recursal/Fanatic-Fandom huggingface dataset:
Obsidian

Obsidian is a he-wolf of DawnPack. He previously mentored Sage and Grey before retiring as an Old Wolf.

## Looks

Obsidian is a plump, black wolf with spiky head fur and a white muzzle and paws. He has shaggy fur and a frail face with yellow teeth. His eyes are brown.

## Personality

Obsidian enjoys resting and can be hostile when disturbed.

## Appearances

### Cliff of Shadows

Obsidian is mentioned when Luna enters DawnPack.

### Hidden Trails

Obsidian is one of Luna's suspects for putting the poisoned rabbit in the prey pile, as he and Twinkle rarely interact with others. She spots Obsidian rested on the border of DawnPack. They argue, with Luna's suspicion rising as it progresses. By the time it ends, Luna rushes to DawnPack, fearful of what Obsidian might do next.

Luna tells Ice that Obsidian might be doing something wrongful, but Ice doesn't believe he would attack his home pack. During prey-share, Obsidian gives Luna a sly smile. Luna's suspicion of Obsidian remains for the next moon, but he doesn't appear to strike. Her idea of Obsidian is dropped when Starlight lures Luna and Cypress away from DawnPack, but it returns when she learns the truth of what's going on.

## References & Citations

1. ↑ 1.0 1.1 Cliff of Shadows, Chapter 2.
2. ↑ 2.0 2.1 2.2 Hidden Trails, Chapter 4.
3. ↑ Hidden Trails, Chapter 5.
4. ↑ Hidden Trails, Chapter 6.
5. ↑ Hidden Trails, Chapter 7.
6. ↑ Hidden Trails, Chapter 8.
Twinkle

Twinkle is an old gray he-wolf. He lives in DawnPack as an Old Wolf, which he retired to after an injury left him half-blind and with a damaged right half of his body. His only apprentice was Blaze, who is also his daughter.

## Appearances

### Cliff of Shadows

Twinkle is mentioned when Luna looks around DawnPack and notices him and Obsidian resting in the sun. After Ice brings to light the possible drought, Twinkle shouts in disbelief, exclaiming that it doesn't add up. After Blaze and Sage end their fight, Twinkle helps his daughter up. He invites her to share prey together.

Once lost in the forest, Blaze wishes upon Twinkle and the spirit wolves that she and Luna will find DawnPack safely.

## Relations

### Blaze

Though not much is known of their relation, it's shown that Twinkle cares about his daughter.

## References & Citations

1. ↑ 1.0 1.1 1.2 1.3 Cliff of Shadows, Chapter 16.
2. ↑ Cliff of Shadows, Chapter 2.
3. ↑ Cliff of Shadows, Chapter 5.
4. ↑ Cliff of Shadows, Chapter 17.
Cinder

Cinder is a he-wolf with yellowish fur.

## Appearances

### Cliff of Shadows

Cinder is in an argument with Cobalt when the two find Luna. He is blamed by his brother for being seen, and they approach the DawnPack wolf. Seeing the terrible odds of winning, Cinder convinces Cobalt to run. The yellowish wolf is there when Luna wakes up in ShadowPack. Jade commands him to tackle Luna unconscious, but he has no idea what she means and argues.

He is forced into the battle, managing to hold Luna down through sheer luck. As Jade prepares to move Luna, Cinder expresses his concern about Shadow caring about the former Lone Wolf. Then, when Jade mentions her former pack having public executions, Cinder is appalled by the idea, but Jade claims he grew up in a boring pack.

To escape from Cobalt's grasp, Luna presses him about Cinder and the two wolves' relation. At the titular cliff of shadows, Cinder corners Luna, commenting on how easy it is. He is knocked off his paws not long after saying that.

## Relations

### Cobalt

He has a negative relation with his brother, and they bicker often. Cinder thinks that Cobalt is stupid.

## References & Citations

1. ↑ 1.0 1.1 Cliff of Shadows, Chapter 4.
2. ↑ Cliff of Shadows, Chapter 14.
3. ↑ 3.0 3.1 Cliff of Shadows, Chapter 15.
4. ↑ Cliff of Shadows, Chapter 17.
Flint (SaS)

*This article is about Flint, the current Beta of Whispering Pines. You may be looking for Flint, the former Beta of MistPack.*

## Status

### Alive In

Cliff of Shadows

Flint is a she-wolf and the Alpha-female of Whispering Pines

## Looks

Flint is striped gray with black markings.

## Appearances

### Cliff of Shadows

She approaches Boulder and informs him about the capture of Blaze and the lack of prey. Flint adds that Blaze has the same scent of DawnPack that was found in Fern's cave. It's decided that they will use Blaze to lure DawnPack and find the unknown attacker.

## References & Citations

1. ↑ Hidden Trails, Chapter 7.
2. ↑ 2.0 2.1 2.2 2.3 Cliff of Shadows, Epilogue.
Cliff of Shadows/Chapter 11

This page has a detailed description of the eleventh chapter of Cliff of Shadows.

## Chapter Summary

When morning arrives, Luna enters Sage's den to get looked at. Inside, Sage screams at Luna, demanding to know why she's there. Grey comes in to explain the situation, but it only makes Sage angrier. Ice arrives to supervise Sage, and reluctantly the Healer checks Luna over. Sage notices Luna's sore throat and goes to her medicine stash to get some honey. Right before she gives it to Luna, Ice sees the floating bits of deadly nightshade, resulting in a fierce scolding.

