recursal/Fanatic-Fandom huggingface dataset:
Hero

A **Hero** is a notable individual in the world whom rising Old Ones may come into conflict with. They come in several different Classes which have different interests and combat styles. Heroes are born from a Culture, which will heavily inform who they are - heroes of Matriarchal societies tend to be female and so on.

Heroes will generally pursue their own agendas around the world, going on Quests, seeking out Lore, trying to obtain membership in an Order or generally whatever their particular personalities desire. Notable exceptions are **Bounty Hunters** who generally just seek to enrich themselves with bounties and **Champions** chosen by Leaders to represent and protect their nation. Champions will follow the orders of their Leaders instead of their own whims, and can thus be much more coordinated and dangerous.

Heroes in general will have statistics including

* Health, and Maximum Health: Heroes with 0 Health are dead; when reduced to less than their Maximum Health they may take a Wound.
* Will: The Hero's ability to *fight on*; heroes reduced to 0 Will are corrupted and may change sides to fight for the Old One. Magic wielding Heroes temporarily spend Will to cast their spells in combat. Suffering despair, loss and betrayal can efficiently reduce Will, as can some Old One abilities.
* Attack and Defense ratings governing how they deal with basic attacks in combat.

Each Class of Hero has associated Abilities which heroes of that Class may learn. These are not automatically learned but must be sought out at an appropriate location such as a guild chapter or from another hero of the same class. All Heroes at least have the passive ability of their class. Heroes can also like Agents make use of items, and for the most part they all contend for the same items.
Alliance

An **Alliance** is a group of Nations that have banded together to face a serious threat. The nations of the Alliance will combine their forces to destroy whatever they face. Alliances depend on nations' feelings toward each other. Friendly nations are far more likely to work together than nations that dislike each other, or that hold radically different social and moral ideals. One of the player's major tasks is keeping tension between nations as high as possible to prevent them from grouping up.

It is possible for an Alliance to form that targets something other than the player. If a Rival Old One is perceived to be more dangerous than the player, the Alliance might focus on it instead. If the enemy is truly deadly, it is even possible for the player to enter the Alliance and help the nations for a time. Alternatively, the player can set up comparatively minor threats for an Alliance to attack, giving the player some room to accomplish their own goals. For example, the player could rile up the Orc tribes with the Hordemaster and try to convince the Alliance that the orcs are the main enemy to be contended with.
From the Depths

## Main Scenario

*Trade is paramount in an archipelago of feuding city-states afraid to break The Iron Truce. Instead of war they sharpen knives in the shadows and let gold give rise to pirates and worse, in their scheming they miss an ancient world emerging from the seas itself.*
This scenario focuses on a world of cut-throat trade and guilds. A newly arise continent brings new terrors to this world.

## Supplemental Scenarios

To the North the neglected barbarians see easy plunder in the grand trade cities and to the east the vast wastes bring glory to those who risk its danger. These wastes are filled with Fallen Primals who wander the ruins of fallen nations.
Order

Orders are founded with specific Agendas in mind, and receive three of them that determine the general cause and abilities of the Order. This makes them far more malleable than Guilds, but also more powerful in the hands of your enemies. Orders are generally more difficult to infiltrate and overthrow than guilds, and do not have the same global spy infiltration bonus that Guilds do. However, an infiltrated Chapterhouse of an order will lower order in that POI and give you support during any combat with heroes. Orders also do not have as much influence as a guild has. Their primary role is to improve hero abilities and to guide the hero AI to pursue its goals.

Agendas can be swapped out if you control the Order Headquarters, but causes suspicion and sends discontent through the order based on the number of Chapterhouses you have infiltrated. Own them all, however, and you can turn a Demon Hunting order of Paladins into the most feared Inquisitors on the continent. With the proper Ritual skills you can take the corruption even further.

Heroes join Orders and gain new classes and abilities from them, but if you are head of the order you can call a Grand Summit and bring all the heroes together. Good to distract them from a hunt, or possibly to lure them together to end a threat once and for all.

#### Founding an Order

Rulers are the most likely to create new Institutions but only if they are the kind to favour decentralized approaches - Desperation will often force even a reluctant Ruler to create a new Order to try and attract Heroes to their causes. Leaders and Sages will often sponsor or found an Institute if they are incapable of finding the resources they need, this is again driven by dire circumstances so a group of adventurers suffering defeat at the hands of someone they believe to be in a dark conspiracy may create an Order to combat it. A General with sufficient Glory returning from war may create an Order to commemorate their victories, and a religion may also found an Order to pursue their goals.

It's not a common occurrence, especially early-mid game. Some societies will churn out Guilds and compete on a regular basis but that is only if the society calls for it.
Dread Pirate

**The Dread Pirate** is an Agent.

Describe the agent here.

## Recruitment

Detail how to unlock and recruit this agent.

