 25% chance to get priority when entering battle.
* 3x Dazhong: Increases MP +50 | 100 Meridian Points per strike
	+ Max: Immediately gain 300 Qi when a party member dies on the battlefield
* 3x Lingxu: Increases Qi Gathering +7 | 100 Meridian Points per strike
	+ Max: Immediately gain 300 Qi when an enemy dies on the battlefield
* 3x Shencang: Increases MP +40, Qi Gathering+ 7 | 100 Meridian Points per strike
	+ Max: At the start of the turn, gain 5 Qi for every 1% reduction in MP

### End Acupoint

* 3x Yongquan: Increases MP +200, Qi Gathering +20 | 200 Merdian Points per strike
	+ Max: Attacks have a 10% chance to prevent the target to from using skills other than Normal Moves for 1 turn.

## Total

3630 Meridian Points needed

1380 MP

201 Qi Gathering
Bamboo Sea

# Description

* A place in the Central Plains of Nian, complete with a miniboss.
* Is a decent place to grind out some Class 6 and even Class 5 gear. Be careful Liu Yishou will end you in a flash in you mad dash.

## Connected Locations

* Cottage
	+ There are several items hidden here. Just walk around inside the building and you'll find some helpful things.

## Collecting

### Ores

* 1 Coldiron Ore nodes.
* 3 Lead Ore nodes.
* 1 Silver Ore nodes.

### Ingredients

* 3 Bamboo Fungus harvest nodes.
* 2 Bamboo Shoot harvest nodes.

# Inhabitants

## Respawnable

Enemies
 Bamboo Forest Sentry Equipped Items:Serpent SpearPurplelight GarmentJinxian CrownBlack Leather Liuhe BootsGreen Jade Thumb Ring |  | HP: 2139-2149 MP: 1893-1908 STA:100Strength: 87 Constitution: 60-67Agility: 60 Internal Power: 56ATK: 347-353 DEF: 310-317 CRIT: 18.87-19.41EVA: 8.59-9.25 Qi G.: 532-546 MOVE: 3
 Liu Yishou the Fast SwordsmanEquipped Items:Yuchang SwordBeast Face ArmorFlying Yaksha's MaskChiseled Tigerhead BootsInnerpeace Talisman |  | HP: 3154-3179 MP: 3014-3048 STA:100Strength: 163-173 Constitution: 95-106Agility: 142-151 Internal Power: 89ATK: 693-706 DEF: 529-548 CRIT: 31.46-32.24EVA: 12.60-12.93 Qi G.: 638-646 MOVE: 4
 Scorpion |  |  | Sword: 5-22  Saber: 4-21  Fist Weapon: 120-128  Pole Arm: 4-22  Hidden Weapon: 5-17  Total: 155-191

* Potential Drops include:
	+ Crude Drugs
		- Scorpion

* + Cloths
		- Linen
		- Satin
		- Fine Hide
		- Brocade
	+ Equipment
		- Class 6 Gear
			* Weapons
				+ Demon Conqueror
				+ Coldiorn Knuckles
				+ Featherless Arrow
				+ Silverlight Saber
				+ White Tiger Sword
			* Equipment
				+ Celestial Garment
				+ Fanyang Straw Hat
				+ Jadeite Guanyin
				+ Tiger Claws Boots
		- Class 5 Gear
			* Weapons
				+ Exorcism Staff
				+ Minghong Saber
				+ Nether Claws
				+ Serpent Awl
				+ Yuchang Sword
			* Equipment
				+ Beast Face Armor
				+ Chiseled Tigerhead Boots
				+ Flying Yaksha's Mask
				+ Innerpeace Talisman
	+ Ingredients
		- Fine Raw Meat
		- Honey
	+ Rarities
		- Board Game
			* Celadon Glaze Weiqi Board
			* Darkiron Board
			* Weiqi Board
		- Book
			* The Book of Han
			* The Records of the Grand Historian
			* Zhuangzi
		- Flower
			* Jasperorchid
			* Phoenixorchid
			* Weeporchid
		- Masterpiece
			* Pinescape Pavilion
			* Misty Mountains and Streams
			* Waterfowl Perch Among Begonia
		- Music
			* Dragon Neck Flute
			* Seven-Hole Flute
			* Yuping Flute
		- Tea Artwork
			* Huawu Tea
			* Shuangjing Tea
			* Yangxian Tea
		- Treasure
			* Hexa-Curve Silver Plate
			* Lotus-Shaped Silver Plate
			* Sunflower Silver Plate
Purple Bamboo Forest

