recursal/Fanatic-Fandom huggingface dataset:
Ko-shi's Rebellion

Ko-shi was the son of one of Jicai's trusted commanders. During Jicai's Rebellion, Ko-shi's father was slaughtered at the hands of Empire soldiers. Enraged, Ko-shi began recruiting followers, using his now inherited wealth, to a cause of rebellion against The Minsheng Empire. His base of operations was within Jin-lan where sympathizers to the colony mostly resided as the poorer and more destitute of the colonists who were already unsatisfied with Imperial Rule.

As a charismatic leader, Ko-shi was able to amass a small rebel army sending Jin-lan into full rebellion.

Ko-shi and his army launched a surprise attack on the neighboring county of Chan-lan, which was full of rich and loyal supports of The Minsheng Empire. Unable to properly defend themselves, Ko-shis soldiers ransacked loyalist holdings, stealing their wealth, and distributing it back to the poor within Jin-lan. This seemingly self-sacrificing move rallied more supporters to Ko-shi's cause.

It was then that Ko-shi turned his sights on Konagara and began a march on the city. However, the governor of Konagara had already made a plea to the Emperor for support, and an overwhelming fleet of Imperial Soldiers landed within the Bay of Spirits. However, unintended by the governor of Konagara, the soldiers of The Minsheng Empire were under orders to crush the rebellion and place Konagara under martial law to ensure loyalty and order to The Minsheng Empire. This brutal move further fanned the flames of dissent and caused citizens of Konagara to also begin to turn towards the cause of Ko-shi.

However, it was for naught as the might of The Minsheng Empire strode into the farm lands surrounding Konagara to meet Ko-shi's army in battle where it was summarily crushed and Ko-shi tortured and killed.

--Neil (talk) 17:58, 19 October 2016 (AST)
Kasene

Kasene are lifelong warriors who have committed their lives to the protection of the Ramaltas. These elite warriors are the only professionally trained soldiers that a Ramaltas maintains. Their daily lives are battle. They are dressed in fine armor and train to field the traditional halberd, a weapon of brutal ferocity and symbol of their strength and oppression.

Kasene Front

Kasene Back

Return to Ramal Nations Army
Republic Charter

The Republic Charter is the document formed by the new Mage's Council after the War of Succession ends and the original Republic is formed in 108 BF.

This charter sets forth the laws and rights, establishing an elected government, a system of laws, and a system of county government which frees the people of the old Republic from the tyranny of The Minsheng Empire.

--Neil (talk) 17:23, 24 October 2016 (AST)
Bases

## Model Bases

 File:ArklandWarriorModels.png
Models in Chronicles are always mounted on top of circular Bases. This represents how much space that Model takes up on the Tabletop, and it is used to measure distances and determine position.

>
> **Base Sizes**
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>
>
> 1. Normal Base - 30mm diameter
> 2. Large Base - 40mm diameter
> 3. Extra Large Base - 50mm diameter
>
>
>

>
> **Base to Base Contact**
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>
>
> Two objects are considered to be in Base to Base Contact if their Bases are touching each other.
>

## Terrain Bases

All Terrain in Chronicles must also either be mounted on a Base or be very clear where the Terrain starts and the Tabletop ends (called its **Outline**).

Terrainonbase.jpgTerrain on a BaseTerrainhill.jpgTerrain with a clear Outline

Back to Core Rules | Dice | Models | Battles
Great Forest Tribes

File:GreatForestTribes.png
The Great Forest Tribes (a.k.a. Forest Tribes or Tribes), are a large group of people living on Indagar within the Great Forest. The Great Forest is a huge expanse of forest land covering over a quarter of the total space on the continent. The people of the Tribes are enigmatic and isolationists, living deep within the forests in villages or perhaps just roaming. They come together as small tribes, led by Chieftains, who establish order, laws, and culture which can vary greatly from Tribe to Tribe. Further, the people of the Tribes are all touched in some way by Wild Magic, as the power of the Spirit runs all throughout the Great Forest, changing and shaping everything within. This gift of Wild Magic provides the bounty of the forest, but it also has a dark side, sometimes warping the minds and bodies of both creature and man alike. Druids are the priests of Wild Magic, simultaneously offering spiritual guidance as well as protecting a Tribe from the darker side of Wild Magic, and each Tribe trains its own Druid for both its protection but also to commune with nature. Also among the Tribes are the Bear Shamans, long ago separated from their Tribes of origin, having at one time been overtaken by The Wild, who have now gained control of The Wild. Through that feat, they have become wandering spiritual leaders, emissaries, and mediators between the Tribes. Other groups also claim the Great Forest as their home and fight with the Tribes including Rangers and the Wilders.

The Tribes have a rich history which pre-dates written history and unravels for thousands of years. For all known history, the Tribe has never left the Great Forest as Wild Magic continually supports and refreshes the natural resources found within the woods. Thus, the Great Forest Tribes have had little need to travel outside of the Great Forest and have remained in isolation, away from the other peoples of Indagar up until very recent history. The number of people who hail from the **Great Forest Tribes** is thought to be in the millions, outnumbering all other peoples on Indagar. It is their connection with Wild Magic and the sheer number of people who have, since The Call of the Wild, made the **Great Forest Tribes** a terrifying force of nature which has begun a terrible rampage across Indagar.

