recursal/Fanatic-Fandom huggingface dataset:
The Fire Inside

**The Fire Inside** is a quest in *Bastard's Wound*.

## Synopsis

The Voices of Nerat sent you a missive, providing information on the identities of those responsible for the deaths of Verse's Scarlet Fury sisters. Help Verse track down the killers and attain some resolution.

## Walkthrough

* Talk to Verse and give her the news (learning that she's illiterate along the way). Then head to Merchant Crossroads and talk to Malphora.
* You have learned that Krokus, a man who has boasted about killing three Scarlet Furies in Apex during the Conquest, accepted work as a caravan guard for a merchant named Aesa. The caravan's scheduled route includes a stop at Hunter's Respite. Verse wants to confront Krokus there. Head there and find him to the northwest. You can use Athletics 57 to make two Bronzemen run away. Otherwise, no matter what you say, the confrontation ends in tears. After a fight, you can choose to let Krokus live or to kill him.
* After confronting him, you will learn that Irissa, one of the Apex soldiers who destroyed Verse's gang, can be located among a group of Unbroken at the Torn Strand. Travel there with Verse to confront her. Talk to Diocles.
* The dialogue with Diocles can lead to combat depending on your run:
	+ Though Diocles is Unbroken, the fight can be avoided on a Disfavored path if you choose your words tactically;
	+ Diocles will be more friendly if you're on the Rebel path and especially if you've recruited the Unbroken.
	+ Ultimately, you will receive Weeping Whispers.
* It will turn out that Irissa is already dead after fighting in Trapper's Junction. Verse, being Verse, wants to visit her vengeance upon Irissa's sister Clea instead. Their family's farmstead is located at River's Break in Vendrien's Well.
* Upon arriving and talking to Essa, it turns out that Clea is dead too. Verse is taken aback by the woman's fierce disposition and... behaves herself. The choice of what to do with her is yours.
	+ Killing or ordering Verse to kill Essa results in loss of Loyalty and gain of Fear.
	+ Letting Essa live gives a major loyalty boost with Verse and minor wrath with Tunon.
	+ Letting Verse pick results in a Very Major Loyalty gain and Minor Fear gain.
* The quest is then completed.
Sterile Sallet

**Sterile Sallet** is an item in *Bastard's Wound*.

## Description

Though the causes remain a mystery, physicians and metallurgists of the Tiers and north alike recognize that copper and its alloy bronze resist slimes and molds better than many other materials, and food and water containers are made of the materials by those who can afford such.
This helm seems made with this advantageous property in mind. An artisan has inlaid copper sigils of healing and protection in this otherwise bronze-forged helm. It veritably glistens with preternatural spotlessness.

## Location

* Quest reward for completing Water Intoxication.
Sureshot Slippers

**Sureshot Slippers** is an item of equipment in *Tyranny*.

## Background

These slippers help to steady the wearer while focusing on a distant target. They are often found on accomplished archers or javelin-throwers on the fringes of the battlefield.

## Location

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

**Lore** is a support skill in *Tyranny*.

## Description

Lore skill determines a character's ability to decipher information and put together clues from fragments of information. This skill is critical for magic users who wish to learn new sigils to power their spells. Lore is also used in dialogue to determine what you know about the history of the world or to impress others with your intelligence.

Compared to other support skills, Lore checks give the least amount of experience points, which is probably to be expected, as it is relatively easy to improve the skill via spellcasting. Therefore, before you choose to use this check, consider your audience; some characters do not appreciate you flaunting your knowledge.

## Uses of Lore

Template:This list is incomplete

Stone Sea - Graystone Valley Skill Level 50
Singed Scarlet Chorus report

**Singed Scarlet Chorus report** is an item in *Tyranny*.

## Description

The edges of the report appear to be burnt, the words faded. Through the barely legible scribbles, you can make out the names of various tools of torture and the people on which they were applied. Beside each entry is a span and year. You notice further up the names sound more Northern, and the years far precede the conquest of the Tiers.

## Location

* Burning Library: Carried by Foul Murmur.

## Purpose

The report adds a piece of evidence against Nerat in A Trial of Archons.
Tarkis Demos

**Tarkis Demos** is a character in *Tyranny*.

## Background

Commander of the Vendrien Guard incursion at Edgering Ruins, Tarkis leads a desperate incursion to allow his forces to break out of the Valley and spill into the Tiers.

## Interactions

### Quests

* Encountered during Welcome to Ruin, Tarkis is a big man. If you negotiated peace during the Conquest, he will remark on it. There is no way to avoid fighting him; at best, he'll be regretful.
* After being defeated and taking down the remaining Vendrien officer, you get to decide his fate.
	+ **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.
	+ **Scarlet Chorus** will instead ask for him to become their slave.→
The Dawn of Ascension

**The Dawn of Ascension** is a missive in *Tyranny*.

## Requirements

* Begin the assault on the citadel, one way or the other (automatically received via story progression).

## Effect

* TBA (most likely just flavor)

Note that the "Go back" options among the reply choices are bugged and will immediately archive the missive with no chance of choosing another reply. In any case, Tunon will not actually reply to your response, and the missive is automatically archived after a day has passed.

