recursal/Fanatic-Fandom huggingface dataset:
Edict of Nightfall

**Edict of Nightfall** brings permanent darkness to the land. Plants will wither, animals will sicken, and people will slowly freeze without the sun's warmth.

## Effects

* Darkness plagues the region, regardless of the time of day. The party gains a bonus to Subterfuge and damage. While foes receive a penalty to perception range and Accuracy. Foes are also Blinded at the start of combat.

## Historical

* Kyros conquered Ikenar Pass by casting the Edict in 282 TR. The endless night results in a popular uprising that deposes the rules of Ikenar and brings it into the fold.

## Location

* Given by Bleden Mark in the Anarchist path.

## References

1. ↑ Lantry: "*I've read of an Edict cast on Ikenar Pass in 282. Kyros' magic ushered in endless night, well endless until the inhabitants slew their own rulers, or so the Edict was worded.*"
Fatebinder of Tunon headwrap

**Fatebinder of Tunon headwrap** is an item of equipment in *Tyranny*.

## Background

Headgear worn by Tunon's Fatebinders are made to withstand extreme weather conditions.
As agents of the Court are prone to visiting regions struck by Kyros' Edicts, their garb must be resilient and adaptable by necessity. The leatherwork protects the head from harm while insulating against cold, but offers sufficient space to breathe in environments of extreme heat.

## Location

* Received at the beginning of the game, depending on your skill choices. All issued gear is distinguished by the prefix *Ceremonial*, but is otherwise identical to regular variants.
* Superior versions can be purchased from Revos at the Mountain Spire.
Elixir of Finesse

**Elixir of Finesse** is an item in *Tyranny*.

## Description

Elixirs of Finesse are imbibed to train a soldier's precision and accuracy. They are extremely rare and incredibly valuable as a result.
The problem of keeping troops awake during an extended campaign is as old as warfare itself, and alchemists have experimented on captives and brave volunteers to pin down the best solution. Their early results were promising, but over time proved detrimental to a soldier's aim, coordination, and even sanity. The present formula, mixed with a hearty Stalwart herb, succeeded in its goal with the surprising result of augmenting one's physical and mental acuity.

## Location

* Lethian's Crossing Oldwalls - Antechamber: In the locked chest Zdenya is resting against.
Essa

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

## Background

An older woman tends to a small but verdant patch of farm. Plump gourds and vegetables of vine and root vie for soil and light with a fig tree, its branches drooping with what passes for abundance in the Tiers. Essa was the mother to Irissa and Clea, two girls she raised on a romanticized vision of warfare against Azure and the Bastard Tier. She taught them how to handle weapons and fight effectively, while poisoning their hearts against Kyros. Now that the two foolish girls got themselves killed fighting against the Overlord in a vain insurgency, she quietly tends to her homestead (granted by Queen Vendrien Alanta) in her twilight years, accompanied by a pig she named Kyros the Overpig.

## Interactions

### Quests

* The Fire Inside: Essa is confronted at the end of the quest.
Fifth Eye's Mask

**Fifth Eye's Mask** is an item of equipment in *Tyranny*.

## Background

The Fifth Eye's mask resembles a standard Crimson Spear helmet. Closer inspection reveals that the bronze interior of the mask has been etched with all manner of phrases - secrets, ancient lore, and inarticulate pleas for help. The metal around the mouth opening is much tarnished, suggesting that the Fifth Eye obsessively licked his lips.

## Location

* Carried by Fifth Eye.
* Two copies can be obtained: The first one can be obtained by killing Fifth Eye in the Ascension hall (either by siding with the rebels, or by siding with chorus and then betraying them). The second copy is obtained if you chose to toss Fifth Eye down from the Spire with the message - he will be standing alive(!) in the yard, but can be looted as a corpse.
Felno

**Felno** is a character in *Tyranny*. He only appears if the Crossing is entered without slaughtering the Bronze Brotherhood garrison.

## Background

Felno is one of many merchants plying their trade in Lethian's Crossing, currently embroiled in a debacle with a mercenary he hired to do a job.

## Interactions

### Other interaction

* Felno hired Krassner to intimidate merchants and drive them away. Krassner knew he can't succeed, so instead he decided to shake the merchants down and convince them to leave that way. Felno claims he doesn't owe Krassner anything. Your solutions:
	+ Ban Felno from selling at the Crossing, for attempting to intimidate other merchants.→
	+ Punish Krassner for extortion.→
	+ Punish *both*, which pleases Sirin.→
	+ Extort both for the total sum Krassner took from the merchants.→→→
	+ Order Felno to pay up.→→
	+ Order Krassner to pay up.→→
Factions

The Tiers conquered by Kyros are controlled by many **factions** and dealing with them is part of the Fatebinder's job description. Reputation is tracked with the factions listed below and may lead to new abilities.