## Great Forest Tribe Links

Forest Tribes Army

Forest Tribes Time Line

Forest Tribes Back Story

--Neil (talk) 03:48, 11 October 2016 (AST)
Katsu-lan

Katsu-lan is a county of the Republic and now under the control of the Lanagaran Scions. Katsu-lan was the seat for the eventual overthrow of The Minsheng Empire in pre-Republic times. The people of Katsu-lan have always been known as fierce individuals and are strong willed. The current government of Katsu-lan is striving to reunite the Lanagaran Scions in order to fight off the invaders from the Dead Lands. As strong individuals and supporters of the life of The Republic, they wish to see it restored.

Katsu-landers are known for their engineering feats and ingenuity. Many of the greatest inventions and technological marvels have come from inventors within Katsu-lan.

--Neil (talk) 05:17, 11 October 2016 (AST)
Kingdom of Grandia

The Kingdom of Grandia was the original foreign homeland of all Arklanders. Not always known as the Kingdom of Grandia, this foreign land was once home to many disparate fiefdoms which were eventually conquered under the banner of the King of Grandia.

## Geography

The Kingdom of Grandia exists far off of the eastern coast of Indagar, at least a month away by sea travel. The Kingdom itself is but a small portion of another larger continent of which most of that land is either unexplored or considered uninhabitable. The Kingdom stretches for hundreds of miles up and down the coast, encompassing valleys of farm lands and ore rich mountains. Moving inland, much of the land becomes impassable, with high peaks and dangerous glaciers keeping all but the most brave (or foolish) climbers out.

## Politics

The Kingdom of Grandia is a true kingdom in the traditional sense, run by a council of land-owning lords who all swear fealty to a dynasty which controls the capital city. As a Kingdom, the greater politics are largely dependent on the current King and the nobility, and over history, have shifted dramatically from docile traders to war-like conquerors. The vast majority of the populate of Grandia are peasants who subsist on the lands of the land-holders.

## Interactions

The War of Kings was a time period in the history of The Republic where the Kingdom of Grandia, under an invading banner, attempted to conquer Arkland. Having amassed great wealth through trade, the King of Grandia built a massive naval fleet built for invasion and declared that Arkland was a land that rightfully belonged to Grandia since it was their descendants who settled the Arkland Peninsula.

The Kingdom was eventually defeated when the King was assassinated. In the end, most of Grandia's lords sought peace with Arkland, claiming their King was mad and the war fought despite their wishes. A lasting truce was struck between the two Kingdoms. Grandia acts as a large trading partner for Arkland and thereby The Republic, mostly trading in raw materials such as ore and Ironwood.

--Neil (talk) 04:40, 11 October 2016 (AST)
Head Ranger

File:Head Ranger.jpg
Long time veterans of a Ranger Outfit are rare as the life of a Ranger is usually cut short due to violence. Those that do last typically become the default leaders of the Outfit, training younger Rangers how to survive in the Great Forest. These individuals typically survive due to enhanced sense either naturally or by effects of The Wild. They are extremely powerful and veteran warriors, their prowess in battle unmatched anywhere in the Tribes. They are called Head Rangers because they lead Ranger Outfits. They have seen and lived through some of the worst battles with both men and creatures, and this has left them all as grizzled, hard veterans.

## Stat Card

**Core Stats**

* **Points** - 55
* **Movement** - Fast
* **Wounds** - 3
* **Base Size** - Large
* **Acts** - 4
* **Morale** - 8 (LD)

**Roles**

* Elite
* Defend

**Ranged Role**

* Volley (12 inch range)

**Special Rules**

* **Rapid Shot** (U)
* **Sure Footed** (U)
* **Ambush** (U)
* **A Force of Nature**
Gains +X Movement, +X Acts, and +X Blue Dice.

## Lore

Head Rangers are the leaders of Ranger Outfits. They gain this status mostly through having simply survived longer than anyone else in the Outfit. Once a Head Ranger, they are in charge of the movements and missions of the entire Outfit. Their primary roles are as leaders and trainers of new recruits. However, should the need call for it, the Head Ranger may once again participate in missions as he did earlier in his life. When they do, the power and experience they bring is enormous.

In order to survive such a harsh life, it is believed that most Head Rangers are touched by The Wild in some way. It is hard to fathom how a single person could survive so many death defying missions as a Head Ranger has and against some of the most terrible forces that the Great Forest has to offer.

As leaders of Ranger Outfits, Head Rangers are responsible for the other Rangers as well as for maintaining the Outfit. Head Rangers must answer to the Tribes which fund those Outfits, and they do so with pride and determination. As Ranger Outfits serve as the law enforcement of the regions they are in, Head Rangers are also often responsible for the life and death decisions that Rangers face when bringing about justice in the protection of the Tribes.

## In Battle

Head Rangers fight in battle as Rangers do, atop an Elk and wielding the signature two, hand axes of the Rangers. They also wear the solid, green cloak. The distinction between a Head Ranger and a Ranger on a battlefield is difficult, as Head Rangers, being pragmatic survivalists themselves, do not fancy making themselves appear any better of a target than those that are around them. Often, though, the Head Ranger will be wearing a marking of his station, embroidered on his cloak.