# Description

* A place in the Central Plains of Nian.
* Home to the product of Wolves and Scorpions. So be careful since Master Jiang is no longer here to help Yuwen Yi.

# Collecting

## Crude Drugs

* 2 Danggui harvest nodes.
* 1 Dangsheng harvest nodes.
* 1 Honghua harvest nodes.

## Ingredients

* 3 Bamboo Shoot nodes.
* 4 Bamboo Fungus nodes.

## Woods

* 2 Zhennan trees.
* 19 Purple Bamboo stalks.

# Inhabitants

## Respawnable

Enemies

* Potential Drops
	+ Crude Drugs
		- Danggui
		- Dangshen
		- Honghua
		- Tanxiang
Albania

# Albania (Harry Potter)

**Albania**, officially **Republic of Albania**, is a country in Southeastern Europe. It borders Greece, Macedonia, Template:W, and Template:W. The capital city is Template:W. It was known for holding the forest that was the hiding place of Voldemort after his first defeat.

## History

When Rowena Ravenclaw's daughter, Helena, stole her mother's diadem, she hid it in an Albanian forest. The Bloody Baron came to the forest to retrieve her, only to kill her on impulse when she refused, and then himself in repentance. The diadem remained hidden for several centuries, until Tom Marvolo Riddle discovered that Helena was the Grey Lady, the House Ghost of Ravenclaw, and managed to get the information about its resting place from her. He recovered it, murdered a peasant, and turned it into one of his Horcruxes.
Following his downfall in 1981, Tom Riddle, now known as Lord Voldemort, fled to the forests in Albania in his weakened state. In 1991, he encountered Hogwarts School of Witchcraft and Wizardry's Defence Against the Dark Arts teacher, Professor Quirrell, who was looking for him, so that he could at the very least try to capture him or at best learn from him. However, Quirrell overestimated himself, and Voldemort completely overpowered the man, thus leaving Albania and back to London.
Following his failed attempt to steal the Philosopher's Stone, Voldemort returned to Albania, weaker than ever. He was eventually about to give up all hope when he was discovered by his former servant, Peter Pettigrew, in 1994.

## Magical education

It is possible that Albanian wizards and witches had the option to attend Durmstrang Institute as it accepted students from all over Northern and Eastern Europe, as long as they were of wizarding heritage.

## Magical government

Albania had its own wizarding government of unknown form.

## Behind the scenes

* In medieval Latin, "Albania" can refer to both the country now known to be Republic of Albania, or an old name for Scotland. When referring to the country, the etymology of "Albania" is borrowed from Template:W Ἀλβανία (*Albanía*). For Scotland, the etymology is from Template:W *Albu, Albain, Alban*. Today, it is still sometimes used poetically to refer to the island.

## External links

* Template:Wikilink
* Template:Wikilink

## Notes and references

Template:Reflist

1. ↑ 1.0 1.1 Template:Wikilink
2. ↑ 2.0 2.1 Template:DH
3. ↑ Template:PS
4. ↑ Template:COS
Je-ren

**Je-ren** (IPA: /d͡ʒè.ɾɛn/; "language", lit. "people-speak") is a language of western Armenground native to the Cloudfen. The language is often referred to as **Cloudleed** in Mathel. It is an analytic language containing a vocabulary partially characterized by tones.

Je-ren enjoys a rich literary history and an impressive body of liturgy and scholarship, though many official affairs in the Cloudfen are nonetheless held in Mathel to facilitate visitors, merchants, and foreign delegations.

## Notes

* The phonology of Je-ren is loosely inspired by Tibetic languages, while its grammar and structure is drawn from Sinitic languages.