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	<updated>2026-08-07T00:49:54Z</updated>
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		<id>https://stoneshard.com/wiki/index.php?title=Host&amp;diff=76991</id>
		<title>Host</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Host&amp;diff=76991"/>
		<updated>2026-08-04T06:46:16Z</updated>

		<summary type="html">&lt;p&gt;Rhapsody: /* The Entity of the Host */ minor updates based on information that is actually found in present version of the game&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quote|The Host are the creators of this world and everything in it. They are unified and eternal. They protect us, their children.|[[Josh]]}}&lt;br /&gt;
&lt;br /&gt;
[[File:Warding Hand Amulet.png|link=Warding Hand Amulet]] {{C|Sacred|&#039;&#039;&#039;Host Inextinguishable&#039;&#039;&#039;}} is a triune deity, revered in [[Aldor]] and many peoples beyond its borders. It is known that the Host has shown miracles through its [[Shrine|Shrines]] and clergy, but this is a matter of the distant past.&lt;br /&gt;
&lt;br /&gt;
==The entity of the Host==&lt;br /&gt;
&#039;&#039;&#039;The Host&#039;&#039;&#039; is a composite entity chiefly consisting of the three &#039;&#039;&#039;Hands&#039;&#039;&#039;. They are known under different names in different lands. In [[Aldor]], they are known as &#039;&#039;&#039;the Guiding Hand&#039;&#039;&#039;, that lights and leads on one&#039;s Path, &#039;&#039;&#039;the Warding Hand&#039;&#039;&#039;, that shields from harm, and &#039;&#039;&#039;the Judging Hand&#039;&#039;&#039;, that grants strength against adversity. The elves give the Hands proper names.&lt;br /&gt;
&lt;br /&gt;
In addition to the Hands, the Host includes the righteous dead, who merge into a single whole with the Host in the afterlife. &#039;&#039;&#039;The Order of the Triune Hand&#039;&#039;&#039; was especially concerned with this, and so they built impressive [[Dungeons#The Crypt|crypts]] for entombing the honored dead – only to have the grave sites exploited by malicious cults in present day.&lt;br /&gt;
&lt;br /&gt;
Worship of the Host is opposed by yet another [[Enemies#Secret Cults (Proselytes)|malicious cult]] which revere an entity known as &#039;&#039;&#039;the Court&#039;&#039;&#039;. Little is known about it.&lt;br /&gt;
&lt;br /&gt;
==Religious Teachings==&lt;br /&gt;
As noted above, different countries believe in the Host differently. The following religious teachings are known:&lt;br /&gt;
* &#039;&#039;&#039;Gnostic Hieronism&#039;&#039;&#039; - &amp;quot;Path of Knowledge&amp;quot; [[File:Folio on Eidolons.png|link=Folio on Eidolons]]&lt;br /&gt;
* &#039;&#039;&#039;Nistrian Hieronism&#039;&#039;&#039; - &amp;quot;Path of Tradition&amp;quot; [[File:Folio on Nistra.png|link=Folio on Nistra]]&lt;br /&gt;
* &#039;&#039;&#039;Northern Hieronism&#039;&#039;&#039; - &amp;quot;Path of Stoicism&amp;quot; [[File:Folio on Skadia.png|link=Folio on Skadia]]&lt;br /&gt;
* &#039;&#039;&#039;Orient Hieronism&#039;&#039;&#039; - &amp;quot;Path of Purity&amp;quot; [[File:Folio on Barcia.png|link=Folio on Barcia]]&lt;br /&gt;
* &#039;&#039;&#039;Eraffa&#039;&#039;&#039; - &amp;quot;Path of Divination&amp;quot; [[File:Folio on Jacinth 2-2.png|link=Folio on Jacinth 2-2]]&lt;br /&gt;
* &#039;&#039;&#039;Alrayi&#039;&#039;&#039; - &amp;quot;Path of the Seers&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Cara&#039;&#039;&#039; - &amp;quot;Path of Improvement&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Zhixu&#039;&#039;&#039; - &amp;quot;Path of Purpose&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Those who do not believe in the Host profess one of the following:&lt;br /&gt;
* &#039;&#039;&#039;Dwarven Paganism&#039;&#039;&#039; - Ancestors Worship [[File:Runic Amulet.png|link=Runic Amulet]]&lt;br /&gt;
* &#039;&#039;&#039;Paganism&#039;&#039;&#039; - Spirits / Nature Worship [[File:Pagan Pendant.png|link=Pagan Pendant]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gnostic Hieronism===&lt;br /&gt;
Gnostic Hieronism is the most widespread in [[Aldor]], but not in the rest of the world. This teaching was held by the High Hieron, and after its schism, the newly formed churches of [[Brynn]], [[Aldwynn]], and [[Maen]]. It&#039;s hierarchy is described in detail in the corresponding [[Folio on Hieron|Folio]].&lt;br /&gt;
&lt;br /&gt;
For centuries, the Hieron had been led by Archtheurgists, the miracle workers, the most diligent and persevering that become close to the Host in all Their Benevolent Glory. Bestowed with a fraction of the Host&#039;s grace, they could reshaping the world in accordance with the divine will. But they lost their power not long before the war, and no one knows why that happened. The only reminders of their power are the few [[Artifacts]], the [[Priest Staff|clergy staffs]] and the [[Templar Sword|templar swords]] that bear the marks of the Host&#039;s [[Blessing]].&lt;br /&gt;
&lt;br /&gt;
Deserving special mention are the Tanats, also known as the First Martyrs, who are revered by Hieronites almost as much as the Host itself. A long time ago, they sacrificed their lives to hasten the coming of the Day of Truth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notable Aldorian saints:&lt;br /&gt;
* Almot the Unerring who was engaged in missionary activity in Fjall and died there;&lt;br /&gt;
* St Wald, one of the first Aldorian saints, left his mark in history as a great preacher and his quest to bring the Truth to Sentian heathens;&lt;br /&gt;
* Saint Theona, known for the story of her healing the dying and the wounded with a single sprig of [[Spider Vine]];&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pertain artifacts:&lt;br /&gt;
* [[Casket with St Wald Relics]]&lt;br /&gt;
* [[Blessed Aquamanile]]&lt;br /&gt;
* [[Cleansing Chalice]]&lt;br /&gt;
* [[Codex of the Triple Hand Order]]&lt;br /&gt;
* [[Tanat&#039;s Skull]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pertain texts:&lt;br /&gt;
* [[Folio on Eidolons|The Keys of the Tetractys]]&lt;br /&gt;
* The Golden Truths&lt;br /&gt;
* The Aspects&lt;br /&gt;
* The Apocrypha&lt;br /&gt;
* [[Survival Treatise II|A Sermon for a Good Hieronite]]&lt;br /&gt;
* [[Staves Treatise III|Advice for Pilgrim]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Ritual Candles]], [[Ornate Mirror|Ornate Mirrors]], [[Liturgical Chalice|Liturgical Chalices]], [[Golden Plate|Golden Plates]], [[Aspergillum|Aspergillums]], [[Censer|Censers]] and [[Altar Bell|Altar Bells]] play an important role in the rituals of the Hieronites.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Nistrian Hieronism===&lt;br /&gt;
All that is known about Nistrian Hieronism is that it draws heavily on Axonian traditions to strengthen the power of the Great Despot and the country&#039;s dominant Ksifits. The same teaching seems to be professed in the Hieroprincipality of Aeos, but it is unknown whether this mythical country actually exists.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Orient Hieronism===&lt;br /&gt;
Orient Hieronicism is practiced in the Theocracy of Barcia and the High Kingdom of Yohara. The very foundation of Barcia is faith in the &#039;&#039;&#039;Host Indivisible&#039;&#039;&#039;, and even though the dogmas of their Hieron have some notable differences from the Aldorian tradition, the people of Barcia have the most common ground when compared to the rest of the Easterners. The nobility and the clergy of Barcia are one and the same - many cities and most of the land belong to sarcavags, the Kingdom&#039;s priests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Eraffa===&lt;br /&gt;
Little is known about Eraffa. The elves call the Host &#039;&#039;&#039;Dair, the Circle of Existence&#039;&#039;&#039;, but they also have a name for each Hand. They prefer meditation to prayer, and use [[Ruby Beads]] and [[Incense]] in their rites.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dwarven Paganism===&lt;br /&gt;
The dwarves also believed in the Host in the past, or at least they think so. Now they have rejected this teaching and gone into Dwarven Paganism. They try to attract the attention of the spirits of their ancestors by proving themselves in battle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nothing is known about the rest of the teachings at this time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Navigation||plain}}&lt;br /&gt;
[[Category:Stoneshard]]&lt;/div&gt;</summary>
		<author><name>Rhapsody</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Caravan_%26_Followers&amp;diff=76884</id>
		<title>Caravan &amp; Followers</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Caravan_%26_Followers&amp;diff=76884"/>
		<updated>2026-07-28T11:20:15Z</updated>

