recursal/Fanatic-Fandom huggingface dataset:
Artahanna

**Artahanna** is a small village of the Sunshore Province, located southwest of Auhert's Beacon and northwest of Grionti, on the road between these two cities. It is also south of St. Agar’s.

## Overview

"Artahanna is a community of farmers situated off the main road from Auhert's Beacon to Grionti. It seems suspiciously peaceful and unremarkable, so you are naturaly on alert for treachery."

## Locations

### The headman's house

The headman can provide quests here once your company has enough reputation.

### The Slim Margin tavern

Here, the barkeeps and patrons can provide quests such as delivering parcels, escorting monks or merchants and killing bandits, wolves or bears.

### The small village store

Your party can restock on food and supplies here, but for a quite high price compared to the cities' ones, so it should only be in case of emergency.

## Gallery

The headman's houseThe small village storeThe Slim MarginThe village square
Old Volinth

**Old Volinth** is a ruin on the barren lands along the Oriptine rive, located west of Capriss. As it's in the Hinterlands, it is believed to be a remnants of the Azon Dominion ancient civilization. It sometimes participates in *Lost research notes*, a quest from the department of debauchery, in Capriss. Otherwise, you can randomly encounter basic enemies when you venture there.
Nerian du Lucci

**Nerian du Lucci** (female: **Astra du Lucci**), the impoverished nobleman, is a playable fencer. He starts off with increased crit chance (+50% chance to inflict crit damage), and has easier acces to prelates and town leaders so you need less reputation. His goal is to earn 2000 for his family. He starts with the Nobleman's dueling blades and a Custom-fitted steel cuirass. He has 30.

## Backstory

"When a noble family falls on hard times, its members often find their educations and talents woefully inadequate for their newly challenging daily lives. Having taken up the gentleman's hobby of fencing at an early age, the impoverished nobleman has gotten quite competent at it over the years, so he has decided to offer his swordsmanship skills to an adventuring company in return for a share of the loot and a chance to reverse his family's fallen fortunes."

## A second chance

If Nerian obtain a 2000 share of the party money, he will be able to begin to rebuild his family's fortune, and it will fulfill his goal, allowing him to skip turns and wait out for the ennemy. If at one point his share goes back under this point, he will become restless and won't be able to skip turns anymore until he gets back his 2000.
Merembassa

**Merembassa** is a town of the Hadrach Desert, located north of Enioch, near the south-west coast of the Occident. As it is in the Hadrach desert, it's only accessible with the Expanded Edition.

## Overview

"The site of a former prison camp and salt mine, Merembassa is trying to leave its unfortunate origins behind and set itself as an independent hub of commerce. This goal is significantly hampered by its dependence on its bigger neighbor's ports, but the people of Merembassa don't strike you as the kind to give up easily. Some vestiges of the town's former role stille remain, like the high walls, the formidable city guard, and the title of its ruler."

## Locations

### The administration

"Merembassa's administration building looks like it's been build to withstand an insurrection, bu the actual security is lax, bordering on negligent."

For now, no quest is available here, but you may come here during *A glint in the mountains*.

### The First Sip

"This tavern has the distinction of being the town's first commercial establishement when Merembassa stopped being a prison. Having originally been named The Hole, the tavern had since been rebranded in an attempt to appeal to more a upscale clientele, with somewhat mixed results."

There, you can get a few different quests, like deliveries to Enioch or Ayanui, or retrieving an item somewhere in the desert and defeating a group of desert enemies.

### The Kanmah Mercantile

Here, you can buy supplies and sell loot, at the prices of an Occidania village.
Trip Dice

Trip Dice do not count for going first.

Trip Attack: Choose any one opposing die as the Target. Roll both the Trip Die and the Target, then compare the numbers they show. If the Trip Die now shows an equal or greater number than the Target, the Target is captured. Otherwise, the attack merely has the effect of re-rolling both dice.

Trip Dice were introduced in the Lunch Money set. They were indicated by a strikethrough, but James Ernest has said that if the ability is ever re-used, a "t" would most likely be the way he'd indicate trip dice.

(Button Men Online symbol: "t") [See also Category:Sets\_with\_Trip\_Dice]
Harland du Grier

**Harland du Grier** is a well-known merchant with banks in every major cities of the Occident, and a hunting enthousiastic, though he doesn't have a lot of experience. He was married to Agatha du Grier until she ordered his assissination. He participates in two quests, *Hunting expedition* and *Dangerous game*.

## Trivia

Harland du Grier is, with Grif and Maerk, one of the 3 characters with a fan base in the Discord and the SubReddit.
St. Cithia

**St. Cithia monastery** is located far west of Grionti and south-west of Hrok's Crossing. It is surrounded by barren lands and hills, so it's quite supplies consuming to go there. You can, with enough reputation, have access to it's prelate, named prelate Germund, and get quests which requires you to escort a monk, bring manuscripts to another monastery, or defeat cultists. You are also able to trigger, in one of the monasteries, *The errant priest* (Simi's goal quest). Once it is successfully completed, you can buy supplies at the monasteries at the price of 10 for 4.

