recursal/Fanatic-Fandom huggingface dataset:
Ley Line

While the lower tiered rituals will be usable at anytime the higher tier rituals will require "Power" to be wielded. Ley lines run through the land linking Places of Power that radiate energy for your spells. Casting in a suitable Place of Power will let you cast the most powerful of rituals, and the more ley lines that link to the Place of Power the more powerful your ritual will be. Be careful because linking too many Ley Lines together may overwhelm the Place of Power causing a truly cataclysmic result, and conversely you can deprive a cabal or guild of their power source by severing the lines to them. Spells can resonate along ley lines providing effects at great range, but also echo like a spiderweb and alerting those perched along the same lines that a great ritual is being cast.

Their are other ways to generate power away from Ley Lines such as artifacts or profane ceremonies - royal sacrifices unleash the power of noble blood or defiling a site of holy power to siphon from the gods. The AI isn't afraid to fight you on these terms as well, and orders have received new possible agendas to safeguard Places of Power or keep the Ley Lines clean. As desperation mounts you may even find yourself on the receiving end of ancient powers, sure it may corrode their will but the devastation on your end may be impossible to recover from.
Ruler

A **Ruler** is a character in the world notable for their command of their Nation. The titles and powers of Rulers depend on the Government type of their Nation - a member of feudal high nobility might command his own Barony with lands and army as well as interacting with the royal court, while a republican Ruler may primarily have a vote at council and some "soft power" in his popular support. On the other hand a Dictator wields near absolute authority.

Managing to have an Agent welcomed at a Ruler's court can be very beneficial, and corrupting a Leader gives you some very powerful tools to bring the Nation into conflict, prevent it joining the Alliance and so on.

## Court

No ruler, not even the strongest dictator rules completely alone. He has access to a court of advisers who can influence his decisions. At this point we know of the following advisers:

* Military Adviser
* Spy Master
* Master of Coin
* Occult Adviser
Event

*This article is a stub. You can help That Which Sleeps Wiki by expanding it.*

## What are Events?

Events can be basically anything that would be considered an event in real life. A king may marry a neighbouring nation's princess, the war council may hold a strategy meeting, or a God may perform a miracle. Events may arise from POIs, a capital city for instance would have a lot of events concerned with the nation's government. Your Challenges generally have a post-Challenge Event that describes the results of your Challenge. Other Events are truly random and just happen - unless you're Belial and choose to interfere.

Some Events are just narrative/informative, telling you that "X happened here." Other Events give you choices. For example, if you have infiltrated a nation's government and have influence there, an Event that describes the fact that another nation's spies were caught in the capital would give you choices: you can use your influence to downplay the incident (if you don't want those two nations fighting, perhaps because you have other plans for them) or push the nation closer to war. Usually one of the options is a "do nothing" option to just let the event play out organically; this may be the best choice to keep a low profile and not arouse suspicion.

Every combat involving Agents has a post-Combat Event that describes the results of the combat, notifies you of any casualties and Fame/Danger incurred, and gives you various options connected with that combat. Several examples of what is possible can be seen clearly in Devlog 3.
Loose Mushrooms

* Colonise
* Settlement
* Autonauts vs Piratebots

**Not available in this mode.**

**Not available in this mode.**

**Loose Mushrooms** are food items harvested from Mushrooms with a spade. Loose mushrooms can be planted in holes to grow new mushrooms.

Loose Mushrooms are tier 1 food for Colonists as they are, or they can be crafted into higher tier food items.

## How to use

To avoid a situation where your farming bots run out of loose mushrooms to replant, they can be programmed to handle planting first and only store the remainder:

Repeat forever!(Pick up loose mushrooms)Repeat until hands fullFind nearest Loose Mushrooms in Move to Loose Mushrooms Pick up Loose Mushrooms
(Prioritize replanting patches)Repeat until hands emptyFind nearest Hole in Move to Hole Use held item
(Store leftover mushrooms for crafting)If hands not emptyMove to Loose Mushrooms Storage Repeat until hands emptyAdd to Loose Mushrooms Storage
Mi Go

The Mi Go are an extraterrestrial race resembling a cross between crustaceans and fungi. They are not competing with the player, they have their own bizarre motivation but if the players plays their game he may be able to leverage them to his advantage.

Mi-Go perform two interesting actions in the world, one is that they launch Expeditions to recover very particular artefacts that concern them from the Age of Damnation and the other is that they grow "Fascinated" with interesting people - if their fascination grows strong enough they may begin to talk with that person, and eventually offer to take them on a fantastic journey in a brain-jar.... say no long enough and they may just go from asking to demanding. Most notables will not return from that journey, but those that do may gain unique abilities and knowledge (or be insane).

The player can attempt to manipulate who the Mi-Go are interested in, and the Old One can even volunteer to go themselves. It is important to remain careful however, because dealing too much with the Mi-Go raises a player's own fascination and they may decide to abscond with an Agent's very necessary brain.

The Mi-Go also have a unique minion the player can recruit if he has a high enough Arcana, the Mi-Go Attendant does not count as a minion and also cannot be dismissed. While it costs you nothing it increases your Fascination over time, leading to the aforementioned brain-napping.

