recursal/Fanatic-Fandom huggingface dataset:
Turn

## Turn or Wheel

A turn or wheel is a movement modifier that alters the movement template a unit uses when performing either a **{March}** or **{Shift}** action.

## Turning Charge

A turning charge is a movement modifier that combines the effects of the turn and charge  modifiers.

## Official FAQ

**Can both a turn or wheel and a charge modifier be applied to the same action by an effect like Aggressive Cornicen?**

Yes. When these effects are combined the movement is treated as modified by a charge in addition to the other movement modifier, similar to a turning charge.
Vorun'thul the Cursed (Siege Upgrade)

## Card Info

*Linked Name: **Lord Vorun'thul**.*

**{Melee Attack}** You may replace 1 die with a white die.

**Brutal  1**

Figure Stats - 3 Defense, 3 Wound Threshold

Figure Upgrade - Vorun'thul the Cursed figure

Upgrade Type - Champion

Unit Type - Siege

Faction - Waiqar the Undying

Cost - 12

## Home Rule

There will need to be a siege unit with a champion upgrade for there to be any use of Vorun'Thul the Cursed (Champion).  Currently Carrion Lancers don't have one. I suggest leave the Siege restriction on this card.
Ankaur Maro Hero Expansion

Few names inspire fear in the citizens of Terrinoth like Ankaur Maro. As a young wizard studying at the Universities of

Greyhaven, he quickly became known for his great skill and even greater ambition. This drive and disregard for boundares in pursuit of power became his undoing,  Ankaur Maro was expelled from Greyhaven and disgraced. Not one to be deterred, Maro soon found himself in the inner circle of dark sorcerers, where he learned the secrets of flesh and blood and bone and death. Maro has found a new home in the service of Waiqar the Undying, his powerful dark magic a beacon of strength for the undying legion.

The *Ankaur Maro Hero Expansion* comes with two Ankaur Maro figures for the Waiqar in the form of cavalry and infantry versions, as well as six upgrade cards, four for use with any army and two exclusively for Ankaur Maro.

Seek ultimate power, raise the dead and overwhelm your opponent with mystic arts with the *Ankaur Maro Hero Expansion*.

## Models

* Ankaur Maro (Infantry Figure)
* Ankaur Maro (Cavarly Figure)

## Upgrades

* The Duskblade
* Regenerative Magic
* Violent Forces
* Ankaur Maro (infantry upgrade)
* Ankaur Maro (cavalry upgrade)
* Shield of Margath
Wraiths Unit Expansion

As the forces of darkness gather in the Mistlands, the restless dead join the command of Waiqar the Undying. The embodiment of nightmares, the Wraiths, have declared for dreaded lord of the thirteenth barony. Now, they creep across the battlefields of Terrinoth in Runewars Miniatures Game!

The Wraiths Unit Expansion includes four Wraith figures and two Plastic Cavalry Movement Trays as well as a collection of tokens, five upgrade cards, and one Condition card to customize your army of the undead. By adding these deadly specters to your armies, you will strike fear into the bravest Daqan warriors and win the day for Waiqar the Undying!

## Upgrades

* Bloodied Tatters
* Faces of the Fallen
* Undying Hate
* Unhallowed Wind
* Corruption Rune
The Uthuk Y'llan

The Uthuk were once simple nomadic people known as the Loth K'har living in the Ru Darklands. But the Shaman Llovar Rutonu Lokander was corrupted by the Ynfernael, the realms of demons. Llovar had his tribe drink demon blood, and soon they became the corrupted warriors we know today.

During the First Darkness, the Uthuk were all but wiped off the face of Terrinoth during what was known as the "scourging of the wastes", which occurred after Timorran defeated the Uthuk. He wished to wipe them out for good. But some survived, and now they have returned, hungry for vengeance. The Uthuk hunt the wild demons of their lands, and drink their blood in rituals to renew their dark pact.

Berserkers and Blood Harvesters make up the infantry for Uthuk. They have many bone spurs, and super human strength. Viper Legions use poison arrows to wound foes. Blood Sisters and Warlock Chieftains are the main magic wielders, and they use dark magics. Flesh Rippers are wild demons tamed by the Uthuk to fight as cavalry. The Obscenes are Uthuk possessed by demons of gluttony, and they go into battle frenzies and feast upon the blood of their victims.
Solis

Shahiid Solis, by PhantomRin

**Solis** is the Shahiid of Songs, trainer of the Red Church acolytes in the art of steel. Mia Corvere cut his face during their first sparring session. Solis hacked off her arm in retaliation. That said, the two harbor great enmity for one another.

