recursal/Fanatic-Fandom huggingface dataset:
Pebbler's Claw

It's large and dark, and was used as a hook.

## Description

Claws are sculpted into brooches, amulets, pendants, styluses, or toys, while a whole set of them may be turned into a large necklace. In the countryside, larger claws are often used for constructing tools or weapons, though they are not too flexible.

## Known Uses

* Can be interacted with from the inventory to turn it back into a Berry Picking Hook.

### Selling

 Foggy | 3  | “That’s a nice one,” she raises the pebbler’s claw to a beam of light. “Pebbler’s? It must have lost it in the woods. I’d put it... maybe there,” she points at a shelf with her chin. “Three dragons, more than fair.”
Gambeson

A padded defensive jacket made of linen filled with rags. It’s the cheapest type of armor, yet surprisingly effective and, as a result, very common.

If reinforced with spider silk, its name will become "A Strengthened Gambeson."

You start with 3 points of armor if you choose to be a Fighter. If you choose to be a Mage or Scholar, you will start with 2 points of armor.
Ocean Necklace

A leather strip with a couple of silver fish scales and a single long seashell. You found it at the fishing hamlet.

## Obtaining

This necklace can be found by exploring the western area of the fishing hamlet West of Howler's Dell once the rockslide has been cleared.

## Known Uses

Showing the necklace to Rufina in Gale Rocks will cause her to identify it as belonging to Glaucia. Giving the necklace back to Glaucia will increase your relationship with her.
Fogs

## Glossary

Fogs appear in every season aside from spring, but the majority of them occur in autumn. They are feared and hated by the Northerners, since whenever they touch a dead human shell, they awaken it. It’s unknown why this happens or why it doesn’t affect animal carcasses, but the common understanding is that the fog itself contains dense pneuma, which then spontaneously fills an empty human shell, replacing one’s soul.

Humans can replicate this effect thanks to the forbidden art of necromancy.

Fogs also increase the potential of spellcasters. “The fog is power,” the Tablets say, and while most people stay inside their homes while it’s around, it makes casting spells easier by supplying wizards with pneuma. During foggy days, magical potions are easier to brew, golems act faster, and the blood magic becomes less demanding.
Asterion's Cloak

A green cloak with embroidered leaves. It's downy, made from lambswool. Increases your vitality wherever you sleep in it, even if the place would normally decrease your vitality. How much vitality restored depends on how your vitality would be affected by the sleeping space without it.

## Description

Cloaks are always popular, especially on the colder days. They are long enough to cover an entire shell, so cityfolk tend to embellish them with colorful threads and pieces of jewelry. Travelers, however, are more focused on utility, so they wear cloaks of thick and multilayered cloth, made of various fabrics at once, including linen, wool, and skins. The best cloaks are rainproof and keep the wearer warm in autumn.

Asterion’s cloak is unusually soft and as you cover yourself with it, you feel an unnatural warmth and coziness.
## Obtaining

Can be purchased from Foggy once you have built up your relationship with her.
Bronze Rods (quest)

I'm meant to place the bronze rods in high points all across the peninsula, which will allow Eudocia's sentinels to reach new parts of the land and collect valuable resources.

The outcome of this quest depends on how many of the 8 rods you place and whether you place a rod in White Marshes. Eudocia will even ban you from her house if you place fewer than 4 rods (none in White Marshes) and sell or dispose of the rest.

## White Marshes

This rod must be placed before resolving Orentius, the Necromancer. Helvius will let you do it if you go on a 4 hour expedition with the villagers of White Marshes, or pay him (a default of) 5 .

## Abandoned Watchtower

You may place a rod after opening the watchtower door (either by key or by force), or if you have a Bone Hook and vitality at least 2.

## Southern Crossroads

You can either use the Bone Hook, use the warrior option, or chance it (25% by default, improved by vitality and nourishment).

## Heart of the Forest

You may place a rod at the cairn as long as you have at least 1 vitality.

## Pelt of the North

Speak to Dalit. You need enough friendship with Dalit or Iason, or you could pay Dalit 1 .

## Elders' Cave

The druid will let you place a rod as long as you have 30 minutes to spare.

## Creeks

Ask Elah. You need to either complete Missing Hunters, or have enough friendship with Elah and/or Creeks reputation.

## Eastern Mountains

You cannot place a rod while the griffon is around. The easiest option is to come in the first half of the day, when the griffon is away. Alternatively, if you shatter or steal the griffon's egg it will leave.

## The Gate

Cure the plague in Old Págos then report to Quintus, or give Quintus (a default of) 6 Food Rations.

## Monastery

Ask Aeli if you can place a rod. He will reject you. There will then be an option to place a rod anyway.
Golems

An artificial shell filled with magic becomes a golem, a creature free of thoughts or
desires and spending every moment of its existence repeating the last action it was ordered to
perform — though the orders themselves must be very specific and lesser golems have rather
limited functionalities, poorly adapting to shifting surroundings and circumstances. The process
of creating a golem can take more than a year, filled with exhausting daily rituals.

Golems can be used by their owners in battles, but as long as the orders they receive are clear,
they won’t randomly attack other people, and display no craving for human blood. They listen
only to their owners, unless ordered to take commands from another person, and taking control
of them takes weeks of rewriting the magic held in the core of their existence.

