recursal/Fanatic-Fandom huggingface dataset:
Flash Lights

A flashlight is a hand-held portable electrically-powered light source. Usually the light source is a small incandescent light bulb. A typical flashlight consists of a light bulb mounted in a reflector, a transparent cover to protect the light source and reflector, a battery, and a switch. These are supported and protected by a case. This handy device will help you see during your journey, very helpful in dark places. There is also a UV flashlight to scare away zombies at night time.
The Prodigal Son

**Rewards:** | 5000 Exp.  Blueprint Zombie Classic

**The Prodigal Son** is one of the Quests in the game Dying Light. It is assigned by Alexei in The Tower.

## Objectives

* Check the Tower for Kristov
* Ask Ayo about Kristov.
* Look for Kristov in the area around the new skyscraper.
* Get to the Inn
* Secure a safe zone for the survivors
* Talk to Kristov.
* Get back To Alexei
* Protect Alexei.
* Talk to Alexei.
God Hammer

**God Hammer** is one of the Items in Dying Light.

## Description

* So you've got lightning, like Zeus... and fire, like Hephaestus.. hey, keep using this thing, people might start worshiping YOU!

## Base weapons

* 1 Two handed hammer
* 1 Pickaxe
* 1 Two handed axe
* 1 One handed axe
* 1 Small hammer

## Components

* 2 Metal Parts
* 2 String
* 2 Aerosol
* 2 Batteries
* 2 Power Cable
* 1 Electronics
Razor

Rais is a survivor of the zombie outbreak and the primary antagonist in Dying Light. He is the leader of a gang which affects the progress of the player's character, and locations of supply caches. His gang protects and monitors the drop locations of supply caches with various load outs which player might use. The gang members are cunning, and tricky, be careful when approaching new items, as well as newly dropped cache crates.

## History

One of the surviving humans after the outbreak along with his brother, Rais, formed his gang. He and his brother were sent by the GRE to restore more information about the zombie infection. Unfortunately Rais' brother was killed, turning Rais into a maniacal, cold-blooded killer, Once Rais was free to create his criminal gang he terrorizes the quarantine area.

## Personality

Rais lives by taking what he wants and killing any who gets in his way. He is ruthless, cold-blooded , and smart which makes him far more dangerous than any of the zombies.

## Trivia

Rais is voiced by Michael Hollick who also voiced Niko Bellic in Grand Theft Auto IV.
Where's My Mother?

**Rewards:** | 5000 Exp.  $1000

**Where's My Mother?** is one of the Quests in the game Dying Light. It is assigned by Meliha in the Slums.

## Objectives

* Find Haron
* Talk to Aida's daughter Yasmina
* Talk to Haron
* Find the house with the red flowers behind the tunnel
* Secure the house, where Jamil is hiding
* Talk to Jamil
* Find Salim's house
* Talk to Salim.
* Eliminate the Infected
* Kill Salim
* Search Salim's workshop
* Pick up the keys
Tunnel Vision

**Rewards:** | 5000 Exp.  $1000

**Tunnel Vision** is one of the Quests in the game Dying Light. It is given by Ryan in the Slums.

## Objectives

* Go to the Bazaar and find Aziz
* Go to the tunnel and find the courier's white car
* Return to the Tower and talk to Aman
* Take the package back to Ryan
* Kill the thugs
* Talk with Ryan
Weapons

## Close Range/Melee

* One Handed Melee Weapons
* Two Handed Melee Weapons
* Flash Lights
* Nailgun - Not currently available in-game.
* Spear - Not currently available in-game.
* Flamethrower - Not currently available in-game.
* Rebar - Boss Item.

## Mid Range/Long Range

* Shortbow - Not currently available in-game. Coming soon
* Longbow - Not currently available in-game.
* crossbow - Not currently available in-game.
* Grappling hook - Unlockable at survivor skill lvl 12.

## Firearms

* Pistols
* Shotguns
* Sporting Rifles & Automatic Rifles
* Sniper Rifles - Not currently available in-game.

## Throwing Weapons

* Throwing Knifes
* Throwing Stars

## Explosives

* Grenades/Bombs
* Explosive Rounds - Not currently available in-game.
Tools

Tools are essential items that will be used though-out the Dying Light game-play or play though. Tools are considered useful items that the player will receive or pickup along the journey made in game. The point of a tool is to ultimately help the player empower themselves with useful equipment that will help through the game.
The Veiled Pass

### Flora & Fauna

Cave mushrooms grow in the Veiled Pass. Different kinds of troglobites and troglophiles can be found in the Pass if looked for hard enough. Generally the Dwarves keep it free of anything that could potentially be dangerous to the travelers going through.

### History

The Veiled Pass was built through the Razor Mountains as kind of an emergency exit for the Dwarves out from Dourkarst when their civil war was raging on and the Dwarven faction of the Brazenbrows was seeking alternatives for the devastating infighting. The Pass was blocked with the stronghold of Eastgate which the Brazenbrows constructed.
Surprise MFs!!!

**Surprise MFs!!!** is one of the Items in Dying Light.

## Description

* Well, I know if I were the one getting electrocuted and poisoned, I'D be PLENTY surprised.