This only increased when Solis was appointed Revered Father of the Red Church and head of the Church Ministry, the man responsible for dictating the targets and lives of the Church Blades of Our Lady of Blessed Murder, Mia included. Although traditionally the Ministry would select a new Shahiid to fill the position vacated by the new Revered Mother/Father, because of the current state of the Church, vastly depleted in both resources and acolytes, Solis has remained Shahiid of Songs and continues to train Church acolytes despite his promotion.

## Trivia

* Solis was once a prisoner in The Philosopher's Stone and was the only survivor of The Descent. His victory earned him his name, which in the tongue of Old Ashkah means "the Last One".
* Solis has thirty-six small scars etched into his forearm - one for every life he'd taken in The Red Church's name.
* Solis was born blind, so he wears the Belt of Eyes, an Yiisiri magical object which grants him clairvoyance
Treacherous Grounds

### Setup

Each player takes 2 objective tokens. Then, starting the second player, the players take turns placing their pair of tokens beyond range 1-2 of deployment zones and beyond range 1 of terrain and edge of the play area. Each pair of tokens must be placed at range 1 of each other and beyond range 5 of the other pair of tokens.

### During Play

When a unit performas a **{March}** or **{Shift}**, if it is at range 1 of an objective token, it must decrease the speed of that movement by 1 to a minimum of 1.
Wound

Individual figures in a unit suffer wounds after being assigned damage.

* When a figure is assigned an amount of damage equal to its unit’s defense  value, that figure suffers a wound.
* Each unit has a wound threshold shown to the right of its defense on both its unit card and its command tool. This is the number of wounds a unit can suffer before that unit is removed from its tray.
* When a figure has suffered a number of wounds equal to its wound threshold, that figure is removed from the unit.
* After a figure suffers a wound, it persists on the figure. If a figure can suffer multiple wounds before it is removed from its tray, players track those wounds by placing a wound token next to that figure.
* Some game effects, such as a **{Mortal Strike}**, can cause a unit to suffer a wound without suffering damage.
* If the figure is removed from a tray and was the last figure in that tray, that tray is destroyed.
Surge

A surge is an icon found on dice , modifier dials, and cards.

## Ability's Surge

   If a unit’s ability is preceded by one or more surge icons, it must spend one surge for each of that ability’s surge icons to resolve that ability.

Abilities preceded by a surge icon are associated with either a **{Melee Attack}** or **{Ranged Attack}** icon. To use such an ability, a unit must spend the appropriate number of surges while performing the corresponding attack action.

* A unit must spend one surge for each surge icon that precedes an ability to resolve it.
* An ability can be resolved multiple times if the unit has the surges to spend.

Surge abilities with a “**+**” following the surge icon, can have a variable number of surges spent on an individual activation. The ability specifies how the number of surges spent alters the effect.

* These can be resolved multiple times. Each time the ability is resolved, the player chooses the number of surges to spend.

## Unique Surge

   A surge ability is unique if it uses the unique surge icon.

A player can spend surges to resolve a unique surge ability only once per attack.

If a unique surge icon is followed by a “**+**”, the player can spend any number of surges but can still spend surges to resolve the ability only once per attack.

## Timing

Surge effects are effects that can be resolved during the “Spend Surge” step of an attack.
Wraith Step

## Card Info

*Kari Wraithstalker only.*

**{Skill}** If you are engaged with an enemy unit, pick up and place your unit so it is touching and aligned with that enemy unit's back edge.

Upgrade Type - Unique

Faction - Daqan Lords

Cost - 1

## FAQ

When Kari is engaged only with a unit that is occupying terrain, the edge of the terrain is treated as that unit’s front edge all the way around, so this ability has no effect.
Support Carrion Lancer

## Card Info

**{Skill}** Choose 1 unengaged enemy unit at range 1-5 and in line of sight. That unit receives 1 blight token.

Figure Stats - 3 Defense, 3 Wound Threshold

Figure Upgrade - Carrion Lancer

Upgrade Type - Heavy

Unit Type - Infantry

Faction - Waiqar the Undying

Cost - 6

## Available From

* Core Set
* Carrion Lancers Unit Expansion
Raven-Pennon Bearer

## Card Info

You may exhaust this card to activate at an initiative value 1 higher or lower than your selected initiative.

Use this ability when the unit would activate if it had the altered initiative.