Most of them are made of clay, stone, or wood, though bones and metals are an option as well.
They tend to resemble human bodies, as it makes it easier to teach them various tasks. Their
limbs are held together by magic, and they don’t need to be masterfully crafted — the more
human-like the shell looks, the easier it is for an enchanter to fill it with magic, but even a pile of
rocks can be turned into a golem and take a new form by itself.

Necromancers have significantly influenced the development of golem making, as many of them
are convinced that these artificial shells are but a superior version of an undead. Still, this form
of magic was taken over by enchanters and accepted inside the city walls.

## Bestiary

Magical sentinels are not a single shell, but rather a group of levitating “limbs,” flexibly changing their position when necessary. They can be made of stone, clay, timber, but even weirder materials, such as animal bones, straw, or iron. Their shells have no heart, no real eyes, voice, muscles. While you’ve seen some of them in Hovlavan, you have no clue how they work.

According to Dalit: “They are not a single whole. That’s one of their weak spots. I don’t understand it fully, but I think it’s a bit like with the undead. The more parts of the shell you remove, even for a time, the more magic gets to waste, as if... It returns to the air? Make a trap, try to hold it, then pull, maybe with a rope? It may work. Just don’t try to stab it or smash it with a hammer. You can’t *harm* them. Or maybe... You could just kill their owner. Or move them far away. It’s impossible to order golems around from a large distance. It confuses them.”

I've learned that at least some of the golems are covered with inscriptions, possibly enhancing their powers.
Pouch with Coins

The city artisans make coins by cutting dragon bones into slices. They are valued by merchants, though rarely used in the countryside.

## Description

When it comes to trade, there's barely any connection between Hovlavan’s marketplaces and the inns of the countryside. While city officials keep track of the value of different goods and oversee the legitimacy of used coins, the villages prefer to barter, or exchange their resources for work and other favors.

A single coin is worth quite a lot among merchants - it allows you to stay and eat in a shoddy city tavern for about five days. For ten coins you’d buy a decent bow, for twenty - a sword, and for a hundred a squad of mercenaries will be willing to face a family of trolls.
Odcinek 1510

Odcinek 1510 wyemitowano 10 maja 2023 roku o godz. 17:55.

## I część

32-letni Paweł niedawno pochował matkę. Ma żal do ojca, że do końca liczyła się dla niego kochanka, a żonę zaniedbywał. Mężczyzna zastaje kochankę w domu rodziców, jest zły. Paweł dowiaduje się od sąsiada ojca, że mieszkańcy mają z nim problemy, bo zastawił piwnicę starymi meblami.

## II część

Syn odkrywa, że 54-latek zaczyna gromadzić rzeczy, w których gustowała jego matka. Ojciec Pawła popada w alkoholizm. Kochanka mężczyzny wyznaje, że się o niego martwi. Syn chce, by 54-latek wprowadził się do niego, na co nie zgadza się jego żona. 32-latek dowiaduje się, że ojciec kradnie kwiaty z klatki schodowej i nadal atakuje sąsiada.

## III część

Paweł zabiera ojca do siebie. Następnego dnia mężczyzna znika z domu, zabierając cenną porcelanę i czerwone spodnie żony Pawła. 32-latek odkrywa, że ojciec trzyma w pokoju zwłoki zmarłej matki, które wykradł z grobu. 54-latek trafia do szpitala psychiatrycznego, skąd wychodzi po kilku tygodniach.
Roadwardens

## Glossary

They use many titles, but are essentially travelers who patrol selected routes or roam about an entire province on their expensive palfreys. While some of them are simple mercenaries hired on a long-term contract by village mayors, most roadwardens get paid directly by the city officials, recruited among army veterans or trusted allies. Their duties include dealing with human corpses that can be found on the roads, delivering messages, and protecting travelers, especially merchants. They may also be required to learn the basics of the city laws, and serve as judges to distant, troubled communities.

Even though their salary is high, they often look for bounties, participate in commerce, or simply loot the unfortunate deceased in the middle of nowhere. A roadwarden may retire quite early, though the job is extremely dangerous and, as a result, also very respectable.

There are also the self-proclaimed roadwardens. Ambitious ex-soldiers, mercenaries, or trophy hunters who didn’t get the job or decided to work outside the boundaries of the law. Some of them have noble intentions and help others live in peace and safety, though more often they are little more than roaming bounty hunters.
Dragon Bones

The only type of money used in the North are dragon bones – small, circular bone fragments harvested from the remains of dragons. Alternatively referred to as coins, dragons, and bone dragons, they serve as the standard means of exchange for goods and services and are often strung together for safekeeping and ease of use.

Players are initially provided with a set number of dragon bones: 10 in Casual mode and 5 in Standard or Restrictive mode. The player stores these bone dragons in a pouch capable of holding a maximum of x coins.

Throughout the game, players have various opportunities to obtain dragon bones through different means, such as earning them as rewards for completing quests, selling items to traders, or stumbling upon them during exploration. Acquiring and managing dragon bones is crucial to progress in the game, as they are needed to purchase many items, food, and accommodations.

Among themselves, the villagers don’t pay much attention to the value of every single possession or service, and exchange their work and goods for something they find equally as valuable. It’s quite common to pay someone in meals or animal furs, or just help someone for the sake of a future favor. Some villagers, especially those who recently moved to a new place or don’t practice a specific trade, keep themselves busy by doing any work there is to do in the village and foraging in their spare time. Work and favors are more important than trade.