## Base weapons

* 1 Wrench
* 1 Small hammer
* 1 Pick
* 1 One handed axe
* 1 Crowbar
* 1 Baseball
* 1 Police baton
* 1 Military shovel

## Components

* 2 Metal Parts
* 2 String
* 1 Alcohol
* 4 Toxic Lichen
* 2 Batteries
* 1 Electronics
Weirdlings

## Region

Born in the depths of the Spawn Gorge surrounded by the Perianth, the Weirdlings are perhaps the most twisted and perverted of all Alilauri’s creations. Of late, more and more Weirdlings have been encountered outside the Perianth as well.

## Appearance

Weirdlings come in many shapes and sizes. As they mutate by feeding on and cross-breeding with other species, they take on new features from their hapless hosts.

## Behavior

Weirdlings prefer to travel in insect-like swarms, moving in avalanches of writhing limbs and spreading sickening mucus everywhere they go.
Supply Cache

The Supply Cache are dropped by planes. However Razor's gang protects and monitors attacking other survivors. There is not a lot of supply that are available to everyone. It is unknown what effect the Supply Cache will have on gameplay, most likely be useful to the player as they try to survive.

## Gallery

* Supply Cache
* Dropping Supply
* The cargo
Argent Coast

Still the most bountiful source of silver in Venturia, its many mines have gotten company from the opulent mansions built by their owners. It is now a stronghold of the financial greats of the Empyre, who jealously guard their status in an attempt to shed the “lowly bourgeois” origins of their power.

### Location

The northernmost reaches of The Radiant Empire.

### Terrain & Climate

Temperate but wind-beaten cliffs ringed by coastal islands.

### History

Settled by entrepreneurial Enkindlers, who set up mines to exploit the mineral wealth of the region. However, they were not led by respected aristocrats, but ambitious commoners. Over the centuries these families have bought their way to noble titles, but are still looked down upon by the more established houses.

When the wealth of the region first started to pay off, quite a few Enkindlers spread out from this region to find their own fortune - these explorers settled at the mouth of the High Rivers, and would later come to call themselves Aureates.
Quillfork

### Location

Quillfork is located along the Pearlglim River in the southwestern parts of Radiant Empire.

### Physical Description

Quillfork is one of the major settlements in the Radiant Empire. There are several universities in the city and military encampments of the Arcane Army including mage towers and the likes.

### Inhabitants & Culture

Quillfork is the center of learning and the cradle of advancement, and thus many of its citizens are Enkindler students or savants pushing the Empyre forward, making its flame burn ever brighter.

The nightlife of Quillfork is lively, often serving as a brewing bowl for even heretic ideas among the partying students. It demands corrective actions from the Imperial Academy of Divine Verity leading into humiliations of the heretics or worse. In best case scenario the heretics can be persuaded back into the Empyreal dogma without too much hardship. The students also draw dissident Enkindlers into Quillfork, who try to seed their own heretic ideas into the young students, still malleable for new ideas.

The academic city also serves as a filter for the often radical ideas that are dreamt up in nearby Towerage, deciding what ideas are worth implementing in the society and what are too terrible to let the general public know.

### Hazards

Heresy or the dogma of the Empyre. It all depends on the point of view of the individual.

### History

Quillfork was built by the order of the Magister himself after he had enclosed the Radiant Empire in his divine grasp by force. He needed a buffer for all of the vivid ideas and tradition-threatening thoughts spewing from Towerage, which often would destabilize the foundations of the Empyre more than help it thrive.

It was also Quillfork from where the Arcane Army marched into Bracken Moors and drove the Orcs out of their homelands, conquering the heathland for the Empyre.
Towns

Towns or shanty towns are urban environments filled with the Infected after the outbreak. You will have to trek through the remains of civilization during your time in dying light, these urban destinations will likely test you ability to ultimately approach the infested areas, by either finding ways to sneak through it or scatter off to safety.
Suggest Page Deletion

Whenever a decision has been reached for a page, it will be removed from the section labeled "Suggest Pages Here," and will be placed on a page called Page Decision so that the community will know the final decision. Administrators will review what links to each page, the discussion page of each page, and the history of each page.

Whenever you suggest a page deletion make sure you sign your message with 4 tildes so that it can begin the time for the voting period to start.

Ex: Please delete this page Example cause it's a copy of another one TheBreachHD (talk) 08:40, 22 November 2013 (UTC)TheBreachHD

## How to Suggest

* Scroll down to "Suggest Pages Here"
* Post a message stating why the pages should be deleted
* Link the page or give page title
* Sign with 4 tildes

## Voting Process

Voting Process For Deletion:

* 1 week voting period
* Within 1 week, if there are more yes than no, then the page will be deleted
* If there are more no than yes, then the page will stay
* If no one votes within the 1 week period, then an administrator of this wiki will review the page and will make a decision
Twitter

Tweets by @DyingLightGamewindow.twttr=(function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0],t=window.twttr||{};if(d.getElementById(id))return;js=d.createElement(s);js.id=id;js.src="https://platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);t.\_e=[];t.ready=function(f){t.\_e.push(f);};return t;}(document,"script","twitter-wjs"));
Wooden Plank

The wooden plank is a weapon usually found out in the open such as trash bins, in abandoned buildings, one of the weapons you usually have at the beginning. It is wise to hit enemies in the head with it, due to the lack of damage it gives anywhere else and is only for dealing with one of two enemies, not for a horde and is not something to use against enemies that are not the common infected such as the night hunters, or the freak n giant zombie with a sledge hammer.
Techland

A Polish video game developer, founded in 1991 by Paweł Marchewka. They are most known for developing Call of Juarez and its prequel Call of Juarez: Bound in Blood, Western-themed first-person shooters. They also produced the Dead Island trilogy, a first person survival horror zombie brawler.

