recursal/Fanatic-Fandom huggingface dataset:
Foxes and such

## Glossary

The woods are full of medium-size critters. Badgers, foxes, wolverines, beavers... Most of them avoid humans, and in some cases are even seen as valuable allies when it comes to taming the wilderness. Still, the villagers tend to admire their beautiful furs, and since they can’t really threaten a group of armed hunters, they are not seen as a threat.

According to Dalit: “They stay in their burrows, or in the ruins if there are no goblins around. You don’t hunt for furs, I expect? If you have no reason to fight them, just bother them from time to time. Scare them off, you see? Show them their home ain’t safe anymore, and they’ll look for another one. Much safer than a fight with a whole pack at once, and less bloody.”
Furs and Skins

Used to make clothing, flasks, bed covers, parchment, toys, or to decorate walls and floors.

The Furs and Skins "item" in your inventory contains up to three items: the elk fur, the hare pelt, and the seal skin.

### Obtaining

This item can be purchased from Iason at Pelt of the North for 15 .

### Obtaining

You can obtain this item by trading a Fish Trap to Aegidia.

### Known Uses

The seal skin can be bartered to The Tribe of the Green Mountain. Its only other use is to be sold.

 Foggy | 10/11/13/15  +/- Appearance modifier, depending on Relationship with Foggy
Bronze Axe

Its head has seen some better days, but decent bronze can endure centuries. It's slightly heavier than steel and, with some sharpening, will serve you well in combat.

## Description

Bronze is highly regarded for its durability, appearance, and the ease with which it is forged. It’s much more reliable than iron, and for centuries was the prime choice among all the fighters who could afford it. As the centuries went by and the craftspeople invented advanced forms of steel, bronze became obsolete, especially since it requires not only the fairly common copper, but also an extremely rare tin, which seems to be pretty much depleted in the North.
## Known Uses

Can be bartered with the Tribe of the Green Mountain.
Cask of Cider (item)

Made of wood and steel straps, contains a valuable hard drink made of apples. Foggy asked you to deliver it to White Marshes.

## Description

It’s easy to produce the basic cider, assuming one owns a special mill that squeezes out the juices of dozens of chopped apples or pears picked by foragers at the end of summer. The juice can be drunk right away or mixed with yeast, resulting in a hard drink after just a few days.

Tasty both chilled and heated, in many places across The Dragonwoods ciders are a part of the pre-winter festivities. Some villages specialize in raising orchards where they favor the trees that grow the largest fruits.

Ciders, like ales and beers, don’t last long. They spoil after a few dozen days, introducing more and more unwanted flavors, getting unpleasantly bitter or unbearably sour, and often starting to smell like rotten eggs. This process accelerates rapidly from the moment the barrel is opened, sometimes ruining the entire contents in just two days.

## Known Uses

### Selling

 Iason | 7  | 6-9  | “I could use some cider, but I doubt it will last through the winter.” After a bit of haggling he offers you 7 coins for it.

Alternatively, the cask can be given to the Tribe of the Green Mountain to gain entry once the entrance is reached.
Foggy Lake

An inn in the north of the Nameless Peninsula. The tavern set at the northern crossroads. A poorly protected shelter used by hunters and foragers. According to its owner Foggy, it used to be a camping spot for the bird catchers from Creeks.

## Characters

Foggy, the owner.

Ilan and Tzvi, foragers.

Caius, forager and former soldier.
Creeks

A village in the northwest of the Nameless Peninsula. A young village of hunters and woodcutters placed among a few brooks.

## Available Amenities

You can only sleep here after gaining significant rapport with the town and talking to Old Hava.

With a humble amount of rapport, you can bathe in the stream.

Roast Chicken can be bought from Old Hava to reduce your hunger. She will also sell you a Fish Trap if you aren't already holding one.

## Notable Inhabitants

Elah, carpenter and village head. Offers quests.

Efren, hunter and brother of Elah. Offers quests.

Old Hava, an elderly sustenance farmer.

Shoshi, who is a side character that is part of multiple quests. These are in Howler's Dell (Matchmaking), the Fallen Tree (Clearing the Eastern Road), and Pelt of the North (Recruit a Hunter).
Aegidia

An archer from Howler's Dell who lives by herself in the old fishing hamlet.

If you have a Fish Trap in your inventory when speaking to Aegidia, you may trade it to her for a sealskin.

## High Island Crew

Aegidia can be recruited to your crew for exploring High Island. Her benefits include providing a boat free of charge, as well as the ability to attack prior to the beginning of combat in some cases.
Learning Magic

## Glossary

Most people have enough potential to learn a simple spell. It’s common among the villagers to cast them to heal their crops or animals, to ignite fireplaces, or wash laundry with a single breath. Such spells are passed from parents to their children or taught by the village elders as a part of basic survival.

It’s also not uncommon to find a person who takes their mastery of a spell quite far, but is focused on other activities. Warriors use magic to enhance their strength, blacksmiths to control fire, priests to heal others — such people are known as sorcerers.

Mages, on the other hand, are people who are not only unusually talented, but also committed to learning or inventing new spells. They are specialists who completely depend on their powers.