## Transcript

The Archons inform me that the recapture of the citadel from the Vendrien insurrectionists continues apace. That they wrote me separately of their divergent tactical intentions endangers no small concern, but I trust now in your efforts.
May your good judgement see you through the coming confrontation with glory and success and back to the safety of our court.
-Tunon the Adjudicator, Archon of Justice

### Possible Responses

#### Thank him.

As always, your words fortify me against the imminent difficulty and strife. I eagerly anticipate returning to your hall; a reasonable discussion of the Overlord's legal code appeals greatly after the discord of this campaign.
- Fatebinder [Player Name]

#### Express concern.

Your bird finds me on the road to conflict and bloodshed, and I cannot but wonder at the wisdom of the decisions and acts that have brought us to this point. I would not question the Overlord's will, yes I find myself divided.
If this Edict comes to pass and I never see your court again, I hope that you remember the agreements that we forged when you swore me into your service.
- Fatebinder [Player Name]

#### Vent frustration.

I march towards Ascension Hall fully aware of the fate that likely awaits me, the Archons, and the whole of the Overlord's host within this valley. This Edict, that which has passed since you pressed it into my possession, and the behavior of the Archons have forced me to acknowledge realities of the world I'd not recognized before.
Should I survive these battles, know that the Fatebinder who returns to you is not the one you sent to face execution.
- Fatebinder [Player Name]
The Shattered Bastion

**The Shattered Bastion** is a location in *Bastard's Wound*.

## Background

Crouched in the southern mountains of the Bastard Tier, these ruins are all that remain of a fortified estate that ended up perfectly positioned to serve as a second line of defense for the Tiers if Fort Threshold fell. It might have held for spans, had it not been for the arcane might of the Archon of Stone.

## Points of interest

* This is a large ruin that was taken recently by the Scarlet Chorus under Rholus the Butcher. Come forward to listen to an amusing exchange between poor Warbler and his gang boss.
* Around the side of the bastion is Gwyneth and her group, together with a rope that allows access to the upper level with Athletics 31. Rholus will attack if you come too close to him. Hyrax is in his encampment, with the collapsed entrance to the Bastard's Wound to the back.
* To the northwest is a rope that can be scaled with Athletics 60 to reach some supplies.
* Breaching the cave to enter Cairn's Passage requires the jar of Ocean Fire from Gwyneth and lobbing it at the entrance.

## Characters

Chorus
* Rholus the Butcher and Warbler

Disfavored
* Hyrax

Bastard Wounders
* Gwyneth
Songstress' Dress

**Songstress' Dress** is an item of equipment in *Tyranny*.

## Background

Sirin's dress is made from the finest cloth in the Northern Empire.
Among the layers of silk you can just barely perceive delicate arcane runes and musical notation stitched in gold thread and shaped in an approximation of chains. Though it seems fashioned for courtly presentation, the garment's endurance throughout the length of the war rivals�Disfavored�iron, leaving no one in doubt of its protective quality.
School of Flowering Winter

**Cutters Guild** was a school of magic specializing in agricultural and horticultural magic.

## References

1. ↑ Eb: "*There have been several to crop up and wither across the centuries. The Cutters Guild took their healing magic north centuries ago, the School of Flowering Winter always limped along as an inconsequential group of gardeners.*"
Songbird's Bridle

**Songbird's Bridle** is an item of equipment in *Tyranny*.

## Background

A complex locking mechanism on the rear of this ornate helm keeps it fastened to Sirin's head. When the Archon of Song raises her voice, the gem at the brow flashes with crimson light - as if in warning. No matter how much you puzzle it out, you can't fathom how this gear was assembled or fastened in the first place, much less how to remove it.

## Location

* Worn by Sirin. Cannot be removed, only upgraded at the Forge (the Bridle is considered a *Cloth* item).

## Bastard's Wound artifact upgrade

* Inspect the formation in Cairn's Passage with Sirin in the party.
* Next, decipher the Ancient Oldwalls parchment and hand it to Sirin.
* Talk to her after traveling to different locations. If you are supportive of her, you'll gain Loyalty with her, and the Bridle becomes an artifact helm, Songbird's Encore.
The Missing Shipment

**The Missing Shipment** is a quest in *Tyranny*.

## Synopsis

A Forge-Bound weapon shipment has gone missing. Lohara would like you to locate the shipment, which is likely somewhere in the forested region southwest of Lethian's Crossing.

Lohara mentioned that their weapon shipment was being moved through Deserter's March. Look for the weapons there.

## Walkthrough

* Once you have unlocked Deserter's March, travel there.
* Find Nikandros in the eastern part of the area. Collect the shipment.
* Choose who to give the shipment to:
	+ Return to Lohara.
	+ If you are working with the Bronze Brotherhood, you can give the shipment to Locke at the center of the map after resolving things with Myrek. Average →, Average →
Tattered Journal

**Tattered Journal** is an item in *Tyranny*.

## Description

This panicked and meandering account narrates a misguided expedition into the Oldwalls seeking a long-forgotten potion recipe. By the time the seeker accepted that her goal was not in evidence, she realized she was trapped and lost in the shadowy ruins. Her account descends into fatalism as she accepts her doom and expresses regret for the choices that brought her here.
Striker's Cowl

**Striker's Cowl** is an item of equipment in *Tyranny*.

## Background

This headgear focuses the wearer's attention on inflicting damage, but the cheap cloth irritates the skin when exposed to blood and sweat.