Return to Forest Tribes Army

--Neil (talk) 16:54, 19 October 2016 (AST)
Blood Cults

The Blood Cults are organized groups of blood mages sanctioned by the Ramaltas. Able to produce stored magic through the use of Blood Magic, the Ramaltas began sanctioning and funding Blood Cults as a way to learn about and exercise the power of Blood Magic. This protected the Blood Cults from the populace around them which might otherwise frown upon blood sacrifice, and the Ramaltas could then use the Blood Cults to their own advantages.

This established a loose organization around Blood Cults whereupon blood mages could study the arts of Blood Magic. Further, as a force funded by the Ramaltas, they also became an arm of the Ramaltas's army. As such, one of the first application of the Blood Cults was the establishment and training of the feared, Blood Cult Assassins.

--Neil (talk) 18:19, 17 October 2016 (AST)
Star Ixtoca

Star Ixtoca was one of the great queens of the people of the Stars. She was referred to as the Dragon Star, named for the dragon constellation, and her people were known for their aggressive qualities.

During her rise to power, Star Ixtoca promised vengeance against Arkland for the First War of The Stars. Her path to power was one of great ambition and greed, a sign of the dragon, and perhaps even a bit fool hardy. Star Ixtoca led her tribe on a path of destruction across the plains and towards King's Crossing.

She would eventually meet her demise at the hands of an assassin hired by Arkland to end the Second War of the Stars.

--Neil (talk) 18:05, 24 October 2016 (AST)
Tribe Farmers

*"Working the land makes me one of the most important people of my Tribe. It's not glorious work, but it's necessary work. Everybody is very thankful when they have bread to eat or beans to go with the hunts."*

Farmers are the most common people within a Tribe. They are necessary for the survival of the Tribe in terms of getting access to a constant and nutritious diet. Because the climate of the Great Forest is always warm with plenty of rain, sustained by The Wild, farming is a year round prospect. Farmers grow beans, corn, grains, and vegetables. Although it is likely that a Tribe could survive for a while simply via hunting and gathering, farming provides a constant food source and food with a high nutritional value. More importantly, it simply adds joy and taste their culinary choices. As such, farmers are well respected within a Tribe as a profession, and there is pride in working the land.

## Working Fields

As with all land within a Tribe, it is communally owned. Farmers work not on their own plots but together on whatever fields need their attention at the time. The Tribes do not typically have access to field animals, and as such, the plowing, sowing, and harvesting of food is done with tools and by hand. It is hard work, but necessary and respected. Since most of the village is in some way dedicated to farming, a lot of village life also surrounds working the fields. Most events or social functions are withheld until dusk to allow for a full days work in the fields. Further, when the village needs to come together to work fields, especially for plowing, this can become the job of everyone in the village.

Because of the temperate climate, fields are often worked in succession. This allows for harvests to take place regularly which alleviates the need for most long term food storage. Food which can be stored, such as grains, is harvested and placed into communal storage within structures that are usually within the center of the village. Carpenters make crude tools and carts which can be used to transport food, and they are drawn by hand. Food which will spoil quickly is often harvested, distributed in the central area of the village, and consumed within days. In this way, farmers can plant and harvest portions of a field to maintain a solid rotation of fruits and vegetables. Salt and other curing agents are hard to come by.

## Livestock

Most Tribes do communally maintain some livestock. Since the Great Forest can provide plenty of meat in one form or another, livestock is not generally kept for slaughter. Instead, some common animals that are kept as livestock such as goats and chickens provide other products like milk and eggs. Cattle would only be found on the outskirts of the Great Forest as cattle are not naturally found in the Great Forest. As with almost all things, livestock are communally raised and typically kept in an area near the fields. Pens and fences are built using crude wood working. Often, a Druid or other geomancer can also lend a hand here, transforming portions of the land to build earthen fences.

Return to Forest Tribes Back Story

--Neil (talk) 17:05, 25 October 2016 (AST)
Gestas

The Gestas, also known as the Head of the Stewards, is in charge of the overall physical infrastructure of the city state. This includes keeping control of the people, managing of the city (buildings, land, etc), and ensuring that a city continues to operate normally.

He has a small group of advisers known as the Gestne whom inform him of infrastructure and real estate failures in the city state. While his or her job does not necessarily require fixing these structural failures, it is his job to know of them.

**Back to** Ramal Nations Back Story

--Neil (talk) 16:24, 19 October 2016 (AST)
Battle Types

Battles in Chronicles can take on different forms which detail how the battle is designed to engage players in the game.

**Tactical Maneuver**: Expect a cagey, maneuver and highly tactical game.

**Carnage**: Expect a bloody battle with lots of aggression and combat.

## Battle Conditions

**Synchronous** - Both you and your opponent have the same goals for the battle.

**Asynchronous** - You and your opponent may have different goals for the battle.

Back to Core Rules | Deployment
Ramal Nations Relics and Armory

The relics of the Ramal Nations span their desert kingdoms and culture with a heavy emphasis on the blood spirits which have driven their economies as well as conquest. Legendary weapons, armor, and vials of potent blood magic are horded by the Ramaltas and kept often as powerful and secret weapons to be used against outside enemies, as well as those within.

## Relics

**Relic Cards** - Each Relic has a corresponding Game Card that details the Relic. Keep this in your player area so that you can easily reference the ability of the Relic.