Figure Stats - 3 Defense, 1 Wound Threshold

Figure Upgrade - Banner Guard

Upgrade Type - Heraldry

Unit Type - Infantry

Faction - Daqan Lords

Cost - 5

## Available From

* Daqan Infantry Command Unit Upgrade Expansion
Reanimates

* Unit Card
* Command Tool

## Card Info

**Regenerate**{Natural Energy}

**Steadfast  [Doubt]**

## Available From

* Core Set
* Reanimates Unit Expansion

## Lore

*Striding inexorably out of the vile mists that shroud the Thirteenth Barony, Reanimates are the dreaded host of Waiqar the Undying. Their wargear is ancient and caked with a patina of rust, but they wield it with arms that never tire and a spite that cannot rest. Theses skeletal soldiers fight relentlessly against any who oppose their master's will, delivering a doom as merciless as it is inevitable. Even when struck down, these warriors drag themselves to their feet again and again, driven on by an unearthly will and Waiqar's unquenchable ambition.*

*Centuries since the confrontation between Waiqar and Timmorran on the Night of Betrayal, the original fallen warriors that compose the Deathborn Legion now have their own hosts to command. Ardus Ix'Erebus leads the Host of Crows, while Calleum Pahaan marches ahead of the Breathless Legion. Some of the vampires of Bilehall have mastered the necromantic arts to raise their own personal armies, including the Sanguine Coterie. Even the ancient revenant, Lord Farrenghast, has a contingent of undead infantry under his command. These soldiers closely resemble Reanimates, but Waiqar's necromancers have not been able to discern whether Lord Farrneghast uses magics similar to their own or some other mysterious power of undeath.*
Trumpets

## Card Info

The **{Turn}** and **{Wheel}** modifiers cannot reduce your speed.

Upgrade Type - Music

Faction - Neutral

Cost - 2

## FAQ

This card ability only affects the **turn** and **wheel** modifiers. It does not affect turning charge.

## Available From

* Core Set
* Essentials Pack
* Latari Elves Army Expansion
* Reanimates Unit Expansion
* Obscenes Unit Expansion
Ravos the Everhungry (Siege Upgrade)

## Card Info

*Unique.*

Before each End Phase, you must choose a unit at range 1. It suffers 1 wound.

After setup, each enemy receives 1 panic token.

**Precise  1**

**Steadfast  [Fear]**

Figure Stats - 2 Defense, 5 Wound Threshold

Figure Upgrade - Ravos the Everhungry

Upgrade Type - Champion

Unit Type - Siege

Faction - Uthuk Y'llan

Cost - 13
Uncontrolled Geomancer

## Card Info

**{Skill}** Each unit at range 1-{Unstable Energy} (including you) suffers damage equal to the number of trays in its unit. If {Unstable Energy} is 0, this effect does nothing.

Figure Stats - 2 Defense, 1 Wound Threshold

Figure Upgrade - Wizard

Upgrade Type - Champion

Unit Type - Infantry

Faction - Daqan Lords

Cost - 6

## Available From

* Daqan Infantry Command Unit Upgrade Expansion
Uthuk Y'llan Army Expansion

A new evil force enters the battle for Terrinoth with the *Uthuk Y'llan Army Exansion* for *Runewars Miniatures Game*. The army of the Locust Horde includes four new demonic units with the Uthuk Berserks, Flesh Rippers, Spine Threshers, and their dark hero Ravos the Everhungry. In addition to twenty-two customizable figurines, the expansion includes tokens, terrain pieces and cards, and twelve upgrade cards.

## Models

* Ravos the Everhungry
* Spined Threshers
* Flesh Rippers (4x)
* Berserkers  (16x)

## Units

* Ravos the Everhungry
* Spined Threshers
* Flesh Rippers
* Berserkers

## Upgrades

* Bull Pennon
* Fear Incarnate
* Fire Rune
* Frontline Spined Thresher
* Insatiable Hunger
* Raven Tabards
* Ravos the Everhungry (Siege Upgrade)
* Shield Wall
* Support Spined Thresher
* Triumphant Cry
* Viscera Goblet
* War Crier

## Terrain Cards

* Pillaged Cart/Bone Totem
* Ransacked Manor/Smoldering Forest
Support Aymhelin Scion

## Card Info

You must deploy this figure to your back rank.

After your activation, if you are at range 1-{Natural Energy} of overgrown terrain, you may perform a speed-1 **{Shift}**. This shift cannot be used to disengage.