## Scheme

The Dread Pirate's scheme allows her to very quickly amass a fleet of like-minded buccaneers.

## Special Mechanics

Her traits make pillaging, running blockades, and sabotaging enemy fleets much easier and more devastating.

## Strategy

Detail how to best use this agent in the game.
Ancient Power

**Ancient Power** represents the foul might of an Old One itself, as opposed to Agents and Armies, its subtle and unsubtle lackeys respectively. Ancient Power builds up throughout the game, but is noticeably out-of-the-ordinary even in a world of magic, and applying it risks generating Clues which can make the world aware of the awakening Old One that much faster. It also tracks that awakening.

Ancient Power is measured in **Orbs**. Old Ones start the game with one to two, and gain more slowly over time. Using it empties one or more Orbs, which also refill over time. Old Ones gain new abilities as they reach certain amounts of Orbs, and once an Old One has its maximum number of Orbs, it's awake; general unpleasantness results.

Ancient Power can be spent on:

* Activating Old One abilities, or paying upkeep on ongoing ones.
* Assisting Agents in combat by **Channeling**, improving the Agent's attacks.
* Imbuing an Agent with greater strength.
* Paying for responses for some Events. (Events may also refresh Ancient Power.)

Different Old Ones have different numbers of maximum Orbs, from Karth's six to Azlan's fifteen, meaning that an Old One with fewer maximum Orbs wakes faster but has less Ancient Power available in total.

Orbs become slower to gain but faster to fill with each one the Old One has. An Old One with twelve maximum Orbs will therefore slumber more than twice as long as one with six. The number of empty Orbs doesn't affect these speeds, only the total number does.

Back well before the Kickstarter, King Dinosaur Games mentioned that an Old One's dreams could be pierced by blinding light, hampering its ability to assist Agents.
Agenda

Agendas are what defines an Order. Every Order can have up to three agendas, and most will have all three filled. If an Order has no agenda it will follow the whims of the local ruler.

Agendas will have different effects, depending on the agenda itself. Most guide the AI in some way to steer it towards its targets. Some give bonuses or allow new actions to be taken by members.

The following is a list of all known agendas, they are divided in somewhat arbitrary categories:

##### Military

* Sworn to the Spear - Available elite units, trains population
* For King and Country - defend nation and king
* Sword and Staff - Enhanced training options
* Peacekeepers - Increases security in its POIs
* Nature's Protectors - Defends woodlands, opposes terraforming

##### Adventurous

* Beyond Borders - Bonus for explorers
* The Hunt - Hunting monsters
* On the Road - Members wander
* Fortune and Glory - inspires heroics

##### Good

* Breaking Chains - Against slavery
* Against the Dark - Against "evil" and otherworldly horrors
* Guardians at the Gate - Defends ley lines and places of power
* In Service to Others - Helps those in need
* Vow of Poverty - Gives up all possessions, resist corruption
* Scourge of the Fallen - Against undead
* World Peace - World peace

##### Evil

* Esoteric Order - Hides negative agendas
* The Shadows Call : Ancient - Serves an Ancient Evil
* Occult Leanings - Dabbling in the occult

##### Social

* Social Club - Increase relationships greatly
* Indoctrination - Increases loyalty over time
* Call to Power - Attempts to gain power in line with leader's desire
* High Society - culture and relations with nobles
* Information Brokers - expands influence
* Storytellers - Spreads information and clues

##### Magical

* Arcana - Bonus to sharing and creating spells
* Legends and Lore - Research and exploration for ancient lore
* Pressing the Ether - Refine and develop new spells
* Master Artisans - Can produce high quality goods and enable wonders
* Legendary Artificers - Can produce magical goods
* Oils and Ungents - Alchemy

##### Religious

* Zealotry - Increase desperation and override
* Divine Mandate : God - Serves a god
* Bound by Fate - Obeys the prophecy
* Inquisition - Hunts dissidents

##### Other

* Cull: Trait - Lower spawn chance of trait
* Foster: Trait - Increase spawn chance of trait
* Solemn Vows : Ethos - Endorse and spread an Ethos
* For the People : Race - Works towards a race
Victory

*That Which Sleeps* has several possible victory conditions. King Dinosaur Games has commented that the default one is to conquer and/or burn enough of the map. Specific Old Ones can add their own winning conditions, such as waking up fully and killing all life, or in Azlan's case, waking up fully, period. Religion, one of the met Kickstarter stretch goals, adds the option of victory via hostile takeover.

Earlier development versions featured a climactic battle against the Alliance in the endgame. This is no longer hardcoded but the game heads towards one anyway, especially as most awake Old Ones are a giant flashing exclamation point. Endless Mode, another Kickstarter product, removes some of the conditions - that ending-all-life trick still ends the game.