## Location

* Quest reward for completing Assault on the Citadel as a Chorus ally.
* Random spawn in hidden and/or locked containers. Each container is in a fixed location, but contents are random.
The First Kings of Stalwart

**The First Kings of Stalwart** is an item in *Tyranny*.

## Description

This document chronicles the early days of the Regent bloodline in Stalwart.

Hidden among the lists of names and titles, you find the story of Queen Porcia, who stripped her infant child of any legal claim to the throne to stave off an assassination attempt. The event set a legal precedent that has lasted for centuries. You think someone might find that of interest.

## Location

* Burning Library: Lower ruins, on the shelves to the north-east. Used to resolve Making a Stand without killing Amelia's daughter.
Spell creation

**Spell creation** allows you to create custom spells based on the sigils in your possession. Spells are created using two or more Sigils. The core sigil determines the type of magic, such as Fire, Frost, or Illusion. The expression sigil determines how that core shapes itself into the world - such as a ball of fire, or frost enchanting a weapon. There are several categories of sigils that can accent a spell, granting it greater range, accuracy, or providing bonus secondary effects.

## Sigils

In summary:

* Core Sigils describe the *type* of magic you are going to cast: Fire magic, frost magic, illusions, etc.
* Expression Sigils determine the *form* of the spell, i.e. whether it is cast on a single target, an area, in a line, in a cone, on your weapon or armor, etc.
* Accent Sigils are basic upgrades to various aspects of the spell.
* Enhancement Sigils are optional secondary modifiers that affect the form of the spell, allowing you to combine multiple sigils, modify the targets affected, and so on and so forth.

To create a spell, you must know at least one Core and one Expression sigil. Each combination of sigils requires a certain level of Lore (a sum of the total lore cost of Expression, Accent, and Enhancement Sigils). Characters without enough Lore are unable to wield the most powerful magics.

## Creation

To begin creating a spell, select the Core Sigil for the type of magic followed by the Expression Sigil to determine what form the spell takes. Each Sigil requires a certain amount of Lore skill to learn and control. Characters must have a skill at least equal to the spell's total difficulty in order to cast the spell.

*For example, if you wanted to create a Fireball Spell, you would select the Sigil of Flame as the Core, followed by the Sigil of Directed Force to determine its shape.*
Spells have default names based on the selected Core and Expression. You can rename your spells using the spell interface.

## Using a spell

Once you have created a spell, use the Assign button to add that spell to one of your active party members. You can assign a spell to more than one character. Spells cannot be assigned while the party is in combat.

If you want to modify the spell later after you've discovered more sigils, select the spell from the party member you wish to modify. The interface will populate with that spell's information, allowing you to modify it and save your changes.
The Followers of Cairn

**The Followers of Cairn** is a quest in *Tyranny*.

## Synopsis

In order to protect Cairn, Hundred-Blood has asked you to slaughter the Earthshakers in their ritual compound at Howling Rock.

## 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.
	+ If you already killed him, the shard will be in your inventory.
	+ If you resolved the dispute with Basilon peacefully, and he is still alive, travel to Gulfglow Runic Hall (at the base of the Aurora Spire), then step outside. He will be standing there, and you can convince him to give you the staff.
* If you resolved the stalemate peacefully, relay your findings to Hundred-Blood regarding using a shard of pure Azurelith to infiltrate the Earthshaker compound. She will provide a shard. 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. Simply interact with the staves to destroy them.
* Examine Cairn to confirm he is still living and will continue to empower the Stonestalkers.
* By protecting Cairn at Howling Rock, you have gained the allegiance of Hundred-Blood and her tribe. Return to Ascension Hall.
The Quick and the Dead

**The Quick and the Dead** is a Artifact ability talent in *Bastard's Wound*.

## Description

A blast of baleful energy, thick with Verse's hatred for those who killed her sisters, erupts from the wearer, scalding those nearby and sapping their strength, even as it hastens the movement of the one who bears these gloves.
Sterling Hagnon

**Sterling Hagnon** is a character in *Tyranny*.

## Background

A small-time merchant accosted by a coterie of Disfavored soldiers, Sterling is about to be liberated of the goods in his cart. He is a battlefield looter, reselling what he finds across the battlefield.

## Interactions

### Other interactions

* Sterling offers one of the earliest opportunity to demonstrate the Fatebinder's authority. This includes:
	+ Deferring judgement to the Disfavored (earning their Favor).
	+ Intervening and allowing Sterling to make an argument (Loss of Favor with Disfavored). At this point, the Fatebinder can:
		- Rule that his offer (mead, painkillers, and draughts) is essential for the war effort. →→
		- Investigate the nature of his goods with Subterfuge or Lore 30 (Lawbreaker and Hunter backgrounds work too).
			* This allows to interrogate Sterling using the Disfavored or Athletics 30. Sterling is revealed to be a battlefield looter.
			* As a result, the Fatebinder can decide to:
				+ let him trade freely →→,
				+ have him pay the Disfavored a tithe →,
				+ strip him of his "wares" →,
				+ or kill him on the spot →.
* If Sterling is allowed to keep his goods, he will then set up shop, buying back junk at preferential prices and offering other odds and ends. Crucially, he sells the unique Sigil of Guarded Form.
The Blighted Expanse

**The Blighted Expanse** is a location in *Tyranny*, unlocked by confronting Cairn during the campaign in Azure with Disfavored.