##### Getting in Contact

Stumbling across a Mi-Go expedition will also allow the player to interact with it as a modifier and take different actions.

There is also an item which allows the player to make contact with the Mi Go.
Seeker

**The Seeker** is an Agent.

*Before the Fall, in the Age of Horrors, Heroes rose to battle the Old Ones - but their numbers were limited and their mortality telling. One amongst them, wisest of his kind, learned that Heroes need not be born.... they can be made.*

The Seeker was a Sage in the time of the Old Ones who saw in the long struggle for freedom that the nature of Truth was Power. His search consumed him, first the willing and the brave gave of themselves but it was in the innocent that the Seeker found the sharpest blade. Instrumental to the Old One's defeat, his atrocities came to light and he was sealed away by the those he saved.

## Recruitment

The Seeker is a mid/late Agent who is not to be trifled with - to recruit him you must first exhume his tomb and then break the Ancient Seals that bind him to the past.

## Stats

He is a powerful caster who excels at infiltration and battle magic.

## Scheme

He has a Scheme that further diversifies his role. Use it to augment your Agents and Units or find the weak, spiteful, and envious mortals of the world and offer them True Power. Surely, it doesn't come with a price?

## Special Mechanics

Detail any special mechanics the agent possesses.

## Strategy

Detail how to best use this agent in the game.
Fame

**Fame** measures how well-known an Agent is in the world. Acquiring Fame is a common consequence of completing Challenges or surviving combats, and it makes the Agent's whereabouts and actions more visible to Heroes and Governments. As such, accruing Fame is usually a negative thing and can especially give high-profile Agents such as the Hordemaster or Baron a "time-bomb" quality - as their Fame rises Heroes and Governments continue to assign them a higher Threat until they eventually set out to specifically bring that Agent down. A clever Old One may still be able to turn this to their advantage - propping up an Agent as a threatening conqueror can for instance be used to draw attention away from other schemes - but often an Old One may attempt to minimize Fame gain. Many Challenges offer a choice of responses on completion, often with differing amounts of Fame gain.
Minor Race

## Minotaurs

Minotaurs are an example of a minor race. They were formed to be the shepherds of life in regards to renewal. Their legends are the closest to truth of any of the surviving elder races, which actually hurts Limos more than any of the other Old Ones. Absent their inclusion as a map race you will mostly see them in events or as powerful minions/elite units.

## Dhaath

Artificial servants of the Old Ones who were abandoned and are now split into two groups, one that awaits his return and another that tries to control the world around them. They are isolationist and prefer not to interact with other races.

## Yizrii

Humanoid insects that live in organic crystal hives called gardens. Periodically, the Yizrii undergo a process known as "the harvest" or "the frenzy" where they completely obliterate a part of the world so they can build a new garden. This process kills most of the Yizrii, leaving only a few paragons of the race to rebuild society.

## Bendathi

A race with tusks that has Seers skilled in thaumaturgy.
Archetype

The AI of heroes come in four archetypes that guide their actions.

The Sage: The sage focuses on Lore and spellcasting. A sage might not directly oppose the Old One, but they will research spells that directly counter the player's abilities, and will speed up the process of discovering the Old One's identity significantly.

The Leader: The leader prefers to create a grand Alliance of the world's nations to bring down the Old One. They are skilled diplomats and troop commanders who will work to bring about peace and unity if they aren't stopped.

The Adventurer: The adventurer eschews the complexities of research and diplomacy. Their solution to the Old One's rising power is to gather a few good friends and attack the Old One at the Great Seal. While the adventurer lacks the support networks of the other two archetypes, they are very effective on their own.

The Priest: The priest is a hero who has been been chosen by the Gods to oppose the Old One.
Campaign

Campaigns are a series of linked Quests that progress in sequence and can involve multiple parties of heroes. Campaigns have a wide spectrum of outcomes based on how well the heroes attempting the campaign do; for example a quest to return the Dwarves to their ancient homeland might provide the Alliance with a powerful ally but it might also awaken a great evil in the mountains or cause the Dwarves to become corrupted. Unlike quests, Elite Units can participate in campaigns.
Notable

A **Notable** is a mover and shaker in the Government of a Nation. Whether as a noble, a representative of a powerful Guild or other Institution or an elected member of a republican state council they wield some amount of **Influence** in the decisions of that Government, and when major decisions come up will argue for whatever option best fits their goals. Generally, the available Influence in a Government trends towards 100, and Notables may compete for Influence and prestige through various actions among each other - depending on Culture and government these might range from public philosophical debates to dueling with sword or spell.

When a government needs to reach a decision, Notables vote and the option favoured by those with the most Influence wins. Notables with an Influence less than 10 must join the voting bloc of a more powerful Notable. Often one will emerge as the representative of their social class. With sufficient infiltration, the player may be able to see the deliberations in a special Political screen:

In this example the decision is how to deal with barbarian incursions in one of the Nation's POIs and possible options are graduated on a binary choice of directions - seek war or seek peace. The option currently favoured is a Counterattack, the most measured response on a War footing - a few more War voters would move the decision out to a more extreme War response. Each portrait shows a Notable and the number in the bottom left corner indicates their Influence for this decision, whether from themselves or a backing voting bloc. The number's colour indicates what they are voting for - in this case green voters favour war and red voters favour peace, with white favouring moderation and pulling back against either extreme.