KDG commented that the game can be lost by having the good guys bring artifacts to the Great Seal to put the Old One back into its slumber, invent and perform a ritual to strengthen the seal, or bring armies along and stomp the place apart. Certain Old Ones can also be killed in battle. Posting on the Bay 12 Games forum, KDG mentioned Campaigns with a "dunk the ring in Mordor" feel to end the game.
Nation

A Nation is a collection of politically and culturally aligned POIs. Nations can range from giant empires to small tribes. That Which Sleeps contains both developed nations roughly analogous to late medieval Europe, and undeveloped nations that have less sophisticated government styles.

Nations fall under three basic categories:

**Civilized Nations:** These nations have a complex political structure and will be the most difficult for the player to corrupt. They will also be the Old One's primary opposition in battle.

**Uncivilized Nations:** Often tribal or non-human, uncivilized nations are relatively easy for the player to affect. Additionally, the civilized powerhouses will tend to ignore the uncivilized nations, leaving them easy prey to the Old One's plans.

**Nations in Shadow:** Some uncivilized nations will be naturally inclined to side with the Old One. Groups like Orcs, giants, evil mages will all be glad to add their power to the player's. They take little effort to bring into the Old One's sphere of influence, and the civilized nations will more or less completely ignore them until they pose a direct threat to the status quo.

Within each category there are a number of different Government styles available to the different nations, as well as special governments unique to different races.
Karth

Karth saw the rest of the Primal Entities fall as the Old Ones claimed the world for their own, but war is an eternal truth beyond even the designs of the Ancients. Struck down by the elves, from his blood the children of rage emerged and their fires would engulf the world. Karth wakes quickly and is a powerful figure on the map - it can be hard to maintain a low profile with such an occurrence but Karth isn't one to pursue a subtle agenda.

## Abilities

* War Without End - Karth is the last surviving Primal - time tempered and made anachronisms of his peers but in every orc battlecry, in every scream of the slaughtered, therein lies praise to Karth.

* Call of the Horde - The heirs to Karth's legacy lay scattered through the land and their time has come. While you stir you will be able to call goblins and orcs to your side, but when you rise even greater allies will flock to you.
Resources

Several **Resources** are available to Nations and Old Ones, but they use them in different ways.

## Nations

* **Lumber** and **Gold** help build and run a Nation, allowing for the building of new Buildings, creation of military units, keeping of the peace and so on.
* **Food** is consumed by the people to sustain themselves. Generally cities consume more than they make, and depend on outlying villages to supply them with Food. Food shortages cause popular unrest and lower a POI's Order; thus infiltrating and exerting control over a city can be made easier by attacking the surrounding farmland.
* **Lore** is generated primarily by cities. Generated Lore can be used to research new spells, and can help Sages research the Old One and raise awareness.
* **Trade** is a resource representing the exchange of goods and services with other POIs. It can be exchanged for small quantities of any other resource, *or* it can be used to improve relationships with another Nation as mutually beneficial trading brings them closer together.

## Old Ones

Old Ones have their own pools of each of the above resources, but do not build Nations in quite the same way. Instead they may

* Offer resources as gifts and payments to friendly Nations or similar.
* Spend resources on constructing Buildings at a POI.

## Strategic Resources

King Dinosaur Games has also mentioned the existence of Strategic Resources, but have not divulged what role these might play in the game.
Hound

**The Hound** is an Agent.

A hunter pure and simple - this infernal beast harries the steps of its foe, and even those who escape with life intact are hounded by its never-ending call. Lacking any skill in Infiltration or Command, The Hound is the perfect choice for an Old One who seeks to eliminate a threat. Any Hero wounded by The Hound grants Infiltration until this wound is healed, and you can be assured the wound will be grievous given The Hound's brutal traits. With double the speed of an average Hero and an uncanny ability to seek out particular targets it won't take long for The Hound to claim its foe.

## Recruitment

Detail how to unlock and recruit this agent.

## Stats

The Hound has very low Infiltration and Command, presumably his Attack and Defense will be very high.

## Scheme

The Hound's scheme is Seething Howl which causes any Hero who is wounded by The Hound to take Willpower damage. The maddening howl also causes any Hero who is below half Willpower to gain a signature paranoia that increases in severity with every Seething Howl. With enough pressure, even the most stalwart of champions will be driven to Confront the Hound to end the insanity.

## Special Mechanics

Uniquely, when The Hound has killed his prey he can return to his infernal home. This allows you to return to your original plans, or pay the price to bring The Hound back for another hunt. At the same time The Hound gains one strength for each kill, but the stronger he is the more Ancient Power it takes to Activate him.