## History

Techland debuted as a computer software distributor. The first internally developed product, Crime Cities, was published in 2000. The date marks the consolidation of the core development team whose collaborative efforts resulted in the creation of the proprietary Chrome Engine in the year 2003. The first game based on the in-house engine which established Techland as a widely-recognized software developer was a sci-fi first person shooter, Chrome. The critical acclaim and commercial success of the original title were the grounds for the prequel entitled Chrome: Spec-force, released in 2005. Alongside the first person shooters, Techland developed rally simulation games Xpand Rally and Xpand Rally Xtreme. In the year 2006 a VW licensed arcade driving game, GTI Racing, was added to Techland's development team portfolio.
Since its first appearance in the year 2003, Chrome Engine, has been under constant development and in 2006 it evolved into ChromeEngine 4, which provided compatibility for the PlayStation 3. The potential of the SDK is demonstrated in the latest of Techland's titles, Call of Juarez. The game received worldwide recognition and reinforced Techland's position. Call of Juarez is currently the company's most recognized product and the first title to fully support DirectX 10.

## References

Games are from the Developers Page from Techland
General Balzarkim

"The Smith's Hammer"

### Appearance

Middle-aged strong and battle-scarred Dwarf who always shaves his hair short and keeps his brown beard long and braided.

### Personality

Charismatic, likes hammers, ambitious, compassionate and calculative.

### Powers

Wields the heaviest hammer the Sentinels have seen a Dwarf wield and no one else is able to wield his hammer in battle and survive with it.

### Background

General Balzarkim used to be an adventurer and clinged to the idea of civil war. He thought no other clan should get to use his smithing skills. Then one night, cliché enough, he saw The Smith in his dream who told him to use his hammer to the good of all Dwarves.

His epithet came as much from the dream as from his ability to wield the enormous hammer.
House of the Two-as-One

### Physical Description & Ambience

The palace is a tall building, built directly onto the widest river coursing through the Siimessalo forest. Unlike other Sylvan buildings, it does not rest on raised platforms among treetops, but rises up from the river as though it, itself, was a large tree trunk. A better part of the inside of the House is filled with a complex combination of engineering and magic, drawing water up through open conduits until it reaches the main hall near the top of the building.

A collection of canals and pools interspersed by walkways and bridges, the main hall houses the thrones of the two Elven monarchs, one made of living wood and one of flowing water. The opposite end of the hall has a shrine dedicated to Unity.

### Inhabitants

The House of the Two-as-One is the seat of power for the Two; at any time, there is one king or queen that is of Sylvan and one that is of Sea Elf descent. These two work together closely, representing not only the interests of their respective peoples but the Elven kingdom as a whole.
Persons of Note

Notable personalities encountered by your heroes during their travels in the world of Venturia.

Valentin Rascale

Vaenia Rosever

Maatu

Lumotahto

Rahima Alhamdani

Lady Genevieve Ravenswood

Ambrosia Silversteed

Bob from Mosshome

Brenda

Foreman Pete

Duke Marlo Zipahn

Aranamed Finecinder

”The Herald of Voitto”

Charnel Skullhelm

Andrew

Waldo the kitchenhand

Uncle Anselm

Fisherman August

Taskmaster Nalborna

Lorekeeper Tiedonmuru

Dogmatist Circumdatus

Archivist Heimlich

Gimrogrim

Supervisor Thklakaim

Excavating Officer Tornala

Conrad, the Heretic

Miner Dwrokrana

General Balzarkim
Merriam

### Physical Description

A sprawling market city that stretches to either side of Ylivuo River, high-arching bridges and busy ferries linking the two halves. Unusually for the Empyre, Merriam features a large variety of architectural styles, combined only by their preference for lush rooftop gardens.

### Inhabitants & Culture

Built on a river-crossing between the agricultural cornucopias of the Wineweal and Blossomhome, Merriam has become one of Venturia’s foremost markets of grains, livestock, slaves, herbs, and all kinds of processed agricultural goods.

Trade has made Merriam the most diverse city in the Empyre. This is partly why the “pureblood” aristocracy of the Empyre look down upon the people of Merriam and their mercantile pursuits. The city has a reputation for being rowdy, crude, unruly, and brimming with business opportunities.