Modifiers to a Notable are indicated on the bottom right of their portrait. In the case of the bottom right duke, the coin indicates he speaks for the major bloc of the noble class. The two Notables next to the Queen have been granted formal titles in the administration - the Keeper indicated by a book is counseling peace, while the Marshal indicated by a banner is counseling war. He also gets additional Influence (subtracted from the Queen) for this particular decision as it is a military matter in his purview.
In the example two Notables also have a red border - this indicates that they are particularly invested in this decision - the Marshal because of his military purview and another Duke because the POI under threat is in his nominal control. If they do not carry the day and the decision goes in the other direction (i.e. peace, in this case) these Notables may suffer a loss of Will and their relationship with those who voted against them may suffer.

Old Ones have many options to manipulate the voting of Notables, including blackmail, bribery, favours and corruption.
Good Aquarium

## Footprint

* Colonise
* Settlement
* Autonauts vs Piratebots

**Not available in this mode.**

**Not available in this mode.**

**Good Aquarium** is a decorative structure used to display fish. It can hold up to 20 fish of any type.

Although it is crafted with fresh water, it can safely hold any combination of saltwater and freshwater fish.
That Which Sleeps Wiki

About That Which Sleeps
*That Which Sleeps* is a turn-based strategy game under development by King Dinosaur Games in which the player takes on the role of an awakened evil from the world's past and must manipulate a living, reactive world from the shadows using a cast of unique corrupted Agents. The player must balance an aggressive approach utilizing his considerable power and eager hordes with the need to remain unknown to the Champions and Heroes of the world. You must be sure that when your name is again spoken by mortal tongues that it is spoken in dread, for it is too late to stop *That Which Sleeps*.
External Links* Developers' website
* *That Which Sleeps* FAQ

Table of Contents

* Challenges
* Events
* Chosen One
* Combat
* Infiltration
* Military/Naval
* Clues
* Ancient Power
* Belial
* Inatha
* Karth
* Limos
* Moloch
* Seraph
* Sisyphus

* Rival Old Ones
* The Ascended
* Classes
* Traits
* Abilities
* Skills
* Quests
* Campaigns
* Spells
* Items
* Nations
* Governments
* Notables
* Culture
* Diplomacy
* Trade
* The Alliance
* Lesser Races: Humans, Orcs, Gnomes, Lizardmen
* Outsiders: Chtonians
* Minor Races
* Faction Races
* Challenges
* Influence
* Minions

* The Prophet
* The Peddler
* The Rake
* The Outcast

More...
* Buildings
* Districts / Regions
* Modifiers
* Ruins
* Dangers
* Rituals
* Spells
* Ley Lines
* Places of Power
* The Planes
 Institutions | Scenarios | Game Modes
* Orders
* Cabals
* Empire of Twilight
* From the Depths
* Endless Mode
* Procedural Generation
* Modding Basics

Featured images

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Game development

*That Which Sleeps* is currently in development by King Dinosaur Games, and is to be launched after a paid beta, with no release date set. A successful Kickstarter in September-October 2014 raised several times its goal in crowdsourced funding, allowing many kinds of new content and a graphical overhaul (but doing no favors for the release date).

Work on the game started in late 2013 and entered feature lock in March 2015, closing the door on new features until after the beta. Outside help has been brought in: As King Dinosaur Games is tiny and has no in-house artist, commissioning art assets was a major goal for the Kickstarter. The game uses the Unity engine. A number of tools are also being developed. Further news and updates are spread across half the Internet.

## Release Schedule

**Pre-release:**

* Map editor - available as an alpha.
* Mod tools - poised for release in late April.
* Scenario editor - not available.
* Hex editor - not available.
* Closed beta - not available, and not going to make it in April.

**Post-release:**

* Some of the Kickstarter stretch goals are not being developed for inclusion at launch time.

**No schedule:**

* Demo - a playable demo was a priority for the developers earlier. It ran into trouble, up to and including being clotheslined by the work that goes into running a Kickstarter.

## Further Information

### General

* *That Which Sleeps* FAQ
* Official forums: Mostly used as private forums for backers and beta users, with a small public area.
* *That Which Sleeps* subreddit: Small and quiet, succeeded by the forums.
* This wiki

### News and Resources

* Successful Kickstarter: Actively updated, this is the best place for news outside of the private forums.
* YouTube channel: Video dev logs and game trailer; the material is also collected on the Videos page.
* IndieDB entry: Occasionally updated with news and new material.
* ModDB entry: This and the IndieDB entry are the same thing with different color schemes.
* Steam Greenlight page: Successfully Greenlit, clearing the way for the game to be sold on Steam. Occasionally updated with news of updates on other sites. Features comments from the developers.
* TIGForums dev log: Not maintained.

