recursal/Fanatic-Fandom huggingface dataset:
Lonely Stranger

"Lonely Stranger" was composed by Laurie Johnson.

* The Case Of The Missing Toilet Paper-(Slappy is afraid that someone will steal his toilet paper)
* Slappy's Good Day-(Slappy uses mind control on Chicky)
* Bathroom Lockdown!-(Slappy combs his hair)
* Phonecalla-(Nutty starts to get more data on the phone)
* Captain Slappy-(Slappy points to the plank)

### The Kyleigh Show

* Super Kyleigh-(Kyleigh worried about going to Black City)
Dangerous

"Dangerous" was composed by Mladen Franko.

## Dangerous (A)

* Living Off The Land-(Slappy searches for his supplies.)
* The Nutcracker Protector-("What he doesn't know is that I'm gonna pretend to be somebody evil.")
* Supervillain Slappy-(Slappy rides his horse/Slappy whacks the baby.)
* The House Party-("What is wrong with you?")
* The Vacation Terror At 3-(Slappy and Kyleigh in the dark.)
* The Big Bad Slappy-(Slappy steals Nutty's drink/Nutty sprays Slappy.)
* Scorching Greed-(Eeny Meeny Miny Moe.)
* The Slappy Show Un-Grand Finale-(Slappy's angry with Nutty.)
* Crashing The Party-(Slappy cancels Kyleigh's party.)
* Drink Defile-(“Somebody must’ve spiked it!”)

### The Kyleigh Show

* Kyleigh's Slappiest Day-(Slappy and Kyleigh fighting.) (Replaced by "Inferno" in the re-release.)
* Super Kyleigh-(Velociraptor biting the fan.)

## Dangerous (B)

* Pranksies!-(Slappy going mad.)
* Christmas Again-(Slappy tells Nutty he's getting kicked out.)
* Nappy And Slutty Return-(Nappy and Slutty worried.) *[slightly slowed down]*
* The Competition Conundrum-(Red Light Green Light.)
* Big Bad Slappy-(Slappy walks off/Slappy steals the Ritz.)
* The Elimination Games-(Eeny Meeny Miny Moe)
* Crashing The Party-(Slappy gets Kyleigh's party cancelled)
* The Sheer Leader-(The club members throw Muno out)
* SL-814-(Slappy #2 yells) *[heard briefly]*
* Outside the Fox-(Slappy gets mad at Cat)

### The Kyleigh Show

* Kyleigh's Slappiest Day-(bomb countdown)
* Is That...A Burglar?-(Kyleigh calls Slappy)

## Dangerous (C)

* Pranksies!-("A T-Rex!")
* The Kyleigh-lympics-("There's trouble brewing!")
* The House Party-(Dinosaur attacks Nutty.)
* Bathroom Lockdown!-(Slappy climbs into the toilet.)
* Hunt And Seek-(Slappy betrays Foxy and shoots him)
* SL-814-("Oh, yes! I've become the master of all power!")
* Split Table Fanatic-(Slappy chokes Cat)

### The Kyleigh Show

* Club Craziness-(Snakey wraps Brutus up) *[high-pitched]*

## Dangerous (D)

* The Vacation Terror At 3-(Slappy fighting Kyleigh.)
* Big Bad Slappy-(title card)
* The Slappy Show Un-Grand Finale-(Slappy angry at Nutty.)

### The Kyleigh Show

* Kyleigh's Slappiest Day-(Kyleigh and Slappy's first fight/Kyleigh and Slappy's second fight.) (Replaced by "Inferno" in the re-release.)
* Kyleigh & Company-(Kyleigh jumps to the other bed)
* Uninvited Guest-("I'm taking these two out!")

## Dangerous (E)

* The Competition Conundrum-(Red Light Green Light)
* The Elimination Games-(overlays "Dangerous (A)").

### The Kyleigh Show

* Kyleigh's Slappiest Day-(pan to the salesmen)

## Dangerous (F)

* The Vacation Terror At 3-(Kyleigh rants about the "creepy nighttime".)
* Brat Training-(Slappy plotting about Kyleigh.)
* Double Time Trouble-(Slappy and Kyleigh try to get out.) *[sped-up]*
Crusader Helm

An ancient helm of thick red metal.

This is a relic of the Cadaver Crusades, when the Endless still hunted mortals for their life essence. Even after all these years, it still smells faintly of blood.

Can be found at the Endless Realm.

Stats

### Usage

Once put on, this item should render wyrms friendly to the Prisoner. As of Version 0.5.024, the Crusader Helm is still bugged which is why wyrm still are trying to attack the player.
Crate of 'Silks'

> A girl asked you to carry this crate of 'Byonne Silks' over to Bardolph in the Wobbly Noggin's side room.
>
> It seems to shift as you carry it, and a strange stench emanates from within.

A quest-item used in the quest "A Simple Delivery". It is given to the player by Innogen. It turns out, that the crate contains typhos — a nasty and extremely poisonous creature from Lundel.
Vela Callose

> Prepare yourself, straggler. Great deeds are afoot. Deeds that will bring the Apostatic Union's tyranny to an end… and that will usher a new age of Heaven.
>
>

Vela Callose is the leader of the Dark Star, an organization which consists of mercenaries, brigands and cultists, and operates on the territories of the Apostatic Union.

"Vela Callose is an heir to a wealthy military family in Riova. She was groomed by her father for command; but after the death of her mother and sister, she fled. She started preaching nonsense about some 'heaven' and managed to rally a band of thieves and brigands to her cause".

She managed to capture the Unnamed Old God and chain it up under the God War Fortress. The God itself says Vela wanted to steal a part of his power for a unknown reason. Though, it is fair to guess, she wanted to resurrect her mother and sister.