People consider magic to be extremely difficult, so some of them limit their options to the usage of blood magic. Just as rarely someone possesses a magnificent talent, being able to learn or develop powerful spells after just a couple of weeks of free experimentation. In most cases, magical abilities require hard work, practice, and years of effort, which makes it not the most attractive option for the busy people of the North.
Peace (epilogue)

If you choose not to return to Hovlavan at the end of the game, your ultimate fate is decided partially by the level of peace in the Nameless Peninsula. There are four possible tiers of peace, from tier 0 to tier 3.

The following actions/quests grant you "peace points", up to a maximum of **15 points**:

* Whether and how you resolved Orentius, the Necromancer (+2 to -4)
* Whether you resolved Healing the Plague (+2 to -2)
* Whether and how you resolved Ruined Village (+2 to -1)
* Degree to which you completed Eastern Path (+2 to -1)
* How you handled The Tribe of The Green Mountain, including whether you asked permission from them to travel to High Island (+2 to -1)
* Whether and how you resolved Support of Monks (+1 to -1)
* Whether and how you resolved Support of Gale Rocks (+1 to -1)
* Whether you opened The Old Tunnel (+1)
* Ensure that Glaucia returns to meet her parents in Gale Rocks (+1)
* Place at least 6 out of 8 bronze rods and refuse to enable Eudocia's Snake Bait addiction (+1)

To attain peace tier 1, you have to accumulate at least **4 points**, and either heal the plague **or** convince Orentius to abandon necromancy.

To attain peace tier 2, you have to accumulate at least **8 points**, heal the plague, **and** convince Orentius to abandon necromancy.

To attain peace tier 3, you have to accumulate at least **12 points**, heal the plague, convince Orentius to abandon necromancy, **and** bring Thais to justice for Ruined Village.
Howlers

## Bestiary

Howlers are monkeys of strong limbs and tails, though still not as dangerous as apes. Instead of using weapons, they fill their territories with otherworldly calls that are harmful to most creatures, including humans. While their furs are often seen as beautiful, they don’t have impressive claws or teeth, and their meat is seen as unsavory. Still, the books of Wright’s churches mention a few grand battles over land between howlers and humans.

According to Dalit: “Their shouts are like spells, and will make you sick. All it takes is what, a minute or so. Maybe a single one won’t be a threat, but they’re never alone. You’ll see packs of them in the north, and you better stay away from them, or be sure to have as many ways to keep them scared of you as you can. If they ain’t afraid, they ain’t going to let you live, and will devour you right after they deafen you.”

According to your experience, howlers are herbivores.
Hovlavan

One of the greatest harbors in the Dragonwoods, and the heart of the northwestern province of The Ten Cities. The player is able to decide the details of the city such as the culture, influence of the church, and animals depending on choices they make.

## Trivia

* The name "Hovlavan" comes from a butchered version of Hebrew words standing for "White Coast"

## References

1. ↑ https://moralanxietystudio.medium.com/embracing-the-rpg-side-roadwarden-devlog-380732d8dd40
Fighter

**Fighter** is one of the classes found in **Roadwarden.**

A fighter starts with the following items:

* A Well-Crafted Battle Axe
* A Gambeson at 3 levels of armor
* A Crossbow with 3 Quarrels

A fighter possesses the following skills:

* Force - While your vitality is above 0, you find ways to overcome physical struggles.
* Advanced Training - You have an advantage over physical interactions that involve random chance.
Fellowships

## Glossary

The Tablets tell stories about the people who pursue strong morals and try to free themselves from malice, about simple humans doing their best to live an honest, pious life. Since the tribes bring their own doom through greed and ignorance, these stories focus on the importance of an average person, a priceless member of a larger community.

Fellowships, or the Eremites, are present in the villages, especially those that are not too fond of The United Church or decided to cut any ties to the city. They are in no way a unified organization as each one of them holds a different set of beliefs and traditions, focused on the value of independence and of an individual. They believe that the Tablets were meant to help people live in small gatherings, focused on humble existence and piety, and adapting the laws to the needs of the greater good. The fellowships often consider The Cities to be a parody of Wright’s will, a result of the blind lust for power, a prison for human shell and soul. The longer the fellowships stay independent, the more they merge their beliefs with pagan practices.

The Eremites seek freedom in all forms. They want to be free from sin, independent from The Cities, and to create their own stories and ideas. They consider the Orders of Truth to be too cryptic and enigmatic, too obsessed with proving that their truth is the only one that matters. While the fellowships hold Wright’s Tablets in great esteem and consider them to be the greatest source of knowledge, they don’t try to explain all of their nuances, focusing mostly on the most practical advice and directions.

The Fellowships have no significance in grand politics and hold little power. Every church is unique and even if a few of them find common ground, they never unite for long enough to finish any larger endeavor, usually collapsing and dividing themselves once they grow. Many of them are directly responsible for breaking tribes into smaller ones. At the same time, they can be essential for survival — their priests aim to spend their entire life in a single village, teaching kids interested in reading, and guiding the locals through ceremonies, but on the other hand, some communities are controlled by a corrupt, despotic religious figure.

