recursal/Fanatic-Fandom huggingface dataset:
Heated Words

**Heated Words** is a quest in *Tyranny*.

## Synopsis

Arri made contact through the Sages who fought in the rebellion at Vendrien's Well. They can introduce you to Renata, their leader, in Effigy on the outskirts of the Burning Library. You'll need to work with her if you're to secure an alliance with the Sages.

## Walkthrough

* Meet with Renata and the Sages in Effigy to request their allegiance. She will ask you to clear the Burning Library of its current tenants.
* 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.
* Ascend the island and interact with the Archive. You can:
	+ Seize the scroll and destroy the library in the process.
	+ Analyze the active spell, then use Lore 55 to deconstruct its focus. You can swap any artifact in your inventory for the Silent Archive, and it will be consumed.
* Return to Renata.
Grayson

**Grayson** is a character in *Tyranny*.

## Background

Grayson is the informal leader of the area and thanks you for liberating the city. He also offers a good deal information on the history of the Gate and the area's features, as well as Cairn and his place of death.

## Interactions

### Quests

* In Chains: Grayson further states that the beast is guilty, based on his prejudice. Kills-in-Shadow offers an unique interaction explaining that Stonestalkers do not actually eat humans.
* Search and Rescue: Grayson asks you to save scavengers at the Stone Down Gorge.
Hyrax

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

## Background

The man bound before you wears Disfavored violet crusted with patches of dried blood, the faint blue light of an Oathbound scout's sigil shimmering unsteadily through a thick layer of grime. He watches you approach from under a lowered brow, his features sunken and dark. Hyrax is the son of Yperia and Oathbrother of Maric, attached to the Fifth Boreal. His team was following the trail of an Oath-Bound unit sent to track down an Earthshaker who went rogue in the area a few spans earlier.

Sent by Iron Guard Acalos to the shattered estate, Hyrax's team found precisely nothing - no gear, no evidence of a fight, nothing that seemed a sign left for other Disfavored to find. Instead, they were attacked by Rholes' goons when they were done scouting the area. They hit them at night, bypassing the watch, and setting Corex on fire. The shared pain flowing through the Oathbound link gave the Chorusmen enough of an advantage to defeat the trackers. Hyrax was the only survivor, thanks to Ashe's Aegis.

Rholes' men took to torturing him, breaking his arms and making sure they mended improperly. Hyrax was left to languish in his own excrement, until the Fatebinder arrived.

## Interactions

### Quests

* Hidden Truths: Hyrax gives some context on why the Disfavored are in the region.
Citadel Barracks

**Citadel Barracks** is a location in *Tyranny*.

## Background

The interior of the Vendrien's Well Citadel is a fully furnished keep. The original garrison installed here to keep track of the Well was purged by the Vendrien Guard. The insurgents have been fighting a losing battle ever since, with the pristine interiors slowly filled with trash, dust, and discarded weapons.

## Points of interest

* During the attack on the keep, the path is quite linear. Pay attention to your surroundings and take it slowly. Note the hidden cache in the kitchen.
* The scribe room opposite the kitchen contains a Sigil of Force on the table. Note that until you defeat the rebel leaders, you won't be able to explore the area in full.

## Loot

* Sigil of Force: On the table in the scriptorium.
* Research: Dagger Plans: In the dormitory.
Heavy Guard II

### Effects

+2 Armor when wearing only heavy armor. -10% recovery time when wearing only heavy armor

### Requires

Fatebinder
6 points spent in the Defense tree

**Heavy Guard II** is a Defense talent in *Tyranny*.

## Description

While wearing only heavy armor, gain an additional bonus to Armor and a reduction in recovery time. (More effective than Heavy Guard I)
Hall of Regents

**Hall of Regents** is a location in *Tyranny*.

## Points of interest

* The area is small and filled with Regents. The central area is where the final confrontation with Herodin takes place.
* A hidden rock by the rear wall holds a drug recipe for research and two sigil scrolls: Sigil of Staggering Force and Sigil of Volleys.

## Characters

* Dimitris, head of the Disfavored incursion.
* Jagged Remedy and Mattias, head of the Chorus incursion.
* Mattias, head of the Unbroken incursion.

Note
Only one of the above scenarios is possible.
* Straydus Herodin, the last Regent.
* Amelia, the errant daughter of Graven Ashe.

## Loot

* Faithful Promise: Carried by Straydus Herodin.
Grass Effigy

**Grass Effigy** is an item in *Bastard's Wound*.

## Description

The Beastmen members of the Freeblade Marauders carry small effigies of twig and grass in the rough shape of humans. Though they do not speak of the significance of the figures, with each foe they slay in battle they add another twig or tress of grass. The oldest, most successful Beasts wear their effigies, nigh-spherical bundles of bramble, proudly about their necks.

## Location

*This article is a stub. You can help Tyranny Wiki by expanding it.*
Fractured Depths

**Fractured Depths** is a location in *Bastard's Wound*.

## Background

Wan light filters into these depths, glistening on the water flowing through the ancient paths. The halls here display less damage than elsewhere in the Bastard's Wound.

