recursal/Fanatic-Fandom huggingface dataset:
Tyranny setting

*Tyranny* features a new and original setting. The world of Terratus is unique in many ways.

## People

Literacy is rare in the north. It is uncommon in the Tiers, but the nobility of the Younger Realms have taught literacy to the firstborn noble for centuries. Now, many of these disenfranchised nobles have fallen in with the uprising, and they rely on written messages - knowing most of Kyros' forces will be unable to decipher the contents.

## Magic

While every guild or school of magic will ascribe different names to the theory, all mages inevitably stumble upon an inescapable fact - only the Archons can will magic into being, everyone else can only cast magic by invoking the sigil of an Archon that has come before. None knows how the Archons do their magic (it seems to be different with each Archon), but theory suggests that once an Archon starts to invoke their powers, anyone else who comes after that Archon could (with the proper knowledge) tap into that power with the proper sigil and know-how.

This observed law has given rise to a common question from young students: could one guess at a sigil of an Archon not yet born (or not remembered by history, or simply unknown to the caster) and successfully cast a spell? Experienced mystics would tell you this is impossible, for they know that it's not enough to just mimic the gestures of a sigil - one must have willful, conscious knowledge of the Archon and the intended power being channeled.

## Customs

### Universal

* The Blue Flag is a symbol of diplomacy and truce recognized across most of the known world - and it is a custom the Tiersmen hold dear. To harm another person under the auspices of a Blue Flag is a grave offense - in both the Tiers and in Kyros's Empire, the customary punishment is death.

### The Tiers

* The Five Wives is the name for both the historic landfall of seafaring human settlers on the Tiers, as well as the name for the archipelago where the first (now largely abandoned) settlements were founded. In centuries past, the historic event was known more properly as "The Five Wives and the Seven Husbands" for as the story goes, seven ships made landfall, and after two seasons of difficult living, the seven husbands got back on their boats and see what else was nearby; all eventually perished. Many suggest this is just a parable used to explain the gender roles of land ownership and admiralty in the Tiers, but the nobility take the origin story quite seriously, and nearly every noble house in the Tiers has a family mythology linking them back to these five fabled matriarchs.
Two-handed weapons

Weapons that use the **Two-Handed Weapons** skill aren't subtle. They're designed to hit hard and win through raw damage.

## Features

* Melee weapons are generally divided into two basic types: Bronze and iron weapons. Bronze weapons are faster and more accurate, while iron weapons pierce armor easily.
* Every weapon type deals a specific kind of damage.

## List of weapons

### Greatswords

Greatswwords deal *Slash* or *Pierce* damage, whichever would be highest. This category also includes uncommon weapons, like the falx.

#### Rare

 Silvercore(*Tales from the Tiers*) | 14-18

### Greatspears

Greatspears deal *Pierce* damage at range

#### Unique

 Maric's Blackened Spear | 15-22
 Sky Piercer | 19-27
Tyranny

***Tyranny*** is a game developed by Obsidian Entertainment and published by Paradox Interactive. It was released on November 10, 2016 on Microsoft Windows, OS X, and Linux.

There are three additional packs available for purchase: Tyranny portrait pack, Tales from the Tiers, and Bastard's Wound.

## Description

In *Tyranny*, the grand war between good and evil is over – and the forces of evil, led by Kyros the Overlord, have won. The Overlord's merciless armies dominate the face of the world, and its denizens must find their new roles within the war-torn realm... even as discord begins to rumble among the ranks of Kyros' most powerful Archons.

Players will experience the new world order under the Overlord in a reactive role-playing game (RPG), interacting with the populace as a powerful Fatebinder in the Overlord's forces -- roaming the lands to inspire loyalty or fear as they bring control to the last holdouts of the Tiers.

## Features

* Branching, unique stories in an original setting: The battle between good and evil has already taken place, and evil stands victorious
* Choices matter – make world-altering decisions with far-reaching consequence: As a Fatebinder in the Overlord's army you wield a vast amount of power in the occupied lands of the Tiers. Will you use that to inspire stability and loyalty, will you be feared, or will you seek your own power?
* Challenging, classic RPG combat: Tactical real-time-with-pause combat with new party-driven mechanics and modern presentation
* A rich original setting: Not just another "hero's journey" -- *Tyranny* turns the archetypal RPG story on its head and allows players to explore a new take on good and evil

## Requirements

* Processor: Intel Core i5 @ 2.9 GHz
* Memory: 6 GB RAM
* Graphics: Radeon HD 6950m with 1GB VRAM
* Storage: 15 GB available space
* Processor: Intel Core i5 @ 2.9 GHz
* Memory: 8 GB RAM
* Graphics: AMD R9 390m or NVIDIA GeForce GTX 750m
 SteamOS + Linux | * + OS: 14.04 LTS
* Processor: Intel Core 2 Quad Q9505 @ 2.80 GHz / AMD Athlon II X4 840 @ 3.10 GHz
* Memory: 6 GB RAM
* Graphics: ATI Radeon HD 5770 or NVIDIA GeForce GTS450 with 1GB VRAM
* Storage: 15 GB available space

(Processor: Intel Core i3-2100 @ 3.10 GHz / AMD Phenom II X4 955 @ 3.10 GHz
* Memory: 8 GB RAM
* Graphics: Radeon HD 6850 or NVIDIA GeForce GTX 560 with 1GB VRAM
 Windows | * OS: Windows 7 64-bit or newer
* Processor: Intel Core 2 Quad Q9505 @ 2.80 GHz / AMD Athlon II X4 840 @ 3.10 GHz
* Memory: 6 GB RAM
* Graphics: ATI Radeon HD 5770 or NVIDIA GeForce GTS450 with 1GB VRAM
* Storage: 15 GB available space
* Sound Card: DirectX Compatible Sound Card
* Processor: Intel Core i3-2100 @ 3.10 GHz / AMD Phenom II X4 955 @ 3.10 GHz
* Memory: 8 GB RAM
* Graphics: Radeon HD 6850 or NVIDIA GeForce GTX 560 with 1GB VRAM
* Storage: 15 GB available space
* Sound Card: DirectX Compatible Sound Card