The Eremites see the wilderness as a part of life but separate from their spirituality. They try to influence their surroundings and live in harmony with it, but are much more pragmatic in their approach than those who follow the other Rivers of Faith.

## Trivia

* Fellowships were originally known as "free churches" during development

## References

1. ↑ https://moralanxietystudio.medium.com/everything-gets-better-roadwarden-devlog-785ccc6ba49b
Emperors & Empresses

## Glossary

The North used to be ruled by an emperor or an empress. They, or rather their court, were a chief of the capital city, the head of The United Church, and the commander in chief. While the villagers were aware of the existence of the court, almost none of them ever had an opportunity to see the royal faces. The Ten Cities united the cityfolk, but the vast majority of the common folk felt attached only to their own villages, or to the larger tribe to which their settlement belonged, and called themselves “the Northerners.”

The role of the emperors was shaped by 1500 years of tradition. Ideally, the most suitable candidate was elected by the ten chiefs of The Cities, but thanks to the nepotism and power held by the court, almost all of the elected emperors belonged to a small group of royal families.

Losing in The Southern Invasion has discredited the position of the emperors. The ruling empress has disappeared, and never officially lost her position. At first her duties were carried out by the court and city chiefs, but after their army lost to the Southerners, the first usurpers came to the surface. The interregnum, political intrigues, rivalry, and assassinations brought the cityfolk to the point where they are losing their faith in the state.
Old Hava

An elderly woman who keeps her cards close to her chest. She lives in Creeks and is helping them learn how to farm, though the fields are in their very early stages.

You can buy Roast Chicken and Fish Traps from her, though you can only buy Fish Traps if you are not currently holding one.

If you have a high rapport with the town, she will show you a place you can sleep.

## Shop

 A Fish Trap | A basket made from vines and willow branches.

## Trivia

If you have a high rapport with Iason and ask him about her, he will tell you her real name and dark past. You can confront her with this and either leverage it or further the conversation to get some advice.
Corpse Eater's Blood

A poisonous substance collected from one of the most loathed monsters of The Dragonwoods.

## Known Uses

* May be given to Thyrsus in order to gain his support in reaching Orientus.

## Description

The scent that filled your nostrils while you were filling up this phial taught you to never open it again.

Blood of rare monsters is useful for alchemists and ritualists, though many people believe that the blood of corpse eaters is cursed, and brings bad luck on those who use it.
Roadwarden

**Roadwarden** is a game developed by Moral Anxiety Studio and published by Assemble Entertainment. Roadwarden is an illustrated text-based RPG in which the player explores and changes a hostile, grim realm. It combines complex dialogues and simplified graphics of Visual Novels with mechanics and an open-world story structure of an RPG. The game is meant to provide 10+ hours of a dark and humble adventure.

The game was released on **September 12 2022,** on Steam.

## Description

The protagonist of the game is a roadwarden - one of the few people willing to put their lives in danger by traveling through wilder parts of the land, protecting travelers, connecting isolated villages, supporting merchants and facing dangerous creatures, bandits, and undead. The player shapes the personality and background of their character, and prepares themselves for the journey by selecting one of the three character classes - a warrior, a mage or a scholar.

The protagonist is sent to a mysterious peninsula by a merchant guild, which hopes to expand their influence by taming this wild realm. The player is meant to explore this place and gather as many information about it as they can. Secondly, then need to find out what happened to Asterion, the previous roadwarden who was patrolling this area. There are also various sidequests and hidden activities, which can be optionally completed in various ways.

## Features

* Face the vast challenges of a hostile fantasy world in the 30-hour story-campaign
* Create your own background, abilities, beliefs, and personality
* Embark either as a warrior, mage, or scholar and define your character‘s attitudes
* Immerse yourself in profound dialogues and sidequests with dozens of NPCs
* Collect hints and investigate the true nature of this world

## System requirements

### Windows

#### Minimum

* OS: Windows 10/7/8/8.1/XP/Vista (32 or 64 bit)
* Processor: 2.4ghz Intel Core 2 Duo or equivalent
* Memory: 2 GB RAM
* Graphics: Nvidia 260 GTS or Radeon HD 4850 - 512 MB of VRAM or equivalent
* Storage: 2 GB available space

#### Recommended

* OS: Windows 10/7/8/8.1 (64bit)
* Processor: 2.66GHz Intel Core i7
* Memory: 4 GB RAM
* Graphics: Nvidia 460 GTX / Radeon 5770 - 1 GB of VRAM or equivalent
* Storage: 2 GB available space

## External links

* Official site
* Steam
Phoibe

The daughter of Photios who lives in Gale Rocks.

Phoibe can be visited by entering any of the following into the "I'm looking for someone" prompt at Gale Rocks: phoibe, pheibe, phoeibe, photiosgirl, photioslas, photiosdaughter, photiossgirl, photiosslas, or photiossdaughter. If you have already acquired the Spirit Rock quest, talking to Phoibe will unlock an additional option for convincing Photios of the foolhardiness of his plan.
Pagans

## Glossary

Wright’s followers see other religions as paganism. The United Church oppressed pagans’ beliefs in many ways, including military raids. Some areas, especially the villages set far away from The Cities, still follow the beliefs of their ancestors, even if they have to keep it a secret. Some of them are indeed limited to a single tribe, but there are also popular ideas that reappear in various shapes across the entire realm. Some communities praise minor deities connected to specific trees, hills, or rivers, while others tend to focus on living in harmony with nature or on practicing strict sets of rules, following an archaic, conservative lifestyle.