## Points of interest

* This is a typical Oldwalls dungeon. Entering from the Bastard's Wound teleporter, you land in an isolated area to the northeast. Opening the door here grants access to a room with a felled beast (with evidence required to implicate Tonves) and a chest with Phantomshade.
* The other teleport, down in the Abyss, drops you off in the western section. Explore around to find a Sigil of Bounding Bolts III (Lore 32). The gap nearby can be jumped. Down ahead is a sleepless with a rather substantial force of bane and human enemies. Beyond is a staircase leading to the lower sections of the oldwalls, barred by water until you can find the to activate the beacon.
* Across the chasm (60 Athletics required for the jump) is the first of four murals under the ground:

Though crafted with primitive pigments, the mural is festooned with small details. Further examination will likely glean additional information.

* To progress further, use the beacon on the opposite platform near the mural, then activate the floorplate. If Wagstaff doesn't like you, you will be attacked by a war party led by a centurion. The platform beyond has another accessible beacon and one up on the upper level. The lower one is activated with Lazu and will lower the water level, allowing you to return to the previously inaccessible part of the depths.
* Go down, fight off the malice, then grab the Cymo torchkey from the corpse. The platform below can be reached by remotely using the Lazu torchkey to activate it. Defeat the Malice and grab the Chronicle of the Sages.
* The Cymo torchkey activates the beacon on the upper level (near where you lowered the water). Then just interact remotely with the wall plate and move up. Fight through the sleepless warriors to find another peaceful sleepless. You can point her towards the stairs or push her over the ledge after getting the Fractured Depths Keystone. Down the stairs with Cymo and remotely activating the beacon and floorplate. The Sigil of Precise Action V is to the north, and a teleporter allowing you to travel to other parts of the Wound via worldmap is to the lower right.
* The final mural is accessed from the Abyss, after talking to Reef-Talon. The area has a hidden brick with a level IV Sigil of Cyclical Energies and the final mural with the beastwoman tearing herself apart and making.. Bane?.

## Loot

* Phantomshade: In a chest in the isolated area.
* Sigil of Bounding Bolts III: Near the teleporter from the Abyss.
* Sigil of Precise Action V: Near the exit teleporter.
* Sigil of Cyclical Energies IV: Hidden brick by the final mural.
Fused Iron Boots

**Fused Iron Boots** is an item of equipment in *Tyranny*.

## Background

The pieces of fused iron that encapsulate Barik's legs are merely an abstract representation of boots.
Worn-down sections of rust under his feet appear the result of marching across great distances and patient hours spent filing sections down for the sake of balance. Articulation is either due to coincidence or prolonged effort bending at fused iron, but the result is the same: Barik can stand and move with some semblance of normalcy. Barik's boots look to have collected the scrap and detritus of several battle. They creak with his shifting weight, and rust has all but enveloped the misshapen parts.
Greaves of the Endless March

**Greaves of the Endless March** is an item in *Tales from the Tiers*.

## Background

Soldiers in the Overlord's legions sometimes refer to the Unification of Terratus as 'The Endless March,' a campaign without end. Wise officers curb use of this phrase, recognizing the danger in suggesting aloud that Kyros' conquest will never see its conclusion. As light and comfortable as they are protective, these masterfully-crafted boots seem designed to ensure a faster end to the fighting.

## Location

* Blade Grave random encounter on the rebel path (You have to help the Unbroken against the Disfavored after taking Sentinel Stand)
Howling Rock runic hall

**Howling Rock runic hall** is a location in *Tyranny*. It allows access to Dawning Spire, once the correct glowing pattern is drawn.

## Points of interest

* Approach the pattern on the floor. Replicate the following glowing pattern (you draw lines by selecting two points you want to connect):

* Activate the teleporter. Once activated, the teleporter allows map travel.
Into the Maelstrom

**Into the Maelstrom** is a quest in *Tyranny*.

## Synopsis

The War of the Archons has begun. Support Graven Ashe's initial attempts to pacify the Tiers.

## Walkthrough

* The Disfavored general has regrouped his forces at the mountain fortress of Iron Hearth. Travel there to discuss the Archon of War's next move.
* Graven Ashe wants to pacify the Blade Grave and establish it as a reliable base of operations. To do this, you must find and kill Straydus Herodin, the last living Unbroken Regent, to end Kyros' storms. To begin, find a way to enter Sentinel Stand Keep.
* Head to the Sentinel Stand. Talk to Rativek, then follow him up the ramp. Fight off the Bane.
* Approach Janos up on the battlements and question him. After he mocks you (if you support Kyros), he will disappear into the fog. Investigate the Disfavored corpse on the battlements to find Amelia's Battle Standard.
* Barik will pipe up, unlocking Duskwatch on the world map. It turns out that A soldier by the name of Callias is being held by the Unbroken at Duskwatch Fort. He may know if Amelia is alive and if there is a way inside Sentinel Stand Keep. Travel there to speak with the Disfavored commander, Osmios.