With a fresh honeycomb, Ice watches as Sage gives it to Luna. After the incident, Luna is free to go. She joins the rest of her team for DawnPack, and they collectively go to the gathering place. At the spot, Luna recognizes River. The Alphas and Betas talk before leaving the wolves to go upstream. They set off, but it isn't long before Willow wants to hunt. There is disagreement until River eventually chases after some rabbits, and the wolves eat. The group walks for only a bit longer before Luna suddenly passes out.

Later, she wakes up, surrounded by the team. It's found out that Willow made sure they stayed, much to River's displeasure. Silently, the group moves ahead, and Luna hopes to make it through the night.

## Characters

### Major

* Luna
* Sage
* River
* Willow

### Minor

* Grey
* Ice
* Hawk
* Midnight
* Cypress
Ice's Path

Ice's Path is the first book in the Pack Tales series. It follows Ice, a she-wolf from DawnPack.

## Blurb

*Ice is a recently-made True Wolf alongside her litter-sisters, Ivory and Crystal. While the three are eager to show their loyalty to DawnPack, Ice is unsure of her path. As wolves she'd been close to leave for good, Ice is forced to question whether or not DawnPack is where she belongs- or if she ought to change its Alpha. In this supplementary addition to the Dawnmist series, learn how Ice became the calm, respected Alpha of DawnPack.*
DawnPack

* Alpha
* Beta

DawnPack is the smaller of the three main wolf packs. It's surrounded by pines, with a lone stream flowing through the territory, acting as the main source of water. In the main camp, the Alpha sleeps in an overturned tree while the Beta sleeps on the other side of the tree, where the leaves make a thick canopy protecting from the rain. Apprentices go in a den of brambles covered in leaves, with True Wolves sleeping in a hill. Healers have a grassy cave. Where Old Wolves sleep is still unknown, though most times they are seen on a large rock.

Prey includes rabbit, mice, and sometimes deer. DawnPack has the most wolves out of the two living packs, with a 13/10 ratio. Just like MistPack, they are hostile and unaccepting of Lone Wolves, preferring pack-born wolves instead.

## Wolves

All the wolves who live in DawnPack can be found here.

## References & Citations

1. ↑ Hidden Trails, Chapter 3.
2. ↑ Cliff of Shadows, Chapter 1.
3. ↑ Cliff of Shadows, Chapter 2.
Monde des Chacals

Le **Monde des Chacals** est le monde dans lequel la plupart des êtres vivants habitent. Ce monde ressemble à la Terre avec quelques différences subtiles.

C'est dans ce monde que se déroule la plupart des événements de la série *Vincent Vampiro*.

## Histoire

Historiquement, le Monde des Chacals ne s'est pas toujours appelé ainsi. À une époque où les Chacals et les Pétasses vivaient encore en harmonie, ce lieu s'appelait tout simplement *"Le Bled"*.

Lorsque la Grande Purge a eu lieu, les Pétasses ont été chassées du Bled et ont dû trouver refuge dans un monde souterrain. Les différents gouvernements mondiaux de l'époque, incluant ceux des bas-fonds, se sont ensuite mis d'accord pour donner un nom à leurs deux mondes : *"Monde des Chacals"* est alors choisi pour désigner le monde dans lequel tous les Chacals vivaient, tandis que le monde d'en bas deviendra *"Monde des Pétasses"*.

Au fil des années, les Chacals qui peuplaient le Monde des Chacals ont commencé à oublier tous ces événements, jusqu'à même oublier leur nature de chacal, et le terme *"Monde des Chacals"* est tombé dans l'oubli parmi leur population.

## Géographie

La température de ce Monde est en moyenne de 18°C avec des pics à 33°C sur des mois aléatoires.

La seule ville connue n'a pas de nom bien qu'elle soit très ancienne.

Bien que le Monde des Chacals n'est pas accueillant pour les Pétasses à cause du soleil, certains membres de cette espèce ont malgré tout réussi à y élire domicile, grâce à la crème spéciale de Ulysse O'Brian notamment.
Prime Disciple Sebastian Aveline

*"Praise be to the greatest gift of the Goddess, the Prime Disciple, and Second Light, Sebastian Aveline. For without him, would we all still be shrouded in darkness."* - **Prayer of Priests of Light.**

Sebastian Aveline was a child of a common family in Chavriselle. His life up to the point at which he was first approached by Alexis Duclos is not known, but at the point at which he became a disciple of Alexis, his story unfolds. Sebastian was an enormously powerful magic user, perhaps still the greatest wielder of Light Magic the world has known. As a charismatic and cunning man, Sebastian was first approached in a dream by the Sun Goddess and told that his powers, as well of those of his mentor and other disciples, were a gift to them which would allow them to banish the darkness of the Trickster from the world and free the world and its people. Equipped with this knowledge, Sebastian formed the Priests of Light and became the Second Light of Arkland.

He bestowed the title, First Light of Arkland, on his mentor, Alexis Duclos. However, because Alexis refused to acknowledge the teachings of the priesthood, Sebastian was told by the Goddess that Alexis had been poisoned by the Trickster, and although sad that her first gift had been consumed by the darkness, the Goddess eventually ordered him to extinguish Alexis which he did in a great battle in 847 AF.

As the Second Light of Arkland and founder of the Priests of Light, Sebastian spent his magically, elongated life bringing the priesthood to power in Arkland. It was through him that the priesthood became a power within Arkland and the official, national religion after King Gerant issued the Edict of Light. Sebastian was responsible for the construction of the monastery in King's Crossing and also responsible for the proliferation of the priests of light all throughout Arkland society.