Even though most pagans condemn blood sorcery, it’s common for shamans, druids, and witches to practice necromancy. Some practices can get dark — animal or human sacrifices are considered especially appalling.

The number of pagan settlements, as well as those that merge paganism with the teachings of Fellowships, has been increasing ever since The Southern Invasion reduced the influence of The United Church. The settlers from the South also bring their own traditions.
Bronze Axe Head

It has seen some better days, but decent bronze can endure centuries. It's slightly heavier than steel and, with some sharpening, will serve you well in combat.

## Description

Bronze is highly regarded for its durability, appearance, and the ease with which it’s forged. It’s more reliable than iron, and for centuries was the prime choice among all the fighters who could afford it. As the centuries went by and the artisans invented advanced types of steel, bronze became obsolete, especially since it requires not only the fairly common copper, but also an extremely rare tin, which seems to be pretty much depleted in the North.
## Known Uses

When trying to sell the axe head to Akakios at Howler's Dell, he will not buy it but will give you the needed handle to convert it into a Bronze Axe for free or in exchange for a food ration, depending on the player's reputation in Howler's Dell, friendship with Akakios, and Appearance.
Fancy Tunic

An expensive tunic, 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 comfortable tunic won’t encumber you during longer walks, and the entire set makes you look more like a rich city official than a traveler.
Languages

## Glossary

There are three major languages used in the North: Adir’s language (known also as the language of the Tablets), the City Tongue, and the Old Speech.

While no soul speaks using *Adir’s language*, it’s a useful tool based on the language used by the tribe of Adir, the first emperor. It was used to write down Wright’s Tablets, as well as poems, songs, historical archives, philosophical contemplations, and alchemical and magical research. It developed the writing system and intellectual tradition of the realm, and is constantly used by scholars.

The language that took over and is known by almost everyone is known as the *City Tongue*, used by the majority of the tribes that Adir conquered. It spread quickly and widely, helping to find people to trade with without forcing them to learn a foreign language first. The City Tongue is not popular in writing, but most people use it in their thoughts, speech, and dreams.

*The Old Speech* is seen as the language of pagans, or rather a large group of vaguely related languages. The city officials are discouraged from learning it and using it. Only the most isolated (or the most isolationist) villages and settlements use it in their daily conversations, and therefore it evolves at a much slower pace than the City Tongue. Those who use it are often considered alien and strange. It has no written form, though literate necromancers use Adir’s alphabet to represent the sounds they want to write down — though the results are far from perfect. The relics of the Old Speech are still present in names and proverbs.
Gargoyles

## Bestiary

While capable of flying, these large predators spend most of the time on the ground, using their dexterous paws to set up spots where they stand still, even for days. Such camouflaged ambushes are seldom noticed by distracted, running prey. Like many other monsters, they hope to avoid combat, aiming to feast quickly, then look for a new hunting spot, ready to starve for weeks at a time.

According to Dalit: “They stay where the trees and shrubs are the thickest. In the heart of the forest, most likely. Waiting for something to get close, then they jump, ready to bite off their prey’s heads. What you need to do is keep an eye on the tree crowns, or maybe the really lush bushes growing next to the road. When a gargoyle prepares to strike, their eyes get red, almost shiny. That’s when you need to take a damn crossbow and shoot right into it. Don’t use spells, though. They won’t do any good.”

According to Efren, they “hide among leaves, jumping at a creature when it gets close.”

According to Eudocia: “A dead gargoyle on the road, or by a village gate, was meant to scare off evil spirits. I don’t know about that, but its sight sure taught the local beasts who they’re dealing with.”
Efren

A hunter from Creeks, and brother to Elah.

> [..] a brown-skinned man wearing leather pants, a long, brown woolen cloak, and the matching pelt of a wolf on his head and shoulders, like a haunting hood. His voice is both gentle and scared, and he’s stretching his hands in front of him, trying to make the beast stay away as if it’s a mouflon.
>
>

**Efren**'s face is not much older than twenty and shaved with great care, cleaner even than among the cityfolk. While his hood and heavy cloak mask his figure, he seems well-fed and healthy. The wolf pelt on his head has a loose jaw and dead eyes. It bounces with every movement of his head.

According to Iason:

> When the people of Creeks send a trading band to us, it’s with Efren in the front. He’s not so much of a fighter as he is a pathfinder, but he’s killed enough beasts that I invited him to be our ranger, too bad he loves his home too much,” he says with the tone of someone who describes a completely alien experience. “Unlike his brother, Elah, he’s a man of action, not of layered schemes.”
>
>

## High Island Crew

Efren is one of the characters who can be recruited to join your expedition to High Island. His bonuses include finding alternate paths through the island.
Bone Hook

A set of three connected bones that are meant to be used as a cheap grappling hook.