### Duskwatch

* Head up the path to meet a Crescent Runner of the Disfavored. He will direct you east to Commander Osmios. Talk to him. You'll learn that Osmios is out of commission together with his troops. You will be asked to infiltrate the fort and free Callias from their clutches.
* 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.
* Find Callias in the pen to the northwest. He will panic the moment he's released (fearing a trick from the Unbroken). You can use Athletics 45 to punch him, Lore 40 to salute him, or try to snap him out of it. Or just *glare silently*.
* He will ask you to open the gate and let the reinforcements in. Do so. Wipe out all the Unbroken in the fort.
* Talk to Callias with Osmios by your side. You can ask if he's well → and then interrogate him. Don't accuse him and he'll be very forthcoming. He'll reveal that Amelia was, in fact, taken captive, and that the Unbroken plan to break into Sentinel Stand by using an artifact.
* Return to Iron Hearth and report to Ashe. Tell him all you've learned and you'll complete the quest.
Infused Shadows

### Effect

**Enshrouding**: +5% critical, hit, graze deflection, Foe blinded for 10s on receiving critical hit

### Ability

Drowned in Darkness: Kills-in-Shadow calls on the darkness to which she has grown so attuned, wreathing herself in it like a shawl. She re-enters Stealth for a short duration that scales based on Drowned in Darness' Renown

## Technical

### Id

vx1\_kills\_in\_shadow\_armor\_infused\_shadows

**Infused Shadows** is an item in *Bastard's Wound*.

## Description

The veil of night seems to infect the Shadowhunter's every movement - or perhaps her motions ooze darkness. Her crimson eyes gleam more brightly in the dark and her shadow shifts unevenly, stretching like a bored cat.

## Location

* Bastard's Wound: Examine the murals with Kills-in-Shadow in the Oldwalls under Bastard's Wound.
Forging an Alliance

**Forging an Alliance** is a quest in *Tyranny*.

## Synopsis

Siding with the Vendrien Guard in the Well earned you a lot of new enemies. However, your former enemies might now be your greatest allies. If you are to continue the Alliance you created with the Vendrien Guard, you will need to work with them to create order in the Tiers.

The settlement of Lethian's Crossing is home to both the Bronze Brotherhood and the Forge-Bound. Both could become valuable allies in upcoming conflicts. Travel to the base of the Sunset Spire to reach this trading hub.

## Walkthrough

* Head to Lethian's Crossing. As usual, you'll run into Will and Raetommon at the Ironhaul Trail. Negotiating peaceful passage allows you to maintain your favorable standing with the Brotherhood - although you won't be able to advance the proposition of the Brotherhood throwing its lot in with you for as long as Raetommon is alive. Otherwise, it's slaughtering time.
* Enter the Crossing. If you governed the Crossing during the Conquest, wipe out the garrison present. Then, find the Forge-Bound master, Zdenya.
* Zdenya can be found in the Forge-Bound foundry, known simply as the Forge. It's located east of the river on the first tier of the Moonrise District, just above the ground floor.
* Zdenya will ask you to join her on the third tier of Lethian's Crossing where she will place the Magebane Helm before she will discuss the future of the Forge-Bound.
* Once the placement is done, Eldian will ask you to confirm that the Magebane Helm actually works by entering the Oldwalls at Lethian's Crossing and watching for loosed Bane. You will receive a keystone to enter (note that with Lore 55, you can point out that Kyros' law forbids actually entering the Oldwalls, but that you'll do it for the Crossing →).
* Enter the Oldwalls using the keystone. See Lethian's Crossing Oldwalls - Antechamber for area details. For now, approach the area in front of your party. Something goes wrong and you're attacked by Bane. Return outside to Zdenya.
* Of course, nothing's as simple as that. Guardian's Return begins and your goal is to confront Raetommon. The quest completes as soon as you give chase to Raetommon.
Hound's Hide Mantle

**Hound's Hide Mantle** is an accessory in *Tyranny*.

## Background

This mantle of Beastman fur is an effective shield against cold winters.

It is a component of the Nightwalker's Boots.

## Location

* Need to be Affiliated with the Chorus. Go to Halfgate / Plainsgate and talk to the Chorus leader there, Misery. Go through her dialogue options and she'll tell you about a beastman, Rending-Hound. Tell her you'll put the fear of Kyros into him. Then you'll start Kill the Beast, to go and find the elusive hound. Near the end of the quest you can kill him or let him go. Kill him and he drops the mantle. There's no way to get it without killing him.
Frozen Shackle

### Effect

**Frozen Burst**: When critically hit, deal 16-24 Frost damage to enemies in 2.5m radius.

## Technical

### Id

ACC\_UNIQUE\_FrozenShackle

**Frozen Shackle** is an accessory in *Tyranny*.

## Background

Frozen Shackles are an impediment made for short-term prisoners. The cold air and volatile magic in their forging are intended as deterrents for notably cruel guards.

## Location

* Lethian's Crossing: Found upstream, in a hidden alcove.
Incomplete Charcoal Rubbing (Dawning Spire)

**Incomplete Charcoal Rubbing (Dawning Spire)** is an item in *Tyranny*.

A rubbing obtained from the rune relief in Howling Rock runic hall. This is the only available rubbing for Dawning Spire.

## Description

A portion of an unknown sigil has been recorded on this scroll. The charcoal imprint is rough and incomplete, leaving out the full design a mystery for now.
Gnashing Nils

**Gnashing Nils** is a character in *Tyranny*.

## Background

Member of a gang who just offed its own leader, Vile Arsen. The four agreed to off their boss and split the spoils four ways, as they've watching him stash away entire bags of jewels and cartfuls of rings after Azure crumbled. They're entitled to it, given that the bastard refused to give them their share after they hauled the loot for him, and even beat two of them for fun.