### Quest

Vela Callose is a key figure in the quest "The Hunt for Vela Callose".
Wizard's Robes

A magnificent wizard's robe; not only fashionable, but brimming with magical energies.

A wizard is a high-ranking academic, and requires attire to match their station. The finest garments will have cipher-spells woven in a beautiful and elaborate patterns.

Can be crafted from Scholar's Robes by using 2 Glorious silk.

Stats
Alchemy

## Alchemy Station

Alchemy Stations can be used to combine two alchemical ingredients into a potion.

### Failed Alchemical Experiments and Spirits

Mixing two reagents that do not produce a potion will create a Spirit. Spirits can be used to refine metals. Mixing reagents of different qualities will produce varying strengths of spirits, ranging from Weak Spirits, to Strong Spirits, to Exceptional Spirits. Combining two spirits of the same quality will yield one spirit of the next tier.
Flying High

> This cipher-spell cannot answer questions. Please direct enquiries, in a written letter, to the Erudite Academy Administration Facility in Riova. Average response time is currently...
>
> **A pause.** Seven years, three months and two days.

A side-quest which can be started by talking to the Academy Applicant or the Cartographer. In order, to be completed, player must acquire Academy Recommendation.

### Walkthrough:

1. First thing, you need to start the quest. You can do that by talking to the Academy Applicant and asking him about the Erudite Academy or starting the quest "Hallowshire Cartography" and learning your reward for it is the Academy Recommendation.
2. Finish the quest "Hallowshire Cartography" and receive Recommendational letter.
3. Approach the talking gate and show it the letter.
4. Take the elevator and ascent to the top. Walk from elevator and step on Academy's grounds. Rewards: 1 Full Delusion.

### Quest Log:

* A huge island floats above Hallowshire. You have heard rumours that this is the Erudite Academy; a travelling bastion of scholarly pursuits. Apparently, you can be granted access if an Academy scholar gives you a letter of recommendation.
* A huge island floats above Hallowshire. You have heard rumours that this is the Erudite Academy; a travelling bastion of scholarly pursuits. An Academy scholar has offered to grant you access if you bring them enough cartography charts.
* A huge island floats above Hallowshire. You have heard rumours that this is the Erudite Academy; a travelling bastion of scholarly pursuits. You have been given a letter of recommendation that should allow access.
* You have gained access to the Erudite Academy; a travelling bastion of scholarly pursuits. Now, what secrets are hidden in the most acclaimed institution of the Apostatic Union?

A gate to the Academy elevator and applicant's tent.
Academy Applicant

> **The youth is fumbling with a teacup, a spoon and an assortment of other objects, which all appear to be floating.**
>
> Gods-damn wizards wouldn't know a good spell if it... hm?
> **The objects clatter to the floor.**

A character which can be found near the Erudite Academy entrance. He can help the player to start the quest: "Flying High".

He deems himself an exceptional cipher scribe who was unfairly rejected by the Academy. To reinforce his point, he shows his inventions. "I've created a spell to make any object sweat. Incredible, no? The applications are... limitless... The spell diverts liquid and salt from the caster's own body onto the object in question. The only downside is that it makes you very thirsty".

"But, that's just one of my spells. See this teacup? Put it to your ear and you'll hear a man crying. That's a real man, though I have no idea where he is. Oh, and this hammer? It's the safest hammer in the world, as it can't actually hit anything..."

1. ↑ Academy Applicant
2. ↑ Academy Applicant
Foul Booze

A disgusting wine of terrible quality.

Though you would have thought few would drink such stuff, the tangled alleys of Riova are poroof to the contrary. When that flying city sways, a dozen drunks empty their stomachs.

When consumed, gets the player drunk.

### Recipe

Can be created by mixing 1x Weak Spirit and 1x Eye of Paeguth/Paradoxicus/Jitterseed/Death'sVeil.

### Effects

Gives +2 bonus to Attack and Charm, but also gives -2 debuff to Defence, Lockpick and Agility. Can stack with effects of other alcohol beverages (up or down to 8 points).
Apostatic Union Passport

This document grants safe passage over a Union gatebridge. Each passport can only be used on one bridge, after which it is rendered void.

The Apostatic Union keeps a close eye on travellers - always suspicious of god worshippers and cultists.

### Obtaining

Receive one after locating Vela Callose for the first time.

Purchase three more from the Emoprium of Oddities.

One can be found in a house west of the Wobbly Noggin in Hollowshire. There is a Wikkan totem out front. A lore puzzle will need to be solved in order to access the chest with the passport.
Rogue Hood

A threadbare hood, often worn by lowly rogues.

Though it offers scant protection, it conceals the wearer's identity; perfect for tasks that require an element of espionage.

Can be found in a small building next to the Tomb of the Entombed One in the Endless Realm. Can be upgraded into a Thief Mask with 1x Glorious Silk.

Stats
Chainmail Coif

An old chainmail coif, in a state of disrepair. Should still offer moderate protection.

Only brigands and mercenaries wear such trifling protection these days, since the Apostatic Union's magical forges can mass-produce plate armor.

Can be found in the cabin on the upper deck of Golden Typhon, locked in a purple chest. Can be upgraded into a Closed Helm with 1x Iron Ore.

Stats
Ring of Featherfoot

This ring prevents damage from falling.

Oft used by acrobats and burglars alike, no fall is too great for the wearer of such a charm; though it is always advisable to make sure one can return from whence they plunge.

### Location

Obtained from a building on a cliff near the ransacked Paeguth cultists' farm, hidden behind a Lore check.