		<summary type="html">&lt;p&gt;Rhapsody: /* Perks */ Leif&amp;#039;s training buffs have nothing to do with stats, they are their own effects - changed link mask to reflect that&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Caravan is a feature that has been added in the big update Rags to Riches. See [[Development roadmap]] and have a look at the planned updates.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;br /&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
== The Caravan ==&lt;br /&gt;
In &#039;&#039;&#039;Rags to Riches update&#039;&#039;&#039;, the Caravan cart can be obtained in [[Osbrook]] or in [[Oaken Barrel Brewery]] depending on how you completed the [[Fate of the Brewery]] quest. After you obtained the caravan, [[Verren]] will acts as a driver and urge you to go to Brynn for the next quest: [[Gwynnel&#039;s Answers]]. After you finished the quest, Verren will set your caravan&#039;s camp on the north-east steppe of Brynn. Talk to Verren and he will ask you to set the Caravan Banner that can be accessed on the book beside your bed in the caravan. With this task, Verren taught the players about how and what upgrade that you can make in the caravan system.&lt;br /&gt;
&lt;br /&gt;
Afterwards you are free to roam, but Verren will advise you to go to [[Mannshire]] to exchange [[Old Contract]] that he got from random mercenary&#039;s corpse in the abbey to the [[Knud]] the Mannshire&#039;s elder.  You can go to the Mannshire and now the caravan system is fully playable by the players and can be used to transport to a node of the map that is not [[Point of Interest]], field with roads, and field near body of water, or nodes that haven&#039;t explored by the player or by using the [[Maps|Map]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Caravan Features ==&lt;br /&gt;
There were several features that is implemented for Caravan System in Rags to Riches update, such as:&lt;br /&gt;
&lt;br /&gt;
=== Transportation ===&lt;br /&gt;
* One of the Caravan&#039;s main features is fast travel across the [[Global Map]]. You can move a Caravan to any tile not occupied by a [[Dungeons|Dungeon]], another [[Points of Interest|POI]], a road, or a body of water.&lt;br /&gt;
* Moving the Caravan costs [[Fodder]] that will be scaled by how far the journey is, the types of [[Biomes &amp;amp; Weather|Biomes]] passed through and the caravan upgrades.&lt;br /&gt;
* After moving the Caravan, there is a cooldown period during which you cannot use Caravan travel.&lt;br /&gt;
* The Caravan can only go to a location that has already been visited or explored by using [[Maps]].&lt;br /&gt;
* Caravan has max range that can be upgraded with Caravan upgrade or Followers&#039; perks.&lt;br /&gt;
&lt;br /&gt;
=== Storage ===&lt;br /&gt;
* You able to store items in the Caravan, just like you can store them in chest in taverns/inns.&lt;br /&gt;
* Caravan chest is shaped in 20*10 slots, which means you can store items in 200 Inventory slots for Caravan chest.&lt;br /&gt;
* You can have up to 4 Caravan chests if it fully upgraded, so the Caravan can store 800 Inventory slots of items.&lt;br /&gt;
* Caravan inventory only accessible when interacting with the stash directly, it won&#039;t help you manage your inventory in the middle of a dungeon.&lt;br /&gt;
* You can trade your items in the Caravan&#039;s chest with merchants if you set camp 2 tiles from the settlement. Vice versa you also can buy items or [[Commodities]] from merchants and let it transferred into the caravan. If you set caravan camp near the settlement, you can see there is [[:File:Caravan Storage icon.png|storage icon]] in the left border of inventory tab if you trade with someone. You can upgrade the Caravan trade range by 3 tiles with Darrel&#039;s &amp;quot;Safe Routes&amp;quot; perk.&lt;br /&gt;
* You can put ingredients from the chest directly into the [[Cooking]] Tab of the caravan&#039;s firepit.&lt;br /&gt;
&lt;br /&gt;
=== Resting Place ===&lt;br /&gt;
&lt;br /&gt;
* You can rest and [[Save system|save]] your progress in your camp.&lt;br /&gt;
* You can get many buffs and healing effect with upgraded caravan.&lt;br /&gt;
&lt;br /&gt;
=== Other features ===&lt;br /&gt;
* Caravan is meant to serve as a &amp;quot;mobile home&amp;quot;, offering a saving point in the wilderness, and probably other services to help you explore area far from settlements.&lt;br /&gt;
* You able to hire certain followers and take them with the Caravan. These followers will stay with the Caravan, you won&#039;t be able to bring them with you into a Dungeon.&lt;br /&gt;
* Some Caravan features only available if you upgraded specific schemata in the Caravan&#039;s upgrade book.&lt;br /&gt;
* Other Caravan features that can be implemented after you upgraded the Caravan are: [[Cooking]], [[Crafting]], [[Faith System|Praying]], Food and Herb generating system, and [[Alchemy]].&lt;br /&gt;
* The water barrel installed in the caravan function similarly to the village [[Well|Wells]], allowing you to drink [[Beverages|water]] or refill your [[Waterskin]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Caravan Upgrades ==&lt;br /&gt;
In &#039;&#039;&#039;Rags to Riches&#039;&#039;&#039; there are 25 Caravan Upgrades that are shown in the Caravan Book and 24 upgrades that already implemented. Some Caravan upgrades need some [[Materials]], [[Ingredients]], and [[Valuables]] that can be obtained in the [[Dungeons|Dungeon]] or other area, while some items are specifically need to be bought on certain merchants and from Verren himself. The upgrade tabs for caravan are divided into 4 categories that are: &#039;&#039;&#039;Provision&#039;&#039;&#039;, &#039;&#039;&#039;Restoration&#039;&#039;&#039;, &#039;&#039;&#039;Traveling&#039;&#039;&#039;, and &#039;&#039;&#039;Communication&#039;&#039;&#039;.&lt;br /&gt;
[[File:Caravan provision upgrade.png|right|frameless]]&lt;br /&gt;
&lt;br /&gt;
=== Provision ===&lt;br /&gt;
&#039;&#039;&#039;Firepit&#039;&#039;&#039;&lt;br /&gt;
* Adds firepit to the center of the camp.&lt;br /&gt;
* Allow to roast basic ingredients.&lt;br /&gt;
* &#039;&#039;&#039;Upgrade materials:&#039;&#039;&#039; Automatically upgraded when Caravan unlocked.&lt;br /&gt;
&#039;&#039;&#039;Workbench&#039;&#039;&#039;&lt;br /&gt;
* Adds [[workbench]] to the east of the Caravan.&lt;br /&gt;
* Allow to [[Crafting|craft]] advanced consumables.&lt;br /&gt;
* &#039;&#039;&#039;Upgrade materials&#039;&#039;&#039;: [[Toolbox]], 2x [[Nails|Nails.]]&lt;br /&gt;
&#039;&#039;&#039;Cooking Spot&#039;&#039;&#039;&lt;br /&gt;
* Adds Cauldron to the firepit.&lt;br /&gt;
* Allow to [[Cooking|cook]] proper dishes.&lt;br /&gt;
* Cooking in the camp replenishes [[Morale]] depending on the complexity of the recipe.&lt;br /&gt;
* U&#039;&#039;&#039;pgrade materials:&#039;&#039;&#039; [[Huge Cauldron]], [[Ladle]], 2x [[Coal Chunk|Coal Chunk.]]&lt;br /&gt;
&#039;&#039;&#039;Alchemy Station&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Upgrade materials&#039;&#039;&#039;: [[Alchemy Apparatus]].&lt;br /&gt;
* &#039;&#039;Hasn&#039;t been implemented yet in Rags to Riches.&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Foraging Table&#039;&#039;&#039;&lt;br /&gt;
* Adds foraging table to the west of the camp.&lt;br /&gt;
* Allow Verren and other followers you recruited to forage [[herbs]], [[mushrooms]], and [[berries]] on the surrounding biome. Also produces [[fodders]].&lt;br /&gt;
* Foraging table can contain maximum 4 foraged loots.&lt;br /&gt;
* &#039;&#039;&#039;Upgrade materials&#039;&#039;&#039;: [[Foraging Supplies]], [[Shovel]], [[Sickle|Sickle.]]&lt;br /&gt;
&#039;&#039;&#039;Chicken Coop&#039;&#039;&#039;&lt;br /&gt;
* Adds chicken coop and 2 [[Chicken|chickens]] to the west of the camp.&lt;br /&gt;
* Allow your character to harvest [[Egg|eggs]] in the chicken coop regularly.&lt;br /&gt;
* You can kill and pluck chicken in the chicken coop for drumstick, chicken will not generate eggs if there no chicken left, chicken reappeared proximity in a week.&lt;br /&gt;
* U&#039;&#039;&#039;pgrade materials&#039;&#039;&#039;: [[Sack of Grains|Sacks of Grain]], [[Bucket]], [[Caged Chicken|Cages with Chickens.]]&lt;br /&gt;
&#039;&#039;&#039;Special Spices&#039;&#039;&#039;&lt;br /&gt;
* Adds spices above the cauldron.&lt;br /&gt;
* Allow to passively reduced {{Positive|-100%}} spoiling speed of ingredients and foods in Caravan Storage.&lt;br /&gt;
* Cooking in the camp now replenishes [[Sanity]] depending on the complexity of the recipe.&lt;br /&gt;
* &#039;&#039;&#039;Upgrade materials&#039;&#039;&#039;: [[Spice box]], 2x [[Ginger Root]], 2x [[Spearmint]], 2x [[Leek]], 2 [[Garlic]], 2 [[Onion]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan restoration upgrade.png|right|frameless|Caravan restoration upgrade]]&lt;br /&gt;
&lt;br /&gt;
=== Restoration ===&lt;br /&gt;
&#039;&#039;&#039;Straw Bed&#039;&#039;&#039;&lt;br /&gt;
* Adds sleeping spot to the Camp.&lt;br /&gt;
* Allow your character to [[sleep]] and [[Save system|save]], capable of granting [[Vigor]].&lt;br /&gt;
* &#039;&#039;&#039;Upgrade materials&#039;&#039;&#039;: Automatically upgraded when Caravan unlocked.&lt;br /&gt;
&#039;&#039;&#039;Praying Spot&#039;&#039;&#039;&lt;br /&gt;
* Adds praying spot next to the Camp.&lt;br /&gt;
* Allow your character to pray and granted [[Blessing]] buff for 1400 turns.&lt;br /&gt;
* &#039;&#039;&#039;Upgrade materials:&#039;&#039;&#039; [[Hieronite Altar]], [[Wax Candle|Wax Candle]], [[Altar Bell]].&lt;br /&gt;
&#039;&#039;&#039;Offering Spot&#039;&#039;&#039;&lt;br /&gt;
* Adds offering spot next to the Camp exclusive if you play as Fjall ([[Jorgrim]], [[Hilda]]) replacing Praying Spot.&lt;br /&gt;
* Allow Jorgrim/Hilda to pray and granted [[Ancestors&#039; Gaze]] buff.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Upgrading materials&#039;&#039;&#039;: [[Lesser Runic Stone]], [[Candle-end]], [[Skull]].&lt;br /&gt;
&#039;&#039;&#039;Meditation Spot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Adds meditation spot next to the Camp exclusive if you play as Jacinth ([[Mahir]]) replacing Praying Spot.&lt;br /&gt;
* Allow Mahir to pray and granted [[Peace of Mind]] buff for 2880 turns.&lt;br /&gt;
* &#039;&#039;&#039;Upgrading materials:&#039;&#039;&#039; [[Meditation Table]], [[Incense]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modest Tent&#039;&#039;&#039;&lt;br /&gt;
* Upgrade your sleeping spot into Modest Tent.&lt;br /&gt;
* Allow [[Sleep|sleeping]] in the Camp {{Positive|25%}} more [[Vigor]] and {{Positive|twice}} as effective at reducing [[Fatigue &amp;amp; Resting|Fatigue]].&lt;br /&gt;
* &#039;&#039;&#039;Upgrade materials&#039;&#039;&#039;: [[Canvas Tent Roll]], [[Rope]], [[Spool of Thread]], 2x [[Straw]].&lt;br /&gt;
[[File:Caravan restoration upgrade 2.png|alt=Caravan restoration upgrade with Altar|right|frameless|Caravan restoration upgrade with Altar]]&lt;br /&gt;
&#039;&#039;&#039;Training Area&#039;&#039;&#039;&lt;br /&gt;
* Adds two training dummies to the south east Camp.&lt;br /&gt;
* Allow your character to test weapons, abilities, and combat.&lt;br /&gt;
* You can change training dummies armor by click RMB to the training dummies, they can change into unarmored, light armored, and heavy armored.&lt;br /&gt;
*Grants {{Positive|+3%}} Experience Gain.&lt;br /&gt;
* &#039;&#039;&#039;Upgrade materials&#039;&#039;&#039;: [[Straw Dummy]], 2x [[Straw]].&lt;br /&gt;
&#039;&#039;&#039;Soothing Incenses&#039;&#039;&#039;&lt;br /&gt;
* Upgrade your tent with soothing incense.&lt;br /&gt;
* Allow sleeping in the Camp {{Positive|three times}} effectiveness at restoring [[Morale]] and [[Sanity]] and also removes all negative [[Psyche|Psyche Effects]].&lt;br /&gt;
*Grants {{Positive|+5%}} Fatigue Resistance if Morale above 50% and {{Positive|+5%}} Experience Gain if Sanity above 50%.&lt;br /&gt;
* &#039;&#039;&#039;Upgrade materials&#039;&#039;&#039;: [[Incense Burner]], [[Censer]], 2x [[Incense]].&lt;br /&gt;
&#039;&#039;&#039;Roomy Tent&#039;&#039;&#039;&lt;br /&gt;
* Upgrade your tent into Roomy Tent.&lt;br /&gt;
* Allow maximum duration of [[Vigor]] from sleeping in the Camp to 1800 turns.&lt;br /&gt;
* [[Sleep|Sleeping]] in the camp now {{Positive|three times}} as effective at reducing [[Fatigue &amp;amp; Resting|Fatigue]].&lt;br /&gt;
* &#039;&#039;&#039;Upgrade materials&#039;&#039;&#039;: [[Hardy Tent Cloth]], [[Rope]], [[Spool of Thread]], 3x [[Straw]].&lt;br /&gt;
&#039;&#039;&#039;Herbal Remedies&#039;&#039;&#039;&lt;br /&gt;
* Upgrade your tent with herbal remedies.&lt;br /&gt;
* Allow sleeping in the Camp to {{Positive|50%}} more effective at restoring Health and Bodyparts&#039; Condition also grant {{Positive|1%}} Immunity for each hour of sleep.&lt;br /&gt;
* If you installed Foraging Table, increase the bonuses to {{Positive|100%}} and {{Positive|1.5%}} respectively&lt;br /&gt;
* &#039;&#039;&#039;Upgrade materials&#039;&#039;&#039;: [[Apothecary Box]], 2x [[Mindwort]], 2x [[Thyme]], 2x [[Burnet]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan traveling upgrade.png|right|frameless]]&lt;br /&gt;
&lt;br /&gt;
=== Traveling ===&lt;br /&gt;
&#039;&#039;&#039;Hitching Post&#039;&#039;&#039;&lt;br /&gt;
* Adds tethering post to the Camp.&lt;br /&gt;
* &#039;&#039;&#039;Upgrade materials:&#039;&#039;&#039; Automatically upgraded when Caravan unlocked.&lt;br /&gt;
&#039;&#039;&#039;Old Cart&#039;&#039;&#039;&lt;br /&gt;
* Adds the main Cart to the Camp.&lt;br /&gt;
* &#039;&#039;&#039;Upgrade materials:&#039;&#039;&#039; Automatically upgraded when Caravan unlocked.&lt;br /&gt;
&#039;&#039;&#039;Worn Chests&#039;&#039;&#039;&lt;br /&gt;
* Adds [[Chests|Storage]] to the Camp.&lt;br /&gt;
* Allow you to store {{Positive|200}} Inventory slots.&lt;br /&gt;
* &#039;&#039;&#039;Upgrade materials:&#039;&#039;&#039; Automatically upgraded when Caravan unlocked.&lt;br /&gt;
&#039;&#039;&#039;Sturdy Wheels&#039;&#039;&#039;&lt;br /&gt;
* Adds Sturdy Wheels to your Caravan.&lt;br /&gt;
* Allow your Caravan to have {{Positive|+25%}} Range and {{Positive|+20%}} Speed.&lt;br /&gt;
* Upgrade materials: [[Set of Sturdy Wheels]], [[Bottle of Oil]], [[Carpenter Hammer]].&lt;br /&gt;
&#039;&#039;&#039;Sturdy Chests&#039;&#039;&#039;&lt;br /&gt;
* Adds 1 more chests to the Caravan Storage.&lt;br /&gt;
* Allow you to expand Caravan Storage to {{Positive|400}} Inventory slots.&lt;br /&gt;
* Upgrade materials: [[Sturdy Chests]], [[Rope]], 3x [[Nails]].&lt;br /&gt;
&#039;&#039;&#039;Fitting Accouterments&#039;&#039;&#039;&lt;br /&gt;
* Adds reins to your [[Horse|horses]].&lt;br /&gt;
* Allow your Caravan to gain {{Positive|+20%}} Speed and {{Positive|-10%}} [[Fodder]] consumption.&lt;br /&gt;
* &#039;&#039;&#039;Upgrade materials:&#039;&#039;&#039; [[Quality Reins]], 2x [[Nails]], 8x [[Horseshoe]].&lt;br /&gt;
&#039;&#039;&#039;Ironbound Wheels&#039;&#039;&#039;&lt;br /&gt;
* Adds Ironbound Wheels to your Caravan.&lt;br /&gt;
* Allow your Caravan to gain {{Positive|-33%}} Caravan Rest Duration and {{Positive|-10%}} [[Fodder]] consumption.&lt;br /&gt;
* &#039;&#039;&#039;Upgrade materials:&#039;&#039;&#039; Set of [[Ironbound Wheels]], 2x [[Bottle of Oil]], 4x [[Nails]].&lt;br /&gt;
&#039;&#039;&#039;Spacious Chests&#039;&#039;&#039;&lt;br /&gt;
* Adds 1 more chests to the Caravan Storage.&lt;br /&gt;
* Allow you to expand Caravan Storage to {{Positive|600}} Inventory slots.&lt;br /&gt;
* &#039;&#039;&#039;Upgrade materials:&#039;&#039;&#039; [[Spacious Chests]], 2x [[Rope]], 4x [[Nails]].&lt;br /&gt;
&#039;&#039;&#039;Custom-Made Gear&#039;&#039;&#039;&lt;br /&gt;
* Adds Reinforced Harness to your [[Horse|horses]].&lt;br /&gt;
* Allow your Caravan to gain {{Positive|-33%}} Caravan Rest Duration and {{Positive|+25%}} Caravan Range&lt;br /&gt;
* &#039;&#039;&#039;Upgrade materials:&#039;&#039;&#039; [[Reinforced Harness]], [[Bolt of Cloth]], [[Rope]].&lt;br /&gt;
&#039;&#039;&#039;Ironbound Chests&#039;&#039;&#039;&lt;br /&gt;
* Adds 1 more chests to the Caravan Storage.&lt;br /&gt;
* Allow you to expand Caravan Storage to {{Positive|800}} Inventory slots.&lt;br /&gt;
* &#039;&#039;&#039;Upgrade materials:&#039;&#039;&#039; [[Ironbound Chests]], 3x [[Rope]], 5x [[Nails]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan communication upgrade.png|right|frameless]]&lt;br /&gt;
&lt;br /&gt;
=== Communication ===&lt;br /&gt;
&#039;&#039;&#039;Caravan Banner&#039;&#039;&#039;&lt;br /&gt;
* Adds flagpole to the Camp.&lt;br /&gt;
* Allow you to raise a [[Caravan Banners|Banner]] and gain buff from it.&lt;br /&gt;
* &#039;&#039;&#039;Upgrade materials:&#039;&#039;&#039; [[Foldable Flagpole]].&lt;br /&gt;
&#039;&#039;&#039;Messenger Pigeons&#039;&#039;&#039;&lt;br /&gt;
* Adds messenger pigeon cage to the Camp.&lt;br /&gt;
* For a couple days it will generate messenger pigeon that can be brought to the inventory.&lt;br /&gt;
* You can use messenger pigeon outside the Camp to move the Caravan without needing to talk to Verren.&lt;br /&gt;
* &#039;&#039;&#039;Upgrade materials:&#039;&#039;&#039; [[Cage with Pigeons]], [[Sacks of Grain]], [[Bucket]].&lt;br /&gt;
&#039;&#039;&#039;Web of Contracts&#039;&#039;&#039;&lt;br /&gt;
* Adds Pile of Letters near the Caravan Banner.&lt;br /&gt;
* Allow you to gain [[Reputation]] if you killing enemies in area of influence of the settlement.&lt;br /&gt;
* Extends the standard time limit for contracts by {{Positive|+1}} day and grants {{Positive|+50%}} Advances Size.&lt;br /&gt;
* &#039;&#039;&#039;Upgrade materials:&#039;&#039;&#039; [[Pile of Letters]] (Can only be purchasable from [[Verren]] for 2000 [[crowns]]).&lt;br /&gt;
&#039;&#039;&#039;Old Favors&#039;&#039;&#039;&lt;br /&gt;
* Adds Pile of Letters near the Caravan Banner.&lt;br /&gt;
* Allow you gain {{Positive|+50%}} [[Reputation]] if you completed contracts in settlement with negative [[Situations]].&lt;br /&gt;
* Grant {{Positive|+10%}} [[Reputation]] Gain and {{Positive|+10%}} Contract Rewards for each settlement you&#039;ve achieved [[Respect]] with.&lt;br /&gt;
* The &amp;quot;[[Common Cause]]&amp;quot; [[Reputation]] Perk  works up to [[Amity]] rather than [[Benevolence]].&lt;br /&gt;
* &#039;&#039;&#039;Upgrade materials:&#039;&#039;&#039; [[Signed Permit]] (Can only be purchasable from [[Verren]] for 1500 [[crowns]])..&lt;br /&gt;
&#039;&#039;&#039;Local Informants&#039;&#039;&#039;&lt;br /&gt;
* Adds Hanged Letters near the Caravan Banner.&lt;br /&gt;
* Setting Camp reveals  the terrain and certain location within 4 tiles.&lt;br /&gt;
* Display [[Contracts]], [[Situations]] and [[Conditions]] affecting settlements and dungeons when inspecting them on the map.&lt;br /&gt;
* &#039;&#039;&#039;Upgrade materials:&#039;&#039;&#039; [[Directives]] (Can only be purchasable from [[Verren]] for 1500 [[crowns]]).&lt;br /&gt;
&#039;&#039;&#039;Trade Preferences&#039;&#039;&#039;&lt;br /&gt;
* Adds Pile of Letters near the Caravan Banner.&lt;br /&gt;
* Allow you to gain {{Positive|+10%}} profits from selling [[Commodities]] and {{Positive|+10%}} Stocks Size for traders..&lt;br /&gt;
* Selling [[Commodities]] in settlements grants [[Reputation]] for 5% of the crown earned from the deal (15% in settlement with negative [[Situations]]).&lt;br /&gt;
* &#039;&#039;&#039;Upgrade materials:&#039;&#039;&#039; [[Letter of Trading Authority]] (Can only be purchasable from [[Verren]] for 2000 [[crowns]]).&lt;br /&gt;
&lt;br /&gt;
== Followers ==&lt;br /&gt;
Followers are recruitable NPCs that will join you to your caravan camp and your journey. Followers have trade goods that you can buy and specialty perks that can help you, your caravan, and your preparation before going to the dungeons. There will be 6 followers that are designed to be available to recruit, but you only recruit maximum of 3 followers for a journey, and so you can change your followers team at one point in the future to fit the journey or the mission you will face.&lt;br /&gt;
&lt;br /&gt;
To recruit a follower, you need to speak to [[Verren]] and you will asked if you want a follower to strengthen the team. If you want to proceed to recruit a follower, Verren will ask you for 1000 [[Crowns]] so he can buys a caravan for the follower you want to recruit.&lt;br /&gt;
&lt;br /&gt;
In Rags to Riches update, there are currently 3 followers that introduced and recruitable for your caravan.&lt;br /&gt;
[[File:Darrel.png|right|frameless]]&lt;br /&gt;
&lt;br /&gt;
=== Darrel ===&lt;br /&gt;
A smith and retired adventurer, an ex-follower of [[Verren|Verren&#039;s]] caravan team before the [[Abbey of the Holy Revelation|Abbey]] incident which led to the death of most of their friends. Darrel tried to find peace at [[Brynn]], working and drinking the day away. To find Darrel you need to ask about his info from Brynn&#039;s bailiffs, then ask the workers to get which specific inn/tavern Darrel is staying at. Persuade him, and he will agree to join you in the Caravan Camp.&lt;br /&gt;
[[File:Darrel&#039;s Caravan.png|alt=Darrel&#039;s Caravan|thumb|Darrel&#039;s Caravan]]&lt;br /&gt;
&lt;br /&gt;
==== Perks ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Forced March&#039;&#039;&#039; &lt;br /&gt;
** Pack-up Time {{Positive|-75%}}&lt;br /&gt;
** Every &#039;&#039;&#039;3&#039;&#039;&#039; days, Darrel can be paid to instantly prepare the Caravan for the road, skipping its usual Rest time.&lt;br /&gt;
* &#039;&#039;&#039;Familiar Roads&#039;&#039;&#039;&lt;br /&gt;
** Caravan speed {{Positive|+10%}}&lt;br /&gt;
* &#039;&#039;&#039;Safe Routes&#039;&#039;&#039;&lt;br /&gt;
** Caravan Trade Range {{Positive|+2}}&lt;br /&gt;
** Ambush Chance {{Positive|-25%}}&lt;br /&gt;
* In&#039;&#039;&#039;genuity&#039;&#039;&#039;&lt;br /&gt;
** For a price, Darrel can {{positive|increase}} the maximum  Durability of a chosen piece of equipment by &#039;&#039;&#039;25%&#039;&#039;&#039; (each item can only be worked on once), reducing its repair price.&lt;br /&gt;
&lt;br /&gt;
==== Trade ====&lt;br /&gt;
&lt;br /&gt;
* Armor [[Fragments]] and [[Materials]]&lt;br /&gt;
* [[Tools &amp;amp; Traps|Tools]]&lt;br /&gt;
* [[Ammunition|Arrows]]&lt;br /&gt;
* Repair with 100% price&lt;br /&gt;
&lt;br /&gt;
[[File:Alda.png|alt=Alda|right|frameless|Alda]]&lt;br /&gt;
&lt;br /&gt;
=== Alda ===&lt;br /&gt;
If you ask [[Verren]] he will gives you info about a huntsman that he knew back in the day that lived far in the woods. If you want to recruit them, Verren will give the location of [[Ranger&#039;s Hut]]. But when you find the Hut, it&#039;s mostly riddled with traps and when you step on one of it, you will alerted the person inside the hut, a woman with a bow aimed to your head. Talk to her about your intention and she will tell you the huntsman was her father and he is long gone. If you persuade her, she will accept to join your Caravan.&lt;br /&gt;
[[File:Alda&#039;s caravan.png|alt=Alda&#039;s caravan|thumb|Alda&#039;s caravan]]&lt;br /&gt;
&lt;br /&gt;
==== Perks ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Reconnaissance&#039;&#039;&#039;&lt;br /&gt;
** Every &#039;&#039;&#039;5&#039;&#039;&#039; days, Alda can be sent to scout the surrounding area, which takes a few hours. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Upon return, Alda provide {{positive|leads}} to all [[Points of Interest]] withing 6 map tiles and often shares some of her {{C|Orange|hunting trophies}}.&lt;br /&gt;
* &#039;&#039;&#039;Terrain Knowledge&#039;&#039;&#039;&lt;br /&gt;
** Caravan Range {{Positive|+20%}}&lt;br /&gt;
* &#039;&#039;&#039;Hunting Secrets&#039;&#039;&#039;&lt;br /&gt;
** Grants &amp;quot;[[Butchering]]&amp;quot; {{positive|20%}} chance to harvest pelts, regardless of the damage type used to kill the animal. Killing animals grants {{positive|+50%}} [[Experience]].&lt;br /&gt;
* &#039;&#039;&#039;Ranger Brew&#039;&#039;&#039;&lt;br /&gt;
** Every &#039;&#039;&#039;7&#039;&#039;&#039; days, Alda can provide a flask of a special brew. Consuming it grants the following effect for &#039;&#039;&#039;1&#039;&#039;&#039; day:&lt;br /&gt;
*** {{Positive|-0.01}} [[Fatigue &amp;amp; Resting|Fatigue]] Change&lt;br /&gt;
*** {{Positive|+25%}} [[Hunger, Thirst &amp;amp; Intoxication|Hunger]] Resistance&lt;br /&gt;
*** {{Positive|+25%}} [[Pain]] Resistance&lt;br /&gt;
*** {{Positive|-10%}} Abilities [[Cooldowns Duration|Cooldown]]&lt;br /&gt;
*** {{Positive|+10%}} [[Experience Gain]]&lt;br /&gt;
*** {{Positive|+5%}} [[Vision]]&lt;br /&gt;
&lt;br /&gt;
==== Trade ====&lt;br /&gt;
&lt;br /&gt;
* Meats&lt;br /&gt;
* Herbs and natural medicines&lt;br /&gt;
* Salt and other spices&lt;br /&gt;
* Bedroll&lt;br /&gt;
* Hunting trophies&lt;br /&gt;
* Hunting tools&lt;br /&gt;
* [[Camping Backpack]]&lt;br /&gt;
&lt;br /&gt;
[[File:Leif.png|alt=Leif|right|frameless|Leif]]&lt;br /&gt;
&lt;br /&gt;
=== Leif ===&lt;br /&gt;
An old [[Dwarf]], a fellow mercenary [[Verren]] knew back in the day.  If you want to recruit him, [[Verren]] advises you that he is currently working as the quartermaster of a Sentian Company. If you go to the [[Sentian Company&#039;s Camp]] you will meet Leif and 2 bloodied Sentian members, [[Venn]] and [[Sverk]], in a standoff. If you ask what is going on, the members accuse Leif of being a bad omen to any band of mercenary or any adventurers, and blame him for their decimation by bandits. Their anger will also be pointed at you, and you&#039;ll need to either pay them off or fight them. After dealing with the Sentian members, Leif will applaud of your skill and easily join your Caravan as quartermaster.&lt;br /&gt;
[[File:Leif&#039;s Caravan.png|alt=Leif&#039;s Caravan|thumb|Leif&#039;s Caravan]]&lt;br /&gt;
&lt;br /&gt;
==== Perks ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Personal Training&#039;&#039;&#039;&lt;br /&gt;
** Every &#039;&#039;&#039;3&#039;&#039;&#039; days, Leif can be paid for a training session, which grants [[Experience]] and a special positive effect of choice for &#039;&#039;&#039;1&#039;&#039;&#039; day:&lt;br /&gt;
*** [[Strength Training]]&lt;br /&gt;
**** Weapon damage {{Positive|+5%}}&lt;br /&gt;
**** Armor penetration {{Positive|+5%}}&lt;br /&gt;
**** Bodypart damage {{Positive|+10%}}&lt;br /&gt;
**** Experience gain {{Positive|+5%}}&lt;br /&gt;
*** [[Agility Training]]&lt;br /&gt;
**** Counter chance {{Positive|+5%}}&lt;br /&gt;
**** Fumble chance {{Positive|-5%}}&lt;br /&gt;
**** Backfire chance {{Positive|-5%}}&lt;br /&gt;
**** Experience gain {{Positive|+5%}}&lt;br /&gt;
*** [[Precision Training]]&lt;br /&gt;
**** Accuracy {{Positive|+5%}}&lt;br /&gt;
**** Crit chance {{Positive|+5%}}&lt;br /&gt;
**** Miracle chance {{Positive|+5%}}&lt;br /&gt;
**** Experience gain {{Positive|+5%}}&lt;br /&gt;
*** [[Endurance Training]]&lt;br /&gt;
**** Energy restoration {{Positive|+10%}}&lt;br /&gt;
**** Cooldowns duration {{Positive|-10%}}&lt;br /&gt;
**** Experience gain {{Positive|+5%}}&lt;br /&gt;
**** Fatigue Resistance {{Positive|+10%}}&lt;br /&gt;
* &#039;&#039;&#039;Proper Logistics&#039;&#039;&#039;&lt;br /&gt;
** Fodder Consumption {{Positive|-10%}}&lt;br /&gt;
* &#039;&#039;&#039;Larger Stockpiles&#039;&#039;&#039;&lt;br /&gt;
** Followers&#039; Stock Size  {{Positive|+25%}}&lt;br /&gt;
* &#039;&#039;&#039;Supply Run&#039;&#039;&#039;&lt;br /&gt;
** Every &#039;&#039;&#039;5&#039;&#039;&#039; days, Leif can be sent out for a supply run, the duration of which depends on the distance to the closest [[Factions &amp;amp; Settlements|settlement]]. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Upon return, Leif brings back some [[fodder]], and also {{Positive|replenishes}} and {{Positive|doubles}} his own and other Followers&#039; stock for &#039;&#039;&#039;2&#039;&#039;&#039; days, granting {{Positive|-10%}} Markup and {{Positive|-10%}} Repair Prices to the entire caravan.&lt;br /&gt;
&lt;br /&gt;
==== Trade ====&lt;br /&gt;
&lt;br /&gt;
* Salted meats&lt;br /&gt;
* [[Beverages|Alcohols]]&lt;br /&gt;
* [[Medicine]]&lt;br /&gt;
* [[Ammunition]] supplies&lt;br /&gt;
* [[Tools &amp;amp; Traps|Tools]]&lt;br /&gt;
* [[Treasure Seeker Backpack]]&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Formerly the Caravan was called Caravan of Companions.&lt;br /&gt;
* It is assumed that the player leads the Caravan in Stoneshard instead of Verren.&lt;br /&gt;
* When you purchase something from the settlement into the caravan, a Delivery Courier will be waiting for you at the Caravan Camp, having delivered the purchase.&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Carrier3.png|thumb|&lt;br /&gt;
File:Carrier4.png|thumb|&lt;br /&gt;
File:Carrier1.png|thumb|&lt;br /&gt;
File:Carrier2.png|thumb|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:Navigation||plain}}&lt;br /&gt;
[[Category:Stoneshard]]&lt;/div&gt;</summary>
		<author><name>Rhapsody</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Caravan_%26_Followers&amp;diff=76883</id>
		<title>Caravan &amp; Followers</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Caravan_%26_Followers&amp;diff=76883"/>
		<updated>2026-07-28T11:18:51Z</updated>