### Company and Official Material

* King Dinosaur Games company website
* *That Which Sleeps* Press kit
* Company Twitter page
* Company mailing list subscription
* *That Which Sleeps* Facebook page
* *That Which Sleeps* Google Plus page

### Forum Posts

King Dinosaur Games has a habit of popping in on forum discussions about their game, and may answer questions. They've been especially active on two. Call it community outreach. The wiki claims no responsibility for the content of these links, especially the second one.

* Thread on the Bay 12 Games Forum
* Thread on RPG Codex

### Other Things

* *That Which Sleeps* music on SoundCloud
* Borja Pindado on DeviantArt, an outsourced artist working on the game's graphics.
* Richard Luong on DeviantArt, ditto.
Cabal

Cabals are the last of the independent institutions, and are the simplest but often most powerful. Cabals are mystical organizations that support their particular Agenda, but mostly are landmarks for lore bonuses, gaining new spells, and quest points.

Infiltrating and Overthrowing a cabal can be difficult, requiring Ritual challenges but can be particularly rewarding for the Old One. You can direct spell research to something useful for your agents, summon powerful minions, or spread a devastating cell of the Cabal to a vulnerable POI.

Cabals, when independent, are often one of the stages for quests. Heroes may destroy the cabal, recruit them to the Alliance, or simply use them to gain magic items or spells.
False One

**The False One** is an Agent. This dark soul is the shadow cast by fate, an echo of the prophecy corrupted by the Old One. As the Chosen One draws nearer to you, a powerful ritual can craft this False Messiah to mirror the gifts of your fated pursuer. Make use of his abilities to anticipate the Chosen One's path, or place him in a position to deceive the Alliance and draw them away on a false crusade.

The False One is a potent response to a troublesome Chosen One though you must discover and then cast this ancient ritual in order to spawn this perversion of fate. Possessing the skills of the Chosen One he can be leveraged as simply another powerful Agent to do your bidding though his true strengths lay in deceit. You can make use of the False One to confuse the world, spreading doubt about the nature of the prophecy and the Chosen One - usurp his position and lead your own "crusade against the dark." Or send him on a path of prophecy, devouring the carefully laid pieces of fate and slowly unraveling the strands of destiny while putting yourself on a path of annihilation with the Chosen One.

## Recruitment

Detail how to unlock and recruit this agent.

## Special Mechanics

Detail any special mechanics the agent possesses.

## Strategy

Detail how to best use this agent in the game.
Influence

Influence is what is used by governments and institutions to form decisions. When a political event spawns every party with influence will decide on what option to take and will vote based on their own AI goals. Exactly which parties have a right to vote depends on different factors with an important one being the form of government.
In order to control a nation it is necessary to have enough influence to steer it towards your goals. All voters, including the ones you control, have a preference for one of the options, going against this preference will generate clues that can be discovered by [hero]]es, with more extreme deviations yielding more clues. Influence can be used to shift a debate towards either side of an issue or towards the middle point. These uses are color-coded red, green and white respectively.

A current list of parties known to exert influence:

* The ruler of a nation, be it a King, a Republican Council, or tribal leader.
* Other influential persons in the nations, in a feudal society this would for example be the barons.
* Council of advisers. A ruler can have advisers on many different subjects, ranging from military to occult, and these can also have influence on some or all of the votes.
* Institutions, their influence is generally rather limited, but they might be an important swing vote.
* Agents and/or (corrupted) Heroes.

Influence is not a fixed number, it can vary depending on rising or falling power in a nation and it even depends on the subject voted upon. A military adviser might have an important vote when deciding on whether or not a nation goes to war, but he might be ignored when dealing with a drought. Expanding a King's council would limit the power and influence of a king.
Trait

Heroes have Traits, most of these are generated at their creation but some can be earned later on. It depends on the race of the hero how many traits he begins with. A dwarf will begin with three physical traits, one Dwarf trait and one fixed trait "To Dust".

Traits can be both positive and negative and can be as simple as a stat bonus or penalty or something much more complex dependent on many other things. They can also have requirements which prevents very brave heroes from getting a "Coward" Trait.

There are several different categories of Traits, these have no actual influence but they make it easier to find the relevant ones. (D=Disorder, H=Heroic)

Arcane:

* Soulfire
* Arcane Rage
* Slippery Mind

Bloodline:

* Chaotic Bend (Human)
* Nullmage (Human)

Freak:

* Harpy Wings

Mental:

* Savant
* Prodigy
* Latent Talent
* Eidetic Memory
* A Gift for Names

Personality:

* Coward (D)
* Psychopath (D)
* Kleptomaniac (D)
* Insane (D)
* Sadist (D)
* Masochist (D)
* Paranoid (D)
* Compulsive Liar (D)
* Fascination with the Occult (D)
* Fanatic (D)
* Brave (H)
* Genius (H)
* Lustful (D)
* Greedy (D)
* Dreamer
* Intolerant (D)
* Wrath (D)
* Merciful
* Frugal
* Martyr (H)
* Extravagant
* Lazy
* Good Natured
* Optimist
* Wanderlust
* Drunk (D)
* Melancholic

Physical:

* Ambidextrous
* Exceptional Strength
* Fleet Footed
* Strong Heart

Racial:

* Flayer (Flayer)
* Young Stone (Dwarf)
* The Earth Speaks (Dwarf)
* Stoneskin (Dwarf)
* Deep Echoes (Dwarf)
* Secret Affinity (Elf)
* Keen Senses (Elf)

Social:

* Exceptional Trader
* Sycophant
* Everyman

Spiritual:

* Speaks with God
* Doubter
Baron

**The Baron** is an Agent.

Describe the agent here.

