recursal/Fanatic-Fandom huggingface dataset:
Saurians

## Bestiary

*Saurian* is a term as vague as *monkey*, and covers a vast range of four legged creatures that resemble small dragons. Some of them are hunted for meat, especially the smaller ones, while the larger ones often attack humans, though prefer heavier animals that can satiate them for longer. There are many tales about the unique abilities that some of their groups may possess, but they are among the lesser-understood creatures.

According to Dalit: “At least not all of them eat all meat! That’s why you keep away from the ponds and lakes. They stay just at the bank, jump at whatever gets close. You try to wash your hands, whoosh! Snapped. Even worse with a horse, it will grab it by a leg... And you know how fragile they are, as good as gone. Those all-gray are the worst, pretty much all of them eat humans. And look at their tails. If they are thin and swing left and right a lot, they can break your ribs.”

You’ve heard that the large saurians with yellow dots on them are fruit eaters that eat meat only when they’re desperate.
Alchemy

## Glossary

Alchemical potions, balms, and powders are a subcategory of magical items, but alchemists don’t try to influence their structure for centuries to come. Once the mixtures are consumed, put on skin, poured on the ground, or left alone for a long time, their effect takes place, then vanishes.

While it’s possible to create potions the same way the enchanters make magical items, most alchemists keep their pneuma unaffected by using precisely measured ingredients to substitute the power required to brew. Even a master alchemist doesn’t have to possess advanced magical abilities to fulfill their profession.

Alchemists use animal shells, plants, herbs, special types of water, fungi, gemstones, and other ingredients, which often have to be collected or used in particular conditions. An alchemist needs to supervise the temperature, pressure, and the time it takes to complete specific tasks while brewing. All these details led the alchemists to write down their knowledge and research. The huge prices of their services have turned their scrolls and codices into cryptic texts filled with ciphers and mysterious, symbolic pictures, and their true meaning is reserved for the alchemists’ crafting circles.
Fish Trap

A basket made of vines and willow branches. If a large fish swims into it, it won't be able to get out on its own.

Fish traps can be set up at various locations to catch fish. If you currently have any traps set but have none in your inventory, an entry will appear listing the locations of all of your set fish traps.

## Obtaining

* A fish trap can be found in the southwest portion of Steep House
* Fish traps may be purchased from Old Hava in Creeks

Note that you may only carry one fish trap at a time, though any number may also be set up.

## Known Uses

Fish traps can be set up in rivers and streams to catch fish. One day after placement, a trap can be checked to see if a Raw Fish has been caught. If the trap isn't checked soon enough, the caught fish may die or the Fish Trap may be destroyed by a large animal.

A fish trap may be bartered to Aegidia in exchange for a seal skin.
Set of Antlers

A useful resource used in all sorts of crafts, but since the deer-like creatures shed and grow a new pair of antlers every year, they are less valuable than most trophies.

## Description

Antlers are one of the very few goods which can be collected from wild beasts without harming them, and, for that matter, without encountering them at all. Every spring, groups of hunters and foragers combine their efforts to collect these bone-like remains left behind by all sorts of deers, usually males, though the time is not on the side of humans. For some reason, many animals chew on the antlers, making them unusable.

No matter if the antlers were dropped by its owner willingly or cut away from a wild game, they can be used in all sorts of crafts. Their shape and size rarely allows one to turn them into weapons and tools, but it’s easy to carve and polish them with simple tools. They are a great base for small sculptures, combs, tool handles, clamps, buckles, gaming pieces, dice, toys, and many more. They’re also a cheaper replacement for the novices who wish to master the art of bone carving.

## Selling

 Iason | 1 ration | “I’m not too crazy about antlers, we’ve enough of them already,” he rubs one of the tines with his thumb. “I don’t expect to see a trader chasing after such a cheap trophy for their wall. I’ll give you a single meal for it.”
Fancy Robe

An expensive robe, shoes, pants, belt, and jewelry that you put on when you’re not on the road.

## Description

To protect the fine fabrics, you only put on these clothes when you’re close to a settlement. The dim, elegant colors won’t draw too much attention in a tavern, or make you look out of place during ceremonial gatherings. The entire set makes you look more like a merchant than a traveler, especially since the heavy robe gets tiresome after a longer walk.
Harpies

## Bestiary

They look like a hybrid of a goblin and a bat. While they’re much stronger than the common birds of prey, they’re infamous for their cowardice - they only attack in great numbers, selecting targets that seem to be alone, or weakened, often trying to scare away other predators from their prey.

According to Dalit: “Are you even going to find them? There should be none in these woods, the thicket is much too dense. And, you know, they’re cowards, how much of a threat can they be? If you have to travel where they live, just be sure to have a few guards with you. They won’t attack a group of humans. Or take a crossbow. Or spells.”

According to Efren: “They’re common on the coast, and on open waters, I saw them from Gale Rocks’ beach. Rocks and sticks don’t fly well when thrown upward, a bow would be a safer bet, howlers are herbivores.”