## Interactions

### Other interactions

* This is an adjudication opportunity. The hordesmen want you to rule how the loot should be split (Subterfuge 29 helps in making them truthful).
* They explain the situation as this:
	+ Requiem suggested the plan. After Gin distracted Arsen, she was responsible for stabbing him after hiding in the straw bedding.
	+ Calamity Gin was responsible for distracting Arsen, brewing a fine hooch and then getting him out of his armor as she distracted him further.
	+ Chaos was responsible for killing Arsen after Requiem stabbed him, delivering the coup de grace as he crawled out of the tent. He dismembered his body and scattered it across the camp, between the fighting pit, latrines, and a hungry beastman.
	+ Gnashing Nils was the designated victim, tortured by Vile Arsen endlessly.
* There are several resolutions:
	+ Majority goes to Nils as recompense for her suffering, remainder evenly split.→
	+ Half the shares to Requiem for organizing the mutiny, the remainder in your pocket. You receive 300 rings (  3 ). →
	+ Half the shares to Calamity for distracting Arsen, the rest split evenly. You get jack.
	+ All assigned to Chaos, for carrying the burden of punishment and in recognition of his work. You receive 300 rings (  3 ) for making this ruling.
	+ Split the cache evenly.→
	+ Destroy the cache as the cause of the squabble.→
Inventory

Every character has 6 wearable equipment slots: Head, Chest, Gloves, Feet, and two Accessory slots. Each item equipped in one of these slots benefits the character in several ways, including Armor, Deflection, and bonuses to certain skills.

## Classification

Equippable items fit into different broad categories: Cloth, Leather, Bronze, and Iron. Each of these provide different benefits. Some Talents require a character to have a certain type of item equipped before they will activate, such as requiring that a character wear only Light armor (Cloth or Leather).

In addition, characters have several Quick Item slots for consumables. These slots represent the food, potions, and other substances the character has at the top of their pack. These are the consumable items a character can use during combat. The Bandolier talent upgrades the number of Quick Item slots every character has access to.

## Accessories

Every character has two slots dedicated to wearing Accessory items. These items are not visible on the character, but provide bonuses while equipped. Many Accessories are magical items that increase a character's Attributes, skills, or defenses.

## Quality

Items in Tyranny have one of five Quality ratings: Common, Fine, Superior, Exquisite, and Masterwork. As an item's quality rating improves, so do its effects. Weapons deal more damage, Armor becomes more protective, etc. Item quality can be improved with the Forge upgrade.

Items of Common, Fine, and Superior Quality can be found on the bodies of enemies or in stores throughout Tyranny. Some locked chests will contain the occasional Exquisite item. The only way to obtain a Masterwork item is to improve it yourself.

## Weapon sets

Every character has up to four Weapon Sets they can swap between during combat. All characters start with two Weapon Sets available. The Abundant Arms Talent allows all party members to access additional Weapon Sets.
Each Weapon Set requires a Primary Weapon. If that Primary Weapon is Two Handed (e.g. large swords or maces, a magic staff, or a bow), then no additional items can be added to the Weapon Set. If the Primary Weapon is One Handed (e.g. small swords, daggers, or thrown javelins) then a Secondary Item can be added to the Weapon Set (e.g. a shield or a second One Handed weapon).

Shields are Off-hand weapons, meaning they can only be equipped in the Secondary slot within a Weapon Set. Characters can swap between Weapon Sets during combat, but will incur a Recovery Penalty for doing so.
Fused Iron Armor

**Fused Iron Armor** is an item of equipment in *Tyranny*.

## Background

Barik's iron shell is a disorderly fusion of rusted scrap from at least a hundred warped breastplates and twice as many swords.
That this heap of lethal garbage fused around Barik's torso in a rough approximation of armor without destroying him in the process is either a remarkable coincidence or an arcane achievement beyond the comprehension of any smithy. Aside from the omnipresent stench of oil and rust, the reek of a long-unwashed body and pools of stagnant bodily fluids oppress the air around Barik.

Barik's armor is a hideous amalgamation of once-fine iron suits, long since rusted and fused together. There is no telling how many pieces of war-torn scrap contributed to this mighty gear, or how many layers it comprises. Any evident buckles or straps that would permit removal are missing.
Patterns of spikes among the shoulders and elbows, bent into some crude alignment, contribute to the suit's battle-readiness and intimidation. The smell wafting from between plates suggests it has been worn for some time.
Heart of Havoc

**Heart of Havoc** is an item in *Bastard's Wound*.

## Description

You gathered this pulsing, nigh-ethereal dusting of crystalized energy from the scattered remains of the Havoc in Bastard's Wound. When kept close, you can almost make out the whispering 'song' of that Bane on the edge of hearing. Its constant hum keeps you focused and awake, but leaves you distracted from attacks you might otherwise seen coming.

## Location

*This article is a stub. You can help Tyranny Wiki by expanding it.*
Gore-Claw's Tanned Hide

**Gore-Claw's Tanned Hide** is an item in *Tales from the Tiers*.

## Description

Those furriers with the stomach (or apathy) to work the thick, oft-scarred hides of Beastmen find it difficult to bend to their craft. The reward, they avow, more than compensates for the trouble, claiming that Beast hide combines rugged protection with unparalleled flexibility.