## Recruitment

Recruiting the Baron requires having an agent with 25 or higher fame travel to the POI that holds the Ruins of Castle Greywind and performing a Tier 1 Infiltration challenge. This will allow you to Ally with Baron Greywind if at least one nation of his hated culture is at war with his liked culture. However, you can also gain Baron Greywind by performing a Tier 1 Ritual challenge with an agent that has the Necromantic ability. This allows you to Bind Baron Greywind to your Cause with essentially the same results, though it spawns more clues for the heroes to decipher. However, in addition to this, an Agent who is either Welcome at Court in a liked culture or Wanted in a hated culture may perform a Tier 2 Infiltration challenge to Pay Homage to Greywind, spending one gold and gaining the Ennobled of Greywind ability. Of course, you may also never even meet the Baron - your strategy may run a different course or the heroes may perform a quest to set him to peace.

## Stats

Strengths: Combat, Command, Terrorize
Weaknesses: Magic, Infiltration

## Passive Bonus

Baron Greywind passively lowers Order throughout his hated cultures region, and any battles there will be assisted by some of his legions.

## Scheme and Abilities

Scheme: Memories of Blood - If House Greywind holds at least 3 POIs of its hated culture, the Baron may perform this ritual. If succesfully completed, all POIs it controls of his hated culture lose half of their population, switch to his favored culture, and fallen soldiers are spawned in those POIs.

Ability: Undead - Undead agents take reduced damage from mundane weapons, resist certain attacks, and regenerate over time. They are, however, susceptible to certain spells and effects and also cannot heal normally.
Ability: Lord Greywind - The Lord of Greywind can summon ghostly hordes from the Ruins of Castle Greywind, and even restore Castle Greywind itself with sufficient Labor.
Ability: Spirit of Vengeance - This ability allows Baron Greywind to truly dominate against his chosen cultural foe, which in the North Rises is the Welthaus people (Arden and New Caledon). You can see what it does in the tooltip in the screenshot above.
Ability: Penetrating Strike - Penetrating Strike turns up to two points of damage that exceeded his target's armor into penetrating damage, also affecting any hero that is being guarded by the targeted hero, generally a nice squishy mage.

## Strategy

When Baron Greywind returns to the land, he is capable of bringing with him an army of fallen soldiers and will immediately seize the POI his castle is in unless it is held by foreign soldiers. Once this happens House Greywind is formed on the map as an Ally of the Old One. The downside to Baron Greywind is that a quest can be given both his hated culture and his liked culture that will result in his being "put to rest" along with all his soldiers. If you are making heavy use of Baron Greywind it is imperative you stop this quest from being given through influence in those nations, or failing that stop the Heroes from completing their goal.
Fresh Water

* Colonise
* Settlement
* Autonauts vs Piratebots

**Fresh Water** is a Food item but also a crafting component. To get Fresh Water, you use a Bucket on a Fresh Water pond or lake. The only way to transport and use water is by keeping it in a bucket or watering can. Fresh Water can be stored in Barrels.

### Used to fuel

* Stationary Steam Engine
* Train Engine
* Train Refuelling Station

## Fresh Water (Tile)

**Fresh Water** is one of the main tile types and can be used to gather **Fresh Water** with a bucket. It is infinite if not filled in with buckets of other terrain types.

## Details

* Colonise
* Settlement
* Autonauts vs Piratebots

### Crafted at

Dredged Land

**Not available in this mode.**

**Fresh Water (Deep)** is one of the main tile types. At the start of a new map, lakes will be generated. To get more deep water (for fishing, for example), you have to dredge a soil tile with a Crude Dredger next to an existing deep water tile, but deep water is usually surrounded by shallow water. If you attempt to use a bucket to create a land bridge out to deep water, shallow water will automatically spawn around your land bridge preventing you from reaching deep water (see side image). It may be necessary to use mods or cheat mode to produce more deep water.
Gnome

Gnomes are a major non-human race. Nothing is known on whether they are civilized or not.

## Race

**Lesser Race**

*"Few minds understand the workings of the world like a Gnome. They are as likely to be found mastering a craft as forging an empire."*

We do not yet know what the baseline Gnome is like. They favour swamps and are very industrious with good logistics.

## Culture

We do not know what sort of culture the Gnomes usually have.

## Government

Given the Kickstarter Races each had two unique government types, it is likely the Gnomes will have at least that many.

## Classes

Given the Kickstarter Races each had two unique classes, it is likely the Gnomes will have at least that many.

## Old Ones

No Old One has a known connection to the Gnomes.