## Gallery

Screenshots

Concept art

## External links

* Official site
* Steam
Tidecaster's Boots

**Tidecaster's Boots** is an item of equipment in *Tyranny*.

## Background

Eb wears lightweight sandals wrapped high along the leg with a series of ornate rope ties. The open-foot is designed is intended for nautical work, were closed boots would quickly become water-logged and rank. Properly tying these sandals is a labor-intensive ordeal, but this is an intentional feature of the fashion - a daily chance to practice one's speed and finesse in tying knots.
Vitus

**Vitus** is a character in *Tyranny*. He only appears if the Crossing is entered without slaughtering the Disfavored garrison.

## Background

A Disfavored soldier, currently feuding with Cressina over responsibility for the death of her Beastman.

## Interactions

### Fatebinder Time

* The situation: Cressina left Out-of-the-Way for a moment to fetch more gear from the Forge. Exiting it, she heard mocking and jeering, which turned to screams. She arrived at the scene only to see Vitus run the beast through. Vitus claims that the beast was a danger to the townspeople, as when he arrived at the scene she was already in fury and killed a townsperson. Cressina argues that she only lashed out because she was provoked.
	+ You can rule in Cressina's favor, ordering Vitus to pay up.
	+ You can rule in Vitus' favor, stipulating that no payment is actually necessary.
	+ Or you can declare both wrong, and have Cressina go without payment and Vitus arrange shipments to the Forge to compensate for lost income.
Tippler

**Tippler** is a character in *Tyranny*. She only appears if:

* the Crossing is entered without slaughtering the Scarlet Chorus garrison;
* Blood and Bronze is completed.

## Background

A Chorus fighter, currently engaged in a rather amusing drinking contest with Jag.

## Interactions

### Fatebinder Time

* The situation: Jag and Tippler want to settle a long-standing rivalry between them, namely who has the stronger head. Problem is, they don't have an impartial judge who can determine who's left standing. You can participate and:
	+ Have them drink and declare Jag as the winner.
	+ Declare Tippler as the winner, against evidence.
	+ Declare whomever gives you the most money as the winner.
	+ Tell both of them to sod off and stop wasting your time.

### Companion comments

Your companions offer their feedback on the matter, notable comments preserved below for posterity

* Barik (if you adjudicate): *"You bring such dignity to the court, Fatebinder. I'm sure that Tunon would say as much if he was here." Barik shakes his head in utter disappointment.*
* Eb (if you adjudicate): *"If only you spent more of your time in cases like these, deciding the shit that really, truly matters." Eb nods with a smile. "Oh I know it's a silly use of your time, but you certainly made these fools happy - and it's not often your role as a Fatebinder lets you spread good cheer."*
* Lantry (if you do adjudicate): *"Noted for the ages," Lantry declares with an exasperated sigh, "this... amazing contest will haunt, or rather grace the Chronicle for all time to come." With a shake of the head, Lantry finishes the last of his quill strokes, completing his minutes of the now-legendary drinking battle.*
* Eb (if you refuse to adjudicate): *"Well that's no fun. First we judge their drinking contest, then we suggest a wet pantaloons contest - and of course offer to adjudicate THAT..." Eb throws up her hands in exaggerated frustration. "This proper exercise of justice is entirely unsatisfying."*
* Lantry (same): *"Would you trouble Kyros for recipe advice? Would you hassle the Voices of Nerat for tips on milking a goat? Have some respect for authority of the Fatebinder you lousy ingrates!"*
Unraveler's Cane

**Unraveler's Cane** is a weapon in *Tyranny*.

## Background

This cane was used in ancient rites of preservation.
Mages used this cane in an age when embalming corpses seemed practical. Gray wrappings encircle the length of the old wood and have come undone after long centuries of neglect.

## Location

* Burning Library, Upper Ruins: In a hidden rubble pile in the south-east corner, opposite Bone Whittler.
Thrown Weapons

**Thrown Weapons** was a weapon skill in *Tyranny*, removed in patch 1.1.0.0023. Points in the skill were reassigned to either One-Handed Weapons or Dual Wield, depending on which skill was higher.

## Description

Determines effectiveness of ranged attacks using thrown weapons. Higher skill values lead to more accurate attacks and more critical strikes.
Titan's Blade

**Titan's Blade** is a weapon in *Tyranny*.

## Background

This sizable blade would serve its function more appropriately as a battering ram.
Titan's Blade has achieved such an unwieldy size that most would consider it a blunt object. Any damage from this imposing blade comes from the weight of its swing and a little help from gravity - not its keen edge.
Wisp

**Wisp** is a character in *Tyranny*.

## Background

Wisps are the weakest form of Bane, their form more diffuse than other types. Wisps are slow-moving, making them the easiest of the Bane to outrun. While a single Wisp can be defeated easily by a trained soldier, they are rarely found alone. Where a Wisp is found, the Scourge and Malice are not far behind.

Wisps have +100% Shock resistance and -100% Fire resistance. Burn them; if not, Malices or Havocs can consume them for healing.
Twin Rivers Oldwalls - Brotherhood Camp

**Twin Rivers Oldwalls - Brotherhood Camp** is a location in *Tyranny*.

## Background

This section of the Oldwalls was converted into a base camp for the Bronze Brotherhood.