## The pilgrim's passage

It's the only access to the new zone, the Hadrach Desert. It becomes available after receiving "An invitation", which can be got on a random road tile after doing enough quests for monasteries and having enough reputation (~225). You need the Expanded Edition.

You cannot bring carts, such a as keening steel or smuggling carts, and you cannot bring pack animals. If you have pack animals, they will offer a fairly low price for them and any excess supplies, and/or all the supplies you can carry. It is recommended to have completed *Hrok's tomb* so you can sell your pack at Hrok's Crossing before travelling to St. Cithia. Please also note that each time you go through the passage, you lose approximately 25.

### *Pest control*

To be able to enter the Hadrach Desert, you need to accept the quest *Pest control*, offered to you by prelate Germund after receiving "An invitation". If you accept, you get resuplied and get access to the Pilgrim's Passage to investigate the deaths of three monks.
The Enioch Arena

**The Enioch Arena** is the place where the Hadrach tournament takes place in Enioch.

## Overview

"In centuries past The Enioch Arena was a public square where all kinds of grandiose events were being hosted. Over time the square was encircled by raised seatings and the venue's current use as a gladiatoral arena is a result of market forces rather than public planning."

When you win the tournament, you obtain 999 and get free supplies from your sponsor. To enter the tournament, you need to be sponsored by one of the three settlement of the desert. To be sponsored by Ayanui, you need to have completed *Embargoed*, for Enioch, you pay 100 (Nerian can make this free, Torun also can) and for Merembassa, you just need to ask.

#### Torun Sacanti

The disgraced palace guard's goal is to became champion in the arena, goal that can also be achieved by winning the tournament.

## The Hadrach Tournament

### First match

The first match is against the bodyguards of the Izarian ambassador. Apparently her Excellecy feels she can manage without them for one afternoon, and these men are very eager to take a rare chance to prove themselves as capable fighters.

 This Izarian crossbowman is eager to earn glory in the arena. He can hit you from a greater distance, but must reload his weapon after every shot.
 30, defence: 15%

#### Second Match

The second match is against the warrior monks from Alba. These monks are skilled staff wielders capable of both lunging and sweeping attack. Out of their "sense of honor and fairness", they decided to blindfold themselves during the fight. This makes their moves a bit different than the ordinary enemies, since they will be circling around their starting positions, waiting for you to apporach their attacking range before being aggressive.

#### Third Match

The third match is against the pirate and cosairs. They are similar to the cosairs you have met outside in the desert, and they attempts to make a living and earn a legal pardon by being arena fighter instead.

#### Fourth Match

The fourth match is against the grenadiers from a empire that is far away. All of them are able to shoot flaming bottles using their crossbow. They are here to test their weapons as well as honing their skills.

### Fifth Match

The fifth match is against the local champions. Their popularity and charismatic display could sway even the judges to favor them, even when their fighting method are... unorthodox.

P.S. Winning this match will give you 999 coin and your team will become the new champion of this arena. Furthermore, when we mentioned the local champion fought against you with unorthodox method, that method is not exclusive to arena bouts.
Auhert's Beacon

**Auhert's Beacon** is the capital of Occidania, on it's southeast shore, south of Eltevedt and up the road from Artahanna. It is the first location the player's adventure company arrives at when the ship lands on the shore of the Occident.

## Overview

"Auhert's Bacon is the Imperial capital of the western provinces, and the principal destination for shipping from the mainland. It is ruled by the viceroy Gantine, who nominally rules over all Imperial possessions on the continent.

Like all ports, Auhert's Bacon attracts a variety of businesses and enterprising characters, which together with its relatively recent founding give it a feverish, boom-town atmosphere. "

## Locations

### The provincial palace

When your company has enough renown, the viceroy Gantine can provide more rewarding quests here. You can also purchase a travel permit for the Hinterlands at the provincial palace.

### The Silky Siren

"The Silky Siren's main clientele are the sailors from the town's harbor. The tavern is a rough and rowdy place, and landlubbers are viewed with scorn and suspicion."

Like all taverns, barkeepers and people can provide quests here.

### The Harborside market

"The traders at numerous stalls and stores seem to offer everything under the sun."

Here, you can restock with supplies, or sell loot. You can also purchase two special items, a pack animal for 184 and a map for 25. Auhert's beacon's marketplace offers one the best prices in-game.

#### The armorers' stalls

"This area is less crowded than the rest of the Harborside market, which is not surprising given the type of wares on display."

You can purchase simple armors and weapons.

## Gallery

The provincial palaceThe Silky SirenThe Harborside marketThe main street
The Hinterlands

**The Hinterlands** is a region in the northeastern part of the Occident. It is separated from Occidania via two rivers. The only way to cross into the region is through a travel permit obtained from the viceroy in Auhert’s Beacon. There are two bridges used to cross between the Hinterlands and Occidania: the Iron Bridge just east of Bessemburg, and the Long Bridge in the south, just west of Hrok’s Crossing. Another natural barrier is the Oriptine River which marks the Hinterland’s western border. The few explorers who had managed to cross the Oriptine and return have reported finding only desolate inhospitable terrain stretching as far as the eye could see.