## Background

At your order, Kyros' soldiers confronted the errant Archon, Cairn, along these rocky plateaus. They were massacred by the Archon, whose powerful display of magic attracted numerous Bane to the location. Though perilous for travelers, you may still find items of worth amongst the bodies of the elite soldiers that fell here.

## Points of interest

* The area is filled with Bane, including three Malice with supporting Bane.
The Sword or Sheath

**The Sword or Sheath** is a location in *Tyranny*. It becomes available only if the Scarlet Chorus controlled Lethian's Crossing during Conquest.

## Background

The brothel was originally established to cater to the lust of Bronze Brotherhood members stationed at the Crossing - and then easily transitioned to working for the Choirmen seeking swords, sheaths, or both.

## Characters

* Baylen Turr and his entertainers: Evarista, Thallus, Sheila, Roxana, Charitus, Philo, Half-Mast.
The Defense of Haven

**The Defense of Haven** is a quest in *Tyranny*.

## Synopsis

In the wake of your Edict and Kyros' decree to the Archons, the Disfavored have become desperate and invaded Lethian's Crossing. You have decided to convene a meeting of your coalition to figure out a battle plan.

## Walkthrough

* Head to Lethian's Crossing. You'll be briefed by Androm on what you're up against.
* Firstly, you'll have to choose between saving Eldian and Matani Sybil. Note that Eldian can remove Wounds, and give/take Magebane Helm.
* Next, you'll have to choose between helping Lohara (if you selected her for Barik's quest, she will come back from the dead regardless) or saving settlers from a burning building. Shoot (use) the winch to drop the bridge down, then choose who to save with your bucket of water.
* If you choose to save the settlers, enter the hut and talk to them (you can rest here).
* Head to the Forge. Shoot out the winch again (the hut with the cries for help is an ambush). The next choice is between stopping Kallista and saving Pelox Florian.
* Follow the topmost level to the entrance to the Oldwalls and choose between saving the settlers or dealing with the Bane that escaped.
* Head down the Moonrise District and make your way through the Bane. Head for the last exit to the Market.
* Head for the exit and face Anthimon. Kill him.
* Return to Eldian/Matani Sybil in the market.
Stalwart Refugees

**Stalwart Refugees** is a random encounter in *Tales from the Tiers*.

## Transcript

```
Through the billowing dirt and rust kicked up by the Edict of Storms, you make out the shifting silhouettes of a small group ahead of you. Appearing lightly armed and armored, the group pulls two carts in their wake. They haven't noticed you through the maelstrom.

```

```
Allow them to pass by without making your presence known.

```

```
Hail them.

```

```
Wary of your presence, the travelers halt when you hail them, and await your approach. Their emaciated faces make it clear that hunger has left them weak. One steps forward to explain that they're scavengers from old Stalwart hoping to trade their haul in exchange for food for their families. A glance at their goods reveals that they're carrying remnants of bronze and iron arms likely scrounged from the Blade Grave.
The leader of the group, head bowed deeply in deference, asks if they may pass.

```

```
They continue past without noticing you, and fade into the wailing winds.

```

```
Leave them be.

```

```
Guide them.

```

```
Proclaim them guilty of treason.

```

```
Confiscate their goods.

```

```
You allow the scavengers to continue their journey. They thank you, bowing repeatedly, before picking their way among the rocks. Soon they vanish, every trace of their passing consumed by the howling winds.

```

```
Escorting the travelers, you lead them through the ragged wastes to the Blade Grave's broken border. They thank you profusely for your assistance, swearing to spread word of your fairness to others in Stalwart. Their leader shows her appreciation with a few pieces of scrap before the group continues their march away from the Edict of Storms.

```

```
You pronounce their verdict before the travelers realize they're on trial. They are guilty, you proclaim, of unlicensed trade, theft, and unlawful possession or Kyros' iron. The sentence for any one of these crimes is death.
The travelers' leader falls to her knees, begging for mercy, even as her companions reveal tarnished and broken blades.

```

```
Execute them.

```

```
Deaf to their pleas, you fall on them with weapons drawn, butchering the scavengers with ease.
Your attention turns to their goods. Better the metal scraps be in your hands than left here to rust.

```

```
By your authority as Fatebinder, you declare their goods forfeit to the Court. The travelers glare at you but do not object as you collect their meager wares from their carts. You remind them that a few sacks of scrap is a small price to pay for their lives. Directing them to return home, you leave the travelers to the mercies of the Edict of Storms.

```
Staff of Hours

Slowing the Sands: Dramatically slow enemies in a targeted area. Effects scale with Renown.

## Technical

### ID

WPN\_ART\_2H\_BR\_STF\_StaffOfHours

**Staff of Hours** is an artifact in *Tyranny*.

## Background

This glowing staff bears the mark of the Sages, and was wielded by the Hierarch of the Vellum Citadel before the Edict of Fire destroyed the ancient library fortress.

The staff has passed down unknowable numbers of hands over the centuries, and tradition dictated that every owner imbue it with an expression of their magical aptitude. Runes encircle the length of the staff, each in a different style - some describing the names of dead Archons and others fragments of inscrutable poetry, all intended to unlock some hidden potential. The staff's current aspect is that of its previous owner, Hierarch Jespers, who was an accomplished illusionist and trickster.

The staff has served different purposes through its long career. It was often employed to preserve old documents or repair sections of the Citadel. Dark stains around the haft tell of a time when it was dipped in vats of ink - a doomed effort to replicate the magic behind the bottomless cistern of ink known as the Everwell.