View of the building containing the Ring of FeatherfootAlternate view of building containing Ring of Featherfoot
Elixir of Luck

A concoction that makes the user slightly better at everything, by boosting their Attributes for a limited time.

Used heavily by the criminal gangs of Slev, they call this elixir "lucky" — despite it being more of a magical stimulant.

This potion increases all protagonist's stats by 1 for approximately a minute.

Can be created with the use of alchemy by mixing 2 Death's Veils.
Academy Recommendation

> A letter of recommendation, that will allow access to the Erudite Academy.
>
> The Academy itself flies all over the Apostatic Union, but it is currently hovering nearby. The entrance lift will be on the ground somewhere; this letter will grant you access.

### Obtaining

It is recieved upon the completion of "Hallowshire Cartography" and later used to complete "Flying High".
Scholar's Robes

## Vagrant's Robe

A scholarly robe that has seen much use.

In the universities of the Apostatic Union, a scholar's robe is the mark of one's status. The owner is expected to weave cipher-enchantments into into the lining, to augment one's duties.

Can be crafted into Wizard's Robes by using 1 Glorious silk. Scholar's Robes are purchased from the tailor at the Glorious Garments, Hallow Town.

Stats
Hallowshire

Hallowshire is the newest, southernmost territory of the Apostatic Union, which is currently experiencing a famine and a revolt of Paeguth worshippers. Hallowshire exists on the Oneiric archipelago, which also includes the Endless Realm, the Clockwork Kingdom and the Mushroom forest.

### Points of Interest

* Hallow Town
* The Wobbly Noggin
* Hallow Castle
* Paeguthian Ruins
* Hallowshire Farm
* Erudite Academy
* Cartographer's Camp
* The Last Goblin
Dread Delusion Wiki

**Welcome to the...**
**Dread Delusion Wiki**
**149 articles • 191 files • 913 edits**

**ABOUT THE GAME**

Dread Delusion is an action RPG developed by Lovely Hellplace and published by Dread XP. Dread Delusion entered early access on June 15, 2022.

**NAVIGATION**

**HELPFUL LINKS**

* Community Discord Server
* Official Subreddit
* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles
Dohn

## Prime Alchemist Dohn Gee

> **The man mumbles to himself as he grinds a mortar and pestle. He seems oblivious to your presence, until he mutters...**
>
> I'll be just a moment, young'un.

A character which can be found at the Erudite Academy, on the 1st floor. He can tell the player about various alchemical recipes. He also tells about Death's Veil and its illegality.

Originally, he comes from a family of alchemists from Lundel. His father was a court alchemist for the King who worked with Wikkans and gods. Dohn Gee inherited this position at the age of 22, but lost it due to the God War, which happened 40 years prior to the events of the game (which makes him 62-years-old).

During the God War, his liege was killed and the same fate was stored for him. But he managed to flee Lundel and join the Academy. Even to this day the Academy grants Dohn Gee protection from persecution by the Apostatic Union and the Inquisition for his past allegiances.
Clockwork Ore

An amalgamation of clockwork machinery. It ticks and whirrs in your hands. Can be used to upgrade a fine weapon to clockwork.

### Obtained From

* Lore puzzle north of the clocktower and north-east of the cartographer. (As of version 0.5.0.24, this has been removed at this location, and seemingly can't be obtained at all.)
Fine Wine

A superb wine of unparalleled quality.

A drink such as this would be prized in the glittering sky-halls of Riova. It should fetch a pretty penny on the marketplace.

When consumed, gets the player drunk.

### Recipe

Can be created by mixing 1x Strong Spirit and 1x Death'sVeil OR 1x Exceptional Spirit and 1x Eye of Paeguth.

### Effects

Gives +4 bonus to Attack and Charm, but also gives -4 debuff to Defence, Lockpick and Agility. Can stack with effects of other alcohol beverages (up or down to 8 points).
Inquisition Journal

> An Inquisition journal, standard issue for its agents.
> The device is a marriage of clockwork technology and magical cipher. Though its pages appear to be paper, the writing changes based on the user's intent.
>
>

It is given to the protagonist by the Inquisitor Ignavus in the beginning of the game.

### Usage

Contains information on current and completed quests. After talking to a cartographer, the Journal will include a map of Hallowshire.
Poor Ore

A poor quality ore, discarded as worthless. There may be ways to increase its quality, however.

Can be turned into Iron Ore by using 1 Strong Spirit.

As of Version 0.5.024, Poor Ore can be found:

* behind the Chamber with the Unnamed Old God at the God War Fortress.
* Near a bridge at the first island which leads to the Clockwork Kingdom.
* At the stream to the North of Sepulcher, not far away from a Masoleum with Myghar inside of it.
Scrongus Pole

When the player dies for the first time, they will first meet Unnamed Old God. Any time they die after this (for example, by falling off the map), they will respawn at the nearest Scrongus Pole.

* Note: There are no in-game references to the name of this device. The name was provided by developers via Discord, and as such, may not be the final name.
Cartographer

> **The scholar seems rapt with their looking glass. They peer through, scribble something in their notebook, then peer again. They do not look at you**.
>
> A traveler, hm? Apologies — I'm on Academy business, and this map won't make itself...

A character who can be found on a small island South-East of the Hallow Town. He also is a quest-character in "Hallowshire Cartography" and "Flying High".

He tells the Prisoner that the Erudite Academy is trying to create a map which can track movements of the Oneiric Isles. But in order for the map to work, it requires landmarks. And the protagonist can help with this task.
Delusion

Belief is everything. As your delusions grow, so does your power. Find enough Glimmers of Delusion - by exploring the world, or completing quests - and they will grant a full Delusion. Delusions can be spent to increase one of your core attributes.