		<summary type="html">&lt;p&gt;Rhapsody: /* Followers */ updated perks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Caravan is a feature that has been added in the big update Rags to Riches. See [[Development roadmap]] and have a look at the planned updates.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;br /&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
== The Caravan ==&lt;br /&gt;
In &#039;&#039;&#039;Rags to Riches update&#039;&#039;&#039;, the Caravan cart can be obtained in [[Osbrook]] or in [[Oaken Barrel Brewery]] depending on how you completed the [[Fate of the Brewery]] quest. After you obtained the caravan, [[Verren]] will acts as a driver and urge you to go to Brynn for the next quest: [[Gwynnel&#039;s Answers]]. After you finished the quest, Verren will set your caravan&#039;s camp on the north-east steppe of Brynn. Talk to Verren and he will ask you to set the Caravan Banner that can be accessed on the book beside your bed in the caravan. With this task, Verren taught the players about how and what upgrade that you can make in the caravan system.&lt;br /&gt;
&lt;br /&gt;
Afterwards you are free to roam, but Verren will advise you to go to [[Mannshire]] to exchange [[Old Contract]] that he got from random mercenary&#039;s corpse in the abbey to the [[Knud]] the Mannshire&#039;s elder.  You can go to the Mannshire and now the caravan system is fully playable by the players and can be used to transport to a node of the map that is not [[Point of Interest]], field with roads, and field near body of water, or nodes that haven&#039;t explored by the player or by using the [[Maps|Map]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Caravan Features ==&lt;br /&gt;
There were several features that is implemented for Caravan System in Rags to Riches update, such as:&lt;br /&gt;
&lt;br /&gt;
=== Transportation ===&lt;br /&gt;
* One of the Caravan&#039;s main features is fast travel across the [[Global Map]]. You can move a Caravan to any tile not occupied by a [[Dungeons|Dungeon]], another [[Points of Interest|POI]], a road, or a body of water.&lt;br /&gt;
* Moving the Caravan costs [[Fodder]] that will be scaled by how far the journey is, the types of [[Biomes &amp;amp; Weather|Biomes]] passed through and the caravan upgrades.&lt;br /&gt;
* After moving the Caravan, there is a cooldown period during which you cannot use Caravan travel.&lt;br /&gt;
* The Caravan can only go to a location that has already been visited or explored by using [[Maps]].&lt;br /&gt;
* Caravan has max range that can be upgraded with Caravan upgrade or Followers&#039; perks.&lt;br /&gt;
&lt;br /&gt;
=== Storage ===&lt;br /&gt;
* You able to store items in the Caravan, just like you can store them in chest in taverns/inns.&lt;br /&gt;
* Caravan chest is shaped in 20*10 slots, which means you can store items in 200 Inventory slots for Caravan chest.&lt;br /&gt;
* You can have up to 4 Caravan chests if it fully upgraded, so the Caravan can store 800 Inventory slots of items.&lt;br /&gt;
* Caravan inventory only accessible when interacting with the stash directly, it won&#039;t help you manage your inventory in the middle of a dungeon.&lt;br /&gt;
* You can trade your items in the Caravan&#039;s chest with merchants if you set camp 2 tiles from the settlement. Vice versa you also can buy items or [[Commodities]] from merchants and let it transferred into the caravan. If you set caravan camp near the settlement, you can see there is [[:File:Caravan Storage icon.png|storage icon]] in the left border of inventory tab if you trade with someone. You can upgrade the Caravan trade range by 3 tiles with Darrel&#039;s &amp;quot;Safe Routes&amp;quot; perk.&lt;br /&gt;
* You can put ingredients from the chest directly into the [[Cooking]] Tab of the caravan&#039;s firepit.&lt;br /&gt;
&lt;br /&gt;
=== Resting Place ===&lt;br /&gt;
&lt;br /&gt;
* You can rest and [[Save system|save]] your progress in your camp.&lt;br /&gt;
* You can get many buffs and healing effect with upgraded caravan.&lt;br /&gt;
&lt;br /&gt;
=== Other features ===&lt;br /&gt;
* Caravan is meant to serve as a &amp;quot;mobile home&amp;quot;, offering a saving point in the wilderness, and probably other services to help you explore area far from settlements.&lt;br /&gt;
* You able to hire certain followers and take them with the Caravan. These followers will stay with the Caravan, you won&#039;t be able to bring them with you into a Dungeon.&lt;br /&gt;
* Some Caravan features only available if you upgraded specific schemata in the Caravan&#039;s upgrade book.&lt;br /&gt;
* Other Caravan features that can be implemented after you upgraded the Caravan are: [[Cooking]], [[Crafting]], [[Faith System|Praying]], Food and Herb generating system, and [[Alchemy]].&lt;br /&gt;
* The water barrel installed in the caravan function similarly to the village [[Well|Wells]], allowing you to drink [[Beverages|water]] or refill your [[Waterskin]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Caravan Upgrades ==&lt;br /&gt;
In &#039;&#039;&#039;Rags to Riches&#039;&#039;&#039; there are 25 Caravan Upgrades that are shown in the Caravan Book and 24 upgrades that already implemented. Some Caravan upgrades need some [[Materials]], [[Ingredients]], and [[Valuables]] that can be obtained in the [[Dungeons|Dungeon]] or other area, while some items are specifically need to be bought on certain merchants and from Verren himself. The upgrade tabs for caravan are divided into 4 categories that are: &#039;&#039;&#039;Provision&#039;&#039;&#039;, &#039;&#039;&#039;Restoration&#039;&#039;&#039;, &#039;&#039;&#039;Traveling&#039;&#039;&#039;, and &#039;&#039;&#039;Communication&#039;&#039;&#039;.&lt;br /&gt;
[[File:Caravan provision upgrade.png|right|frameless]]&lt;br /&gt;
&lt;br /&gt;
=== Provision ===&lt;br /&gt;
&#039;&#039;&#039;Firepit&#039;&#039;&#039;&lt;br /&gt;
* Adds firepit to the center of the camp.&lt;br /&gt;
* Allow to roast basic ingredients.&lt;br /&gt;
* &#039;&#039;&#039;Upgrade materials:&#039;&#039;&#039; Automatically upgraded when Caravan unlocked.&lt;br /&gt;
&#039;&#039;&#039;Workbench&#039;&#039;&#039;&lt;br /&gt;
* Adds [[workbench]] to the east of the Caravan.&lt;br /&gt;
* Allow to [[Crafting|craft]] advanced consumables.&lt;br /&gt;
* &#039;&#039;&#039;Upgrade materials&#039;&#039;&#039;: [[Toolbox]], 2x [[Nails|Nails.]]&lt;br /&gt;
&#039;&#039;&#039;Cooking Spot&#039;&#039;&#039;&lt;br /&gt;
* Adds Cauldron to the firepit.&lt;br /&gt;
* Allow to [[Cooking|cook]] proper dishes.&lt;br /&gt;
* Cooking in the camp replenishes [[Morale]] depending on the complexity of the recipe.&lt;br /&gt;
* U&#039;&#039;&#039;pgrade materials:&#039;&#039;&#039; [[Huge Cauldron]], [[Ladle]], 2x [[Coal Chunk|Coal Chunk.]]&lt;br /&gt;
&#039;&#039;&#039;Alchemy Station&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Upgrade materials&#039;&#039;&#039;: [[Alchemy Apparatus]].&lt;br /&gt;
* &#039;&#039;Hasn&#039;t been implemented yet in Rags to Riches.&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Foraging Table&#039;&#039;&#039;&lt;br /&gt;
* Adds foraging table to the west of the camp.&lt;br /&gt;
* Allow Verren and other followers you recruited to forage [[herbs]], [[mushrooms]], and [[berries]] on the surrounding biome. Also produces [[fodders]].&lt;br /&gt;
* Foraging table can contain maximum 4 foraged loots.&lt;br /&gt;
* &#039;&#039;&#039;Upgrade materials&#039;&#039;&#039;: [[Foraging Supplies]], [[Shovel]], [[Sickle|Sickle.]]&lt;br /&gt;
&#039;&#039;&#039;Chicken Coop&#039;&#039;&#039;&lt;br /&gt;
* Adds chicken coop and 2 [[Chicken|chickens]] to the west of the camp.&lt;br /&gt;
* Allow your character to harvest [[Egg|eggs]] in the chicken coop regularly.&lt;br /&gt;
* You can kill and pluck chicken in the chicken coop for drumstick, chicken will not generate eggs if there no chicken left, chicken reappeared proximity in a week.&lt;br /&gt;
* U&#039;&#039;&#039;pgrade materials&#039;&#039;&#039;: [[Sack of Grains|Sacks of Grain]], [[Bucket]], [[Caged Chicken|Cages with Chickens.]]&lt;br /&gt;
&#039;&#039;&#039;Special Spices&#039;&#039;&#039;&lt;br /&gt;
* Adds spices above the cauldron.&lt;br /&gt;
* Allow to passively reduced {{Positive|-100%}} spoiling speed of ingredients and foods in Caravan Storage.&lt;br /&gt;
* Cooking in the camp now replenishes [[Sanity]] depending on the complexity of the recipe.&lt;br /&gt;
* &#039;&#039;&#039;Upgrade materials&#039;&#039;&#039;: [[Spice box]], 2x [[Ginger Root]], 2x [[Spearmint]], 2x [[Leek]], 2 [[Garlic]], 2 [[Onion]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan restoration upgrade.png|right|frameless|Caravan restoration upgrade]]&lt;br /&gt;
&lt;br /&gt;
=== Restoration ===&lt;br /&gt;
&#039;&#039;&#039;Straw Bed&#039;&#039;&#039;&lt;br /&gt;
* Adds sleeping spot to the Camp.&lt;br /&gt;
* Allow your character to [[sleep]] and [[Save system|save]], capable of granting [[Vigor]].&lt;br /&gt;
* &#039;&#039;&#039;Upgrade materials&#039;&#039;&#039;: Automatically upgraded when Caravan unlocked.&lt;br /&gt;
&#039;&#039;&#039;Praying Spot&#039;&#039;&#039;&lt;br /&gt;
* Adds praying spot next to the Camp.&lt;br /&gt;
* Allow your character to pray and granted [[Blessing]] buff for 1400 turns.&lt;br /&gt;
* &#039;&#039;&#039;Upgrade materials:&#039;&#039;&#039; [[Hieronite Altar]], [[Wax Candle|Wax Candle]], [[Altar Bell]].&lt;br /&gt;
&#039;&#039;&#039;Offering Spot&#039;&#039;&#039;&lt;br /&gt;
* Adds offering spot next to the Camp exclusive if you play as Fjall ([[Jorgrim]], [[Hilda]]) replacing Praying Spot.&lt;br /&gt;
* Allow Jorgrim/Hilda to pray and granted [[Ancestors&#039; Gaze]] buff.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Upgrading materials&#039;&#039;&#039;: [[Lesser Runic Stone]], [[Candle-end]], [[Skull]].&lt;br /&gt;
&#039;&#039;&#039;Meditation Spot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Adds meditation spot next to the Camp exclusive if you play as Jacinth ([[Mahir]]) replacing Praying Spot.&lt;br /&gt;
* Allow Mahir to pray and granted [[Peace of Mind]] buff for 2880 turns.&lt;br /&gt;
* &#039;&#039;&#039;Upgrading materials:&#039;&#039;&#039; [[Meditation Table]], [[Incense]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modest Tent&#039;&#039;&#039;&lt;br /&gt;
* Upgrade your sleeping spot into Modest Tent.&lt;br /&gt;
* Allow [[Sleep|sleeping]] in the Camp {{Positive|25%}} more [[Vigor]] and {{Positive|twice}} as effective at reducing [[Fatigue &amp;amp; Resting|Fatigue]].&lt;br /&gt;
* &#039;&#039;&#039;Upgrade materials&#039;&#039;&#039;: [[Canvas Tent Roll]], [[Rope]], [[Spool of Thread]], 2x [[Straw]].&lt;br /&gt;
[[File:Caravan restoration upgrade 2.png|alt=Caravan restoration upgrade with Altar|right|frameless|Caravan restoration upgrade with Altar]]&lt;br /&gt;
&#039;&#039;&#039;Training Area&#039;&#039;&#039;&lt;br /&gt;
* Adds two training dummies to the south east Camp.&lt;br /&gt;
* Allow your character to test weapons, abilities, and combat.&lt;br /&gt;
* You can change training dummies armor by click RMB to the training dummies, they can change into unarmored, light armored, and heavy armored.&lt;br /&gt;
*Grants {{Positive|+3%}} Experience Gain.&lt;br /&gt;
* &#039;&#039;&#039;Upgrade materials&#039;&#039;&#039;: [[Straw Dummy]], 2x [[Straw]].&lt;br /&gt;
&#039;&#039;&#039;Soothing Incenses&#039;&#039;&#039;&lt;br /&gt;
* Upgrade your tent with soothing incense.&lt;br /&gt;
* Allow sleeping in the Camp {{Positive|three times}} effectiveness at restoring [[Morale]] and [[Sanity]] and also removes all negative [[Psyche|Psyche Effects]].&lt;br /&gt;
*Grants {{Positive|+5%}} Fatigue Resistance if Morale above 50% and {{Positive|+5%}} Experience Gain if Sanity above 50%.&lt;br /&gt;
* &#039;&#039;&#039;Upgrade materials&#039;&#039;&#039;: [[Incense Burner]], [[Censer]], 2x [[Incense]].&lt;br /&gt;
&#039;&#039;&#039;Roomy Tent&#039;&#039;&#039;&lt;br /&gt;
* Upgrade your tent into Roomy Tent.&lt;br /&gt;
* Allow maximum duration of [[Vigor]] from sleeping in the Camp to 1800 turns.&lt;br /&gt;
* [[Sleep|Sleeping]] in the camp now {{Positive|three times}} as effective at reducing [[Fatigue &amp;amp; Resting|Fatigue]].&lt;br /&gt;
* &#039;&#039;&#039;Upgrade materials&#039;&#039;&#039;: [[Hardy Tent Cloth]], [[Rope]], [[Spool of Thread]], 3x [[Straw]].&lt;br /&gt;
&#039;&#039;&#039;Herbal Remedies&#039;&#039;&#039;&lt;br /&gt;
* Upgrade your tent with herbal remedies.&lt;br /&gt;
* Allow sleeping in the Camp to {{Positive|50%}} more effective at restoring Health and Bodyparts&#039; Condition also grant {{Positive|1%}} Immunity for each hour of sleep.&lt;br /&gt;
* If you installed Foraging Table, increase the bonuses to {{Positive|100%}} and {{Positive|1.5%}} respectively&lt;br /&gt;
* &#039;&#039;&#039;Upgrade materials&#039;&#039;&#039;: [[Apothecary Box]], 2x [[Mindwort]], 2x [[Thyme]], 2x [[Burnet]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan traveling upgrade.png|right|frameless]]&lt;br /&gt;
&lt;br /&gt;
=== Traveling ===&lt;br /&gt;
&#039;&#039;&#039;Hitching Post&#039;&#039;&#039;&lt;br /&gt;
* Adds tethering post to the Camp.&lt;br /&gt;
* &#039;&#039;&#039;Upgrade materials:&#039;&#039;&#039; Automatically upgraded when Caravan unlocked.&lt;br /&gt;
&#039;&#039;&#039;Old Cart&#039;&#039;&#039;&lt;br /&gt;
* Adds the main Cart to the Camp.&lt;br /&gt;
* &#039;&#039;&#039;Upgrade materials:&#039;&#039;&#039; Automatically upgraded when Caravan unlocked.&lt;br /&gt;
&#039;&#039;&#039;Worn Chests&#039;&#039;&#039;&lt;br /&gt;
* Adds [[Chests|Storage]] to the Camp.&lt;br /&gt;
* Allow you to store {{Positive|200}} Inventory slots.&lt;br /&gt;
* &#039;&#039;&#039;Upgrade materials:&#039;&#039;&#039; Automatically upgraded when Caravan unlocked.&lt;br /&gt;
&#039;&#039;&#039;Sturdy Wheels&#039;&#039;&#039;&lt;br /&gt;
* Adds Sturdy Wheels to your Caravan.&lt;br /&gt;
* Allow your Caravan to have {{Positive|+25%}} Range and {{Positive|+20%}} Speed.&lt;br /&gt;
* Upgrade materials: [[Set of Sturdy Wheels]], [[Bottle of Oil]], [[Carpenter Hammer]].&lt;br /&gt;
&#039;&#039;&#039;Sturdy Chests&#039;&#039;&#039;&lt;br /&gt;
* Adds 1 more chests to the Caravan Storage.&lt;br /&gt;
* Allow you to expand Caravan Storage to {{Positive|400}} Inventory slots.&lt;br /&gt;
* Upgrade materials: [[Sturdy Chests]], [[Rope]], 3x [[Nails]].&lt;br /&gt;
&#039;&#039;&#039;Fitting Accouterments&#039;&#039;&#039;&lt;br /&gt;
* Adds reins to your [[Horse|horses]].&lt;br /&gt;
* Allow your Caravan to gain {{Positive|+20%}} Speed and {{Positive|-10%}} [[Fodder]] consumption.&lt;br /&gt;
* &#039;&#039;&#039;Upgrade materials:&#039;&#039;&#039; [[Quality Reins]], 2x [[Nails]], 8x [[Horseshoe]].&lt;br /&gt;
&#039;&#039;&#039;Ironbound Wheels&#039;&#039;&#039;&lt;br /&gt;
* Adds Ironbound Wheels to your Caravan.&lt;br /&gt;
* Allow your Caravan to gain {{Positive|-33%}} Caravan Rest Duration and {{Positive|-10%}} [[Fodder]] consumption.&lt;br /&gt;
* &#039;&#039;&#039;Upgrade materials:&#039;&#039;&#039; Set of [[Ironbound Wheels]], 2x [[Bottle of Oil]], 4x [[Nails]].&lt;br /&gt;
&#039;&#039;&#039;Spacious Chests&#039;&#039;&#039;&lt;br /&gt;
* Adds 1 more chests to the Caravan Storage.&lt;br /&gt;
* Allow you to expand Caravan Storage to {{Positive|600}} Inventory slots.&lt;br /&gt;
* &#039;&#039;&#039;Upgrade materials:&#039;&#039;&#039; [[Spacious Chests]], 2x [[Rope]], 4x [[Nails]].&lt;br /&gt;
&#039;&#039;&#039;Custom-Made Gear&#039;&#039;&#039;&lt;br /&gt;
* Adds Reinforced Harness to your [[Horse|horses]].&lt;br /&gt;
* Allow your Caravan to gain {{Positive|-33%}} Caravan Rest Duration and {{Positive|+25%}} Caravan Range&lt;br /&gt;
* &#039;&#039;&#039;Upgrade materials:&#039;&#039;&#039; [[Reinforced Harness]], [[Bolt of Cloth]], [[Rope]].&lt;br /&gt;
&#039;&#039;&#039;Ironbound Chests&#039;&#039;&#039;&lt;br /&gt;
* Adds 1 more chests to the Caravan Storage.&lt;br /&gt;
* Allow you to expand Caravan Storage to {{Positive|800}} Inventory slots.&lt;br /&gt;
* &#039;&#039;&#039;Upgrade materials:&#039;&#039;&#039; [[Ironbound Chests]], 3x [[Rope]], 5x [[Nails]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan communication upgrade.png|right|frameless]]&lt;br /&gt;
&lt;br /&gt;
=== Communication ===&lt;br /&gt;
&#039;&#039;&#039;Caravan Banner&#039;&#039;&#039;&lt;br /&gt;
* Adds flagpole to the Camp.&lt;br /&gt;
* Allow you to raise a [[Caravan Banners|Banner]] and gain buff from it.&lt;br /&gt;
* &#039;&#039;&#039;Upgrade materials:&#039;&#039;&#039; [[Foldable Flagpole]].&lt;br /&gt;
&#039;&#039;&#039;Messenger Pigeons&#039;&#039;&#039;&lt;br /&gt;
* Adds messenger pigeon cage to the Camp.&lt;br /&gt;
* For a couple days it will generate messenger pigeon that can be brought to the inventory.&lt;br /&gt;
* You can use messenger pigeon outside the Camp to move the Caravan without needing to talk to Verren.&lt;br /&gt;
* &#039;&#039;&#039;Upgrade materials:&#039;&#039;&#039; [[Cage with Pigeons]], [[Sacks of Grain]], [[Bucket]].&lt;br /&gt;
&#039;&#039;&#039;Web of Contracts&#039;&#039;&#039;&lt;br /&gt;
* Adds Pile of Letters near the Caravan Banner.&lt;br /&gt;
* Allow you to gain [[Reputation]] if you killing enemies in area of influence of the settlement.&lt;br /&gt;
* Extends the standard time limit for contracts by {{Positive|+1}} day and grants {{Positive|+50%}} Advances Size.&lt;br /&gt;
* &#039;&#039;&#039;Upgrade materials:&#039;&#039;&#039; [[Pile of Letters]] (Can only be purchasable from [[Verren]] for 2000 [[crowns]]).&lt;br /&gt;
&#039;&#039;&#039;Old Favors&#039;&#039;&#039;&lt;br /&gt;
* Adds Pile of Letters near the Caravan Banner.&lt;br /&gt;
* Allow you gain {{Positive|+50%}} [[Reputation]] if you completed contracts in settlement with negative [[Situations]].&lt;br /&gt;
* Grant {{Positive|+10%}} [[Reputation]] Gain and {{Positive|+10%}} Contract Rewards for each settlement you&#039;ve achieved [[Respect]] with.&lt;br /&gt;
* The &amp;quot;[[Common Cause]]&amp;quot; [[Reputation]] Perk  works up to [[Amity]] rather than [[Benevolence]].&lt;br /&gt;
* &#039;&#039;&#039;Upgrade materials:&#039;&#039;&#039; [[Signed Permit]] (Can only be purchasable from [[Verren]] for 1500 [[crowns]])..&lt;br /&gt;
&#039;&#039;&#039;Local Informants&#039;&#039;&#039;&lt;br /&gt;
* Adds Hanged Letters near the Caravan Banner.&lt;br /&gt;
* Setting Camp reveals  the terrain and certain location within 4 tiles.&lt;br /&gt;
* Display [[Contracts]], [[Situations]] and [[Conditions]] affecting settlements and dungeons when inspecting them on the map.&lt;br /&gt;
* &#039;&#039;&#039;Upgrade materials:&#039;&#039;&#039; [[Directives]] (Can only be purchasable from [[Verren]] for 1500 [[crowns]]).&lt;br /&gt;
&#039;&#039;&#039;Trade Preferences&#039;&#039;&#039;&lt;br /&gt;
* Adds Pile of Letters near the Caravan Banner.&lt;br /&gt;
* Allow you to gain {{Positive|+10%}} profits from selling [[Commodities]] and {{Positive|+10%}} Stocks Size for traders..&lt;br /&gt;
* Selling [[Commodities]] in settlements grants [[Reputation]] for 5% of the crown earned from the deal (15% in settlement with negative [[Situations]]).&lt;br /&gt;
* &#039;&#039;&#039;Upgrade materials:&#039;&#039;&#039; [[Letter of Trading Authority]] (Can only be purchasable from [[Verren]] for 2000 [[crowns]]).&lt;br /&gt;
&lt;br /&gt;
== Followers ==&lt;br /&gt;
Followers are recruitable NPCs that will join you to your caravan camp and your journey. Followers have trade goods that you can buy and specialty perks that can help you, your caravan, and your preparation before going to the dungeons. There will be 6 followers that are designed to be available to recruit, but you only recruit maximum of 3 followers for a journey, and so you can change your followers team at one point in the future to fit the journey or the mission you will face.&lt;br /&gt;
&lt;br /&gt;
To recruit a follower, you need to speak to [[Verren]] and you will asked if you want a follower to strengthen the team. If you want to proceed to recruit a follower, Verren will ask you for 1000 [[Crowns]] so he can buys a caravan for the follower you want to recruit.&lt;br /&gt;
&lt;br /&gt;
In Rags to Riches update, there are currently 3 followers that introduced and recruitable for your caravan.&lt;br /&gt;
[[File:Darrel.png|right|frameless]]&lt;br /&gt;
&lt;br /&gt;
=== Darrel ===&lt;br /&gt;
A smith and retired adventurer, an ex-follower of [[Verren|Verren&#039;s]] caravan team before the [[Abbey of the Holy Revelation|Abbey]] incident which led to the death of most of their friends. Darrel tried to find peace at [[Brynn]], working and drinking the day away. To find Darrel you need to ask about his info from Brynn&#039;s bailiffs, then ask the workers to get which specific inn/tavern Darrel is staying at. Persuade him, and he will agree to join you in the Caravan Camp.&lt;br /&gt;
[[File:Darrel&#039;s Caravan.png|alt=Darrel&#039;s Caravan|thumb|Darrel&#039;s Caravan]]&lt;br /&gt;
&lt;br /&gt;
==== Perks ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Forced March&#039;&#039;&#039; &lt;br /&gt;
** Pack-up Time {{Positive|-75%}}&lt;br /&gt;
** Every &#039;&#039;&#039;3&#039;&#039;&#039; days, Darrel can be paid to instantly prepare the Caravan for the road, skipping its usual Rest time.&lt;br /&gt;
* &#039;&#039;&#039;Familiar Roads&#039;&#039;&#039;&lt;br /&gt;
** Caravan speed {{Positive|+10%}}&lt;br /&gt;
* &#039;&#039;&#039;Safe Routes&#039;&#039;&#039;&lt;br /&gt;
** Caravan Trade Range {{Positive|+2}}&lt;br /&gt;
** Ambush Chance {{Positive|-25%}}&lt;br /&gt;
* In&#039;&#039;&#039;genuity&#039;&#039;&#039;&lt;br /&gt;
** For a price, Darrel can {{positive|increase}} the maximum  Durability of a chosen piece of equipment by &#039;&#039;&#039;25%&#039;&#039;&#039; (each item can only be worked on once), reducing its repair price.&lt;br /&gt;
&lt;br /&gt;
==== Trade ====&lt;br /&gt;
&lt;br /&gt;
* Armor [[Fragments]] and [[Materials]]&lt;br /&gt;
* [[Tools &amp;amp; Traps|Tools]]&lt;br /&gt;
* [[Ammunition|Arrows]]&lt;br /&gt;
* Repair with 100% price&lt;br /&gt;
&lt;br /&gt;
[[File:Alda.png|alt=Alda|right|frameless|Alda]]&lt;br /&gt;
&lt;br /&gt;
=== Alda ===&lt;br /&gt;
If you ask [[Verren]] he will gives you info about a huntsman that he knew back in the day that lived far in the woods. If you want to recruit them, Verren will give the location of [[Ranger&#039;s Hut]]. But when you find the Hut, it&#039;s mostly riddled with traps and when you step on one of it, you will alerted the person inside the hut, a woman with a bow aimed to your head. Talk to her about your intention and she will tell you the huntsman was her father and he is long gone. If you persuade her, she will accept to join your Caravan.&lt;br /&gt;
[[File:Alda&#039;s caravan.png|alt=Alda&#039;s caravan|thumb|Alda&#039;s caravan]]&lt;br /&gt;
&lt;br /&gt;
==== Perks ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Reconnaissance&#039;&#039;&#039;&lt;br /&gt;
** Every &#039;&#039;&#039;5&#039;&#039;&#039; days, Alda can be sent to scout the surrounding area, which takes a few hours. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Upon return, Alda provide {{positive|leads}} to all [[Points of Interest]] withing 6 map tiles and often shares some of her {{C|Orange|hunting trophies}}.&lt;br /&gt;
* &#039;&#039;&#039;Terrain Knowledge&#039;&#039;&#039;&lt;br /&gt;
** Caravan Range {{Positive|+20%}}&lt;br /&gt;
* &#039;&#039;&#039;Hunting Secrets&#039;&#039;&#039;&lt;br /&gt;
** Grants &amp;quot;[[Butchering]]&amp;quot; {{positive|20%}} chance to harvest pelts, regardless of the damage type used to kill the animal. Killing animals grants {{positive|+50%}} [[Experience]].&lt;br /&gt;
* &#039;&#039;&#039;Ranger Brew&#039;&#039;&#039;&lt;br /&gt;
** Every &#039;&#039;&#039;7&#039;&#039;&#039; days, Alda can provide a flask of a special brew. Consuming it grants the following effect for &#039;&#039;&#039;1&#039;&#039;&#039; day:&lt;br /&gt;
*** {{Positive|-0.01}} [[Fatigue &amp;amp; Resting|Fatigue]] Change&lt;br /&gt;
*** {{Positive|+25%}} [[Hunger, Thirst &amp;amp; Intoxication|Hunger]] Resistance&lt;br /&gt;
*** {{Positive|+25%}} [[Pain]] Resistance&lt;br /&gt;
*** {{Positive|-10%}} Abilities [[Cooldowns Duration|Cooldown]]&lt;br /&gt;
*** {{Positive|+10%}} [[Experience Gain]]&lt;br /&gt;
*** {{Positive|+5%}} [[Vision]]&lt;br /&gt;
&lt;br /&gt;
==== Trade ====&lt;br /&gt;
&lt;br /&gt;
* Meats&lt;br /&gt;
* Herbs and natural medicines&lt;br /&gt;
* Salt and other spices&lt;br /&gt;
* Bedroll&lt;br /&gt;
* Hunting trophies&lt;br /&gt;
* Hunting tools&lt;br /&gt;
* [[Camping Backpack]]&lt;br /&gt;
&lt;br /&gt;
[[File:Leif.png|alt=Leif|right|frameless|Leif]]&lt;br /&gt;
&lt;br /&gt;
=== Leif ===&lt;br /&gt;
An old [[Dwarf]], a fellow mercenary [[Verren]] knew back in the day.  If you want to recruit him, [[Verren]] advises you that he is currently working as the quartermaster of a Sentian Company. If you go to the [[Sentian Company&#039;s Camp]] you will meet Leif and 2 bloodied Sentian members, [[Venn]] and [[Sverk]], in a standoff. If you ask what is going on, the members accuse Leif of being a bad omen to any band of mercenary or any adventurers, and blame him for their decimation by bandits. Their anger will also be pointed at you, and you&#039;ll need to either pay them off or fight them. After dealing with the Sentian members, Leif will applaud of your skill and easily join your Caravan as quartermaster.&lt;br /&gt;
[[File:Leif&#039;s Caravan.png|alt=Leif&#039;s Caravan|thumb|Leif&#039;s Caravan]]&lt;br /&gt;
&lt;br /&gt;
==== Perks ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Personal Training&#039;&#039;&#039;&lt;br /&gt;
** Every &#039;&#039;&#039;3&#039;&#039;&#039; days, Leif can be paid for a training session, which grants [[Experience]] and a special positive effect of choice for &#039;&#039;&#039;1&#039;&#039;&#039; day:&lt;br /&gt;
*** [[Strength Training|Strength]]&lt;br /&gt;
**** Weapon damage {{Positive|+5%}}&lt;br /&gt;
**** Armor penetration {{Positive|+5%}}&lt;br /&gt;
**** Bodypart damage {{Positive|+10%}}&lt;br /&gt;
**** Experience gain {{Positive|+5%}}&lt;br /&gt;
*** [[Agility Training|Agility]]&lt;br /&gt;
**** Counter chance {{Positive|+5%}}&lt;br /&gt;
**** Fumble chance {{Positive|-5%}}&lt;br /&gt;
**** Backfire chance {{Positive|-5%}}&lt;br /&gt;
**** Experience gain {{Positive|+5%}}&lt;br /&gt;
*** [[Precision Training|Precision]]&lt;br /&gt;
**** Accuracy {{Positive|+5%}}&lt;br /&gt;
**** Crit chance {{Positive|+5%}}&lt;br /&gt;
**** Miracle chance {{Positive|+5%}}&lt;br /&gt;
**** Experience gain {{Positive|+5%}}&lt;br /&gt;
*** [[Endurance Training|Endurance]]&lt;br /&gt;
**** Energy restoration {{Positive|+10%}}&lt;br /&gt;
**** Cooldowns duration {{Positive|-10%}}&lt;br /&gt;
**** Experience gain {{Positive|+5%}}&lt;br /&gt;
**** Fatigue Resistance {{Positive|+10%}}&lt;br /&gt;
* &#039;&#039;&#039;Proper Logistics&#039;&#039;&#039;&lt;br /&gt;
** Fodder Consumption {{Positive|-10%}}&lt;br /&gt;
* &#039;&#039;&#039;Larger Stockpiles&#039;&#039;&#039;&lt;br /&gt;
** Followers&#039; Stock Size  {{Positive|+25%}}&lt;br /&gt;
* &#039;&#039;&#039;Supply Run&#039;&#039;&#039;&lt;br /&gt;
** Every &#039;&#039;&#039;5&#039;&#039;&#039; days, Leif can be sent out for a supply run, the duration of which depends on the distance to the closest [[Factions &amp;amp; Settlements|settlement]]. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Upon return, Leif brings back some [[fodder]], and also {{Positive|replenishes}} and {{Positive|doubles}} his own and other Followers&#039; stock for &#039;&#039;&#039;2&#039;&#039;&#039; days, granting {{Positive|-10%}} Markup and {{Positive|-10%}} Repair Prices to the entire caravan.&lt;br /&gt;
&lt;br /&gt;
==== Trade ====&lt;br /&gt;
&lt;br /&gt;
* Salted meats&lt;br /&gt;
* [[Beverages|Alcohols]]&lt;br /&gt;
* [[Medicine]]&lt;br /&gt;
* [[Ammunition]] supplies&lt;br /&gt;
* [[Tools &amp;amp; Traps|Tools]]&lt;br /&gt;
* [[Treasure Seeker Backpack]]&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Formerly the Caravan was called Caravan of Companions.&lt;br /&gt;
* It is assumed that the player leads the Caravan in Stoneshard instead of Verren.&lt;br /&gt;
* When you purchase something from the settlement into the caravan, a Delivery Courier will be waiting for you at the Caravan Camp, having delivered the purchase.&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Carrier3.png|thumb|&lt;br /&gt;
File:Carrier4.png|thumb|&lt;br /&gt;
File:Carrier1.png|thumb|&lt;br /&gt;
File:Carrier2.png|thumb|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:Navigation||plain}}&lt;br /&gt;
[[Category:Stoneshard]]&lt;/div&gt;</summary>
		<author><name>Rhapsody</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Stardust&amp;diff=76395</id>
		<title>Stardust</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Stardust&amp;diff=76395"/>
		<updated>2026-05-15T17:11:40Z</updated>