Despite these assertions, Beast hide armor remains unpopular among actual warriors, probably due to its tendency to attract the fangs and claws of living Beastmen.

## Location

Aster and the Beasts random encounter within Haven region (*Tales from the Tiers*)

- MUST choose option to kill the Beastmen load bearers. Selecting other options do not result in Aster offering use of his shop.
Helm of the First Regent

### Effect

**Adaptive**: On weapon critical hit, +5 Quickness and Finesse for allies in a 5m radius for 20s

### Ability

Bend the Knee: Release a wave of energy in an area around you that reduces Endurance and Will defenses.

## Technical

### Id

ART\_Bronze\_HelmOfTheFirstRegent

**Helm of the First Regent** is an artifact in *Tyranny*.

## Background

This ceremonial helm was worn by the First Regent, leader of the Realm of Stalwart.

The long line of previous owners were necessarily men and women of unsurpassed prowess and nobility. Even so, many of the Regents were territorial and covetous when it came to their position within the hierarchy. The long bloodline of Regents is inscribed under the helmet's dome - rendered in a combination of runes and crude drawings. Whole branches have been crudely scratched out, suggesting that the helm has fallen into deceptive or unworthy hands on multiple occasions.

## Location

* Rust Canyons: Located at the far north of the map, in the center. Just north of "The Junkyard" map marker. Available only if the Fatebinder delivered the Edict of Storms without any warning to Stalwart. You need to first receive the Map to the Helm of the First Regent from Elia at the end of That Which Remains.
Forge-Bound Mastersmith

**Forge-Bound Mastersmith** is a character in *Tyranny*.

## Background

Veteran members of the Forge-Bound, Mastersmiths have a wealth of knowledge working metals and the earth... And by extension, magic and the ability to protect themselves from others. They are typically supporting Disfavored operations with their Lightning and Stone spells.
Glaring silently

ಠ\_ಠ

*The Wiki glares at you silently.*
**Glaring silently** is one of the most fundamental gameplay elements in *Tyranny*. As the Fatebinder, you can respond to the chaos around you with a withering stare, capable of wearing down the fiercest of opponents.

## Usage

ಠ\_ಠ

ಠ\_ಠ

ಠ\_ಠ

ಠ\_ಠ

ಠ\_ಠ

* Fine. Glaring silently is a common dialogue option, allowing you to maintain impartiality in the face of insanity. It's usually coded as a neutral option that doesn't add Loyalty, Fear, Favor, or Wrath with factions and characters. However:
	+ Glaring at Lantry frequently adds to his Fear, especially if he's interviewing you after breaking Edicts. Verse isn't big on glaring either, but Eb is amused - and will eventually try to replicate your method of intimidation.
* Using it frequently will cause Tunon to ask you about your choice of silence during Final Judgment.
	+ *"In my dispensation of justice, I find it most useful to let others do the talking while I observe and allow them to incriminate themselves." → "That is... a better justification than I had suspected. Thank you for satisfying my curiosity."*
	+ *"I'm the strong, quiet type." → "Do you think that humor will spare you my justice, Fatebinder? I think not."*
	+ *[Say nothing.] → "I don't know why I expected any different."*
* Besides glaring, you sometimes have the option to just "remain" silent.
Gambler's Treads

**Gambler's Treads** is an item of equipment in *Tyranny*.

## Background

These boots take some getting used to. The comfortable fit allows for speedy maneuvering, but they tend to shrink and harden after blood pools down the wearer's legs.

## Location

* Plainsgate: Hidden in a barrel on the roof of the building Grayson leans against.
Hierarch's Robes

### Ability

Aspect of Nightmares: Draw forth the form of a horrifying mask of energy. All enemies within a cone become Terrified. Duration of the Terrified affliction scales with Renown.

## Technical

### Id

ART\_Cloth\_Armor\_HeirarchsRobes

**Hierarch's Robes** is an artifact in *Tyranny*.

## Background

The Forge-Bound initially conceived of the Hierarch's Robes as a means of protecting their smiths from the dangers of conjured flame.

Weaving together fragments of cloth from disparate mage guilds produced a result altogether more useful than they could have imagined: a protective garment that combines the tolerances of otherwise distinct arcane traditions.
Robes like these were similarly assembled by Ponto the Agglomerate, a resentful mage who had been rejected by most of the major guilds and thought himself superior to the arcane establishment. He set off into the wilderness with the aim of founding his own course of study, and was not seen for many years. He later reappeared while breaking into the chambers of Mage Guild elders, cutting at their robes and murdering those who caught him in the frenzied act.

The legalities of his "research" were put into question. Some argued that the right of Magician's Folly protected Ponto from punishment, but Kyros' Peace was also to be upheld. In the end, a coterie of apprentices from disparate Guilds assembled at Ponto's last known hiding spot and "accidentally" bombarded it with arcane force, within their rights destroying all but a few ragged strips of cloth.

## Location

* Manufactured at a Forge after researching Plans: Hierarch's Robes.
Heavy Keystone

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

## Description

A faintly-glowing sigil has been carved into this small, weathered shard.
Stones like this are not uncommon in the Oldwalls, and often fit as keystones into larger structures. Despite its size, this stone is surprisingly heavy.