While gold, silver, and gems are rare and therefore have a significant value, they are only used as decorations or to make rare alchemical tools, and therefore aren’t perceived as a prestigious material, especially since iron is almost as rare and can be used to make weapons.

## Glossary

Known also as coins, dragons, or bone dragons. They are small, hollow, ring-like pieces of bones, often kept on a string. While their shape and thickness are not precisely supervised by the state, most people can judge when the coin is too thin to be usable in the marketplace.

Dragons are gigantic beasts and killing them is something that only the most audacious people have interest in. When possible, the bones are taken from an already deceased shell, but sometimes a weakened beast needs to be helped along. Dragon hunters do what they can to not spoil their prey.

Counterfeiting coins takes a lot of effort and requires gathering bones of smaller, but still dangerous saurians, then carving distinctive grooves inside every single coin. Using or producing large amounts of counterfeited coins ends in a lifetime of banishment from the province.

The prices of goods are fluid and related to the accessibility of a specific good. The country is too poorly organized to maintain the banking system, so the merchants don’t mind storing any type of bartered wares, from seeds to magical weapons.
Necromancy

## Glossary

Awakening empty human shells with magic. It’s forbidden by Wright's churches and difficult to encounter in The Cities, though more common in the distant villages, especially among the pagans. The undead are used as a free workforce, substituting slaves, mules, cart-horses, field workers, warriors, or hunters.

The undead controlled by the necromancers are obedient, but once their owner loses consciousness (outside of falling asleep) or dies, the corpses they control are set free and filled with the desire to murder as many humans as they can for the rest of eternity, and feast on their blood. As a result, overly ambitious necromancers are condemned by their communities.
High Island

**High Island** is a location in the Nameless Peninsula.

## Assembling a Crew

In order to travel to High Island, a crew may be assembled. Your crew requires exactly four members. The following characters can be taken to High Island:

* Aegidia
* Dalit
* Efren
* Navica
* Pyrrhos
* Quintus
* Thyrsus
* Tzvi
* Tulia
* The runaway bandit

In addition, you will need a boat. A boat may be purchased from Navica in Gale Rocks. If Aegidia is chosen as part of the crew, she provides a boat for free.

Once you get a boat, you can set off for High Island, either alone or with a crew.

## Exploring High Island

The purpose of your adventure on High Island is to Find the Roadwarden.

There are numerous challenges for you (and optionally, your crew):

1. Defend your boat against harpies.
2. Enter the correct waterfall.
3. Get your rope and start climbing the ruined waterfall to reach the cave above.
4. Get past the unicorn.
5. In the woods, find a route towards the volcano.
6. Use a reliable source of light to travel through the dark woods.
7. Fend off the howlers.
8. Get through the insects.
9. In the valley, get past the saurians.
10. Back in the woods, take a break, eat some food and check in with any crew members.
11. Get through the thorny bushes.
12. On the road, find a route towards the volcano.
13. Get past the beastfolk.
14. At the volcano, enter the tunnel. You will find Asterion here.

If you complete your mission in good health, you will be able to return to the peninsula.
If your brought a crew, you will need to spend most of the day dropping them off, but can choose from a number of locations where you will have the evening to yourself.
If you travelled alone, you'll have the whole day available after you leave the boat.
Magical Amulets

Magic is unreliable, so you’ve spent a sack of coins to collect a couple of enhancing amulets. They help you focus your pneuma in ways that you don’t quite understand.

## Description

A satchel that includes:

* the leather pendant, with a single pearl covered with cryptic engravings. You use it for simple tricks involving light;

* the clean linen bandage soaked in old herbal balms. You use it to heal fresh, minor wounds;

* a couple of wooden spheres. They get warmer when put nearby an unusual amount of pneuma;

* the wand made of a willow branch, partially filled with quicksilver. It helps you channel your magical blast;

* your lucky button.
Ruined Village

See also: Steep House

* Southwest field – cursed soil, identifiable as mage or with plant bought from Eudocia
* Southwest – free fish trap
* Southeast – a single free crossbow quarrel
* Main Square – Pyrrhos the scavenger is taking refuge in the village center, gives a quest to come back to escort him to safety; Pelt of the North is safer, Thais doesn’t like him. He’s also the metal thief that Gale Rocks is looking for, can threaten him to give what he stole to you, after you escort him.
* Northeast – Goblin nest, can hire the hunters at Pelt of the North (Dalit) to clear
* Northwest – tools to open the northern gate
* Northern Gate (from the inside) – can be opened to speed up travel past this area permanently
Golem Glove

The floating rocks are clenching to the back of your hand, adding brutal weight to your hits without encumbering you.

## Description

The glove is made of thin rock shards and covers your hand and forearm only on the outer side. As you lift it, it’s about as heavy as your axe, but once it clings to your skin, and clothes, you hardly notice its presence.

It maintains its general shape, no matter how long you twist it or press any of the shards together, though you were told that pulling the rocks too fiercely will break the holding spell.
Herbal Bug Repellent

A jar with a bug-killing ointment. It smells of herbs

## Location:

Can be bought from Thyrsus for 3 Dragon Rings.

Can be made using Alchemy Equipment if your background is Scholar, though the created item will be called Sting Ointment.

## Known Uses:

This item is fairly interchangeable with Sting Ointment.