## Tracked factions

* The Disfavored: Kyros' ironclad elite, the Disfavored follow Graven Ashe with unyielding loyalty. Proud of their heritage, they only allow those with pure northern blood to join their legions.
* The Scarlet Chorus: Led by the Voices of Nerat. The largest of Kyros' armies in the Tiers. Growing in size with each battle, they embrace the Voices' teaching that everyone deserves only what they can fight for.
* The Unbroken: Before Kyros' invasion, the Unbroken Blades were the finest soldiers in the Tiers. Weakened and scattered by Kyros' Edict, they cling to existence in the storm-wracked lands of the Blade Grave.
* Sages' Guild: Keepers of arcane knowledge, the mages of the Vellum Citadel are all but destroyed after Kyros' Edict transformed their home into the Burning Library. The few who remain free lack purpose and leadership.
* Bronze Brotherhood: A mercenary company predominantly found in the region of Haven. These fierce warriors idolize the Bane as the ultimate source of death and destruction.
* Vendrien Guard: Ceremonial honor guard of House Vendrien, rulers of Apex before Kyros' invasion.
* Forge-Bound: The mage-smiths of Kyros' Empire, they are the only ones who know the secrets of smelting iron from rock, or how to imbue magic into weapons and armor.
* Stonestalker Tribe: The sole surviving Beastwoman tribe of Azure. After regaining their freedom during Kyros' invasion, the Stonestalkers retreated from contact with mankind.
* Lethian's Crossing: A small trading settlement before Kyros' invasion, the discovery of iron in the nearby mountains turned Lethian's Crossing into a center of commerce.
* Stone Sea Villagers: The survivors of Kyros' Edict cling to life in the Stone Sea, struggling to eke out an existence under the weight of the Overlord's magic.
Finders Keepers

**Finders Keepers** is a quest in *Tyranny*.

## Synopsis

Raetommon has gone deep into the Oldwalls with the Forge-Bound Master Zdenya, and more importantly, the Magebane Helm. You need to find him and retrieve the artifact.

## Walkthrough

* Deal with Flatfoot Ferris at the entrance. Kill him or use Subterfuge 57 to acquire the Amith Torchkey. You can also get it if you have Sirin in party and atleast level 1 loyalty with her.
* Make your way through Twin Rivers Oldwalls - Brotherhood Camp by activating the beacon with the Amith and extending the bridges. Head northwest to Twin Rivers Oldwalls - Depths.
* Make your way towards the north-western corner of the location, picking up the Rho Torchkey on the way. Use it to power up the beacon. In the beacon room, use the Citren on the upper left beacon, Rho on the central, and Amith on the upper right beacon to activate the floorplate.
* Use it to open the door to the side. Continue to Lethian's Crossing Oldwalls - Antechamber.
* Approach the central platform to confront Raetommon. After wading through his gloating, indicating that he's gone completely bonkers, you can attack or intimidate him (Athletics 52) to hand over the torchkey. The latter option causes him to attack, but he does so without the support of the Bane or the Havoc. Once you have defeated hin, you can choose to:
	+ let he live;
	+ let him live and take Zdenya with him;
	+ kill him.
* Use the torchkeys on the beacons to return outside. The Emir (green) goes to the lower left beacon, Citren (yellow) to lower right, Rho (red) to upper left, Amith (violet) to the upper right.
* Crap. After three torchkeys are activate, the Havoc wakes up and attack. Kill it. Pick up the Greater Healing Potion recipe from its remains.
* Head upstairs. You can free or kill Zdenya.
* Return to Bleden Mark.
Dirge

**Dirge** is a character in *Tyranny*.

## Background

A gang boss operating out of Cacophony, Dirge has been pursuing a Sage from Lethian's Crossing to the Stone Sea, who managed to corner her before she entered the Oldwalls - or so he claims. Wrathrot, his lieutenant, is accusing Dirge of actually entering the Oldwalls, thus violating Kyros' law. Dirge is understandably upset, as it would not only earn him a death sentence (or a similar fate), but also allow Wrathrot to seize control of his gang.

## Interactions

### Other interactions

* This is an adjudication opportunity. Dirge is charged by Wrathrot with entering Oldwalls against the explicit provisions of Kyros' law. Neither has evidence to back up their claims, as Dirge claims he took the Sage down before she made it past the breach - and adds that Wrathrot's pretense of desiring justice be done is just a sham. The man just wants to seize control of his gang. He also points out that Wrathrot was in the breach *with* him, making them both culpable.
* You can question both to figure out the truth, pointing out that only the agents of Tunon or those operating under direct orders from Kyros can enter the Oldwalls. Questioning whether Dirge took anything from the Oldwalls allows you to seize a Sigil of Influential Domain.
* In the end, you can play with sentences:
	+ Give both 50 lashes for wasting your time, without bothering to investigate.→→
	+ Sentence Dirge to death or 50 lashes. Alternatively, you can extort him for 500 rings (  5 ; lying that's the payment or 15 years of hard labor).→
	+ Or sentence Wrathrot for being a lying, scheming piece of Beast crap. If you first state you will sentence Dirge, but then switch to Wrathrot, Bleden Mark enjoys that. Then, you can sentence Wrathrot to losing two fingers, a fine of 300 rings (  3 ; he doesn't want to spend 3 years doing hard labor), or use Subterfuge 39 and kill him by impalement (gaining Fear with Lantry if he's present). Or let him off the hook while humiliating him.
Edict of Execution

**Edict of Execution** kills all in a designated area if the conditions specified in the Edict are not met.

## Effects

* The Overlord has decreed that all in the valley on Kyros' Day of Swords shall die unless Kyros' representative holds Ascension Hall. Note that it's perfectly possible to rest until *after* Kyros' Day of Swords before the Edict is pronounced. In this case, the Edict will function as intended, except the Execution date will be set a *year* away. The Overlord did not specify the *year*, after all.