According to the people of Gale Rocks: “They take no bait, no food. All them beasts do nothing but fly and seek weaklings to catch. We tried to tame them with fish, but they never learn, dumb little bats.”
Explore the Peninsula

I need to explore the peninsula as thoroughly as I can. I have to get to know the locals and find out how much of a profit can be made here, then bring the news to Hovlavan.

On Standard difficulty, additional text is added: "I have to leave the peninsula on the 40th day of my journey, or sooner." On Hard difficulty, the same text appears but reflects the 30-day limit.

When you finish your adventure, you may have the option to abandon this quest, leading to an alternate set of endings.
Herbalism

## Glossary

The healers are not aware what causes illnesses and how the human shell works. If there exists medical science in this realm, it’s practiced by the herbalists. Their knowledge of herbs and other ingredients required for medicaments and antidotes may turn into the foundation of their alchemical practices, although traditional herbalists don’t need magic, and their profession is much more forgiving, especially since they are supported strongly by the placebo effect.
Head of a Beast

The fresh head of a wolf-like creature you faced in the heart of the forest. You should get rid of it before it decomposes.

## Description

The disturbing appearance of this wolf-like creature is not going to turn it into an appealing wall decoration. Processing it will involve many hours of unpleasant, pungent work spread across days of waiting, not to mention tools, a bunch of salt, and a place where it can dry without being disturbed.

It can still be turned into a decent trophy, but needs to be sold soon, before it begins to decompose.

## Obtaining

Kill the furless wolf in the Heart of the Forest. You can find it on the eastern path.

## Known Uses

### Selling

 Iason | 4  | You take the innkeep outside to show him the head of a beast. “Ah, a furless wolf. Such an ugly creature.” He examines its condition and gestures for you to follow him back to the building. “It’s not easy to say how much work it will take to make it look fine, and, let’s be honest, it’s never going to look *that* good. Monster trophies are worth more when they don’t make you lose your appetite.” He returns behind the counter. “So, what do you say? Four coins?”
A Ford

A shallow crossing, broad enough for wagons.

The river ford in the Northeast is infested by insects. This results in travel that would pass through this map location taking increased time. In order to remove this increased time, Sting Ointment must be obtained and used at the ford. Note that merely owning the ointment is insufficient; A Ford must be visited and the ointment used there in order for the travel time reduction to apply.

Stinging Ointment can either be crafted at an Alchemy Table if you are a scholar, or purchased from Thyrsus at the Peat fields.
Griffons

## Bestiary

The scrub griffons are four-legged omnivores, larger than a fox, that merge features of furry critters and birds. The front parts of their shells are covered with vivid feathers, while their rears have darker furs. Their wings seem fairly massive, making them impressive jumpers, but they’re too heavy to fly.

The noble ones are rare and especially valued in villages across The Dragonwoods. They can be as large as a horse and taught to protect homes, as long as they’re well-fed.

According to Dalit: “The noble griffins? But they don’t live here, it’s too close to the ocean. They can’t compete with the flying beasts, so they keep their distance, hunting only at dawn. Oh, or do you mean the scrubs? Those are everywhere. Just try to scare them off, like from a large distance, or by wounding them before they get in the position. In a place like this one they won’t starve, there’s a lot of game around. I wouldn’t expect them to hunt for human flesh.”

From what you’ve seen, even the large noble griffons are afraid of the nights, vigilantly observing their surroundings.
Old Sailor

A one-time encounter in Eryx's inn in Howler's Dell. The **Old Sailor** can tell you the following:

* One is not allowed to land on High Island.
* The Tribe of The Green Mountain used to live on High Island, but they were driven from it by Hovlavan's army.
* To visit the tribe, one has to bring a gift. He explicitly suggests a blade or spices.
* (Unlocked with the right dialogue options) You need to bring a light source to High Island.
Law

## Glossary

In The Ten Cities, the religious figures influence both the legislation processes and the judiciary of the state. Not only have the priests developed and maintained this system, but they are also the ones who keep all the records in their archives and temples. The space for abuse is virtually limitless and The Cities experienced it at every step. Every city has its own set of laws and regulations, and even the officials can’t easily bend them.

Living in the countryside, on the other hand, is not strictly regulated. If a building stands empty, one can ask to simply move in. When one commits a crime, the village judges how to handle it. If one is more of a burden to the community than help, they may be asked to take on additional duties, or even to leave. No soul owns the fish in the lakes, the game in the forests, the rights to the land or to craft.

It’s uncommon to punish for sinful deeds that don’t hurt anyone in a significant matter. Improper behavior may lead to a small fine, but in most cases, only harmful actions are punished, usually by being forced to do involuntary work, or by being banished from a settlement, sometimes with a mark on one’s face, carved by a blade or hot iron.

There’s one rule shared by the entire North — don’t provoke nature, and don’t exploit it to the point where it attacks the villages, or you will face the most severe of punishments.
Hunting

## Glossary

From time to time, every village has to hunt, but not all of them have specialized hunters. Careless hunting may irritate the beasts and provoke them to attack the settlement, and the process in itself can be extremely dangerous. Hunters avoid fighting with their prey and prefer to use traps, crossbows, or spells to overcome their physical disadvantages.