Reduces the time it takes to cross A Ford if the location is revisited and the player chooses to use the item.

Can be used while exploring High Island to disperse the cloud of insects obstacle.

Removes the bug infestation in the Abandoned Watchtower.
Griffon Egg

It's dried-out, larger than your head, with a firm shell. You took it from the nest in the eastern mountains.

## Description

The Northerners attach a great value to young beasts that can be tamed in separation, without the influence of a parent that would teach its offspring independence and combat. Stealing the foals of pterippi and the eggs of wyverns and noble griffons is an unusual trade, involving weeks of travels through the hills and mountains, which more likely end up in one’s demise than fortune.

## Known Uses

### Selling

 Iason | 3  | He raises his dark eyebrows, but then mumbles something with disapproval. “Dead? This ain’t an impressive trophy, what do you want me to do with it? Maybe *someone* will buy it, but I’ll only give you three coins, no more.”
Runners

## Bestiary

These birds are usually larger and taller than humans, but there’s not many of them left. Like all birds, they move on two legs, but their wings are very short and it’s anyone’s guess what their actual purpose is.

Travelers often encounter these creatures near the roads, but they also do well in the woods. Their beaks are as large as a human head and their strong necks allow them to easily get through their prey’s skin. An unarmed soul would never be able to hurt one of them, but blades, especially those made of steel, pierce them easily.

According to Dalit: “Well, they ain’t as bad as dragonlings, you know? At least you can make a roast out of them. You’ll outrun them on a palfrey, but if you’re on foot, don’t even try. Don’t hide up a tree, they jump way too high. Wings, you know. And remember, they strike with their beaks. If they miss, it takes time for them to try again. Be fast, be decisive. Or you can try to buy you time by throwing it some meat. But only if there’s one of them, no more. Otherwise, they’ll just move past it.”

According to Efren: “Don’t fight hungry, have a decent jacket, be sure to have something to block a bird’s charge. Oh, and a spear! The longer you keep it at a distance, the better.”
Asterion's Bow

A smooth bow, about five feet long. You lack proper training, but you could still sell it.

## Description

As heavy breastplates are uncommon in the North, it’s not rare to finish off an opponent before they get close enough to make use of their close-range weapons. Bows are also valued among hunters, who use them to kill small or medium game without completely destroying the furs and skins.

While the basics of crossbows can be learned in less than an hour, bows require years, if not decades, of regular training that may lead to injuries. The bows require a strong back and arms, and mastering a bunch of techniques related to drawing, maintaining a proper stance while moving, aiming, speed... On the other hand, they can be prepared for combat in just a few breaths and may be used even more than ten times per minute.

The simplest of bows don’t require much more than flexible wood, linen, hemp, and some leather straps. They are not expensive to make, but rarely provide the amount of power that is required to pierce through shields and chitin armors, or, perhaps more importantly, through the scales and fur of larger beasts. The type of wood used is particularly important and the longer the bow gets, the more power it requires to be fully drawn.

Asterion’s bow was made of a sapling of a red oak. The string is still fresh, made of linen, and the leather straps won’t need replacement anytime soon. Putting the string on and off is not easy and you’re surprised by the strength it takes to draw it.
Broken Knife

A polished, decorated bone handle with the remains of a steel blade. You found it in a cave inhabited by a corpse eater.

## Description

This knife was surely not cheap, but all that remains of it is an old handle made of the polished bone of a large animal. The engravings on its surface are old, but you recognize the shapes of creepers and flowers. It’s worth a coin or two, and maybe has sentimental value to someone.
Beholder

The **Beholder** is a large tree located on the western road between the ruins of Steep House and Howler's Dell. After visiting Old Págos for the first time, players will learn that the fruit from the Beholder can be used to cure a plague. The game offers special interactions for players of a specific class when they first approach the altar.

## Offerings

Offerings can be made at an altar to increase the Beholder's power. Once enough power is reached, the tree will bear fruit. The offerings given to the Beholder work on a point system, with certain items providing more power than others. The tree will bear fruit *the first time only* that it reaches 25 power.

### Magic

Players of the mage class have the ability to offer pneuma to the altar as an offering. This can be done by entering certain keywords such as "magic", "mymagic", "power", "mypower", "myenergy", "magicalenergy", "energy", "spell", "mana", "spirit", "soul", "myspirit", "mysoul", "pneuma", "mypneuma", "psyche" or "mypsyche" at the altar. This will unlock the option to offer pneuma as a way to increase the Beholder's power.

The first time, you will be prompted to spend 1 pneuma in order to determine whether there is any magic. Then you have the option of sacrificing 3 pneuma for 4 Beholder power. Every time after that, you can either sacrifice 3 pneuma for 4 power or 5 pneuma for 8 power (assuming you have at least much at the time).

### Items

Certain magical items can be placed on Beholder's altar to raise the Beholder's power.

### Blood

Players have the option to offer their own vitality in exchange for Beholder power at any point in the game. This is done by entering "blood", "myblood", or "theblood" at the altar. Although the players will lose some of their vitality, they will not die from the offering. They will be left with at least 0 vitality.