## Description

Grappling hooks were introduced to The Ten Cities as a curiosity brought by the corsairs during their pillages. The Southern Tribes use these tools during warfare as they’re helpful for breaching walls and other defensive structures. The corsairs have repurposed them, using them to catch the riggings of opposing ships to then board them.

Such hooks never became popular across the provinces of The Dragonwoods, finding no use in the defense-oriented army. They were, however, put to good use by adventurers, who use them to climb trees and rock faces, scavenge through the abandoned settlements, or get inside a protected building during a break-in.

This specific hook is an example of the creativity that comes into play when there’s not enough iron to make high-quality tools. Its three bones are naturally curved, not unlike ribs, and tied together with a couple of steel wires. While you wouldn’t use it to take down a ship, its low price compensates the poor quality.

## Obtaining

Can be bought from Thyrsus, the warlock and caretaker of the peat.

## Known Uses

* Can be used to reach Glaucia's camp in the woods.
* Can be used to place a bronze rod atop the Abandoned Watchtower for Eudocia's quest.
Brand-New Battle Axe

A steel axe that you purchased in Howler's Dell. It's as sharp as can be, well balanced, and light.

## Description

Axes made of metals or alloys are among the most common weapons used by travelers. Not as safe as spears, not as fancy as swords, but their powerful strikes can get through animal shells, scales, or thick furs, as well as most armors. They are not great when it comes to parrying, but a single strike may be enough to leave a devastating wound.

Still, the vast majority of them are used by lumberjacks, farmers, or carpenters, and pretty much every household in the countryside owns at least one, just in case. Their shapes, sizes, and used materials vary. Heads are made of stone (especially flint), bones, chitin, and massive seashells, while handles are almost always made of wood, antlers, and leather straps.

While most axes that you’ve trained with had larger, heavier heads, you get used to its feel quickly. After some practice you’ll be able to rely on it just fine.

## Known Uses

Can be offered to The Tribe of the Green Mountain.
Foraging & Forest Gardens

## Glossary

The older villages tame the wilderness slowly, making it safer and less tempting for predators. They construct small shelters, surround minor areas with fences, remove smaller trees, gather branches, and weed the less desirable plants. This process may take generations, but when done carefully, the village becomes prosperous — forest-gardens offer wood, food, and herbs.

Nevertheless, the settlers forage in the forests from day one. They look for wild vegetables, spices, honey, eggs, and small game. Nuts can be stored almost anywhere and are a valuable backup food. Mushrooms are dried and kept for later, just like the small, sour wild fruits, especially quinces. Grapes, apples, pears, plums, and berries may be eaten fresh, but are more often added to meat or gruels.

In desperate times, the foragers either hunt or look for edible barks, roots, worms, and insects, especially termites and ants. They learn to recognize edible acorns, turning them into a roasted beverage, or make a semi-sweet flour from some types of chestnuts, though this procedure takes quite a lot of time and preparation.
Goblin Spear

A sharpened stick that's been either made or found by a goblin.

## Description

Goblins are one of the very few creatures that use tools and weapons commonly, though they don’t seem to be smart enough to make something more complex than a sharp rock or a pointed stick. If they have no other option, a long branch will do. Some of the objects they carry around are actually too heavy for the goblins to efficiently use them, while others are counterintuitive. It’s not rare to find a goblin using a sword or a crossbow as if they were a club.

The older, stronger packs try to gather as many dangerous objects as they can find. They are notorious for scavenging for the abandoned blades and clothes, and if they’re brave enough, they even attack farmers or hunters, adding to their rewards fresh human meat.

(The weapon you took is stained by goblin blood.) It has a light-blue scrap of fabric tied to it, just beneath the pointed tip. You wonder why a monster would care about decorating their tool.

## Obtaining

One of the first times you travel East toward the Dolmen and Fallen Tree from Pelt of the North, you will be surrounded by a pack of goblins. During this encounter, you can look behind yourself to discover a goblin with the spear. You may either grab the spear or hit the spear with your axe. Either method has a chance of success which rewards you with the spear.

Note that the goblins only stay on the road in the first few days. If you travel between the Dolmen and Fallen Tree on a later day, the goblins will have left, and the goblin spear cannot be obtained.

## Known Uses

Immediately after obtaining the goblin spear, you can use it to strike a goblin grabbing your leg.
Blinding Powder

A pouch of magical dust which hurts any creatures' eyes and mouth.

## Description

This mixture is safe when touched with just dry skin, and is sometimes carried by inexperienced travelers as a medium-ranged weapon. It can be transported in a pouch, taken with a bare hand and quickly thrown forward, ideally while looking in another direction. A small cloud of dust either makes the enemy turn back, or lands on their face.

Once it touches one’s eyes or tongue, it causes a painful burn. A pinch of it will blind a creature for a few minutes, while the larger doses take away one’s eyesight indefinitely.

## Obtaining

Blinding powder can only be obtained if you are a Scholar. It is created by mixing the cursed soil and basalt rock alchemical ingredients.