The true masters of the hunt know when and how to track their prey, how to flay it, and how to collect valuable trophies and alchemical ingredients from it. When they aren’t looking for game, they search for eggs, explore the wilderness, or look for valuable bones and antlers.

Most hunters retire before they pass their 40th birthday. Since their life involves constant learning and complex decision making, they teach their trade to their children.

Fishing is a safer type of hunting, though it involves just as much knowledge to efficiently support an entire village. It doesn’t provoke nature’s counterattacks as much, yet it still isn’t a safe activity. Water sources gather predators hoping to catch thirsty animals. Setting up fishing equipment at night or crossing deeper waters on a boat is never a time to relax.
Animal Husbandry

## Glossary

The grounds around villages are rarely large enough to allow villagers to feed large herds, and therefore animals are mostly kept to help with labor, or to provide products other than meat.

Mouflons and ibexes produce wool, milk, and skins used for the production of parchment. Boars don’t require much attention and eat almost anything, so they are bred for fat, meat, tusks, skins, or just to get rid of the leftovers produced in the house. Ducks, geese, partridges, pheasants, and quails produce eggs and feathers, and can be used as a quick backup meal during harder times. Chickens are valued more than any other poultry, since they rarely get through the tall walls and aren’t picky eaters.

Animals are killed for meat on special occasions, or when they are too old to provide other types of products. A single family won’t eat a large animal by itself, so it’s common to share meat with the entire community, which will return the favor later on. If the relationships among the villagers are a bit cold, they trade instead.

When an animal is butchered, it’s crucial to waste as little of it as possible. Their hides are used to produce clothes, the hooves and bones add taste to soups, and the offal is either eaten or turned into unique materials, such as glue.
Iason

Iason is the owner of the Pelt of the North.

> A muscular man is sweeping the floor near the stairs, but after he glances at you, he leans the broom against the wall and heads behind the counter. His skin is dark, almost purple, rare even among The Southern Tribes, and his hair is naturally blueish. His clothes are quite fancy for manual labor - the elegant tunic wouldn’t stand out in the city square.
>
>

## Journal

A man in charge of Pelt of the North.

According to Tulia, he prefers to stick to trade, doesn’t like to waste time on jokes and empty gestures.

He was willing to keep me in a long lie for his own gain.

He admitted that his crew was helping Thais during the raid on Steep House.

The leader of a team of big-game hunters.

He arrived here more than ten years ago.

His purple skin combined with the clean, city accent implies that he might have been born into slavery.

According to Dalit, he likes to give strangers small tasks to find out if they’re useful. And hates thieves.

According to Eudocia, he’s “stiff like a broom.”

He was planning to purchase the Foggy Lake tavern.

According to Ilan, he was in need of hard drinks and healing potions.
Berry Picking Hook

A tool from Pelt of the North with a head made of a large animal claw.

## Description

A hook given to you by the innkeeper from Pelt of the North. Its head is made from a dark animal claw. People in the countryside often use bones, claws, tusks, or even stones to make tools and weapons, but this one is quite large.
## Obtaining

Can be bought for 1 dragon bone from Iason at Pelt of the North after foraging for food.

## Known Uses

* Interacting with this item from your inventory will change it into the Pebbler's Claw. It can be made back into a hook by interacting with it again.
* The hook will make climbing the cliffs easier on High Island.
Fresh Healing Potion

An earthenware bottle with a liquid which heals one's wounds.

## Obtaining

* You will start the game with a potion if playing on Casual difficulty
* If you are a scholar, you can make healing potions by combining alchemical ingredients

## Known Uses

* A fresh healing potion may be consumed to gain 4 Vitality
* One may be provided to Akakios in place of the Potion from the Dolmen to complete Merchant's Medicament
* Up to three healing potions (including the Potion from the Dolmen, but *not* Small Healing Potions) may be sold to Iason for 8 dragon bones +/- Appearance modifier each
Quills for The Monastery

Aeli, the monk from the monastery, has asked me to travel far to the east, to the enchantress known as Eudocia, then ask her for a set of magical pens that she was working on for his order. Once I get them, I need to bring them back.

Once you arrive at The Secluded Residence, you may receive the quills from Eudocia. You have a chance to ask her about Asterion, if you haven't discussed this with her previously.
Akakios

A trader living in Howler's Dell. He sells a Wooden Lantern for ±4 dragon bones. This can also be obtained for free from Elah after entering The Old Tunnel and speaking to him about it. Akakios also sells The Linen Fabric and A New Battle Axe for ±10 and ±15, respectively.

## Appearance

He wears a brown robe with a modest green trim, with a rope serving as a belt. He wears crude linen pants and sandals.
Appearance

**Appearance** is the game mechanic representing how presentable you appear to other people.

Being on a 0–5 scale, the Appearance either hinders interactions with NPCs or allows the player to get more from them. It adds penalties and bonuses to friendship and reputation levels and alters prices of bought or sold equipment and merchandise, especially one that’s on the pricier side.

The appearance level considers a few factors. The level of cleanliness, the condition of the player's clothes (which can be either damaged or not), having the outfit covered with blood, and being either strong and healthy, or weak to the point of exhaustion.