 "*I make a slight cut on the palm of my hand. It will only hurt a little."* | Minimum 1 vitality
 "*I make a deep cut."* | Minimum 2 vitality
 "*I clench my teeth and hurt myself quite a bit."* | Minimum 3 vitality
 "*As much as I can before I faint."* | Minimum 4 vitality

### Other

These are other offerings you can make to **Beholder** that aren't items, blood, or magic.

 water , drink
 branch , stick , branches , flower , flowers , grass , bough , mushroom , mushrooms , fungi , leaf , leaves , herb , herbs , plants
 foodrations , rations , fruit , fruits , ration , foodration , vegetable , vegetables , abucketfulberries , bucketfulofberries , abucketfulofberries , berries, greens, food
 spit , saliva
 hair
 myself , myshell , mybody , mylife , hand , life , self , shell , body , life
Bone Earring

A small trinket that you found with the corpse in the heart of the woods.

## Description

Tiny bones are not as popular among jewelry makers as claws and tusks, and they are often mocked for resembling the remains of chickens, rats, and squirrels. This specific bone is almost completely round, like an unusual rib of a little creature.
Bronze Rods (item)

A set of magical bronze rods, given to you by Eudocia. They're empty inside.

## Description

Each rod is as long as your arm. They’re clean, glossy, and made of high quality bronze. You’re meant to place them in high points all across the peninsula, which will allow golems to reach new parts of the land and collect resources.
## Known Uses

They are used in the Quest by Eudocia.

They can be placed in the following locations:

* The Gate - Atop the Wall
* Abandoned Watchtower - Atop the Tower
* Creeks - On the Watchtower
* A Spot in the Heart of the Forest
* The Elder's Cave
* Pelt of the North
* The Monastery - They do not want it, but you can attach it anyways.
* The Old Tunnel
* White Marshes
* Howler's Dell if you tell Thais it's for forecasting weather
Crossbow

Difficult to make and valued for their usefulness, crossbows can be used even by an inexperienced traveler, and can pierce most scales and armors.

If you have crossbow quarrels but no crossbow, they will appear under the entry "Crossbow Quarrels" with the description "A supply of arrows made for a crossbow - a weapon that you do not possess."

## Description

It’s difficult to buy a crossbow outside of a city craft guild. They require complex mechanisms made by combined efforts of specialized artisans, but their expensive parts may keep the weapon drawn for many hours. They are easy to aim and shoot, and their quarrels hit much harder than the regular bow arrows. While loading takes a fair bit of time, in some cases even half a minute, the newer models don’t require much effort, nor strength, thanks to the introduction of advanced winches. Such a weapon can be a powerful tool even in the hands of an untrained monk.

Since crossbows are much more complex than bows, they are often altered by enchanters, who focus their attention on a specific, small part. The most popular enhancements include faster reload speed, extended draw weight, increased durability, and lighter weight.

## Obtaining

You receive a crossbow with 3 quarrels if you choose the Fighter class at the beginning of the game.

If you did not choose the Fighter class, you may purchase a crossbow with 5 quarrels from Iason. His price starts at 30 dragon bones. Completing quests and building up your relationship with Iason will lower the price.

## Known uses

Many combat encounters allow the crossbow to be used, dealing major damage to an opponent.

Notably, the Old Tunnel can offer multiple opportunities to use the crossbow. If you prepare certain traps, the undead opponents can be stalled long enough to both fire the crossbow and reload it while retreating, allowing multiple opponents to be dispatched safely.
Odcinek 880

Odcinek 880 wyemitowano 23 marca 2018 roku o godz. 17:00.

## I część

Mąż 49-letniej Beaty prowadzi warsztat samochodowy. Przestępca z okolicy proponuje mu spółkę. Niedługo potem Witold zostaje dotkliwie pobity, w wyniku czego trafił do szpitala i ma problemy z pamięcią. Beata poznaje szczegóły zdarzenia. Mężczyzna został pobity przez dwóch napastników.

## II część

Kobieta jest zmuszona zająć miejsce męża w warsztacie samochodowym, gdzie nachodzi ją lokalny kryminalista. Młodsza siostra Beaty pomaga jej zajmować się domem w czasie nieobecności 49-latki. Pracownicy warsztatu nie szanują nowej szefowej. Mąż kobiety ciężko znosi rekonwalescencję. Przez zaniki pamięci Witold przypadkiem zdradza córce, że jest adoptowana. Mąż kobiety nie chce, żeby jej siostra zajmowała się domem.

## III część

Do Ewy podchodzi obcy mężczyzna, który twierdzi, że zna prawdę nt. pobicia jej męża, ale żąda pieniędzy za wyjawienie prawdy. Umawia się więc z nim następnego dnia w warsztacie. Ewa zmówiła się z policją, aby ta zatrzymała mężczyznę i nakazała mu powiedzenie prawdy. Powiedział, że za pobicie odpowiedzialna jest siostra Ewy, która zleciła bandytom pobicie Witolda. Okazuje się też, że mężczyzna miał z nią romans. Kobieta zostaje zatrzymana. Córka Ewy prosi matkę, by wybaczyła ojcu i byli znowu szczęśliwą rodziną.
Odcinek 1200

Odcinek 1200 wyemitowano 25 listopada 2020 roku o godz. 18:00.

## I część

16-letni Łukasz spotyka się z Moniką. Jest zły na swoją nadopiekuńczą matkę, która ciągle ją kontroluje. Łukasz prosi jej partnera, który jest policjantem, o pomoc na wpłynięcie na matkę.