**Overgrow  1**

Figure Stats - 1+{Stable Energy} Defense, 3 Wound Threshold

Figure Upgrade - Aymhelin Scions

Upgrade Type - Heavy

Unit Type - Infantry

Faction - Latari Elves

Cost - 4

## FAQ

A unit equipped with this card can resolve this card’s ability to perform a **shift** even while engaged, as long as that **shift** is only used to reposition.

## Available From

* Latari Elves Army Expansion
* Aymhelin Scions Unit Expansion
Wind Rune

## Card Info

**{Skill}** Perform a speed-{Natural Energy} **{Shift}**. Then, perform a **{Reform}**.

This shift cannot be used to disengage.

Upgrade Type - Equipment

Faction - Neutral

Cost - 6

## FAQ

When a unit equipped with this card performs this skill action as a bonus action, it performs it after its selected action.

## Available From

* Latari Elves Army Expansion
* Reanimate Archers Unit Expansion
* Rune Golems Unit Expansion (2x)
* Spined Threshers
Units

A unit consists of one or more connected trays, the figures slotted into those trays, a command tool, and a unit card. All of a unit’s components must match the unit’s type.

* Each unit has a unit type icon in the lower-left of its unit card. This icon indicates the unit’s type and is used to determine what type of trays to use. There are three unit types: infantry, cavalry, and siege.
* The outermost borders of the connected trays in a unit are that unit’s edges. All figures in a unit must face the same direction. The edge that the figures are facing is the front edge, the edge opposite this edge is the back edge, and the other two edges are the side edges.
* The poses of some figures extend beyond the unit’s plastic trays. For this reason, the plastic figures do not affect rules regarding range, line of sight, and movement.

## Unit Types

**Infantry:** Infantry are rank-and-file foot soldiers, the lifeblood of an army. An infantry tray includes four figures; each figure has a small, circular base.

**Cavalry:** Cavalry are typically soldiers mounted on some kind of beast—these units are usually fast, but not very maneuverable. A cavalry tray includes two figures; each figure has a long, oval base.

**Siege:** A siege unit is large, strong, and defensive, typically some kind of magical creature or war machine. A siege tray includes one figure that has a large, square base.

## Allied

All units controlled by the same player are allied units. A unit is allied to itself and can affect itself with any of its abilities that affect allied units unless those abilities explicitly affect “other” allied units.

## Enemy

All units controlled by a player’s opponent are enemy units.
Waiqar Infantry Command Unit Upgrade Expansion

The undead are terrifying foes, known for their tireless strength and single-minded purpose, but no less terrifying is the

fact that each of the champions leading Waiqar’s hosts possesses centuries of experience in military tactics and strategy. These military geniuses support their battle plans with the steady, inexorable beat of skeletal drummers and the sinister sigils raised by the gaunt standard-bearers. And perhaps worst of all, necromancers stalk the ranks of Waiqar’s army, raising the fallen to fight again in the name of their lord.

In the same fashion as the *Daqan Infantry Command Unit Upgrade Expansion*, this expansion pack offers four new figures that you may add to an infantry unit: a Standard-Bearer, a Champion, a Drummer, and a Necromancer. With eighteen new upgrade cards to increase your army’s power, you’ll find plenty of ways to add these figures to your units, perhaps adding a Marching Drummer who lets your unit turn freely, so long as the Drummer remains with the unit.

## Models

* Standard-Bearer Figure
* Champion Figure
* Drummer Figure
* Necromancer Figure

## Upgrades

* Executioner
* Mistlands Saboteur
* Fallen Hero
* Necromancer
* Deathcaller
* Captivating Hexer
* Marching Drummer
* Tactical Drummer
* Aggressive Drummer
* Profane Banner Bearer
* Blighted Vexillum Bearer
* Raven-Standard Bearer
* Raven Tabards
* Triumphant Cry
* Simultaneous Orders
* Shield Wall
* File Leader
* Fortuna's Dice
Tyrants Lash

## Card Info

*Unique. **Th’Uk Tar and Gorgemaw** only.*

**{Melee Attack}** Your front edge is also treated as touching the front edge of all enemies at range 1 and in your side firing arcs that you are not engaged with.

**{Skill}** Choose an ally at range 1-2. That ally suffers 1 wound, then discards all of its .

Upgrade Type - Unique

Faction - Uthuk Y'llan

Cost - 5
The Latari Elves

The Latari Elves are the last of the Elven tribes, the rest having been wiped out, mostly by the demons of Ynfernael and Daewyl or “Twice Fallen” Elves (now calling themselves the Deep Elves)  in the War of the Shadow Tear. They live to the southwest of the Free Cities and in the Aymhelin forests and highlands.