Merriam is also crucial to the survival of the Empyre. The food that flows through it is what keeps the great cities of the north going, and to safeguard this the military garrison here is expansive. These soldiers specialize in crushing slave revolts and other civil unrest. These soldiers are nicknamed the “Thresher Brigade” by the locals, referring to how they whack mobs with their long sticks like farmers threshing wheat.
Valpas

### Areas of Concern

Valpas is the protector god of community and diligence, nurturing cooperation and responsibility for others’ well-being.

### Personality & Reputation

He puts hand in hand and makes both the stronger for it. He makes you pay attention to the world and people around you and shows you your place in it, the spot where you are safest, strongest and of the greatest help. The lone wolf fights and starves, the pack together endures and thrives.

### Worship

* Mostly, though not exclusively, worshipped by Aureates and Gieldans.
* Recognized and honored by many Enkindlers, who emphasize his martial and social-order-maintaining side.
* Associated with Unity by some Elven devotees.
Archroot

### Terrain & Climate

The ground consists of salt flats from which great, pale roots emerge to arch across the landscape in spans as high as palace domes. The roots form a tangled web on a grand scale, all part of the same structure, the same organism.

### Flora & Fauna

The root network itself grows slowly and shows few signs of life, but upon it grows diverse forms of life. Desert life, both plant and animal, has found a home atop the vaulting arches and in the shade they provide.
Sea Elves

### Locations

The Sea Elves originated in the harsh waters around Bleak Reef in the far western regions of the known world, but during their long history many of them have left behind those dark waters and journeyed east across the Woeful Straits. Nowadays, they have adapted to inhabiting the great rivers of the Siimessalo forest as well as the open seas.

### Typical Physical Attributes

All Elves are lithely built and on average slightly shorter than humans. Sea Elves have countershaded skin, with a lighter-colored front of the body and a darker back and sides. In the water, their lower limbs taper off into two eel-like tails, which are transformed into legs when they step onto solid ground. They have large, fin-like ears and long, sleek hair. They have little need for clothing, as their skin is thick and coarse like leather.

Sea Elves are theoretically immortal, and seem to live forever unless killed by violence, disease, or the like. However, as they age, Sea Elves are attracted to ever deeper waters, and the most ancient of them have descended into the dark depths of the ocean. Some stories (especially Windborne ones) suggest that they turn into sea monsters.

### Prevailing values

The Sea Elves are a pragmatic people, well-suited to living in harsh underwater conditions. When a war with the Sylvan Elves seemed imminent, they raised armies, but when their forest-dwelling cousins reached out in friendship, they were willing to cast aside old grudges and ally themselves with them under Unity. Sea Elves can be protective of their lands, but they also don’t uphold tradition just for traditions’ sake.

### Customs

Sea Elves hunt in packs, and rely entirely on meat for sustenance, much like their Sylvan brethren.

### Aesthetics

Sea Elves prefer the colors of the deep waters; rich blues, purples, greens and greys, accented with true blacks and specks of white.
While underwater, the long locks of their hair tend to float around their heads like ever-shifting tentacled halos.
They prefer not to wear clothes, although some adventurous individuals, eager to see more of the world and willing to adapt to land-dweller customs still do in order to blend in better.
Their ears are long and protrude outwards from their faces, resembling sharp-pointed fins.
Dead Pools

### Terrain & Climate

A cluster of toxic lakes and ponds that quietly emit their fumes into an otherwise cold and dry air. The water itself is clear, but the volcanic rock underneath makes them seem bottomless. Their waters flow slowly north to the Putrid Bayou, and south through the Dourkarst and on into the Mellimouth delta.

### Flora & Fauna

What little life survives this place is as poisonous and dangerous as the lakes they live around.

### History

There has been considerable academic interest towards this place, both the water and the sparse, twisted life that survives here.
The World

The game takes place in the south African slums and it lets you traverse it by letting you move around the city with ease and speed; jump between rooftops, climb walls, and attack your foes from above. The world is an environment plunged into great chaos and destruction from the incoming infection that wreaks and claims many lives. In this harsh world environment, you fight for survival against many kinds of enemies since the infected are not the only threat: facing down other desperate humans is often the only way to get precious supplies. Allow nothing to stop you from acquiring any necessary supplies but be warned to take it very cautiously for the humans may be alarmed and ready to defend their marvelous precious supplies with their lives at any cost.
Evencalm

### Physical Description & Ambience

Evencalm is a high peak in the High Mesas. It is covered in snow and its slopes are steep, requiring climbing gear to reach the top unless you're a Halcyan.

### Hazards

Steep and slippery slopes. Falling can be, and most likely is, lethal.

### History

It is said that Evencalm is the latest place on Venturia that the Wonderer has visited provenly. To commemorate the visit, a statue of Wonderer was built there and it quickly became a shrine for believers to make pilgrimages into and leave their offerings.
Eastgate

### Location

Eastgate is in the western part of the Razor Mountains and controlled by the Brazenbrows.

### Physical Description

It’s a stronghold that has a gate built in it to regulate passage through the Veiled Pass. It is built by Dwarven standards therefore it is sturdy and very hard to occupy if one would seek to do so.