## Location

* Burning Library: The Silent Archive, on the ledge near the Archive.
Speaks-for-Soil

**Speaks-for-Soil** is a character in *Tyranny*.

## Background

A hunched, elderly Beastwoman who is the mystic of the Stonestalker tribe. She refuses to talk to humans, finding them base and crude. As mystic, her senses are attuned to the soil beneath her feet and incredibly sensitive.

## Interactions

### Quests

* The Culling Dance: After passing the Rite of Savagery and Stone at the Gulfglow Oldwalls, becoming the new Prima, or if you have the Hunter background, you can pass the Rite of Culling to become a revered mystic. Introduce yourself to her (with unique options for Hunter backgrounds and those with 52 Subterfuge), then agree to the rite.
Skills

**Skills** are the second aspect of *Tyranny* 's character system. The Fatebinder can have a total of 22 skills (6 combat, 5 support and 11 magic), while Eb and Sirin can have 23 due to an extra skill which is unique to them. On the flip side, Kills-in-Shadow can only benefit from 18, as her weapon skills are limited to One-Handed Weapons and Unarmed Combat.

Each skill is tied to a primary and secondary attribute. These determine the base value of the skill: The primary contributes skill points equal to 1.5 times its value, the secondary 0.5 times.

Skills improve automatically through use and contribute experience to gaining levels. You can spend rings to train skills by hiring trainers at the Mountain Spire, and Spires where the Training grounds and Library (magic skills) are built.

## List of skills

Weapon
* Two-Handed Weapons
* Bows
* Dual Wield
* Magic Staff
* One-Handed Weapons
* Unarmed Combat

Support
* Athletics
* Parry
* Dodge
* Lore
* Subterfuge

Magic
* Control Atrophy
* Control Emotions
* Control Fire
* Control Force
* Control Frost
* Control Gravelight
* Control Illusions
* Control Life
* Control Lightning
* Control Stone
* Control Vigor

Companion Only Skill
* Tidecasting (Eb)
* Performance (Sirin)
The Unbroken

**The Unbroken** is one of the factions of the world of *Tyranny*.

## Background

The Unbroken Legion was the proud and accomplished army of the Realm of Stalwart. Citing their victories as evidence of skill, they prided themselves on never facing defeat while fighting on home soil. After the Edict of Storms tore apart Stalwart and twisted it into the Blade Grave, barely a twentieth of the Unbroken's former strength survived to continue the war against Kyros' forces. However, the Edict proved to be a blessing in disguise. It offered them cover, allowing them to slip past Disfavored patrols in the light of day, hiding their movements behind clouds of dust and debris.

The Unbroken have no illusions about squirming out from under Kyros' thumb while the last Regent lives and seek to end his life - both to free the position of leadership for the taking and end the Edict of Storm that ravages the nation, giving them a chance to strike back at the occupying force - as well as sever the bloodlines that grew fat and powerful while Stalwart suffered under their yoke.

## Interactions

* The Unbroken are the principal opposition (in the Disfavored, Scarlet Chorus and Anarchist paths) or allies (in the Rebels path) in the Blade Grave.
	+ In the Chorus path, there's a split in Unbroken ranks as Mattias is recruited into the Chorus.

## Reputation

Favor
* Most of the interactions in the rebel path will grant favor with the Unbroken.

Wrath
* Duskwatch Fort: Killing Captain Agathon and claiming the Fort for the Disfavored or yourself.
* Rust Canyons: Threaten, attack, and/or kill Elia and her cohorts. Each gives a major Wrath boost.
The Oathbreakers

**The Oathbreakers** is a quest in *Tyranny* that marks the start of the Rebel Path. It is unlocked by:

* Letting both the villagers and Vendrien Guard (including Matani Sybil) escape during The Battle of Echocall Crossing AND
* Letting the VG (including Pelox Florian) escape during Taking the Outer Valley.

## Synopsis

Tarkis Arri, leader of the Vendrien Guard, wishes to meet you and discuss the possibilities of an alliance, citing your various acts of mercy towards the rebels since your arrival in Vendrien's Well.

## Walkthrough

* Head to the secluded grove.
* Talk to Tarkis Arri and her inner council. She offers you her fealty and the loyalty of her men as officers of the Court under your authority (Yeomen Wardens in local parlance). If you want to start the Rebel questline, do so. Alternatively, you can betray the group and attack the rebel leaders.
* Return to the Disfavored camp and attend the meeting of the Archons. Choose either Archon to lead the charge, fomenting dissent.
* Travel to Vendrien's Well Citadel and talk to Tarkis Arri. Your Fear with Eb and Wrath with Vendrien Guard will receive a major reduction. You'll also receive a bonus to your Loyalty and Favor with the same. Eb will also join your party and become available for deployment.
	+ Before you leave Arri, you can ask her about the deal involving Disfavored prisoners. This will *not* count as evidence against Ashe in A Trial of Archons if Nerat outs himself for consuming Ashe's son.
* Once you make the necessary assignments, head to the eastern courtyard. Wipe out the Disfavored. The Earthshakers will collapse the wall, forcing you into a confrontation with Iron Marshal Erenyos. Slay her and collect the Iron Marshal's heirloom blade.
* Return to the entrance. The Chorus under Fifth Eye breaks through, leaving a small rear guard for you to defeat. Deal with them, then head into the barracks. Fight your way through the Chorus forces to Ascension Hall.
* Confront Fifth Eye. The situation mimics the one during Assault on the Citadel and your choices are similar. You can use Lore to get rid of the Blood Chanter, Athletics to get rid of the Scarlet Fury, or bluff and make them all weakened. You can also invoke Betray Alliance and begin the anarchist path.
* You automatically claim the spire, ending the quest.
The Ones Who Got Away