## First Darkness

From the Aymhelin marched a force of Latari Elves led by King Triamlavar. They pledged to fight alongside the Penacor forces, and so began a great tradition of alliance between Humans  and Elves against Ynfernael demons and Uthuk  forces. They force-marched through mountain passes and fell upon the rear of Llovar’s forces in a devastating surprise attack. The Humans and Elves threw the Uthuk into disarray and forced Llovar to retreat.

## Third Darkness

The dragons burned the Lithelin gate and laid siege to the silver palace of Caelcira. Once again, Dwarves, Elves, and Humans began to coordinate a defense against the darkness. The elven archers shot at the attackers’ small groups from hidden positions that were hard for the dragons to locate and burn. Even with the protection granted by the runebound shards, the dragons suffered heavy losses, and when they fell, the Elves were quick to capture the runes and work out how to use them. Caelcira, the silver palace, remained unbowed. The dragons inflicted terrible suffering on the Elves, but they took heavy losses in return and never overran the Aymhelin.
The Ribs

The Ribs are perhaps the most spectacular feature of Itreya's capital; sixteen great ossified towers gleaming at the heart of the City of Bridges and Bones. The Ribs are said to have belonged to the last titan, overthrown by the Light God Aa in the war for dominion of Itreya's heaven. Aa commanded his faithful to built a temple at the place where the titan fell to earth, commemorating his victory. Thus, the seeds of the great city were planted in the grave of the Light's last foe.

According to the narrator, in no holy scripture or book will you ever find a mention of this titan's name.
Last Hope

A city in the ruins of the ancient kingdom of Ashkah.

## Description

According to the narrator, Last Hope has the air of a ruined city. Its buildings littered the edge of the coast of the Sea of Sorrows like a prizefighter's teeth. A single stone garrison tower loomed above them, and outlying farms stretched on endlessly in the distance. The populace consists mainly of fisherman, farmers, a particularly foolish brand of fortune hunter who earned a living raiding old Ashkahi ruins, and a slightly more intelligent variant of fortune hunter who make their coin looting the corpses of their colleagues.
Henry V of England

**Henry V** (9 August 1386 – 31 August 1422) was King of England from 1413 until his death at the age of 36 in 1422. He was the second English monarch who came from the House of Lancaster.

After military experience fighting the Welsh during the revolt of Owain Glyndŵr, and against the powerful aristocratic Percys of Northumberland at the Battle of Shrewsbury, Henry came into political conflict with his father, whose health was increasingly precarious from 1405 onward. After his father's death in 1413, Henry assumed control of the country and embarked on war with France in the ongoing Hundred Years' War (1337–1453) between the two nations. His military successes culminated in his famous victory at the Battle of Agincourt (1415) and saw him come close to conquering France. After months of negotiation with Charles VI of France, the Treaty of Troyes (1420) recognised Henry V as regent and heir apparent to the French throne, and he was subsequently married to Charles's daughter, Catherine of Valois (1401–37). Following Henry V's sudden and unexpected death in France two years later, he was succeeded by his infant son, who reigned as Henry VI (1422–61, 1470–71).
Battle of Austerlitz

The **Battle of Austerlitz**(2 December 1805/11 Frimaire An XIV FRC), also known as the **Battle of the Three Emperors**, was one of the most important and decisive engagements of the Napoleonic Wars. In what is widely regarded as the greatest victory achieved by Napoleon, the *Grande Armée* of France defeated a larger Russian and Austrian army led by Tsar Alexander I and Holy Roman Emperor Francis II. The battle occurred near the town of Austerlitz in the Austrian Empire (modern-day Slavkov u Brna in the Czech Republic). Austerlitz brought the War of the Third Coalition to a rapid end, with the Treaty of Pressburg signed by the Austrians later in the month. The battle is often cited as a tactical masterpiece, in the same league as other historic engagements like Cannae or Arbela.