## Points of interest

* You enter into a Brotherhood watch and are addressed almost immediately by Flatfoot Ferris. Pass through him using force of arms → or Subterfuge 57 →.
* A hidden bag in the camp between the stairs contains the Banecaller's Manteau.
* Use the torchkey on the beacon to open the door deeper into the Oldwalls. Head deeper into the area and use the purple torchkey upstairs. Use the floor switches to activate the bridges.
* If you have the Ambir Torchkey from Oldwalls Breach, you can use it downstairs to activate another floor switch. This opens a chamber with a Research: Poison Recipe item, an Emerald Pin in the chest (opening it spawns Bane)
* The lower level bridge leads to a beacon that can be activated with the purple torchkey. After fighting through the Bane, enter the opened door. In the locked container are Banetouched Gauntlets.
* To access the recessed area by the room, you need to acquire the Emir Torchkey from Raetommon first, then circle back to the area. It contains the Sigil of Strength IV.
* Follow Raetommon to Twin Rivers Oldwalls - Depths in the northwest section.

## Loot

* Banecaller's Manteau: In the hidden bag between the stairs near the entrance.
* Banetouched Gauntlets: In the locked container behind the locked door to the northwest, over the lower bridge.
* Emerald Pin: In the Ambir-locked room.
Unstoppable Force

**Unstoppable Force** is a weapon in *Tyranny*.

## Background

This hammer is dirty and unkempt, but neither quality diminishes its rugged usefulness.

Without any added flair or arcane significance, this hammer simply knocks cold what it doesn't kill. Its head is darkened with a mixture of rust and bone fragments ingrained into the metal.

## Location

* Rust Canyons: The plateau overlooking the Disfavored camp has a chest with Unstoppable Force. You can learn of its existence by saving the Disfavored prisoners in the south-eastern corner.
Truth and Reconciliation

**Truth and Reconciliation** is a quest in *Bastard's Wound*.

## Synopsis

Chronicles of the School of Ink and Quill have been hidden deep within the Bastard's Wound Oldwalls. Help Lantry find and reassemble them.

## Walkthrough

* The quest triggers automatically when talking to Mell. Bring Lantry to him and then you'll be able to search the Wound for Lexeme's Chronicles.
* They are located in the following areas (Lantry must approach the rubble, as they have been disguised by Lexeme).
	+ Bastard's Wound farm: In the pigsty. The old concealed texts in a pile of pig shit classic! This one contains a record of Lantry arguing that Kyros already conquered the tiers - with Subterfuge 61 you can point out the fresh ink where Lexeme argues that Lantry received a standing ovation, instead of being smacked in the head and told to shut up.
	+ Fractured Depths: After draining the lower level with the Lazu torchkey, reach the platform in the southeast after finding the Cymo torchkey; the Chronicle is hidden near a flight of stairs. It has plenty of information, including Kyros' Harem. You can use Lore 59 to inform Lantry what it is: Imperial champion day one, three top consorts the next day, then nine conquered heirs, then three nights of nine concubines each night, then nine nights of nine slaves each night. Simple! It's actually a thought problem to teach geometric progression to census takers and seneschals (outside the Northern Empire, of course).
	+ Darkened Hollow: Found in the locked room in the western submerged area. It's mostly a chronicle of local festivals and celebrations. You can page through it yourself and use Lore 56 or Subterfuge 61 to point out something that stands out: The festival of Nerat or pages written on fresh parchment. Lantry will be troubled by evidence of tampering in the chronicle.
	+ The Abyss: Found in the chamber just south-west of the south-center portal that leads to the Fractured Depths. This is likely the last Chronicle you'll find, as it requires the purple Tanza Torchkey to access.
* Eventually, you will find Lexeme at The Abyss. Lexeme will implore you to save her Chronicle and the writing, arguing that they present a decadent society that fell before the might of Kyros due to arrogance and hubris. She will also provide the Tanza torchkey that unlocks the southernmost floorplate (near the first teleporter) and gives you access to the last chronicle. This chronicles grain yields, Ardent Peace Accords, and even Tiersmen invoking the name of Graven Ashe to give them strength. Wait, what? Lantry will ask you to talk to Lexeme.
* She will explain her motivations and the desire to use the Chronicle to save Tiersman lives. Lantry will begrudgingly agree with that reasoning... Eventually, and Lexeme will submit to your judgement. You can execute her, spare her, or punish her by demanding she research and aid the sleepless condition. The reward is Circular Reason.
	+ Note that Lantry's dialogue here and later in Annal Sects will change depending on whether you sway him towards accepting Lexeme's amendments or reinforcing his notion that history should not be amended.
Variah Kel

**Variah Kel** is a character in *Tyranny*.

## Background

A woman in the makeshift armor of the Vendrien Guard lurches forward in agony. Her soiled, trembling legs suggest she has been forced to stand for days. Variah joined up out of folly, driven by pure passion. However, her capture by the Chorus and subsequent days-long torture resulted in a change of heart. She refuses to give up her bargaining chips, however, and just spill what she knows.