## Known Uses

Blinding powder is used in combat situations, such as:

* Fending off the furless wolf in the Heart of the Forest
* Most of the combats which take place on High Island

In addition, the powder is one of the items which may be sacrificed to Beholder. See that page for more details.
Keys

The limited access to iron makes padlocks a rare commodity. Outside of city walls, burglary happens sporadically and is usually blamed on strangers.

## Description

A key to a secret passage in the dolmen. You can find it in the south-east of the peninsula.

A huge, bronze key from the old tunnel in the north.

A small, iron key from old tunnel in the north.

A small, brass key to the shed placed on the northern beach.

Two keys to the abandoned watchtower. One of them was found in Asterion’s pouch, which can also be given to the citizens of Old Págos. This will increase your trust with them, making it more likely that they give you the Magic Chisel before the Plague is cured.
Sacks of Spices

Valuable ingredients that break the monotony of life.

## Description

Spices are more intense in smell and flavor than dried herbs, as they are made from the most aromatic bits of plants. Some of them are produced by the villages of The Dragonwoods, while others are delivered by the merchants of The Southern Tribes, or collected by adventurers during their journeys into the deep woods. In general, the more exotic and rare they are, the more expensive they get, even if they aren’t necessarily all that useful in the kitchen - they find some use on alchemy tables, or in herbalist balms.

## Obtaining

If you've discovered The Tribe of The Green Mountain, you can buy these spices from Glaucia.

## Known uses

Can be traded with the Tribe of the Green Mountain.
Relationship

Your relationships with the various denizens of the Nameless Peninsula control how much information they are willing to give you and what options they offer you.

Most NPCs with large amounts of dialogue options have a "relationship score." This score must be high enough to meet certain thresholds in order for certain dialogue options and/or services to become available. Appearance generally applies a bonus to this score equal to one-half your current appearance level.

For more information on how to raise your relationship score with a particular individual or tribe, see their individual pages.
Seasons

## Glossary

*Summer* lasts for half a year. During this period, the wild animals dominate in the wilderness, but the days are warm, winds gentle, nights short, and roads passable. It’s good enough for the roaming merchants, bandits, and travelers, while the farmers take care of their animals and fields, going through two or three harvests.

The next three seasons take less than sixty days each. *Autumn* annoys people with its cold nights and rainy or foggy days. The monstrous beasts and the undead migrate through The Land, making the muddy roads even more dangerous. The poor gather supplies, make warm clothes, and fix their houses, while the rich close their deals, manage the final journeys, collect the taxes (usually food), and gather in The Cities.

*Winter* paralyzes the realm. Heavy snowfalls cover the roads, the predators are hungry, and the nights cut the days in half. Only the most essential trails are cleared, so the distant villages are on their own. The tribes focus on crafting and killing time, locked in their homes, sometimes sharing space to save firewood. The social life in The Cities is louder than ever, and the daily struggles are not as severe.

*Spring* brings the new calendar year. The melting snows reveal food supplies for animals, resulting in safer roads. It’s the best period to build new roads and bridges, prepare fields, cut down the weaker trees, and repair walls without provoking the wild creatures. It’s also when the villagers travel more for entertainment than out of necessity, visiting their neighbors or participating in religious rituals.
Pebblers

## Bestiary

Like most people, you know quite a bit about pebblers - maybe the most infamous sources of nuisance for farmers across The Dragonwoods. They can get as big as a house, and maybe just as heavy. From time to time, pebblers look for some unusual tastes, like meat or honey, which can encourage them to bother human settlements. Once they get used to a specific spot, like an unfenced farm or a forest garden, getting rid of them may be a huge endeavour. There are but a few blades able to cut through their thick skin and durable bones, and a single mistake may put them into a furious charge, and then encourage them to look for human dwellings to tear them down in revenge.

You’ve heard that spreading troll urine could keep pebblers away from an area, at least for some time.

According to Dalit: “There are not that many forest gardens here, in the North, so they sometimes show up west. The druids get rid of them, and the people of Old Págos have a pile of mails and iron spearheads, so they know how to fight them off. I’d say there ain’t much point in hunting them. You can’t eat them, or get a good pelt. And their bones are so hard you ain’t going to sharpen one after even a day. Dragging their corpse away will take you hours and dozens of hands, so it’s all a big waste of time. Better to just discourage them, or scare them away.”
Elah

A carpenter from Creeks, and brother to Efren.

> A slightly overweight man is standing in front of the building, with open arms. “Welcome to Creeks, friend!” His voice and eyes are gentle, but there’s vigor in his stance and gestures.
>
>

**Elah** is close to thirty years old. He’s cleanly shaved, with unusually white teeth. His brown skin is darker than that of a farmer. He wears a leather jacket, leather pants, as well as a yellow elk shoulder cape which reaches from his neck to his elbows. His hands are scarred from tools. He frequently puts his hands on his bulging stomach.