The Hinterlands was home to the Azon Dominion, who ruled over the region centuries before the events of Occidental Heroes. Yagight tribes claim to be descendants of the Azon and it is said internal power struggles led to a series of cataclysmic events, during which their achievements and knowledge were forever lost. The most notable of these disasters is said to be the destruction of Soliscapuena (now known as the Calamity), once the largest city in the Occident home to millions of people.

The Hinterlands now comprises of various small settlements and ruins including Capriss, once a cultural and commercial capital of the Azon Dominion, however now in ruins and overgrown with vegetation. Several smaller buildings have been restored in Capriss to house the Faculty, an organization that are studying what remains of the ancient metropolis. Other settlements include Hettering, a remote mining village at the base of the Glittering Band mountain range; Deadlake, a small farming community and secretly home to a sinister cult; and Vorascombana, the only permanent Yagight settlement in the Hinterlands.

## Locations

### City

The only and main city of the Hinterlands is it's capital, Capriss.

### Villages

There are two villages here, Deadlake in the south-east (middle of Occidania) and Hettering, far north. There is also the only native village of Occidania, Vorascombana, in the north-west.

### Ruins

The Hinterlands contains a lot of ruins, mostly because of the Azon Dominion's ancient settlements. Those are Old Volinth, A razed fortress, Riglam's redoubt, The Calamity and An ancient watchtower.

### Landforms

There are two important lakes, Capriss' lake and Deadlake, named after the village (or the opposite). The Glittering Band is the name of the northern mountain range. Finally, the river on the western border is the Oriptine river.
Special items

**Special items** are unique items you can obtain once and that you keep that allows you many thing. There are six special items: the map, the pack animal, the travel permit, the spyglass, the trade permit for Fort Venture's armory, obtained with the *Lost colours* quest, and the trade permit for monasteries, obtained with the *Errant Priest* quest.
Party ledger

The **company ledger** is the summary of your adventures. There, you find your company name, banner and score, the company overview, your unfinished jobs, your party members, and your former party members.

## Company overview

This resumes the battles fought, your fame, your supplies, loot and money, some of your special items, and the traits you chose at ther beginning of your adventure.

## Unfinished jobs

Here, you can find your quest board, with all your quests ongoing, and how to complete/continue them.

## Party members

This is the overview of your actual company members, with their name, short backstory, class, equipment, level and xp, share of the party money you lose when they die or leave, reputation, resolve and capacities. If they have achieved their goal, they can skip turns (or, for the Jilted lover, be aware of danger).
Ryke Elliam

**Ryke Elliam**, the betrayed mercenary captain, is a playable man-at-arms. He can skip deserter encounters without fighting and provide additional information when hiring new party members. If Ryke survives the *Back from the dead* quest, he will be able to skip turns during combat.

## Backstory

"Stabbed in the back (both figuratively and literally), robbed of everything and left for dead, the betrayed mercenary captain is now out for revenge against his former lieutenants. He knows they have a new employer on the western continent, so he is determined to follow and teach them a lesson in the proper use of stabbing weapons."

## Back from the dead

While looking for jobs at a village tavern, Ryke overhears a conversation between mercenaries regarding a "captain Hirtomo." The party members follow the mercenaries out of the tavern some distance away from the village. A fight occurs and your party members kill the three mercenaries. It is revealed Ryke's former company is based around Grionti and the party heads to the Saints' March tavern.

Grif the Hand and Vogl Hinnse will be able to talk to the mercenaries into revealing their company's location. Otherwise, the party will have to pay 200 to inebriate the group. The mercenaries will reveal their captain, Hirtomo, is located at the Sorrows.

If Ryke survives the fight against Hirtomo and his lieutenants at the Sorrows, he will reach his goal and be able to skip turns during combat. If the party has an archer, the fight can be made easier with a surprise attack, which leaves the opponents with one member less, but no epic victory. If Ryke somehow dies while the quest is active, the quest will be canceled.
Scrooge McDuck

**Scrooge McDuck** is a Disney character. He is extremely rich, as if that wasn't hard to tell. He has been labeled the richest duck in Duckburg.

## Scrooge McDuck

### Relatives

Donald Duck (nephew)Della Duck (nephew)

Gladstone Gander (nephew)

Huey, Dewey, and Louie (grandnephews)

Fergus McDuck (father)

Downy McDuck (mother)

Matilda McDuck (sister)

Hortense McDuck (sister)

etc.
Travel permit

The **travel permit** is a special item that allows the party to travel into the Hinterlands, through one of the three barbicans. It can be obtained at the Provincial Palace in Auhert's Beacon for 150, though this requires high reputation and/or certain character abilities. To obtain one is an achievement in your company's book of Heroes: obtaining a permit to travel to the Hinterlands. The travel permit can also be obtained by Grif or Mickan at any barbican by bribing the guards for 300.
Vogl Hinnse

**Vogl Hinnse** (female: **Marza Hinnse**), the grizzled army veteran is a playable man-at-arms. As a former soldier, he can skip deserters encounters, as a veteran, he can tell you the backstory of the characters you want to recruit into your company. His goal is to earn 800 for his family. He has an Iron mace, a Heavy mail hauberk and a Wooden round shield as a starting equipment. He has 36.