## II część

Chłopak skarży się ojcu na matkę. Pod domem Moniki dochodzi do bójki z miejscowymi chuliganami. Ojciec 16-latka urządza jego matce awanturę. Łukasz zostaje pobity pod domem swojej dziewczyny. Kobieta namawia swojego partnera, żeby w tej sprawie zainterweniował.

## III część

Łukasz i Monika zauważają, że nieznajomy mężczyzna ich obserwuje. 16-latek słyszy od matki, że jest to ochroniarz, którego wynajęła dla bezpieczeństwa syna. Kobieta wyjawia mu, że kiedy chłopak był dzieckiem, został porwany dla okupu, i od tamtego momentu stała się przewrażliwiona na jego punkcie.
Characters

The following characters are found in the game **Roadwarden.**

## List of Characters

Aegidia: An archer from Howler's Dell who lives by herself in the old fishing hamlet.

Akakios: A trader living in Howler's Dell.

Asterion: Your predecessor, a former Roadwarden.

Bion: A tailor in Howler's Dell.

Caius: A forager in Foggy Lake who was once a soldier in Tulia's Camp.

Cassia: A guard living in Gale Rocks.

Dalia: A huntress from Creeks.

Dalit: Red-haired huntress at the Pelt of the North.

Efren: A hunter from Creeks, and brother to Elah.

Elah: A carpenter from Creeks, and brother to Efren.

Elpis: Druidess living in Howler‘s Dell

Erastos: A trapper living in Howler's Dell.

Eudocia: Enchantress living in a lonely house near the eastern road.

Foggy: The owner of Foggy Lake, a tavern set on the northern road.

Fulvia: The room keeper at Gale Rocks.

The forest speaker: An unnamed elder druid living with his wife in the abandoned mine south of Howler's Dell.

Glaucia: Leader of the bandits. Raised in the village of Gale Rocks.

Helvius: The mayor of White Marshes.

Iason: Owner of the Pelt of the North.

Ilan: A forager from Foggy Lake, and the son of Foggy.

Navica: A boatmaker from Gale Rocks.

Orentius: The priest living in White Marshes, the leader of the local fellowship of The Wright.

Phoibe: The daughter of Photios who lives in Gale Rocks.

Photios: A fisherman from Gale Rocks.

The prelate: The unnamed leader of the monks of the monastery.

Pyrrhos: Man you can find at the ruined village and escort to either Pelt of the North or Howler's Dell.

Quintus: The gatekeeper of the western gate through the forest.

Severina: The headwoman of Gale Rocks.

Thais: Mayor of Howler's Dell.

Thyrsus: A warlock and caretaker of the peat fields near White Marshes.

Tzvi: One of the foragers at Foggy Lake.

Tulia: Lieutenant at the southern Military Camp.

Valens: An illiterate farmer from White Marshes.

Vaschel: A hunter from Creeks.

Woman from White Marshes: An unnamed woman from White Marshes who asks you to collect her purse for her from the eastern bridge.
Apes and monkeys

## Bestiary

The limbs and tails of these furry critters have an uncanny strength, a result of the time they spend swinging from branches and climbing, doing their best to avoid the terrestrial predators. Unlike goblins, they rarely attack humans and don’t use weapons, but can savagely defend their territories, to the point of participating in lasting wars with other packs, and even with human settlements. Some tribes hunt for their meat, but these beasts are still hardly understood, and many tales ascribe to them unusual powers and abilities.

The communities that distinct *apes* from *monkeys* usually describe the former as the larger ones, with broader chests, and the latter as the smaller creatures with tails, but these labels don’t always match the reality.

According to Dalit: “The monkeys ain’t much of a threat if you stay away from their land, but they throw things at whatever they’re afraid of. Once they get used to you, they’ll leave you alone, at least one of the many families that live in these forests. There’s a couple of dangerous apes, though. They ain’t to be ignored. We’ve seen at least one frightape, you know what it is? The gray one, with large muscles. If it attacks you, it knows it can easily squeeze you to death. You can’t fight it. All you can do is run away.”

According to Efren: “It’s the frightapes that scare me the most, and there’s an entire family of them. Trust me, if you ever hear a terrible scream of a human somewhere in the tree crowns, run as fast as you can, don’t seek it, and certainly don’t *fight* it. Just ride as fast as you can.”
Pyres

## Glossary

Wright’s followers cremate the shells to stop them from awakening. The burning ceremonies are practiced in many forms, sometimes highly ritualized, even though Wright’s Tablets depict them rather vaguely, as something simple and pragmatic. It’s common for pagans to bury the shells instead, or even embrace the art of necromancy and use their dead to take care of mundane tasks.
Dragonling's Paw

A paw that belonged to a dragonling. Its detached, cleaned claws could be worth something.

## Description

You can get rid of the flesh and keep just the dragonling’s claws, which could be sold for at least a dragon bone. It will take you about half an hour.

## Known Uses

Can be interacted with from the inventory to turn it into a Set of Dragonling Claws.
Farming

## Glossary

The fields are small and treated with special care. While cereals are not the base of the common diet, well-kept fields can deliver two or even three harvests a year, thanks to the gentle climate and short winters. Through fertilizers, especially animal dung, villagers keep the ground rich for as long as possible. Experienced farmers and druids also support their trade with magical rituals — while it takes time and long preparation, it doesn’t require large amounts of magical power and can, for example, protect one’s plants from common diseases or insects.