### Inhabitants & Culture

Most of the inhabitants are Forge Dwarves belonging one way or the other to the Brazenbrows. All the traffic coming from and going to the Forge passes through Eastgate making it an opportune location for businesses, especially cargo companies.

Many adventurers can also be seen in the Eastgate, heading to brave the dangers of the Dwarven lands and hopefully help the Brazenbrows revive the lands into their past glory.

### Hazards

If the gate should ever fail it would potentially let the beasts and monstrosities lurking in the Dwarven lands to cause trouble in the rest of Venturia.

### History

After the Brazenbrows had dug through the Razor Mountains, they decided the tunnel named the Veiled Pass should be barred and the traffic controlled. Thus they built the steadfast Eastgate.

In Eastgate, the neutral Dwarven army of Sentinels of the Spark was formed. From Eastgate the army marched back into the Dwarven lands and into the Forge and forcibly ended the bloody civil war.
The Smith

### Personality & Reputation

The Smith was born to mortal Dwarf parents in the early days of that people, in a time which only the oldest clans have recorded. She grew up obsessed with improving and creating practical things, excluding almost all other things. It is said that she didn’t speak a word or make a noise until the day she had to direct her first apprentice.

It was The Smith’s relentless creative passion that led her to plan the great workshop-settlement of The Forge, and it was there that she became a cult figure, an embodiment of industry and artisan pride. It is said that she keeps herself too busy to die.

This obsessiveness may have been the reason why she did not intervene in the Dwarven civil war. No one knows, for she was barely seen during that time, and has not spoken of it since. As usual, she let her deeds speak for her, and left The Forge when the war reached its apex.

She moved across the Razor Mountains, settling in a river valley. There she built her Complex, an ever-changing stronghold that challenges petitioners with cunning traps and complicated puzzles. There she toiled for many years, and the town of Mint had formed around it when she finally emerged to present her newest creation: the Gieldans.

The Gieldans were her way of protesting Dwarven belligerence. She had welded together patience, compassion, creativity, strength and an aversion to violence, hoping to show the Dwarves a better way.

She hasn’t really followed up on this, preferring to stay inside her complex. There she works on new creations, attended by a priesthood she doesn’t seem to recognize.

### Worship

* The creators of practical things throughout the continent see her as the epitome of the artisan, and it is customary to dedicate the first application of a tool to her. She is assumed to appreciate offerings of raw materials sent to the Complex.
* The Priesthood of the Smithy dress plainly and live to work. They accept anyone who is willing to dedicate their entire lives to assisting The Smith in her works, but to be considered part of the clergy the applicant must first solve a convoluted series of puzzles which take years to solve for most.

### Holy Places

* The Forge is considered the spiritual birthplace of The Smith, and although her leaving has cast a shadow over the place, its reclamation project has become an important symbol of Dwarven unity.
* The Mint has a reputation of being the foremost hub of technological innovation on the continent. Its markets are full of clockwork toys and other wonders. Her presence is infused in everything there, even though she hardly ever interacts with the place directly.

### Notable Creations

The Forge
The Mint and the Complex
Gieldans
How to play guide for Default Loadout

*This article is a stub. You can help Heroes of Venturia Wiki by expanding it.*

This page will serve as a basic **how to play guide for *Heroes of Venturia***. While there is very little information available at this time, we urge you to check back often, as new information is being added all the time! Feel free to edit this guide with any tips, tricks, and suggestions.

## See also

* Release date
* System requirements
Sylvan Elves

*“Sneaky devils! Sharp eyes, sharp arrows, you won’t see ‘em before it’s too late. That’s why I want ‘em in my corner!”* - Brida Goreknuckle, puncher-for-hire

### Locations

While many Sylvan Elves are fond of traveling and seeing the world, others are perfectly happy living their whole lives within the boundaries of the Siimessalo Forest, deep within which lies the capital city of Siimes. Outside of the forest, a neutral area known as Open Territory marks the border of the realms of Elves and Humans.

### Typical Physical Attributes

Sylvan Elves are not easy to spot in their native woodlands. These slender, graceful, fleet-footed creatures have skin the colour of tree bark, and assume a bark-like texture as well as they age. Indeed, they say the trees of their homeland are their primordial ancestors, and therefore it is no surprise that the Sylvan Elves jealously protect their lands with bow and blade.

### Prevailing values

Friendliness and hospitality are values cherished by most Sylvan Elves. They also hold their ability to defend their homes from outside aggression in high regard. Many Sylvan Elves have been indoctrinated into the Order of the Superior Sun. Being made of plantstuff themselves, they prefer not to harm living flora when they can help it, choosing instead to feed on small animals such as insects and arachnids, birds or reptiles or even some small mammals.

### Aesthetics

Sun-kissed hues of green, gold and brown. Tall, graceful buildings woven of living trees and ornamented with gold leaf.

### History

Sylvan Elves have lived in the Siimessalo forest since time immemorial. They are said to have been created by Haltia herself at the dawn of time, although nowadays most Sylvans prefer not to associate themselves with that deity of chaos and mischief. Still, there remains something of Haltia in their creative spirits and generally optimistic outlooks on life and the random benevolence of fate.