Delusions are the namesake of this game, and represent character growth (as opposed to experience points, or XP, commonly found in other RPGs). Delusions can be found across the floating isles, depicted as glowing blue skulls. When you pick up a Delusion, you can spend it to increase one of your core attributes (Might, Guile, Wisdom, or Persona) by 1.
Endless Realm

Years back - and I mean *centuries* ago, in the age of kings and castles - this used to be a peaceful kingdom called Verdant. Most folk still lived down on the world's surface, before it got blown up - so we were pinoeers of sorts.

### Points of Interest

* Sepulcher
* The Crypt
* The Flesh Farm
* Lord Rhydder's Home
* Myghar's Home
* Spire of the Crypt Wyrm

1. ↑ Ol' Rotter, Innkeeper
Cultist Hood

A ragged piece of cloth that can obscure one's face.

It feels very peculiar to touch, and when wrapped around one's head, you have the strangest sensation that you are being watched.

Can be found near the dungeon in the southwest (where the Heal spell is found). It sits in a purple chest inside a marble structure on a floating peninsula.

Stats
Ghost Wine

An ethereal wine with the quality of mist. Very valuable.

Has little effect on the living, but can make spirits and the undead rather drunk.

When consumed, gets the player drunk.

### Recipe

Can be created by mixing 1x Exceptional Spirit and 1x Jitterseed.

### Effects

Gives +4 bonus to Attack and Charm, but also gives -4 debuff to Defence, Lockpick and Agility. Can stack with effects of other alcohol beverages (up or down to 8 points).
Nikolai Bobby

Nikolai Bobby is a Bingustani politician and the president of the Republic of Bingustan. Bobby also leads the Civic Bingus Party, a centrist political party in Bingustan. He participated in the Bingustani Revolution and was one of the few people in Bingustan which managed to avoid Bingufication.

## Life

Nikolai Bobby was born in Bingusburg, Soggastan (modern-day Bingustan). His family had to go into hiding when Bobby was 2 years old because of the Islamist revolution. Upon the founding of Bingustan in 2010, his family was found and they we're executed in Bingutsk Concetration Camp. Bobby managed to escape, and lived in hiding. He relied on building huts in the foresty areas of Bingustan. Bobby had multiple near-death moments when either Coalition forces or Bingustani agents found his location or just general nature things.

### Bingustani Civil War and Nikita's Rule

Bobby supported the Anti-Balinist Forces, he even considered joining the Bingujenka multiple times. However, when Balin died and Nikita Bingus became the dictator of Bingustan, Nikolai was dissapointed. He expected reform but all he got was a still strict government.

Bobby joined the Bingustani Revolution in 2029. He suffered 2 shots into the chest and pepper spray, however got through alive. After the Bingustani Revolution and a visit to the hospital, Bobby came out of hiding and joined the Bingustani Parliament.

### Founding the Civic Bingus Party

Bobby was not satisfied with the views that the Bingustani Democratic Party had to offer, and Bobby came up with an idea. He could found his own party. He founded the Civic Bingus Party, a centrist party with the goals of acceptance of everybody.

Bobby asked the Ministry of Justice to register his party, which the M.o.J accepted. In the 2034 elections, the Civic Bingus Party was elected.

### Presidency

Upon Bobby going into power, Floppa Clan in secret orchestrated the Second Bingustani Civil War a few months after he was elected. For almost his entire presidency, he had to deal with the conflict until the Bingustani Armed Forces put down the Bingusist Rebellion in 2037, ending the war.

Bobby seeked to warm relations with Floppaslavia, Soggastan and Soggapore which did not have good relations of Bingustan because they believed Bingustan is a threat to the region. When trying to sign agreements with them, they declined. Bobby had to convince them, however that would not be possible unless Bingustan did something right. Bobby tried to convince the Floppaslavian, Soggastani and Soggaporean governments but failed.

### 2038 Elections

In 2038, the Bingustani 2038 Parliamentary Elections resulted in the right-wing party, Bingus Unity being elected. The new president, Viktor Bingkov who was the Prime Minister in 2038 was elected as president and re-enacted the Bingus Unity Policy, but less radical. Floppas and Soggas we're given lower rights which resulted in the 2039 Mass Protests.

In 2039, the Bingustani 2039 Legislative Elections we're held, with Bobby's party, Bingus Civic Party winning, resulting in them having 49% of the Parliament's seats.
Magic Wine

A wine imbued with magical potency. Quite valuable.

The intoxication of this drink is notoriously unpredictable; some people have been known to teleport when they hiccup.

When consumed, gets the player drunk.

### Recipe

Can be created by mixing 1x Exceptional Spirit and 1x Paradoxicus.

### Effects

Gives +4 bonus to Attack and Charm, but also gives -4 debuff to Defence, Lockpick and Agility. Can stack with effects of other alcohol beverages (up or down to 8 points).
Shroom Wine

A wine fermented from fungal spores. Very valuable.

Said to be prized by Paeguth cultists for its strange qualities, while many Union territories have banned its sale.

When consumed, makes the player "quite drunk."

### Recipe

Can be created by mixing 1x Exceptional Spirit and 1x Death'sVeil.

### Effects

Gives +4 bonus to Attack and Charm, but also gives -4 debuff to Defence, Lockpick and Agility. Can stack with effects of other alcohol beverages (up or down to 8 points).
A Divine Captive

> ...I've caught wind of something that could finally be their undoing. This place harbours a dark secret — and one I intend to uncover.
>
> — The Inquisition Agent

A side-quest which takes place on the territory of Erudite Academy. Can be started by talking to the Inquisition Agent. She will ask you to start an investigation and find a proof of the God's presence.