## Backstory

"Desillusioned with the harsh and unrewarding military life, the grizzled army veteran has decided that his first allegiance should be to himself. Just shipped home from a protracted campaign, he has quit the army and is sailing west to secure himself a comfortable retirement and provide for his daughters before his health begins to fail."

## Nest egg

If Vogl obtain a 800 share of the party money, he will be able to provide a home and a comfortable life for his daughters, and it will fulfill his goal, allowing hm to skip turns and wait out for the ennemy. If at one point his share goes back under this point, he will become restless and won't be able to skip turns anymore until he gets back his 800.
Pack animal

The **pack animals** is a special item you can buy either in Auhert's beacon, Artahanna or Hrok's Crossing. "The animals are hardy, well trained and docile." It increases the party's carrying capacity, allowing you to bring 120 more when adventuring. You can buy it for 184 in Auhert's beacon's market, and for 244 in Artahanna's or Hrok's Crossing's village square. You lose it if you retreat from a fight. In older versions, you would also lose it if you didn't have any survivalist in your team during a hailstorm event, making it uninteresting. You should also not that with Expanded Edition, you can enter the Hadrach desert but not with a pack animal. You must sell it before, or sell it for a ridiculous 92 at St. Cithia.
Tivoyn Sentieco

**Tivoyn Sentieco**, the cowardly army bowman, is a playable archer. He is naturately aware of danger, tiles highlighted on the battlefield. His goal is to fight enough times. He has an Oak bow and a Gambeson as a starting equipment. He has 26.

## Backstory

"Desertion is such an ugly word. That is why this cowardly army bowman prefers to use the term sabbatical when explaining the circumstances of his separation from the regiment he serves in. Ironically, this trip over the great western sea may end up placing him in even more danger than he would have been with the army."

## An epiphany

If Tivoyn wins 25 fights, he will reach his goal and be able to skip turns during combat.

## Trivia

* Tivoyn, as a former soldier, can force captain Collier, from Fort Venture, to pay you 525 instead of 350 for the retrieval of the regimental flag stolen by the Yagights.
Resolve

**Resolve** is the motivation for adventure of each of your characters. If it drops to 0, the character gets fed up and leave the company with his share of the money and his equipment (as if he died). Each character starts with a different amount of resolve when they are hired/arrives in the company. The trait Linchpin founder increases the founder's resolve at the cost of decreasing the other members resolve.
Jeri Wind-Sense

**Jeri Wind-Sense** (a civilized native) is a playable archer. He can skip fights with Yagight warriors. He reaches his goal by killing the Mad Hermit, thanks to a quest given by the Vorascombana elders. He has an Oak bow and a Gambeson as a starting equipment. He has 26.

## Backstory

"Taken from his homeland as a boy, the civilized native was to be a curiosity in a traveling circus before his aggressive nature forced his captors to sign him up with the army in an effort to be rid of him. He had since served out his term of enlistment as a scout in an infantry regiment, before deciding to return to his native homeland and to try to find a place among his people."

## The mad Hermit

The party obtain this quest from the elders of Vorascombana. It entails killing a mad hermit, located south-east of the village. This fight is very difficult (and results in an epic victory), as the hermit, a previous leader of the Vorascombana tribe, has the abilities of a Yagight warrior chief, and also summons two dire wolves and two bears to fight alongside him. After killing the hermit, Jeri is accepted as a member of the tribe of Vorascombana, and reaches his goal, allowing him to skip turns in combat. It also earn the party the trust of Vorascombana.

## Heritage

"Only a few occasions in his life had Jeri Wind-Sense felt like he belonged somewhere, and this first stepin reconnecting with his heritage has given him a sense of fulfillment and inner peace. He is now a more patient fighter and can wait out the enemy in combat by skipping turns."

## Trivia

* Jeri can get the flag from Vorascombana in *Lost colours* for free, as well as raise the money reward at the begginning.
* .
* Jeri can always try to negotiate with any Yagights, but it may not succeed everytime.
Sanctum

**Release Date**: July, 1999

**Set Size**: 4 Buttons

**Publisher**: Digital Addiction

**Designer**: James Ernest

**Artist**: Lee Moyer

**Rares**: Wumpus [(4) (8) (8) (X) (X)]

These four characters were designed as a prelude to a full set of 12 characters from the Digital Addiction online trading card game known as “Sanctum,” but were ultimately the only four produced. They were given as participation awards in Digital Addiction’s 1999 on-site Origins Tournament, and were also sold over the Digital Addiction website.