## Appearance Score

Appearance is affected by a number of different factors, each providing a positive or negative modifier.

 Vitality at 4 or above
 Torn clothing
 Bloodied clothing
 Vitality at 0

Cleanliness can be regained by bathing at any safe water source, such as a well, stream, or ocean beach across the peninsula. When bathing yourself, the amount of cleanliness restored depends on the bathing equipment you have acquired. Note that cleanliness restored will always be limited to 1 point at beaches.

Howler's Dell and Gale Rocks offer paid bathing services. Paying for a bath will always restore full cleanliness.

Bloodied clothing can be cleaned by yourself at water sources. Otherwise, paying for a bath will clean your clothes.

Torn clothing can be repaired by Bion in Howler's Dell or by using a Sewing Kit. See the Vitality page for information on regaining vitality.

## Effects of Appearance

Appearance has an effect on how easy it is for you to convince characters.

In addition, appearance affects prices at traders across the Nameless Peninsula. At 0 appearance, buy prices of many items will increase by 2 bones and sell prices will be decreased by 2 bones. At 1 appearance, buy prices will be increased by 1 and sell prices will decrease by 1.

Conversely, good appearance causes prices to change in your favor. At 4 appearance, many items will have their buy price decreased by 1 and their sell price increased by 1. At 5 appearance, buy prices decrease by 2 and sell prices increase by 2.

As such, it is always advisable for your appearance to be as high as possible when buying or selling items.
The Ten Cities

## Glossary

The state fell a generation ago but the idea of it still unites the cityfolk, and those villagers who collaborate with The Cities closely. The so-called barbarians from The Southern Tribes have pillaged the realm, pushing the locals away from The Growing Mountains. Many settlements have been pillaged, burnt, or abandoned, and while The Cities still stand, their governments can’t maintain the old order, splitting its power with the churches and merchant guilds. As these groups compete with each other, they are additionally weakened by their petty games.

There’s only nine of The Ten Cities left, with the last one being overrun by scavengers, undead, and monsters. The remaining ones are ruled independently by their own chiefs, controlling the territory that belongs to their province. They’re focused on maintaining the taxation system to feed the officials, artisans, scholars, mages, soldiers, and artists. They have to collaborate with the nearby villages or settle in new areas, but there’s not many people interested in such a dangerous venture.

Aside from protecting those living among the walls, The Cities patrol the roads, pay the innkeepers to maintain shelters, guard the temples and chapels of The United Church, send soldiers to settlements, and hunt for the undead, unusual beasts, or criminals, though, if possible, the soldiers would rather hire specialists to take care of such tasks.

The villages collaborate with The Cities by signing taxation deals. Their representatives, usually the elected mayors, are paid for learning how to read, collecting taxes, and maintaining order. These contracts resemble other trade deals — the city gets a chunk of the food or other goods produced by the village, while the villagers gain access to soldiers, master artisans, traders, and priests.

The further away from The Cities, the less the villages are connected to them — not only economically, but even more so culturally. Every tribe has its own way of governing itself, responding to the traditions and needs of the community. Settlements that don’t pay taxes won’t receive the city’s protection and may deal with fewer traders, but in return sustain the independence of their beliefs, culture, and laws.
Old Blanket

A piece of rawhide you found at the northern road.

## Description

A torn and frayed rawhide, a simple material made of animal skin, but without the tanning process that would turn it into leather. It’s not rotten yet, but it provided a couple of howlers with a lot of joy - their playtime made it so damaged it’s pretty much worthless.
Set of Dragonling Claws

Useful for crafting trinkets, spears, or tools.

## Description

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

## Obtaining

Obtained by detaching the claws of the Dragonling's Paw from your inventory.

## Known Uses

### Selling

 Foggy | 3  | “Pointy,” she touches the tip of a claw with her finger. “From a runner?” After you correct her, she nods with approval. “A full set from a saurian’s paw... It would look plenty fine on a table at a feast, with some berries between them.” You spot a hint of a smile behind her scar. “Three dragons.”
Dragon Horn

An instrument made of a twisted animal horn. When blown, it imitates a roar of an enormous creature.

## Description

The purpose of a horn depends on its loudness, as well as its origins. Brass horns, as representatives of technological capabilities of humans, are ceremonially used by The United Church, while the status assigned to an animal horn is usually based on the threat presented by its original owner. When it comes to the more practical side of things, the quieter, easier to use horns are introduced during theatrical or musical performances, while the louder ones are blown to send a warning to a distant group. In cities, for example, different horns are attached to unique signals, related to events such as fire, flying beasts, plagues, or floods.

The horn you possess doesn’t look too impressive and most likely didn’t belong to an actual dragon, but its terrifying sounds would worry even the largest of beasts, at least until they realize it’s not followed by shaking ground and breaking trees. It looks like one of the instruments that, in the not so distant past, were used to exchange messages between neighboring villages.
Beastfolk

## Bestiary

Many believe that talking about beastfolk brings bad luck. It’s difficult to even judge if there’s such a thing as a *pure* specimen - each one of them partially resembles another animal: a boar, wildcat, bear, owl, lizard... Yet no matter if they have long tails, fangs, tusks, claws, or antlers, they’re always bipedal and seemingly capable of working together. “Packs,” some people say. Others call them “tribes.”