After eliminating an Austrian army during the Ulm Campaign, French forces managed to capture Vienna in November 1805. The Austrians avoided further conflict until the arrival of the Russians bolstered Allied numbers. Napoleon sent his army north in pursuit of the Allies, but then ordered his forces to retreat so he could feign a grave weakness. Desperate to lure the Allies into battle, Napoleon gave every indication in the days preceding the engagement that the French army was in a pitiful state, even abandoning the dominant Pratzen Heights near Austerlitz. He deployed the French army below the Pratzen Heights and deliberately weakened his right flank, enticing the Allies to launch a major assault there in the hopes of rolling up the whole French line. A forced march from Vienna by Marshal Davout and his III Corps plugged the gap left by Napoleon just in time. Meanwhile, the heavy Allied deployment against the French right weakened the allied center on the Pratzen Heights, which was viciously attacked by the IV Corps of Marshal Soult. With the Allied center demolished, the French swept through both enemy flanks and sent the Allies fleeing chaotically, capturing thousands of prisoners in the process.
Battle of the Bulge

The **Battle of the Bulge** (16 December 1944 – 25 January 1945) was the last major German offensive campaign in its western theater during World War II. It was launched through the densely forested Ardennes region of Wallonia in Belgium, France, and Luxembourg, on the Western Front, towards the end of World War II, in the European theatre. The surprise attack caught the Allied forces completely off guard. American forces bore the brunt of the attack and incurred their highest casualties of any operation during the war. The battle also severely depleted Germany's armoured forces, and they were largely unable to replace them. German personnel and, later, Luftwaffe aircraft (in the concluding stages of the engagement), also sustained heavy losses.

The Germans officially referred to the offensive as ***Unternehmen Wacht am Rhein*** ("Operation Watch on the Rhine"), while the Allies designated it the **Ardennes Counteroffensive**. The phrase "Battle of the Bulge" was coined by contemporary press to describe the bulge in German front lines on wartime news maps, and it became the most widely used name for the battle. The German offensive was intended to stop Allied use of the Belgian port of Antwerp and to split the Allied lines, allowing the Germans to encircle and destroy four Allied armies and force the Western Allies to negotiate a peace treaty in the Axis powers' favor. Once that was accomplished, the German dictator Adolf Hitler believed he could fully concentrate on the Soviets on the Eastern Front. The offensive was planned by the German forces with utmost secrecy, with minimal radio traffic and movements of troops and equipment under cover of darkness. Intercepted German communications indicating a substantial German offensive preparation were not acted upon by the Allies.
Transform

Some game effects instruct a unit to transform into another unit. When a unit transforms, it is replaced with the figure matching the unit card that it is instructed to transform into. That figure is placed with its front edge matching the same position and direction in the play area as the original figure. The unit’s card is replaced with the unit card matching the unit it is instructed to transform into. The unit remains equipped with the same upgrades and keeps all conditions, boons, banes, or wound tokens that it previously had. The unit that transformed then uses the command tool that matches its unit type and figure silhouette. Some units that transform share a command tool with multiple silhouettes.
Volatile Runes

### Setup

Each player takes 3 objective tokens. Then, starting with the first player, the players take turns placing the tokens At range 1-3 of their opponent's deployment area but beyond range 1 of terrain, other objective tokens, or the edge of the play area.

### During Play

At the start of the End Phase, each unit overlapping an objective token suffers damage equal to the total number of active runes.

 Available From

* Ankaur Maro Hero Expansion
Battle of Fort Sumter

The **Battle of Fort Sumter** (April 12–13, 1861) was the bombardment of Fort Sumter near Charleston, South Carolina by the Confederate States Army, and the return gunfire and subsequent surrender by the United States Army that started the American Civil War. Following declarations of secession by seven Southern states, South Carolina demanded that the U.S. Army abandon its facilities in Charleston Harbor. On 26 December 1860, Major Robert Anderson of the U.S. Army surreptitiously moved his small command from the vulnerable Fort Moultrie on Sullivan's Island to Fort Sumter, a substantial fortress built on an island controlling the entrance of Charleston Harbor. An attempt by U.S. President James Buchanan to reinforce and resupply Anderson using the unarmed merchant ship *Star of the West* failed when it was fired upon by shore batteries on 9 January 1861. South Carolina authorities then seized all Federal property in the Charleston area except for Fort Sumter.

During the early months of 1861, the situation around Fort Sumter increasingly began to resemble a siege. In March, Brigadier General P. G. T. Beauregard, the first general officer of the newly formed Confederate States Army, was placed in command of Confederate forces in Charleston. Beauregard energetically directed the strengthening of batteries around Charleston harbor aimed at Fort Sumter. Conditions in the fort, growing ever dire due to shortages of men, food, and supplies, deteriorated as the Union soldiers rushed to complete the installation of additional guns.