## Historical

* In the year 431 TR, The Overlord Kyros proclaimed an Edict over Vendrien's Well: "Those who defy Our just and lawful Order are traitors to Our Empire. Those who fail in their duty to bring justice to traitors are, in Our eyes, equally treasonous. Let Our armies prove their good faith by retaking Vendrien's Well from those who defy Our Will. Unless Our representative holds the Hall of Ascension on Our Day of Swords, all in the valley of Vendrien's Well shall perish."
Extinguishing the Flames

**Extinguishing the Flames** is a quest in *Tyranny*.

## Synopsis

Graven Ashe wants you to finish what was started during Kyros' conquest of the Tiers and destroy the Burning Library once and for all, denying the Scarlet Chorus the library's forbidden knowledge.

Maric leads a group of Disfavored Oath Bound in the Burning Library and may be able to help you, though Ashe lost contact with him in recent weeks. Travel to Maric's last known location at Effigy and gain his assistance, if possible.

## Walkthrough

* Head to Effigy. Maric is nowhere to be seen. Instead, you'll find Renata. As a Disfavored ally, no matter what you say, you need to put her down. Find Maric on top of the building to the west and free him (or kill to start the Anarchist path).
* Head to the Burning Library. Talk to The Censor, then attack. She will flee, leaving you to deal with the chaff outside. The Athletics 46 option allows you to scare the Blood Chanter into fleeing.
* 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. Kill her.
* Ascend the island and interact with the Archive. You can:
	+ Throw the Archive into the lava, destroying a century of work and the collected knowledge of the Citadel, but ending the Edict of Fire. (Major: →)
	+ Grab the Archive and *run,* ending the Edict of Fire and destroying the Burning Library. (Major: →)
	+ Note that the option to swap an artifact for the Archive is not available.
* Return to Graven Ashe.
Darkened Hollow

**Darkened Hollow** is a location in *Bastard's Wound*.

## Background

These halls, though only lightly damaged, receive little light from above and have been largely flooded by the water filtering into the ancient depths. Slick floors, sunken chambers, and the Bane make travel here wildly dangerous.

## Points of interest

* During Midnight Wanderer, you arrive at an isolated area where Insipid Moniker runs a farm. The fire barrier can be dispelled with Eisly's help.
* You visit the rest of the level from a teleporter from The Abyss. Use the Cymo torchkey on the beacon to activate the wall plate and open the doorway. Beyond waits a troupe of Jaspos' mercenaries. Deal with them, then move onwards. Pick up the Darkened Hollow Keystone from their corpses. Activate the beacon with the Lazu torchkey and use the floorplate to extend the bridge. Up the stairs is the Darkened Hollow teleporter and a Sleepless who carries the keystone for it.
* Across the bridge is a beacon where you can use the Cymo torchkey to activate the floorplate and then drain the water from the level. Further, after lowering the water level, lies another door opened with the Cymo (beacon/plate), leading to a room with an altar. Beyond is a Malice and a body with the Jadis torchkey.
* With the water lowered, you can access the south-western corner of the level. Loot the body for an Ancient Oldwalls parchment. Open the door to the room with the Cymo torchkey to find another Chronicle piece.
* Return to the central teleporter and use the Jadis torchkey to activate and extend the passage over the gap to the south. Wipe the Sleepless, then follow the road around the bend and remotely activate the beacon and floorplate to extend the bridge. Defeat the sleepless and bane to discover another mural:

The corridors and passageways depicted in the midsection are filled with humanoid figures. While chipped paint and weathering causes some superficial differences, the figures appear otherwise uniform in size, shape, and color. The figures high atop the mural appear of different styles and colors, but you'd need to move in for a closer look to glean the subtleties.

* After examining the mural, move upstairs. The last room contains a teleporter and bodies with the Fractured Depths keystone.
* Once you have the Tanza torchkey, return here and open the last bridge at the central teleporter, leading to another mural:

The prints are all of a similar style - a single-color mark of palm and splayed fingers. There is considerable variety in the exact shapes and sizes of hand prints displayed.

## Loot

* Stalker's Shako: Inside the blood farm.
Engagement

**Engagement** occurs any time a character attacks an enemy with a melee weapon at close range. As soon as the attacker gets close enough, he or she will Engage.

* When a character is first Engaged, he or she will stop moving.
* The character is free to move away at any time, but doing so provokes a Disengagement Attack (an instant attack by the engaging enemy that occurs regardless of Recovery).
* If characters break **Engagement**, they have a limited amount of time before the enemy they Disengaged can attempt to re-Engage.
* Generally, a character can only Engage one other character in combat. Some Talents can increase this number, and some active Abilities can make it impossible for a character to be Engaged by anyone.

## Strategies

* Some afflictions make it impossible for a character to Engage an enemy. Paralyzed, Petrified, Prone, and Stunned all automatically drop **Engagement** and can be used to get out of trouble.
* Engagement can be used together with Taunting abilities to earn free attacks on enemies.
Drastus

**Drastus** is a character in *Tyranny*.

## Background

Red-headed commander of the Disfavored garrison at Edgering ruins, Drastus made the mistake of tangling with Pelox Tyrel, one of the best Vendrien swordsmen, and was taken hostage.