## Military Units

We do not know what sort of units the Gnomes will field.

## References

1. ↑ http://www.kingdinosaurgames.com/press/that\_which\_sleeps/images/Races.png
Infiltration

Infiltration is a way of getting eyes and ears on a target, as opposed to fangs and claws. It's an ongoing state rather than a one-time event.

## Acquiring Infiltration

Agents can Infiltrate POIs via Challenges. Indeed, one of their six stats is named "Infiltration."
Posting in the Bay 12 Games Forums, King Dinosaur Games laid out three tiers of Infiltration that subvert ever more influential members of society.  Belial, the beginner's Old One, comes with the ability to use carrion-eaters as his spies and gain Infiltration without using Agents.

## Leveraging Infiltration

Infiltration provides information: posting in the same, KDG stated that it's "mostly to see internal political maneuverings and to see what heroes are doing." Infiltration also opens up nefarious ends, such as using an Infiltrated city guard to imprison a Hero. An Guild can be Infiltrated to "provide a spy in every POI with that guild in it", and then overthrown.

## Losing Infiltration

Posting in the same, KDG stated that pushing an Infiltrated target to act risks expending it; the act generates a Quest. Heroes or Nations may also hunt down the Old One's influence.

## Infiltration And Heroes

King Dinosaur Games has mentioned that gaining Infiltration on a Hero involves corrupting the Hero, corrupting the Hero's friend, or making friends with the Hero.

## References

1. ↑ 1.0 1.1 http://www.bay12forums.com/smf/index.php?topic=141997.msg5647011#msg5647011
2. ↑ 2.0 2.1 http://www.bay12forums.com/smf/index.php?topic=141997.msg5623905#msg5623905
3. ↑ http://www.indiedb.com/games/that-which-sleeps/news/orders-guilds-and-cabals
Leisure

Leisure is the category name for one of the needs for Colonists. As they level up to tier 4, they now need leisure, which is fulfilled by making and giving them toys.

## Details

* Colonise
* Settlement
* Autonauts vs Piratebots

### Stored in

Crate

**Not available in this mode.**

**Not available in this mode.**

**Doll** is a tier 4 toy with light brown hair and a yellow tunic.

## Details

* Colonise
* Settlement
* Autonauts vs Piratebots

### Stored in

Crate

**Not available in this mode.**

**Not available in this mode.**

**Jack-in-the-Box** is a tier 5 toy made from dolls.

## Details

* Colonise
* Settlement
* Autonauts vs Piratebots

### Stored in

Big Crate

**Not available in this mode.**

**Not available in this mode.**

**Dollhouse** is a tier 6 toy made from both previous tiers.

## Details

* Colonise
* Settlement
* Autonauts vs Piratebots

### Stored in

Big Crate

**Not available in this mode.**

**Not available in this mode.**

**Toy Rocket** is a tier 7 toy.

## Details

* Colonise
* Settlement
* Autonauts vs Piratebots

### Stored in

Crate

**Not available in this mode.**

**Plush Pony** is a tier 4 toy.

## Details

* Colonise
* Settlement
* Autonauts vs Piratebots

### Stored in

Crate

**Not available in this mode.**

**Toy Horse and Cart** is a tier 5 toy made from plush ponies.

## Details

* Colonise
* Settlement
* Autonauts vs Piratebots

### Stored in

Big Crate

**Not available in this mode.**

**Toy Horse and Carriage** is a tier 6 toy made from both previous tiers.

## Details

* Colonise
* Settlement
* Autonauts vs Piratebots

### Stored in

Big Crate

**Not available in this mode.**

**Toy Train** is a tier 7 toy.
Inatha

Inatha is an Old One who was added as a stretch goal, and is not being developed for inclusion at release time.

## Many as One, the Cold Heart, the Shrieking Wind

Inatha took the world in a storm of frozen wind and left in its wake a tundra of formless horrors. Scouring the waste a tortured wind, in its howls a horror reveals itself - beyond it lurkers in the cold, the bizarre menagerie that are the children of Inatha. Even in death Inatha haunts the snow-capped mountains of the world - its name can be heard in the shrieking of the winds in the highest peaks.

## Abilities

The Gathering Storm - Inatha loves the cold and it wants the world to share its joy. From the very beginning of its stirring the tundra POI's of the world will suffer from more difficult dangers and as Inatha continues to gather its power the tundra can spread, at your direction and at random, into the warmer climates. Storm your foes with ice and hail, freeze rivers for your armies to strike unexpectedly, or slowly bring the world to the brink of extinction as your breath streams across existence.

In Voice and Form - Inatha voice scours the frozen void bringing life to those that lie in wait for his call. In death its voice was scattered across the world - as your agents capture the wayward tones you can restore the once numberless hordes that were the soul of Inatha. Let the horror of your words once more ravage the tundra and make sure that any foolish enough to move against you are brought to the brink of madness.