The cultivated grasses include barley, oat, rye, and wheat. They provide groats, cereals, and fodder for animals. Cereals are mostly used to produce flours, which can be quickly turned into bread and pies, and are the most welcome goods taken by the tax collectors.

Whole broad beans are used as a meal, or ground and added to the tastier cereal flours. Artichokes, cabbages, and eggplants are often used as a base for soups and stews and are rarely eaten raw.

The villages that don’t depend on farming, such as those with large forest gardens or those focused on artisanship and trade, sometimes cultivate flax, turning it into linen, a high-quality fabric. Hemp isn’t a fine fodder base, but it can be used both as a food source and to produce cheap clothes, sacks, bags, and ropes.
Healing the Plague

The old druid from the cave has told me that to help the sick people from Old Págos, he'd need to use the Holy Seed borne by Beholder, the large tree growing near the altar.

## Quest

This quest is obtained by visiting Old Págos and discovering the plague, then telling the forest speaker about it. When you do so, he will inform you that he could heal the plague if he had the fruit of Beholder. In order to gain this fruit, you will have to sacrifice pneuma--whether from blood or from magic items--to the tree. See the Beholder page for more details.

Once the fruit is obtained and brought to the forest speaker, he will ask you to escort him to Old Págos. This journey can only be started in the morning. The journey carries you and the forest speaker through Howler's Dell, where a confrontation will occur. You will have the opportunity to interrupt the conversation several times; not doing so improves your relationship with Elpis.

From there, you will continue on to Old Págos. The druid will cure the plague and consume the fruit, then you will both return to the elders' cave.

## Completion

Completing this quest grants a great deal of relationship with the forest speaker. You can also get additional relationship with towns and inns around the Nameless Peninsula by bringing them news of the cure. How completing this quest affects relationship with Howler's Dell is currently unknown.
Moral Anxiety Studio

**Moral Anxiety Studio** is an independent game development project led by Aureus, a Polish writer and designer. While none of the released games were made by a single person, Aureus is happy to stand behind the stories, designs, art direction and worldbuilding and he considers himself to be the creator of these games.

Aureus is building his own style of storytelling in video games, especially by focusing on small, personal tragedies, which he presents through complex dialogues. The games take place in Viaticum, a fantasy setting that has been under development for over 10 years. Aureus loves it wholeheartedly.

The most ambitious project of MAS so far was Tales From Windy Meadow, a slice-of-life Visual Novel about choosing your path and living in a community. It was developed together with Oray Studios that were responsible for a large part of pixel art graphics presented in the game.

Aureus thinks that he may have found something amazing by merging Visual Novels, RPGs and adventure or even text adventure games. He loves storytelling and artistic projects that try to do something outside of the mainstream.

## References

1. ↑ https://moralanxietystudio.com/presskit/roadwarden#moralanxiety-description
Caius

**Caius** is one of the foragers at Foggy Lake.

Formerly a soldier under the command of Tulia, he lost his arm to an infection and fled the camp. Fortunately, Foggy took him in to work as a forager, where he is given the safer jobs.

He claims to have visions of the Wright, and will share what he has witnessed with those he trusts.
Goblins

## Bestiary

These furry critters can move both on two legs and on all fours, and while they resemble apes, they spend most of their time on the ground, capable of hunting for their prey and seeking new, temporal shelters. Many people, both in the monasteries of the Orders of Truth and at the marketplaces, argue how smart a goblin can really get. It’s clear that they can fight with a pointed stick or pick up an abandoned sword, but it looks like they can’t even start their own fire, nor speak. Nevertheless, some people call their lairs *camps*.

According to Dalit: “They travel all around and move their camps every now and then. Still, what are the chances you’ll find just a single creature? If you see it, turn back, its family is just nearby. And if you really want to hurt them, take care of their home. Sink it, ruin it, burn it. Whatever you do with it, they’ll move away. They need to hide from monsters, just like we do, so they won’t stay around.”

You’ve heard that spreading troll urine could keep goblins away from an area, at least for some time.

According to Foggy: “They’re getting too clever. They surround you from two sides, one gets loud, others sneaks by you... And bam, they get you from the back.”

According to Quintus, they follow the smell of the burning fat.

In the heart of the woods, you noticed that goblins are willing to fight each other over found possessions.

Goblins are capable of mourning their dead in a very human-like ways.
Heart of the Forest

A road that cuts east-west through the Nameless Peninsula.

There are two entrances: the Gate on the West side, and the Woodland Edge on the East side.

Your first journey through the Heart will always have the same encounters. Subsequent journeys will give you a random selection of events at each point in the journey.

## Encounters

### Monkeys

Encountered near the gate, Monkeys will attack you and your horse with missiles. You can attempt to attack or stay on the defensive and ride through. You need either 2 armor points or a shield to avoid any vitality damage.

### Furless wolf

A furless wolf is found near a human corpse. You can avoid the wolf or attack it in combat. If you are victorious, you can examine the corpse and can burn it.

### Ford

You can fill a stream with rocks to allow travelers to cross it easily.

### Frightape

A frightape will chase you. If you escape or survive the frightape, you'll have a close call with a dragon.

### Stoat

You can try to hunt a stoat. If you succeed you'll obtain a Dead Stoat.

### Horse fall

Your horse falls over. Fortunately, it suffers no injury, but you will need to calm it down.