## Interactions

### Quests

* Welcome to Ruin: Saving Drastus requires some skill, as:
	+ Rushing Tyrel without high Athletics (30+) will earn wrath with Disfavored, as he will kill the Commander. →
	+ If you killed the Queen during the Conquest or negotiated a peaceful settlement, you can taunt him into attacking you or persuade him into giving up the knife. In both instances, he'll be slaughtered by the Disfavored.→→
		- Chewing the Disfavored out for violating the promise of safety if Tyrel gave up the knife will earn Wrath with the Disfavored and Favor with the Chorus.→
* If Drastus lives, he will produce intel indicating the Vendrien guard is recruiting people for an uprising.
Edict of Malediction

**Edict of Malediction** will twist the strands of Fate, causing misfortune and bad luck to plague your enemies.

## Effects

* The balance of fates is shifted for all those within the region. The party gains a bonus to all skills, Graze Precision and Hit Precision. Foes have a penalty to all skills and a portion of their critical hits are converted to hits and hits are converted to grazes.
Deserted battleground

**Deserted battleground** is a location in *Tyranny*, unlocked if you chose Vellum Citadel for your third tour of duty and sent the Scarlet Chorus to look for the Oath Bound.

## Background

During the Conquest, an enclave of Sages clashed with Disfavored scouts at this location. Though the Sages have long been dispersed or killed, the location may still contain useful resources.

## Points of interest

* This small Conquest stash contains various assorted supplies, primarily for your Spire.
Eisly

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

## Background

With a despondent sigh, the Forge-Bound smith unfastens the strap around one of her pauldrons and drops the metal appendage to the floor, exposing a muscular figure. She quickly traces a sigil with her ungloved hand and touches a hammer dangling from her smock, frowning as it stubbornly remains inert and unsympathetic to her magical entreaties. Eisly is a victim of the Withering Rot and an apprentice of Jaspos (formerly of Master Erasma in Lethian's Crossing, until a freak accident resulted in her taking the secrets of ceramic arts into the void). She joined Jaspos in his travel north, fell in love, and... Well, the rest is history. After Reef-Talon fixed her broken hand, she contracted the Rot and has been suffering ever since.

## Interactions

### Quests

* Midnight Wanderer: Eisly suspects foul play and scheming from Insipid Moniker...
Edict of Fire

**Edict of Fire** brings the energy of Fire to large regions of the world. This generates incredible heat - sometimes Flame - as well as strengthening the powers of magic.

## Effects

* Tiny pools of lava and molten magma begin to peek out of the broken earth in and around the land. Volatile lava traps hazard the area. The party receives a reduction to Fire damage and all characters have their magic skill increased. Bane in the area are empowered.
* Exhausting desert like heat withers the region and dries up all natural sources of water. All characters have their magic skill increased. The Fatebinder's party also heals a portion of Frost damage received and consumables are far more effective. Foes become Fatigued and have a penalty to Quickness.
* Steam jets periodically out of porous pockets in the earth and canyons in the region. Rivers, lakes, and other sources of water are heated to a near boiling temperature. All characters have their Resolve penalized and their magic skills increased. Bane in the area become more powerful and afflictions caused by the Fatebinder's party last longer. Water and steam burn both allies and foes.
* Black ash and wisps of tiny orange embers litter the air, aimlessly floating and drifting about. All characters in the region are imbued with an increase in magic skill and a greater increase in Control Fire skill. The party gains an increase to Burn damage that is dealt and all melee attacks from party members apply a small amount of Burn damage.

## Historical

* In the year 430 TR, Kyros the Overlord proclaimed an Edict over the Vellum Citadel in the Contested Lands: 'It is Our most solemn duty to protect the citizens of Our Empire from all dangers, including the danger of Knowledge that is Forbidden. Let those who, in their burning arrogance, hold tightly to this lore be consumed by Our wrath. Therefore, let the fires of Terratus rise up and consume them for as long as forbidden knowledge lies within the heart of the Vellum Citadel.' With this Edict, the Citadel became known as the Burning Library.
Dawning Spire

Mountain Spire Sunset Spire Aurora Spire Ocean Spire

**Dawning Spire** is a Spire, activated at the Howling Rock Runic Hall. Howling Rock, the region where it's located in, is guarded by the Earthshakers in Act II.

Note that this article concerns only this specific Spire. For a general overview of Spire functionality, see Spires of Terratus.

## Background

Nestled among the mountains of the Stone Sea, the Dawning Spire and its twin, the Aurora Spire, watch over the remnants of Azure. Its position to the east ensures that it is one of the first places in the Tiers to see the rising sun, though few successfully reach this location.

The Dawning Spire in Howling Rock gives the impression of slow, inexorable movement, like a glacier of living stone. Unstoppable force moves at a pace that no eye could follow. The tower's very immobility is a pretense.

## Gallery

* No upgrades
* Forge
* Infirmary
* Library
* Training Grounds
* Barracks (cut)
* Prison (cut)
* Concept art
Duskwatch Fort

**Duskwatch Fort** is a location in *Tyranny*. It is visited on a Disfavored and Rebel playthrough.

* While you will normally visit this location in the Anarchist path, you'll not do so if you betray the Chorus at Trapper's Junction.