## Strategy

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

Tags are used to link information to traits, damage, magic or whatever else in the game.
Every Tag has a few settings that decide how the game will handle it. Every tag can have multiple of these tags.
First there is AI, this is probably the most important tag as it means that the AI will interpret this Tag in the game. If a hero has been attacked by enemies with the Orc-tag, he will form an aversion to anything with that tag. Another example would be a hero who has encountered many dangers based on cold, he would try to find items which give cold-defense.
The second is Damage Type, this means that this tag will be a available as a form of damage (like physical and fire).
The third is Magic Type, this links it to the Lore system, creating a group of spells.
The fourth is Race, which links it to a certain race.
Last there is Group Only, this defines it as a meta-tag, which only effects the back end. Examples could be "Work In Progress", "Mod A", etc.

* Physical
* Fire
* Cold
* Lightning
* Shadow
* Ancient
* Eldritch
* Occult
* Arcane
* Spirit
* Holy
* Mental

**Racial:**

* Elf
* Dwarf
* Orc
* Ratmen

**Other:**

* Artifact
* Heroic
* Abandoned
* Cursed
* Freak
* Lore
* Modifier
Sage

The Sages are one of the Archetypes of heroes, they mostly deal with accumulating knowledge and spellcraft throughout the world. Any town that generates Lore can slowly unravel clues, develop countermeasures to your power, uncover your identity, and cast power rituals. This is supported by the Sage Archetype Heroes who mostly will linger in these areas greatly helping with these tasks, as well as functioning as Advisers, Court Wizards, Guildmasters, or more exotic roles. The Sage concept has no AI per say, but Lore generated by a town has its uses dictated by the King or Ruler of that nation. They may decide that knowledge is open to all, allowing even wandering heroes to benefit from their resources and quickly unravel clues they have accumulated though this makes it easier for you to corrupt that lore, they may decide that wise men are better off looking into how to augment their military, or they may even decide that they have no need of such heresies and ban lore altogether. However, Sage Archetype Heroes and other Luminaries of the world are not restricted by allegiance to a King and can spend their lore in accordance with their (or their guild's) desires - and if they perceive dangers in the world or fear your return they will seek to not only spread the word but also research ways to counteract these threats.

Sages, and lore, get benefits from working with people from other cultures - five sages from one culture are less beneficial than three sages from different cultures. This represents varied cultural traditions having grains of truth that together form the actual truth (and of course is mechanically very interesting.) Sages from very different cultures may have access to Ancient Lore, Forgotten Lore, or other types which also add even greater benefits to research and when combined can allow sages to research more potent countermeasures. Yes, you may have crushed the tribes, but perhaps you pushed their wise men as refugees to the neighbouring civilized countries now giving them a benefit to their lore.

The Chosen One and the Alliance are your main threats in the end, but it's important to remember that Heroes will constantly be roaming the world interfering with your plans and also making the world a "better place." They come in three archetypes - Sages (which we just discussed) who often spend their time studying in Lore-rich cities and making pilgrimages to exotic locations, Adventurers who are most likely to pursue random quests and wander "accidentally" into your Seal, and Leaders who like to pop in between warring states to negotiate a peace or barring that help the locals with their orc problems. Each of the three archetypes can lead to your demise, directly and indirectly, and identifying these threats as they emerge is extremely important.
Adventurer

The **Adventurer** is one of the main Archetypes of Hero, the AI type governing how Heroes of several Classes will tend to act. Adventurers are more solitary than Leaders and Sages - while they may band together in small parties Adventurers would rather face threats with a small group of close confidantes than arrayed among an army of thousands. They tend to be more individualistic in their goals, eschewing diplomacy and research in favour of targeted missions by small groups of Heroes. They're more likely to for instance try to stop an Old One by sneaking into the Great Seal to perform a secret Ritual than an open assault. Thus they present a more individual-scaled challenge than for instance Leaders.
Elf

Elves are a major non-human race. They are one of the Elder Races. They will probably start as an Uncivilized nation in most scenario's.

## Race

**Elder Race**

*"Gifted in all pursuits, the Elves of the world struggle to reconcile a heritage of tragedies with an endless desire to shape a world without meaning."*

We do not yet know what the baseline Elf is like. They favour forests as a place to live.

## Culture

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

## Government

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

## Classes

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

## Old Ones

No Old One has a known connection to the Elves. The Elven Emperor however is one of the Rival Old Ones.

## Military Units

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

## References

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

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

## The Fetid Primevil

Moloch found this world just to his taste, warm and wet - populated by primitive creatures that had no notion of the divine. He set his roots deep in the moist earth, penetrating through generations of raw mass accumulated over ages, and there he fed on the cycle of life.

## Abilities

* Parasite - Moloch's corpse festers deep within the earth and in his slumber his tendrils have spread. As he stirs Moloch may give birth to fetid pools that serve as a conduit to the world's past. In time even his tendrils may emerge, laying waste to the earth.

* The Savage Allure - Moloch threads himself not just through the physical matter of the world but its essence through time. Drawing on that connection he can restore the world to its proper state, a jungle of savage beasts and simple creatures to sing his praise.