* **Blood Tithe** (50 Points) - When using Blood Magic, the bearer does not need to roll for blood sacrifice.
* **Ammon's Golden Axe** (15 Points) - The Model rolls 1 additional Red Die. If the enemy DUF contains a Summoned Creature, roll +2 Red Dice instead.
* **Ramaltas's Head Scarf** (30 Points) - While in a DUF with the bearer of this item, all Raiders can re-roll blanks on all dice.
* **Blood Sands of Shai Silsi** (15 Points) - Grants the Blood Sands Thaumaturgy ability Shai Silsi (Power 1). Used as Special Action, the bearer and up to 5 Friendly Models who are not in base to base contact with an Enemy Model can be removed from the board and placed into reserve, selecting a Standard Reserve Entry Strategy.

## Armory

Coming Soon!

Return to Ramal Nations Army

--Chip (talk) 20:34, 17 October 2016 (AST)
King Geran the Fifth

King Geran the Fifth renews the vow of Geran the Third for the proliferation of the light. Known as a fierce warrior and devout man, King Geran leads Arkland towards the ledge of rebellion beginning in 975 AF. However, he was assassinated by unknown, mysterious forces before his will could unfold in 4 PC.

--Neil (talk) 17:43, 19 October 2016 (AST)
Shai Silsi

Shai Silsi is a legendary Blood Cult Assassin whose most famous feat was the assassination of the Mad King which ended the War of Kings. A largely enigmatic character, his story is best told in the Legend of Shai Silsi.

His birth date is speculative, and he disappeared in 332 AF after assassinating the Mad King. The life of Shai is one of a boy who grew up among the desert raiders and who was discovered to possess a great affinity for Blood Magic. He is responsible for the creation of his own line of blood sands, and he is also largely considered the greatest Blood Cult Assassin to have ever lived.

The legacy of Shai is that he is a symbol of national pride for the Ramal Nations but also as a example held by the Blood Cults of their great power and overall usefulness to the society of the Ramal Nations. The Legend of Shai Silsi is repeated as a bedtime story and has been for many generations.

--Neil (talk) 17:50, 24 October 2016 (AST)
Officer

Offiers are Lord Commanders in training having worked their way up through the military ranks of Arkland. Younger and ambitious, Officers are always throwing themselves headlong into battles to prove themselves. Like Lord Commanders, Officers are also capable of issuing orders and commanding their troops to victory. They are also skilled warriors in their own right.

Officer Front

Officer Back

Return to Arkland Army
First War of The Stars

The First War of the Stars was the battle that erupted when seaborne colonists and the army of what was to become the Kingdom of Grandia first landed on the Arkland Peninsula to settle and survive. The Star of Ixohtl already controlled the lands, specifically under the control of the Star Necaxaual, who led her mass of peoples, nearly 20,000 strong, across the mountains of Ixcatzin on yearly migrations.

During the Winter of 126 BF, the noble Star Necaxaual saw the first signs of the people she felt invaders. Knowing them to be from another land, and settled without her permission, she rallied her warriors to push the newcomers back into the sea that spawned them.

In the newly founded colony, where the people believed the Stars to be simple barbarians, the battle over the peninsula was brutal and visceral. Repeated attempts by Star Necaxaual to drive the Arklanders back into the sea were met with decimation and slaughter at the point of superior steel swords and armored soldiers.

The colonists were able to successfully construct an outpost at the tip of the peninsula and over several years, drove the Star and her army back down the peninsula to the point of where King's Crossing now stands. It was there in a final battle that Star Necaxaual was killed and the people she led either scattered or destroyed by Arkland's soldiers.

--Neil (talk) 23:30, 18 October 2016 (AST)
Battle of the Forgotten

The Battle of the Forgotten represents the last truly major engagement of the Third War of the Stars in 10 BF.

Having been defeated soundly at the Battle of Red Sun, the forces of Arkland were able to regroup as they drew closer back to the capital in King's Crossing. Having chased them across the plains, the Lord Commanders of Arkland figured that the time to counter-attack was upon them as the forces of the Stars would be disorganized. Knowing that their greatest strength lie in their organized, professional military, Arkland rallied its forces to counter-attack on the plains, a surprising choice given the inherent advantages the Stars, with faster moving forces, typically had there.

Arkland laid a trap, and the Stars, fresh off their victory and still believing they had the backing of the Gods due to the red sun phenom, fell right into it.

What unfolded over the next two days was the bloodiest single battle between the two forces as thousands of casualties on both sides occurred. Unable to gain an advantage, both sides fought to a blood-laden stale mate which effectively saw both of their armies crushed to the dirt. This battle would be known as the Battle of the Forgotten for so many lives were lost for so little gain.

However, the after effects of this battle were that neither Arkland nor the Stars would be able to mount any more true offensives causing the war to enter a long-running stale-mate.

--Neil (talk) 18:02, 17 October 2016 (AST)
Desert Raider

A Raider is the basic foot soldier of nomadic Desert Raider bands. The Raider is a lightly armored and agile opponent who can be equipped with a variety of weapons. Raiders are experts at hit and run warfare. More than just a high-quality bandit, Raiders are more often the foot soldiers of a powerful Ramaltas who funds and supports their actions either against a rival Ramaltas or perhaps just to against rival aristocrats within his own city state. Raiders are more like professional mercenaries than they are criminals, but the line between the two gets blurred quite often.

