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Fantasy Adventure Gamebook Guide

This document provides instructions for playing an interactive fantasy adventure gamebook called "Beyond the Morning Mountains". It summarizes the character creation process, tracking resources on a character sheet, and rules for resolving combat and navigation through the story based on choices. Players begin with basic equipment and generate stats by rolling dice. Success is determined by rolling against these stats when facing challenges.
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0% found this document useful (0 votes)
274 views22 pages

Fantasy Adventure Gamebook Guide

This document provides instructions for playing an interactive fantasy adventure gamebook called "Beyond the Morning Mountains". It summarizes the character creation process, tracking resources on a character sheet, and rules for resolving combat and navigation through the story based on choices. Players begin with basic equipment and generate stats by rolling dice. Success is determined by rolling against these stats when facing challenges.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 22

INSTRUCTIONS,

RULES & MAPS


How to Play an Adventure Gamebook

Beyond the Morning Mountains is an interactive fantasy adventure set within


the exciting and dangerous world of Quahnarren. You play the role of a skilled
woodworker embarking on a seven-day journey south, where you hope to start a
new life in the prosperous town of Liust.
The nature of your adventure across Quahnarren will be determined by the
specific route you choose to follow and by your individual choices to the situations
and possible conflicts that may arise along the way. There are multiple paths to take
across this ancient land, creating the opportunity for many different stories as you
head south toward your final destination. You travel with a large pack on your back,
containing a selection of clothes, equipment and tools, together with your waterskin
and a limited supply of food. You also carry your axe, which can be safely fastened
to your pack, to be used as both a tool and a weapon on such a journey.
To play the gamebook you will need a pencil, eraser and at least two six-sided dice,
along with printed or hand-created copies of the Character Record shown on pages
6-7, and the Battle Boxes shown on page 17. Your character’s skills and abilities
are determined by numerical values, preset or generated by rolling dice to represent
your overall capabilities, proficiency and endurance. These values, together with
details regarding all of your carried possessions, are entered onto your Character
Record to document your current status throughout your Quahnarren adventure.

The gamebook format requires the story to be broken up into many sections,
representing the choices available to continue your adventure. Turn to the indicated
section number for the particular choice you wish to follow to then read the
next part of the story and ultimately complete your journey. The text will make
no sense if read in the printed order and you are advised to only read the
sections that form part of your individual story to retain the sense of discovery
for further playthroughs.
When faced with circumstances that require an outcome determination, you will
be instructed to test one or more of your personal values by rolling two dice against
the noted results. This process represents the mastery of your skills, your fortune,
and reflects the mysterious and powerful Quahneri gods and spirits overseeing all.
When encountering an adversary during your adventure you may choose to attack
them in combat, or if unable to avoid conflict must then fight to remain alive.
To resolve these engagements you will enter into a Battle Resolution process to
determine if any damage is inflicted, and then ultimately decide which opponent
emerges victorious. Complete details of all gameplay mechanics can be found in the
following sections covering rules and instructions.

4
Character Record

The Character Record (shown on pages 6-7) features all of the key information
needed to track your personal attributes, possessions and vital knowledge gained
throughout your long adventure. This document will be regularly updated to alter
your values as you gain or lose equipment and items, earn or spend coins, purchase
or consume a meal, or when noting important details and new information.

BASE PERSONAL VALUES


The top section of the Character Record details the four personal values of
your character. These values represent your overall capabilities, proficiency and
endurance – key components that will determine if you can successfully reach Liust
and complete your adventure. The first three of these values are automatically set
at the following:
expertise 8
armour 5
perception 7

The fourth personal value is calculated by rolling two six-sided dice (2d6) and then
adding 30 to this total:
health 2d6 + 30

Enter these four values into their specific boxes at the top of your Character Record.

Your expertise and perception may change during your adventure as you
achieve greater levels of skill, knowledge and awareness, which will then increase
your personal values beyond these initial figures. Your expertise will also increase
if you are equipped with a weapon that includes an expertise bonus, and your
armour will be similarly increased if you wear or carry items with an armour
bonus. Upgrading your character with enhanced weapons and new protective items
is an important strategy that can significantly aid you in overcoming some of the
powerful adversaries to be found throughout Quahnarren.
Your health value determines how capable you are regarding physical fitness
and endurance, and your ability to absorb injuries and wounds. This value
will change constantly as you suffer minor injuries, become fatigued and enter
into dangerous combat. Unlike most other fantasy gamebooks, there is no upper
limit on your health and you may increase your value above the initial number
by finding or purchasing food during your adventure. You can regain a small
amount of health by eating provisions or by resting and sleeping. If your
health ever drops to zero, you have perished in your adventure and must start
again (see page 16 for further information).