## Background

Duskwatch was one of several forts hastily constructed by the Unbroken in response to Kyros' conquest of the Tiers. Due to its position near Stalwart's coasts, it escaped destruction from Kyros' magical storms, while the spirited crew of the fort ensured it remained locked up against the forces of Kyros. It is now one of the few remaining rebel outposts in Stalwart.

## Points of interest

Disfavored
* Head up the path to meet a Crescent Runner of the Disfavored. He will direct you east to Commander Osmios. He's standing east with his troops.
* You'll automatically rest until nightfall. Sneak into Duskwatch to free Callias. Entering the fort can be a challenge.
	+ With Athletics 40, you can knock down the eastern wall. This is actually the *stealthy* option.
	+ At the north-eastern tip, you can use Athletics 36 to jump over the fence, right into the middle of an Unbroken tea party.
	+ Subterfuge 45 allows you to crawl under the fence in the northern part of the fort, into the archery range and straight into combat.
* The fort is *crawling* with Unbroken troops. A cheap way to draw them out is to attack enemy troops through openings in the walls and firing ports, allowing you to cheese them out one by one.

## Characters

Disfavored
* Osmios, commander.
* Stone Shield Callias, in the pen to the northwest.

Unbroken
* Captain Agathon
* Delora, the quartermaster

## Loot

* Merchant's Hat: On the mannequin in the shooting range.
* Path of Roses: Hidden in a small alcove in the rock formation by the south-eastern exit (needs high Subterfuge).
Flick

**Flick** is a character in *Tyranny*. She only appears if the Crossing is entered without slaughtering the Scarlet Chorus garrison.

## Background

A gang leader of the Chorus, trying to secure some additional price cuts for his fellow runners.

## Interactions

### Fatebinder Time

* The situation: Flick wants Tharek to provide a discount on his goods in exchange for the Chorus' protection. Tharek is understandably skeptical.
	+ You can rule that Tharek should give a discount on his wares, provoking rather outraged comments from your party.
	+ You can rule that Flick should sod off, provoking *equally* outraged comments that they'll just take what they want.
	+ Or you can tell both to take a hike, resulting in *both* being happy. People.
Finding a Madman

**Finding a Madman** is a quest in *Tyranny*.

## Synopsis

Raetommon has gone deep into the Oldwalls with Forge-Bound Master Zdenya. The Voices of Nerat wants the Forge-Bound Master found and sent to him along with Raetommon if possible.

## Walkthrough

* Deal with Flatfoot Ferris at the entrance. Kill him or use Subterfuge 57 to acquire the Amith Torchkey.
* Make your way through Twin Rivers Oldwalls - Brotherhood Camp by activating the beacon with the Amith and extending the bridges. Head northwest to Twin Rivers Oldwalls - Depths.
* Make your way towards the north-western corner of the location, picking up the Rho Torchkey on the way. Use it to power up the beacon. In the beacon room, use the Citren on the upper left beacon, Rho on the central, and Amith on the upper right beacon to activate the floorplate.
* Use it to open the door to the side. Continue to Lethian's Crossing Oldwalls - Antechamber.
* Approach the central platform to confront Raetommon. After wading through his gloating, indicating that he's gone completely bonkers, you can attack or intimidate him (Athletics 52) to hand over the torchkey. The latter option causes him to attack, but he does so without the support of the Bane or the Havoc.
* Use the torchkeys on the beacons to return outside. The Emir (green) goes to the lower left beacon, Citren (yellow) to lower right, Rho (red) to upper left, Amith (violet) to the upper right.
* Crap. After three torchkeys are activated, the Havoc wakes up and attack. Kill it. Pick up the Greater Healing Potion recipe from its remains.
* Head upstairs. You can free or kill Zdenya. In the former, send her to Nerat. In the latter... Well, the Archon won't be pleased. You also have the option of sending Raetommon to Nerat.
* Go to Eldian and talk to him. Decide what to do with the Magebane. Note that a Chorus garrison is now stationed at the Crossing (if they were not already there).
* Return to Voices of Nerat.
Echocall Crossing

## Maps

**Echocall Crossing** is a location in Act I of *Tyranny*.

## Background

Echocall Crossing is a village situated along one of the narrow sections of the Matani River. It is the main route into the heart of the valley, and possesses two highly-defensible bridges. Many settlers in the area are believed to be directly assisting the rebel effort.

## Points of interest

### Crossing

* Antio and Bitter Quip stand by the entrance, arguing.
* The little cul-de-sac near the abandoned house has four corpses to loot and two crates (one of which is hidden). Loot!
* The passageway between the two rocks contains three traps. Use scouting mode (Alt) to disarm.
* Once you gain access to the other side of the river, after distracting the enemy captain, make note of the container by the drawbridge to update Forge-Bound Iron. Another crate bearing the Disfavored shipping marks is by the house right next to the area transition.

### Village

* The rather chaotic village is a linear affair. On your way to Matani, swing by the northern corner to pick up a pair of Liberating Handwraps or Hardy Headgear (random spawn).
* The central plaza will see Sybil sic more of her men on you. Head towards the rooftops to find and dispose of her. After she's gone, Old Man Mua will appear near the wagon in the center. Open the door to his home nearby to find the ingots for the Forge-Bound Iron quest.