		<summary type="html">&lt;p&gt;Rhapsody: /* Trivia */ typo fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#switch: {{{1}}}&lt;br /&gt;
|ItemType = Medicine, Drug&lt;br /&gt;
|InventoryWidth = 1&lt;br /&gt;
|InventoryHeight = 1&lt;br /&gt;
|Uses = 1&lt;br /&gt;
|Properties1 = Intoxication|Values1 = {{c|-|+15%}}&lt;br /&gt;
|Properties3 = Sanity|Values3 = {{c|-|-5%}}&lt;br /&gt;
|Properties4 = Morale|Values4 = {{c|+|+5%}}&lt;br /&gt;
|PropertyText = Grants the following [[Stardust (Mental)|effect]] for {{c|orange|180-480}} turns:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{c|+|+25%}} Magic Power&amp;lt;br&amp;gt;&lt;br /&gt;
{{c|+|-25%}} Backfire Chance&amp;lt;br&amp;gt;&lt;br /&gt;
{{c|+|+1}} Bonus Range&amp;lt;br&amp;gt;&lt;br /&gt;
{{c|+|+15%}} Magic Resistance&amp;lt;br&amp;gt;&lt;br /&gt;
{{c|-|-0.05%}} Sanity Change&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s best to avoid abusing stardust when your Sanity is {{c|-|Low}}.&lt;br /&gt;
|Description = An exotic substance of mysterious origin. The effect is rather unpredictable: some complain about disturbing hallucinations, while others experience a glimpse of other dimensions... Which, in all fairness, doesn&#039;t sound all that different.&lt;br /&gt;
|Price = 150&lt;br /&gt;
|#default = &lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right&amp;quot;&amp;gt;{{:{{PAGENAME}}/Tooltip}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Quote|An exotic substance of mysterious origin. The effect is rather unpredictable: some complain about disturbing hallucinations, while others experience a glimpse of other dimensions... Which, in all fairness, doesn&#039;t sound all that different.}}&lt;br /&gt;
&lt;br /&gt;
Unlike most drugs, it doesn&#039;t have an [[Aftermath]].&lt;br /&gt;
&lt;br /&gt;
==Acquired From==&lt;br /&gt;
{{Acquired from}}&lt;br /&gt;
* [[Armuz]] in the [[Trading House of the Azure Thread]] in [[Brynn]].&lt;br /&gt;
* [[Esfah]], a rotating-merchant at the [[Dockside Store]].&lt;br /&gt;
* The [[Drug Dealer]] in the [[Rotten Willow Tavern]].&lt;br /&gt;
* [[Renod Kann]] in the [[Alchemical Emporium of Curious Goods]] at [[Brynn]] Docks.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Despite the name, this substance is &#039;&#039;not&#039;&#039; the same as or based on cocaine or any real world drug, according to the developer, being instead &amp;quot;made up&amp;quot;, unlike the other drugs which are based on (but not identical as) real world substances.&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
{{Template:Item navbox}}&lt;br /&gt;
[[Category:Drugs]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Rhapsody</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Stardust&amp;diff=76394</id>
		<title>Stardust</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Stardust&amp;diff=76394"/>
		<updated>2026-05-15T17:09:45Z</updated>

		<summary type="html">&lt;p&gt;Rhapsody: final trivial section fix for drugs - stardust is made up&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#switch: {{{1}}}&lt;br /&gt;
|ItemType = Medicine, Drug&lt;br /&gt;
|InventoryWidth = 1&lt;br /&gt;
|InventoryHeight = 1&lt;br /&gt;
|Uses = 1&lt;br /&gt;
|Properties1 = Intoxication|Values1 = {{c|-|+15%}}&lt;br /&gt;
|Properties3 = Sanity|Values3 = {{c|-|-5%}}&lt;br /&gt;
|Properties4 = Morale|Values4 = {{c|+|+5%}}&lt;br /&gt;
|PropertyText = Grants the following [[Stardust (Mental)|effect]] for {{c|orange|180-480}} turns:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{c|+|+25%}} Magic Power&amp;lt;br&amp;gt;&lt;br /&gt;
{{c|+|-25%}} Backfire Chance&amp;lt;br&amp;gt;&lt;br /&gt;
{{c|+|+1}} Bonus Range&amp;lt;br&amp;gt;&lt;br /&gt;
{{c|+|+15%}} Magic Resistance&amp;lt;br&amp;gt;&lt;br /&gt;
{{c|-|-0.05%}} Sanity Change&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s best to avoid abusing stardust when your Sanity is {{c|-|Low}}.&lt;br /&gt;
|Description = An exotic substance of mysterious origin. The effect is rather unpredictable: some complain about disturbing hallucinations, while others experience a glimpse of other dimensions... Which, in all fairness, doesn&#039;t sound all that different.&lt;br /&gt;
|Price = 150&lt;br /&gt;
|#default = &lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right&amp;quot;&amp;gt;{{:{{PAGENAME}}/Tooltip}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Quote|An exotic substance of mysterious origin. The effect is rather unpredictable: some complain about disturbing hallucinations, while others experience a glimpse of other dimensions... Which, in all fairness, doesn&#039;t sound all that different.}}&lt;br /&gt;
&lt;br /&gt;
Unlike most drugs, it doesn&#039;t have an [[Aftermath]].&lt;br /&gt;
&lt;br /&gt;
==Acquired From==&lt;br /&gt;
{{Acquired from}}&lt;br /&gt;
* [[Armuz]] in the [[Trading House of the Azure Thread]] in [[Brynn]].&lt;br /&gt;
* [[Esfah]], a rotating-merchant at the [[Dockside Store]].&lt;br /&gt;
* The [[Drug Dealer]] in the [[Rotten Willow Tavern]].&lt;br /&gt;
* [[Renod Kann]] in the [[Alchemical Emporium of Curious Goods]] at [[Brynn]] Docks.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Despite the name, this substance is &#039;&#039;not&#039;&#039; the same as or based on cocaine or any real world drug, according to the developer, being instead a &amp;quot;made up&amp;quot;, unlike the other drugs which are based on (but not identical as) real world substances.&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
{{Template:Item navbox}}&lt;br /&gt;
[[Category:Drugs]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Rhapsody</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Paregoric&amp;diff=76393</id>
		<title>Paregoric</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Paregoric&amp;diff=76393"/>
		<updated>2026-05-15T17:05:07Z</updated>

		<summary type="html">&lt;p&gt;Rhapsody: /* Interesting Facts */ fixing another trivia&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#switch: {{{1}}}&lt;br /&gt;
|ItemType = Medicine, Drug&lt;br /&gt;
|InventoryWidth = 1&lt;br /&gt;
|InventoryHeight = 2&lt;br /&gt;
|Uses = 1&lt;br /&gt;
|Properties1 = Intoxication&lt;br /&gt;
|Values1 = {{c|-|+10%}}&lt;br /&gt;
|PropertyText = Grants the following [[Paregoric (Mental)|effect]] for {{c|orange|1200}} turns:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Positive|-0.5%}} Pain Change&amp;lt;br&amp;gt;&lt;br /&gt;
{{Positive|-25}} Pain Limit&amp;lt;br&amp;gt;&lt;br /&gt;
{{Positive|+50%}} Pain Resistance&amp;lt;br&amp;gt;&lt;br /&gt;
{{Positive|+25%}} Healing Efficiency&amp;lt;br&amp;gt;&lt;br /&gt;
{{Positive|+0.2%}} Sit. Morale Change&amp;lt;br&amp;gt;&lt;br /&gt;
{{pos|Halves}} the penalties from {{neg|Coughing}}.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Pos|Helps with falling asleep}}.&lt;br /&gt;
Using it leads to an unpleasant [[Paregoric Aftermath|Aftermath]].&lt;br /&gt;
|Description = This tincture made with spirit, poppy sap, and essential oils is popular among the nobility as a trusted cure for cough, anxiety, and pains. Many become so addicted to it that they often spend days on end in a drug-induced daydream.&lt;br /&gt;
|Price = 150&lt;br /&gt;
|#default = &lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right&amp;quot;&amp;gt;{{:{{PAGENAME}}/Tooltip}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Quote|This tincture made with spirit, poppy sap, and essential oils is popular among the nobility as a trusted cure for cough, anxiety, and pains. Many become so addicted to it that they often spend days on end in a drug-induced daydream.}}&lt;br /&gt;
&lt;br /&gt;
Leads to a [[Paregoric Aftermath]] for {{c|orange|555}} turns.&lt;br /&gt;
&lt;br /&gt;
==Acquired From==&lt;br /&gt;
{{Acquired from}}&lt;br /&gt;
* The [[Drug Dealer]] in the [[Rotten Willow Tavern]].&lt;br /&gt;
* [[Ol&#039; Tott]] may occasionally sell those.&lt;br /&gt;
* [[General Merchant (Brynn Docks)]] may occasionally sell those.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Described ingredients and effects are similar to the real world [https://en.wikipedia.org/wiki/Paregoric paregoric].&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
{{Template:Item navbox}}&lt;br /&gt;
[[Category:Drugs]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Rhapsody</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Nikkaf&amp;diff=76392</id>
		<title>Nikkaf</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Nikkaf&amp;diff=76392"/>
		<updated>2026-05-15T17:01:52Z</updated>

		<summary type="html">&lt;p&gt;Rhapsody: adderall was compared to nikkaf by the developer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#switch: {{{1}}}&lt;br /&gt;
|ItemType = Medicine, Drug&lt;br /&gt;
|InventoryWidth = 1&lt;br /&gt;
|InventoryHeight = 1&lt;br /&gt;
|Uses = 1&lt;br /&gt;
|Properties1 = Intoxication&lt;br /&gt;
|Values1 = {{c|-|+10%}}&lt;br /&gt;
|PropertyText = Grants the following [[Nikkaf (Mental)|effect]] for {{c|orange|1200}} turns:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{c|+|+15%}} Vision&amp;lt;br&amp;gt;&lt;br /&gt;
{{c|+|+25%}} Experience Gain&amp;lt;br&amp;gt;&lt;br /&gt;
{{c|+|-10%}} Fumble Chance&amp;lt;br&amp;gt;&lt;br /&gt;
{{c|+|+75%}} Hunger Resistance&amp;lt;br&amp;gt;&lt;br /&gt;
{{c|+|+50%}} Fatigue Resistance&amp;lt;br&amp;gt;&lt;br /&gt;
{{c|+|+0.1%}} Sit. Sanity Change&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Using it leads to an unpleasant [[Nikkaf Aftermath|Aftermath]].&lt;br /&gt;
|Description = Nikkaf is yet another achievement of elven alchemy. Brynn students in particular are fond of its hunger-numbing and memory-fortifying properties - a perfect combination for a night of cramming.&lt;br /&gt;
|Price = 200&lt;br /&gt;
|#default = &lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right&amp;quot;&amp;gt;{{:{{PAGENAME}}/Tooltip}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Quote|Nikkaf is yet another achievement of elven alchemy. Brynn students in particular are fond of its hunger-numbing and memory-fortifying properties - a perfect combination for a night of cramming.}}&lt;br /&gt;
&lt;br /&gt;
Leads to a [[Nikkaf Aftermath]] for {{c|orange|560}} turns.&lt;br /&gt;
&lt;br /&gt;
==Acquired From==&lt;br /&gt;
{{Acquired from}}&lt;br /&gt;
Can be sold by:&lt;br /&gt;
* [[Armuz]] in the [[Trading House of the Azure Thread]] in [[Brynn]].&lt;br /&gt;
* [[Esfah]], a rotating-merchant at the [[Dockside Store]].&lt;br /&gt;
* The [[Drug Dealer]] in the [[Rotten Willow Tavern]].&lt;br /&gt;
* Can be randomly sold by any elf or cleric in [[Brynn]], both residing near the main square.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* The effects of &#039;&#039;nikkaf&#039;&#039; are comparable to that of [https://en.wikipedia.org/wiki/Amphetamine amphetamine]. &lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
{{Template:Item navbox}}&lt;br /&gt;
[[Category:Drugs]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Rhapsody</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Hornet_Honey&amp;diff=76391</id>
		<title>Hornet Honey</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Hornet_Honey&amp;diff=76391"/>
		<updated>2026-05-15T16:58:58Z</updated>