## Strategy

Moloch is a slow rising Old One who presents global challenges to the World. Unlike Azlan who resides in shadows and uses mystery and fog to remain unknown, Moloch spreads himself through the world like a parasite. Heroes may quickly come to realize what is happening but will struggle to defeat his many tendrils that emerge throughout the world, all the while the world struggles against a ceaseless drift to a more dangerous time.

Posting on the Bay 12 Games forums, KDG mentioned that Moloch may have his tendrils burst through the ground and wreck things, but doing so gives heroes an opportunity to attack his heart, or at least cut off some of the tendrils.
Atrocity

Some actions in the game are extremely vile. These are tagged as **atrocities.** Agents who have the humane trait will need to be compelled (by spending orbs) to commit these actions, or modified so that they no longer care. AI Leaders may take such actions depending on their personality, relations to the potential victims, and desperation.
That Which Sleeps

***That Which Sleeps*** is a turn based strategy game from 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*.

## History

Work on *That Which Sleeps* began late in 2013, when the team finally settled on a prototype for their first major release. The idea of allowing the player to finally take on the role of a shadowy, manipulative evil and scheme their way to victory was too good to pass up, and early trial prototypes revealed it was as fun as expected. The team then began running friends as testers early in 2014, and finally showed the world what they'd been working on in June.

## Features

* Corrupt, conquer, charm, and manipulate - with a fully realized world driven by thematic AIs that follow their own interests you can pursue multiple paths to victory.
* Customize the world with your choices at the beginning of each Scenario, choosing an Ancient Evil and selecting his origins and what dire deeds he has wrought on the world.
* Make difficult choices with limited agents, choosing to send your Prophet to rouse the orc hordes or beset Kings with maddening dreams will greatly change the flow of the game.
* Disrupt the Balance of Power by creating famines in the farmland, stoking the flame of old vendettas, or recruiting pirates to the sea.
* Watch the fame of your Agents rise and heroes will begin to hunt them down. Let them fall as scapegoats and keep your name secret, or imbue them with dark power and take the fight back to the heroes.
* Each action you take leaves clues behind that cunning heroes can decipher, eventually leading them to the truth. Kill or corrupt them before they find a receptive ear at court
* Make your own scenarios, old ones, and heroes in the in-game editor
* Native localization allows support for multiple languages
Elven Emperor

The **Elven Emperor** is a Rival Old One, the Penumbral of the Elven race. He is the Rival most closely approximating a playable Old One in goals and approach. His interference generally means the Elves will be one of the major axes upon which the game's fortunes turn. He exists physically on the map and successfully locating and targeting him in this form will generally make your life much easier.
Human

Humans are the major race in the game. They will form the majority of nations in most scenarios and most heroes will also be human.

## Race

**Lesser Race**

*"Born of Chaos to thrive within it, humans have become the dominant force in a world that no longer remembers it's own legends."*

We do not yet know what the baseline human is like. But they will probably be the base race with no specific strengths or weaknesses.

## Culture

Humans have many different cultures, mostly based on medieval Western Europe. Kickstarter has added several other cultures to the game, based on the Norse, the Middle East and on Mesoamerica.

## Government

Humans have access to almost all types of government.

## Classes

It is unknown how many classes will be available to the humans.

## Agents

Most of the agents are (or used to be) human, in one form or another.

## Old Ones

No Old One has a known connection to the humans.

## Military Units

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

## References

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

**The Rictus** is an Agent.

Describe the agent here.

## Recruitment

Detail how to unlock and recruit this agent.

## Scheme

The Rictus' scheme is that he can "puppet" corrupted individuals by consuming their corruption, freeing them of it but giving him direct control over them for a limited time.

## Special Mechanics

Detail any special mechanics the agent possesses.

## Strategy

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

Belial the Deceiver is a coward, a lurking evil that festers in jealousy, greed, and the desires that turn man against his fellows - but their is strength in small things and power to be found in whispered secrets. With a wide range of Agents to recruit and abilities that augment any play-style you pursue, Belial is the natural choice for a versatile game.

## Abilities

* Will over Fate - Belial sees deep into the pools of time, at first you will be limited to simply perceiving events before they occur but as you waken you will be able to take control of fate and bend it to your will. Force an earthquake to strike the walls of a besieged city, or turn a stray arrow to a King's throat.

* Dwelling in Darkness - Belial finds his ways into the darkness of all creatures, twisting them to his will. While you stir only carrion feeders and other beasts heed this call, but how far is man from beast in the end? Ravens will be your eyes in the far corners of the world, and in time the cowardly will fall to your will.
Deep One

The **Deep Ones** are horrible aquatic humanoids. While ocean-dwelling, they're amphibious enough to mate with humans. The resulting crossbreeds are humans who gradually develop what's known as the "Innsmouth Look" in the story they're from: bulging eyes, shrunken ears, narrow heads, flat noses, and generally going a bit green around the gills they also grow, until they transform into Deep Ones and leave the land behind.