**The Ones Who Got Away** is a quest in *Bastard's Wound*.

## Synopsis

You have come across a collective of refugees inside the Oldwalls. Investigate the situation before determining how you want to proceed.
Tidecaster Wagstaff can be found in the south east corner of Bastard's Wound just beyond where the Scarlet Chorus are camped.
Forge-Bound Master Jaspos can be found north east of his forge in the northern part of Bastard's Wound.
Scribe Mell can be found near the entrance of Bastard's Wound.

## Walkthrough

* Simple. In order to progress, talk to Wagstaff, Jaspos, and Mell, then decide the fate of the settlement.
	+ Allowing it to continue its existence enables merchants and the rest of the quests.
		- You can extort rings from Mell.
		- Talking to Jaspos first (instead of Wagstaff) will allow you to collect more rings.
	+ A purge obviously eliminates the Wound, but also allows you to unlock a special achievement.
The Silent Archive

**The Silent Archive** is an item in *Tyranny*. Acquiring it unlocks additional research options at the Library, providing Plans: Scales of Mercy, Plans: Snowfang , Recipe: Oldwater, Recipe: Dire Remedy, and Recipe: Potion of Heroes.

## Description

The Silent Archive is the 100-year endeavor of the School of Quill and Ink. As one of its creators and guardians, I have ensured that its knowledge may only be accessed by the Sages of my order, and only those specifically charged with such a weighty responsibility. The Silent Archive is, thus, a glittering jewel that only a few may see. Should the artifact fall into outsider hands, I expect that less than one in a hundred of its secrets will be revealed in the span of a lifetime.

The parchment's surface is impossible to read, ever-shifting and convoluted. You can see characters from Old Verdant written over calligraphy of the Northern Empire, which transforms into words used by the nomadic tribes of ancient Azure, and then again into phrases of the common tongue of the Tiers.

## Location

* Burning Library: The Silent Archive. Removing it without substituting an artifact will collapse the Library; this is the only choice available on a Disfavored path (besides destroying the Archive). Acquiring it will unlock a powerful accessory and add additional research options at the Library. In the Anarchist path, the Archive is one of four artifacts which Bleden Mark wants you to find.

## References

1. ↑ Silent Archive: "*The passage fades away, only to be replaced by another.*

*"The Silent Archive is the 100-year endeavor of the School of Quill and Ink. As one of its creators and guardians, I have ensured that its knowledge may only be accessed by the Sages of my order, and only those specifically charged with such a weighty responsibility. The Silent Archive is, thus, a glittering jewel that only a few may see. Should the artifact fall into outsider hands, I expect that less than one in a hundred of its secrets will be revealed in the span of a lifetime."*

*-First Sage Arwel, Legacies of the School of Quill and Ink, Vol. 20.*"
The Bronze Thief

**The Bronze Thief** is a quest in *Tyranny*.

## Synopsis

Raetommon has taken both the Magebane Helm and Forge Master Zdenya - Graven Ashe will not be happy that his prize Forge-Bound and the artifact are gone. Pursue Raetommon and retrieve both Zedyna and the Helm.

## Walkthrough

* Talk to Eldian to learn of the Bronze Brotherhood operations at the Twin Rivers camp. Start your search there.
* Once you arrive, it turns out that the mercenaries are fighting the Bane. Brother Caelus pleads with you for help. Since you're hostile with the Brotherhood, your only option is to attack.
* Find Welby on the other side of the river, to the northeast. She will reveal that Raetommon had gone inside the Oldwalls at Twin Rivers. She also says that a man named Myrek has the Keystone required to get inside the Oldwalls - Myrek was headed toward Deserter's March. Find him there.
* Head directly north to find Locke and Myrek arguing. Eliminate them to claim the keystone.
* Return to Twin Rivers. Use the Oldwalls Keystone on the entrance and go in. This completes the quest.
Submission Gloves

**Submission Gloves** is an item of equipment in *Tyranny*.

## Background

These crimson leather gloves bear the uneven stains of years of brutality, both to enemies and subordinates.

## Location

Random encounter Burning Library - Carried by a Chorus soldier (Chorus disputing with Disfavored over a group of Sages)

*This article is a stub. You can help Tyranny Wiki by expanding it.*
The Rise of the Earthshakers

**The Rise of the Earthshakers** is a quest in *Tyranny*.

## Synopsis

The leader of the Earthshakers has asked you to retrieve the Earthshakers from Gulfglow Oldwalls along with three shards of Azurelith. Travel to Gulfglow Oldwalls in the search of shards of Azurelith for the Earthshaker ritual.