### Walkthrough:

1. Talk to the Inquisition Agent. Inquire her about the current situation.
2. *(Optional)* Talk to every Academy scholar. You will learn that must scholars seem to bicker amongst themselves. But Ghlem reveals that there is a hidden chamber beneath the building, which can be accessed from the garden, and she saw someone enter it at the dead of night. She also tells you about suspicious-looking candlesticks which can be found everywhere on the territory of the Academy.
3. **(SPOILER)** Activate all the candlesticks and enter the chamber. Inside, you will find Xanarrib, a god of revenge, and the Incriminating Notebook, which belongs to Jerome, Head Aetherist.
4. You can either confront Jerome or take the evidence straight to the Inquisition Agent.
	1. If you give the notebook to Jerome, you will save the Academy from Inquisition's wraith and get 1 Full Delusion. Jerome is going to finish his study and then relocate Xanarrib.
	2. If you give the notebook to the Inquisition's Agent, you will receive 1 full Delusion and 20 coins. After that, Jerome will be guarded by another Inquisition's Agent, while waiting for his trial.

### Quest Log:

* In the Erudite Academy, an Inquisition Agent has asked you to help her find an illegal god. She claims one of the scholars must be concealing it somewhere; you should ask around for more information.
* In the Erudite Academy, an Inquisition Agent has asked you to help her find an illegal god. Most of the scholars just seem to bicker amongst themselves, but there must be someone who has seen something untoward.
* In the Erudite Academy, an Inquisition Agent has asked you to help her find an illegal god. Ghlem, the Academy historian, claims to have seen someone coming and going into the basement below her building. Apparently, candlesticks are the key to unlocking this secret passage.
* You entered a secret chamber in the Erudite Academy, which contains a captive god. After a little rooting around, you also found a journal belonging to Jerome Verrier, the Head Aetherist of the Academy. You could confront Jerome at the observatory tower, or take the evidence straight to the Inquisitor who is lurking around the Academy.
	+ **If you side with Jerome:** You entered a secret chamber in the Erudite Academy, which contains a captive god. You also found a journal belonging to Jerome Verrier, the Head Aetherist of the Academy. You returned this journal to Jerome, saving the Academy from the Inquisition's wrath.
	+ **If you side with the Inquisitor:** You entered a secret chamber in the Erudite Academy, which contains a captive god. You also found a journal belonging to Jerome Verrier, the Head Aetherist of the Academy. You gave this evidence to the Inquisition, condemning the Academy to their wrath.
Cartography Notebook

> A book stuffed full of charts and diagrams. When equipped, it can be used to mark key landmarks and expand the map in your journal.
>
> This notebook is enchanted with cipher, so that its charts will magically update even if the landscape changes.

A quest-item which can be obtained during the "Hallowshire Cartography" quest. Upon the completion, the notebook stays in the player's inventory, therefore it can be used later.
The Hunt for Vela Callose

> After being trapped in an Inquisition cell for countless months, you've finally been set free; on one condition. You must treck down Vela Callose, the most wanted person in the Apostatic Union.
>
>

### Walkthrough:

1. First of all, the protagonist must talk to the Inquisitor Ignavus, get the Inquisition Journal and receive the instructions. After being released from the Inquisition cell, the Prisoner must get to the God War Fortress, where Vela's boat is at rest. After initiating a dialogue with her, she will fly away. The Prisoner needs to talk to the Inquisitor Ignavus once again. Upon talking, the Prisoner will receive new instructions and get 1 full Delusion, 5 coins, 1 Health Potion, 1 Mana Potion and an Apostatic Union Passport.
2. Inquisitor Ignatus tasks you with finding three former Dark Star mercenaries, who may know Vela's current location. The Prisoner should start looking for them at Hallowshire.

### Quest Log:

* After being trapped in an Inquisition cell for countless months, you've finally been set free; on one condition. You must treck down Vela Callose, the most wanted person in the Apostatic Union. She is in the God War Fortress nearby. You may seek assistance from Inquisition drones as you make your ascent.
* You confronted Vela Callose — the dangerous mercenary leader — but failed to apprehend her as per your deal with the Inquisition. You should return to she Inquisition ship and seek penitence.
* Your search for Vela Callose continues. She has fled, and you must find out where. Inquisitor Ignavus has tasked you with finding three former Dark Star mercenaries who may know her location. You should begin your search in Hallowshire, past the Union gatebridge.
Chain Hood

## Rusty Helm

A Rusted helmet. Can be equiped in the head slot.

A rusted helmet, likely to be found on many battlefields.

Since the god war, the skyrealms has seen a sharp rise in dogs of war, who sell their swords to the highest bidder. they are often ill-equipped with armour like this.

Can be found on the first island in Hollowshire not far away from a bridge to the Endless Realm, in the house with the lock and an outlaw guarding it.

Stats
The Oneiric Isles

> *"It was a sweltering day in Riova when my editor burst through my door... ""You are going to the Oneiric Isles!"" he declared. ""Your ship leaves tomorrow.""* - Excerpt from "***A Guide to the Oneiric Isles, by Niccolo Lopo, 1442"***.
>
>

### **Summary**

The Oneiric Isles is a small archipelago that continuously drifts around the southernmost edge of the Apostatic Union's borders. To the rest of the world it is mainly known through fairy tales and the fierce fighting in it's central region of Hallowshire during the God War. However to the Prisoner (aka Player), it is the playable world in which Dread Delusion takes place.