**Design Notes**

Ogi’s 2-sided die and pair of X’s make him a formidable opponent, and it was in fact a player from Digital Addiction, using Ogi with two 16-side dice for his Swing Dice, who won the Cheapass Games-sponsored “Button Men National Championships” at Origins 1999. Along with introducing 2-sided dice, the Sanctum Set also introduced the 7-sided die (Fingle) and this along with the 16-siders in the nationals was a wake-up call to many players that the value of X was not restricted to the normal range of polyhedral dice. Indeed, the most prevalent question that followed the release of the Sanctum set was whether X could be -any- integer between 4 and 20, the answer to which was a resounding “Yes.”

The employees of Digital Addiction had a special button that was not officially offered for sale that they would play during conventions with fans of the Sanctum card game. Wumpus was a special character in the game that was played by very experienced players and gave rewards upon defeat.

One of the designers of the game Sanctum and the artist of the Button Men set, Lee Moyer, expounded further on the characters presented in the Sanctum Button Men set:

> "My memories of ***Buttonmen*** are far from perfect, but here’s what I can tell you for certain:
>
>

> There were 12 Great Houses in ***Sanctum*** - embodying 6 direct Oppositions.
>
>

> We chose to highlight two of those Oppositions for ***Buttonmen***.
>
>

> ***Dracha*** represents *the House of Justice* and is opposed by ***Ngozi*** leading the *House of War*.
>
>

> ***Fingle*** is a mutant misfit who leads the *House of Unmaking* against **OG *Ogi***in the *House of Making*.
>
>

> I created all the art and adapted it for the ***Buttonmen***."
>
>

(4) (10) (20) (20)(X)
(6) (7) (8) (12) (X)
(4) (6) (8) (10) (X)
(2) (4) (10) (X) (X)

1. ↑ http://beatpeopleup.cheapass.com/button-men-stats/sanctum/
Cosgrave Point

**Cosgrave Point** is a harbor village on the eastern shore of Occidania, north of Eltevedt and southwest of Bessemburg.

## Overview

"You are in Cosgrave Point, the small but busy harbor owned by the Occidental Trading Company. This is the principal port for shipping out ore and shipping in mining supplies, so you are not surprised to see well armed security guards patrolling the streets and keeping watch on the surrounding countryside."

## Locations

### The port administration

The company harbormaster can provide quests here once your company has enough reputation.

### The Slim Margin

Here, the barkeeps and patrons can provide quests such as delivering parcels, escorting monks or merchants and killing bandits, wolves or bears.

### The company commissary

Your party can restock on food and supplies here, but for a quite high price compared to the cities' ones, so it should only be in case of emergency.

## Gallery

The port administrationThe Slim MarginThe company commissaryThe village square
The Calamity

**The Calamity**, formerly known as Soliscapuena, major city of the Azon Dominion. is a ruin in the Hinterlands northeast of Capriss.

## Description

"One of the enduring mysteries of the Hinterlands, the Calamity, once known as Soliscapuena is notable not only for its size and tall structures, but also for the desolation that surrounds it. The Archéologie has been studying these ruins for years, but their efforts had been frustrated by unexplained illnesses, disappearances, strange sightings, and other even more fanciful reports. Partly disappointed and partly relieved, you find only vast ruins and occasional signs of temporary habitation by archaeologues from Capriss."

## The deep delve

In the Crescent district of the ruined city, you find the temple you were searching. Unfortunately, upon entering, Dr. Morrino lacks of caution and is blasted dead by a similar but more powerful trap than the one in the hidden archive.
Grionti

**Grionti** is a coastal town on the southern shore of Occidania, southeast of Hrok's Crossing and southwest of Artahanna. Northwest of it, you can find the ruin of The Sorrows.

## Overview

Grionti is the capital and the main city of the Sunshore Province, located in the south of Occidania. It's a very festive and sunny city, as well as an important port.

"Grionti is a coastal Imperial town with a relaxed but festive atmosphere. The streets are alive with music and bright colors, and even the beggars seem cleaner and cheerier than the ones you are used to seeing. You suspect the warm sunny weather does a lot for the disposition of the town's residents."

## Locations

### The town hall

The mayor can provide jobs here once the company is well known in the Occident.

### The Piazza

You can restock on food and supplies here.

#### Alkmar's Lenscrafting

You can purchase here a spyglass from the lens maker for 150, as well as retrieve captain Nilcoar's lucky spyglass.

## Gallery

The town hallThe Saints' March tavernThe PiazzaThe Promenade
## Trivia

* Ryke's former mercenary company comes here during his goal quest, *Back from the dead*.
* Grionti's jeweler is named Bertinotti's.
Mickan Loyko

**Mickan Loyko**, the fugitive poacher, is a playable archer. He is a survivalist, wich means he has the ability to skip fights with wildlife and can build shelters to overcome hailstorms. Moreover, Loyko lives off the land and does not use the party's food and supplies. He has an Oak bow and a Gambeson as a starting equipment. He has 26.

## Backstory

"One would think a nobleman who owns vast tracts of land and hundreds of heads of cattle would not miss a couple of scrawny deer, but as the fugitive poacher had discovered, the rich and powerful are often shockingly miserly with their possessions. Not willing to spend his best years working off the alleged crime, the poacher has decided to book a passage over the great western sea to a land not yet divided up among the high and mighty."