## Walkthrough

* Travel to Gulfglow Oldwalls and find out what happened to the group sent to harvest the crystals. Talk to Lycon and Basilon.
* The group of Earthshakers are in a standoff with a band of Beastmen from the Stonestalker tribe. Assist the Earthshakers and kill or negotiate with the Beastmen at Gulfglow and inside the Gulfglow Spire. Red-Fang is your point of contact.
* Approach the entrance to the Spire. You can get through the beasts by snarling at them. Enter and talk to Red-Fang.
	+ As usual, slaughter is a very viable approach to resolving the situation. Kill Red-Fang and then every Beast outside the Oldwalls as well. Red-Fang drops the Azure Shield, which is a required artifact should you wish to go Anarchist.
	+ Or you can try the peaceful solution. Talk to her and express a desire for a peaceful solution. You have two possible solutions:
		- If you fought Hundred-Blood and become Prima, you can ask Red-Fang to yield due to your position.
		- Otherwise, agree to undergo the Rite of Savagery and Stone. Head outside to the central plateau and defeat all three Beastmen (Corpse-Eater, Dark-Foot, and Crimson-Stone). Blood-Rock presides over the test and will refer you to the Alpha once it's complete.
		- Return to Red-Fang and talk to her. You can either agree to get rid of the Earthshakers wholesale or persuade her to let them leave with what they've already harvested (by mentioning backing out or baring fangs and growling →,→). She will also give you the Mark of the Tribe.
* Return to Basilon. He'll be happy either way and ask you to deliver the Harvested Azurelith Crystals.
The Forge Master's Prize

**The Forge Master's Prize** is a quest in *Tyranny*.

## Synopsis

Bleden Mark told you about the Magebane Helm, an artifact created by the Forge-Bound Master Zdenya. Zdenya has recently arrived in Lethian's Crossing, and he mentioned to you that if you were to acquire the Helm, you would have the fear of those who call Lethian's Crossing their home.

## Walkthrough

* Head to Lethian's Crossing. Kill the Disfavored or Chorus garrison that's present at the location; the Bronze Brotherhood garrison should not disturb you if you didn't attack Raetommon at Ironhaul Trail.
* Enter The Forge and talk to Zdenya. You can use Athletics or Subterfuge 47 to try and pry the Helm away from you.
* Leave. Assault on the Crossing starts. The quests automatically ends when you find Zdenya taken captive.
The Forge

**The Forge** is a location in *Tyranny*.

## Background

This is the center of industrial activity at the Crossing, a forge operated by Forge-Bound and producing tools, weapons, and armor for Kyros' mighty armies.

## Points of interest

* The locked cupboards to the side contain the Forge-Bound hammer and Plans: Headhunter.

## Characters

* Zdenya, Master of the Forge
* Lohara, Master of Tempering
* Ulantis, Master of Casting
Solo Performance

**Solo Performance** is one of the Achievements in the game Tyranny.

## Tips

During Conquest, choose to go to the Crossing and leave the Scarlet Chorus in charge. Note that you can still obtain the achievement, even if you do not pursue a Chorus path; you do have to fight through the Chorus garrison to access the brothel on non-Chorus paths.
Starsmite Staff

**Starsmite Staff** is an item in *Bastard's Wound*.

## Description

Cairn's relationship to his acolytes was famously aloof. Some say he less taught the Earthshakers than allowed the guild to study him and his works. The colossal archon did show favor to some of his apprentices, however, among them Ragnall, an exceptionally clever woman who sought him out in the mountains of the north.
Ragnall shaped Starsmite from the wood of a pine that grew from the stony outcropping where she first met the Archon of Stone. Infused with the strength of an avalanche, the staff hurls a wave of energy-infused stones at those who threaten its wielder.

## Location

* Bastard's Wound: in a closet somewhat in the area Reef-Talon is.
The Conquest of Howling Rock

**The Conquest of Howling Rock** is a side quest in *Tyranny*.

## Synopsis

You have been denied access into the Earthshaker fort at Howling Rock. You'll need to find another way by which to enter the fort and take it from the Disfavored.

## Walkthrough

* 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. Find the Earthshaker commander at Gulfglow Oldwalls, and kill him and his crew.
	+ If you already killed him, the shard will be in your inventory.
* Return to the camp and *kill everyone*. Sweep through the camp like a wave of death. Radix Ironcore will attempt to intimidate you; put him down.
* You can preserve Cairn by not disrupting the ritual; he will remain in this state indefinitely. Or you can destroy the staves and lift the Edict of Stone, stopping the blighting of the Stone Sea and adding the Edict to your collection.
	+ Your choice here will be reflected in the ending.
* The quest is completed by either killing off the Earthshakers or disrupting the ritual.
Tangleroot Braid

**Tangleroot Braid** is an accessory in *Tyranny*.

## Background

This loop of medicinal herbs provides constant healing solutions for those in need. Snapping off a piece of some useful ingredient causes the rest of the plant life to grow and replenish whatever is lost.

## Location

* Twin Rivers: In the backpack at the small campfire to the south (31 Athletics required).
Staff of Cairn

Evocation of Cairn: Enemies in the target area take Crush damage and are Petrified, while allies in the area receive a buff to Might, Vitality, and Resolve, as well as enhanced Armor versus Crush damage. Effects scale.