		<summary type="html">&lt;p&gt;Rhapsody: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#switch: {{{1}}}&lt;br /&gt;
|ItemType = Medicine, Drug&lt;br /&gt;
|InventoryWidth = 1&lt;br /&gt;
|InventoryHeight = 1&lt;br /&gt;
|Uses = 1&lt;br /&gt;
|Properties1 = Intoxication&lt;br /&gt;
|Values1 = {{c|-|+20%}}&lt;br /&gt;
|PropertyText = Grants the following [[Hornet Honey (Mental)|effect]] for {{c|orange|240}} turns:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Positive|+15%}} Accuracy&amp;lt;br&amp;gt;&lt;br /&gt;
{{Positive|+15%}} Counter Chance&amp;lt;br&amp;gt;&lt;br /&gt;
{{Positive|+15%}} Dodge Chance&amp;lt;br&amp;gt;&lt;br /&gt;
{{Positive|+10%}} Crit Chance&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Consuming it leads to an unpleasant [[Hornet Honey Aftermath|Aftermath]].&lt;br /&gt;
|Description = Who in their right mind first decided to taste the liquid secreted by deathstingers is a mystery. Nevertheless, the fact remains: imbibing it briefly sharpens one&#039;s reflexes, although a terrible headache and full body shakes are quick to follow after the initial effect wears off.&lt;br /&gt;
|Price = 250&lt;br /&gt;
|#default = &lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right&amp;quot;&amp;gt;{{:{{PAGENAME}}/Tooltip}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Quote|Who in their right mind first decided to taste the liquid secreted by deathstingers is a mystery. Nevertheless, the fact remains: imbibing it briefly sharpens one&#039;s reflexes, although a terrible headache and full body shakes are quick to follow after the initial effect wears off.}}&lt;br /&gt;
&lt;br /&gt;
Leads to a [[Hornet Honey Aftermath]] for {{c|orange|120}} turns.&lt;br /&gt;
&lt;br /&gt;
==Acquired From==&lt;br /&gt;
{{Acquired from}}&lt;br /&gt;
* The [[Drug Dealer]] in the [[Rotten Willow Tavern]].&lt;br /&gt;
* [[Ol&#039; Tott]] may occasionally sell those.&lt;br /&gt;
* [[General Merchant (Brynn Docks)]] may occasionally sell those.&lt;br /&gt;
*Possible drop from [[Madman]]&lt;br /&gt;
* [[Renod Kann]] in the [[Alchemical Emporium of Curious Goods]] at [[Brynn]] Docks.&lt;br /&gt;
* In nature, it is obtained from the [[Deathstinger Hive]].&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
Like other drugs, &#039;&#039;hornet honey&#039;&#039; has a real world counterpart in [https://en.wikipedia.org/wiki/Mad_honey mad honey].&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
{{Template:Item navbox}}&lt;br /&gt;
[[Category:Drugs]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Rhapsody</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Abasa&amp;diff=76390</id>
		<title>Abasa</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Abasa&amp;diff=76390"/>
		<updated>2026-05-15T16:57:41Z</updated>

		<summary type="html">&lt;p&gt;Rhapsody: /* Interesting Facts */ fixing another trivia section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#switch: {{{1}}}&lt;br /&gt;
|ItemType = Beverage, Drug, Alcohol&lt;br /&gt;
|Subcategory = Beverage, Drug, Alcohol&lt;br /&gt;
|InventoryWidth = 1&lt;br /&gt;
|InventoryHeight = 2&lt;br /&gt;
|Uses = 1&lt;br /&gt;
|Properties1 = Thirst|Values1 = {{c|+|-5%}}&lt;br /&gt;
|Properties2 = Thirst Change|Values2 = {{c|-|+0.1%}} (60t)&lt;br /&gt;
|Properties3 = Intoxication|Values3 = {{c|-|+20%}}&lt;br /&gt;
|PropertyText = Grants the following [[Abasa (Mental)|effect]] for {{c|orange|360}} turns:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;{{c|+|+20%}} Weapon Damage&amp;lt;br&amp;gt;{{c|+|+30%}} Crit Efficiency&amp;lt;br&amp;gt;{{c|+|+20%}} Armor Penetration&amp;lt;br&amp;gt;{{c|+|+50%}} Pain Resistance&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Consuming it leads to unpleasant [[Drunkenness|Aftermath]].&lt;br /&gt;
|Description = First brewed be a Jibean alchemist from a wormwood mix, abasa took inns and taverns of the realm by storm. Eventually, it was prohibited be the highest law for its ability to invoke the basest of sins.&lt;br /&gt;
|Price = 250&lt;br /&gt;
|#default = &lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right&amp;quot;&amp;gt;{{:{{PAGENAME}}/Tooltip}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Quote|First brewed be a Jibean alchemist from a wormwood mix, abasa took inns and taverns of the realm by storm. Eventually, it was prohibited be the highest law for its ability to invoke the basest of sins.}}&lt;br /&gt;
&lt;br /&gt;
Leads to [[Drunkenness]] for {{c|orange|167}} turns.&lt;br /&gt;
&lt;br /&gt;
==Acquired From==&lt;br /&gt;
{{Acquired from}}&lt;br /&gt;
* [[Esfah]], a rotating-merchant at the [[Dockside Store]].&lt;br /&gt;
* The [[Drug Dealer]] in the [[Rotten Willow Tavern]].&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* The real world spirit [https://en.wikipedia.org/wiki/Absinthe absinthe] is similarly made of parts of the [https://en.wikipedia.org/wiki/Artemisia_absinthium wormwood plant].&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
{{Template:Item navbox}}&lt;br /&gt;
[[Category:Drugs]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Rhapsody</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Al%27qud&amp;diff=76389</id>
		<title>Al&#039;qud</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Al%27qud&amp;diff=76389"/>
		<updated>2026-05-15T16:54:52Z</updated>

		<summary type="html">&lt;p&gt;Rhapsody: /* Interesting Facts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#switch: {{{1}}}&lt;br /&gt;
|ItemType = Medicine, Drug&lt;br /&gt;
|InventoryWidth = 1&lt;br /&gt;
|InventoryHeight = 1&lt;br /&gt;
|Uses = 1&lt;br /&gt;
|Properties1 = Intoxication|Values1 = {{c|-|+20%}}&lt;br /&gt;
|PropertyText =&lt;br /&gt;
Grants the following [[Al&#039;qud (Mental)|effect]] for {{c|orange|480}} turns:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{c|+|+25%}} Max Energy&amp;lt;br&amp;gt;&lt;br /&gt;
{{c|+|+25%}} Energy Restoration&amp;lt;br&amp;gt;&lt;br /&gt;
{{c|+|-15%}} Abilities Energy Cost&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Consuming it leads to an unpleasant [[Al&#039;qud Aftermath|Aftermath]].&lt;br /&gt;
|Description = The recipe of al&#039;qud is one of the most carefully guarded elven secrets. Only one thing is known for sure - it&#039;s prepared from some medicinal herb. Al&#039;qud sees frequent use by Maafian soldiers when they need to ward off fatigue in combat.&lt;br /&gt;
|Price = 200&lt;br /&gt;
|#default = &lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right&amp;quot;&amp;gt;{{:{{PAGENAME}}/Tooltip}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Quote|The recipe of al&#039;qud is one of the most carefully guarded elven secrets. Only one thing is known for sure - it&#039;s prepared from some medicinal herb. Al&#039;qud sees frequent use by Maafian soldiers when they need to ward off fatigue in combat.}}&lt;br /&gt;
&lt;br /&gt;
Leads to an [[Al&#039;qud Aftermath]] for {{c|orange|224}} turns.&lt;br /&gt;
&lt;br /&gt;
==Acquired From==&lt;br /&gt;
{{Acquired from}}&lt;br /&gt;
Can be sold by:&lt;br /&gt;
* [[Armuz]] in the [[Trading House of the Azure Thread]] in [[Brynn]].&lt;br /&gt;
* [[Esfah]], a rotating-merchant at the [[Dockside Store]].&lt;br /&gt;
* The [[Drug Dealer]] in the [[Rotten Willow Tavern]].&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* &#039;&#039;Al&#039;qud&#039;&#039; is one of the names for [https://en.wikipedia.org/wiki/Ephedra_(plant) ephedra plant], which is the primary natural source of [https://en.wikipedia.org/wiki/Ephedrine ephedrine], of which [https://en.wikipedia.org/wiki/Methamphetamine methamphetamine] was first synthesized from.&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
{{Template:Item navbox}}&lt;br /&gt;
[[Category:Drugs]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Rhapsody</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Beverages&amp;diff=74027</id>
		<title>Beverages</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Beverages&amp;diff=74027"/>
		<updated>2025-11-18T20:09:15Z</updated>

		<summary type="html">&lt;p&gt;Rhapsody: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Glo glo!&#039;&#039; Most beverages lower your [[Hunger, Thirst &amp;amp; Intoxication|Thirst]], and all of them come with other effects. Milk is the only beverage that also lowers your [[Hunger, Thirst &amp;amp; Intoxication|Hunger]].&lt;br /&gt;
&lt;br /&gt;
This page does not include [[Potions]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Water ===&lt;br /&gt;
The most important Beverage is &#039;&#039;&#039;water&#039;&#039;&#039;. Water is freely available from the town&#039;s wells, so remember where the well is and don&#039;t forget to refill your Waterskin each time you&#039;re back in town. There is well present on each tile of [[Brynn]], and additionally in certain [[Points of Interest]] like the [[Witch&#039;s Hut]] or at the Winery beside Mannshire. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Osbrook Well Location.png|Osbrook Well&lt;br /&gt;
Mannshire Well Location.png|Mannshire Well&lt;br /&gt;
Witch&#039;s Hut Well Location.png|Witch&#039;s Hut Well&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Alcohol ===&lt;br /&gt;
{{Quote|* Vinum bonum cum sapore&lt;br /&gt;
* Bibit abbas cum priore|Drinkers Mass}}&lt;br /&gt;
Unless you&#039;re friar Tuck, chances are you won&#039;t be carrying tons of alcoholic beverages around, so your waterskin will be your main source for drinking. Some beverages are alcoholic and using them will raise your [[Hunger, Thirst &amp;amp; Intoxication|Intoxication]], but drinking alcoholic beverages might help alleviate [[Injuries &amp;amp; Pain|Pain]] or raise [[Morale]]. Drinking alcohol also makes you [[Drunk]], which obviously is where the real fun is.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:drunk_adventurer.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Compared to water, the main difference is that alcohol actually costs money. Luckily, bandits like booze too, so you can usually find Mead or other beverages in their hideouts. The innkeeper and his assistants are the best option for selling alcohol you bring back from dungeons and enemies.&lt;br /&gt;
&lt;br /&gt;
=== List of all beverages ===&lt;br /&gt;
{{ConsumableTable/head|subcategory=yes|freshness=yes}}&lt;br /&gt;
{{ConsumableTable/row|Waterskin}}&lt;br /&gt;
{{ConsumableTable/row|Elven Mud}}&lt;br /&gt;
{{ConsumableTable/row|Mannshire Fortified}}&lt;br /&gt;
{{ConsumableTable/row|Brynn Vermouth}}&lt;br /&gt;
{{ConsumableTable/row|Elven Ice Wine}}&lt;br /&gt;
{{ConsumableTable/row|Spirit}}&lt;br /&gt;
{{ConsumableTable/row|Abasa}}&lt;br /&gt;
{{ConsumableTable/row|Brandy}}&lt;br /&gt;
{{ConsumableTable/row|Dark Ale}}&lt;br /&gt;
{{ConsumableTable/row|Mead}}&lt;br /&gt;
{{ConsumableTable/row|Jug of Milk}}&lt;br /&gt;
{{ConsumableTable/row|Ranger Brew}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: For the [[Achievements|achievement]] &#039;&#039;Drink and Be Merry&#039;&#039;, which has you drink all types of alcohol, you must drink the seven over-the-counter alcoholic drinks as well as [[Abasa]].&lt;br /&gt;
&lt;br /&gt;
{{Template:Navigation||plain}}&lt;br /&gt;
[[Category:Beverages|*]]&lt;br /&gt;
[[Category:Consumables]]&lt;/div&gt;</summary>
		<author><name>Rhapsody</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Nistra&amp;diff=73247</id>
		<title>Nistra</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Nistra&amp;diff=73247"/>
		<updated>2025-09-20T20:00:02Z</updated>

		<summary type="html">&lt;p&gt;Rhapsody: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:Leosthenes.png|right|Leosthenes was trained to be Agemon.]]&lt;br /&gt;
{{quote|Nistra is the last surviving fragment of Axonia, the great empire of old. The mountainous realm is home to many peoples, all ruled with iron fist by the Great Despot.}}&lt;br /&gt;
[[Nistra|Nistrian Despotate]] is a dominantly [[human]] country located at the west end of [[the Continent]], most notable for being successor state to the old [[Axonia]]n empire and for making war with [[Aldor]] numerous times in the past.&lt;br /&gt;
&lt;br /&gt;
== Geography and economy ==&lt;br /&gt;
Nistra is bordered by the [[Fjall]] clans up north and [[Aldor]] to the east, and by the sea in the south and west. Nistra is described as mountainous place, especially in the northern region bordering Fjall. The long and winding coastline in the south and west has made Nistra one of the great nations of seafarers and traders. The east part of Nistra that borders Aldor is the place where skirmishes as well as great wars were fought between the two nations, sometimes for decades or even longer. &lt;br /&gt;
&lt;br /&gt;
During the recent civil war in Aldor, some of Nistrian traders have been able to make their business in [[Brynn]]. As of late, there has been considerable exchange in products, armaments and knowledge between the two rivaling countries. Nistrian merchants typically stock various weapons and shields which Nistra is known for, as well as their their famous [[Nistrian Flame Flask|bottled incendiary weapon]], but also textile products made of [[Bolt of Cloth|linen]] and [[Spool of Thread|wool]]. In return, their exports from Aldor, and further, include timber and local agricultural products like grain and wine. &lt;br /&gt;
&lt;br /&gt;
The singular [[Azure Thread]] trade route passes through almost all of the Nistrian coastal cities, including one of the settlements on an island off the south-west coast of the country. The status of trade by land is presently unknown but speculated to be disturbed by the civil war of Aldor and persisting raids from Fjall, making naval connection something of a lifeline for the country.&lt;br /&gt;
&lt;br /&gt;
== Government and religion ==&lt;br /&gt;
As the full name of the nation implies, the monarch of Nistra is a single person titled as The Great Despot. From his seat of residence and governance in the capital city of &#039;&#039;&#039;Hieropolis&#039;&#039;&#039;, he rules the country with iron fist and strict tradition. Anyone who dares defy The Great Despot is usually executed on the spot or thrown into dungeons for fate more brutal than death. These and other traditions of the Despotate are nurtured to preserve their lineage as the last and the true successor of the ancient Axonian Empire. &lt;br /&gt;
&lt;br /&gt;
However, the various Nistrian peoples practice more than one Path to worship the [[Host]]. The teachings of Nistrian Hieronism, called the Path of Tradition, hearken back to the Axonian era and are maintained through the coastal lands as well as eastern reaches of the country. In addition, Gnostic Hieronosm, which is most widely practiced in Aldor, has taken root in the central regions of the country, while the Chervenians people that have ties with the distant land of [[Skadia]] maintain Northern Hieronism, or Path of Stoicism, mostly in the north-west part of the country.&lt;br /&gt;
&lt;br /&gt;
== History and culture ==&lt;br /&gt;
Nistra has long history hailing back to the era of the ancient Axonian Empire. This is seen in every aspect of their life, attempting to preserve their Axonian heritage. From the government policy to their way to worshipping the Host, to their armaments, strategy of war, and their cuisines, every detail is kept as similar as possible with the practices of the ancient empire. This preservation of tradition should be seen not only as as a means to maintaing their cultural heritage, but also as a status symbol as the true successor of the Axonian empire. After many conflicts, both Aldor and Nistra have recognized and sometimes adopted their respective characteristics and advances for their own use.&lt;br /&gt;
&lt;br /&gt;
Rather typically for an absolute ruler, the Great Despot is also known as a patron of their people. Every year the monarch ensures a military parade across their capital city to show the might of Nistrian military for the common people. &lt;br /&gt;
&lt;br /&gt;
Relatively few unique articles of Nistrian cuisine are widely distinguished in Aldor. Some better known examples include their traditional [[Nistrian Condiments|condiments]] which Axonian philosophers have mentioned in their writings and the more recently developed [[Custard Muffin]]s.&lt;br /&gt;
&lt;br /&gt;
===Council of Peoples===&lt;br /&gt;
Although ruled by absolutism and great focus on tradition, most people in Nistra belong to the four major tribes who all have their own languages, customs and way of life that warrant them their own individual rights and privileges (or the lack thereof), which are granted to them by what is known as the Council of Peoples.&lt;br /&gt;
&lt;br /&gt;
The most numerous people are the &#039;&#039;&#039;Chervenians&#039;&#039;&#039;. Their language is reminiscent of that of [[Skadia]]ns, although their temperaments are more mild and joyful. The majority of Chervenians are peasants and farmers. There are few of them among the upper society, with any who rise to nobility having to compete against the extended privileges of the other ethnicities. The second most numerous people, &#039;&#039;&#039;Marrs&#039;&#039;&#039;, have close resemblance with Chervenians, and are found in majority along the southern coastline and especially the port cities. Marrs are relieved of numerous taxes and fees, so many become merchants or craftsmen. The third group, &#039;&#039;&#039;Zeineshes&#039;&#039;&#039;, hail from ancient nomads who inhabited the local plains. They form the bulk of the Great Despot&#039;s cavalry, but other than skill at arms and the unique language they speak, they are hardly distinguishable from the other Nistrians. Finally, there are the most direct descendants of ancient Axonians, the &#039;&#039;&#039;Ksifits&#039;&#039;&#039;. A large portion of the nobility, city magistrates, high clergy, and even the Great Despot himself come from Ksifit bloodlines. Although this effectively places them as the ruling ethnicity of the realm, the other peoples are also known to continue adoring their clothing with their respective traditional folk patterns to show defiance on the ruling Ksifits minority.&lt;br /&gt;
&lt;br /&gt;
==Military and warfare==&lt;br /&gt;
Similar on how Nistrian people keeping their culture and way of life strictly following the tradition of Ancient Axonian, their weaponries and warfare are still following the tradition no matter how ancient or how antique they were. To their Great Despot, preserving and replicating centuries-old weapons and armors is a matter of prestige to be perceived as the successor of the Great Axonian Empire. But sometimes out of necessity and numerous conflicts with neighboring Aldor, pushed them to copy others strategy or adapting new strategy towards their rivals.&lt;br /&gt;
&lt;br /&gt;
Beside antique weaponries, Nistra put maces in high regard and even renowned as noble weapon. Unlike Skadia that create many bludgeons and have deep root of respect toward mace, Nistrian people see maces as the power to defeat Aldorian full-plated knights. There are so many vendors, smiths, and traders showing their unique and powerful mace that can make a dent of the most expensive Aldorian plate armor.&lt;br /&gt;
&lt;br /&gt;
For defensive, scale armor is still used by many troops in Nistrian army. Dated back when Nistra&#039;s influence stretched far to the East with their full-scaled armor cataphracts. With their love in military tradition, [[Scaled Armor|scaled armor]] and [[Scaled Boots|scaled boots]] still a common sight on every Nistrian equipment.&lt;br /&gt;
&lt;br /&gt;
There are several tactics that shown still effective even for current warfare standard that still practiced by Nistrian army. Some of them are well-known that even praised by their rivals to be studied, adopted, or strategically calculated for their own retaliation tactic.&lt;br /&gt;
&lt;br /&gt;
* The famous square shield formation. Nistrian military deployed their heavy infantry in square formation armed with their tower shields. This formation help them to protect their first row of infantry but also the archers behind the square formation. Making them impervious to disorganized attack from Fjall raids and intimidate Aldorian commander to charge their heavy cavalry for needless death.&lt;br /&gt;
* Skirmishing tactic. Beside the full-plated heavy infantry from Nistra fending off rows of enemies, there are many support from the flanking light cavalry and agile archers/horse archers whittling down enemies from the back or any weak point of enemies&#039; ranks. Trapping enemies to defend themselves from all sides.&lt;br /&gt;
* [[Nistrian Flame Flask|Flame Flask]]. The famous yet mysterious Nistrian Flame, created with their secret recipe by the Nistrian alchemists and engineers that not even Aldorian scholars can reproduce. Throwing these bottles of flame can set ablaze even the most armored Aldorian commander or disorganized enemies&#039; rank who tried to avoid both the fire and also the Nistrian infantry advance.&lt;br /&gt;
&lt;br /&gt;
Nistrian army are famously renown across The Continent because their training regime, their antique weaponries, and also their heavy armored soldiers. There are many elite troops that are personally trained to aid Great Despot&#039;s war across the Continent or for personal bodyguards protecting the capital cities. Current troops that Nistra known to recruit are:&lt;br /&gt;
&lt;br /&gt;
* Agemon or &#039;&#039;Aegemon&#039;&#039;. The elite guardsmen of The Great Despot himself. Picked from young age across the country to be trained in Gymnasium with harsh and cruel training regime not only for building their physical prowess, but also their martial and magic arts to become the perfect bodyguard. Usually armed with heavy polehammer or [[Nistrian Polemace|two-handed mace]] and adequate magical knowledge of [[Geomancy (skill tree)|Geomancy]], Agemons are the heavy hitting infantry that not only good at protecting Nistrian Despotate, but also dealing heavy damage to whoever dares to defy their Despot.&lt;br /&gt;
* Cataphract. Heavy cavalry armed with armor from the rider to the hooves of their horses. The rider adored with countless shiny [[Scaled Armor|scales of armor]] and armed with hefty [[Flanged Mace|flanged mace]]. Cataphract will charge in wegde formation with their heavy armored mount like battering ram that even break pikemen formation. After the brutal trample from their charge, the rider will finish whoever survive the initial charge with their heavy maces. &lt;br /&gt;
* Nistrian Heavy Infantry. Nistrian military really believe in the strength of their infantrymen. This showed with many of their infantry ranks are geared with scaled armor and protection such as [[Nistrian Shield|Nistrian shield]] to protect themselves and their back ranks that usually filled with light infantry or archers.&lt;br /&gt;
* Skirmish Light Cavalry. Beside their heavy cavalry of cataphract, Nistra also use many light cavalry to harass enemies backline or flank infantry that are preoccupied by their sturdy heavy infantry. Usually armed with [[Skirmisher Shield|shield]] to protect them from stray arrows.&lt;br /&gt;
* Skirmish Light Infantry. Nistrian military also deployed light infantry. Most notably their light infantry consist of archers that raining arrow from the back line, or maneuvering across the battlefield to whitling down enemies numbers.&lt;br /&gt;
* Geomancer Mage. Even though Agemon or other high commander in Nistra learn some magic of [[Geomancy (skill tree)|Geomancy]] to bolster their defense, there are also many powerful geomancers deployed to cast runic boulder or earthquake to shatter walls, buildings, or human alike just like when Nistrian besieged the city of [[Aldwynn]].&lt;br /&gt;
*Varangs. Nistra just like their rival Aldor, bulk their military ranks with mercenary or anyone who put a price for their service. This mercenary can be from their Northern brigands, or the famous Varangs mercenary from Fjall clans. From decades of hiring Varangs, Nistrian military learn the usefulness of [[Nistrian Bardiche|bardiches]] that the Varangs brought from [[Skadia]].&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* Nistra inspired heavily with the history of Byzantine Empire which how they proclaimed themselves as the successor of Axonian Empire which might be referenced Roman Empire.&lt;br /&gt;
* The many people in Nistra also transpired from Byzantine diverse ethnicity which at some point also include Slavs, Armenian, Syria, Southern Italy, Anatolia, and many more.&lt;br /&gt;
* Their box formation referenced Roman Empire testudo formation and square formation.&lt;br /&gt;
&lt;br /&gt;
== Notable Nistrians NPC/Character ==&lt;br /&gt;
&lt;br /&gt;
* [[Leosthenes]]&lt;br /&gt;
* [[Rigo Nevic]]&lt;/div&gt;</summary>
		<author><name>Rhapsody</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Nistra&amp;diff=73246</id>
		<title>Nistra</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Nistra&amp;diff=73246"/>
		<updated>2025-09-20T19:59:16Z</updated>