Desert Raider Front

Desert Raider Back

Return to Ramal Nations Army
Alexis Duclos

*"It was the worst moment of my life and a true test of my faith when the Goddess called upon me to extinguish the flame of Alexis, the true First Light of Arkland. Yet, it also steeled my faith as the Red Sun granted me the power to perform the deed, and although he was the first, I was able to best him and cleanse the world of the taint of the Trickster within him. He was as a father to me, having trained me, and having taught me of the power that the Goddess had bestowed me. His story is one that will teach us all that the powers of the Trickster are great and able to poison the minds of any of us, should we not be strong, but it is also a story that I have witnessed first hand in which the power of the Goddess can bring light even where the darkness is at its strongest."* - **Sebastian Aveline, the Second Light or Arkland and founder of the Priests of Light.**

Alexis Duclos was the first known, native Arklander who was able to manifest magic, and he did so, spontaneously, using Light Magic. Alexis began life as the son of a commoner family, and he became a laborer of the Ironwood mills. His powers manifested in a terrible way in which he was attempting to avoid falling logs, and in doing so, spontaneously incinerated them but also accidentally disintegrating his nearby friend. Afterwards, Alexis, in horror of what he had done, isolated himself from the world, becoming a hermit.

Later, after having learned to control his powers, Alexis returned to civilization and began a quest to find other latent magic users in Arkland and train them to harness their powers before they too accidentally lived his same fate. It was during this time that Alexis mentored Sebastian Aveline. Sebastian would later establish the Priests of Light, declaring that the power they all wielded was in fact a product of the Sun Goddess. Unable to reach agreement with Alexis, eventually Sebastian and Alexis came to blows in a great battle in 847 AF, in which Alexis was either killed or disappeared.

Known as the First Light of Arkland, and used as a story by the priesthood to demonstrate that even those gifted by the Goddess can be poisoned by the Trickster, the legacy of Alexis as told by the priesthood is that he was a kind-hearted soul, powerful and concerned with the well being of others. Ultimately, however, he fell prey to the machinations of the Trickster. The Second Light of Arkland, Sebastian Aveline, was thereby given the solemn duty of extinguishing his light.

--Neil (talk) 21:02, 15 October 2016 (AST)
Tribe Children

*"Our children are the future of our Tribe. They are our greatest resource. The Tribe will teach them, protect them, and love them. Without them, our way of life will cease, and with them, our way of life will prosper. It is therefore the responsibility of all Tribes to care for their children as a whole. That's something you might not understand. Your ways seem cruel. What is a child to do with no parents in this place? What becomes of them? Do you think it fine that you have children wandering alone on your streets, hungry and sick?"*

Children are the future of a Tribe, and as such, they are considered the responsibility of the entire Tribe. Tribes communally raise and care for children. Until the age of eight, the primary responsibility falls on the parents. However, even during this time, adults still communally care for children. Many Tribes support a host of caregivers who can watch children during the day while parents work. These are often the elderly who cannot otherwise work. Further, extended families also assist with raising children. Beyond the age of 8, children formally become the responsibility of the entire Tribe, just as any member of the Tribe is. Children often still remain in their parents home but do have the option to move to communal homes. Children are then selected for apprenticeships based on the current needs of the Tribe.

All Tribes view children as the future of their way of life, and they are defended as such. No child goes neglected in a Tribe as the business of child rearing is often very public as the entire Tribe takes interest in them. Parents which are neglectful are very rare, and those cases can become matters of the Elder Council. Once a child reaches the age of 8, they are considered for the most part a full member of the Tribe. Although, they do receive leniency due to their age when it comes to difficult, public matters.

The continued care of children after the age of 8 still largely belongs to the child's family, but in the end, the Tribe will step up to the task of raising the child should something happen to his or her family ties. As having lots of children is a status symbol for a Tribe family, it is rare that children are left outside of the reach of the extended family.

## Apprenticeships

One important facet of Tribe life is that all children begin to apprentice towards their future jobs at the age of eight. The Elder Council chooses the job for the child. Often, such choices are made either based on the perceived future need of the Tribe or if the child comes from a lineage of particularly gifted individuals in certain trade skills. Once a job is selected, the child will be given a mentor with whom they are expected to work each day. Depending on aptitude and the job, such an apprenticeship could last from just a couple short years to many long years. This type of passing of knowledge is vital to the survival of a Tribe, and the relationship between an apprentice and mentor is often a life lasting one.

Return to Forest Tribes Back Story

--Neil (talk) 16:39, 25 October 2016 (AST)
Blood Thaumaturgy

A major invention established by the Blood Cults, Blood Thaumaturgy allows Blood Magic to be stored and transported in the form of Blood Amber, effectively allowing even non-mages to tap into pre-established spells for their own use. Such ability to transport magic is only so far been possible through Blood Magic and is attributed to the Blood Pact.

Blood Magic utilizes Blood as the primary container of magic. Blood traps magical energy more than any other known substance and therefore latent spells can be trapped within vials to be released. A Blood Mage simply concentrates a large amount of magic into a single vial, and then as the blood is spilled, it pulls in more magical energy from the surrounding atmosphere until the it releases in a powerful effect. The fact that this magic is released in vials allow even non-magic sensitive people to use them.