The resupply of Fort Sumter became the first crisis of the administration of the newly inaugurated U.S. President Abraham Lincoln following his victory in the election of November 6, 1860. He notified the Governor of South Carolina, Francis W. Pickens that he was sending supply ships, which resulted in an ultimatum from the Confederate government for the immediate evacuation of Fort Sumter, which Major Anderson refused. Beginning at 4:30 a.m. on April 12, the Confederates bombarded the fort from artillery batteries surrounding the harbor. Although the Union garrison returned fire, they were significantly outgunned and, after 34 hours, Major Anderson agreed to evacuate. There were no deaths on either side as a direct result of this engagement, although a gun explosion during the surrender ceremonies on April 14 caused two Union deaths.

Following the battle, there was widespread support from both North and South for further military action. Lincoln's immediate call for 75,000 volunteers to suppress the rebellion resulted in an additional four southern states also declaring their secession and joining the Confederacy. The battle is usually recognized as the first battle that opened the American Civil War.
Eastern Theater of the American Civil War

The **Eastern Theater of the American Civil War**consists of the major military and naval operations in the states of Virginia, West Virginia, Maryland, and Pennsylvania, the District of Columbia, and the coastal fortifications and seaports of North Carolina. (Operations in the interior of the Carolinas in 1865 are considered part of the Western Theater, while the other coastal areas along the Atlantic Ocean are included in the Lower Seaboard Theater.)

The Eastern Theater was the venue for several major campaigns launched by the Union Army of the Potomac to capture the Confederate capital of Richmond, Virginia; many of these were frustrated by the Confederate Army of Northern Virginia, commanded by General Robert E. Lee. President Abraham Lincoln sought a general to match Lee's boldness, appointing in turn Maj. Gens. Irvin McDowell, George B. McClellan, John Pope, Ambrose Burnside, Joseph Hooker, and George G. Meade to command his principal Eastern armies. While Meade gained a decisive victory over Lee at the Battle of Gettysburg in July 1863, it was not until newly appointed general-in-chief Ulysses S. Grant arrived from the Western Theater in 1864 to take personal control of operations in Virginia that Union forces were able to capture Richmond, but only after several bloody battles of the Overland Campaign and a nine-month siege near the cities of Petersburg and Richmond. The surrender of Lee's army at Appomattox Court House in April 1865 brought major operations in the area to a close.

While many of the campaigns and battles were fought in the region of Virginia between Washington, D.C., and Richmond, there were other major campaigns fought nearby. The Western Virginia Campaign of 1861 secured Union control over the western counties of Virginia, which would be formed into the new state of West Virginia. Confederate coastal areas and ports were seized in southeastern Virginia and North Carolina. The Shenandoah Valley was marked by frequent clashes in 1862, 1863, and 1864. Lee launched two unsuccessful invasions of Union territory in hopes of influencing Northern opinion to end the war. In the fall of 1862, Lee followed his successful Northern Virginia Campaign with his first invasion, the Maryland Campaign, which culminated in his strategic defeat in the Battle of Antietam. In the summer of 1863, Lee's second invasion, the Gettysburg Campaign, reached into Pennsylvania, farther north than any other major Confederate army. Following a Confederate attack on Washington, D.C., itself in 1864, Union forces commanded by Philip H. Sheridan launched a campaign in the Shenandoah Valley, which cost the Confederacy control over a major food supply for Lee's army.
Viper Legion Archers

* Unit Card
* Command Tool

## Card Info

**{Ranged Attack}** {Surge}x2: Gain **Lethal  1** for this attack.

**{Ranged Attack}** {Surge Unique}x2: If there are at least 2 {Unstable Energy}, the defender receives 1 panic token.

**{Ranged Attack}**: If the defender has a bane, the number of  {Surge}​ that precedes your {Surge} abilities is reduced by 1, to a minimum of 1. This does not affect  {Surge}+ abilities.
Battle of Big Bethel

The **Battle of Big Bethel** was one of the earliest land battles of the American Civil War. It took place on the Virginia Peninsula, near Newport News, on June 10, 1861.

The Virginia State government had refused President Abraham Lincoln’s appeal for troops to put down the rebellion of the southern states, and its decision to secede from the Union was ratified by popular vote on May 23, 1861. Confederate Colonel (later Major General) John B. Magruder was sent down the peninsula to deter any advance on the state capital Richmond by Union troops based at the well-defended post of Fort Monroe. This garrison was commanded by Major General Benjamin Butler, a former Massachusetts lawyer and politician, who established a new camp at nearby Hampton and another at Newport News. Magruder had also established two camps, within range of the Union lines, at Big Bethel and Little Bethel, as a lure to draw his opponent into a premature action.