 Return to Notable Characters

--Neil (talk) 16:24, 24 October 2016 (AST)
Spirit Lease

The Spirit Lease was a pact between Arkland and the old Republic where essentially Arkland would borrow Spirits from the old Republic with a promissory to pay for them after the Third War of the Stars in 43 BF.

Arkland was already greatly indebted to the old kingdom of their homeland for support against the Stars. Unable to continue that war bond, they sought their old ally with the old Republic and called in that favor for having saved the old Republic from the The Minsheng Empire in the War for Indagar.

The old Republic agreed to this lease and began shipping Spirits to Arkland. This arrival of such a powerful tool of war allowed Arkland to turn the tide of war against the Stars and begin pushing them back across the plains.

--Neil (talk) 18:01, 24 October 2016 (AST)
Cliff of Shadows/Allegiances

The Allegiances section in Cliff of Shadows shows the main wolves the reader should know of. Every wolf listed below is taken directly from the Allegiances list.

## References & Citations

### Notes

1. ↑ SilvershardPack only lists Redwood and Twilight instead of the whole pack.
2. ↑ Lone Wolves only list Luna instead of every Lone Wolf.

### Citations

1. ↑ The list is, indeed, taken from the story's list.
Kasentas Rules

Captain’s of the Guard, also known as Kasentas, are the most elite warriors a Desert City State has to offer. They are the commanders of the Ramaltas's Personal Guard and are unmatched in martial prowess. Captains are promoted not for their tactical acumen but because they can best everyone else in the Guard in single combat. As a result, Captains of the Guard are considered some of the most powerful warriors in the world.

KasentasFront

Kasentas Back

Return to Ramal Nations Army
Artifacts

Artifacts are valuable objects on a battlefield and are used in some battles to represents objectives for the battle.

For game purposes, artifacts are typically a token the size of a 30mm base. They can be picked up and carried by Models. Once a Model picks up an artifact, you can remove it from the Table-top as that Model is now carrying the artifact. If it is dropped, replace it back on the Table-top where it was dropped.

**Artifacts Belong to Models Rule** - An Artifact can only be transported by a Model. Any Model.

**Picking up an Artifact Rule** - To Pick up an Artifact that is on the ground, use a Special Action while in Base to Base Contact with it. You cannot pick up an Artifact if an Enemy Model is also in Base to Base Contact with it. You can however, use a Tactical Contest to pick it up with the Artifact being a Tactical Objective. If you do so, give the Artifact to any Model in the DUF of your choice if you win the contest.

**Dropping an Artifact Rule** - A Model may voluntarily drop an Artifact during the Movement: Action Phase and requires no Action. Furthermore, if the Model carrying an Artifact is removed from the Table-top, including by entering Reserves, place a marker where the Model was. The Artifact is now on the ground.

**Taking the Artifact Rule** - You can potentially kill the carrier of an Artifact and pick up the Artifact in the same combat. To do so, you must win a Tactical Contest and ensure that the Model carrying the Artifact is killed.

Back to Core Rules | Battles
Nova

Nova is a he-wolf and Apprentice of MistPack, with his mentor being Raven.

## Personality

Nova's personality is not being racist to every Lone Wolf he sees.

## Appearances

### Cliff of Shadows

Nova is at the gathering where he greets Luna. He ignores Pebble's warning and continues to talk to Luna and introduces himself. The two have a small chat before a fight breaks out, unintentionally involving him. During the gathering, he is cheered by the gathered wolves when Hawk announces the new apprentices.

When Luna and the group enter MistPack to get help, Nova appears to question her. He then tries to join, much to his brother's disappointment, but tags along after some arguing. At the river, Nova exclaims the fact that it's raining, leading to the wolves' motivation increasing. Nova is sent to push the rock from under, allowing it to be rolled. Panic rises as the storm gets worse, forcing them to seek shelter. He is knocked unconscious by a fallen tree branch, and the others attempt to move him. As the river reaches its peak, all the Apprentices are washed away.

Luna mentions Nova when she shouts at the rogues of ShadowPack. Later, she also mentions him and Willow in front of the group. As she runs away and falls asleep, she hopes that the two made it back. Alongside Willow, Nova makes it to the gathering place, where he goes back to MistPack. Shortly after her arrival, Luna is told by Willow that Nova convinced the pack to be friendlier to Lone Wolves, though Willow was absent through most of it.

### Hidden Trails

Nova is with Midnight, Hawk, and River when they visit DawnPack. He stays quiet for most of the trip, but looks like he wants to talk. Then, when they arrive, Nova is surprised by how big and different DawnPack is and agrees to go on a tour with Luna. They go through the tour, with Nova asking questions. When they reach the end, Luna excuses herself to finish the patrol with Willow and Pebble. He has to leave with the other MistPack wolves when Willow is brought to MistPack.

## Family

### Grandparents

* Flint (grandfather), Marigold (grandmother).

## Trivia

* He is the splitting image of his mother, Ginger.
	+ This might be why Hawk doesn't care about Nova much.