5
c h a r ac t e r r e c o r d
expertise armour perception health

possessions w. i. +

coin pouch provisions alignment

quahnarren.com
c h a r ac t e r r e c o r d
clothes currently wearing +

torso-1:
torso-2:
torso-3:
hands:
legs:
feet:

armour currently wearing w. i. +

head:
arms:
hands:
shins:

weapon / shield currently using w. i. +

weapon:
* shield:
* No armour bonus from using a shield, whilst wielding any two-handed weapon in battle.

armour / weapons carried w. i. +

notes
Character Record

CLOTHES
You begin your adventure wearing the following clothing:
Dark green LINEN SHIRT
Tan short-sleeved LINEN TUNIC
Brown FUR JACKET with four pockets
Dark brown COTTON TROUSERS
Padded LEATHER SHOES

Enter all of these clothing items into the Clothes Currently Wearing section on your
Character Record. You may only wear one item from each of the following
six categories at any time, but you may carry extra pieces of clothing in your
pack. If you decide to replace any currently worn clothing with a new item,
remember to then add it to your Possessions once removed from the Clothes
Currently Wearing section, if you intend to keep it and carry it within your pack.

TORSO (first layer) HANDS


Shirt Gloves
TORSO (second layer) LEGS
Tunic Pants
TORSO (third layer) Trousers
Jacket FEET
Coat Shoes*
Boots
* including Moccasins & Sandals

New clothing items can be purchased from commercial establishments, stalls and
vendors in one of the many villages, towns and cities throughout Quahnarren.
Note the full details given for any new purchases in the Possessions or Clothes
Currently Wearing section on your Character Record. Prices for similar items
may vary due to their local availability, the quality of materials used and the time
required for manufacture. You may also have the opportunity to acquire discarded
or unclaimed clothing found during your journey.

PACK
Your pack contains a variety of useful items:
Tinderbox
Waterskin
Paring knife
Set of woodworking tools
Cooking utensils
Old METAL LANTERN with one spare candle
Tan LINEN SHIRT
Map of Quahnarren

8
Character Record

Enter all of these pack items into the Possessions section on your Character Record.
You may acquire and carry as many individual items as you desire, however, some
large items will need to be recorded as a Weighted Item, as you are physically unable
to carry an unlimited amount of weight on your journey.

WEIGHTED ITEM
Large and/or heavy objects that you find or purchase during your adventure
must be noted as Weighted Items by checking the ‘W. I.’ column on your Character
Record. This requirement is to be documented only when specifically noted in any
accompanying instructions or in an item's purchasing description.
You may only carry a maximum of three Weighted Items at any time, so must
sell or discard a currently held Weighted Item before acquiring any new object that
would exceed the three item limit.

ARMOUR
As you are only a tradesperson infrequently exposed to dangerous situations,
you do not own nor wear any armour at the start of your journey. New armour
can be purchased from armourers throughout Quahnarren. You may only wear
one item from each of the following four categories at any time, but you may carry
extra armour in your pack.

HEAD HANDS
Helmet Gauntlets*
ARMS SHINS
Gauntlets Demi-greaves
Vambraces

* As gauntlets cover the hand to forearm, they cannot be worn at the same time
as gloves.

Note the full details given for any new purchases into either the Armour Currently
Wearing or Armour/Weapons Carried sections on your Character Record.
Remember to include any armour bonuses in the ‘+’ column alongside the
space provided for detailing the item, when noted in the item description.
Not all towns and villages will have an armourer available within their
settlement, but you will likely find more than one available in major cities
like Balquis. Prices for similar items may vary due to their local availability,
the quality of materials used and the time required for manufacture. You
may also have the opportunity to acquire unclaimed armour found during
your journey, or to remove desired items from the bodies of fallen adversaries.
If you decide to replace any currently worn armour with a new item, remember
to add it to the Armour/Weapons Carried section once removed from the Armour
Currently Wearing section, if you intend to now carry it within your pack.