These mysterious creatures show up all across the realm, hunting for animals as well as travelers, but it’s not clear how smart they actually are. They don’t use weapons, nor speak, yet seem to partially understand human behavior. Even Wright’s Tablets describe a woman who used to trade with beastfolk, before they ate her.

The smallest beastfolks, usually with wolf-like heads, are known as gnolls. While threatening in large numbers, in small groups they don’t present a problem for a skilled, confident fighter.

According to Dalit: “Two of them, one deerhead and one bearfolk, tried to steal a rabbit from our trap. We outnumbered them, so they just grunted for a bit and withdrew. But you know the old tales. Bring the offerings, meat and whatnot, and *maybe* they’ll be *kind* to you. Something they won’t find in the woods. Or food touched with pneuma. And if you were asking just about the gnolls... Who cares about them, they could barely bite your hand. You see a dozen of them? Run before they knock you down. You see two? Just chop their heads off. They ain’t magical, that I can tell you for sure. And they’re dumber than wolves.”

According to an elder from Old Págos, one can tell if a beastfolk is a threat danger if it moves on all fours. Those standing on two hind legs are more eager to let one go.

According to Efren: “Gnolls will threaten you until you give them some meat, and that’s all they eat. No fruits, no, I don’t know, bones.”
Rope

Made of a durable hemp fiber. It can support the weight of four people with their traveling equipment.

## Description

Making a rope takes a lot of time and involves complex tools that combine thousands of fibers harvested from plants, mostly hemp, linen, or straws. Since it doesn't take much skill and can be handled even by children, it's rare to find an artisan who would specialize in twisting them all day long.

Ropes are much more durable than leather strips and are used for all sorts of things, though their durability doesn't make them a common merchandise. They can be heavy and awkward, so it's more common for groups of travelers to share a single one among all of them during their journey.

## Obtaining

Obtained from Tulia for free or in exchange for a food ration at the military camp when first entering the peninsula.
Pelt of the North

An inn in the south of the Nameless Peninsula. A massive inn surrounded by a wall. A shelter from monsters and highwaymen.

## Characters/Services

Iason, the owner.

Dalit, the hunter.

The unnamed armorer. According to Iason:

> He used to be able to speak. A sad fate, and a *painful* one. One day he ate an undercooked slice of meat on his journey South, and after a few weeks he realized that something was biting his tongue. Something was living in it, like a worm in an apple. We tried to kill it with fire and hard drinks, but it was too late. The flesh started to rot, we had to amputate it. He can’t help other hunters without speaking or shouting, so he’s learning a new trade now.
>
>

A well.

## Timeline

The Pelt of the North was originally known as the Clean Spear tavern up until 2021.

Pelt's look evolved over the years the game was in development. Here's a timeline showing how Aureus's art and the tavern's style changed over the years before the game was launched.
Family Life

## Glossary

Different traditions and religions lead tribes to have their own, unique view of the role and structure of a family. In some areas, one can’t abandon their spouse if they have a young child together, while in others, marriages don’t exist, allowing the adults to stay loosely attached to anyone who shares their affections, and the children are raised by the entire community.

Some villages allow loosely defined and non-binding monogamous marriages, while in others a single family can be made of a few adults if they so desire, but they have to stay together until death. In one village, premarital sex is not a big deal, while in another it’s seen as taboo, especially if it’s required to find a spouse from a different tribe.

If a relationship is restricted by the laws, it’s mostly for the sake of the children, or to make sure that the possessions of a dead person will stay with the rest of the family. In such cases, the belongings are passed to one’s children, and if there are none, the priority goes to the spouses, then parents, then siblings. If, however, there's no soul left, the possessions are claimed by the entire village. In The Cities, there are ways to complicate the process through a more official, written will.

When nothing stands in the way, young people try to expand their families, with many women going through three to ten pregnancies before they’re forty. Since wars, famines, and illnesses are rare in the North, the child mortality rate isn’t high, and people don’t necessarily aim at having a new baby every other year. Nevertheless, the more children there are, the easier it is for them to provide for their elders, and magical healers do their best to protect women in labor from dying.
Fulvia

Fulvia is a room keeper at Gale Rocks. She is a blind, elderly woman.

At the start of the game, Fulvia's services must be discovered. You can find Fulvia by choosing to look for someone in Gale Rocks and entering any of the following: "fulvia", "shelter", "bed", "room", "vacancy", "freeroom", "freebed", "rest", or "sleep". If the protagonist enters Gale Rocks at a late hour, the guards will recommend speaking to Fulvia about shelter, automatically revealing her services.

Fulvia offers a room that can be paid for with either 2 dragon bones or 4 hours of labor the next morning. Paying with dragon bones provides +1 vitality, -2 nourishment, and -1 appearance due to cleanliness. Paying with labor changes these modifiers to 0 vitality, -3 nourishment, and -2 appearance due to cleanliness. By completing quests for either Severina or Navica, you can negotiate for free shelter at Fulvia's room. This provides the same modifiers as paying dragon bones.