With the first arrival of Sea Elves on the western banks, the Sylvan Elves reacted by making great advances in their ranged weaponry and defensive warfare. It was during that time, too, that they began the process of building their settlements high away from the ground to further secure their positions in case of an invasion. That invasion never came, however, and the two Elves peoples existed in a state of wary armistice for hundreds of years.

Eventually, in response to the growing threat posed by Weirdlings, Kauno and other, more mundane dangers, a god rose from among the Elves by the name of Unity. Leading the Sea Elves to live along the rivers coursing through Siimessalo, Unity forged the two cultures into one which reflected both sides of the Elven condition. Today, Elves both Sea and Sylvan work together to protect each other and themselves from the darkness in the horizon…
Deepdraft Sea

### Terrain & Climate

Deepdraft Sea is a fairly welcoming and easy-to-navigate part of the oceans surrounding Yumalkude. Its deep waters and consistent winds lend support to the large ships traveling to and fro heavy with cargo.

### Flora & Fauna

Large water fowls, schools of small fish. The occasional Shearclaw sighting.

### Settlements

Silver Court

Weedbottom
High Rivers

### Location

High Rivers are in the Commonwealth of Aureum and it spans across the whole continent flowing from the High Lakes into Weedbottom in the north and Icaric Ocean in the south.

### Flora & Fauna

Plenty of fish live in the river bringing fishing birds and mammals like bears and beavers to the river. Waterlilies and the likes liven up the scenery.

### History

Many a settlement has been built along the High Rivers. Perhaps most notable of all the settlements is the Aureate capital Plethora. From there trade started flowing along the river making it necessary to build canals to raise to the level of High Lakes and to get back down on the river. Wealthvein was founded and later turned into a prosperous trading haven.

Later the Gieldan capital, the Mint, was built at the southern end of the High Rivers. The Gieldans forge all the coins used in Commonwealth of Aureum thus cargo boats full of riches often travel the river all the way to Plethora bringing more coin into the trade.
Kylmaa

### Location

Kylmaa is the southern continent that lies between Grimtide Sea and the Icaric Ocean.

### Terrain & Climate

The whole continent is permanently locked in deep ice, with the exception of Steamgout Vents which draw heat from deep underground up to the surface, creating an area of hot steam springs.

### Places of Interest

The Chill

Steamgout Vents

Ice Falls

Ice Mountain
Kullas Aureus

### Personality & Reputation

Kullas Aureus is one of the chief deities worshipped in the Commonwealth, and a large part of their culture. She oversees all exchanges, smiling down on fair business conduct and taking note of any foul play; Aureates believe that even the greatest of deals, if not satisfying to both parties, will not be blessed by Kullas, and thus aim for fairness in all their dealings.

Kullas Aureus was once a mortal woman living in the Commonwealth of Aureum. An all-out civil war over trade disputes was brewing when this unlikely character stepped onto the stage. Kullas was a young entrepreneur whose plain street clothes looked humble, almost raggedy, compared to the finery of the merchant lords whom she addressed at a meeting of the Parliament of Guilds. Her words were as plain as her appearance, but carried the weight of conviction, inescapable logic, and sheer commercial genius.

Kullas preached that merchants should not sink to thievery, but rather embrace the core of trade: the mutually beneficial exchange of goods and services. At the time she was still an unknown quantity and was laughed out of Parliament by the loudest influentials, but her arguments would stay even with the most obstinate commercial pirate. Opinion gradually shifted in her favor, however, when people saw just how capable she was. Without anyone having really noticed, she had come to run a business empire. She had no home and no office, instead going where the business was, “unfettered by possessions”, as she put it. Everyone she dealt with saw their fortunes improve, and this was a mighty incentive to emulate her.

### Worship

* Mostly by Aureates, who build lavish shrines and embellish them with public works of art of all kind, although Kullas is well-liked all across the known realm.

### Holy Places

* Shrines large and small, all across the realm.
Siimes

## Location

Located at the heart of Siimessalo, Siimes is the capital of the Elven territory.

## Physical Description

The top part of Siimes is built on platforms in and around the thick tree trunks that rise high above ground. Between the sophisticated townhouses and sun-kissed temples, wide bridges and plank walkways crisscross over the empty air below. Far below, the Sea Elves have claimed the rivers and streams that run swiftly through the forest, building underwater caves under great roots and into the moist earth of the riverbanks.
Elves

Most Elves you meet during your travels are of the Sylvan variety. This is because their seafaring cousins don’t like to venture far from water and are therefore most often encountered along the coast line or in the rivers of the great Siimessalo forest. Although very different in appearance, these two races of Elves have learned to work together for mutual protection. The magnificent Elven capital of Siimes consists of several layers of habitation; Where the sunlight reaches down to kiss the foliage of the great trees, there are temples, palaces and marketplaces on raised platforms built in and around their trunks and branches for the Woodland Elves. Further down, the shade-loving Sea Elves dart nimbly along the water-filled canals and into their cozy caves dug amongst the roots.

All Elves are lithely built and on average shorter than humans. The skin color of the Woodland Elves resembles tree bark, with the skin of elderly Elves taking on the thickness and texture of bark as well. It is believed that the trees of Siimessalo are actually the bodies of very old Woodland Elves, who still watch over their descendants long after they have been rooted to the earth.