		<summary type="html">&lt;p&gt;Rhapsody: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:Leosthenes.png|right|Leosthenes was trained to be Agemon.]]&lt;br /&gt;
{{quote|Nistra is the last surviving fragment of Axonia, the great empire of old. The mountainous realm is home to many peoples, all ruled with iron fist by the Great Despot.}}&lt;br /&gt;
[[Nistra|Nistrian Despotate]] is a dominantly [[human]] country located at the west end of [[the Continent]], most notable for being successor state to the old [[Axonia]]n empire and for making war with [[Aldor]] numerous times in the past.&lt;br /&gt;
&lt;br /&gt;
== Geography and Economy ==&lt;br /&gt;
Nistra is bordered by the [[Fjall]] clans up north and [[Aldor]] to the east, and by the sea in the south and west. Nistra is described as mountainous place, especially in the northern region bordering Fjall. The long and winding coastline in the south and west has made Nistra one of the great nations of seafarers and traders. The east part of Nistra that borders Aldor is the place where skirmishes as well as great wars were fought between the two nations, sometimes for decades or even longer. &lt;br /&gt;
&lt;br /&gt;
During the recent civil war in Aldor, some of Nistrian traders have been able to make their business in [[Brynn]]. As of late, there has been considerable exchange in products, armaments and knowledge between the two rivaling countries. Nistrian merchants typically stock various weapons and shields which Nistra is known for, as well as their their famous [[Nistrian Flame Flask|bottled incendiary weapon]], but also textile products made of [[Bolt of Cloth|linen]] and [[Spool of Thread|wool]]. In return, their exports from Aldor, and further, include timber and local agricultural products like grain and wine. &lt;br /&gt;
&lt;br /&gt;
The singular [[Azure Thread]] trade route passes through almost all of the Nistrian coastal cities, including one of the settlements on an island off the south-west coast of the country. The status of trade by land is presently unknown but speculated to be disturbed by the civil war of Aldor and persisting raids from Fjall, making naval connection something of a lifeline for the country.&lt;br /&gt;
&lt;br /&gt;
== Government and religion ==&lt;br /&gt;
As the full name of the nation implies, the monarch of Nistra is a single person titled as The Great Despot. From his seat of residence and governance in the capital city of &#039;&#039;&#039;Hieropolis&#039;&#039;&#039;, he rules the country with iron fist and strict tradition. Anyone who dares defy The Great Despot is usually executed on the spot or thrown into dungeons for fate more brutal than death. These and other traditions of the Despotate are nurtured to preserve their lineage as the last and the true successor of the ancient Axonian Empire. &lt;br /&gt;
&lt;br /&gt;
However, the various Nistrian peoples practice more than one Path to worship the [[Host]]. The teachings of Nistrian Hieronism, called the Path of Tradition, hearken back to the Axonian era and are maintained through the coastal lands as well as eastern reaches of the country. In addition, Gnostic Hieronosm, which is most widely practiced in Aldor, has taken root in the central regions of the country, while the Chervenians people that have ties with the distant land of [[Skadia]] maintain Northern Hieronism, or Path of Stoicism, mostly in the north-west part of the country.&lt;br /&gt;
&lt;br /&gt;
== History and culture ==&lt;br /&gt;
Nistra has long history hailing back to the era of the ancient Axonian Empire. This is seen in every aspect of their life, attempting to preserve their Axonian heritage. From the government policy to their way to worshipping the Host, to their armaments, strategy of war, and their cuisines, every detail is kept as similar as possible with the practices of the ancient empire. This preservation of tradition should be seen not only as as a means to maintaing their cultural heritage, but also as a status symbol as the true successor of the Axonian empire. After many conflicts, both Aldor and Nistra have recognized and sometimes adopted their respective characteristics and advances for their own use.&lt;br /&gt;
&lt;br /&gt;
Rather typically for an absolute ruler, the Great Despot is also known as a patron of their people. Every year the monarch ensures a military parade across their capital city to show the might of Nistrian military for the common people. &lt;br /&gt;
&lt;br /&gt;
Relatively few unique articles of Nistrian cuisine are widely distinguished in Aldor. Some better known examples include their traditional [[Nistrian Condiments|condiments]] which Axonian philosophers have mentioned in their writings and the more recently developed [[Custard Muffin]]s.&lt;br /&gt;
&lt;br /&gt;
===Council of Peoples===&lt;br /&gt;
Although ruled by absolutism and great focus on tradition, most people in Nistra belong to the four major tribes who all have their own languages, customs and way of life that warrant them their own individual rights and privileges (or the lack thereof), which are granted to them by what is known as the Council of Peoples.&lt;br /&gt;
&lt;br /&gt;
The most numerous people are the &#039;&#039;&#039;Chervenians&#039;&#039;&#039;. Their language is reminiscent of that of [[Skadia]]ns, although their temperaments are more mild and joyful. The majority of Chervenians are peasants and farmers. There are few of them among the upper society, with any who rise to nobility having to compete against the extended privileges of the other ethnicities. The second most numerous people, &#039;&#039;&#039;Marrs&#039;&#039;&#039;, have close resemblance with Chervenians, and are found in majority along the southern coastline and especially the port cities. Marrs are relieved of numerous taxes and fees, so many become merchants or craftsmen. The third group, &#039;&#039;&#039;Zeineshes&#039;&#039;&#039;, hail from ancient nomads who inhabited the local plains. They form the bulk of the Great Despot&#039;s cavalry, but other than skill at arms and the unique language they speak, they are hardly distinguishable from the other Nistrians. Finally, there are the most direct descendants of ancient Axonians, the &#039;&#039;&#039;Ksifits&#039;&#039;&#039;. A large portion of the nobility, city magistrates, high clergy, and even the Great Despot himself come from Ksifit bloodlines. Although this effectively places them as the ruling ethnicity of the realm, the other peoples are also known to continue adoring their clothing with their respective traditional folk patterns to show defiance on the ruling Ksifits minority.&lt;br /&gt;
&lt;br /&gt;
==Military and warfare==&lt;br /&gt;
Similar on how Nistrian people keeping their culture and way of life strictly following the tradition of Ancient Axonian, their weaponries and warfare are still following the tradition no matter how ancient or how antique they were. To their Great Despot, preserving and replicating centuries-old weapons and armors is a matter of prestige to be perceived as the successor of the Great Axonian Empire. But sometimes out of necessity and numerous conflicts with neighboring Aldor, pushed them to copy others strategy or adapting new strategy towards their rivals.&lt;br /&gt;
&lt;br /&gt;
Beside antique weaponries, Nistra put maces in high regard and even renowned as noble weapon. Unlike Skadia that create many bludgeons and have deep root of respect toward mace, Nistrian people see maces as the power to defeat Aldorian full-plated knights. There are so many vendors, smiths, and traders showing their unique and powerful mace that can make a dent of the most expensive Aldorian plate armor.&lt;br /&gt;
&lt;br /&gt;
For defensive, scale armor is still used by many troops in Nistrian army. Dated back when Nistra&#039;s influence stretched far to the East with their full-scaled armor cataphracts. With their love in military tradition, [[Scaled Armor|scaled armor]] and [[Scaled Boots|scaled boots]] still a common sight on every Nistrian equipment.&lt;br /&gt;
&lt;br /&gt;
There are several tactics that shown still effective even for current warfare standard that still practiced by Nistrian army. Some of them are well-known that even praised by their rivals to be studied, adopted, or strategically calculated for their own retaliation tactic.&lt;br /&gt;
&lt;br /&gt;
* The famous square shield formation. Nistrian military deployed their heavy infantry in square formation armed with their tower shields. This formation help them to protect their first row of infantry but also the archers behind the square formation. Making them impervious to disorganized attack from Fjall raids and intimidate Aldorian commander to charge their heavy cavalry for needless death.&lt;br /&gt;
* Skirmishing tactic. Beside the full-plated heavy infantry from Nistra fending off rows of enemies, there are many support from the flanking light cavalry and agile archers/horse archers whittling down enemies from the back or any weak point of enemies&#039; ranks. Trapping enemies to defend themselves from all sides.&lt;br /&gt;
* [[Nistrian Flame Flask|Flame Flask]]. The famous yet mysterious Nistrian Flame, created with their secret recipe by the Nistrian alchemists and engineers that not even Aldorian scholars can reproduce. Throwing these bottles of flame can set ablaze even the most armored Aldorian commander or disorganized enemies&#039; rank who tried to avoid both the fire and also the Nistrian infantry advance.&lt;br /&gt;
&lt;br /&gt;
Nistrian army are famously renown across The Continent because their training regime, their antique weaponries, and also their heavy armored soldiers. There are many elite troops that are personally trained to aid Great Despot&#039;s war across the Continent or for personal bodyguards protecting the capital cities. Current troops that Nistra known to recruit are:&lt;br /&gt;
&lt;br /&gt;
* Agemon or &#039;&#039;Aegemon&#039;&#039;. The elite guardsmen of The Great Despot himself. Picked from young age across the country to be trained in Gymnasium with harsh and cruel training regime not only for building their physical prowess, but also their martial and magic arts to become the perfect bodyguard. Usually armed with heavy polehammer or [[Nistrian Polemace|two-handed mace]] and adequate magical knowledge of [[Geomancy (skill tree)|Geomancy]], Agemons are the heavy hitting infantry that not only good at protecting Nistrian Despotate, but also dealing heavy damage to whoever dares to defy their Despot.&lt;br /&gt;
* Cataphract. Heavy cavalry armed with armor from the rider to the hooves of their horses. The rider adored with countless shiny [[Scaled Armor|scales of armor]] and armed with hefty [[Flanged Mace|flanged mace]]. Cataphract will charge in wegde formation with their heavy armored mount like battering ram that even break pikemen formation. After the brutal trample from their charge, the rider will finish whoever survive the initial charge with their heavy maces. &lt;br /&gt;
* Nistrian Heavy Infantry. Nistrian military really believe in the strength of their infantrymen. This showed with many of their infantry ranks are geared with scaled armor and protection such as [[Nistrian Shield|Nistrian shield]] to protect themselves and their back ranks that usually filled with light infantry or archers.&lt;br /&gt;
* Skirmish Light Cavalry. Beside their heavy cavalry of cataphract, Nistra also use many light cavalry to harass enemies backline or flank infantry that are preoccupied by their sturdy heavy infantry. Usually armed with [[Skirmisher Shield|shield]] to protect them from stray arrows.&lt;br /&gt;
* Skirmish Light Infantry. Nistrian military also deployed light infantry. Most notably their light infantry consist of archers that raining arrow from the back line, or maneuvering across the battlefield to whitling down enemies numbers.&lt;br /&gt;
* Geomancer Mage. Even though Agemon or other high commander in Nistra learn some magic of [[Geomancy (skill tree)|Geomancy]] to bolster their defense, there are also many powerful geomancers deployed to cast runic boulder or earthquake to shatter walls, buildings, or human alike just like when Nistrian besieged the city of [[Aldwynn]].&lt;br /&gt;
*Varangs. Nistra just like their rival Aldor, bulk their military ranks with mercenary or anyone who put a price for their service. This mercenary can be from their Northern brigands, or the famous Varangs mercenary from Fjall clans. From decades of hiring Varangs, Nistrian military learn the usefulness of [[Nistrian Bardiche|bardiches]] that the Varangs brought from [[Skadia]].&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* Nistra inspired heavily with the history of Byzantine Empire which how they proclaimed themselves as the successor of Axonian Empire which might be referenced Roman Empire.&lt;br /&gt;
* The many people in Nistra also transpired from Byzantine diverse ethnicity which at some point also include Slavs, Armenian, Syria, Southern Italy, Anatolia, and many more.&lt;br /&gt;
* Their box formation referenced Roman Empire testudo formation and square formation.&lt;br /&gt;
&lt;br /&gt;
== Notable Nistrians NPC/Character ==&lt;br /&gt;
&lt;br /&gt;
* [[Leosthenes]]&lt;br /&gt;
* [[Rigo Nevic]]&lt;/div&gt;</summary>
		<author><name>Rhapsody</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Nistra&amp;diff=73245</id>
		<title>Nistra</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Nistra&amp;diff=73245"/>
		<updated>2025-09-20T19:57:38Z</updated>

		<summary type="html">&lt;p&gt;Rhapsody: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:Leosthenes.png|right|Leosthenes was trained to be Agemon.]]&lt;br /&gt;
{{quote|Nistra is the last surviving fragment of Axonia, the great empire of old. The mountainous realm is home to many peoples, all ruled with iron fist by the Great Despot.}}&lt;br /&gt;
[[Nistra|Nistrian Despotate]] is a dominantly [[human]] country located at the west end of [[the Continent]], most notable for being successor state to the old [[Axonia]]n empire and for making war with [[Aldor]] numerous times in the past.&lt;br /&gt;
&lt;br /&gt;
== Geography and Economy ==&lt;br /&gt;
Nistra is bordered by the [[Fjall]] clans up north and [[Aldor]] to the east, and by the sea in the south and west. Nistra is described as mountainous place, especially in the northern region bordering Fjall. The long and winding coastline in the south and west has made Nistra one of the great nations of seafarers and traders. The east part of Nistra that borders Aldor is the place where skirmishes as well as great wars were fought between the two nations, sometimes for decades or even longer. &lt;br /&gt;
&lt;br /&gt;
During the recent civil war in Aldor, some of Nistrian traders have been able to make their business in [[Brynn]]. As of late, there has been considerable exchange in products, armaments and knowledge between the two rivaling countries. Nistrian merchants typically stock various weapons and shields which Nistra is known for, as well as their their famous [[Nistrian Flame Flask|bottled incendiary weapon]], but also textile products made of [[Bolt of Cloth|linen]] and [[Spool of Thread|wool]]. In return, their exports from Aldor, and further, include timber and local agricultural products like grain and wine. &lt;br /&gt;
&lt;br /&gt;
The singular [[Azure Thread]] trade route passes through almost all of the Nistrian coastal cities, including one of the settlements on an island off the south-west coast of the country. The status of trade by land is presently unknown but speculated to be disturbed by the civil war of Aldor and persisting raids from Fjall, making naval connection something of a lifeline for the country.&lt;br /&gt;
&lt;br /&gt;
== Government and religion ==&lt;br /&gt;
As the full name of the nation implies, the monarch of Nistra is a single person titled as The Great Despot. From his seat of residence and governance in the capital city of &#039;&#039;&#039;Hieropolis&#039;&#039;&#039;, he rules the country with iron fist and strict tradition. Anyone who dares defy The Great Despot is usually executed on the spot or thrown into dungeons for fate more brutal than death. These and other traditions of the Despotate are nurtured to preserve their lineage as the last and the true successor of the ancient Axonian Empire. &lt;br /&gt;
&lt;br /&gt;
However, the various Nistrian peoples practice more than one Path to worship the [[Host]]. The teachings of Nistrian Hieronism, called the Path of Tradition, hearken back to the Axonian era and are maintained through the coastal lands as well as eastern reaches of the country. In addition, Gnostic Hieronosm, which is most widely practiced in Aldor, has taken root in the central regions of the country, while the Chervenians people that have ties with the distant land of [[Skadia]] maintain Northern Hieronism, or Path of Stoicism, mostly in the north-west part of the country.&lt;br /&gt;
&lt;br /&gt;
== History and culture ==&lt;br /&gt;
Nistra has long history hailing back to the era of the ancient Axonian Empire. This is seen in every aspect of their life, attempting to preserve their Axonian heritage. From the government policy to their way to worshipping the Host, to their armaments, strategy of war, and their cuisines, every detail is kept as similar as possible with the practices of the ancient empire. This preservation of tradition should be seen not only as as a means to maintaing their cultural heritage, but also as a status symbol as the true successor of the Axonian empire. After many conflicts, both Aldor and Nistra have recognized and sometimes adopted their respective characteristics and advances for their own use.&lt;br /&gt;
&lt;br /&gt;
Rather typically for an absolute ruler, the Great Despot is also known as a patron of their people. Every year the monarch ensures a military parade across their capital city to show the might of Nistrian military for the common people. &lt;br /&gt;
&lt;br /&gt;
Relatively few unique articles of Nistrian cuisine are widely distinguished in Aldor. Some better known examples include their traditional [[Nistrian Condiments|condiments]] which Axonian philosophers have mentioned in their writings and the more recently developed [[Custard Muffin]]s.&lt;br /&gt;
&lt;br /&gt;
===Council of Peoples===&lt;br /&gt;
Although ruled by absolutism and great focus on tradition, most people in Nistra belong to the four major tribes who all have their own languages, customs and way of life that warrant them their own individual rights and privileges (or the lack thereof), which are granted to them by what is known as the Council of Peoples.&lt;br /&gt;
&lt;br /&gt;
The most numerous people are the &#039;&#039;&#039;Chervenians&#039;&#039;&#039;. Their language is reminiscent of that of [[Skadia]]ns, although their temperaments are more mild and joyful. The majority of Chervenians are peasants and farmers. There are few of them among the upper society, with any who rise to nobility having to compete against the extended privileges of the other ethnicities. The second most numerous people, &#039;&#039;&#039;Marrs&#039;&#039;&#039;, have close resemblance with Chervenians, and are found in majority along the southern coastline and especially the port cities. Marrs are relieved of numerous taxes and fees, so many become merchants or craftsment. The third group, &#039;&#039;&#039;Zeineshes&#039;&#039;&#039;, hail from ancient nomads who inhabited the local plains. They form the bulk of the Great Despot&#039;s cavalry, but other than that and the unique language they speak, they are hardly distinguishable from the other Nistrians. Finally, there are the most direct descendants of ancient Axonians, the &#039;&#039;&#039;Ksifits&#039;&#039;&#039;. A large portion of the nobility, city magistrates, high clergy, and even the Great Despot himself come from Ksifit bloodlines. Although this effectively places them as the ruling ethnicity of the realm, the other peoples are also known to continue adoring their clothing with their respective traditional folk patterns to show defiance on the ruling Ksifits minority.&lt;br /&gt;
&lt;br /&gt;
==Military and warfare==&lt;br /&gt;
Similar on how Nistrian people keeping their culture and way of life strictly following the tradition of Ancient Axonian, their weaponries and warfare are still following the tradition no matter how ancient or how antique they were. To their Great Despot, preserving and replicating centuries-old weapons and armors is a matter of prestige to be perceived as the successor of the Great Axonian Empire. But sometimes out of necessity and numerous conflicts with neighboring Aldor, pushed them to copy others strategy or adapting new strategy towards their rivals.&lt;br /&gt;
&lt;br /&gt;
Beside antique weaponries, Nistra put maces in high regard and even renowned as noble weapon. Unlike Skadia that create many bludgeons and have deep root of respect toward mace, Nistrian people see maces as the power to defeat Aldorian full-plated knights. There are so many vendors, smiths, and traders showing their unique and powerful mace that can make a dent of the most expensive Aldorian plate armor.&lt;br /&gt;
&lt;br /&gt;
For defensive, scale armor is still used by many troops in Nistrian army. Dated back when Nistra&#039;s influence stretched far to the East with their full-scaled armor cataphracts. With their love in military tradition, [[Scaled Armor|scaled armor]] and [[Scaled Boots|scaled boots]] still a common sight on every Nistrian equipment.&lt;br /&gt;
&lt;br /&gt;
There are several tactics that shown still effective even for current warfare standard that still practiced by Nistrian army. Some of them are well-known that even praised by their rivals to be studied, adopted, or strategically calculated for their own retaliation tactic.&lt;br /&gt;
&lt;br /&gt;
* The famous square shield formation. Nistrian military deployed their heavy infantry in square formation armed with their tower shields. This formation help them to protect their first row of infantry but also the archers behind the square formation. Making them impervious to disorganized attack from Fjall raids and intimidate Aldorian commander to charge their heavy cavalry for needless death.&lt;br /&gt;
* Skirmishing tactic. Beside the full-plated heavy infantry from Nistra fending off rows of enemies, there are many support from the flanking light cavalry and agile archers/horse archers whittling down enemies from the back or any weak point of enemies&#039; ranks. Trapping enemies to defend themselves from all sides.&lt;br /&gt;
* [[Nistrian Flame Flask|Flame Flask]]. The famous yet mysterious Nistrian Flame, created with their secret recipe by the Nistrian alchemists and engineers that not even Aldorian scholars can reproduce. Throwing these bottles of flame can set ablaze even the most armored Aldorian commander or disorganized enemies&#039; rank who tried to avoid both the fire and also the Nistrian infantry advance.&lt;br /&gt;
&lt;br /&gt;
Nistrian army are famously renown across The Continent because their training regime, their antique weaponries, and also their heavy armored soldiers. There are many elite troops that are personally trained to aid Great Despot&#039;s war across the Continent or for personal bodyguards protecting the capital cities. Current troops that Nistra known to recruit are:&lt;br /&gt;
&lt;br /&gt;
* Agemon or &#039;&#039;Aegemon&#039;&#039;. The elite guardsmen of The Great Despot himself. Picked from young age across the country to be trained in Gymnasium with harsh and cruel training regime not only for building their physical prowess, but also their martial and magic arts to become the perfect bodyguard. Usually armed with heavy polehammer or [[Nistrian Polemace|two-handed mace]] and adequate magical knowledge of [[Geomancy (skill tree)|Geomancy]], Agemons are the heavy hitting infantry that not only good at protecting Nistrian Despotate, but also dealing heavy damage to whoever dares to defy their Despot.&lt;br /&gt;
* Cataphract. Heavy cavalry armed with armor from the rider to the hooves of their horses. The rider adored with countless shiny [[Scaled Armor|scales of armor]] and armed with hefty [[Flanged Mace|flanged mace]]. Cataphract will charge in wegde formation with their heavy armored mount like battering ram that even break pikemen formation. After the brutal trample from their charge, the rider will finish whoever survive the initial charge with their heavy maces. &lt;br /&gt;
* Nistrian Heavy Infantry. Nistrian military really believe in the strength of their infantrymen. This showed with many of their infantry ranks are geared with scaled armor and protection such as [[Nistrian Shield|Nistrian shield]] to protect themselves and their back ranks that usually filled with light infantry or archers.&lt;br /&gt;
* Skirmish Light Cavalry. Beside their heavy cavalry of cataphract, Nistra also use many light cavalry to harass enemies backline or flank infantry that are preoccupied by their sturdy heavy infantry. Usually armed with [[Skirmisher Shield|shield]] to protect them from stray arrows.&lt;br /&gt;
* Skirmish Light Infantry. Nistrian military also deployed light infantry. Most notably their light infantry consist of archers that raining arrow from the back line, or maneuvering across the battlefield to whitling down enemies numbers.&lt;br /&gt;
* Geomancer Mage. Even though Agemon or other high commander in Nistra learn some magic of [[Geomancy (skill tree)|Geomancy]] to bolster their defense, there are also many powerful geomancers deployed to cast runic boulder or earthquake to shatter walls, buildings, or human alike just like when Nistrian besieged the city of [[Aldwynn]].&lt;br /&gt;
*Varangs. Nistra just like their rival Aldor, bulk their military ranks with mercenary or anyone who put a price for their service. This mercenary can be from their Northern brigands, or the famous Varangs mercenary from Fjall clans. From decades of hiring Varangs, Nistrian military learn the usefulness of [[Nistrian Bardiche|bardiches]] that the Varangs brought from [[Skadia]].&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* Nistra inspired heavily with the history of Byzantine Empire which how they proclaimed themselves as the successor of Axonian Empire which might be referenced Roman Empire.&lt;br /&gt;
* The many people in Nistra also transpired from Byzantine diverse ethnicity which at some point also include Slavs, Armenian, Syria, Southern Italy, Anatolia, and many more.&lt;br /&gt;
* Their box formation referenced Roman Empire testudo formation and square formation.&lt;br /&gt;
&lt;br /&gt;
== Notable Nistrians NPC/Character ==&lt;br /&gt;
&lt;br /&gt;
* [[Leosthenes]]&lt;br /&gt;
* [[Rigo Nevic]]&lt;/div&gt;</summary>
		<author><name>Rhapsody</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Nistra&amp;diff=73244</id>
		<title>Nistra</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Nistra&amp;diff=73244"/>
		<updated>2025-09-20T19:53:08Z</updated>