## Characters

Kyros
* Antio and Bitter Quip, commanders of the ill-fated attack.

Vendrien Guard
* Matani Sybil, commander of the insurgents.

Other
* Old Man Mua, a townsman found after defeating Sybil.

## Loot

* Random magic item inside the village, in a hidden box in the northern corner, under the awning.
* Sigil of Atrophy: Hidden in a rock in a small alcove, at the bottom-left corner of the map.
Humming Keystone

**Humming Keystone** is an item in *Tyranny*.

## Description

A scuffed but legible glyph has been scratched into this old, weathered shard.
Stones like this are not uncommon in the Oldwalls, and often fit as keystones into larger structures. This particular stone vibrates gently when struck, producing an unpleasant hum.

## Use

* A Breach Between Worlds: Found at Blade Grave Oldwalls - Central in the central room. Fits into the lower left receptacle.
Deathbringer

Scythe of Years: Damage all enemies in a cone, ignoring their armor. All helpful effects on the targets are removed.

## Technical

### ID

WPN\_ART\_1H\_OBS\_Axe\_Deathbringer WPN\_ART\_2H\_OBS\_Axe\_Deathbringer

**Deathbringer** is an artifact in *Tyranny*.

## Background

The Forge-Bound assembled Deathbringer using materials extracted from the Burning Library.

This axe was inspired by a mighty weapon that lies shattered in the Forge-Bound guildhall. The iron blade had no name, and even that of its creator was lost to time. The known facts amount to stories of a fire that swept through the forges. The smith's conjured flames had whipped into an uncontrollable frenzy, and made the area impassable for several days. Once the flames had cooled, the axe was found in the wreckage - a single crack running down the blade, making the effort and extraordinary results for naught. To this day, the axe is used as an example of art's impermanence.

Desiring an equally caustic blade with improved longevity, the Forge-Bound sought to recreate Deathbringer. It is speculated that the obsidian shards dredged from the devastation of the Burning Library retain some echo of power from the Edict of Fire, which may be the secret to this axe's powers. Not even the Forge-Bound understand Kyros' magic well enough to tell for certain.

## Location

* Manufactured at a Forge with  1  10 (12 for two-handed variant) and 4 recruits, Plans: Deathbringer and Obsidian Fragment.
Fatebinder of Tunon helm

**Fatebinder of Tunon helm** is an item of equipment in *Tyranny*.

## Background

Headgear worn by Tunon's Fatebinders are made to withstand extreme weather conditions.
As agents of the Court are prone to visiting regions struck by Kyros' Edicts, their garb must be resilient and adaptable by necessity. The leatherwork protects the head from harm while insulating against cold, but offers sufficient space to breathe in environments of extreme heat.

## Location

* Received at the beginning of the game, depending on your skill choices. All issued gear is distinguished by the prefix *Ceremonial*, but is otherwise identical to regular variants.
* Superior versions can be purchased from Revos at the Mountain Spire.
Divide and Conquer

**Divide and Conquer** is a side quest in *Tyranny*. It is given by Rift-Dig under certain conditions. Known factors include:

* the Young Fatebinder having the Hunter background;
* becoming Prima of the Stonestalkers;

If you are on the Disfavored path, you can get and complete the quest *before* speaking with Hundred-Blood.

## Synopsis

The Beastman Rift-Dig claimed that Disfavored soldiers have been attacking settlers in Graystone Valley. You found it odd that the Disfavored would behave in this manner and vowed to investigate the matter.

## Walkthrough

* Travel to Graystone Valley to search for signs of the Disfavored attackers. Search the area for any Disfavored and question them.
* Talk to Brillen. Then, head north to find the perpetrators: Raven, Prattle, and Severed Sophus.
* You can kill them all, or use Athletics 62 to take them to Iron Hearth... Or even let them go, for a bribe. Of course, the first two options result in having to execute them.→→. The latter lets them go to continue their operations.→→
	+ The bribing option is not available on the Disfavored path; in other paths, you can always choose to kill them *after* taking the bribe.
Edict of Storms

**Edict of Storms** generates a massive storm that covers huge areas of the world. The chaotic energy unleashed will cause random damage to strike your enemies during combat.

## Effects

* The storms of rust howling through the Blade Grave reduce your visibility slightly, but grant bonuses to your ranged attacks. Enemy ranged attacks are hindered.
* The winds of Kyros' Edict fill the air with thick clouds of rust from the decaying weapons and armor that litter the ground. No natural wind, it hampers your every movement.

## Historical

* In the year 430 TR, the Overlord proclaimed an Edict over the Realm of Stalwart: 'Those who, in pride and arrogance, stand against the peace and order of Our Empire shall be ground beneath the stones of their land. Let those who call themselves Unbroken, who embrace the chaos of war in defiance of Our Order, be broken in the storms of Our Rage. Let Our storm rage until the last blade be broken, or the line of Regent falls.' With this Edict, Stalwart became known as the Blade Grave.
Five Wives

The **Five Wives** is the name for both the historic landfall of seafaring human settlers on the Tiers, as well as the name for the archipelago where the first (now largely abandoned) settlements were founded.