9
Character Record

As a traveller desiring to carry just a reasonably light load, you are only
interested in small pieces of armour that do not add significant weight to your
person. The only heavy items you may decide to carry are a helmet and shield,
which offer individual bonuses to increase your armour value, but must
also be recorded as Weighted Items. Note that you cannot gain an armour
bonus from using a shield, whilst wielding any two-handed weapon in battle.

WEAPONS
You already carry your axe (add this to the Weapon/Shield Currently Using
section on your Character Record), which is a very formidable battle weapon
in your skilled hands. As you progress through your adventure, balancing any
expertise and armour bonuses gained from new items with the cost required
to purchase desired weapons and armour is a key element in enhancing your
chances of survival on the journey to Liust.
As with armour, new weapons can be purchased from armourers, and also from
commercial establishments and market vendors selling small weapons such as
daggers and knives. Note the full details given for any new purchases into the
Weapon/Shield Currently Using or Armour/Weapons Carried sections on your
Character Record, including any expertise bonuses in the ‘+’ column. Prices for
similar items may vary due to their local availability, the quality of materials used
and the time required for manufacture. You may also have the opportunity to
acquire unclaimed weapons found during your journey, or to take desired items
from any fallen adversaries. If you decide to replace any currently used weapon
with a new item, remember to add it to the Armour/Weapons Carried section once
removed from the Weapon/Shield Currently Using section, if you intend to continue
carrying it with you on your journey.

COIN POUCH
The official currency of Quahnarren is a silver coin, stamped on one side with
the mark of prosperity. You carry a leather Coin Pouch on your person, within
which you store all coins. You begin your adventure with the following amount:
2d6 + 75

Enter this total amount of coins into the Coin Pouch section at the bottom of your
Character Record. It is imperative that you carefully manage your needs for food,
clothing and accommodation with the desire to purchase new items, weapons and
armour. Failure to retain enough coins to purchase provisions and feed yourself
when requested will result in a loss of health, possibly leading to an untimely
death due to a critical lack of sustenance.

10
Character Record

PROVISIONS
You begin your adventure with a total of 12 provisions (nonperishible food)
in your pack. Enter this quantity into the Provisions section at the bottom of your
Character Record.
Provisions provide +2 health when eaten and are widely available to purchase
from a variety of commercial businesses, vendors and from your fellow Quahneri.
At times during your journey you will be instructed to immediately consume
one provision to maintain your general health and wellbeing. If you are without
provisions at this time, you will be instructed to reduce your health and should
then seek to purchase food at the earliest opportunity to avoid any future instances.
Provisions can be consumed at any time – except when engaged in battle – and there
is no limit on the amount of provisions that you can carry or consume.

SPIRITUAL ALIGNMENT
Many Quahneri pray to two gods: Rhast, the formidable and intimidating male
sun god, and Likothi, his female partner, who is the protector of the earth and all
life upon it. At various points along your journey you may find an opportunity
to align yourself with either god, which will allow you to pray for their guidance
and protection, particularly in demanding moments of confusion or distress. This
spiritual alignment may make a difference in situations where you would
otherwise be adversely affected. If you choose to follow Rhast or Likothi, enter
their name into the Alignment section at the bottom of your Character Record. You
can also change your allegiance from one to the other when given the opportunity to
do so at a place for their individual worship.
The people of Quahnarren lead lives full of demanding ordeals and misfortune,
danger, and unavoidable conflict. Life for countless unfortunate people flickers only
briefly before being abruptly extinguished, so many eagerly seek answers within
otherworldly influences to help explain the difficult aspects of their arduous world.
Belief in all-powerful gods, mystical forces, spiritual energies, unnerving myths and
superstitions is therefore common throughout Quahnarren.
Scripture and religious stories tell of the violent beginnings of their world,
the machinations of the gods and their enemies, and the creation of mankind to
reverentially obey the will of the gods. It is said that Quahnarren was formed from
equal parts of Rhast and Likothi; fire and volatility from the sun god, fused together
with natural beauty and resilience from the dignified earth mother. In problematic
periods and threatening moments throughout their lives many believers will switch
their allegiance from one deity to the other, sometimes even shifting their loyalty
between the two, optimistically attempting to achieve greater personal reward and
favour as they promise new and increased devotion. Many though have suffered too
much adversity and no longer hold belief in such deities. They follow no heavenly
master, instead preferring to believe in their own controlled destiny and prepared
to only accept the rewards earned from a commitment to hard toil and their own
sensible decision making.