According to Iason:

> He ain’t like his brother, Efren. He doesn’t fight, and was here only once, simply to introduce himself to me. Elah may be only twenty... something, but he carries a soul twice his age, and that’s a good thing. You know, in Creeks there are either elders, or kids, they lack those who would put together plans for the years to come. That’s a big burden to carry in a village where every adult has a right to vote, but most of them don’t care about anything that won’t land in their bowls or beds.
>
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Nourishment

Nourishment is a game mechanic representing how much food the player has eaten. It uses a 0–4 scale, just like vitality and armor. Sleeping reduces it by 2 and different meals offer customized amounts of Nourishment points. A baked fish or a few fruits will give you 1, a food ration or a simple meal — 2, a luxurious meal — 3 or 4.

Having 0 or 1 Nourishment points won’t “damage” the character while sleeping, instead negating any sort of vitality gained during the night — what in most cases is a lighter penalty, but in others is much more severe.

Having no Nourishment points makes physical struggles more challenging, while 3 or 4 points adds bonuses to dice rolls, especially in combat. This way, there’s value in not only avoiding the lower numbers, but also maintaining the higher ones.

## Restoring Nourishment

The following items restore nourishment:

 Roast Chicken | 4
Orentius

*You may be looking for Orentius, the Necromancer, the page about the quest involving this character.*

## Journal

The priest living in White Marshes, the leader of the local fellowship of The Wright. Known for his necromantic practices.

According to Aeli, he’s the real leader of White Marshes, and it’s possible that he kidnaps people from the woods. He’s responsible for raising the undead.

According to Valens, he “always asks to be heard”.

I heard that he won’t meet with people who are not trusted in his fellowship.

According to Thais, he used to have no interest in being a leader.

According to Iason, he’s “greater in thought than he is in heart.”

According to Tertia, he’s *a pagan blinded by his wicked wits, rotten to the core*.

I heard that he never leaves his house.

According to Foggy: “A quiet man, but preaches like a zealot. Always looks like he’s on the verge of crying.”

According to Thyrsus: “I was never close with him. When I left the village to learn spells, many years ago, he was ba a priest of ours. Once I returned, he came forward like a prophet, shouting with zeal, warning the tribe needs to *prepare* itself, for whatever. When his followers brough first dead shells to the village, they were still in minority, ba were ready to fight for him. We could either throw them all outside f’our walls, or... Empty disputes, empty threats. You can tell how it all ended.”

According to Thyrsus, he may be more eager to listen to me if I have Helvius’ trust on my side.

According to Thyrsus, he used to eagerly oppose pagan magic, seeing it as disgusting in Wright’s eyes.
Decima

A monk at the Monastery.

If your character is a Seeker of Truth and has built up a strong relationship with the Monastery, Decima can test your faith to judge whether you are fit to join the Monastery as a monk. Passing this test will unlock the Monastery as a new home if your personal quest is A New Life.
Adir

## Glossary

Over 1500 years Adir was one of many chieftains aiming to unite the nearby tribes, though he was the first one who managed to establish an alliance with the clans of The Growing Mountains. Adir’s army gained access to steel equipment, which allowed him to dominate more villages than any leader before him. After a few spectacular conquests that helped him grow and feed his army, another dozen chiefs agreed to assist his campaign and provide him with recruits and supplies in exchange for their survival and partial independence.

Adir became the ruler of the first major province, and the influence of his tribe’s religion kept growing as the first laws were based upon the values presented in the Tablets. During the next five centuries, the emperors and empresses conquered new grounds, dividing the lands north of The Growing Mountains into ten provinces, all of which were following the teachings of The United Church — the religion led by the imperial court.
Become a Hero

I want to be remembered as the soul who brought peace and order to this realm. A hero.

This is a personal quest which you can choose when entering the peninsula.

You can complete this quest by performing several of these feats:

* Destroy the undead in the old tunnel
* Save Old Págos from the plague
* Journey to High Island and return alive
* Help the people of Creeks learn the truth about the Missing Hunters
* Secure the Eastern path for the people of Creeks.
* Help the people of White Marshes abandon their necromantic practices

If you accomplish enough feats, you will be given 2 choices when sleeping to complete this quest, which will determine your character's ending.
A Rockslide

The mountain pass leading to the sea, blocked by an earthquake.

When you have gained more trust from Thais, she will ask you to look in that area, after which you can tell her about the rockslide. She will then ask to send workers with you one morning to clear the rockslide. This will take a significantly smaller portion of your day if you have the Tool of Destruction. You will also be attacked by a skeleton without legs during this endeavor.

After the fallen rocks are cleared, this location is renamed A Fishing Hamlet.
Asterion

Your predecessor, a former Roadwarden.

According to Iason:

> Well, not a large man, though broad-shouldered. Red hair and beard. I don’t know what to say. He was a fine fellow, but I doubt he’s alive. He always tried to... stay away from things, let’s say. People knew him, but he didn’t really have allies. Maybe the locals know what happened to him, yet decided not to help him. Or they wanted to get rid of him. [..] Asterion was a fine man. A quiet one, but not dumb. He aided me many times, not for free, of course. And when he couldn’t finish the job, it was for damn good reasons. And you know what? He was scrupulous. Patient. I’d be shocked if he died because of some mistake of his. Maybe the bandits got to him, why not?
>
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Locations

The following locations can be found in the game **Roadwarden.**

## Map Locations

Heart of the Forest
A path through the forest, filled with dangerous wildlife and bandits.