## Technical

### ID

WPN\_ART\_2H\_IR\_STF\_StaffOfCairnFinesse WPN\_ART\_2H\_IR\_STF\_StaffOfCairnMight WPN\_ART\_2H\_IR\_STF\_StaffOfCairnQuickness WPN\_ART\_2H\_IR\_STF\_StaffOfCairnResolve WPN\_ART\_2H\_IR\_STF\_StaffOfCairnVitality WPN\_ART\_2H\_IR\_STF\_StaffOfCairnWits

**Staff of Cairn** is an artifact in *Tyranny*.

## Background

This staff resembles the arcane tools wielded by Earthshakers.
What separates it from its peers is a fragment of the Archon of Stone fused with Azurelith gathered in the Stone Sea. As an expression of Cairn's magic incorporating his body as a component, it is safe to regard the Staff of Cairn as possessing the raw potential of an Earthshaker apprentice in a dormant state.

Though Cairn is remembered for his unpredictability and uprising against Kyros, the powers of this staff have achieved a dormant, controlled state. The gem at the head occasionally flickers with violent awareness, but goes still with time.

## Location

* Stone Sea: Harvest a piece of Cairn during Securing The Sea and change it into a staff at the Forge.

## Notes

For staffs created in game (as opposed to imported through New Game+), the stat bonus increases with reputation, up to +7 for Wits, +6 for Finesse and +6 for Quickness (haven't tried the others).

Also seems to be bugged depending on the playthrough, as the staff or the Reforged piece of Cairn seem to not always be both displayed on the selection screen for the Forge. Entering Act III or researching a new Artifact seem to solve this problem (sometimes). Reloading from before you got the Fragment and cleaning up the list of unique Items also can solve the problem.
The Armies in the North

**The Armies in the North** is a quest in *Tyranny*.

## Synopsis

It has come to your attention that Kyros has made good on her threat. Armies march from the north with only one goal: the utter annihilation of the Tiers.

Fortunately, you have the resonator at the Vendrien's Well Spire at your disposal. With it, you have the power to issue an Edict and disrupt the Northern Kingdom. The final victory may yet be yours.

## Walkthrough

* Return to your Spire in Vendrien's Well (conferring with your chosen Archon or Tarkis Arri on the way). From there, you'll be able to issue an Edict to repel the armies of the Northern Kingdom.
* Use the resonator to issue an Edict upon the Northern Kingdoms and thwart the incoming invasion. Alternatively, you can use the spires to proclaim your loyalty to Kyros in no uncertain terms, bringing the Conquest of Terratus to an end.
* Congratulations, Archon.

## Notes

Before resolving this quest, if you intend to have another playthrough, consider:

* building the Training grounds or Library to train the Fatebinder;
* selling stuff at any trader's for rings.
Tarquin

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

## Background

A disgraced soldier of the Disfavored, currently arguing with Livia whether the fact he used a dead comrade to hide from the attackers is worse than her fleeing the battlefield.

## Interactions

### Fatebinder Time

* The situation is rather ridiculous. The two soldiers appear after the attack on Lethian's Crossing and argue that *they* should be punished for cowardice and a variety of other transgressions during the siege, describing ever more elaborate scenarios that contribute to their shame.
	+ You can rule in either's favor and have them become the penitent.
	+ Declare that their crimes are irrelevant and don't qualify for punishment by the military authorities, but rather that they should atone on their own terms.
	+ Or have them fight a duel to determine who has the most shame - the winner being the most shameful.
* Bring Lantry and Sirin along. Just, do.
Songbird's Dress

**Songbird's Dress** is an item of equipment in *Tyranny*.

## Background

Sirin's dress is made from the finest cloth in the Northern Empire.
Among the layers of silk you can just barely perceive delicate arcane runes and musical notation stitched in gold thread and shaped in an approximation of chains. Though it seems fashioned for courtly presentation, the garment's endurance throughout the length of the war rivals�Disfavored�iron, leaving no one in doubt of its protective quality.
Status Report

**Status Report** is a missive in *Tyranny*.

## Transcript

You are to report to the Bastard City at once. Be prompt, lest I mistake your tardiness for reluctance.
- Tunon the Adjudicator, Archon of Justice

## Structure

* Anything other than a prompt reply and promise to arrive pisses the Archon off.

## Replies

### Send a confirmation

As you request. I will appear in your court in good time.
- Fatebinder [Player Name]

#### Tunon's reply

Excellent. We await your return.
- Tunon the Adjudicator, Archon of Justice

### Ask for more information

May I inquire as to the nature of the problem? Is it something that must be solved in person?
- Fatebinder [Player Name]

#### Tunon's reply

There are times for questions and times for obedience. Now is the time for the latter.
- Tunon the Adjudicator, Archon of Justice

### Send an excuse

I am occupied with the investigation of the Archons. If you wish to interrupt my efforts, I can return to the Bastard City, but I have much to lose if distracted.
- Fatebinder [Player Name]

#### Tunon's reply

I trust you to act with wisdom and prudence, but not leave me waiting long. I leave you on a very long leash - do not make me regret doing so.
- Tunon the Adjudicator, Archon of Justice
Teodor

**Teodor** is a character in *Tyranny*.

## Background

An Unbroken soldier struggles to rise to his feet - one arrow lodged in his shoulder, the other in his thigh. He attempts to stand, but his muscles are too weak for the task. A Disfavored soldier calmly approaches from the west. He regards the vulnerable Southerner with a curled lip and a disapproving shake of his head.

Teodor is the commander of the Disfavored contingent stationed at the Rust Canyons.

## Interactions

### Quests

* That Which Remains: Teodor is encountered at the Rust Canyons and leads a Disfavored team in the area, becoming an ally or a target depending on your affiliation.