## Strategy

Inatha can be played quickly or slowly - allowing you to make tactical use of his abilities to create bastions of power in the snow-capped mountains across the world or begin immediately to expand tundra into neighbouring terrains. Your long game is strengthened by ruining harvest, making forests too dangerous to hunt in, and bringing landslides down to seal off mines - starving your opponents of resources, a problem exacerbated as the civil unrest resulting from a slowly cooling world. On the other hand you have an extremely powerful defensive position and as your voice returns you become an even more formidable force, making early aggressive plays lead to potentially devastating outcomes for enthusiastic heroes. As your strength grows you will find the many lost creatures of the tundra return to your control, from simple predators to lost eldritch terrors that slumbered long beneath the mountains.
Good Bot Workbench

## Footprint

* Colonise
* Settlement
* Autonauts vs Piratebots

**Not available in this mode.**

**Good Bot Workbench** is a structure used for making bot parts up to Mk2 bots (level 3). It is built by upgrading a Basic Bot Workbench. To upgrade, you need to have completed the research task Mk 2 Bot. Then click the upgrade arrow in the recipe select menu (left click menu).

A Good Bot Workbench can be upgraded to a Super Bot Workbench.

## Used to make

All recipes for Basic Bot Workbench can also be made in a **Good Bot Workbench**.
Limos

Limos howls and screams at the abomination that is life. Tortured, he has been kept at bay by the Ancients and before them the Primal Powers, but now his time has come and he can bring an end to the motion and sound that engulfs his every moment of awareness. Choose Limos if you want to bring a true end to the world, but it may be difficult to draw the living to your crusade.

## Abilities

* Annihilation - Limos is the beginning and end of all things and in his hands the apocalypse will come in the forms that mankind dreads. The dead will be his tools but it will be increasingly difficult to rely on the living to serve his ultimate end.

* The King Below - Creator and destroyer, all that is was once of Limos. In the heart of every sentient being a resonance calls for their father, and Limos can make use of this - at first only if heroes adventure into the depths of the Underworld but later no creature will be safe.
Chtonian

Underlords

Flayers are a major non-human race. In most scenarios, they will frequently start as a Nation in Shadow, meaning it will be easy for the Old One to recruit from their number. It is still unknown what the definitive name will be for the race, as Mind Flayers are a trademark of Wizards of the Coast.

## Race

**Outsiders**

*"Mysterious creatures of eldritch origins, they pursue alien agendas supported by psychic manifestations that few can resist"*

Alien, unknown, and absolutely terrifying, Mindflayers lurk where others fear to tread. Deep beneath stone in strangely twisted hallways that wind beneath unsuspecting surface-dwellers they scheme for a day when this adopted home shall be just another node in the greater consciousness.

The standard Underlords Trait that all Chtonians have gives a +3 bonus to Mental Attack and Defense.

## Culture

We do not know exactly what sort of culture the Flayers usually have. But it will thrive on slavery and being evil.

## Government

Slaver Kingdom - From every corner of the world they dominate the minds of lesser races, accumulating in their deep warrens a numberless legion of mindless warriors. These Mindflayers know that force is the only path to domination, but often fall prey to the whims of their powerful King.

The Hive - The perfect Overlord leads this group of mind flayer servitors, themselves no more than pawns in their tentacled masters schemes. With an insatiable lust for ancient lore it sends forth its minions to the world above to drag back great sages and powerful heroes alike, but be careful as it makes no distinction between Good and Evil - your Agents may find themselves dragged beneath the earth to a terrible fate.

## Classes

Mindflayer Shaper - A Shaper bends the mind of others with its will like most of its kind, but it excels at the subtle manipulations that can leave an identity intact but embedded with a personality that better suits the needs of the colony. Shapers tread with care on the surface world, but are often found accompanied by Heroes who are unaware of its true form.

Mindflayer Battlemind - It is foolish to suppose that the Mindflayers are possessed only of subtle means of coercion. When war is called for the Battlemind is at the center, dominating each slave in the Hive's Arsenal and picking apart the enemy's tactics. A Battlemind prepares by journeying to distant lands and learning from its Generals, whether or not they wish it to be the case.

## Old Ones

No Old One has a known connection to the Flayers.

## Military Units

We do not know what sort of units the Flayers will field.

## References

1. ↑ http://www.kingdinosaurgames.com/press/that\_which\_sleeps/images/Races.png
Speaker for the Dead

**The Speaker for the Dead** is an Agent.

The Speaker of the Dead is a powerful Necromancer.

## Recruitment

The Speaker can be recruited by earning the respect of a necromantic cabal and their leader.

## Stats

The Speaker is a rough hand at infiltration but is second to none at terrorizing the countryside and turning a few isolated undead groups into a horde that can upend a kingdom. Failing that, you will find no other Agent who can so easily extract information from Heroes, dead or alive... preferably dead. As a necromancer he has also a strong lore statistic.

## Scheme

Scorn the Grave - The Speaker can bind a deceased Hero, gaining access to his skills, abilities, and knowledge. This ritual is considered a horrible affront and you can expect other Heroes to come try and free their tortured comrade.

## Special Mechanics

Detail any special mechanics the agent possesses.