## References & Citations

1. ↑ Hidden Trails, Allegiances.
2. ↑ Cliff of Shadows, Chapter 9.
3. ↑ Cliff of Shadows, Chapter 13.
4. ↑ Cliff of Shadows, Chapter 14.
5. ↑ Cliff of Shadows, Chapter 15.
6. ↑ Cliff of Shadows, Chapter 16.
7. ↑ Cliff of Shadows, Chapter 18.
8. ↑ Hidden Trails, Chapter 1.
9. ↑ Hidden Trails, Chapter 2.
10. ↑ Cliff of Shadows, Chapter 13.
11. ↑ 11.0 11.1 11.2 Ice's Path, Allegiances.
Ramal Nations Resolve Meter

1. **Drawing Blood** - Gain 1 Blood Point.
2. **Tempt Fate** - You or your Opponent (not both) must now Re-roll All Dice. Your Opponent gains +3 Resolve if he/she Re-rolls and you lose 2 Resolve if you Re-roll. You may not select this Option more than once in a single Melee Combat.
3. **All Is Not As It Seems** - For each Model killed by a Critical Wound, you Ignore 1 non-Critical Wound.
4. **Sand Clones** - Before Wound Allocation, roll a Black Die for each Skull your opponent rolled. For each Tactical you roll, an Opponent’s Skull becomes your Skull instead.
5. **There Will be Blood** - You may spend Blood Points to Ignore Wounds up to the amount you spent. For each Friendly Model killed during Wound Allocation, you gain 1 Blood Point.
6. **Exploding Sand Clones** - Execute Sand Clones. Further, Ignore Wounds in the amount of the Opponent’s Skulls you claimed.
7. **RESOLVE LIMIT Blood Stance** - Your Models will Absorb 1 non-Critical Wound. Further, Models killed by Critical Wounds grant you 1 Blood Point.
8. **Revenge** - For the first Friendly Model killed, roll 2 Black Dice and allocate a number of Critical Hits to the Enemy DUF equal to the number of Tactical Rolled.
9. **Summon Blood Golem** - Place a Blood Golem into Base to Base Contact with a Model in the Enemy DUF and immediately roll dice. You may choose to tether this Golem to a Friendly Model in the Melee Combat. If not, the Blood Golem will disappear during the Resolve: End Phase.
10. **The Wind Shifts the Sands** - Place a Token in Base to Base Contact with a Friendly Model in your DUF. During the Resolve: End Phase, you may take all of the Friendly Models remaining in your DUF and place them within 2 inches of each other up to 20 inches away from that Token.
11. **The Last Laugh** - After Wound Allocation, for each Friendly Model killed in the Melee Combat, your opponent rolls Black Dice for Blood Poisoning, choosing to allocate the resultant Wounds to any Model in his/her DUF.
12. **Enveloped in Sand** - Choose either your DUF or the Enemy DUF. After Wound Allocation, all Models in the chosen DUF are immediately placed into reserve using a Standard Reserve Entry Strategy selected by the player who controls the DUF.

Return to Ramal Nations Army
Pitched Battle

**Battle Type:** Synchronous

**Description:** Two mighty armies engage to the death.

**Deployment Zone:** Both players may deploy within 12 inches of their own Table Edge. Models may be placed in Reserve as normal.

**Night Time:** This Battle uses the rules for  Night Time.

**Game Turns:** 6

**Battle Type:** Carnage

## Victory Conditions

The player who controls the majority of the board at the end of the game, wins.

If players control the same amount, the game is a draw.

## Board Control

The Table is divided up into four Regions that stretch from the left to right table edge and occur every 12 inches from both player table edges.

The player with the most Models during the Resolve: End Phase (after Summoned Models have been removed), controls that Region. If there are no Models in a region, it is uncontrolled.

## Sudden Death

During the Resolve: End Phase of each Game Turn, Sudden Death may occur as follows:

* If either player controls 3 Regions, the Game Ends in favor of that player.

## Reinforcements

Both players will have a steady stream of reinforcements pouring into the battle. During the Upkeep Phase, the each player may select up to 5 (Small Game) / 10 (Normal Game) of his/her Models from the following list that have been removed from play previously. The Models will come on the board during that turn's Movement Phase using the player's table edge.

* **Kingdom of Arkland** - Warrior of the Realm, Longbowman
* **Ramal Nations of Rahaed** - Desert Raider, Rogue, Shadow Mercenary
* **Great Forest Tribes** - Tribe Warrior, Tribe Wildguard

Back to Core Rules | Battles | Terrain
Silvershard

> The water will be scarce. Do not let your Pack down. Do not let your Pack down...
>
> Silvershard to Luna, Cliff of Shadows, Chapter 2.

## Silvershard

* Official Art
* Reference

## Status

### Dead In

Cliff of Shadows

Silvershard was a she-wolf and the founder of SilvershardPack. Since she is a spirit, she can enter other wolves' dreams and deliver the future. Many wolves see her as a god-like figure, and thank her for food, shelter, and survival. Many wolves, however, don't realize she is real, and not a wolf created in common beliefs.

## Looks

Silvershard was white with pale, icy eyes and a blue star hanging from her golden collar. Her collar also had a necklace of star-like gems on it. She also had a silky voice.

## Appearances

### Cliff of Shadows

Silvershard visits Luna in her dream to warn her of a drought. She tells Luna to not let her pack down. Later, Cypress whimpers to Silvershard on why she let the water dry up. In the middle of Luna's panic attack-vision, Silvershard appears to reassure Luna and tell her that she is the hope the island needs. As Canyon and Nova are cheered by the packs, Luna notes that the noise could wake Silvershard.

At the river, Cypress exclaims how impossible it would be for a wolf to roll the boulder. She claims that even Silvershard wouldn't be able to do that. After being separated, Willow and Nova finally find the gathering place, with the former thanking Silvershard that they made it. Blaze sneaks out without anyone noticing and is thankful towards Silvershard for that. Luna is contacted by Silvershard, who tells her that the island is threatened by the rogues, but not the rogue she'd expect.