In centuries past, the historic event was known more properly as "The Five Wives and the Seven Husbands" for as the story goes, seven ships made landfall, and after two seasons of difficult living, the seven husbands got back on their boats and see what else was nearby and all perished. Many suggest this is just a parable used to explain the gender roles of land ownership and admiralty in the Tiers, but the nobility take the origin story quite seriously, and nearly every noble house in the Tiers has a family mythology linking them back to these five fabled matriarchs.
Earthshaker Reinforcements

**Earthshaker Reinforcements** is a side quest in Act I of *Tyranny*.

## Synopsis

Radix Ironcore, leader of the Earthshakers, has been summoned from the Stone Sea to reinforce the Earthshakers already in the valley. However, there has been no sign of them since the valley was sealed. You agreed to investigate the last known location of these reinforcements and learn their fate.

## Walkthrough

* Travel to the Northern Clearing to search for the Earthshaker reinforcements.
* Explore the area for the missing Earthshakers. They are found to the north-east, surrounded by a Vendrien Guard squad, constituting of five members with one mage.
* Talk to Helspar. Direct him to Caeveus (after gaining Disfavored favor by being understanding of the situation - or not).
* Return to Ceveus. You will find him arguing with Helspar together with Iron Marshal Erenyos. Talk to her to complete the quest.→
* The quest fails if it is not resolved before storming the Citadel.
Fatebinder of Tunon boots

**Fatebinder of Tunon boots** is an item of equipment in *Tyranny*.

## Background

These boots are typically worn in the halls of Tunon's Court, and are made to last several years.
Long marches and the prolonged military campaign have weathered them past the point that most respectable officers of the Court would deign to wear them.

## Location

* Received at the beginning of the game, depending on your skill choices. All issued gear is distinguished by the prefix *Ceremonial*, but is otherwise identical to regular variants.
* Superior versions can be purchased from Revos at the Mountain Spire.
Dauntless

**Stalwart Surge**: Raise the Dauntless high, releasing a wave of energy to stun all nearby enemies. Damage increases with the Dauntless's Renown.

## Technical

### ID

wpn\_art\_1h\_br\_sword\_dauntless

**Dauntless** is a weapon in *Tyranny*.

## Background

This legendary sword was the badge of office for the Champion of Stalwart. So many warriors brought Dauntless to battle over the centuries that the presence of the wielder was often less notable than that of the sword itself, which steered the hopes of Stalwart's armies toward victory. Even in instances when a Champion lacked the peoples' confidence, Dauntless made up for their shortcomings by delivering on the promise of victory.

The sword's most notable feat of recent memory took place during the Battle of Quelling Field in 398 TR. A Free Cities army advanced on Stalwart's farmlands and nearly won the day. When Dauntless was unsheathed, the defending soldiers broke out in patriotic cheer. This abrupt change of attitude so rattled the Free Cities mercenaries that they assumed their fortunes had changed and that Stalwart had gained a second wind in the battle. It was only days after their panicked retreat that they learned of their error. Consequently, the cultural significance of this blade cannot be underestimated.

## Location

* Blade Grave: The blade is found at the Infested Oldwalls; the location is unlocked by interacting with Irentis.

## Acquisition

* Disfavored path: Irentis is killed as part of Breaking the Enemy; he holds notes which will unlock the Infested Oldwalls.
* Anarchist path: Complete Undaunted, Relic Hunter, and then Bound by the Blade. On the Anarchist path, Dauntless is one of four artifacts which Bleden Mark want you to find.
	+ If you betray the Chorus at Trapper's Junction, you'll skip the first two quests, as the Chorus led you straight to Irentis (and Mattias).
* Rebel path: Speak to Irentis at Trapper's Junction to add the option of reclaiming the blade during A Daunting Path.
* Chorus path: Similar to the Disfavored path, as Irentis is killed as part of A Broken Chord.
Dying Wish

**Dying Wish** is an item of equipment in *Tyranny*.

## Background

Upon taking a mortal blow, Dying Wish causes the body to expel the last of its natural regenerative properties to nearby friends and allies.

## Location

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

**First Sage's note** is an item in *Tyranny*.

## Description

This note is scribbled in panicked haste:

"Kyros' Edict will destroy this library in a matter of minutes. To any Sage and Apprentice that finds this note, join me in the lower chambers. If we act quickly, we can use the Silent Archive to halt the destruction! The Archive must not be consumed, or we will have labored for naught."

-First Sage Arwel
Fatebinder Calio

**Fatebinder Calio** is a character in *Tyranny*.

## Background

Calio, Fatebinder of Balance. Though she outranks all but Tunon himself, Calio's role is an unusual one - she is to investigate flaws in the actions of Tunon's agents and provide advocacy to those she believes are judged unfairly. Put another way, she is a check and balance to Tunon - the one Fatebinder expected to be argumentative, insubordinate. It is Calio's job to spy on other Fatebinders and cull the bad apples from the harvest - and she is often called upon to teach new Fatebinders the skills of stealth, subterfuge, and assassination.