This breakthrough not only provides a means for the day to day application of Blood Magic, but it also presents a powerful weapon of war where even normal soldiers within a Ramaltas's army can have access to powerful magics.

--Neil (talk) 18:22, 17 October 2016 (AST)
War of Succession

The War of Succession was the war fought between The Minsheng Empire and loyalists within the colony on Indagar against a rebellion led by Tsoni Niko and a rag tag mix of warriors and ex-generals beginning in 115 BF.

Began from the Great Alliance, the War of Succession raged for several years as the rebel forces, using the power of Spirits, were able to defeat The Minsheng Empire across all major engagements and eventually destroyed not one, but two Imperial Armies.

This war led to the creation of the old Republic and freedom from The Minsheng Empire.

--Neil (talk) 17:23, 25 October 2016 (AST)
Bay of Spirits

The Bay of Spirits is a large, natural bay on the western coast of Indagar. It was named for The Well, which lies at its furthest eastern point.

During Republic history, the Bay of Spirits acted as the major port for cities lining the bay as well as the capital city of Konagara. This natural shelter provides calm waters perfect for merchant and trading vessels as well as the main staging area for the Republic naval forces.

--Neil (talk) 05:15, 11 October 2016 (AST)
Dread Winter

The Dread Winter was the major engagement of the Second War of the Stars in 99 BF.

Star Ixtoca led her tribe to battle against Arkland by laying siege to King's Crossing during a particularly harsh winter. Unable to survive the siege, the Lord Commanders of Arkland led their soldiers to battle repeatedly failing to break the Star's forces.

In their direst hour, the young Lord Commander Derrick von Castille led the final charge and was able to break the lines of the Star and kill several of the army's key commanders. This caused the ranks of the Star to break and flee, and King's Crossing was barely saved from destruction.

--Neil (talk) 19:20, 18 October 2016 (AST)
Konagara

Konagara, former jewel on the west coast of Indagar, was the capital city of the Republic. Built along the Bay of Spirits, Konagara was also built atop the underground cavern system that leads to The Well.

Konagara was once a vibrant city and home to several hundred-thousand people, with a wide range of ancient and modern architecture, majestic government buildings, and sprawling housing areas that stretched for several miles. It had a bustling market in the city-center, and as the capital of The Republic, was home to embassies from both the various peoples of Indagar as well as foreign nations.

## Post Cataclysm

During the Cataclysm, Konagara was completely destroyed by fire and overcome with the decay of The Reaper. Since then, Konagara has become a massive ruin overcome with decay. Within the city is nothing but falling walls, dark shadows, and the stench of death. The land surrounding the city is now either swampy, burnt, or simply gray and lifeless.

--Neil (talk) 03:23, 11 October 2016 (AST)
Gyanyi-lan

Gyanyi-lan is a county of the old Republic and under control of the Lanagaran Scions. Along the northern shores of Indagar, Gyanyi-lan was established as part the Compromise of Spirits where the people who inhabited the land of the northern shores were at odds over age old feuds as well as control over the oil resource found within the county.

Gyanyi-lan is now inhabited by an isolationist government which believes that it can escape the current troubles of the times and use its resource riches to propel itself into whatever the new era may bring. Gyanyi-lan has since broken off communication with the Lanagaran Scions.

--Neil (talk) 16:48, 19 October 2016 (AST)
Accord

The Accord represented the first time that Arkland attempted to discuss peace with the Stars during the Third War of the Stars. With the war ground to a halt, Arkland was coming under intense pressure from their original homeland to repay their long running war debt.

Arkland sent an envoy to the Stars to attempt to negotiate peace by drawing the lines of territory and declaring a ceasing of hostilities in 6 BF. However, this Accord was rejected by the Stars.

--Neil (talk) 20:57, 15 October 2016 (AST)
Online Community RPG

The Online Community RPG (OCRPG) is a term coined by the creators of Chronicles as a way to put a name to the concept that is Chronicles Online. The core concept of the OCRPG is to provide a place for players to connect with each other through a social-styled platform so that individual players can take on the role of characters within their chosen Faction. From there, using the OCRPG platform, players can then help dictate the story of Chronicles as it unfolds from season to season, participate in the decision making process which drives the story and effects game play, and contribute in a meaningful way to the success of their Faction through gathering resources, participating in battles, and even becoming elected officials.

 File:Chieftain-small.png
## How an OCRPG Works

Players will be able to establish accounts via the Chronicles Online platform. From there, players will assume the role of a character within the Chronicles Faction of their choice. As an account holder, the player represents a person of designation within the Faction, perhaps a Chieftain, a Lord, or maybe a Captain within a Ramal Nation.

Once that is established, the player can then start to connect with other players from around the world using the Social platform. The Social platform acts as a social media outlet, allowing players to communicate via feeds, channels, and topics by creating posts, attaching images, and tagging their communications.