11
Battle Resolution

Throughout your adventure across Quahnarren you will become involved in


many situations that may cause you to engage in battle against hostile human
enemies, aggressive creatures or fiendish spirits.
To resolve these conflicts you must battle your opponent by rolling dice and
recording the outcome in the Battle Boxes on page 17. When instructed to begin
a battle you must write your opponent’s name and their given data in the assigned
spaces at the top of an empty Battle Box, and then enter your own personal data in
the lower spaces.
The Tales of Quahnarren gamebook series features a new and unique gameplay
mechanic, known as the Momentum Sequence, to register the changing fortunes of
each combatant involved in the struggle. The rules of battle consist of 5 steps:

1. Determine each opponent’s Strike Speed.


2. Determine if the Strike Speed winner causes any health damage.
3. Record the Momentum Sequence.
4. If a Strike Set is achieved, determine if a normal or charged Heavy
Attack will be initiated.
5. Repeat steps 1 to 4 until one opponent loses all health and is
therefore defeated.

Note that only standard six-sided dice are used in this adventure. They are always
referred to within the text as 1d6 (one dice), 2d6 (two dice) etc.

THE BATTLE PROCESS

Q Step 1:

Roll 2d6 for your opponent and add this total to their expertise value to
determine their Strike Speed.

Roll 2d6 for yourself and add this total to your expertise value to determine
your own Strike Speed.

The highest Strike Speed total decides which opponent is the quickest to attempt an
attack. If both totals are equal, simply repeat the Strike Speed rolls again.

12
Battle Resolution

Q Step 2:

Roll 2d6 and compare this total against the Strike Speed loser’s armour value
to determine if any health damage is inflicted.

If the total rolled is higher than their armour value, they have been struck and
their health value must be reduced by 2.

If the total rolled is equal to or lower than their armour value, the strike has
been successfully blocked and no health damage is incurred.

Q Step 3:

Record the Momentum Sequence of the battle by entering either a ‘/’ or a ‘X’ in
the momentum bar provided. A ‘/’ represents success for your opponent and a
‘X’ indicates that you currently hold the momentum in battle.

If you are struck and lose health, or cause no health damage to your opponent,
enter a ‘/’ in the first available box within the momentum bar.

If you strike your opponent and cause health damage, or suffer no health
damage from your opponent’s strike, enter a ‘X’ in the first available box within
the momentum bar.

Whenever you regain the momentum from your opponent, alter their most recent
‘/’ to a ‘X’ to record this momentum shift toward you.

Q Step 4:

The Momentum mechanic also allows both opponents to use a powerful Heavy
Attack when the momentum has decidedly shifted in their direction. When a set of
three consecutive strikes or blocks – known as a Strike Set – are entered for either
combatant, they now have the opportunity to influence the direction of the battle
to an even greater extent.

YOU:

Can immediately launch into a normal Heavy Attack, or save this Strike Set and
use it to charge a future Heavy Attack of increased power.

13
Battle Resolution

If you choose to inflict immediate damage with a normal Heavy Attack, roll 3d6
against your opponent’s perception.

If the total rolled is higher than their perception, they have been powerfully
struck and their health must be reduced by this rolled amount. Draw a long
vertical line through your last ‘X’ to indicate the use of your Heavy Attack and
record another ‘X’ in the momentum bar.

If the total rolled is equal to or lower than their perception, you fail to correctly
land your Heavy Attack and only inflict damage of 3 health to your opponent.
Draw a long vertical line through your last ‘X’ to indicate the end of your current
Heavy Attack.

Your Heavy Attack increases in potency as you gain further momentum beyond
the initial Strike Set. For every further ‘X’ you are able to achieve in an unbroken
sequence, an additional 1d6 is added to the initial 3d6 roll against your opponent’s
perception. This increased power may quickly change the course of a difficult
battle, or deliver a swift demise to your opponent.