## Interactions

* Interrogating her is a part of the main quest. She professes to tell the truth, but as the Fatebinder, you know better.
	+ With Athletics 20, you can intimidate her into telling the truth.
	+ With Subterfuge 30, you can detect that she's lying.
	+ Or you can threaten to feed her to Nerat, which will crack her open.
* In any case, this will produce a ciphered missive from the body of her companion. You can then decide her fate:
	+ You can let Fifth Eye slay her for the apparent lie;
	+ Have him spare her and start an initiation rite →.
		- Make her a warrior and fight her other two comrades to the death;
		- An agent (gaining an insider) →. If the Fatebinder decides to join the rebels, she will give you a Nightwalker Coif when you next meet her at the Citadel Barracks. Otherwise, she'll help take out one opponent before being killed.
		- Or simply use her as a slave and pig chow. →.
Tunon's Court

## Maps

**Tunon's Court** is a location in *Tyranny*.

## Background

When the Bastard City fell to Kyros' armies, Tunon the Adjudicator - Archon of Justice - claimed the palace for his own. Now, Tunon's Court serves as the center of law and governance for the Tiers.

## Points of interest

* The area is centered around the terrace from which Tunon delivers his judgement. Below it lies the platform, suspended over the pit where those judged unworthy are thrown in. When you first visit, delegations from the Disfavored and the Scarlet Chorus are present, pleading their case.

## Characters

Leader
* Tunon the Adjudicator

Delegations
* Disfavored: Albetronas with Ceveus and Aurora
* Scarlet Chorus: Blood Mulch and Mocking Blaze

Fatebinders
* Fatebinder Calio
* Fatebinder Nunoval
* Fatebinder Rhogalus

Other
* Lady Lucretius
* Cordius, an accused Forge-Bound.
* Fatebinder Furia and Chuckle Bones.
Torment's Scar

**Torment's Scar** is a location in *Tyranny*.

## Background

The islands of Torment's Scar tower above the remains of one Azure's old capital, whose remnants lay at the bottom of the deep chasms that dominate the area. Scavengers and fortune-seekers have largely avoided this area, unwilling to brave the extreme depths for an uncertain payout.

## Points of interest

* The Sages and Beastwomen arguing as part of Uncommon Ground are located in the center.
Waking Death

**Waking Death** is an item in *Tyranny*.

## Description

Taken before falling unconscious, the spores of the Waking Death mushroom guarantee to revive the imbiber with a fraction of their full health.
It's common enough for a soldier to feel outclassed by a foe. When there's a chance of dropping on the battlefield, Waking Death offers a second wind of energy - albeit at a reduced capacity. The imbiber is capable of staving off unconsciousness long enough to seek aid or press a desperate attack, which can make all the difference.
Vittles

**Vittles** is a fresh Chorus recruit appearing in *Tyranny*.

## Background

Pale and wide-eyed, Walden is a fresh Scarlet Chorus conscript takes slow, deep breaths as he shuffles with nervous energy. As soon as your eyes meet his, he looks away in a panic, bowing his head and turning his body aside.

## Interactions

### Other interactions

* Before resolving the situation, you can give Vittles "some pointers"
	+ You can give Vittles 50 copper for Minor →.
	+ Strike Vittles a couple times and you can gain Minor →and some RARE Minor Bleden Mark favor.
		- Note that concluding with "Nice one, kid..." will leave other dialogue options open, while pushing with "Again." will harden Vittles, closing off dialogue.
* When talking to Vittles, you can confront Two Tooth over the boy's status. Two Tooth insists he's 15, meaning he's fit for service. The player can:
	+ Use Lore 36 to point out that Vittles did not serve in the Watch (as is the custom in the South, where all non-seafaring men have to serve in the Watch from their 15th birthday).
	+ Point out the date of birth (418). Mention that it means he's underage. You can follow up with Lore 26, pointing out that Two Tooth is responsible for Vittles' safety.
	+ Use Athletics 36.
Voice of Ages

**Voice of Ages** is a Sage talent in *Tyranny*.

## Description

Grants Lantry Hit Precision and the ability to decipher ancient languages. A useful skill for discovering new magics during travel.

## Uses of Voice of Ages

Template:This list is incomplete

Twin Rivers Oldwalls - Brotherhood Camp: Spell Sigil of Chaotic Descent

Twin Rivers Oldwalls - Depths: Spire Sigil

Oldwalls Breach - Sigil of Timeless Form III

Oldwalls Breach - Sigil of Directed Force

Oldwalls Breach - Sigil of Spellsurge
Titan's Hoof

**Titan's Hoof** is a weapon in *Tyranny*.

## Background

This hammer is wrapped in hide and made of crude materials - neither of which reduce its intimidating aspect. A direct hit would shatter more than just one's focus on their task at hand.

## Location

* Sentinel Stand: In a locked chest in the north-eastern corner, accessible during the attack on the Keep.
Training grounds

**Training grounds** is a Spire upgrade in *Tyranny*.

## Background

Constructing Training Grounds allows you to recruit the finest skill trainers in the Tiers. Once built, resting in any Spire grants a bonus to Accuracy, Athletics, and Subterfuge.

## Features

* The training grounds are ran by Trainer Rhys. The key selling point is the ability to hire master trainers for most of the skills in Tyranny.
	+ The following skills cannot be trained at the Training grounds: Lore, Magic Staff, Control Atrophy, Control Emotions, Control Fire, Control Gravelight, Control Life & Control Stone.
	+ Note that increasing skill points via training is limited per character level; once you have reached the limit for the current character level, the character has to reach the next level before you can further increase skill points by training. This means that you have to choose between improving your stronger skills for more character experience to gain a level, or brushing up on your weaker skills.
* With New Game+, you can build the grounds just before resolving The Armies in the North, allowing you to save maintenance and still improve the Fatebinder for the next playthrough.