The player can recruit Deep Ones as Minions: they start as human or humanlike beings, who are suited to Infiltration, and become shambling fishmonsters, who are not. They were also in a Kickstarter update that covered extending Procedural Generation to the seas:

The Deep Ones were an obvious choice given their literary origin. In a given Scenario the player may see a Deep One Colony in a shore area, but you didn't have much of a chance to bring about the Innsmouth Look of infamy. Now you can! By expending some Ancient Power in a slightly corrupted port village you can enact "Idols of the Deep" which will grow stronger in the POI over time. If the POI is attacked and taken over the modifier is lost, and it is also lost by certain Religious actions - if, however, it remains until the game begins it will manifest in one of two ways.

1) The POI remained a Village - A Deep One Colony will exist with strength dependent on how many ages the modifier lasted. A Deep One culture will supplant the native culture and a very unusual Cult will be present. Danger to heroes is greatly increased in this POI.

2) The POI upgraded to a City - As above but a Cathedral instead of a Cult, drastically increasing control over the City and the influence of the Deep Ones on land. The Deep One bloodline runs through most of the notables of the town and any heroes that spawn from it.
King Dinosaur Games

**King Dinosaur Games** was founded by two friends who decided that they just couldn't wait for the industry to get around to making the kind of games they wanted to play. Instead, they decided to make everyone else wait for them to get around to making the kind of games they want, and simply ghosting them. With a focus on blending strategy, narrative, and theme we hope to create a unique fusion of game-play elements that don't currently get the attention we think they deserve. Our first release, which was never released and has never been released (and probably never will), *That Which Sleeps*, is a showpiece for our design paradigm and will hopefully encourage other companies to follow in the same stride.

The two founders of the company have been involved in game design and production for over a decade, from designing pen and paper games to board games and of course PC games. At the time these were mostly for our own group of friends, but the variety of systems we worked with gave us a unique feel for the advantages of each.

After working for a decade in the more boring corporate world, we decided it was time to take some of our many designs and make a game out of them. Thus, King Dinosaur Games was born, and in late 2012 we began working on several prototypes to determine which would be the most fun for the world at large. After toying with a few HTML5 multi-player projects we made the leap into full PC indie development with *That Which Sleeps*.

As of November 7, 2016, the King Dinosaur Games partnership has broken down. Posting in the Beta backers forum, developer Fenicks wrote, "I don't really know where to go from here so I am stepping away for now - if Josh officially quits I will take over and try to find appropriate resources to get this project moving again - but due to some difficulties in my personal life and some questions rising in my -actual- work space I can no longer afford to fund this project blindly." - despite the funding from the project coming from kickstarter backers.
God

A **God** is a powerful entity of the (Middle) Planes which may be worshiped by peoples of the world. They can interfere with the material world through the creation of divine quests, bestowing powerful artifacts, instructing their worshipers to act in certain ways and the granting (or not) of Miracles.

A particular god's position is measured by their **Divine Power** and their **Faith**. Divine Power measures their relative standing among Gods of their particular Plane and their authority in a potential pantheon, while Faith acts as the God's "health" and is the resource expended in Miracles and similar actions.
Each god has an individual personality and portfolio of divine responsibilities, and these shape what they are interested in and how their power waxes and wanes over time. For instance a God of the Hearth gains Faith mainly from believers in cities and settlements, while a God of War potentially gains much Faith from battles.
The gods present may depend on the Scenario played, and an unlimited number of them may be present.

Old Ones may as part of their strategy attack and even usurp a god's position, potentially gaining significant influence over their flock.
Guild

Guilds are the most common structures and pursue a single agenda based on their type, the Gold Coin (pictured above) is a Merchant Guild and wants to be in cities with a lot of trade. Guilds are able to grant you influence based on their type, a Merchant guild can give you a huge influence boost in a state that has a lot of trade. Guilds build guildhalls to expand and do so often, they do not coexist pleasantly with other guilds of the same type. Guild wars are a great way to cause large scale disruption of civic life, lowering stability without attracting attention your way.

Guilds come in three archetypes, which can all have their own speciality.

Merchant- Favour Trade, help produce wealth. Current specialities are: Slaves, Resources, Commerce, Luxury Goods. Examples include the Mason's Guild.

Underworld - Like cities with gold production, increase crime, the most important one is the thieves guild. Specialities are Assassination, Influence, Crime, Smuggling

Mages- Increases lore, allows easy research of spells. The specialities are Research, Forbidden Lore, War College, Sorcery. One example of a Mages Guild is a Necromancer's Guild, which presumably falls under the Forbidden Lore speciality.