High Island
The largest island in the North. Unreachable without a boat.

Hovlavan
One of the greatest harbors in the Dragonwoods, and the heart of the northwestern province of The Ten Cities.
Elpis

Druidess living in Howler‘s Dell.

You can show her the scroll you get from Thais. For this option to become available, you need to break the seal first. If you are no scholar, you need to take it to the monastery for the monks to decipher it. Doing so increases the chance that she opposes Thais.

You can talk to Elpis about the druids' role in the destroyment of the ruined village Steep House. For this option to become available, you need to buy the sapling from Eudocia and plant it on the field in the ruined village Steep House. Doing so increases the chance that she opposes Thais.

You can tell her that Aegidia is living in the fishing hamlet. Doing so increases the chance that she opposes Thais, as long as you don't tell Thais about Aegidia.

Elpis will offer to heal you if she trusts you enough.
Fallen Tree

The road to the East is blocked by a fallen tree. Clearing this path supports future trade routes and is part of the Eastern Path quest.

After clearing the eastern path of any dangers, Elah asks you to leave sometime before noon from Creeks with some workers, who help you clear the tree. This makes traveling past the path quicker for you.

Before the tree is cleared, there is a broken wagon. Once you get the Merchant quest from the headwoman of Gale Rocks, you are able to discover that it held spice merhcants. Speaking to Glaucia about it reveals that her band is the group that cut down the tree to set up an ambush for the merchants. She says that all the merchants were allowed to run away, and gives you the spices they stole.
Raw Fish

A dead, raw fish. Not worth much, but could be bartered for food or sold.

## Description

(A) freshwater fish, caught and killed by you. It would be better to put it to use soon, before it spoils.

## Obtaining

Raw fish are obtained by placing fish traps around the Nameless Peninsula and then checking them later. See the fish trap page for details.

## Known Uses

* Can be turned into Roast Fish by using the Campfire at the Abandoned Watchtower
* Can be traded to Eryx in Howler's Dell for food rations

### Selling

 Foggy | N/A
 Iason | 1  per 2 fish
Jar Of Troll's Urine

Its stench allegedly scares goblins and pebblers away.

## Description

According to the scavenger who gave you this jar, you can use its content [sic] to mark an area with a terrifying smell, which should work especially well if you want to keep away any meddlesome goblins or pebblers.

## Known Uses

Can be used multiple times in the conflict with the howlers of the Northern Road, first to claim the blanket belonging to the village of Creeks then later with other supplies to claim the remains of the lost hunter Dalia. It can also be used to scare the pebbler away from the road to Old Págos.
Bone Ring

A piece of polished bone that bears carvings of scales and fish.

## Description

While similar to a dragon ring, it’s of an uneven shape, and lacks the distinctive grooves that are present in coins, so it most likely belonged to a furry beast. It was meant to be worn on a large finger.

The decorative carvings show a fish on one side and scales on the other, though they’re rather simple.

## Obtaining

Found at the old tunnel south of Gale Rocks, in the sleeping quarters.

## Known Uses

Can be given to the tailor Rufina to be returned to the widow of its original owner for 2 .
Dragonlings

## Bestiary

Dragonlings are fast and bipedal, often as tall as a human. Travelers encounter their packs near the roads - they’re used to chasing their prey, with an extra advantage in an empty field than in the forests. They have a thick, dragon-like skin, powerful jaws, short hands, and some of them are partially covered with furs.

According to Dalit: “Why not just run? You have your horse, put it to use! Most of them are west from here, but we usually walk in a large group, so they stay away. But oh, do they lurk around! If you *really* have to fight them... They attack all at once, so you won’t make it when outnumbered, and you won’t outrun them on foot. Hide on a tree if you’re alone, and if not, be sure that everyone in your group has a decent weapon. Getting through their skin is tough. Unless you find kobolds, you know. Those that are knee-high. They’re not too dangerous, they won’t try to hunt down a human. Though who knows, maybe if they’re starving.”
Abandoned Watchtower

> *“The wind is chilly, strong enough to sway the shrubs and trees. You’re surrounded with the fresh scent of needles and plant litter.”*
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An outpost built at the top of the hill, barely taller than the nearby tree crowns. It is infested with bugs, which can be removed. This must be done by obtaining Herbal Bug Repellant. It is the most convenient shelter before or after seeing Eudocia if you do not have high trust with her. The watchtower also has a campfire, which can be used to Roast Fish.

## Bronze Rods

A bronze rod can be placed at the top of the watchtower if the player has the Bone Hook and at least 2 Vitality.
Axe Head With A Handle

With the other tools in your possession, you may turn this set into a decent weapon.

## Description

Bronze is highly regarded for its durability, appearance, and the ease with which it’s forged. It’s more reliable than iron, and for centuries was the prime choice among all the fighters who could afford it. As the centuries went by and the artisans invented advanced types of steel, bronze became obsolete, especially since it requires not only the fairly common copper, but also an extremely rare tin, which seems to be pretty much depleted in the North.
## Known Uses

Can be bartered with the Tribe of the Green Mountain.