##### **Major Regions**

The Isles overall are comprised primarily from 3 major regions:

* The Central Region of Hallowshire
* The Western Region of the Realm of the Endless
* The Eastern Region of the Clockwork Kingdom (WIP)

##### **Minor Regions**

There is currently one minor region in the isles, which is the northernmost island, or as some players call it, Tutorial Island, as it is where you begin the game at.

### Day/Night Cycle and Star Details

Like many regions in the world of Dread Delusion, they are orbited by neuron stars. Specifically for the Oneiric Isles, they are orbited by a single neuron star that bathes the islands in a fantastical magenta glow.

As for their day and night cycle, it is relatively shorter than the average cycle, approximating at 12 hour days, so it isn't unexpected for journeys across the isles to easily turn to night.

### **Rumors and Folklore**

While any player who digs deep enough can learn the truth of these lands, the starting rumors that seem to be known amongst outsiders and newcomers to the isles are as varied as they are foggy on details. Some mention a whispered of realm where one can live forever, others talk of a secluded land of metal and gears, where contraptions are abound, and some even jest of gods still slumbering about; weakened, yet aware.

### **Present Day**

When the Prisoner arrives in the Oneiric Isles, the archipelago has just recently been absorbed into the Apostatic Union's borders, and they have begun to setup a presence in the central region of Hallowshire. Expect to see their colors (blue and yellow) as you traverse the region.
Herb Wine

A wine made from fermented herbs.

What with the Apostatic Union's insatiable thirst for the stuff — and the limited farmland available in the skyrealms — most alcohol is fermented through alchemical means.

When consumed, gets the player drunk.

### Recipe

Can be created by mixing 1x Strong Spirit and 1x Eye of Paeguth/Paradoxicus/Jitterseed.

### Effects

Gives +4 bonus to Attack and Charm, but also gives -4 debuff to Defence, Lockpick and Agility. Can stack with effects of other alcohol beverages (up or down to 8 points).
Inquisitor Ignavus

> So, on consideration, I am not sure your crimes warrant such a harsh sentence, Prisoner XVII. In fact, I will release you, on one condition...
>
> ...you must apprehend the most dangerous outlaw in the Apostatic Union: Vela Callose.

The first character met by the Prisoner and the quest-giver of "The Hunt for Vela Callose". He releases the protagonist and gives them an Inquisition Journal which will prove to be extremely useful.

He can be found at the Inquisition ship which is stationed on the Tutorial Island.
Paeguth

> **"Paeguth. In ancient times, no spec of land in the bounds of the fallen empire had not** **felt the loving touch of his miasmic embrace."**
>
>  *Paeguth*
> ----------
>
>
>
>
>
>

Paeguth is a god; withered and a shade of its former self. He is the God of fertility, life, and abundance. Before the War of Weeping, Paeguth possessed a philosophy of beauty in life. In the war, however, when he took up his arms against Elswyn, he saw the fragility of the life he had created. After the war he retreated into a cave to recuperate. While in the cave, he became fascinated by the ugly, but hardy, underground creatures. He saw how life could persist anywhere, and took up a philosophy of, "Life, unending, at any cost."

And so he transformed into a creature not of beauty, but of strength. The transformation was polarizing. Some rejected Paeguth, but for some, their fervor only grew. They became mutated and transformed in their worship just as Paeguth had, and can be found scattered across the land.

A Death's Veil can be collected in Paeguth's cave, behind Paeguth and to the left, in a small alcove.

### Quest: The God Hunt

Paeguth asks the Prisoner to place an Aspect of Paeguth in the Apostatic Union's council building to restore Paeguth to its former glory. Alternatively, the Prisoner may hand the Aspect of Paeguth over to the Polymath to destroy Paeguth.
Perchance to Dream

> You met a peculiar man, haunted by dreams. He asked you to find his lost journal. You should enquire further as to where it could be.
>
>

A side-quest which can be started by talking to an Old Man in a house with a crystal point on the first, Tutorial Island. It is one of the easiest quests in the game, since it only requires walking around.

### Walkthrough:

1. The player can activate the quest by initiating a conversation with an Old Man. He will describe the location at which the Diary can be found.
2. After that, the Prisoner must approach the God War Fortress and move to the only mountain range present at the Tutorial Island. On top of it, there are ruins of a wooden house with a blue chest, containing the journal.
3. Player must backtrack to the Old Man's house and initiate the dialogue. After giving the journal, The Prisoner will recieve 1 full Delusion and 1 Remarkable Treasure.

### Quest Log:

* You met a peculiar man, haunted by dreams. You should enquire further as to where it could be.
* You found a journal filled with dreams. You should return it to its original owner.
* You returned the dream journal to its owner.

An image of the mountain range with the building on top of it. Player stands beside the God War FortressA picture of a ruined house with the chest containing the Dream Diary
Emberian Spectacles

Ancient spectacles that highlight Lore objects.

These Emberian eyeglasses are remarkably well preserved. Cipher-magic has been engraved into the intricate mechanisms, to reveal magical objects that could be manipulated.

### Location

Obtained from a chest accessed by completing a Lore puzzle directly south of Hallow Town. Three steam engine-like devices must be interacted with, revealing a room containing a treasure chest and a delusion.
Lockbug

This lockbug will weaken a lock's mechanism, making locks easier to pick.

While the lockbug species is known for its love of intricate environments, this one has had cipher etched into its carapace; to make it a thief's best friend.

Can be equipped in the belt slot.

### Mechanics

Reduces the difficulty of a lock. The Lockbug lowers the required number during a dice roll. For example, if a lock requires 6 on a dice in order to get picked, the player must get only 5 with an equipped Lockbug.