## Infiltrating a Guild

Guilds can be infiltrated easily as a Tier 2 Infiltration challenge, and once infiltrated provide a spy in every POI with that guild in it. An infiltrated guild can be Overthrown with a Tier 1 Infiltration challenge at the Guild Headquarters POI, resulting in the display above. Your decision on how to overthrow the Guild is important, the stronger your control the more suspicious it is and the more clues generated for heroes. Once in control of a Guild you will be able to determine what actions the Guild takes at certain intervals, or perform a Tier 1 infiltration challenge to immediately force an action. The longer you are in control of the guild, the lower the costs of taking the actions.

## Influence

Guilds have influence on governments, how much probably depends on the scale of the presence in the Nation.

## Guild Actions

Guilds can expand themselves in different ways. They can build new Guild Houses in POI's to extend their reach. They can also start a Guild War with a different Guild and try to overtake the other's Guild Houses. This is made far easier by the Guildmaster Agent who specializes in these actions.
Wound

A **Wound** is a bodily affliction visited upon a Hero or Agent by combat or the Dangers of Questing. There are 5 types of Wound (affecting different regions of the body), and multiples stack together with amplifying effects. 3 Wounds to the same region of the body will result in death, while 2 or fewer will cause a malus to the Hero's statistics and hence reduce their general effectiveness. Wounds will heal over time quite slowly - recovering from a single Wound might take in the region of 50 or 60 turns. This can make wounding an effective brake on the activities of a troublesome Hero.

By default a Hero is wounded by taking damage that reduces them below 1/2 of their *maximum Health*, but several Abilities and Traits exist which can help make Wounds more likely or damaging.
Dwarf

Dwarves are a major non-human race. They are one of the Elder Races. It is unknown if they will start as a Civilized Nation or an Uncivilized one.

## Race

**Elder Race**

*"Dwarves are stone made flesh and by their Maker's will driven to creation. Aeons of war have made them unequaled in battle and slow to trust outsiders"*.

The baseline Dwarf is sturdy, long-lived, and initially skilled but slow to develop. Statwise, a Dwarf is honorable and altruistic but in some ways genuinely inhuman (a -8 discipline is beyond the human extreme), very loyal and trusting to dwarfkind, and very much like all the other dwarves.

They favour mountain regions.

## Culture

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

## Government

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

## Classes

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

## Old Ones

No Playable Old One has a known connection to the Dwarves. We do know their archenemy, or penumbra, is Enoch

## Military Units

We know that dwarven units are quite good at defense. At this point we know that they have access to Dwarf Wardens and Dwarven Infantry.

## References

1. ↑ http://www.kingdinosaurgames.com/press/that\_which\_sleeps/images/Races.png
2. ↑ http://www.kingdinosaurgames.com/forum/viewtopic.php?f=13&t=94&start=650#p6025
Great Captain

**The Great Captain** is an Agent.

Every mercenary knows the legend, a shadowed commander whose battles are never lost but whose wars are always bathed in blood. Glory is the only guarantee stronger than Death if you find yourself in her service. The Great Captain is a talented commander, cursed by her own deeds to victories at terrible cost. While not skilled at Infiltration, her exceptional Command allows her to recruit a variety of minions to augment her skills for almost any situation, and with her bonus to Mercenary recruitment she can freely expend her recruits and be quickly refreshed for more engagements. While she is passively available but not active, The Great Captain can be hired by nations desperate enough to risk her reputation.

## Recruitment

Detail how to unlock and recruit this agent.

## Scheme

Her scheme is Stroke of the Hand, a difficult but rewarding scheme that can send an entire kingdom into turmoil. She must have infiltration on every mustered Commander of the nation, and either herself be employed by that nation or be in their capital. With successful completion The Great Captain takes control of all mustered armies of the nation, and if she is in the capital can attempt a Coup. Be careful when deciding to use this scheme, it is doubtful you will have a second opportunity to be so well trusted.

## Special Mechanics

Detail any special mechanics the agent possesses.

## Strategy

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

**The Guildmaster** is an Agent.

Describe the agent here.

## Recruitment

In backer video #4, activating the Guildmaster requires control of at least one Guild.

 Labor | 0

## Stats

He has the inherent Traits Guildmaster (+10 Profile; "The Master of the Guild is a powerful public figure and as such is under constant scrutiny. He may build new guildhouses and speaks with the full authority of his guild in political situations.") and Gentleman of Substance (+1 gold on succeeding in a Tier 2 Infiltration Challenge in a City.)

## Scheme

The Guildmaster's Scheme is **Hostile Takeover** ("Seize control of a Guildhouse that is currently embroiled in a Guild War with a Guild you control.")

## Special Mechanics

Detail any special mechanics the agent possesses.

## Strategy

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

Spells provide either passive effects or can be used in combat (And take up one of the spellcasters slots).