Sea Elves, by comparison, have countershaded skin, with a lighter-colored front of the body and a darker back and sides. Their lower limbs taper off into two eel-like tails, which makes them clumsy on land, but extremely agile in the water. They have large, fin-like ears and long, sleek hair. They have little need for clothing, as their skin is thick and coarse like leather.

The Elves have a dual-monarch system known as the Two-as-One: at any time, there is one king or queen that is of Sylvan and one that is of Sea Elf descent. These two work together closely, representing not only the interests of their respective peoples but the Elven kingdom as a whole. Ideally, their reigns overlap so that when a new Sylvan Elf king/queen comes to power, they are guided by their older and more experienced Sea Elf co-ruler, and vice versa. There is generally no expectation of a romantic partnership between the two rulers, but it is not unheard of; however, no Sea-Sylvan offspring has ever been born of such a union.
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Heroes of Venturia Wiki

Welcome to the Official Heroes of Venturia WikiWelcome to the Heroes of Venturia Wiki
The Heroes of Venturia guide for tavernkeeping, heroes hiring, quests solving and more written and maintained by the players.
Please feel free to contribute by creating new articles or expanding on existing ones.

About *Heroes of Venturia*

Developed by the Finnish studio Riimu Games, *Heroes of Venturia* puts you in the shoes of a retired legendary hero who decides to set up a tavern and help aspiring young heroes on their way to becoming legends like himself (and optionally surviving long enough to set up their own taverns). The game is currently in Alpha and available for testing on the Play Store.[Read more...]

Life in Content Retirement

* **Tavern**
	+ Rooms
	+ Quests

* **Heroes**
	+ Attributes
	+ Party selection

**Upcoming features**

Gameplay

Guides

* How to play guide for Heroes of Venturia
* System requirements
* Release date
* Game support

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Main page sections: 1 · 2 · 3 · 4. Changes for the main page can be proposed here.
The Big Bang Thesis

**The Big Bang Thesis** is one of the Quests in the game Dying Light

## Objectives

* Go to Jaffar's place
* Talk to Kurt
* Find the truck battery
* Deliver the truck batter to Kurt
* Gather materials for the bomb
* Wait until Kurt prepares the bomb
* Get back to Kurt
* Plant the bomb in the tunnel at night
* Leave the tunnel and wait for the explosion
* Active the bomb
* Escape from the tunnel
* Talk to Kurt
Lakehold

### Physical Description

Nestled into a bit of headland cradled by two large lakes and the river flowing through them, Lakehold is a bustling, prosperous trade hub and a home to all manner of folk. The town is constantly expanding outward, pushing out into other nearby lakes on stilted platforms. Despite its metropolitan nature, the center of the city still retains its small-town charm, with public gardens and impeccably-maintained greeneries aplenty.

### Inhabitants & Culture

As a city, Lakehold is about as Aureate as they come; its inhabitants come from all corners of the known realm, and bring with them their own colorful languages, customs and rituals. Generosity, mixed with a particular kind of shrewdness and good business instincts, are greatly appreciated traits amongst the population. Those blessed by Kullas Aureus with good fortune are encouraged to patronize projects that benefit all, resulting in an abundance of great public works within the city.
Halcyans

### Typical Physical Attributes

These avian humanoids range in size and shape as much as the birds of the wild, but generally their height ranges between 1.5 m and 2 m. Their wings protrude from their shoulderblades and usually span about 1.5 times their height. Their avian characteristics include beaks and tailfeathers, and their bodies are covered in the appropriate plumage. They have digitigrade legs and clawed feet.

### Prevailing values

Halcyans tend to be calm, diligent, and somewhat dull-witted. They have exceptionally good memories, but generally lack the imagination to make use of their collected knowledge. This is due to the importance their culture places upon preserving that which came before as untouched as possible.

### Aesthetics

The Halcyans often wear very little clothing because flying is strenuous enough on its own and clothing would make it even harder.

### History

The Halcyans were the first sapient people known to have existed. The Wonderer created them on the flying island of Icara as a curious, scholarly people. However, as disaster struck and Icara fell (during a great calamity known as the First Fall, the energies of Halcyan culture were turned toward preserving what was left. In what has since been called The Scattering, the Halcyans took wing and fled their inundated rock to spread throughout Venturia.

Most Halcyans follow their ancient precepts of collecting stories and knowledge. They also often serve as messengers to the mighty. They are also valued and paid well as ship lookouts for their ability to fly and audible voice.
Humans

Long ago, Humans were divided into three culturally very distinct groups: the Enkindlers, the Windborne and the Aureates. Although easily distinguishable by their clothes and behavior, all Humans are related and come in many varieties of skin tone, from the fairest blonde to the deepest black.

#### Enkindlers

The oldest and most warmongering of the three cultures are the Enkindlers. A society that respects authority above all things, they enjoy the protection of the highly organised knightly order of the Brightshields. Their architecturally spectacular cities house great universities and observatories for world-renowned scholars and mages. Having learned the secrets of the Glow from the Saltbloods, the Enkindlers have found many new ways to exploit its powers for their own gain - and in doing so, to bring other cultures down on their knees.