### Recruits

* Death-Leaper: A master trainer who teaches Unarmed Combat, Dodge, and Athletics.  25
* Dream Slayer: A master trainer who teaches Dual Wield, Bows, and Subterfuge.  10
* Sage Lumosa: A master trainer who teaches Control Frost, Control Lightning, Control Force, and Control Illusions.  20
* Scar Fist: Unarmed Combat, Bows, Athletics, and Control Vigor.  20
* Selina: A master trainer who teaches One-Handed Weapons, Dual Wield and Two-Handed Weapons.  10
* Thalla: A master trainer who teaches One-Handed Weapons, Subterfuge and Parry.  25
* Torvus: A master trainer who teaches Two-Handed Weapons, Subterfuge and Parry.  20
* Verus: [Conquest] A hunter who regularly provides Hides to upgrade armor.  20
* Jagged-Claw: [Conquest] A hunter who regularly provides Hides to upgrade armor.  7  50

## Loot

* (Level II) Sigil of Piercing Strength: In a box on the left side.

## Gallery

* Sunset Spire
* Ocean Spire
* Dawning Spire
* Aurora Spire
Treasure Hunter

**Treasure Hunter** is a quest in *Tyranny*.

## Synopsis

Arason wants you to search for the Everwell, a relic of Azure that's said to never run out of ink. He believes it may be found in Stone Down.

## Walkthrough

* Head to Stone Down Gorge. Locate the waterfall in the south-west and dislodge the boulder with a metal pole or Athletics 52. Enter the drained pool to find the Everwell just near the Beastman's corpse.
* Having dredged a relic of immeasurable worth from the depths of the Stone Sea, you can pocket the treasure by selling it to Arason or shop around the Gate for a higher price. Haygren will offer to take it back to profit the whole of Plainsgate, rather than just Arason. The choice is yours. Giving it to Haygren nets you the Sky Piercer, while Arason slips you the Hermit's Walking Stick and  15 .
Zdenya

Iron and Blood
 Blood and Bronze
 Assault on the Crossing
 Guardian's Return

Forbidden Passage
 Finding a Madman
 Finders Keepers
 Crossing the Oldwalls

**Zdenya** is a character in *Tyranny*.

## Background

Zdenya turns and approaches you, her lithe body moving fluidly as she walks. She stops before you, her stance solid and sure, but you see she is standing lightly on her feet, ready to move if necessary. She never takes her eyes off of you, but you know she is acutely aware of her surroundings.

The Master of the Forge was trained at a young age to be a warrior, but never felt the calling - except when she was instructed on how to repair her gear. As she learned the fire's power to shape metal, she realized that she would be none else, but a Forge-Bound smith.

## Interactions

Iron and Blood, Blood and Bronze, Assault on the Crossing, Guardian's Return

### Quests

Disfavored
* Blades of Iron: Zdenya is the crafter of the Magebane and installs it at the Crossing.
* Iron and Blood: And is promptly taken hostage when Raetommon and his Bronzemen invade the Crossing to snatch it. She does put up a fight, giving him a black eye and a broken nose for his trouble.
* Forbidden Passage: Zdenya is found at the end of the long trek through the Oldwalls, held captive by Raetommon. Apparently, he plans to use her to rebuild Lethian's Crossing once he's done wrecking it.

Chorus
* The Symphony of the Forge: Same as "Blades of Iron"
* Blood and Bronze: Same as "Iron and Blood".
* Finding a Madman:Similar to "Forbidden Passage", with the additional development that you send her to Nerat at the end.

Rebels
* Forging an Alliance: You meet Zdenya at the Forge, but she declines to discuss any alliance plans without first dealing with the Bane at the Oldwalls. She leaves to install the Helm.
* Guardian's Return: Same as "Iron and Blood".
* Crossing the Oldwalls: Similar to "Forbidden Passage", with the additional development that you have to choose between accepting her or Welby (if you are friendly with the Bronze Brotherhood) as an ally.

Anarchist
* The Forge Master's Prize: Zdenya is confronted at the Forge, but refuses to relinquish the Helm to you without first dealing with the Bane at the Oldwalls. She leaves to install the Helm.
* Assault on the Crossing: Same as "Iron and Blood".
* Finders Keepers: Same as "Forbidden Passage", with the additional development that you can allow Raetommon to take her along after sparing him.
Two Tooth

**Two Tooth** is a character in *Tyranny*.

## Background

The hard-cut, wiry-muscled man is a gang leader like anybody else. Problem is, he has made the mistake of conscripting an underage kid into Voices of Nerat's service, against the Archon's laws.

## Interactions

### Other interactions

* When talking to Vittles, the Fatebinder can confront Two Tooth over the boy's status. Two Tooth insists he's 15, meaning he's fit for service. The player can:
	+ Use Lore 36 to point out that Vittles did not serve in the Watch (as is the custom in the South, where all non-seafaring men have to serve in the Watch from their 15th birthday).
	+ Point out the date of birth (418). Mention that it means he's underage. You can follow up with Lore 26, pointing out that Two Tooth is responsible for Vittles' safety. T
	+ Use Athletics 36.
Welcome to Ruin

**Welcome to Ruin** is a quest in Act I of *Tyranny*.

## Synopsis

You've arrived at the outskirts of Vendrien's Well, at the old remains of the Edgering Fort. Just as one of the Crescent Runners was getting you up to speed on the situation, the Vendrien Guard attacked. Help Kyros' forces fight back the rebel assault.