## The greedy arm of law

If during his adventure, the fugitive poacher obtain 400, he will be able to sort himself out of his legal troubles and atain his goal, which allows him to skip turns in fights. If his share of the party's money gets lower than that, he will become restless and will no longer be able to skip turns.

"Mickan Loyko's share of the party money is enough for him to get his legal troubles sorted once he returns home. Knowing this has a calming effect on him, which allows him to be more patient and centered during fights. He can now skip turns in combat and better exploit the enemies' mistakes."

## Trivia

* He can bribe the bridge guards (for 300), so you don't need the viceroy's approval (56 reputation) to obtain your travel permit to enter the Hinterlands.
* As an experienced hunter, Mickan can ask du Grier more money for his hunting expedition, the banker will offer you 180 instead of 120 to help him hunt wild boars.
Professor Irumea Risa

**Professor Irumea Risa** (an alchemist tinkerer) is a playable grenadier. She is the only one available in-game and has the ability to skip turns during combat. She reaches her goal by upgrading her crossbow mortar four times. She has a crossbow mortar as a starting equipment. She has 28. Note that you cannot select Risa from the start menu. Instead, you must blow up Capriss and investigate the ruins before she become available at a tavern. Therefore, she is only available with the Expanded Edition.

## Backstory

"Curious and inventive, the alchemist tinkerer longs for the end of the days for brute force and cold steel. She sailed from Trentier to Capriss, but upon arrival, all she found was burnt piles of rubble. Still eager to use her crossbow, she decided to join an adventuring company."

(This description is not in the actual game.)

## Goddess of the flame

"Professor Irumea Risa has perfected her incinerating compound, and can finally concentrate on other things. She can now reload her crossbow mortar with smoke pots if needed."
Hrok's Crossing

**Hrok's Crossing** is a farming village on Occidania's Sunshore province, northeast of Grionti and across the Long Bridge, southwest of Deadlake.

## Overview

"According to a local legend, Hrok the Horrible was a warlord who had ages ago on this very spot built a bridge from the bones of his vanquished enemies. The inhabitants of Hrok's Crossing seem very proud telling you this, so you decide not to speculate on the viability of such a structure nor inquire about its present whereabouts."

## Locations

### The headman's house

The headman can provide quests here once your company has enough reputation. Once you obtained a travel permit, you can be given the *Hrok's tomb* special quest.

### The Black Cask tavern

Here, the barkeeps and patrons can provide quests such as delivering parcels, escorting monks or merchants and killing bandits, wolves or bears.

### The small village store

Your party can restock on food and supplies here, but for a quite high price compared to the cities' ones, at least until you complete *Hrok's tomb*. Then, you have the same prices as city, for supplies and loot.

## Gallery

The headman's houseThe headman with Hrok's axeThe Black CaskThe small village store
Brother Hiri

**Brother Hiri**, the devout warrior monk, is a playable fencer. He can skip roaming cultist encounters and starts off with sanctified steel blades. If Hiri's share of the party's money reaches 800, he will be able to skip turns in combat. If for whatever reason Hiri's share drops below 800, he will become restless and lose the ability to skip turns during combat.

## Backstory

"The militant order that had brought up the devout warrior monk is the only family he has ever known. The cloistered life came to an abrupt end when the monastery was destroyed by a fire. Seeing this as divine intervention, the monk has concluded he should venture out into the world and take a more active part in doing his god's work."

## A new home

"Brother Hiri's share of the party's money will allow his brothers to rebuild their home. The mere fact that he was able to achieve this gives him a sense of divine purpose and inner peace. He now has the centeredness and the patience to skip turns in combat."
Button Men Origins

To quote the Fight City base set kickstarter,

> Button Men wasn't originally designed for pin-back buttons. It was invented in 1998 as a coaster game for Dalmuti's restaurant. Dalmuti's was located next door to the Wizards of the Coast flagship retail store, in Seattle's University District.
>
>

> In late 1998, Dalmuti's hired James Ernest to create games with short, simple rules that would fit on menus, business cards, and coasters. James had demonstrated a talent for such short-form games, with things like his business card games "Flip" and Fight" (also known as Pennywise).
>
>

> After delivering a package of four new games within a week (yeah, he does that), James did some more thinking about the situation, and decided that what Dalmuti's really needed was not a game with the rules on a coaster, but a game where the coaster is the primary game component.
>
>

> Based on an earlier version of Pennywise, where different business cards had different sets of coins, James designed a game called "Killer" with several different characters made of polyhedral dice. Wizards sold dice next door, and this seemed like a great way to sell more of them.
>
>

> However, they felt satisfied with the first wave of games, so Dalmuti's passed on Killer. This was just one of several times in the early days of Cheapass that James Ernest wound up owning a game design he didn't know what to do with. But soon after, he decided to make the coasters into buttons, and hired artist Brian Snoddy to draw the characters.
>
>

> Halfway through the art creation, James hit on the idea to call the game "Button Men." The buttons literally did come before the title.
>
>