## Trivia

* Though she was white with icy eyes, her picture in The Forgotten Wolf depicts her as white eyes and pale blue fur (similar to wolves like Ice or Ivory).

## References & Citations

1. ↑ 1.0 1.1 Cliff of Shadows, Chapter 1.
2. ↑ 2.0 2.1 Cliff of Shadows, Chapter 8.
3. ↑ 3.0 3.1 Cliff of Shadows, Chapter 17.
4. ↑ Cliff of Shadows, Chapter 5.
5. ↑ Cliff of Shadows, Chapter 9.
6. ↑ Cliff of Shadows, Chapter 12.
7. ↑ Cliff of Shadows, Chapter 16.
8. ↑ The Forgotten Wolf, cover art.
Combat

## Dynamic Unit Formation (DUF)

Models in Chronicles are free to move and act independently of each other. However, when it comes time to fight, Models in close proximity to each other temporarily band together to form a Unit (called a **Dynamic Unit Formation** or **DUF**). A Model and whatever friendly Models happen to be near him or her fight against whatever enemy Models happen to be near them, together. This allows the game to progress quickly as groups of Models can roll dice at the same time instead of one Model at a time. You will use DUFs during the Shoot and Attack Phases of the game.

Dynamic Units are immediately disbanded as soon as the attack is over. The Shoot and Attack Phases will better describe how Unit Formation and Disbanding works.

### Fast Dice Rolling

The fastest way to roll dice is to roll all of the dice for a DUF at the same time. The only time you will have to separate the dice a DUF rolls is if some Models in the DUF have special rules which require it. For example, if a particular type of Model is allowed to re-roll dice, you would have to separate their dice so you know which ones you can re-roll and which ones you can’t.

## Wounds

When attacking, Models in a DUF will roll a certain number and color of Chronicles Dice. Those Dice will produce Sword, Skull, and Shield symbols. Swords produced are referred to as **Non-critical Wounds** and Skulls are referred to as **Critical Wounds**. Shields have varying uses depending on the scenario.

## Armor

Armor protects a Model from Non-critical Wounds. How Wounds (damage) gets applied to Models is discussed later, but for now, Armor is used to first absorb Non-critical Wounds a Model suffers before the Model is actually considered to have lost Wounds from its Stat Card. Critical Wounds ignore Armor. Armor always regenerates. A Model that is not killed is considered to still have all of its Armor for the next attack.

Back to Core Rules | Line of Sight
Longstrider

Longstriders are veteran Raiders who have been in the Sand Seas for many years and across many engagements. Over time, honing their skills, Longstriders have had the opportunity to acquire heavier armor, better weapons, and more training than recruits. They have also developed a stronger relationship to Blood Magic, allowing them to master some darker arts to assist them in combat. Longstriders often act as the backbone of a mercenary band and act as their heavy infantry. However, Longstriders, just like all Raiders, are still used for lightning warfare and hit and run tactics. Speed is the life of a Raider.

Longstrider Front

Longstrider Back

Return to Ramal Nations Army
Southern Highway

The Southern Highway is a portion of the Highway which travels south from the Great Forest, though the Southern Pass, across the Sand Ocean, and into the Sand Seas. This great engineering project connects to the Ramal Nations by land to the Highway allowing for greater trade potential and prosperity. Further, the Southern Highway maintains outposts, funded by The Ramal Nations, to allow travelers the ability to cross the Sand Ocean safely.

Politically, this project represented the first time the Ramal Nations as a people were able to come together and fund a massive project showing the newly found solidarity of the region.

--Neil (talk) 17:57, 24 October 2016 (AST)
Dead Lands

The Dead Lands are the area around the Bay of Spirits which used to be seat of The Republic.

After the Cataclysm, the Dead Lands became fully consumed by The Reaper and is now a lifeless and decaying land mass surrounding the now poisoned waters of the Bay of Spirits. It is within the Dead Lands that lies the ruins of Konagara. Also, the Dead Lands are the seat of power of The Cabal.

The Dead Lands are full of wailing deformed humans referred to by everyone as Demons. This decaying, dark land only promises death to all those who enter.

--Neil (talk) 05:12, 11 October 2016 (AST)
Charge / Run Phase

Available Actions

Charge Action

A Charge Action follows the exact same rules as the Move Action except Models must end their move in Base to Base Contact with Enemy Models. Some special rules require Charge Actions to function.

Run Action

A Run Action is identical to a Move Action except that a Model does not end its move in Base to Base Contact with an Enemy Model.

Back to Core Rules | Attack Phase
Twilight

* Official Art
* Reference

Twilight was a he-wolf who lives in SilvershardPack. Unlike most of the Spirit Mountain's inhabitants, he was a half-spirit, meaning he came back to life as he was taken by the dead.

## Personality

His personality was loyal, adventurous, clever, and afraid of death.

## Appearances

### Cliff of Shadows

He appears in the Prologue alongside Redwood, who is trying to teach him to be a complete spirit. Twilight hesitates most of Redwood's commands, mostly from his fear of death. At the end, Redwood scolds him, but Twilight is happy training is over for the night. He hides in his den until Redwood is gone, then bounds down to the forest, curious on what he might find.

Twilight finds Luna asleep, thinking she is dead. Once she wakes up, Twilight is ambushed with questions, and he answers most of them before running off.

## References & Citations

1. ↑ Cliff of Shadows, Prologue.
2. ↑ Cliff of Shadows, Chapter 8.
Models

Models refer to the miniatures in your army. Models are defined using a set of numbers and symbols referred to as their Stats. Models also typically have Special Rules which govern some of the things they can do in the game.