## Walkthrough

* The Vendrien Guard broke through the fort's defenses, and now make their way toward the valley entrance. Head them off and dispatch as many as you can. Help the Disfavored battle the Vendrien Guard.
* You fought your way through the Vendrien Guard attempting to flee the valley. Defeat the remaining enemy forces that continue to press their attack in camp.
* Head to the gorge to find Pelox Tyrel holding Commander Drastus at dagger point. At this point:
	+ Rushing Tyrel will cause him to kill the Commander → (unless you have Athletics 30 or more).
	+ If you killed the Queen during the Conquest or negotiated a peaceful settlement, you can taunt him into attacking you or persuade him into giving up the knife. In both instances, he'll be slaughtered by the Disfavored.
	+ You can chew the Disfavored out for violating the promise of safety if Tyrel gave up the knife →; you can then tell them that your honor is important to you →.
* Lastly, you'll get to decide the fate of Tarkis Demos.
	+ The Disfavored will request that he be executed by crucifixion, to act as a warning to the rest. You can later shorten his suffering by delivering the coup de grace.
	+ The Scarlet Chorus will instead ask for him to become their slave →.
* Head out the gate to complete the quest.
Unlikely Allies

**Unlikely Allies** is a quest in *Tyranny*, starting the Stone Sea rebel quest line. It is activated by choosing to recruit the Earthshakers for the rebel alliance (if you recruited the Forge-Bound) or the Stonestalker Tribe (if you recruited the Bronze Brotherhood).

## Synopsis

Your cause requires powerful allies. The Earthshakers of the Stone Sea and the Stonestalkers would be just the right fit.

## Walkthrough

* How the quest unfolds depends on which faction you recruited as the first part of your alliance (at Lethian's Crossing).
	+ If you chose Welby and the Bronze Brotherhood, you'll be sent to Stone Down Gorge to meet Hundred-Blood and her tribe.
	+ Zdenya and the Forge-Bound will instead suggest the Earthshakers and send you to Halfgate/Plainsgate to meet Isadora and start negotiations.
* Travel to the locations, wiping out the Scarlet Chorus where present. Talk to the representatives of each faction. Forging The Way (Earthshakers) or Purge the Stone Sea (Stonestalkers) starts as you jump through several hoops to secure their allegiance.
Ulantis

**Ulantis** is a character in *Tyranny*.

## Background

Ulantis is the second-in-command of the Forge at Lethian's Crossing, working under Lohara. He's the backup in case anything happens to his boss. He carries himself with an annoying air of superiority around him.

## Interactions

### Quests

Scarlet Chorus
* Secret Contracts: Ulantis is the Forge-Bound collaborator who will replace Lohara as head.
Twin Rivers Oldwalls - Depths

**Twin Rivers Oldwalls - Depths** is a location in *Tyranny*.

## Background

The depths of the Twin Rivers Oldwalls that dominate Haven.

## Points of interest

* Welcome, welcome to the depths. Loot the entrance area to find a Torn Piece of Parchment. Use the Amith Torchkey and Citrin Torchkey on the beacon, activating each of the floor plates that turn on (the northern doors opens with the Citrin, the western with the Amith).
* The room to the north contains a trap, a level 3 Sigil of Cyclical Energies (Lore 57 required), a locked chest with supplies, and a beacon that requires the Saphir Torchkey. Defeat the Malice and its support to find the Sunlance and Dying Wish.
* Down the western corridor you'll find a couple of mercenaries repulsing the Bane. Help them and they'll explain that they were left for dead by Raetommon. You can let them live→ or kill them →.
* Loot the bodies and remains. The corpse in the corner has another piece of parchment, creating the Blood Stained and Torn Pieces of Parchment. Use the Citren Torchkey on the beacon to activate the switch in the corridor.
* Further down the corridor is a locked room. Open it with the switch to find Garrick.
* Opposite his room is a plateau accessible through an extended bridge. You will find the Rho Torchkey here, on a Bronzeman corpse. Use it on the beacon.
* Grab the charcoal rubbing on the wall (Lore 58) to unlock the second component of the Spire sigil.
* The next room contains a trap, a third piece of parchment to create the Combined Parchment and a Battered Bronze Brotherhood Armor for Garrick.
* In the beacon room, use the Citren on the upper left beacon, Rho on the central, and Amith on the upper right beacon to activate the floorplate. Continue through the door, picking up the Scroll Fragment from the body and Research: Magic Sigil from the cupboard.
* Further in lies the way to Lethian's Crossing Oldwalls - Antechamber.

## Characters

* Garrick, the lost Forge-Bound apprentice

## Loot

* Sigil of Chaotic Descent: In the locked altar room in the center (requires Emir Torchkey to unlock).
Maps

**This page under development contains links to various campaigns' maps, screenshot, edited and uploaded by the community. THEY CONTAIN SPOILERS.**

**Rychart Prime**

1) Patrol Route

1.1) (optional) Kaldun: Factory Entrance

1.2) (optional) Kaldun: Factory Core North/South

2) Trench Warfare

3) Drayan Core

4) Drayan Palace

5) Extermination Protocol

**Ferarai Lance**

1a) Boarding

1b) Boarding March

2) Airlock Chambers

3) Power Relay Grid

4a) Atmo Reentry

4b) Cargo: Atmo Reentry

**Rubic 5**

1) Infiltration Site

2) Drop Shaft

3) Tunnel Complex

4) Artifact Vaults

5) Detonation Site

**Moklumnue Prime**

**Final Chapter**

3) Outer Hull

**Stratos Space Station (Epilogue)**

2) Defense Relay
Vendrien's Well Citadel

**Vendrien's Well Citadel** is a location in *Tyranny*.

## Background

This ancient fortress rests within the center of Apex's valley, its ring-shaped wall mimicking the mountains that border the nation. The Citadel has been repaired and, while understaffed, remains a formidable presence in the valley.

## Points of interest

* On the Rebel path, this will be where you can first add Eb to your party.

## Characters

Leaders
* Tarkis Arri (Vendrien Guard)
* Iron Marshal Erenyos (Disfavored)
* Fifth Eye (Scarlet Chorus)
Will

**Will** is a character in *Tyranny*.

## Background

A Bronze Brotherhood mercenary who guards the bridge over the crossing. He is found accosting Aster, a merchant from Lethian's Crossing.