### Treant

You encounter a dead boar beneath a wilted, hollow tree. If you approach, the treant reveals itself, and attempts to eat you.
Empress Carp (item)

It's covered with red and golden scales, currently kept in a sealed bucket. The druid from the cave has asked you to deliver it to him.

This item can be obtained from Photios at either Gale Rocks or The Pier, depending on the time of day. When first asked, he will tell you to come back tomorrow. Starting the next day, you will be able to purchase a carp from him for 1 dragon bone.

The carp must be brought to the forest speaker at Elders' Cave before it dies, usually in about a day. If brought after its death, the forest speaker will inform you of this and ask you to fetch another. You may then return to Photios and pay another dragon bone for another carp.

## Description

Wright’s Tablets tell a story of Dafna, a fighter and an ancestor of the first emperor. One day, as she was returning from her hunting trip, she heard a voice coming from under a bridge. It belonged to a gorgeous fish, whose scales were shining in colors of iron, copper, silver, and gold.

The fish introduced herself as the guardian of the river and promised Dafna all the ore of the forest, but only if she was to fulfill three tasks - widen the riverbed, destroy the bridge, and hunt down a dangerous saurian consumed by its hunger and greed. These tasks took not only time, but also strength and tenacity. When Dafna returned for her reward, she was exhausted.

The “guardian” had tricked her - nature had been so reshaped by these tasks that creatures of all kinds united their strength to kill not only Dafna, but also the people of her village.

The Wright decided to punish the fish for its betrayal. The brilliant colors of its offspring got dulled to red, orange, gold, and white. The cityfolk know them as “empress carp,” since many believe that Dafna would have become the first empress of the realm.
Roast Fish

A simple, small meal.

## Description

A fresh, simple meal. In a perfect world, you’d eat it with a decent pinch of salt and a thick herbal sauce based on yogurt, but it already smells nice.

The annoying part will be avoiding all the fishbones.

## Obtaining

A roast fish can be obtained by cooking a Raw Fish at the campfire at the Abandoned Watchtower.

## Known Uses

* Eating a roast fish increases your nourishment by 1
* Can be given to Thyrsus to gain access to White Marshes
* Two can be sold to Valens for 1 dragon bone
Iron Scraps

A set of bits and pieces made of iron and steel. After melting and cleaning, they can be reforged into tools, nails, hoops, or hinges.

## Description

Opening and maintaining mines without provoking the wrath of the herds takes a lot of effort and is time-consuming. Most villages can’t produce enough food and fuel for all the diggers, soldiers, and carriers that such a settlement requires. Because of that, northern metallurgy is far from advanced and the cityfolk have to transport most of the ore from The Growing Mountains, which in and of itself is a risky procedure.

In the past, items made of metals, such as weapons, cauldrons, and pieces of art were stolen and moved to The Ten Cities from The Southern Tribes by corsairs. Since the end of the war, which put an end to the raids, iron has become even more difficult to obtain.

The scraps you own could be easily sold anywhere, though they will be especially useful in areas with access to a smithy.
Equipment (epilogue)

Your roadwarden's ultimate fate is decided partially by the equipment they possess. There are four tiers: **impressive** (10 points and above), **fine** (7-9 points), **lacking** (4-6 points) and **poor** (0-3 points). Points are accumulated based on the following table, as well as combat experience (2 points for high, 1 point for advanced):

 Blinding Powder | 1
Magic Chisel

The *treasure* given to you by the villagers from Old Págos. Even though it's made of steel, it's as warm as your skin.

The magic chisel was originally made by Eudocia. After you learn that the plague cure requires sacrifices to Beholder, the chisel can be obtained by building sufficient trust with the village of Old Págos and asking them for a magic item. If this is not done before the plague is cured, the chisel will be given as a reward for curing the plague.

## Tool of Destruction

If the chisel is brought to Eudocia at The Secluded Residence, Eudocia will offer to upgrade it. If upgraded by Eudocia, the chisel's name will change to "Tool of Destruction."
Asterion's Spear

A long spear with an oak shaft, steel head, and an old linen cord in the middle.

## Description

Spears are the most common type of weapon used in The Dragonwoods, but it’s impossible to describe how a “regular” spear looks. The name covers everything from flexible, pointed sticks; through polished, processed branches with spearheads made of rock or bone; to masterfully preserved, rounded woodblocks with heads made of iron, copper, bronze, or steel. Some designs are characteristic for areas or tribes and have unique names, but there are also hundreds of types of spears that take into account available resources, artisans’ experience, the weapon’s purpose, and customers’ individual preferences.

The difference between a fighter specialized in using spears and a greenhorn is vast, but it’s common for untrained travelers to carry long-range weapons just in case. It helps them keep their distance and allows them to jab at their opponent when an opportunity arises. A group of villagers with spears is like a moving wall and shouldn’t be underestimated.

On the other hand, some fighters and monsters are capable of shortening the distance quickly and getting to the spear bearer. In such situations, this weapon becomes close to useless, so most spear masters train in another type of martial art and carry a shorter weapon as a backup.

Asterion spared no expense. Oak makes the shaft exceptionally hard, allowing it to endure a lot of pressure despite its length. The spearhead is finely sharpened and was covered with an oiled cloth that kept the iron from rusting. The linen strip could be replaced with leather, but even now it’s going to firm your grasp.