Beyond that, a player can then participate in bolstering his own holdings as well as those of his Faction by participating in gathering critical resources and badges by participating in various aspects of the OCRPG. This ranges from a system of gathering actual resources such as Gold and Spirits to having their miniature artwork being voted as a weekly fan favorite and thereby gaining a badge for their account, or by playing the Chronicles miniature game and reporting their games to determine how well a Faction is doing against other Factions overall. This level of community participation is unprecedented, and also, it represents the power that a Faction within the story line holds as the game progresses.

As a player participates in the community, the player's account is rewarded with higher levels which also thereby contribute to the overall health of the Faction. The player also receives benefits to his or her account, allowing for the actual strategy game of Chronicles to be modified in a story-driven and interesting way should they choose to play Chronicles using the Chronicles Online Game Mode.

To cap it off, the Chronicles OCRPG uses a political system in which elected officials for each Faction, real players who are elected by the players within their Faction to office, make grand decisions about the direction their Faction will take as the story line unfolds from season to season.

--Neil (talk) 20:52, 21 October 2016 (AST)
Karma

The Karma is one of the great rivers of the Sand Seas. It is also known as the "middle river" as it sits between the Neket and Hmadi rivers. This river flows north from the Teeth to the south, and like all rivers in the Sand Seas, floods during the southern rainy season where monsoons dump huge amounts of water on the Teeth.

The Karma is vitally important to the Ramal Nations as it provides water passage north through the harsh landscape and eventually leads to the city nation of Suppalialis. Here, the Southern Highway connects to this city. In years where rainfall is its highest, the **Karma** can flow north and then east, connecting with the Hmadi and emptying into the ocean. Most years, the Karma dries up as it reaches the Sand Ocean.

--Neil (talk) 17:37, 19 October 2016 (AST)
Ramal Nations Command Tokens

The Command Tokens of the Ramal Nations represent the use of battlefield tactics which revolve around blood magic and trickery. These Command Tokens represent powerful magics and ability that Ramaltas will push into service when the time is right.

## Command Tokens

* 2 x **Fade Into the Sands** - Your army disappears in a swirl of sand.
**Upkeep Reveal** - During the Movement: End of Phase, up to all friendly Models within 12 inches of this Command Token may be immediately removed from the table and placed into reserve, selecting a Standard Reserve Entry Strategy.
**Reveal by Movement Phase** - During the Movement: End of Phase, up to 10 (Normal Game) / 5 (Small Game) friendly Models within 12 inches of this Command Token may be immediately removed from the table and placed into reserve, selecting a Standard Reserve Entry Strategy.* 1 x **Greater Sand Trap** - A pit of magical sand appears beneath the feet of your enemies.
**Upkeep Reveal** - Enemy Models who move within 12 inches of a Sand Trap move as if in Difficult Terrain but the penalty is 4 inches instead of 2 inches. The effects of the Sand Trap only last during the Movement Phase.* 2 x **Blood Beacon** - Raiders often carry into battle Blood Amulets which when crushed, emit a powerful wave of Blood Magic across the battlefield. Raiders are attuned to this magic and refer to it as the Blood Beacon. Blood Beacons are a very powerful and very dark magic which can be used to bolster the power of warriors to super human heights, but as with any blood magic, comes with a potential cost of life.
**Upkeep Reveal** - Models within 12 inches of a Blood Beacon may choose to to have their movement increased by 2 inches.* 1 x **Blood Oasis** - The Blood Oasis is a powerful Blood spell contained within a vial. When smashed, there is a brief moment whereupon the blood of an ally can be sacrificed and his power spread to his allies.
**Reveal during Special Phase Only** - When you reveal this counter, sacrifice a friendly Model by removing it from play. As a Special Action, any friendly Model within 12 inches of the Blood Oasis regains a number of Wounds equal to the number of Wounds that sacrificed Model had when it was sacrificed.* 1 x **Warriors of Sand** - Ramaltas Guard are perhaps the most powerful and well trained soldiers on the earth. No combat style is unknown to them, and no enemy causes them fear.
**Reveal Any Phase** - While within 12 inches of this Token, Ramaltas Guard can use their Criticals to cancel out enemy Criticals in a Combat. All Criticals must be used in this way or as normal Criticals, but not both at the same time.

Return to Ramal Nations Army
Ariane Allamond

Ariane Allamond is a powerful Paladin of the Priests of Light in service to the Light of Arkland. Known as Our Lady of the Flame, she is said to be the most powerful magic user to ever grace the ranks of Paladins. This is a matter of honor of country as it wasn't until recently that Arkland's citizens began to gain some control of Magic.

## Person

Ariane is a fierce woman who commands utmost respect. Her demeanor is overtly direct, and her powerful voice commands across a battlefield. She is a fearless and resolute warrior who believes that she is doing the work of the Goddess in service of the light.

Ariane takes immaculate care of her armor as it is always gleaming and polished. Her presence while on horseback, combined with her disdainful look at all who are beneath her, shatters the will of powerful men. Her chosen weapon is the mace and she uses a polished shield for defense. But, those are not her primary armaments, as her command over the fire of Light Magic is her best weapon.

Ariane is an undefeated champion of Arkland, and she knows it.

## Story

Ariane grew up the daughter of a school teacher. At age 8, she discovered both the blessing and the curse of Light Magic as when at school, she was under threat by bullies, accidentally exuded the power of the flame, severely burning and disfiguring the boys who were attacking her. Once it was discovered that magic user was in their town, the Priests of Light were called to collect Ariane, and she has not seen her home sense.