Iason can be asked about Fulvia to reveal some of her backstory. After learning this, speaking to Fulvia reveals her knowledge of an orchard in the Heart of the Forest. If you find the orchard, Fulvia's knowledge will give you an option to safely forage for 2 food rations.
Horse

While valuable, they can't survive in The Dragonwoods on their own. They are owned by messengers, scouts, or rich cityfolk.

The actual name of this item will be whatever name you give your horse; Sodal by default. This item never leaves your inventory and does not have any practical use beyond the narrative descriptions involving your horse.

Your horse's color is determined by you in a conversation with Fulvia in Gale Rocks. Its gender may be chosen by you in a conversation with Thais in Howler's Dell after providing her with "rumors." Regardless of its gender, your horse is always referred to in game text by it/its pronouns.

## Description

Horses are not a common sight in The Dragonwoods. They were brought here from the conquests in the South and can’t survive in the forests by themselves. They can run for a long time, but not fast enough to escape all of the local monsters.

Usually, riders maintain a steady, human-like speed, saving the strength of their mount for the unavoidable dangers that require galloping.
The forest speaker

An unnamed elder druid living with his wife in the abandoned mine south of Howler's Dell. The correct way to address him is "forest speaker."

If you gain enough relationship with him, he will allow you to make use of his home (see Elders' Cave for details). He also will help you by predicting the next day's weather upon request.

## Associated Quests

* Empress Carp: the forest speaker will ask you to retrieve a fish for him from Photios in Gale Rocks.
* Healing the Plague: Informing the forest speaker of the plague in Old Págos will cause him to explain a solution involving Beholder.
Bird Hunting

Ilan and Tzvi, two foragers working in Foggy's tavern, have invited me to join them on their hunt for a runner. They wish to capture it alive.

This quest may be completed any time after Day 10. Ilan and Tzvi will invite you to catch a runner. To do so, you must travel with them and without your horse to the foraging grounds; you may do so by selecting a dialogue option while speaking to them at Foggy Lake.

The plan formed by the three of you is for you to receive the beast's charge while Ilan and Tzvi try to lasso it with ropes. As such, it is recommend that you acquire a shield prior to attempting this quest. You may attempt to immediately grapple the creature, or to wear it down first. Once the creature is sufficiently worn down, grappling it will result in its capture.
The Orders of Truth

## Glossary

The Tablets portray people pursuing knowledge of both spiritual and physical worlds. They rarely focus on children, instead describing experienced, mature people looking for wisdom, contemplating their faith, exploring philosophical ideas, or inventing new technology: sages, wizards, herbalists, and inventors.

The Orders of Truth, known as the Seekers, had no interest in pursuing political power or gathering wealth. Instead of creating hierarchies of priests and priestesses, they invited anyone ready to abandon their personal possessions — or, in some cases, even their families — to live in small communities focused on gathering knowledge, creating and copying hand-written books, developing new technologies, exploring art, and studying medicine, alchemy, or magic. While these gatherings, later known as the Orders, were focused on different activities, they were ready to share their knowledge with each other and support themselves in times of need.

At first, The United Church allowed the Seekers to carry on with their research. After a couple of centuries, some Orders gathered large collections of priceless books and talented artisans, able to sell their works for huge prices. The Unites tried to force them to adapt the traditional structures and join the priesthood, as well as share their riches and knowledge with the grand temples. The Orders refused, engaging in a long political conflict. Some monasteries were forced to succumb to the law, while others moved to rural areas, trying to live in harmony with the villages willing to exchange supplies for their knowledge and artisanship.

A couple of the orders turned out to be influential and powerful enough to stay in The Cities after all. Their large monasteries are generously rewarded for their abilities, but their knowledge is veiled in secrecy, securing the position of those who have access.

The monks aren’t explorers. They usually stay in their strongholds, only sometimes organizing expeditions to gather information and resources that can’t be obtained otherwise, or to transport books or goods for sale. The Orders don’t keep military squads, but the monasteries settled in rural areas are well-protected and even fortified.

The Seekers portray nature as a mysterious force, a realm where the ancient heroes were illuminated by The Wright or understood the secrets of life and magic. While they condemn necromancy and blood sorcery, they don’t alienate themselves from the pagan tribes, considering them to be lost, rather than wicked. At the same time, they express contempt toward The United Church, portraying it as spiritually hollow and too invested in political intrigues and violence. They had mixed feelings toward emperors and empresses but remained loyal to their military authority.
The Gate

An unusual structure guarding the path to the Heart of the Forest.

The western edge of the shortcut path through the Nameless Peninsula. Quintus initially guards the path; see that page for information on interactions with him. If Quintus leaves the gate, it will be unguarded and no interactions will be available at this location beyond the ability to start the trip through the forest. See the Heart of the Forest page for more details on taking the shortcut.
Cursed Coins

Navica from Gale Rocks asked me to get rid of the coins she received for reaching High Island. To do so, I need to ride to Beholder, the tree south of Howler's Dell, and place the pouch on the altar.