## Interactions

### Dispute

* The dispute can be resolved (if you don't want to ignore it) by:
	+ Paying 50 rings for Aster.→
	+ Ordering Will to let him through. This will fail, as Aster will turn around and leave rather than pick a fight with mercs.→
	+ Ordering Aster to pay up.→
* Afterwards, he will block the way further. With Loyalty 1, Barik will offer to deal with Will. Accepting his offer will also give a Loyalty boost.→
* Will then asks you to talk to Raetommon.
	+ As long as you're not allied to the Disfavored, Raetommon will allow you to proceed to Lethian's Crossing.
Undaunted

**Undaunted** is a quest in *Tyranny*.

## Synopsis

The former kingdom of Stalwart is littered with countless ruined weapons scattered across its battered plains. Somewhere in the rusted waste of the Blade Grave lies the Dauntless, an Unbroken blade of legend. Bleden Mark said that if you were to acquire it, you will strike fear into the hearts of all who face you.

## Walkthrough

Note that if you betray the Scarlet Chorus at Trapper's Junction, you'll skip this quest.

* Travel to Sentinel Stand. Head northwest to the windwall. Defeat the Bane that attack you.
* Approach Janos on the battlements. Talk to him and he'll explain the situation, pointing you to Captain Agathon at Duskwatch.
* Approach the fort and talk to Agathon. Your only recourse is to attack, as he will refuse to surrender information of his own free will. For bonus points, break down the gates with 37 Athletics.
* Kill everyone in the fort to be able to talk to Callias. Talk to him. Osmios arrives and demands you stand down; you will be forced to kill him and his cohort.
* Interrogate Callias to learn that your next stop are the Rust Canyons and Elia.
Tidecaster's Garments

**Tidecaster's Garments** is an item of equipment in *Tyranny*.

## Background

The traditional uniform of the School of Tides involves little clothing, but rather a long, singular length of rope tied about the body in a harness - to these pragmatic casters, fashion that cannot double as a tool is dead weight. To conform to social standards of modesty, most Tidecasters prefer simple, loose-fitting affairs; with much of their time spent in travel or on deck, weighty armor and flowing garments that could snag oars are out of the question. As a sartorial minimalist, Eb wears a snug vest underneath the traditional rope harness, but leaves most her skin exposed, showcasing her body paintings.
Zotica

**Zotica** is a character in *Tyranny*.

## Background

A submissive feigning innocence, Zotica is poorly versed in the ways of the world and requires stern guidance, like a Novice Sage. Reward her for good behavior, punish for whatever transgressions she makes, and don't forget to pay Mistress Sophia on your way out.
Wagstaff

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

## Background

A bearded, weathered figure stands by the pool's edge, eyes closed in concentration. His face, uncharitably weathered from years of sun and wind, is a collection of deep, intertwining creases wreathed by a brittle-looking gray mane. One disapproving eye snaps open as you approach.

Wagstaff is one of the only survivors of the School of Tides, who stumbled into the Wound in 428. Finding a group of refugee Tiersmen, he decided to help out and turn it into a proper shelter. Not like he had much of a choice, after he refused to sail west with Occulted Jade and the slaughter of the School. The once-Provost of Antiquities (and consummate lover) made the waters of the Wound drinkable, capable of supporting long term settlement of the Oldwalls.

## Interactions

### Quests

* The Ones Who Got Away: Talking to him is necessary to resolve the quest.
* Tide Together: Wagstaff asks you to assassinate a Sage, but all is not what it seems.
* Knapping on the Job: You can give the Gravelight Tools to Wagstaff in exchange for the Vial of Inexplicably Heavy Water.
* Fatebinder's Judgement: Wagstaff is one of the eligible candidates for becoming the Wound's leader.
Vendrien's Well

## General

### Sections

 Mountain Spire Edgering Ruins Echocall Crossing Matani River Vendrien's Well Citadel Disfavored Camp Scarlet Chorus Camp Razed Village Tripnettle Wilderness Northern Clearing Remote Settlement Secluded Grove

## People

### Factions

Disfavored
Scarlet Chorus
Vendrien Guard

**Vendrien's Well** is a location in *Tyranny*.

## Background

Vendrien's Well is the name of the central plateau of the Tiers, a mountain-ringed valley of rivers, flood plains, and scattered farmland once ruled by House Vendrien of the realm of Apex. At the heart of the valley is the Mountain Spire, and at the base of the massive stone structure is an old citadel built centuries ago and largely left unused until recent times. Before the conquest, the Well used to be the remote vineyard and elk hunting grounds of Apex's richest. The term Well is used since the all the rivers roll down from the ring of mountains and leave the soils sprouting year round.

Following the Conquest, it became one of the conquered territories, stripped of its realm name and referred to by its geographic name. In 431 TR, it became the site of a major insurgency by the Vendrien Guard, which managed to resist the counter-attack by the Disfavored 1st Cohort, thanks to support from Sages. Pushed beyond the Matani River, the Scarlet Chorus and the Disfavored units that arrived with orders to take down the rebels instead languished in indecisiveness as the rebels - numbering at least four hundred fighters - fortified and entrenched their positions. The plan assumed delegating Chorus units to securing the valley and employing Disfavored brigades to holding the Placid, Littletooth, and Echocall Crossing, but getting the two armies to prove together was impossible. Only Kyros' Edict of Execution motivated them to move forward and set in motion the events leading to the War of Archons.