If you choose to save your Strike Set, record this decision by marking a circle in
the Heavy Attack charge counter above the momentum bar. Each further strike or
block saved in this counter indicates how many additional dice you may use to roll
against your opponent’s perception when you decide to activate your charged
Heavy Attack.

Saving your Strike Set and charging your Heavy Attack introduces the risk of losing
momentum to your opponent and therefore surrendering your current opportunity
to initiate a Heavy Attack. Whenever you have activated your charged Heavy Attack,
or have unfortunately lost your charging Heavy Attack, draw a long vertical line
through your last ‘X’ to indicate the end of your saved attack. You must now begin
again in building a new Strike Set for another Heavy Attack opportunity.

Remember to also erase or draw a line through all marks made in the charge counter
after the use of your Heavy Attack, or when you lose the momentum of the battle
and unfortunately surrender the opportunity to initiate a Heavy Attack.

14
Battle Resolution

YOUR OPPONENT:

Roll 2d6 against your perception.

If the total rolled is higher than your perception, you have been powerfully
struck by their Heavy Attack. Add together your opponent's expertise, armour
and perception, and then deduct your armour value – reduce your health
by this final amount. Draw a long vertical line through the last ‘/’ to indicate the
end of their Heavy Attack and record another ‘/’ in the momentum bar.

If the total rolled is equal to or lower than your perception, your keen awareness
and overall fighting skills have assisted you to successfully avoid their Heavy Attack,
and you only suffer damage of 3 health. Draw a long vertical line through the last
‘/’ to indicate the end of their Heavy Attack.

Note that your opponent does not have the ability to save and charge their Heavy
Attack as you do, nor gain additional dice beyond the initial 2d6 noted.

Q Step 5:

After completing the standard battle steps, and then determining if a normal or
charged Heavy Attack will be initiated, repeat steps 1 to 4 until one opponent
loses all health and is therefore defeated in battle. If you are defeated in battle
by your opponent, your adventure is now over.

15
Difficulty & Tests

DIFFICULTY
The Tales of Quahnarren gamebook series features two levels of difficulty,
known as Ongoing and Restart. You may choose to play under either system,
which adds flexibility and choice for all types of players.
Ongoing allows you to continue your adventure from the point of your demise
and to retain your current progress. Replay from where you suffered an untimely
death (repeating any battle lost) using the same health and personal values. The
penalty you must pay for this miraculous resurrection is to roll 2d6 and deduct this
amount from your Coin Pouch. If you are ever without enough money to pay this
cost in full, you must additionally discard one non-food item of your choosing from
your pack.
Restart is the traditional gamebook difficulty system and is the ultimate test
of individual determination, perception and fortune. Upon death you must restart
your adventure from the beginning, after rolling and recording new personal values
(and amount of coins) and with only the starting items on your Character Record.
With the benefit of hindsight you can now avoid any perilous situations, be better
prepared for conflict, or choose a different path of discovery across Quahnarren.

TESTS
There are two types of tests to be found in the Tales of Quahnarren gamebook
series: those simply involving single dice rolls to decide your luck or fate, and
specific personal tests which utilise your current expertise and perception
values in circumstances where your individual skill, awareness and luck will
determine the immediate outcome.
The simple test process involves rolling 1d6 against the described results and
then turning to the noted section as defined by your rolled total. In these tests you
do not have any influence over achieving a particular result.
The more specific tests incorporate your individual character values to act as dice
modifiers that will increase your chances of successfully rolling the required amount.
In these tests you use 2d6 to roll a total equal to or lower than your current value to
achieve success. A high personal value for expertise will importantly aid overall
strength and skill, particularly in battle, and players possessing a high perception
will greatly enhance their chances of successfully finding any hidden objects and clues,
or avoiding traps and dangerous situations that threaten your health. Therefore,
finding opportunities to increase these values should be of utmost importance.