## Resolution

Beholder does not respond when the coins are placed on the altar. You are then presented with a choice of what to do with the coins:

 "*I add the coins to my own pouch and forget about this whole ordeal."* | +15 coins, -1 Pagan faith points.
Studying the Golems

Aeli from the monastery has asked me to look into the rumors of “dangerous golems” that were spotted in the possession of Eudocia. She’s an enchantress who lives near the eastern road. The more details I learn, the higher my reward will be.

Talk to Dalit about wild beasts to learn about golems.

If you are a scholar, you can decipher what is written on the golems.

Talk to Eudocia about the golems. She will tell you more about them, if she trusts you enough.
Potion from the Dolmen

A healing mixture that smells like fruits cooked with honey.

## Obtaining

Open the box found in the secret area under The Dolmen.

## Known Uses

* Can be used as a Fresh Healing Potion to heal 4 Vitality
* Can be sacrificed to Beholder
* Can be sold to Iason at Pelt of the North for 8 dragon bones +/- Appearance modifier
* Akakios will ask you to retrieve this potion during Merchant's Medicament in exchange for 5 dragon bones; if appraised by Iason first, will receive either 3 additional dragon bones (total 8) or additional Relationship with Akakios and Howler's Dell
The Southern Realms

For centuries, The Ten Cities were colonizing the Southern Realms (Wastelands), kidnapping workers, stealing ore and spices. Finally, a generation ago, it was defeated by the Southern Tribes, who freed the slaves, pillaged the land, then mostly moved back to their lands.

## Glossary

A vast, varied area known to the older Northerners as The Wastelands. The realms near The Growing Mountains are indeed little more than deserts, marshes, and barren hills, but the farther south one travels, the more fields, herds, and cities they’ll find. Since there are no jungles and homes for gigantic beasts, the Tribes have to compete with each other over resources.

Before the invasion that took place one generation ago, The Southern Tribes were called *barbarians*, and The Southern Realms were known as The Wastelands.
Wild Plants

Fruits and vegetables that can be found in the wilderness. Not very filling.

## Description

Foraging is an essential labor in the villages of the North. Lethally dangerous in the wilderness, but more of a routine in the forest gardens, though never completely safe - it’s done in groups, and only by adults.

Wild fruits, including grapes, apples, pears, and plums, are smaller and more sour than the ones cultivated by farmers and tend to have larger seeds. Children from a very young age are taught how to identify poisonous berries. Vegetables usually take some cooking, or at least cutting and cleaning. Carrots, fennels, cabbage, onions, sorrels, and lettuce are just some of the ones that can be eaten raw, though they feel either too bland or too intense to be enjoyed by themselves.
The Three Rivers of Faith

## Glossary

Before the ancient stories were written down, they were present as loose tales, spread around by word of mouth, constantly changing their form and meaning. The invention of the sophisticated writing system allowed for the creation of a canonical set of stories, but even in the days of Adir there existed multiple sources and variants that did not portray a cohesive system of beliefs. Their symbols were also not understood clearly outside of Adir’s tribe. After another few centuries, they additionally lost their historical context.

Three major doctrines were born during the first 500 years of The Ten Cities. These Rivers of Faith are focused on different virtues taught by Wright’s Tablets. While every doctrine accepts that the other Rivers have value, they vary when it comes to prioritizing them, and build unique narratives about the ethics and the purpose of human life.

According to tradition, The River of Order is attached to The United Church; The River of Truth - to the Orders; and The River of Freedom - to the fellowships.
Wealth (epilogue)

Your roadwarden's ultimate fate is decided partially by the  (and Night's Bane, if any) they possess at the end of the game. The tiers are different depending on whether you choose to return to Hovlavan or not.

## Return to Hovlavan

There are 5 tiers of wealth:

However, only tiers 2 and above affect your epilogue.

## Not return to Hovlavan

There are 3 tiers of wealth:

Once again only tiers 2 and above affect your epilogue. Interestingly, certain outcomes in the epilogue are locked behind tier 3, which appears impossible to attain.

For example, in order to escape Hovlavan's bounty hunters, it is sufficient to have high peace or high equipment. If you do not have those but you have wealth tier 3, then you can pay off the bounty hunters:

> The warden knew they couldn’t face such an opponent, and they generously paid a group of local brawlers for protection. After the hunters got beaten up during a stay at an inn, they abandoned their pursuit, but the roadwarden had to continue with hardly any savings left.
>
>
Spider Silk

A stick wrapped with thick threads of spider web. A skillful tailor will use it to increase the durability of a garment.

## Description

While humans avoid or exterminate the larger spiders, they are not without their use. The *silk* they produce is thick and, if properly stored, can be used in its entirety to produce an unusually firm thread, excellent for sewing together pieces of fabric.
Stack of Linen Fabric

High quality, clean, and new. You carry in [sic] a waterproof sack.