## Core Stats

 File:FirstModels.jpg
Every Model has the following Stats which describe some basic information about them:

Base Size
The diameter of the Model's round base (Normal - 30mm, Large - 40mm, Extra Large - 50mm).
Wounds
Wounds represent the amount of damage a Model can take before it is removed from the game.
Movement
This is how fast the Model can move in inches.
Points
 This describes how much the Model costs to field in your army.
Dice
The number and color of Chronicles Dice the Model uses while in Melee Combat.
Shoot Skill
If a Model has a ranged weapon or ability, it will have a Shoot Skill which describes how it functions.
Denomination
The Denomination of a Model is literally what the Model is called. (i.e. A Tribe Warrior's Denomination is "Tribe Warrior")
Armor
Describes if the Model has Armor and how much. Armor is used to avoid damage.

>
>  **0 Wounds Rule**  - If a Model ever has 0 wounds remaining, it is removed from play the instant it reaches 0 Wounds. A Model may never have "negative" Wounds, as Wounds are always applied to a Model in a sequential manner.
>
>
>
>

## Stat Card

Each Model in Chronicles has a corresponding reference card called a Stat Card. This card details all of the Core Stats, Skills, and Special Rules available to that Model.

On the card, symbols are used along with numbers to represent Core Stats.

Stat Card Front
Stat Card Back

On the card, symbols are used along with numbers to represent Core Stats.

* **Dice** - The colored boxes in the top left corner are the Dice available to the Model.
* **Movement** - The number next to the symbol of the running person.
* **Wounds** - The number next to the symbol of the heart.
* **Points** - The number in the top right corner.
* **Shoot Skill** - If present on the card, will be represented by a Dagger or Bow, a corresponding colored number, and a range in inches.
* **Armor** - If present on the card, this Shield Symbol on the card tells how much Armor the Model has.
* **Universal Special Rules** - Card front, next to the globe.

Back to Core Rules | Bases | Dice | Battles
Compendium Introduction

The Battles Compendium is a companion resources to the Chronicles: The Game Rulebook. The Compendium provides a list of suggested Battles to enact while playing Chronicles, also providing the lore from which each Battle was pulled. Battles define the rules of the game you will play, including victory conditions and special rules which affect game play.

Furthermore, the Compendium also provides a listing of commonly used special rules which you may see in battles. Using these common rules and listed scenarios, the Compendium also provides a great resource should you endeavor to create your own Battle to enact using the Chronicles rules. Enjoy!

Back to Core Rules | Battle Rules
Battles

Battles in Chronicles provide the conditions to play a Game. Each Game you play will have a Battle associated with it. Battles dictate how to win a particular game as well as provide Special Rules for what to do while enacting a Battle.

Each Battle may use some of the rules found in the above sections of this book, but typically, they do not use them all. (e.g. Faction Flags, Artifacts, etc.)

All Battle do use the Reserve rules and Deployment Rules.

Back to Core Rules | All Out Assault
Marigold

Marigold is a she-wolf and the former Alpha of MistPack. She was succeeded at an unknown time by her son, Hawk.

## Looks

Marigold is a dust-colored she-wolf with blue eyes and brown ear tips.

## Novellas

### Ice's Path

Marigold does not appear, but is listed in the Allegiances.

## Family

### Grandpups

* Storm (daughter), Nova (son), Canyon (son).

## References & Citation

1. ↑ 1.0 1.1 1.2 1.3 Ice's Path, Allegiances.
Encampments

It was the policy of the Republic to encourage ties between it and its three allied states, the Kingdom of Arkland, the Ramal Nation and Stars of Ixohtl. As a result thousands of Republic citizens and families were spread out in these nations when the Cataclysm occurred. News was slow to arrive on the eastern half of the continent, but when it did most Republic citizens decided to (or were encouraged) to return to the western half of the continent to find homes amongst the former Republic Lans. Unfortunately, the Cataclysm unsettled the Forest Tribes and they moved to strike back against the Republic. It was only through the efforts of a charismatic Road Warden's Druid that convinced the local Forest Tribes to spare the Eastern Gate the fate of the other two but the eastern half of the Great Forest Highway remained too dangerous to use.

Unable to send travelers onwards, huge encampments sprung up around the Eastern Gate since the Southern Gate was now under Great Forest Tribe control. The former Republic soldiers that once manned the Gates now also keep the peace in the encampments and have tried to assuage the concerns of their former allies. Arkland especially has put forward the case that the Eastern Gate should be turned over to them and the longer they have been put off, and the Encampments around the Eastern Gate become more permanent, the less diplomatic they have become over the issue.

Rumors of the Broken Pass have reached the Encampments, but the difficulty of the Pass along with the long journey through the inhospitable Ramaltas Nation have so far discouraged the mostly civilian population in the Encampments to risk the journey, but as pressure continues to mount, there may come a time where they have little choice.
Rulebook

File:Chronicles background.jpg

## **Chronicles: The Game Core Rules**

The Core Rulebook will describe to you how to put your Chronicles armies on the tabletop and play a game of Chronicles.

The Core Rulebook is a living document, meaning that as rules are changed, clarifications made, or updates added, the WIKI will reflect those changes. Therefore, you can come back here at anytime to get updates or to check on rules.

Visit the Rule Updates page to see the list of Updates that have occurred over time and to see what has changed since the last time you were here.

## Under Construction

This section of the WIKI is under constant construction as we move towards a final release from beta. Eventually, this will also include all of the art and cool eye candy found in the printed rules.