		<summary type="html">&lt;p&gt;Rhapsody: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:Leosthenes.png|right|Leosthenes was trained to be Agemon.]]&lt;br /&gt;
{{quote|Nistra is the last surviving fragment of Axonia, the great empire of old. The mountainous realm is home to many peoples, all ruled with iron fist by the Great Despot.}}&lt;br /&gt;
[[Nistra|Nistrian Despotate]] is a dominantly [[human]] country located at the west end of [[the Continent]], most notable for being successor state to the old [[Axonia]]n empire and for making war with [[Aldor]] numerous times in the past.&lt;br /&gt;
&lt;br /&gt;
== Geography and Economy ==&lt;br /&gt;
Nistra is bordered by the [[Fjall]] clans up north and [[Aldor]] to the east, and by the sea in the south and west. Nistra is described as mountainous place, especially in the northern region bordering Fjall. The long and winding coastline in the south and west has made Nistra one of the great nations of seafarers and traders. The east part of Nistra that borders Aldor is the place where skirmishes as well as great wars were fought between the two nations, sometimes for decades or even longer. &lt;br /&gt;
&lt;br /&gt;
During the recent civil war in Aldor, some of Nistrian traders have been able to make their business in [[Brynn]]. As of late, there has been considerable exchange in products, armaments and knowledge between the two rivaling countries. Nistrian traders are known to stock various shields and weapons Nistra is known for, as well as their their famous [[Nistrian Flame Flask|bottled incendiary weapon]], but also textile products made of [[Bolt of Cloth|linen]] and [[Spool of Thread|wool]]. In return, their exports from Aldor, and further, include timber and local agricultural products like grain and wine. &lt;br /&gt;
&lt;br /&gt;
The singular [[Azure Thread]] trade route passes through almost all of the Nistrian coastal cities, including one of the settlements on an island off the south-west coast of the country. The status of trade by land is presently unknown but speculated to be disturbed by the civil war of Aldor and persisting raids from Fjall, making naval connection something of a lifeline for the country.&lt;br /&gt;
&lt;br /&gt;
== Government and religion ==&lt;br /&gt;
As the full name of the nation implies, the monarch of Nistra is a single person titled as The Great Despot. From his seat of residence and governance in the capital city of &#039;&#039;&#039;Hieropolis&#039;&#039;&#039;, he rules the country with iron fist and strict tradition. Anyone who dares defy The Great Despot is usually executed on the spot or thrown into dungeons for fate more brutal than death. These and other traditions of the Despotate are nurtured to preserve their lineage as the last and the true successor of the ancient Axonian Empire. &lt;br /&gt;
&lt;br /&gt;
However, the various Nistrian peoples practice more than one Path to worship the [[Host]]. The teachings of Nistrian Hieronism, called the Path of Tradition, hearken back to the Axonian era and are maintained through the coastal lands as well as eastern reaches of the country. In addition, Gnostic Hieronosm, which is most widely practiced in Aldor, has taken root in the central regions of the country, while the Chervenians people that have ties with the distant land of [[Skadia]] maintain Northern Hieronism, or Path of Stoicism, mostly in the north-west part of the country.&lt;br /&gt;
&lt;br /&gt;
== History and culture ==&lt;br /&gt;
Nistra has long history hailing back to the era of the ancient Axonian Empire. This is seen in every aspect of their life, attempting to preserve their Axonian heritage. From the government policy to their way to worshipping the Host, to their armaments, strategy of war, and their cuisines, every detail is kept as similar as possible with the practices of the ancient empire. This preservation of tradition should be seen not only as as a means to maintaing their cultural heritage, but also as a status symbol as the true successor of the Axonian empire. After many conflicts, both Aldor and Nistra have recognized and sometimes adopted their respective characteristics and advances for their own use.&lt;br /&gt;
&lt;br /&gt;
Rather typically for an absolute ruler, the Great Despot is also known as a patron of their people. Every year the monarch ensures a military parade across their capital city to show the might of Nistrian military for the common people. &lt;br /&gt;
&lt;br /&gt;
Relatively few unique articles of Nistrian cuisine are widely distinguished in Aldor. Some better known examples include their traditional [[Nistrian Condiments|condiments]] which Axonian philosophers have mentioned in their writings and the more recently developed [[Custard Muffin]]s.&lt;br /&gt;
&lt;br /&gt;
===Council of Peoples===&lt;br /&gt;
Although ruled by absolutism and great focus on tradition, most people in Nistra belong to the four major tribes who all have their own languages, customs and way of life that warrant them their own individual rights and privileges (or the lack thereof), which are granted to them by what is known as the Council of Peoples.&lt;br /&gt;
&lt;br /&gt;
The most numerous people are the &#039;&#039;&#039;Chervenians&#039;&#039;&#039;. Their language is reminiscent of that of Skadians, although their temperaments are more mild and joyful. The majority of Chervenians are peasants and farmers. There are few of them among the nobility, with any who rise to nobility having to compete against the extended privileges of the other ethnicities. The second most numerous people, &#039;&#039;&#039;Marrs&#039;&#039;&#039;, have close resemblance with Chervenians, and are found in majority along the southern coastline and especially the port cities. Marrs are relieved of numerous taxes and fees, so many become merchants or craftsment. The third group, &#039;&#039;&#039;Zeineshes&#039;&#039;&#039;, hail from ancient nomads who inhabited the local plains. They form the bulk of the Great Despot&#039;s cavalry, but other than that and the unique language they speak, they are hardly distinguishable from the other Nistrians. Finally, there are the most direct descendants of ancient Axonians, the &#039;&#039;&#039;Ksifits&#039;&#039;&#039;. A large portion of the nobility, city magistrates, high clergy, and even the Great Despot himself come from Ksifit bloodlines. Although this effectively places them as the ruling ethnicity of the realm, the other peoples are also known to continue adoring their clothing with their respective traditional folk patterns to show defiance on the ruling Ksifits minority.&lt;br /&gt;
&lt;br /&gt;
==Military and warfare==&lt;br /&gt;
Similar on how Nistrian people keeping their culture and way of life strictly following the tradition of Ancient Axonian, their weaponries and warfare are still following the tradition no matter how ancient or how antique they were. To their Great Despot, preserving and replicating centuries-old weapons and armors is a matter of prestige to be perceived as the successor of the Great Axonian Empire. But sometimes out of necessity and numerous conflicts with neighboring Aldor, pushed them to copy others strategy or adapting new strategy towards their rivals.&lt;br /&gt;
&lt;br /&gt;
Beside antique weaponries, Nistra put maces in high regard and even renowned as noble weapon. Unlike Skadia that create many bludgeons and have deep root of respect toward mace, Nistrian people see maces as the power to defeat Aldorian full-plated knights. There are so many vendors, smiths, and traders showing their unique and powerful mace that can make a dent of the most expensive Aldorian plate armor.&lt;br /&gt;
&lt;br /&gt;
For defensive, scale armor is still used by many troops in Nistrian army. Dated back when Nistra&#039;s influence stretched far to the East with their full-scaled armor cataphracts. With their love in military tradition, [[Scaled Armor|scaled armor]] and [[Scaled Boots|scaled boots]] still a common sight on every Nistrian equipment.&lt;br /&gt;
&lt;br /&gt;
There are several tactics that shown still effective even for current warfare standard that still practiced by Nistrian army. Some of them are well-known that even praised by their rivals to be studied, adopted, or strategically calculated for their own retaliation tactic.&lt;br /&gt;
&lt;br /&gt;
* The famous square shield formation. Nistrian military deployed their heavy infantry in square formation armed with their tower shields. This formation help them to protect their first row of infantry but also the archers behind the square formation. Making them impervious to disorganized attack from Fjall raids and intimidate Aldorian commander to charge their heavy cavalry for needless death.&lt;br /&gt;
* Skirmishing tactic. Beside the full-plated heavy infantry from Nistra fending off rows of enemies, there are many support from the flanking light cavalry and agile archers/horse archers whittling down enemies from the back or any weak point of enemies&#039; ranks. Trapping enemies to defend themselves from all sides.&lt;br /&gt;
* [[Nistrian Flame Flask|Flame Flask]]. The famous yet mysterious Nistrian Flame, created with their secret recipe by the Nistrian alchemists and engineers that not even Aldorian scholars can reproduce. Throwing these bottles of flame can set ablaze even the most armored Aldorian commander or disorganized enemies&#039; rank who tried to avoid both the fire and also the Nistrian infantry advance.&lt;br /&gt;
&lt;br /&gt;
Nistrian army are famously renown across The Continent because their training regime, their antique weaponries, and also their heavy armored soldiers. There are many elite troops that are personally trained to aid Great Despot&#039;s war across the Continent or for personal bodyguards protecting the capital cities. Current troops that Nistra known to recruit are:&lt;br /&gt;
&lt;br /&gt;
* Agemon or &#039;&#039;Aegemon&#039;&#039;. The elite guardsmen of The Great Despot himself. Picked from young age across the country to be trained in Gymnasium with harsh and cruel training regime not only for building their physical prowess, but also their martial and magic arts to become the perfect bodyguard. Usually armed with heavy polehammer or [[Nistrian Polemace|two-handed mace]] and adequate magical knowledge of [[Geomancy (skill tree)|Geomancy]], Agemons are the heavy hitting infantry that not only good at protecting Nistrian Despotate, but also dealing heavy damage to whoever dares to defy their Despot.&lt;br /&gt;
* Cataphract. Heavy cavalry armed with armor from the rider to the hooves of their horses. The rider adored with countless shiny [[Scaled Armor|scales of armor]] and armed with hefty [[Flanged Mace|flanged mace]]. Cataphract will charge in wegde formation with their heavy armored mount like battering ram that even break pikemen formation. After the brutal trample from their charge, the rider will finish whoever survive the initial charge with their heavy maces. &lt;br /&gt;
* Nistrian Heavy Infantry. Nistrian military really believe in the strength of their infantrymen. This showed with many of their infantry ranks are geared with scaled armor and protection such as [[Nistrian Shield|Nistrian shield]] to protect themselves and their back ranks that usually filled with light infantry or archers.&lt;br /&gt;
* Skirmish Light Cavalry. Beside their heavy cavalry of cataphract, Nistra also use many light cavalry to harass enemies backline or flank infantry that are preoccupied by their sturdy heavy infantry. Usually armed with [[Skirmisher Shield|shield]] to protect them from stray arrows.&lt;br /&gt;
* Skirmish Light Infantry. Nistrian military also deployed light infantry. Most notably their light infantry consist of archers that raining arrow from the back line, or maneuvering across the battlefield to whitling down enemies numbers.&lt;br /&gt;
* Geomancer Mage. Even though Agemon or other high commander in Nistra learn some magic of [[Geomancy (skill tree)|Geomancy]] to bolster their defense, there are also many powerful geomancers deployed to cast runic boulder or earthquake to shatter walls, buildings, or human alike just like when Nistrian besieged the city of [[Aldwynn]].&lt;br /&gt;
*Varangs. Nistra just like their rival Aldor, bulk their military ranks with mercenary or anyone who put a price for their service. This mercenary can be from their Northern brigands, or the famous Varangs mercenary from Fjall clans. From decades of hiring Varangs, Nistrian military learn the usefulness of [[Nistrian Bardiche|bardiches]] that the Varangs brought from [[Skadia]].&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* Nistra inspired heavily with the history of Byzantine Empire which how they proclaimed themselves as the successor of Axonian Empire which might be referenced Roman Empire.&lt;br /&gt;
* The many people in Nistra also transpired from Byzantine diverse ethnicity which at some point also include Slavs, Armenian, Syria, Southern Italy, Anatolia, and many more.&lt;br /&gt;
* Their box formation referenced Roman Empire testudo formation and square formation.&lt;br /&gt;
&lt;br /&gt;
== Notable Nistrians NPC/Character ==&lt;br /&gt;
&lt;br /&gt;
* [[Leosthenes]]&lt;br /&gt;
* [[Rigo Nevic]]&lt;/div&gt;</summary>
		<author><name>Rhapsody</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Nistra&amp;diff=73243</id>
		<title>Nistra</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Nistra&amp;diff=73243"/>
		<updated>2025-09-20T19:51:08Z</updated>