## Description

There are many reasons to give up on linen. The cultivation of flax and the processing of fibers takes a tremendous effort, which could instead be spent on what’s essential for survival. The plants cover valuable scraps of land, and provide no nourishment other than in the oil. They require knowledge for multiple steps of processing, and a lot of time to pass from sowing to receiving an actual piece of cloth. Also, the rotting or badly cultivated plants smell terrible. Less wealthy settlements use hemp or leather to produce clothes and, if they’re based on animal husbandry, wool and mohair.

Nevertheless, it remains one of the most desirable types of fabric in The Ten Cities. With some care, linen clothes can last for years, then be used as rags or turned into sacks, or into stuffing for pillows, mattresses, jackets, dolls, dummies... Such clothing is light and pleasant to touch, cleans easily, and dries quickly. The regular, grayish color of linen is not too appealing, but the sheets easily react to dyeing. New colors also open the way for contrast and dynamic designs - colorful threads can turn even a simple tunic into a distinctive, expressive item.

The price of masterfully made linen clothes can reach unexplainable levels, but they all start with a decent material, such as this one. The potential of these clean sheets still needs to be awakened, but because of it, you should be able to sell it almost anywhere.

## Selling

 Helvius | 8 or 10  | 7-12  | He touches it with the palm of his hand, and looks at it suspiciously. “Where’s it from?”
“Howler’s.” He spits on the ground, adding just a bit of water to the mud. “8.”
or
 Iason | 11  | “We stay in touch with Howler’s, so we have all the clothes we need. I could sell it to some travelers, though, sometime.” You describe how much fabric is in your possession. “It should be worth ten coins, don’t you think? I can pay you that and add one coin for the delivery.”
Sting Ointment

A large supply of an herbal mixture which repels blood-drinking insects.

## Description

This green and blue combination of herbs includes basil, mint, and lavender, and its smell is unpleasantly overwhelming. While edible, it won’t fill an angry stomach. Safe for human skin.

## Location

Sting Ointment can be purchased from Thyrsus for 3 dragon bones.

If you are a Scholar, you can also create it by using Alchemy Equipment.

## Known Uses

Once obtained, it can be taken to A Ford to reduce travel time across that area. Note that the ointment must actually be taken to the ford and activated using the dialogue options; possessing it is not enough.

Sting Ointment can also be used to bypass the cloud of insects obstacle while exploring High Island.

It can be used to clear the bug infestation in the Abandoned Watchtower.
Wrath of the Herds

## Glossary

Whenever the Northerners interfere greatly with nature in a short timespan (by clearing the forests, making roads, creating new fields, killing large amounts of wild game), especially during seasons other than spring, the wild creatures, from rodents to dragons, join forces to remove the threat. The animals can’t get through the walls of The Ten Cities, but the state doesn’t have power to just expand its control as it pleases. The territorial expansion of the Northerners is extremely slow, and every City has at least a thousand years of history behind it.

This phenomenon doesn’t occur in other parts of the world.
Sleeping Giant

I have reason to believe that the huge statue at the foot of the mountain is tied to a ritual of sorts.

## Tasks

1. Visit the giant statue.
2. If your religion is pagan, this step is not needed. Otherwise, you need to learn the correct prayer by doing one of the following:
	1. If you have sufficient friendship with the forest speaker, he will teach you if asked.
	2. You can ask the monastery for the answer to a secret if you complete Studying the Golems or if you gain access to the Library in Stone and agree to convince Hovlavan that it requires their protection.
	3. Gain enough reputation with The Tribe of The Green Mountain to get their permission to go to High Island. They will teach you if asked.
3. Return to the statue, **kneel** and **pray**, then recite the prayer to awaken the statue.
4. Memorize the map. You need at least 1 vitality for this. (Unless you are a scholar?)
Treants

## Bestiary

They are tall creatures with thick, hard skin and exceptional patience. They’re slow, but thanks to their camouflage, every now and then they hit and knock out smaller creatures, then devour them whole. Since they don’t have leaves, they usually grow among wetlands or hills, where they resemble plants that struggle with those harsh conditions, though it’s not a rule."

According to Dalit: they may use their food to bait other creatures to get near: “They use their food to bait other creatures, can you believe that? If one of them catches you after all, play dead. Don’t try to free yourself, just wait, or it’s going to choke you, or tear off your limbs. I know it sounds bad, but stay calm. It’ll put you into its mouth, only then should you strike. Its inside is smooth, hit it with a blade, it may panic, then drop you. May. That’s your moment to run.”

According to Thyrsus, the more one moves in the treant’s “branches”, the tighter it squeezes its prey.
The Plague

## Glossary

The decentralized civilization of the North makes it difficult for epidemics to spread. Most of the time, the deadliest illnesses wipe out entire settlements before they have a chance to transfer outside. The Cities keep an eye on dangerous symptoms and use magic to eliminate any pestilence before it gets out of control.

However, just ten years before The Southern Invasion, the Plague overran the realm, surprising even the mages and the most experienced herbalists. Its symptoms were difficult to spot, and it attacked most of The Cities pretty much at the same time, spreading to the closest villages quickly. Every twentieth Northerner had died before the healers found efficient ways to overcome this crisis.