### Location

Can be found in a big Masoleum which is closer to the Lord Rhydder's house or a graveyard with two ghosts dwelling there.
The Wobbly Noggin

> *"You wanna know the funny thing? The pub was already called the Wobbly Noggin. On account of the... uh... state of most of the patrons."* - Barkeep of the Wobbly Noggin
>
>

### **Summary**

The Wobbly Noggin is the first building most encounter when entering Hallow Town, and is also the first establishment the Prisoner comes across when leaving the Tutorial Island. A minor hub of business and travel, and more-so a place for passing out drunk, This unique tavern becomes a common pitstop for any travelers of the Oneiric Isles. The trail that leads to the tavern is also one of two physical forms of travel to Hallow Town.

### **Origin**

Whilst the origins of Hallow Town itself are confirmed by Ancient\* eyewitness accounts of refugees setting up camp there after the Worldrend, the details of these accounts do not mention the Wobbly Noggin specifically, and so it cannot be confirmed if it was built by the founders of Hallow Town or rather built later on as it grew.

What is known however is that sometime before the God War the tavern was named "The Wobbly Noggin" after its' customers frequently becoming plastered on the premises. Yet, coincidental perfection would lead to the bar being known by that name in a second, more prominent meaning, due to a literal god falling onto the building from a deathblow given to said god during the God War. The four-eyed skull of this god would go on to be the iconic image of the tavern, even to the point of being recreated on the tavern's signs.

The manuscript of how that god fell in the God War is readable in one of the two books that are interactable within the tavern's rooms.

### **Services and Opportunities**

The Wobbly Noggin has four main and three minor services and activities going on within it that can be used or encountered by the Prisoner:

* You can rent a room there for the night for 2 coins
* You can purchase drinks and ask for nearby work from the Barkeep
* You can read the two books on site; "***A Guide to the Oneiric Isles, by Niccolo Lopo, 1442"***, and ***"Recollections from the God War, by Juliana Liddell, 1412"***
* You can learn the day/night cycle and sleeping mechanics of Dread Delusion from two customers within the tavern
* You can discover two secret areas beneath and above the tavern with lore and lockpick skill checks
* You can complete a introductory quest for allying yourself with the outlaws of Hallow Town
* You can meet Jack Basalt and progress in the main story quest, "The Quartermaster"
Тернистый путь

**Тернистый путь -** новелла по котам-воителям.

## Рассказы, входящие в сборник

* Котята Огнепёрой
* Загадка Остроцапа
* Тени Пасмурного

## Аннотации

### Котята Огнепёрой

*Огнепёрая надеялась, что её котята вырастут отличными воителями, как и она, но ошибалась. Они пренебрегали племенем, не хотели учавствовать в его жизни и помогать ему. Теперь их мать в отчаянии. Она не может приучить их к племенной жизни, но просить их изгонять невозможно, ведь она их мать...на продолжении всего рассказала Огнепёрая ходит задумчивая и встревоженная.*

### Загадка Остроцапа

*Предводитель умирает от лап своего соплеменника, и во всём винят молодого воителя Туманногривого. Остроцап - его лучший друг, точно уверен, что это сделал не Туманногривый. Теперь Остроцапу приходится вывести на чистую воду настоящего убийцу и снять вину с друга.*

### Тени Пасмурного

***Этот раздел нуждается в заполнении!***

## Сюжеты

### Котята Огнепёрой

***Этот раздел нуждается в заполнении!***

### Загадка Остроцапа

***Этот раздел нуждается в заполнении!***

### Тени Пасмурного

***Этот раздел нуждается в заполнении!***
Modest Attire

Finely woven garments that lend their wearer an air of respectability.

The denizens of the Apostatic Union place a high value on appearances, so shopkeepers should look upon you more favourably.

Can be crafted into Resplendent Attire by using 1 Glorious silk. Modest attire is purchased from the tailor at the Glorious Garments, Hallow Town.

Stats
Ghlem

## Chief Historian Ghlem

> **The woman's flesh hangs loosely from her bones. Ruptures in the skin reveal muscle, sinew and patches of exposed bone. She glances at you with cloudy eyes.**
>
> You know it's rude to stare, mortal. My name is Ghlem; the Chief Historian of this Academy.

A character which can be found in the second building at the Erudite Academy. She can tell the player a lot of things about the history of the world since she saw Worldrend which happened 400 years ago (which makes her 400+ years-old). She also plays a role in the quest "A Divine Captive".

200 years prior to the game's events, she left the Endless Realm because she deemed the Cadaver Crusades too savage and brutal. After that, she was travelling for a long time, before she found the Academy. Scholars, who lived there at that time let her in, but Ghlem suspects they saw her merely as a research specimen. But she proved to be extremely intelligent and hard-working, thus gaining a title of Historian. After all her superiors have died, she received a title of Chief Historian.

Ghlem seems to be naked. The reason is she doesn't care about people's thoughts on her. But before that, when she was a young, unexperienced historian, she used to hide her skin in silks and bandages.

She is old enough to remember Worldrend: an intense flash, a burning heat — and a terrible sound like thousand screams. She is unsure of what caused Worldrend, but she believes it has a link to the rise of the Emberian Empire, technological and scientific progress, accumulation of magical potency of humans and Wikkans' flight to the Skyrealms.

### Apostatic Union

Ghlem can tell a lot of interesting things about the Apostatic Union. It was eastablished 40 years prior to the game's event, after the God War, and it consists of various states, such as:

* Venna, a diplomatic hub with a principal city of Riova, which is also the capital of the Apostatic Union;
* Lundel, a land of nobles with many castles and windswept plains;
* Byonne, a land of culture, education and science. It has the best universities, theatres and wines;
* Slev, the northenmost state of gangs, criminals and corrupt politicians;
* Hallowshire, the southernmost state known for its cults and gods-worshiping.