## Game Play Video

Our Rules strive to be as "tight" as possible with as few words as possible. This means that often, very obvious, simple things, get muddled in language required to fight off the rules lawyers! This is common to all games.

Before you read the rules, we highly recommend you watch this simple game play video which walks you through a single game turn. This will help to clarify how simple Chronicles really is, and then you can reference the hard rules in a much more approachable way!

**Game Play Video** - [1]

## Rules by Section

The Rulebook is broken up into the following sections. To learn to play, simply navigate to the first section and then click through to the next section on that page. For veteran players, you can simple click on a section to jump right to it.

**Sections**

1. Getting Started: Basics
2. Playing a Game
3. Models
	* Bases
	* Dice
4. Terrain
5. Phases
	* Combat
	* Line of Sight
	* Upkeep Phase
		+ Command Cards
	* Move Phase
		+ Measuring
	* Special Phase
		+ Magic
	* Shoot Phase
	* Charge / Run Phase
	* Attack Phase
	* Resolve Phase
6. Special Rules
	* Universal Special Rules
7. Addendum

## Battles Compendium

The Battles Compendium is a companion to the core rules which describes various battles you can engage in with Chronicles. It also include rules which govern fun battle mechanics such as Reserves.

1. Compendium Introduction
2. Battle Rules
* Battle Types
* Deployment
* Reserves
* Night Time
* Control Points
* Faction Flags
* Artifacts

4. Battles
**All Out Assault** - Two armies attempt to take charge of the battlefield and drive their opponent into the dirt.
**Attack and Defend** - Classic attack and defense as the attacker attempts to break the will of the enemy by raising his flags on their turf.
**Take the Field** - Take control of the battlefield to demoralize and rout your enemy.
Nataki-lan

Nataki-lan is in the heart of the old Republic and acted as the bread basket of the region. With rich farm lands, this area was and still is a rural dominated county dedicated to a farming way of life. Control of Nataki-lan is important as it also controls the food supply of the region to a greater degree.

The current governance of Nataki-lan is by a loose elected council of farmers and townsfolk. Often seen as rural and backwards by other counties, citizens of Nataki-lan are typically a proud people of their roots and heritage.

--Neil (talk) 05:23, 11 October 2016 (AST)
Move Phase

The Move Phase is the Phase in which Models are moved on the Tabletop.

 Available Actions

Move Action

The Move Action allows a Model to move around on the Tabletop. To move a Model, perform the following steps:

1. Measure the distance to the point on the Tabletop you wish to move to from the Model you want to move (see **Movement Distance Rule**).
2. Pick-up and place (or slide) the Model such that its base is now touching the point you measured to at the point on the base you measured from. For example, front-of-base to front-of-base.

It is OK to measure and move a model, then, measure and move the model again, all as part of the same Move Action. In fact, in some scenarios, like moving around Terrain or other Models, this may be required for an accurate movement. The total distance the Model has moved will be equal to the sum of the distances you have moved the Model.

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> **Movement Distance Rule** - A Model may not Move any farther using a Move Action than its Movement stat states, unless modified by a special rule.
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> **Models are Impassable Rule** - A Model's Base may never move over or through another Model's Base but may come into Base- o Base Contact.
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> **Impassable Terrain is Impassable Rule** - A Model's Base may never move over or through the Base of Impassable Terrain but may come into Base-to-Base Contact.
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> **Too Busy to Move Rule** - A Model who is in Base to Base Contact with an Enemy Model may not use a Move Action. If a Model is already using a Move Action, it may move in and out of, or end, in Base to Base Contact with Enemy Models.
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Break Off Action

A Break Off Action allows a Model who is in Base to Base Contact with an Enemy Model a chance to move away. To execute a Break Off Action, a Model rolls a Black Die. On any result of a blank or exclamation mark, the Model may now ignore the **Too Busy to Move Rule** and move using the rules of a Move Action. If the result is any Skull, the Model may not move.

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> **Blind Sided Rule** - If a Model rolls 2 Skulls while trying to execute a Break Off Action, it removes a Wound from its Profile.
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Back to Core Rules | Measuring | Special Phase
Indagar

Indagar is the continent of the world on which the story of Chronicles unfolds. It is in the northern hemisphere of the globe and just north of the equator with the southern shores skirting the equatorial lines. The geographic diversity of Indagar spans from the deserts of the Sand Seas to the thick Great Forest.

 File:Indagar.jpg

## Basic Geography

The western portion of the continent is mostly made up of hills, fertile lands, and some deciduous forests. This stretches from the west coast all the way to the Spine. The northern coast of Indagar experiences higher seasonal swings than the south, with sometimes cold, snowy winters as well as milder summers. The southern portion of the western portion is believed to be swampy, infertile land, and is left mostly unexplored.

The Spine is the major geological formation of the continent providing a circular mountain chain which encases a basin. Thought to once have been a massive volcano, the area within the Spine is now known as the Great Forest, an area of thick woodlands which stretches overly nearly a quarter of the continent.

To the south east is the Sand Ocean and Sand Seas. At the south eastern tip is a mountain chain which provides a massive rain shadow which causes that area of the continent to be a sandy desert. However, each season, massive rains from the south arrive to dump huge volumes of water on those mountains which drains into the rivers that sustain life within the desert. The Sand Ocean is a large strip of sand which runs from the eastern coast to the southern tip of the Spine and is an approximately one-hundred mile wide strip of desolate sand dunes -- uninhabitable.