> Designer Ellis Bojar created the Button Men logo for us, and the original ten Soldiers characters were printed and ready for the world in April 1999. (Hannah and Kublai were not in the original edition.) That year, Cheapass also released the Vampyres and Brom sets, and licensed several sets including Lunch Money and Legend of the Five Rings. The following summer, Button Men won the 1999 Origins Awards for best Abstract Board Game and Best Graphic Presentation of a Board Game.
>
>

1. ↑ https://www.kickstarter.com/projects/cheapassgames/button-men-beat-people-up/posts/1890247
Galin Ardanne

**Galin Ardanne**, the adventurous army surgeon, is a playable fencer. While he is in the party, all the company members (apart from himself) fallen during fights will have much more survival chances, even with higher stakes (around 66% with it, and 33% without it). He starts off with the dueling steel blades and a custom-fitted steel cuirass. If he saves his old friend Torpo in Hettering, he will be able to skip turns in combat.

## Backstory

"Even after having spent several years amputating limbs and ministering gruesome battle wounds, the adventurous army surgeon yearns for the thrill of danger. He has traded his saws and surgical blades for heavier and more destructive cutting implements, and has supplemented his medical training with months of swordsmanship lessons."

## A friend in need

In a random tavern, you learn that Torpo, an old friend of Galin, has fallen during a cave collapse, and is at the door of death. You can choose to try saving him by going to Hettering and performing surgery. It's a success, and Torpo reveals he was attacked after finding an artifact. At that point, Galin completed his goal, but you can choose to go after the thieves, kill them, and bring the artifact to Capriss for a reward (or Auhert's Beacon of Capriss was destroyed (with Expanded Edition only)).

## Healing hands

"Saving lives of his comrades has given Galin Ardanne a deep sense of satisfaction and purpose in life. His new state of mind allows him to skip turns in combat and wait out the ennemy."
Eltevedt

**Eltevedt** is a small fishing village on the eastern shore of Occidania, north of Auhert's Beacon and south of Cosgrave Point.

## Overview

"Eltevedt is a rather small fishing village on the eastern shore of the continent. The inhabitants make a living mostly by shipping their catch southward to Auhert's Beacon or to the various inland mining communities up north. Several small boats line the harbor, but it is clear even to landlubbers that these are not ocean going vessels."

## Locations

### The headman's house

The headman can provide quests here once your company has enough reputation.

### The tavern

Here, the barkeeps and patrons can provide quests such as delivering parcels, escorting monks or merchants and killing bandits, wolves or bears.

### The smal village store

Your party can restock on food and supplies here, but for a quite high price compared to the cities' ones, so it should only be in case of emergency.

## Gallery

The headman's houseThe Bait & Switch tavernThe small village store
Mad Swing Dice

Mad Swing Dice are represented by an upside-down "?." At the very start of the game (and again after any round they lose, just as with normal Swing dice) the player sets the initial size of Mad Swing dice (from 2-20 for the Unexploded Cow set, notated as "Q" in the chart on the Swing Dice page), but from then on whenever they are rolled their size is set randomly to any even-numbered legal size for that Swing type. The initial size of a Mad Swing die may be set to an odd number.

Mad Swing Dice were introduced in the Unexploded Cow set.

(Button Men Online symbol: "&")
Bandits

**Bandits** are a common enemy found throughout the Occident. These thugs are used to the acts of extortion, robbery, and murder.

Most bandits that are encountered in the game are random encounters in the road and basic jobs. However, some are the prinicpal enemies of unique quests, such as the ones in Dangerous Game and the Izarian bandits in Eyes and Ears. These bandits usually have a custom description that differs from those of the normal bandits. Some bandit archers have armor which can be seen.

## Overview

Because of the widespread bandit problem (among deserters, cultists, and Yagight attacks) throughout the countryside, mercenary work has become a lucrative business for most. Merchants, monestaries, and those who lead settlements often hire mercenaries as escorts, as couriers, and sometimes hunt down local bandits plaguing the area.

## Descriptions

These are a list of descriptions from enemies that use the bandit skin.

* **A bandit:** A common thug that preys on travelers and merchants.
* **A bandit archer:** A common thug that prefers to keep his distance from his victims.
* **A marauder:** A bigger, smarter and better equipped thug that calls the shots.

### Arena fights

* **An ex-bandit:** This convict prefers arena to prison, so he is paying off his crime by entertaining the crowds.
* **A marauder archer:** A dangerous criminal who is skilled at using a bow.
* **A masked marauder:** A dangerous criminal who is skilled at using a shield.

### "Dangerous game"

* **An archer:** You don't know who this man is or why he intent on putting his arrows into you, but you suspect it has something to do with Harland du Grier.
* **A man-at-arms:** You don't know who this man is or why he intent on bashing your skull in, but you suspect it has something to do with Harland du Grier.
* **A spearman:** You don't know who this man is or why he's intent on skewering you with his sprear, but you suspect it has something to do with Harland du Grier.

### Izarian bandits

These enemies share the same description with one another and are present in the quests "Eyes and ears", "Mysterious prisoner", and "One man left behind".