## Strategy

Detail how to best use this agent in the game.
Azlan

Azlan - the Dreaming God, He Who Lurks, the Disembodied Titan, the Twilight Confessor, the Usurper of Dreams, the King in Gold, the Severed Tendril. All of these names are associated with abilities and legends inside the world, that the Heroes will pursue and attempt to decipher. If they learn them all, you will find your ability to battle them greatly reduced as they gear up and prepare to defeat you. When we say "The World Has Forgotten Your Name" we mean it.

## Abilities

* Dream Host - Azlan's body was torn asunder in the ancient past, but his spirit ascended to the world of dreams. He wields the power of this surreal existence to alter reality itself, and as he grows stronger he will eventually bridge the gap between the two remaking the world in his twisted image.

* The Night Whispers - In the night man drifts into the world that Azlan calls home, and as prisoners they listen to his ravings. The most defining ability of Azlan comes from this tree, allowing him to tag a certain number of Heroes, Leaders, or other AI entities and over time adjust their personality. Drive the Pious High Theocrat to abhorrent behavior, or make the brave King of the Cylarians a coward.
Prophet

**The Prophet** is an Agent.

The Prophet is one of the more unique agents, and also the only agent you begin the game with. He acts as an instructor and tutorial for new players, and is also much more powerful than other early heroes, scaling well into late game with few drawbacks unlike other powerful agents. The Prophet is an important early resource for determining the path you will take, swaying orc hordes to your side, corrupting kings, or beginning a military campaign. Bringing him out of the North early to swat down low level heroes before they grow stronger is also a massively fun, though not necessarily good, strategy.

The Prophet also gains his second Ability and Scheme based on your scenario choices, which will also boost some of his skills. We will cover below his most likely setup.

 Labor | 0

## Recruitment

The Prophet is the only Agent you automatically start with at the beginning of the game. There is no need to actually recruit him.

## Stats

**Strengths:** Combat, Infiltration, Command
**Weaknesses:** Labor

## Scheme

**Call the Faithful** - Call the faithful has no empowerment requirement but works dependent on the Prophet's fame, raising the population of nearby POIs and shifting their cultures towards that of the Old One.

## Special Mechanics

**Old Soul** - The Prophet cannot be Empowered as usual but gains new abilities as the Old One grows closer to awakening.
**True Believer** - The Prophet's conviction is paramount, he restores his Divine Defense at the start of every combat round, and gains additional Terrorize actions.

## Strategy

Detail how to best use this agent in the game.
Culture

A **Culture** is a group of peoples with similar language and customs. They may have associated Traits which Heroes and Notables of that culture will be predisposed to possess, and they together with Race strongly influence the way AI entities of the culture approach their goals - e.g. a culture valuing Cunning and Deviousness is more likely to sabotage a rival stealthily than one which is more Trusting and Honourable.

To be usable in game a Race must be able to participate in at least one culture, though typically it will have multiple. Most POIs and Nations will feature a mixture of cultures, though often with a predominant majority culture.
Hordemaster

**The Hordemaster** is an Orc Agent. He is described in the Kickstarter.

> From the moment an Orc Tribe joins your forces you can recruit this beast of an Orc. A skilled commander and an even better recruiter, Drall is the cornerstone of any good Orc Horde. Expect to see his star rise quickly, he often makes a useful scapegoat to avoid arousing suspicion of your return. Prop him up as the Great Conqueror, let him fall, and move along to your next plot.
>
>

## Stats

We do not know the Hordemaster's stats. He is likely to be excellent in combat and have a high command. He might have low infiltration.

## Scheme

**Lessons in Bone** - The ultimate tool in the Hordemaster's arsenal, by sacrificing an Elite unit the Hordemaster can give that Elite's special ability to another Elite. The humans think they counter your Goblin Fanatics with their Heavy Cavalry, just wait till they see them ride into combat on Ogres. Seeing that look of surprise is what makes the Hordemaster get out of the bed every morning.

## Special Mechanics

The Hordemaster can recruit Orcish troops cheaply and quickly.

## Strategy

Detail how to best use this agent in the game.
Item

An **Item** is a special or notable object which can be found and used by Agents and Heroes. They generally confer some form of bonus either in combat or while moving about the map, performing Challenges and so on. Agents will generally have the option to consume most items for a one-time benefit in combat; this may help save an exposed Agent but carries a high price.

Items are found at various POIs, but particularly in ruins of past civilizations, where Agents and Heroes may have to race to uncover them.

## Items

* Arcane Spear
* Fine Maul - +2 Attack but -1 Defense.
* Goron's Spade - +5 Labor. If used in combat, consumed for +2 Defense for the Agent and all Minions.
* Gran Mar's Bulwark - Immune to Wounds, -1 Physical Damage vs Melee.
Matron

**The Matron** is an Agent.

The Matron rules over the Court of Bone, an immortal Queen of the shunned races. She has a series of Baron-esque interactions where you can barter with her for the help of some bizarre minions (such as Doppelgangers) or ask her to raise a monstrous army for you. Given sufficient interest she may work for you directly as an Agent though she will have her terms.

## Recruitment

Detail how to unlock and recruit this agent.

## Special Mechanics

Detail any special mechanics the agent possesses.

## Strategy

Detail how to best use this agent in the game.