## Locations

 Mountain Spire
 Edgering Ruins
 Echocall Crossing
 Matani River
 Vendrien's Well Citadel
 Disfavored Camp
 Scarlet Chorus Camp
 Razed Village
 Tripnettle Wilderness
 Northern Clearing
 Remote Settlement
 Secluded Grove
Tracorius

**Tracorius** is a character in *Tyranny*.

## Background

Tracorius is a Disfavored officer, dispatched to Oldwalls Breach to ensure that only the worthy recover the Steadfast Insignia.

## Interactions

### Quests

* A Breach Between Worlds: Tracorius appears after you claim the Insignia. In non-Disfavored paths, you have to fight him and his cohort.
Variah Saris

Queen **Variah Saris** was the ruler of the Kingdom of Azure at the time of the Conquest. She was a figurehead, whose title had little actual power. Control of the realm has long since passed into the hands of wealthy agricultural barons. Queen Variah Saris was killed by the Edict of Stone that pulverized the Grand Palace of Azure.

## References

1. ↑ Conquest
2. ↑ Lore: "*The mark this individual bears is the seal of House Variah, one of the leading houses of Azure prior to the Edict of Stone. The members of the royal family were all thought present in the Grand Palace of Azure on the same day the Edict was cast; the entire building was pulverized by grinding stone in moments. However, judging by this man's age and the seal he wears, he is likely one of the last surviving children of the Queen Regent.*"
Trapper's Junction

A Broken Chord (Scarlet Chorus)

Bound by the Blade (Anarchist)

A Daunting Path (Rebels)

**Trapper's Junction** is a location in *Tyranny*.

## Background

A long stretch of maze-like canyons riddle this area, frequently confusing travelers foolish enough to venture inside.

## Points of interest

* Welcome to the maze. Approach the battlefield before you to find a wounded Bronze Armiger. Talk to him to learn that they were pursued into the area and wiped out by Kyros' forces. Showing him compassion incurs Wrath from Bleden Mark (minor), so keep that in mind. He dies regardless of what you do.
* Right to the north-east is a small camp. Wipe the occupants out. There's another checkpoint further west, at a dead end blocked by a collapse.
* Jagged Remedy's camp is to the south-east. He's hostile if you're working against the Scarlet Chorus. He carries Jagged Remedy's Thirst and Jagged Remedy's Orders. Note that the camp is filled with Disfavored equipment.
* In the center, you'll find two Bronze Armigers standing at the entrance to a barricade. Talk to them and if you don't attack immediately, they'll call Mattias over.
* Down south is Irentis, who will ask you to recover the Dauntless blade (on the Rebel path), or has notes on him which will unlock the Infested Oldwalls (non-Rebel paths).

## Characters

* Jagged Remedy
* Mattias and Irentis.

## Loot

* Jagged Remedy's Thirst and Jagged Remedy's Orders: Carried by... Someone!
* Sever: Carried by Mattias.
* Irentis' Notes: Carried by Irentis. Unlocks the Infested Oldwalls.
* Iron greatsword: Hidden in a box on the south side of the Unbroken camp.

## Behind the scenes

* Global variables state that the area was originally named Augite Springs.
Twin Rivers

**Twin Rivers** is a location in *Tyranny*, unlocked by completing Iron and Blood (Disfavored), Blood and Bronze (Chorus), Assault on the Crossing (Anarchist) or Guardian's Return (Rebels).

## Background

Haven's northeastern expanse is dense with tributaries that drain into the region's main waterways. Twin Rivers is the most prominent of these, though its proximity to the Oldwalls and occupation by the Bronze Brotherhood make it an infrequently-visited location. This location is the precise point where the Crossing river splits into its two branches.

## Points of interest

* You are asked to join the fray against the Bane immediately after arrival, by Brother Caelus. After dealing with the Bane (or both the Bane and the Bronzemen), you are free to explore.
* The small campfire to the south requires Athletics 31 to access. It contains the Tangleroot Braid.
* Ford the river with 57 Athletics. Find Welby to the north-east, fighting off Bane. She unlocks Deserter's March, where you can find Myrek and the keystone to the Twin Rivers Oldwalls.
* In the north-eastern corner, you can climb with 52 Athletics to find Sandro.
* The south-eastern section has a Malice, two Scourges, and two Wisps, if you need target practice.

## Characters

* Welby, Brotherhood commander
* Brother Caelus
* Sandro

## Loot

* Tangleroot Braid: In the backpack at the small campfire to the south (31 Athletics required).
* Grizzly Hide Boots: Carried by Welby.
Trail of Blood

**Trail of Blood** is a side quest in *Tyranny*, unlocked after completing Opportune Offensive given by Splinter at Cacophony.

## Synopsis

Track down the Oath Bound that have been targeting Scarlet Furies in the Vendrien's Well region.

## Walkthrough

* Go to Matani River.
* Murder everyone present.
* Return to Sanguinari to receive a recipe for Fatiguing toxin.
Weeping Wound

## Bonuses

### Bonus

*Gravelit*: On weapon critical: Drain 8.72 Health from target, restore same amount to wielder.

## Technical

### ID

WPN\_ART\_2H\_OBS\_Sword\_Deathbringer

**Weeping Wound** is a weapon in *Tyranny*.

## Background

An unhealthy, reddish light writhes about this sword like infection.
Driven into flesh, Weeping Wound could sap the life out of any creature and transfer it to the wielder.
HP

Hit Points determine a combatant's health and ability to survive additional damage. When HP are reduced to 0, the combatant dies.

A Templar's HP is determined by base HP granted by their lineage, plus the Templar's level, plus the Templar's Fortitude multiplied by a lineage multiplier (see Classes for details). Finally, any Max Hit Points bonuses from War Gear are added.