## Use

* A Breach Between Worlds: Found at Blade Grave Oldwalls - West in the chest upstairs.
Gut-Seeker

**Gut-Seeker** is a weapon in *Tyranny*.

## Background

The hook of this weapon has seen the most evident use, likely from repeated instances of drawing Gut-Seeker up from a victim's bowels and catching on the lower ribcage.

In spite of its weathered appearance, the blade has been sharpened and maintained with a keener edge than most Scarlet Chorus weapons can boast.
High as the Mountain Spire

### Desc.

Share an uncomfortable moment with a party of four or more (Sirin doesn't count).

**High as the Mountain Spire** is one of the Achievements in *Bastard's Wound*.

## Tips

After completing Annal Sects, interact with the berry bush a second time with a full party. Do not bring Sirin along. Dont bring Kills either, as it will unequip her artifact.

## See also

* Achievements
* Bastard's Wound achievements
Free Cities

The **Free Cities** were the third major faction in The Tiers. Save for the independence from the Younger Realms, the Free Cities were largely an oxymoron, politically aligned through mutual hatred of other realms, rather than any actual love of liberty.

## Background

The Ladies and Lords of the coastal realm of Haven are known to spend as much energy fighting each other as they do the other realms. In recent generations, many of the coastal cities rebelled and became known as the Free Cities, lawless dots along the coast. The majority of the realm’s political and economic might resided within them, and by the time of Kyros’ conquest of the Tiers, all major coastal powers had declared independence. This left Haven with an ambiguous ruling structure that could not simultaneously weather political infighting and armed conflict, granting Kyros’ forces an easy victory.

Sunder and other coastal cities to the east were a notable exception. They sparred bitterly with Stalwart, notable engagements including the Battle of Nineth's Gorge of 253 TR, when they attempted to seize territory by destroying an enemy force in an ambush with boiling pitch in the eponymous gorge (prevented by recon and commissioning a shield that protected the troops passing through the gorge single file). Another was the separation of Sunder in 347 TR, in a treaty that stipulated that Stalwart *did not lose a civil war*. Another was the Battle of Quelling Field of 398, when the mercenary army advancing on Stalwart's farmlands and nearly winning the day was repulsed by the Dauntless and the wave of patriotic cheer it inspired, sending the mercenary army into retreat.

By 431, there are three Free Cities remaining - Last Harbor, Spiral's Maw, and Baris-in-Chains. The first and strongest of the Free Cities was the Setting Sun, which Kyros crushed in 429 with the Edict of Tumult. After that, the remaining Free Cities were quick to surrender.

## Free Cities

Extant
* Last Harbor
* Spiral's Maw
* Baris-in-Chains
* Ardent

Defunct
* Setting-Sun
* Sunder

## References

1. ↑ Eb: *"There is little 'free' about the Free Cities save for their independence from the Younger Realms. They are not physically adjacent, but rather, politically allied by their shared hatred of the other realms."*
2. ↑ Encyclopedia.
3. ↑ Lore: "In a treaty that ended with the firm stipulation that Sunder chose to leave and that Stalwart did not lose a civil war, the Free City of Sunder marks 347 TR as its year of independence."
4. ↑ Dauntless
5. ↑ Fatebinder Rhogalus
Harm's Way

**Harm's Way** is a weapon in *Tyranny*.

## Background

This needle-sharp dagger twitches, as if longing to sate a hunger for blood.

## Location

* Rust Canyons: A small camp is located in the north-eastern corner. To dislodge the boulder, you need the Sturdy Metal Pole or 35 Athletics. The locked chest inside contains Harm's Way.
Guardian's Return

**Guardian's Return** is a quest in *Tyranny*.

## Synopsis

The Bronze Brotherhood have staged a raid on Lethian's Crossing. Help drive them from the settlement.

## Walkthrough

* The quest has a minor variation depending on who holds the crossing. If the Brotherhood does, a member will approach you pleading for help (you can attack to claim the settlement) and later you will witness Raetommon killing Ring-Dropper Ceratha in the Moonrise Market. You also won't fight any Brotherhood members until the last group of four. Otherwise:
* Straightforward. Sweep through the Crossing and kill the Bronze Brotherhood members. There are two groups in each district, for a total of about 12 fighters (excluding the ones who attack you at the exit from the oldwalls). Saber, the commander on the attack, is in the Moonrise district, ground level.
* After disposing of them, go to Eldian's House to check on Eldian. You'll see Raetommon flee. With Athletics 55 you can throw a rock at him. Otherwise, make a rude gesture or *glare silently*.
* Give chase. You'll find him holding Zdenya hostage. He'll flee, using his men to delay you. Go back to Eldian to unlock Twin Rivers and Deserter's March and start In the Shadow of the Oldwalls.
Fragment of Cairn's Heart

**Fragment of Cairn's Heart** is an accessory in *Tyranny*.

## Background

This piece of Cairn's heart squirms and pulses with irregular jerking motions.

## Location

* Howling Rock: Harvested from Cairn's body once the Edict is lifted. Can be turned into the Staff of Cairn (artifact weapon) or into the Reforged Heart of Cairn at the Forge.
Gulfglow Oldwalls

**Gulfglow Oldwalls** is a location in *Tyranny*.

## Background

The deep chasms along the Stone Sea's northern border mark the extent of the Edict of Stone's reach. Gulfglow is a well-known part of this border, both due to its proximity to the Aurora Spire and the abundance of Azurelith emerging from the rock. Travelers claim that, when the sun is directly overhead, you can see the shimmer of a thousand Azurelith crystals cascading down into the depths below. It has since come under Beastmen control, and is widely avoided.