Between the Spine and the eastern shores is the plains, seemingly endless swathes of steppe-land. This land experiences dramatic seasonal changes and weather variations from biting colds to extreme heats. Large weather patterns such as tornadoes also regularly form here. These grasslands are mostly rolling hills as far as the eye can see.

The eastern coast of Indagar is dominated by the Bay of Kings. Here the climate is much more temperate, offering a forests, rolling hills, and rich farmland.

--Neil (talk) 03:00, 11 October 2016 (AST)
Howler

File:Howler.jpg
Howlers are Wilders who are so called because of innate magical abilities that they possess around the sounds of their voices. Like all Wilders, Howlers have enhanced and strong bodies, but due to mutation, have also adapted the ability to seemingly piece the air with their shrieks. Howlers can be heard for miles when they bay at the moon, and they can use their voices as communication between packs. The cacophony that multiple Howlers can produce is more than most can withstand.

## Stat Card

**Core Stats**

* **Points** - 15
* **Movement** - Normal
* **Wounds** - 1
* **Base Size** - Normal
* **Acts** - 5
* **Morale** - 6

**Roles**

* Assault

**Ranged Roles**

* Volley - Range 24 inches

**Special Rules**

* **Majority Rule - Howl** - The piercing sound of multiple Howlers unleashing their war cry is more than most ears can handle.

Enemy DUF re-rolls X + 2 successes on Blue and White Dice.
* **Pack Mentality** - Howlers operate in Wilder Packs, capable of support each other and feeding each other's rage.
If 3 or more Howlers are in a DUF, convert 1 enemy White Dice to Blue Dice for each Howler.

## Lore

Howlers are Wilders and are so named because of a unique ability that they have around being able to produce powerful and shrill sounds with their voices. Similar to the howl of a wolf, Howlers have somehow adapted magic ability around their voices, enabling their calls to be deafeningly loud. Other than this significant distinction, Howlers are much like any other Wilder.

Howlers use their voices to bay at the moon and as a communication tool between members of their packs. The sound of Howlers can be heard for miles on clear nights.

## In Battle

As Wilders, Howlers have enhanced speed, strength, senses, and stamina. They are very quick and strong, presenting a terrifying visage to any who would dare engage them. Like all Wilders, Howlers carry into battle the ragged clothing and equipment that they can forage and rarely trade for with the Tribes. This often includes crude, hand-made daggers or stone axes which they can wield with blinding speed and intense fury.

While fighting Howlers will use their voices to disorient their enemies. The sound of one Howler is enough to drown out the sounds of battle. Multiple Howlers, however, can shatter ear drums.

Return to Forest Tribes Army

--Neil (talk) 17:11, 19 October 2016 (AST)
Accidental Massacre

Attempting to spread the word of the Light, the Priests of Light take to the people of the Stars.

Offended by this religion, the Stars, now following their ancient traditions since the Ancestral Reconstitution Agreement in 717 AF, attempt to eject the Priests of Light from the region. In 973 AF a scuffle ensues and blood is shed. This marks a watershed moment in the history of the region whereupon great tensions arise between the Stars and Arkland, once ancient enemies.

--Neil (talk) 20:56, 15 October 2016 (AST)
Scout Cavalry

Scout Cavalry are trained horsemen who ride into battle either to scout enemy positions or as flanking soldiers. Scout Cavalry are fast and deadly, equipped with lances for charging and swords for close in combat. Not as heavily armored as Heavy Cavalry, Scout Cavalry are utilized for tactical gain and battlefield speed.

Scout Cavalry Front

Scout Cavalry Back

Return to Arkland Army
Battle of Black Waves

The Battle of Black Waves was a massive naval engagement within the Bay of Kings during the War of Kings in 324 AF. Arkland ships, outfitted with Republic engineering principles, were able to surround and utterly crush the invading fleet of Grandia. This powerful victory displayed the true power of The Republic and its united peoples as well as solidified Arkland's reputation as the masters of the sea.

--Neil (talk) 17:57, 17 October 2016 (AST)
Sand Seas

File:SandSeas.jpg
The Sand Seas are the the broad, south-eastern deserts of Indagar. Much of the land is covered in shifting sands with the exception of fertile river basins which are fed by the seasonal rains and streams that run from the southern mountains.

The Sand Seas are the primary home of The Ramal Nations.

Three major rivers run from the mountains known as the Teeth through the Sand Seas. They are the Neket, Karma, and Hmadi rivers. These rivers, and their seasonal flooding, provide the bread basket of the Sand Seas and are also the home of dotted city-states which belong to the Ramaltas. All three rivers run north. The Neket does not drain but simply dries up by the time it reaches the Sand Ocean. The Karma and Hmadi rivers may both take a north-easterly course and eventually drain into the western ocean, provided the rains are great enough for the Karma to reach that far.

--Neil (talk) 05:09, 11 October 2016 (AST)
New Republic Charter

The New Republic Charter is the official constitution of The Republic.

It was established between the old Republic and Arkland as a means of bringing Arkland under the banner of The Republic in 1 BF.

This charter brought forth the ideals of the old Republic, allowing Arkland to establish its own central government but also becoming a vassal of the old Republic. In this manner, Arkland could elect officials to be represented in the Chamber of the People, and also, to be able to potentially elect an Arklander as a one of the Counsels.

In return for this, the old Republic would assist Arkland in ending the Third War of the Stars and pay its war debt in Spirits to their old homeland. Further, Arkland would become the western arm of the old Republic, establishing order there and acting as peacekeepers of the realm. They would also be tasked with building a mighty army capable of defending against foreign threats.

--Neil (talk) 20:40, 21 October 2016 (AST)