16
bat t l e b ox e s
OPPONENT:
EXP ARM PER HEA
MOMENTUM HEAVY ATTACK

EXP ARM PER HEA

OPPONENT:
EXP ARM PER HEA
MOMENTUM HEAVY ATTACK

EXP ARM PER HEA

OPPONENT:
EXP ARM PER HEA
MOMENTUM HEAVY ATTACK

EXP ARM PER HEA

OPPONENT:
EXP ARM PER HEA
MOMENTUM HEAVY ATTACK

EXP ARM PER HEA

OPPONENT:
EXP ARM PER HEA
MOMENTUM HEAVY ATTACK

EXP ARM PER HEA

OPPONENT:
EXP ARM PER HEA
MOMENTUM HEAVY ATTACK

EXP ARM PER HEA


Rules of Fours

A gambling game popular across most of Quahnarren, Fours is a basic dice game,
playable by two or more people, where chance, opportunity and a venturesome
strategy mix within a simple rule set that has entertained and infuriated countless
players over many years.
The Quahneri enjoy a wide range of social pastimes, including many gambling
games and speculative contests, and regularly meet at organised establishments such
as the Black Dice in Ustahm, and the Kehlore Inn or The Weeping Eye in Balquis,
to partake in a few games of Fours, whilst also satisfying their need for a refreshing
drink and a little social interaction.

RULES
The simple aim of the game is to roll the greatest combined total. Score multipliers
are given for two, three, or four of a kind, where each multiple dice adds an additional
value of 4 to the calculated amount – ie, two rolled 6 equal a value of 12 + 4 = 16;
three rolled 2 equal a value of 6 + 8 = 14. Also, any multiple 4 that is rolled is doubled
in value from 4 to 8 – ie, three rolled 4 equal a value of 24 + 8 = 32.
To determine the winner in the case of a tie, the player with the highest ranking
two, three or four of a kind wins – ie, four of a kind beats three or two, and three beats
two (including a double two of a kind). The greater dice value also acts as a ranked
decider when an equal number of two, three or four of a kind are rolled – ie, 6 ranks
highest and 1 the lowest. If players are still tied or no multiples feature, any 4 rolled
determines the winner, and if the game is still tied it is now officially declared a draw
and all players regain their full bets. If anyone rolls four x 4, they automatically win
the game as the highest ranked player.

18
Rules of Fours

Play the game by rolling all required dice for both yourself and your opponent(s).
It is preferable to use four dice if available.

X Step 1:

Place an initial bet of 1 coin for each player.

X Step 2:

Roll 4d6 for each player and determine which dice are to be retained. Any two,
three, or four of a kind of any dice, or any 4 that is rolled, must be retained.

X Step 3:

Place your bet of 4, 8, 12, 16 or 20 coins against the outcome of the upcoming
rolls.

X Step 4:

Reroll any dice not retained from your initial roll, as desired.

X Step 5:

Your opponent(s) will automatically reroll all dice of 1-3 value (except multiples
as noted above), unless they are retaining any two or three of a kind, in which case
they will reroll all dice not retained.

X Step 6:

Calculate the total value of the rolled dice for each player to determine the winner,
noting any two, three or four of a kind and applying all score multipliers.

X Step 7:

The winner receives 1 coin for each player in the game, plus double their placed bet
of 4, 8, 12, 16 or 20 coins.

19
Official & Public Buildings 13. Duhlarann Ale House 27. Green Leaf
1. Shrine of Likothi 14. Nahyun Guest House 28. Black John’s Homewares
2. The Tuurkahn 15. Knoohdlan’s Inn 29. The Iron Hook
3. Offices of The Head Arbiter 30. The Natural Root
4. Balquis Dispute Forum Commercial Establishments 31. Tapestra Garments
& Administration offices 16. Habook Fine Silks 32. Sundown Armour
5. Shrine of Rhast 17. Strueht Pelts 33. Illanghur Butchery
18. Toosai’s Leatherworks 34. Herbal House
Taverns, Inns & Guest Houses 19. Kulim Xollhar ~ Armourer 35. Issahta ~ Shoemaker
6. The Fancy Rat 20. Huskaan Brothers Stonemasons 36. The Balquis Armourer
7. Kehlore Inn 21. The Hub & Spoke 37. Duhgrit Grain Store
8. The Karbehalla 22. The Copper Mug 38. Zanjibahr Spices
9. Golden Chalice 23. Markel’s Foodstore 39. Hahpen Supplies
10. Western Ale House 24. Junction Trader 40. Halnaar Thorsson ~ Physician
11. The Raven’s Rest 25. Meihuan Jeweller 41. Hahmlon ~ Weaponsmith
12. The Weeping Eye 26. Kerkae’s Bakery 42. Southern Supply Store

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