Ariane showed instant promise in martial skills, and she was entered into the order of Paladins. The training of the Priests and Paladins instilled in her a sense of undying pride, with an edge of arrogance, that she continues to carry with her. While becoming a Paladin, it was discovered that Ariane's control over Light Magic was absolute. Soon, many of her peers would refuse to duel her anymore for fear of being burned by the immense power she could wield in battle. Ariane became a novelty among Paladins after that, and many a would-be hero would challenge her to a duel only to be defeated.

Ariane was marched around Arkland after that, a symbol of the power of the faith. Commoners would come from far and wide to witness the bedazzling light shows that Ariane could produce as well as the raw fury of her fire. She became a national treasure and was bestowed the name "Our Lady of the Flame."

Ariane was also a force on the battlefield, able to scorch a way through the lines of enemy soldiers before her. It is said that while on the battlefield, you can always find her for the glowing light that surrounds her as she fells foes by the dozen.
Tsoni Niko

Tsoni Niko was said to be the most powerful mage that The Minsheng Empire was ever able to produce. She was an enigmatic leader who eventually took control of the Mage's Council and thereby the production of Spirits from Konagara during the time of The Minsheng Empire.

Beneath her calm and kind exterior burned a spirit of vengeance that was hotter than any flame. Tsoni Niko's parent had been killed when she was a child by an Imperial Purge Edict which had targeted her parents as well as other leaders in her village as being possible sources of dissent. Having seen her parents killed, Tsoni Niko spent her life determined to seek revenge against the Emperor.

Training herself in the use of her latent magical abilities to the point of near perfection, Tsoni Niko was sent to the colony on Indagar to take over as the leader of the Mage's Council and thereby the production of valuable Spirits. Using this position of power and influence, Tsoni Niko, riding a wave of rebellion already in place within the colony, inspired a revolution which would eventually seize control of the colony from The Minsheng Empire. She killed the entire Mage's Council on the night of rebellion and fled to join the rebellion to lead it from Katsu-lan county.

Doing so stopped the production of Spirits, crippling the economy of Konagara and the colony. Also, having fled with Spirits, Tsoni Niko had the only supply, and using its magical properties, imbued the generals of the rebellion with magical forces which allowed them to outwit and eventually crush The Minsheng Empire, freeing the colony.

Tsoni Niko is largely hailed as the one person who was able to free the colony from the forces of The Minsheng Empire.

--Neil (talk) 17:13, 25 October 2016 (AST)
Command Cards

Each Faction has a set of Command Cards unique to it. Before a Game begins, shuffle your Faction’s Command Cards and place them as a deck where you can easily get to them.

File:Commandcard.jpg

### Drawing Command Cards

During the Upkeep Phase, you will draw Command Cards until you have 3 in your hand. When your deck runs out of Command Cards, you are simply out of cards.

### Playing Command Cards

Each Command Card has listed on it when it can be played. Furthermore, each Command Card has Special Rules that you will execute by playing the card. Once played, discard the Command Card into a discard pile.

### Discard Command Cards

During the Resolve: End Phase, you may discard any Command Cards you no longer want from your hand.

## Command Tokens

A Command Token is simply a marker that is the size of a 40mm base and are made available as game pieces.

Back to Core Rules | Move Phase
Highway

The Highway is a massive road construction project connecting the western portion of Indagar, through the Spine, all the way to to the Arkland Peninsula.

As astute engineers and builders, this project was undertaken by The Republic to unite all of Indagar by land. The Highway became the symbol of unity that The Republic desired, and it opened up fast-moving, land-based trade between all of its peoples.

--Neil (talk) 17:08, 19 October 2016 (AST)
Rogue

File:Rogue.jpg
Rogues are mercenary thieves, quick witted, agile, and deadly. Rogues bolster combat forces with deadly strikes and battlefield trickery. They are also very adept at executing battlefield missions using the distraction of battle as their cover.

**Base Model Description**

Rogues go to battle in leather armor wielding daggers.

## Stat Card

**Core Stats**

* **Points** - 14
* **Movement** - Normal (6 inches)
* **Wounds** - 1
* **Base Size** - Normal
* **Acts** - 2
* **Morale** - 3

**Roles**

* Assault
* Tactical

**Special Rules**

* **Back Stab** - Rogues train to use their comrades as a distraction so that they can sneak around behind the enemy and deliver surprise attacks.

In a DUF, if Rogue Models are not the majority Denomination and the largest Denomination of Models in the DUF is at least 3, Rogues have the Critical Strike Role.
* **Majority Rule - Master Thieves**
Re-roll Blanks on Tactical Dice.* **Sure Footed** (U)
* **Desert Wind** - Using blood magics to enhance their movement.
Rogues can move +2 inches when using Charge or Run Actions.* **Escape Artists** (Blood Sands Thaumaturgy) (1 Point)

During the Attack Phase: Start of Phase, Models in a DUF containing a Rogue may immediately make a Move Action of 6 inches even if they are in Base to Base Contact with an Enemy Model. The enemy player rolls a Yellow Die for each Model that was in base to base contact with his Models that moved. You will take a number of Wounds equal to the number of Swords/Skulls he produces allocated to Models that moved.

Return to Ramal Nations Army