Spells that are used in combat are "bases" that can be modified by research. So you may have a spell that costs 2 Will and Gives every Ally a 2 Elemental Shield, a sage can modify the base depending on their magic traits - possibly lowering the Will cost, increasing the strength of the shield, or adding unrelated effects such as an offensive attack or a summon. The more lost arts and tomes the heroes recover the more their spells will benefit from it.

Other spells can aid strategically in hindering enemy movement on the map or altering the weather/terrain to your advantage, for instance you can rain out a plain to make the enemies cavalry much less practical.
Sisyphus

Power drew Sisyphus on a noble path, a hero destined to save the world - but like so many before him he found in his own uncompromising ideals a nightmare of benevolence, a world frozen in imperfection. Sisyphus is tormented by his failings but will try, eternally, to create the perfect world of his dreams - he will look to The Chosen One to uncover the flaw in his character.

## Abilities

* Of Mortal Birth - Born of man but ascended to the ranks of the Ancients, Sisyphus strives to erase all trace of his mortal past. That past still defines him, in his life and even more so in his death. He will seek to define himself through the Chosen One and attain humanity's final victory.

* The Price of Victory - The quest for peace lead Sisyphus to Godhood and the world bled for his dream. Those who serve him will sacrifice as well and lend strength to his divine designs. Your imbues are far stronger than the other Ancients but they come at a cost, useful for pursuing very particular strategies.
Log

* Colonise
* Settlement
* Autonauts vs Piratebots

**Logs** are one of the earliest parts used in crafting. They are randomly generated on the ground near trees at the start of the game, and can be obtained by chopping down trees with an axe.

Trees other than the basic pine tree also produce logs when cut down, but as they grow 3 times slower than Tree Seedlings it is not an efficient way to get logs, and bots programmed to chop them down will not wait until their fruit has grown.

## Used to fuel

* Crude Cooking Pot
* Cauldron
* Crude Kiln
* Good Oven
* Stationary Steam Engine
* Train Engine
* Train Refuelling Station
Scenario

A **scenario** is a pre-made map along with the cultures, nations, events, and all other things needed to play a game of *That Which Sleeps*. The game's three main scenarios are The North Burns (the showcase), From the Depths, and Empire of Twilight. Each has two supplementary scenarios that can be attached to the main scenario or played on their own (but mixing and matching is not allowed).

As originally Kickstarted, the game would only support ready-made scenarios, but one of the stretch goals met was Procedural Generation: the semi-automated ability to have the game make new ones.

Scenarios can add their own victory conditions.

## Scenario setup

A playthrough can be customized with a series of multiple-choice questions at setup about the events leading up to the present (What laid you low? How did you take your revenge?). The player's answers may strengthen the Elves but make the humans resent them, dot the landscape with further ruins, modify the map, etc. This customization is in addition to game modes (different rates of resource income, etc.)

The questions can vary from scenario to scenario and Old One to Old One - especially Sisyphus. In the video dev logs, the questions don't give the mechanical effects of the choices - flavor text is their only description. The question mechanic is shamelessly copied from the opening of *King of Dragon Pass*, a 1999 game known for its approach to storytelling, though there the effects were more straightforward.
Afflicted

**The Afflicted** is an Agent.

The afflicted is a werewolf. He switches between his human and beast form. By spending Ancient Power he can be permanently locked into his beastly form.

## 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.
Empire of Twilight

## Main Scenario

The Empire of Twilight scenario has as a central focus a great Empire ruled by an immortal tyrant. This empire is threatened on its frontiers by barbarians who might overrun it if destabilised. The Empire consists of many provinces with their own rulers and their own ambitions. Key to the scenario is using these ambitions to create rifts within the Empire.

## Supplemental Scenarios

There are two supplemental scenarios for the Twilight Empire. The first focuses on the colonial ambitions of the Empire. The second focuses on a large and ancient Elven Kingdom struggling against ancient foes.
POI

A Point of Interest is any location on the map in That Which Sleeps. POIs can represent any location, though they are often towns and cities or else ruins and other dangerous locations. The movement system in That Which Sleeps is point-to-point, so distances are measured abstractly.

POIs have several stats associated with them. The leftmost is Order, which determines the difficulty of challenges undertaken at that location. Higher order means the agents will take longer to complete their tasks. The middle icon represents Defense which is used when the POI is attacked by an army. The final stat is Danger which is used by Heroes to determine whether or not they succeed at Quests. High danger POIs can also kill unready adventurers.

POIs can also generate and consume Resources. Farmlands and lumber camps will generate Food and Lumber, cities will consume both and will produce Lore and Trade.

POIs consist of Districts and Regions. Districts are mostly found in city POIs and can influence each other. Some examples are the Royal Quarters, Docks, a Marketplace and Slums. Interaction between these Districts could come in the form of a Thieves Guild spreading its power, or a raging inferno burning down parts of the city. Regions can include Forests, Mines, Outskirts, Villages, Camps and Ruins, in general there is less interaction between these.