## Points of interest

* Welcome to northwestern Azure. Head forward to meet Lycon and Basilon.
* Head eastwards, over the walkways. The central plateau has a locked chest with Longclaw's Rage.
* Approach the entrance to the Spire. You can get through the beasts by snarling at them. The locked chest by the door contains the Broken Maw.
* You can climb down the cliff face in front of the runic hall with Athletics 63 to gather some azurelith and assorted loot.
	+ If you didn't visit the Stone Sea in Act II (only possible in the Rebel path), and came to Gulfglow only to unlock the Aurora Spire in Act III, the area will be littered with Disfavored and Beastmen corpses.

## Interactions

The Earthshakers and the Stonestalkers are in a standoff over Azurelith harvesting.

## Characters

* Lycon
* Basilon

## Loot

* Longclaw's Rage: In a locked box on the central plateau.
* Broken Maw: The locked chest by the entrance to the runic hall.
Hyacine

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

## Background

You see a tall figure with a patchwork sash of animal pelts slung across her shoulder. The skin on her sunburnt face melds with a pair of naturally-flushed, freckled cheeks. She speaks energetically to two nearby villagers, animated in her depiction of a recent hunt.
Iron Marshal's heirloom blade

## Bonuses

### Bonus

*Freezing*: On critical hit, freeze foe for 5.8s if in 6m range and fails Parry check
*Rending*: On critical hit, target suffers -1 Armor

## Technical

### ID

WPN\_UNIQUE\_2H\_IR\_Sword\_GrandmothersHeirloomBlade

**Iron Marshal's heirloom blade** is a weapon in *Tyranny*.

## Background

This ornate blade shines with blue-white radiance and gives off fingers of departing steam.
In Pursuit of Cairn

**In Pursuit of Cairn** is a quest in *Tyranny*.

## Synopsis

The way to Cairn has been opened and the Scarlet Chorus can proceed to Howling Rock. There, Cairn can be destroyed and the Edict of Stone ended once and for all.

## Walkthrough

* Travel to Howling Rock in order to uncover the final resting place of Cairn's remains.
* Cairn is currently surrounded by a guild of Earthshakers. Scout their compound to find a way inside.
* You can't jump over the gap, so it's time for a little bit of subtlety. Head south-east to the palisade and examine it. Rolo will recall a bad story of how he got sprayed by a Beastwoman with musk (don't ask). He will also share that Basilon has a staff of pure Azurelith that can be used to access the camp.
* Relay your findings to Octave on using a Shard of Pure Azurelith to infiltrate the Earthshaker compound.
* Find the Earthshaker commander. If you resolved the stalemate peacefully or killed Basilon, you already have it. Use it to enter the compound.
* The Earthshakers are performing a ritual. Stop it by breaking the staves embedded in the Azurelith lodes throughout Howling Rock. Oh, and do slaughter everyone who stands in your way, including Radix Ironcore and Caedis (if you did not kill him in Battle at Jagged Maw Shrine). Simply interact with the staves to destroy them.
	+ If, during Battle at Jagged Maw Shrine, you impaled Caedis using his own sword, you can use his head to taunt Radix.
* Approach Cairn and destroy him.
* Talk to Octave, then harvest a piece of him (Cairn, not Octave) to empower yourself.
* Return to Nerat.
From the Shadows (Achievement)

**From the Shadows** is one of the Achievements in the game Tyranny.

## Unlocking

* Complete The Final Hunt quest before confronting Tunon the Adjudicator.
* Travel to Tunon's Court to start your trial. If you attack Tunon the Adjudicator or are found guilty, Bleden Mark will appear to support you, granting you the achievement.
Heartseeker

**Heartseeker** is a Artifact ability talent in *Tyranny*.

## Description

Fire a bouncing bolt of energy. Each enemy that is hit takes Piercing damage and transfers health to the wielder. Affected foes will also have their Might, Quickness, and Vitality reduced for the remainder of combat. Amount of health transferred scales with Heart's Blood's Renown.
Hieronymus

**Hieronymus** is a character in *Tyranny*.

## Background

Journeyman of the School of Ink and Quill, graduate of Gavers Crane and scribe responsible for bounding seventeen tomes. Head of the Sage's Guild expedition supporting the Unbroken, Hieronymus essentially muscled his way into Gregos' excursion, citing common interests in ancient arcana.

## Interactions

### Quests

* A Breach Between Worlds: Hieronymus provides background for the Steadfast Insignia. He also introduces the Stones of Elucidation, which leads to...
* The Stones of Elucidation: He wants you to retrieve two Stones for him.
* Language of the Ancients: He has a codex which is required by Acalia.
Ignatia

**Ignatia** is a character in *Tyranny*.

## Background

A nasty Blood Chanter who has been flooding the Court of Fatebinders with formal requests, demanding that your activation of the Spires be investigated for potential violations of the Forbidden Knowledge law - and more importantly, alleged withholding of information from Kyros' mages that would be instrumental to the war effort.