### Oneiric Isles:

Ghlem can also provide a lot of information on the archipelago known as Oneiric Isles, which consists of Hallowshire, the Endless Realm, The Shroom Forest and the Clockwork Kingdom (previously known as Kardova). She also tells that 100 years prior to the game's events the Endless Realms and the Clockwork Kingdom were not a part of Oneiric Isles.
Cartography Cipher-Chart

> A chart you created in your Cartography Notebook.
>
> This chart is enchanted with cipher to magically update even if the landscape changes. You can give it to an Academy Scholar to gain a reward.

A quest-item in "Hallowshire Cartography". It is recieved by marking crucial landmarks with your Cartography Notebook. The Cartographer will reward the player with 8 coins for each chart (up to 32 coins and the Academy Recommendation).
Goblin Mask

A chunk of wood shoddily carved to resemble a face.

The goblins of Hallowshire can be seen wearing these crude things. When placed on one's face, a strange feeling comes over you; as if you were someone else.

According to the Last Goblin, other goblins "*carve themselves a new self, in the form of a mask. When goblins wear these, they appear to be... altered*"

Stats

A chunk of wood shoddily carved to resemble a face.

The goblins of hallowshire can be seen wearing these crude things. when placed on one's face, a strange feeling comes over you, as if you were someone else...

### Usage

When the Prisoner puts on a mask, other goblins automatically become friendly. But should he/she take it off and put it on again in front of the goblin, the latter will be aggressive
Hallowshire Cartography

A side-quest which can be started by talking to the Cartographer, who can be found to the South-East of Hallow Town on a small island with a scale-pan-looking structure ot top of it. To complete it, you need to mark at least 4 landmarks, but you can mark all of them.

This quest lets you complete the quest "Flying High".

### Walkthrough:

1. Talk to a cartographer and receive the quest. He will give you the Map enchanted with a cipher spell and the Cartography Notebook.
2. You need to mark:
	1. The Hallow Clocktower;
	2. The Cultists' farms;
	3. A ruin in the goblin forest where the Last Goblin can be found;
	4. The southern point of Hallowshire where the river splits in two.
	5. For each marked location, you recive 1 Cartography Cipher-Chart (the Cartographer will give you 8 coins for each).
3. *(Optional)*. You can mark all the remaining locations. Each gives you 1 Cartography Landmark, for which the Cartographer is willing to pay 4 coins. Use the map for reference:
4. Go back to the Cartographer after you are finished and claim your reward. You receive 1 Full Delusion, 32 coins, a Map will all the marked locations, a Cartography Notebook and the Academy Recommendation. On top of that, you can recieve up to 44 additional coins (if you have all the Cartography Landmarks).

### Quest Log:

* A scholar has asked you to locate four landmarks in Hallowshire, and mark them by equipping and using your Cartography Notebook: in the centre is Hallow Clocktower; to the east, the largest farmstead; to the west, a ruin entwined with a tree; to the south, the point at which the river forks.
* A scholar has asked you to locate four landmarks in Hallowshire. You have found and marked them all in your notebook; be sure to return to the scholar to receive your reward.

A distant view on the Cartographer's location.A small structure on top of which the Cartographer is doing his research.
The Last Goblin

The only goblin in Hallowshire which is not possessed by a goblin mask. Can be found to the north-west of the Wobbly Noggin, not far from the Academy entrance.

He guards a room with treasures and 1 piece of Delusion. He can let you in if you pass a skill check of 50 Charm.

He also tells you about goblin masks, his kin and himself, but he never specifies the reason of his disfigurement.

A screenshot of the Last Goblin, sideview
Cartography Landmark

> A sketch of a landmark you made in your Cartography Notebook.
>
> On its own it is but a trifling detail, but it will help flesh out the Academy's map of the region. You can give it to an Academy scholar to gain a small reward.

A quest-item in "Hallowshire Cartography". It is recieved by marking optional landmarks with your Cartography Notebook. The Cartographer will reward the player with 4 coins for each chart (up to 44 coins).
From Under His Nose

A side-quest, which can be started by talking to Innogen or stealing a Merchant's Artifact from Vernon Bernstein in Hallow Town.

### Walkthrough:

1. Talk to Innogen at the Lost Purse after the completion of "A Simple Delivery" quest. This step can be skipped, so look at point №2.
2. Player must go to the sewers beneath the Hallow Town and look for a door with a lock. You need to pick it by getting 6 on a dice roll. After that, the player must go up the stairs and open a purple chest, containing the Merchant's Artifact. After that, the quest is activated.
3. The player must head to the Lost Purse and talk to Innogen: a brown-head female leader of a thief guild who could previously be seen at the port of Hallow Town. Talk to her and receive your reward: 1 full Delusion and 20 coins.

### Quest Log:

* You met up with Innogen at the Lost Purse. You should speak with her again when you're ready for work.
* Innogen in the Lost Purse has asked you to steal a valuable artifact from Vernon Bernstein, of the Winged Merchants Guild. His house can be found on the high street, but it has a locked chamber that can only be accessed from outside the property.
* You stole an artifact from right under Vernon Bernstein's nose. Innogen in the Lost Purse will be interested in this.
* You stole Vernon Bernstein's artefact from right under his nose, and claimed your reward from Innogen in the Lost Purse.

### Gallery

Shop of Vernon Bernstein.A purple chest with the Merchant's Artifact, placed behind a barred door.