		<summary type="html">&lt;p&gt;Rhapsody: condensing, organizing and refining information in the first three sections (Council of Peoples is some kind of governmental body instead of alternate name of the country)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:Leosthenes.png|right|Leosthenes was trained to be Agemon.]]&lt;br /&gt;
{{quote|Nistra is the last surviving fragment of Axonia, the great empire of old. The mountainous realm is home to many peoples, all ruled with iron fist by the Great Despot.}}&lt;br /&gt;
[[Nistra|Nistrian Despotate]] is a dominantly [[human]] country located at the west end of [[the Continent]], most notable for being successor state to the old [[Axonia]]n empire and for making war with [[Aldor]] numerous times in the past.&lt;br /&gt;
&lt;br /&gt;
== Geography and Economy ==&lt;br /&gt;
Nistra is bordered by the [[Fjall]] clans up north and [[Aldor]] to the east, and by the sea in the south and west. Nistra is described as mountainous place, especially in the northern region bordering Fjall. The long and winding coastline in the south and west has made Nistra one of the great nations of seafarers and traders. The east part of Nistra that borders Aldor is the place where skirmishes as well as great wars were fought between the two nations, sometimes for decades or even longer. &lt;br /&gt;
&lt;br /&gt;
During the recent civil war in Aldor, some of Nistrian traders have been able to make their business in [[Brynn]]. As of late, there has been considerable exchange in products, armaments and knowledge between the two rivaling countries. Nistrian traders are known to stock various shields and weapons Nistra is known for, as well as their their famous [[Nistrian Flame Flask|bottled incendiary weapon]], but also textile products made of [[Bolt of Cloth|linen]] and [[Spool of Thread|wool]]. In return, their exports from Aldor, and further, include timber and local agricultural products like grain and wine. &lt;br /&gt;
&lt;br /&gt;
The singular [[Azure Thread]] trade route passes through almost all of the Nistrian coastal cities, including one of the settlements on an island off the south-west coast of the country. The status of trade by land is presently unknown but speculated to be disturbed by the civil war of Aldor and persisting raids from Fjall, making naval connection something of a lifeline for the country.&lt;br /&gt;
&lt;br /&gt;
== Government and religion ==&lt;br /&gt;
As the full name of the nation implies, the monarch of Nistra is a single person titled as The Great Despot. From his seat of residence and governance, he rules the country with iron fist and strict tradition. Anyone who dares defy The Great Despot is usually executed on the spot or thrown into dungeons for fate more brutal than death. These and other traditions of the Despotate are nurtured to preserve their lineage as the last and the true successor of the ancient Axonian Empire. &lt;br /&gt;
&lt;br /&gt;
However, the various Nistrian peoples practice more than one Path to worship the [[Host]]. The teachings of Nistrian Hieronism, called the Path of Tradition, hearken back to the Axonian era and are maintained through the coastal lands as well as eastern reaches of the country. In addition, Gnostic Hieronosm, which is most widely practiced in Aldor, has taken root in the central regions of the country, while the Chervenians people that have ties with the distant land of [[Skadia]] maintain Northern Hieronism, or Path of Stoicism, mostly in the north-west part of the country.&lt;br /&gt;
&lt;br /&gt;
== History and culture ==&lt;br /&gt;
Nistra has long history hailing back to the era of the ancient Axonian Empire. This is seen in every aspect of their life, attempting to preserve their Axonian heritage. From the government policy to their way to worshipping the Host, to their armaments, strategy of war, and their cuisines, every detail is kept as similar as possible with the practices of the ancient empire. This preservation of tradition should be seen not only as as a means to maintaing their cultural heritage, but also as a status symbol as the true successor of the Axonian empire. After many conflicts, both Aldor and Nistra have recognized and sometimes adopted their respective characteristics and advances for their own use.&lt;br /&gt;
&lt;br /&gt;
Rather typically for an absolute ruler, the Great Despot is also known as a patron of their people. Every year the monarch ensures a military parade across their capital city to show the might of Nistrian military for the common people. &lt;br /&gt;
&lt;br /&gt;
Relatively few unique articles of Nistrian cuisine are widely distinguished in Aldor. Some better known examples include their traditional [[Nistrian Condiments|condiments]] which Axonian philosophers have mentioned in their writings and the more recently developed [[Custard Muffin]]s.&lt;br /&gt;
&lt;br /&gt;
===Council of Peoples===&lt;br /&gt;
Although ruled by absolutism and great focus on tradition, most people in Nistra belong to the four major tribes who all have their own languages, customs and way of life that warrant them their own individual rights and privileges (or the lack thereof), which are granted to them by what is known as the Council of Peoples.&lt;br /&gt;
&lt;br /&gt;
The most numerous people are the &#039;&#039;&#039;Chervenians&#039;&#039;&#039;. Their language is reminiscent of that of Skadians, although their temperaments are more mild and joyful. The majority of Chervenians are peasants and farmers. There are few of them among the nobility, with any who rise to nobility having to compete against the extended privileges of the other ethnicities. The second most numerous people, &#039;&#039;&#039;Marrs&#039;&#039;&#039;, have close resemblance with Chervenians, and are found in majority along the southern coastline and especially the port cities. Marrs are relieved of numerous taxes and fees, so many become merchants or craftsment. The third group, &#039;&#039;&#039;Zeineshes&#039;&#039;&#039;, hail from ancient nomads who inhabited the local plains. They form the bulk of the Great Despot&#039;s cavalry, but other than that and the unique language they speak, they are hardly distinguishable from the other Nistrians. Finally, there are the most direct descendants of ancient Axonians, the &#039;&#039;&#039;Ksifits&#039;&#039;&#039;. A large portion of the nobility, city magistrates, high clergy, and even the Great Despot himself come from Ksifit bloodlines. Although this effectively places them as the ruling ethnicity of the realm, the other peoples are also known to continue adoring their clothing with their respective traditional folk patterns to show defiance on the ruling Ksifits minority.&lt;br /&gt;
&lt;br /&gt;
==Military and warfare==&lt;br /&gt;
Similar on how Nistrian people keeping their culture and way of life strictly following the tradition of Ancient Axonian, their weaponries and warfare are still following the tradition no matter how ancient or how antique they were. To their Great Despot, preserving and replicating centuries-old weapons and armors is a matter of prestige to be perceived as the successor of the Great Axonian Empire. But sometimes out of necessity and numerous conflicts with neighboring Aldor, pushed them to copy others strategy or adapting new strategy towards their rivals.&lt;br /&gt;
&lt;br /&gt;
Beside antique weaponries, Nistra put maces in high regard and even renowned as noble weapon. Unlike Skadia that create many bludgeons and have deep root of respect toward mace, Nistrian people see maces as the power to defeat Aldorian full-plated knights. There are so many vendors, smiths, and traders showing their unique and powerful mace that can make a dent of the most expensive Aldorian plate armor.&lt;br /&gt;
&lt;br /&gt;
For defensive, scale armor is still used by many troops in Nistrian army. Dated back when Nistra&#039;s influence stretched far to the East with their full-scaled armor cataphracts. With their love in military tradition, [[Scaled Armor|scaled armor]] and [[Scaled Boots|scaled boots]] still a common sight on every Nistrian equipment.&lt;br /&gt;
&lt;br /&gt;
There are several tactics that shown still effective even for current warfare standard that still practiced by Nistrian army. Some of them are well-known that even praised by their rivals to be studied, adopted, or strategically calculated for their own retaliation tactic.&lt;br /&gt;
&lt;br /&gt;
* The famous square shield formation. Nistrian military deployed their heavy infantry in square formation armed with their tower shields. This formation help them to protect their first row of infantry but also the archers behind the square formation. Making them impervious to disorganized attack from Fjall raids and intimidate Aldorian commander to charge their heavy cavalry for needless death.&lt;br /&gt;
* Skirmishing tactic. Beside the full-plated heavy infantry from Nistra fending off rows of enemies, there are many support from the flanking light cavalry and agile archers/horse archers whittling down enemies from the back or any weak point of enemies&#039; ranks. Trapping enemies to defend themselves from all sides.&lt;br /&gt;
* [[Nistrian Flame Flask|Flame Flask]]. The famous yet mysterious Nistrian Flame, created with their secret recipe by the Nistrian alchemists and engineers that not even Aldorian scholars can reproduce. Throwing these bottles of flame can set ablaze even the most armored Aldorian commander or disorganized enemies&#039; rank who tried to avoid both the fire and also the Nistrian infantry advance.&lt;br /&gt;
&lt;br /&gt;
Nistrian army are famously renown across The Continent because their training regime, their antique weaponries, and also their heavy armored soldiers. There are many elite troops that are personally trained to aid Great Despot&#039;s war across the Continent or for personal bodyguards protecting the capital cities. Current troops that Nistra known to recruit are:&lt;br /&gt;
&lt;br /&gt;
* Agemon or &#039;&#039;Aegemon&#039;&#039;. The elite guardsmen of The Great Despot himself. Picked from young age across the country to be trained in Gymnasium with harsh and cruel training regime not only for building their physical prowess, but also their martial and magic arts to become the perfect bodyguard. Usually armed with heavy polehammer or [[Nistrian Polemace|two-handed mace]] and adequate magical knowledge of [[Geomancy (skill tree)|Geomancy]], Agemons are the heavy hitting infantry that not only good at protecting Nistrian Despotate, but also dealing heavy damage to whoever dares to defy their Despot.&lt;br /&gt;
* Cataphract. Heavy cavalry armed with armor from the rider to the hooves of their horses. The rider adored with countless shiny [[Scaled Armor|scales of armor]] and armed with hefty [[Flanged Mace|flanged mace]]. Cataphract will charge in wegde formation with their heavy armored mount like battering ram that even break pikemen formation. After the brutal trample from their charge, the rider will finish whoever survive the initial charge with their heavy maces. &lt;br /&gt;
* Nistrian Heavy Infantry. Nistrian military really believe in the strength of their infantrymen. This showed with many of their infantry ranks are geared with scaled armor and protection such as [[Nistrian Shield|Nistrian shield]] to protect themselves and their back ranks that usually filled with light infantry or archers.&lt;br /&gt;
* Skirmish Light Cavalry. Beside their heavy cavalry of cataphract, Nistra also use many light cavalry to harass enemies backline or flank infantry that are preoccupied by their sturdy heavy infantry. Usually armed with [[Skirmisher Shield|shield]] to protect them from stray arrows.&lt;br /&gt;
* Skirmish Light Infantry. Nistrian military also deployed light infantry. Most notably their light infantry consist of archers that raining arrow from the back line, or maneuvering across the battlefield to whitling down enemies numbers.&lt;br /&gt;
* Geomancer Mage. Even though Agemon or other high commander in Nistra learn some magic of [[Geomancy (skill tree)|Geomancy]] to bolster their defense, there are also many powerful geomancers deployed to cast runic boulder or earthquake to shatter walls, buildings, or human alike just like when Nistrian besieged the city of [[Aldwynn]].&lt;br /&gt;
*Varangs. Nistra just like their rival Aldor, bulk their military ranks with mercenary or anyone who put a price for their service. This mercenary can be from their Northern brigands, or the famous Varangs mercenary from Fjall clans. From decades of hiring Varangs, Nistrian military learn the usefulness of [[Nistrian Bardiche|bardiches]] that the Varangs brought from [[Skadia]].&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* Nistra inspired heavily with the history of Byzantine Empire which how they proclaimed themselves as the successor of Axonian Empire which might be referenced Roman Empire.&lt;br /&gt;
* The many people in Nistra also transpired from Byzantine diverse ethnicity which at some point also include Slavs, Armenian, Syria, Southern Italy, Anatolia, and many more.&lt;br /&gt;
* Their box formation referenced Roman Empire testudo formation and square formation.&lt;br /&gt;
&lt;br /&gt;
== Notable Nistrians NPC/Character ==&lt;br /&gt;
&lt;br /&gt;
* [[Leosthenes]]&lt;br /&gt;
* [[Rigo Nevic]]&lt;/div&gt;</summary>
		<author><name>Rhapsody</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Skadia&amp;diff=72688</id>
		<title>Skadia</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Skadia&amp;diff=72688"/>
		<updated>2025-09-15T18:59:35Z</updated>

		<summary type="html">&lt;p&gt;Rhapsody: misnomer fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:Velmir.png|right|Velmir is a Skadian revenger.]]&lt;br /&gt;
{{quote|Skadia is a distant northern country surrounded by many enemies. Skadians are rugged, reserved, and well-known for their disdain toward all manner of hierarchy, preferring to settle important matters by popular assemblies.}}&lt;br /&gt;
[[Skadia]], also known as &#039;&#039;&#039;Semigradye&#039;&#039;&#039; - &amp;quot;the Land of Seven Cities&amp;quot;, is a dominantly [[human]] country consisting of allied city-states and located to the north-east of [[Aldor]]. &lt;br /&gt;
&lt;br /&gt;
==Geography and economy==&lt;br /&gt;
Skadia is bordered by [[Fjall]] to the west, [[Jacinth Kingdoms]] to the south, and to the east by the pagan nomad cultures. It lies at the northern end of [[the Continent]], before the Icy Sea. &lt;br /&gt;
&lt;br /&gt;
A land of contrasts, in Skadia mountains give way to dense taiga which in turn recedes into grasslands and steppe in the south-east. Additionally, Skadia is a maritime country, its coastline almost as expansive as that of Fjall or [[Nistra]], a matter which is reflected by [[Velmir|the background of some Skadians]] traveling Aldor.&lt;br /&gt;
&lt;br /&gt;
Skadian exports to Aldor include amber, pelts, meat and other animal products, as well as weapons and armor, while notable imports from Aldor are agricultural products like grain and wine. The northern loop of the [[Azure Thread]] trade route passes through cities of Bela Brama and Nyzhgrad before splintering to the norther-eastern Vezhina and further west into Fjall.&lt;br /&gt;
&lt;br /&gt;
==Government and religion==&lt;br /&gt;
Skadia consists of many independent cities, although only the seven largest and most prosperous ones - Vezhina, Bela Brama, Nizhgrad, Veledz, Stroma, Brazhav, and Tur - are widely documented. &lt;br /&gt;
&lt;br /&gt;
Skadia is not ruled in whole nor in parts by any line of monarchs; the nobility of Skadia holds only fractional power compared to its neighbors. Skadian cities raise their own armies and mint their own coinage. Popular assemblies called &#039;&#039;veches&#039;&#039; by influential townsmen are responsible for governmental decisions, but when faced with a major threat, the cities may elect an Elder Prince to lead the nation and its armies. &lt;br /&gt;
&lt;br /&gt;
Like in the nearby Aldor, Gnostic Hieronism is widespread in southern Skadia, but in the north the Path of Stoicism, or Northern Hieronism, is dominant, a Path shared in modern times only in the northern Nistra. &lt;br /&gt;
&lt;br /&gt;
==History and culture==&lt;br /&gt;
Relatively little is known of the history of Skadia. Raids from Fjall and [[Yarimad]] have shaped the character of Skadians in particular, and the country has no immediate [[Hieron]]ite neighbors, the closest being Aldor – the two countries are separated by mountain ranges and lack any shared borders. &lt;br /&gt;
&lt;br /&gt;
Skadian people are considered to be rugged and reserved by Aldorians. They are known to hold grudges, paying the most grievous offenses in blood and going to great lengths to see these debts extracted. &lt;br /&gt;
&lt;br /&gt;
Skadia is also notable for its powerful mages, called &#039;&#039;volkhvs&#039;&#039;, although other details of their preferred magic schools and strategies are not widely known in present-day Aldor, as well as for its [[Skadian Bardiche|bardiches]], which are a status symbol in the country not unlike swords in Aldor or maces and hammers in Nistra. &lt;br /&gt;
&lt;br /&gt;
Skadian cuisine consists of practical dishes and additives such as [[Taiga Rassolnik|incorporating vegetables with offal]] and [[Skadian Herbs|fortifying herbs]].&lt;br /&gt;
&lt;br /&gt;
==Notable Skadians==&lt;br /&gt;
*[[Velmir]]&lt;br /&gt;
*[[Zdenebrad]]&lt;/div&gt;</summary>
		<author><name>Rhapsody</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Skadia&amp;diff=72687</id>
		<title>Skadia</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Skadia&amp;diff=72687"/>
		<updated>2025-09-15T18:59:00Z</updated>

		<summary type="html">&lt;p&gt;Rhapsody: /* Geography and economics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:Velmir.png|right|Velmir is a Skadian revenger.]]&lt;br /&gt;
{{quote|Skadia is a distant northern country surrounded by many enemies. Skadians are rugged, reserved, and well-known for their disdain toward all manner of hierarchy, preferring to settle important matters by popular assemblies.}}&lt;br /&gt;
[[Skadia]], also known as &#039;&#039;&#039;Semigradye&#039;&#039;&#039; - &amp;quot;the Land of Seven Cities&amp;quot;, is a dominantly [[human]] country consisting of allied city-states and located to the north-east of [[Aldor]]. &lt;br /&gt;
&lt;br /&gt;
==Geography and economics==&lt;br /&gt;
Skadia is bordered by [[Fjall]] to the west, [[Jacinth Kingdoms]] to the south, and to the east by the pagan nomad cultures. It lies at the northern end of [[the Continent]], before the Icy Sea. &lt;br /&gt;
&lt;br /&gt;
A land of contrasts, in Skadia mountains give way to dense taiga which in turn recedes into grasslands and steppe in the south-east. Additionally, Skadia is a maritime country, its coastline almost as expansive as that of Fjall or [[Nistra]], a matter which is reflected by [[Velmir|the background of some Skadians]] traveling Aldor.&lt;br /&gt;
&lt;br /&gt;
Skadian exports to Aldor include amber, pelts, meat and other animal products, as well as weapons and armor, while notable imports from Aldor are agricultural products like grain and wine. The northern loop of the [[Azure Thread]] trade route passes through cities of Bela Brama and Nyzhgrad before splintering to the norther-eastern Vezhina and further west into Fjall.&lt;br /&gt;
&lt;br /&gt;
==Government and religion==&lt;br /&gt;
Skadia consists of many independent cities, although only the seven largest and most prosperous ones - Vezhina, Bela Brama, Nizhgrad, Veledz, Stroma, Brazhav, and Tur - are widely documented. &lt;br /&gt;
&lt;br /&gt;
Skadia is not ruled in whole nor in parts by any line of monarchs; the nobility of Skadia holds only fractional power compared to its neighbors. Skadian cities raise their own armies and mint their own coinage. Popular assemblies called &#039;&#039;veches&#039;&#039; by influential townsmen are responsible for governmental decisions, but when faced with a major threat, the cities may elect an Elder Prince to lead the nation and its armies. &lt;br /&gt;
&lt;br /&gt;
Like in the nearby Aldor, Gnostic Hieronism is widespread in southern Skadia, but in the north the Path of Stoicism, or Northern Hieronism, is dominant, a Path shared in modern times only in the northern Nistra. &lt;br /&gt;
&lt;br /&gt;
==History and culture==&lt;br /&gt;
Relatively little is known of the history of Skadia. Raids from Fjall and [[Yarimad]] have shaped the character of Skadians in particular, and the country has no immediate [[Hieron]]ite neighbors, the closest being Aldor – the two countries are separated by mountain ranges and lack any shared borders. &lt;br /&gt;
&lt;br /&gt;
Skadian people are considered to be rugged and reserved by Aldorians. They are known to hold grudges, paying the most grievous offenses in blood and going to great lengths to see these debts extracted. &lt;br /&gt;
&lt;br /&gt;
Skadia is also notable for its powerful mages, called &#039;&#039;volkhvs&#039;&#039;, although other details of their preferred magic schools and strategies are not widely known in present-day Aldor, as well as for its [[Skadian Bardiche|bardiches]], which are a status symbol in the country not unlike swords in Aldor or maces and hammers in Nistra. &lt;br /&gt;
&lt;br /&gt;
Skadian cuisine consists of practical dishes and additives such as [[Taiga Rassolnik|incorporating vegetables with offal]] and [[Skadian Herbs|fortifying herbs]].&lt;br /&gt;
&lt;br /&gt;
==Notable Skadians==&lt;br /&gt;
*[[Velmir]]&lt;br /&gt;
*[[Zdenebrad]]&lt;/div&gt;</summary>
		<author><name>Rhapsody</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Skadia&amp;diff=72686</id>
		<title>Skadia</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Skadia&amp;diff=72686"/>
		<updated>2025-09-15T18:56:45Z</updated>

		<summary type="html">&lt;p&gt;Rhapsody: Created page with &amp;quot;{{stub}} Velmir is a Skadian revenger. {{quote|Skadia is a distant northern country surrounded by many enemies. Skadians are rugged, reserved, and well-known for their disdain toward all manner of hierarchy, preferring to settle important matters by popular assemblies.}} Skadia, also known as &amp;#039;&amp;#039;&amp;#039;Semigradye&amp;#039;&amp;#039;&amp;#039; - &amp;quot;the Land of Seven Cities&amp;quot;, is a dominantly human country consisting of allied city-states and located to the north-east of Al...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:Velmir.png|right|Velmir is a Skadian revenger.]]&lt;br /&gt;
{{quote|Skadia is a distant northern country surrounded by many enemies. Skadians are rugged, reserved, and well-known for their disdain toward all manner of hierarchy, preferring to settle important matters by popular assemblies.}}&lt;br /&gt;
[[Skadia]], also known as &#039;&#039;&#039;Semigradye&#039;&#039;&#039; - &amp;quot;the Land of Seven Cities&amp;quot;, is a dominantly [[human]] country consisting of allied city-states and located to the north-east of [[Aldor]]. &lt;br /&gt;
&lt;br /&gt;
==Geography and economics==&lt;br /&gt;
Skadia is bordered by [[Fjall]] to the west, [[Jacinth Kingdoms]] to the south, and to the east by the pagan nomad cultures. It lies at the northern end of [[the Continent]], before the Icy Sea. &lt;br /&gt;
&lt;br /&gt;
A land of contrasts, in Skadia mountains give way to dense taiga which in turn recedes into grasslands and steppe in the south-east. Additionally, Skadia is a maritime country, its coastline almost as expansive as that of Fjall or [[Nistra]], a matter which is reflected by [[Velmir|the background of some Skadians]] traveling Aldor.&lt;br /&gt;
&lt;br /&gt;
Skadian exports to Aldor include amber, pelts, meat and other animal products, as well as weapons and armor. The northern loop of the [[Azure Thread]] trade route passes through cities of Bela Brama and Nyzhgrad before splintering to the norther-eastern Vezhina and further west into Fjall.&lt;br /&gt;
&lt;br /&gt;
==Government and religion==&lt;br /&gt;
Skadia consists of many independent cities, although only the seven largest and most prosperous ones - Vezhina, Bela Brama, Nizhgrad, Veledz, Stroma, Brazhav, and Tur - are widely documented. &lt;br /&gt;
&lt;br /&gt;
Skadia is not ruled in whole nor in parts by any line of monarchs; the nobility of Skadia holds only fractional power compared to its neighbors. Skadian cities raise their own armies and mint their own coinage. Popular assemblies called &#039;&#039;veches&#039;&#039; by influential townsmen are responsible for governmental decisions, but when faced with a major threat, the cities may elect an Elder Prince to lead the nation and its armies. &lt;br /&gt;
&lt;br /&gt;
Like in the nearby Aldor, Gnostic Hieronism is widespread in southern Skadia, but in the north the Path of Stoicism, or Northern Hieronism, is dominant, a Path shared in modern times only in the northern Nistra. &lt;br /&gt;
&lt;br /&gt;
==History and culture==&lt;br /&gt;
Relatively little is known of the history of Skadia. Raids from Fjall and [[Yarimad]] have shaped the character of Skadians in particular, and the country has no immediate [[Hieron]]ite neighbors, the closest being Aldor – the two countries are separated by mountain ranges and lack any shared borders. &lt;br /&gt;
&lt;br /&gt;
Skadian people are considered to be rugged and reserved by Aldorians. They are known to hold grudges, paying the most grievous offenses in blood and going to great lengths to see these debts extracted. &lt;br /&gt;
&lt;br /&gt;
Skadia is also notable for its powerful mages, called &#039;&#039;volkhvs&#039;&#039;, although other details of their preferred magic schools and strategies are not widely known in present-day Aldor, as well as for its [[Skadian Bardiche|bardiches]], which are a status symbol in the country not unlike swords in Aldor or maces and hammers in Nistra. &lt;br /&gt;
&lt;br /&gt;
Skadian cuisine consists of practical dishes and additives such as [[Taiga Rassolnik|incorporating vegetables with offal]] and [[Skadian Herbs|fortifying herbs]].&lt;br /&gt;
&lt;br /&gt;
==Notable Skadians==&lt;br /&gt;
*[[Velmir]]&lt;br /&gt;
*[[Zdenebrad]]&lt;/div&gt;</summary>
		<author><name>Rhapsody</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Aldor&amp;diff=72685</id>
		<title>Aldor</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Aldor&amp;diff=72685"/>
		<updated>2025-09-15T15:52:31Z</updated>

		<summary type="html">&lt;p&gt;Rhapsody: added the elven language name for Aldor, as per folio&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{Outdated}}&lt;br /&gt;
&#039;&#039;&#039;Aldor&#039;&#039;&#039;, known as &#039;&#039;Ab-Aldur&#039;&#039; to the elves, is the kingdom in which {{Gamename}} takes place, a formerly prosperous and powerful kingdom. &lt;br /&gt;
&lt;br /&gt;
==Outdated Lore==&lt;br /&gt;
Half a century before the events of the game, Aldor waged a war against the elven [[Jade Kingdoms]]. This aggression was repelled by the elves who in turn invaded Aldor. The kingdom was swept by a wave of bloodsheds. Making his last stand, the [[Last King]] revived many fallen warriors to act as his last line of defense. However this terrifying blasphemy was doomed to failure and the Last King was soon vanquished leaving behind him a terrible legacy. The disappearance of the Last King signed the end of this horrific part of Aldor&#039;s history which the historians aptly named the [[War of the Fallen]].&lt;br /&gt;
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In the aftermath of the war and following the fall of the monarchy no one was left at the reign of the kingdom. After the Jade Kingdoms armies left all matters of pretenders sought to ascend to the throne. This was the start of a decade long civil war, the [[Discord]]. Only the [[Grand Magistrate]], an alliance of well-off merchant families, tired of hatred and violence, was capable of stopping that bloodshed.&lt;br /&gt;
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Still, years of conflicts left Aldor ravaged. The Grand Magistrate slowly lost its role as its members parted ways. The already tenuous peace of the kingdom was stretched thin. This fragile balance was shattered when the Last King suddenly returned. The great orc migration and another political race added fuel to the fire of war. In a blink of an eye the whole Aldor was split into zones, influenced by rivaling faction.&amp;lt;ref&amp;gt;https://www.kickstarter.com/projects/1926605606/stoneshard-open-world-roguelike-rpg-with-tactical/posts/2190173&amp;lt;/ref&amp;gt;&lt;br /&gt;
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This is where the story of {{Gamename}} begins...&lt;br /&gt;
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==Interesting Facts==&lt;br /&gt;
* At the time of the events of the game, Aldor is 428 years old.&lt;br /&gt;
* Aldor, before unification, consisted of three smaller kingdoms, which were later demoted to duchies. The name of only one of these kingdoms of the past is known for certain - Sentia and the name of its last king - [[Crown of Benor the Dauntless|Benor the Dauntless]]. It is on the territory of this kingdom that modern [[Brynn]] is located.&lt;br /&gt;
* The population of Aldor, with rare exceptions, professes [[Host# Gnostic Hieronism|Gnostic Hieronism]].&lt;br /&gt;
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[[Category:Stoneshard]]&lt;/div&gt;</summary>
		<author><name>Rhapsody</name></author>
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