#### Windborne

The Windborne like to think of themselves as eternally curious explorers of the unknown. The other cultures they come into contact with would be more likely to characterise them as pirates, marauders and slavers. Their armadas terrorise seaside ports and have spread their influence from the Balmy Isles all the way up north to the Weald and south to Wavebreaker Beacon and beyond. Lately, though, many of their captains and nobles have begun acting strangely, and still others have disappeared altogether. Could this have anything to do with their recent victory at Peatburrow?

#### Aureates

The Aureates have a knack for acquiring shiny objects; their trade deals and negotiation skills are legendary, and they love the musical jingle of a fat coin purse. However, during their long history of dealing with other cultures, they have learned to set aside their greed when needed and use their many assets to help other living beings. They are a remarkably community-oriented people, who respect anyone who is willing to work hard to the greater good. The Aureates have the best remedies and healers in all the known cultures.
Thresher Brigade

### Purpose

To maintain control of the populace of the strategically crucial city of Merriam and its surrounding areas, especially to put down slave revolts.

### Area of Operations

Merriam and its surrounding areas in Wineweal and Blossomhome.

### Equipment

Having to mostly attack poorly armed civilians, the Threshers wear leather armor and carry broad, light shields. Their trademark weapon is a long stick which has proven effective during riots.
Kosto

### Personality & Reputation

Kosto, one of the The Twins with his brother Armo, is commonly depicted as a plate-clad warrior with a flaming greatsword ready to strike, his fiery hair a halo around the youthfully handsome features from which amber eyes glare out with soul-searing ferocity. He is a god of severe justice and rightful retribution, and will not tolerate violence without just cause. This makes him popular among virtuous warriors, executioners, and all who feel they have been wronged and deserve vengeance. Those who have committed themselves to Kosto’s service often reflect his temperament, being quick to anger but never hold grudges once justice has been done.

### Worship

Popular among virtuous warriors, executioners, and all who feel they have been wronged and deserve vengeance.

### Holy Places

Patawaara (Cauldron Hill in Tradish), the battleground, is remembered often by Orcs in their petitions to Kosto.

### Notable Creations

The grudge between Orcs and the Enkindlers.
Shearclaw

### Appearance

Vibrantly colorful crab-like creatures ranging in size from 2 to 4 meters long, there being legends of queens hundreds of meters across. All have some sort of natural weaponry, whether snapping pincers, spear-like thrusting claws or pummelling forelimbs.

### Behavior

All Shearclaws are born sexless, but when a Shearclaw collects a sufficient hoard of shiny objects, it turns into a fertile male. If he gains even more loot, he matures into a fertile queen. Matings between males and queens are risky, since the courting male might turn out to be after the queen’s riches in order to become queen himself.

### Powers & Abilities

Varied. Queens have been known to direct electric shocks through their carapaces.
The Smith's Complex

### Physical Description & Ambience

A complex building entirety which is said to be The Smith’s home and workshop. The Complex is almost a living building with shifting walls, raising and lowering floors and traps set to scare the curious ones away, if not kill them, in addition to ridiculously difficult puzzles to solve in order to get forward in the Complex.

### Inhabitants

The Smith and the Priesthood of the Smithy

### Hazards

Difficult puzzles need to be solved and elaborate traps either disarmed or avoided in order to meet and interrupt The Smith at her work.

### History

When the Smith had had enough of the Dwarven civil war, she retreated past the Razor Mountains and headed downriver along the High Rivers into a river valley. There she built her Complex, an ever-changing stronghold that challenges petitioners with cunning traps and complicated puzzles. There she toiled for many years, and the town of Mint had formed around it when she finally emerged to present her newest creation: the Gieldans.

After the presentation, the Complex has remained the home and workshop of the crafting goddess and she’s rarely ever seen outside.
Heroes

**Heroes** are the backbone of the game, young, idealistic souls in search of fame, glory, and fortune.

## Overview

* Every hero is defined by their statistics, including:
	+ Class (eg. Cleric)
	+ Race (eg. Sea Elf)
	+ Personality
	+ Tactics
	+ Attributes

*This article is a stub. You can help Heroes of Venturia Wiki by expanding it.*
Heroes of Venturia Wiki/Section 3

Guides

* How to play guide for Heroes of Venturia
* System requirements
* Release date
* Game support

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Haltia

### Personality & Reputation

Haltia the fickle goddess of creativity and chaos, midwife of the darkness from which ideas, inventions and insanity spring forth. To her, novelty is valuable for its own sake, for it challenges the banality that basks in the light of day. Night is the time of the unexpected, even if it dulls as the sun rises.

### Worship

The worship of Haltia tends to take place among smaller groups of like-minded individuals rather than in grandiose temples by faithful masses. Wanderers and misfits often devote themselves to her service, opening themselves up to the melancholic beauty of imperfect creations.

### Notable Creations

* The Nightmare
* Mirklings
* The Owl
* The Iron Lady
* Sylvan Elves (pre-unification)