* This bandit's face seems oddly exotic, but his expression is unmistakably hostile.

## Trivia

* Grif the Hand can skip bandit encounters, without needing to pay or fight.
The Great Sundial

**The Great Sundial** is the place of pilgrimage of the Cult of the Gnomon. It is 4 tiles north of Enioch and it appears on the map after you discover it for the first time. It is in the Hadrach Desert, and therefore only available with Expanded Edition.

## Oveview

"The question of why someone would build a colossal sundial in the middle of the desert has perplexed the inhabitants of Hadrach for centuries, some even to the point of religious fervor. This gave rise to the Cult of the Gnomon, whose acolytes and pilgrims you can see praying in the slowly creeping shadow of the massive structure.

A tent camp has sprung up in the sands around the sundial, but it looks like a communal effort, and doesn't offer any services that would be of much use to you."

## Wonders of the Occident

This is the only quest available here. Before exiting the Great Sundial for the first time, you meet Tezar Longstrides. He asks you if you happen to know about an other ancient structure, and reacts enthusiastically when you taks about the Calamity. If you agree to escort him there, he will reward you with a copy of his research notes. You can sell those at Capriss (or Auhert's Beacon if Capriss is destroyed) for 150.
Combat Results

A fight can have different **results** depending on how you got through it.

## Victory

The (I hope for you) most common fight issue. You've killed all the enemies the game threw at you, and at least one of your characters survived.

### Flawless victories

A victory where your character never took any damage. When you achieve one, each of your characters regain 2 resolve (except in the arena).

### Epic victories

A victory where all your characters survive against impossible odds, such as against numerous deserters, Yagights, cultists, or especially difficult quest fights (*The mad ermit*, Hirtomo's gang, Deadlake's cult to the maiden of the lake). When one happens, each of your characters regain 2 resolve.

### Pyrrhic victories

A hollow victory, because even if you won, one of your characters died, and you will never be able to see them again in this run. You can find dead characters with a small cross next to their names in "Former party members", in your ledger.

## Retreat

To be able to retreat, all your party members must be on the bottom row of the battlefield, with no enemy near them. If you retreat, you lose your pack animal, everything not human that takes a tile on the battlefield (things you need to deliver, mostly), reputation, and most of your loot and supplies.

## Defeat

You died. If you had retired other characters before, they come out of retirement to reform your company. If not, it's game over. Back to home screen, the adventure is finished and recorded in the Book of Heroes.

1. ↑ More specifically, a victory is considered to be epic if the enemy party's strength is 25% greater than your party's strength, and all of your party members survive. Party strength is calculated as the square root of all party members' starting health.
Бутылка Клейна

**Бутылка Клейна**, как альтернатива тору, представляет собой возможную конечную вселенную Жизни (т.е. одну из ограниченных сеток) в виде бутылки Клейна. Самый простой способ сделать это — использовать прямоугольник размера m × n, верхний край которого соединен с нижним краем (как в случае тора), а левый край **перевёрнут** и соединен с правым краем.

Кроме того, что это интересно топологически, это имело историческое значение как метод получения места для ограниченной компьютерной памяти; закрученный с северо-востока тор появился на юго-западе, освобождая диагональ вместо того, чтобы замыкать средние столбцы прямоугольника.

Бутылка Клейна похожа на ленту Мёбиуса в том, что конфигурация, выходящая за левый край, появится на правом краю, но отразится вертикально.

Следующий паттерн демонстрирует, как диагональные и ортогональные космические корабли путешествуют во вселенной в форме бутылки Клейна.
Dr. Kirran Laviotti

**Dr. Kirran Laviotti**, the wandering naturalist, is a playable archer. He is a survivalist, wich means he has the ability to skip fights with wildlife and can build shelters to overcome hailstorms. Moreover, Laviotti lives off the land and does not use the party's food and supplies. He has an Oak bow and a Gambeson as a starting equipment. He has 26.

## Backstory

"A man of science, the curious wandering naturalist has never been content to conduct his research in stuffy universities and libraries, preferring instead to venture out and experience the natural world himself. While not a trained fighter, he is aware of potential dangers and has made the effort to develop some skill with the bow."

## Wanderlust

If Laviotti travels 100 wilderness tiles (not roads, farms, etc...), he will reach his goal and be able to skip turns during combat.
Maerk Inulli

**Maerk Inulli** (female: **Niobe Inulli**), the dashing young lieutenant, is a playable fencer. He starts off with increased health (). When Maerk reaches a reputation share of 50, he will be able to skip turns in combat. If for whatever reason Maerk's reputation drops below 50, he will become restless and lose the ability to skip turns in combat. He has some Dueling steel blades and an Haubergeon as a starting equipment.

## Backstory

"Eager to prove himself outside the confines of army discipline and the training yard, the dashing young lieutenant is ready to leave the comforts of the capital behind him and seek fame across the great western sea. His youth and vigor give him an unmatched drive and will to succeed as an adventurer."

## Trivia

* Maerk is, with Grif and Harland du Grier, one of the 3 characters with a fan base in the Discord and the SubReddit.