## Interactions

### Quests

Ignatia believes she and the Blood Chanters are *entitled* to any weapon that might aid Kyros - i.e. your Spires and anything in them. Her request is to teach the Blood Chanters in your ways, a reasonable request that didn't really need a formal inquiry request.

You can allow for it, gaining →.
Let her go for devotion.→, →
Or have her punished:

* Taking 200 rings, burning on a pyre gives →, →.
* Choosing Nunoval's discretion gives →
Iron Guard

**Iron Guard** is a Disfavored unit in *Tyranny*.

## Background

The Iron Guard is the Disfavored high command, an inner circle of commanders hand-picked by Graven Ashe for lifelong service, tactical brilliance, or true dedication to the craft of personal combat. The Iron Guard act as Graven Ashe's chief advisors when the Archon is present, and when he is absent, they speak with his direct authority.

Even the youngest Iron Guard has years of training and the finest iron the Forge-Bound mage-smiths can create - making these elite commanders nearly unrivaled on the field of battle. These senior leaders are expected to lead from the front of the phalanx - it said that the Iron Guard fear only one thing: dying in their beds instead of in battle.
Infested Oldwalls

A Daunting Path (Rebels)

**Infested Oldwalls** is a location in *Tyranny*. It is unlocked if you talk to Irentis about recovering the Dauntless (Rebel path) or take Irentis' Notes from his corpse (non-Rebel paths).

## Background

This stretch of Oldwalls is full of heavily-scarred terrain and is said to be overrun with Bane. Allegedly, it is the current resting place of Dauntless, legendary sword of the Unbroken.

## Points of interest

* Plenty of Bane here. Head forward and clear them out and loot the bodies. Draw them out in groups, rather than all at once. There are two Malice and three Scourges in total.
* Claim the Dauntless from the rock.

## Loot

* Scarlet Notebook
* Dauntless
Imperator's Oldwalls Regalia

**Imperator's Oldwalls Regalia** is an item in *Bastard's Wound*.

## Description

A popular legend of the Tiers ridicules Imperator Thesanax, a likely-mythic northern warlord who swore the invisible armor he purchased from an adventurous raider of the Oldwalls could protect him from any and all harm. Those who suggested he had been swindled were publically fed to sharks.
While Thesanax may never have existed, this armor certainly does. Probably.
Momentum Gauntlets

**Multi-Strike**: On critical hit, deal an additional 0.5x primary weapon damage to target

## Technical

### Id

Leather\_GLOVE\_Rare

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

## Background

The palms of these gauntlets are smooth and pliable, allowing the heft of any weapon to slip with ease, such as the stroke of an axe or raising of a hammer. A successful attack seamlessly opens the way for a rapid follow-up.

## Location

* Random spawn in hidden and/or locked containers. Each container is in a fixed location, but contents are random.
Fort Squander

**Fort Squander** is a location in *Bastard's Wound*.

## Background

Located at the confluence of three realms, this noisome fortress would seem situated in a tactically strategic position - if any major roads passed near it. After the first fall of Vendrien's Well, the Disfavored left only a token garrison, who were slaughtered by the crimson horde when hostilities engulfed the two armies.

## Points of interest

* The area is dominated by the fort. You enter from the east and the entrance is just ahead. Verse will pipe up and mention how she doesn't like the lack of troops, but nonetheless encourage you to move in.
* Fighting through the modest skeleton crew at the entrance, you need to move clockwise through the fort to the center, where Catorius lays in wait.
Horde

**Horde**s are a Scarlet Chorus unit in *Tyranny*.

## Background

The unwashed, undisciplined, unskilled masses of the Scarlet Chorus are known as the Horde. The only advantage these "soldiers" possess is their overwhelming numbers.

When the Scarlet Chorus conquers a town or village, a ritual known as the 'culling' is held. Every able-bodied man, woman, and sometimes child, is forced to fight their families and neighbors to the death. Only those brutal enough to kill their loved ones will survive to join the Horde, where they're given a chance to earn a name, a weapon, and some semblance of a future.
Hood of the rixatrix

**Hood of the rixatrix** is an item in *Bastard's Wound*.

## Description

This hood belonged to a sorceress charged as a rixatrix - the crime of being a quarrelsome woman often used to harass and torture mages with no counterpart under Kyros' laws - in the Bastard Tier almost a century ago. When the local lawmen came to apprehend her, they encountered instead a porcine surprise the mage had prepared for them. By the time they'd recovered their senses, only this weathered hood remained of the witch they sought.
Incomplete Charcoal Rubbing (Aurora Spire)

**Incomplete Charcoal Rubbing (Aurora Spire)** is an item in *Tyranny*.

A rubbing obtained by collecting several partial rubbing notes. As more notes are collected, the rubbing is made more complete.

## Description

A portion of an unknown sigil has been recorded on this scroll. The charcoal imprint is rough and incomplete, leaving out the full design a mystery for now.

## Location

* Strange Charcoal Rubbing can be purchased from Irene at Halfgate.
* Another Charcoal Rubbing is in Stone Down Gorge.
* Rune relief on the wall of Gulfglow runic hall under the Spire itself.

## Gallery

* The rubbing after obtaining the first note
* The rubbing after obtaining the second note
* The rubbing after obtaining the third and final note