## Interactions

### Quests

* Final Judgment: Calio arrives at your Spire to investigate the Edict casting and deliver you news from the Empire and Tunon's court. She informs you that the Overlord declared you the newest Archon, pitting you against the other Archons in the Tiers. She also summons you to court to stand judgment before Tunon. You can try and have her proclaim an Edict of yours, to see if it works. It doesn't. Either way, Calio is enthralled by your behavior and promises a date, should you survive. Of course, her reaction depends on your standing with *Tunon*.
Flatfoot Ferris

**Flatfoot Ferris** is a character in *Tyranny*.

## Background

A surprisingly talkative watchman standing at the entrance to the Twin Rivers Oldwalls, where the Bronze Brotherhood made camp. It was well hidden until you come along and Ferris is quite forthcoming.

## Interactions

### Quests

* The Bronze Thief, On the Hunt, In the Shadow of the Oldwalls and Artifact Hunter: Ferris explains the Brotherhood's plans for the area. With Subterfuge 57, you can convince him that you swear fealty to Raetommon and can pass through unmolested. If you accompany Welby, she will also talk him down. Otherwise, kill him. In either case, pick up the Amith Torchkey from him.

### Other interactions

* With Loyalty 1, Lantry will offer his services to secure the torchkey from Ferris, by drugging him.
* With Loyalty 1, Sirin can offer to convince Ferris to hand over the torchkey.
* With Loyalty 1, Eb can offer to persuade Ferris to hand over the tochkey... with a spell of drowning.
Felix

**Felix** is a character in *Tyranny*. He only appears if the Crossing is entered without slaughtering the Bronze Brotherhood garrison.

## Background

A Forge-Bound blacksmith who hired Evander and Mares to go into the Oldwalls for materials. These rare, stable manufacturing materials would serve the Forge-Bound, while the two contractors would receive an axe made by the Forge-Bound in return; an adequate compensation. Of course, nothing's easy with the Oldwalls and the Bane involved.

## Interactions

### Other interaction

* As per the above, these three characters are involved in a spat over the job.
	+ Felix explains that he sent the two out to gather the materials so that he could focus on forging and meeting the production quotas. He clarifies that he never *ordered* anyone to go into the Oldwalls - and that he counts on flexible interpretation of Kyros' law, as the weapons serve her war effort, even if the materials are gathered near the forbidden areas.
	+ Mares explains that she was gathering the materials as usual, except this time, instead of wild animals, the Scourges attacked. Without Evander's help, she would have perished.
	+ Evander explains that this was the first time he's fought the Bane near the Oldwalls, and that he managed to fight the monstrosities off, saving Mares. He also mentions that he did enter the Oldwalls for a moment, no longer than a minute, to sate his curiosity.
* Your decisions:
	+ Strip **Felix** of his status as a Forge-Bound for unbecoming behavior. This earns fear with Verse, and loyalty with Barik.
	+ Declare that no punishment is needed, as nobody got hurt. This earns fear with Barik.
	+ Sentence all three to menial labor for three weeks as punishment for circumventing the provisions of Kyros' law.→ Barik is also pleased with this decision.
	+ Order Felix to forge an additional item of choice for both Evander and Mares as compensation.→

## Inventory

[characters]
[Crossing characters]
Duelist III

### Effects

100% Riposte chance when wielding a one-handed weapon with nothing in the off-hand
+30 Accuracy when wielding a one-handed weapon with nothing in the off-hand

### Requires

Fatebinder
6 points spent in the Agility tree

**Duelist III** is a Agility talent in *Tyranny*.

## Description

Gain bonus Accuracy when wielding a melee weapon (excluding unarmed) with nothing in your offhand, as well as allways riposte missed attacks.
Emberglow Hood

**Emberglow Hood** is an item of equipment in *Tyranny*.

## Background

Hoods like this were often gifted to promising acolytes of the School of Wild Wrath prior to their absorption into the Scarlet Chorus.

## Location

* Burning Library: In a hidden container on the plateau with the cross formations, only accessible if you gave the Sages warning before casting the Edict of Fire.
Face of Judgment

### Effect

**Render Judgment**: On receiving critical hit, deal 23 Corrode damage to enemies in a 2.5m radius. Save vs. Endurance.

### Ability

Archon's Judgement: Judge an enemy, freezing them in a solid block of ice. Duration of freezing scales.

## Technical

### Id

ART\_Cloth\_HELM\_FaceOfJudgment

**Face of Judgment** is an artifact in *Tyranny*.

## Background

This mask of stern and unforgiving iron was previously worn by Tunon the Adjudicator as a symbol of impartiality.

Even before he assumed his mantle of Archon and lawbringer, Tunon's obsession with fair procedure extended to his face, which he did not trust to audience a trial without expressing some unintended bias. This mask replaced a previous variation made of wood, and was assigned to Tunon when he became the Archon of Justice.

In keeping with Tunon's severity, his mask is extremely uncomfortable. How he wore this for uninterrupted centuries is a mystery. His mask is nothing if not an extension of one of his core philosophies: that everyone should feel protected under Kyros' Law, but no one should feel safe.
Erastus

**Erastus** is a character in *Tyranny*.

## Background

A master trainer who teaches Control Stone, Control Force, and use of the Magic Staff. Erastus is a deserter from the front, believed dead and lost in the Azure campaign. He used the new-found liberty to aid people, digging wells, clearing obstructions, and generally making use of his magical talents - one that didn't include merely hurling rocks around.