Butler took the bait, when he and an aide, Major Theodore Winthrop, devised a plan for a dawn attack on June 10, 1861, after a night march to drive the Confederates back from their bases. Butler chose not to lead the force in person, for which he was later criticized. The plan proved too complex for his poorly-trained subordinates to carry out, especially at night, and his staff had also omitted to communicate the passwords. They were trying to advance without knowledge of the layout or strength of the Confederate positions, when a friendly fire incident gave away their own. The commander in the field, Massachusetts militia general Ebenezer Peirce, received the most criticism for the failed operation.
Battle of Quatre Bras

The **Battle of Quatre Bras** was fought on 16 June 1815, two days before the Battle of Waterloo. The battle was contested between Wellington's Anglo-allied army and the left wing of the *Armée du Nord* under Marshal Michel Ney. It took place near the strategic crossroads of Quatre Bras

## Prelude

Napoleon's strategy had been to cross the border into what is now Belgium, but was then part of the United Kingdom of the Netherlands, without alerting the Coalition and drive a wedge between their forces. He would then destroy the Prussian army before forcing Wellington back to the coast.

However if Wellington's Anglo-allied army could combine with the Prussians, the combined force would be larger than Napoleon's. If Napoleon controlled the crossroads of Quatre-Bras he could prevent Wellington moving south-eastward along the Nivelles-Namur road towards the French and Prussian armies at the Battle of Ligny.

Although the coalition commanders did have an overview of French pre-war movements, Napoleon's strategy was initially very successful.

Wellington's instructions at the start of the campaign were to defend Brussels from the French, but he did not know what route Napoleon might take and had received (false) reports of a flanking manoeuvre through Mons, to the southwest. He first heard of the outbreak of hostilities at around 15:00 on the 15 June from the Prince of Orange, and further confirmation of the French engaging the Prussian I Corps outposts under Lieutenant-General Graf von Zieten at 04:30 at Thuin (near Charleroi) arrived within the next three hours. It was 18:00 that Wellington drafted initial orders to concentrate his army. However, he was still uncertain precisely where to concentrate his army, and it was not until he heard that the front near Mons was clear - around midnight - that he ordered his army to move towards the Prussians.
Red Promise

The **Red Promise** is a code of conduct concerning the Red Church. There are several strictures included that settle the work of the assassins.

## Strictures

* **Inevitability** – no offering undertaken in the history of the Church has ever gone unfulfilled.
* **Sanctity** – a current employer of the Church may not be choosen as a target of the Church.
* **Secrecy** – the Church does not discuss the identity of its employers.
* **Fidelity** – a Blade will only serve one employer a time.
* **Hierarchy** – all offerings must be approved by the Lord/Lady of Blades or Revered Father/Mother.

While the first three restraints already existed – albeit loosely – at the Church's inception, *Fidelity* and *Hierarchy* were arranged after a more or less infamous event in the history of the Church named The Tale of Flavius and Dalia.

## History

Since its inception, the Red Promise has never been broken by a Church Blade. The cultists of Our Lady of Blessed Murder consider it Very Serious Business, and will got to extraordinary lengths to see it remain inviolate. One famous tale of dedication speaks of a Blade only known as Forde, employed to murder Agvald III, king of Vaan.
The Suns of Itreya

The skies of Itreya are illuminated by three suns - commonly believed to be the eyes of Aa, the God of Light. It is for this reason Itreyans refer to the deity as the *Everseeing*.

## *Saan*

The largest of the three suns is a furious red globe called **Saan**, ancient Ashkahi for *The Seer*. Shuffling across the heavens like a brigand with nothing better to do, Saan hangs in the skies for nearly one hundred weeks at a time.

## *Saai*

The second sun is named **Saai**, ancient Ashkahi for *The Knower*. A smallish blue-faced fellow, rising and setting quicker than its sibling, it visits for perhaps fourteen weeks at a stretch, nearly twice that spent beyond the horizon.

## *Shiih*

The third sun is **Shiih**, ancient Ashkahi for *The Watcher*. A dim yellow giant, Shiih takes almost as long as Saan in its wanderings across the sky.

## *Truedark*

Between the three suns' plodding travels, Itreyan citizens know actual nighttime - which they call truedark - for only a brief spell every two and a half years. For all other eves, Itreyans must content with the constant light of so-called nevernight, lit by one or more of Aa's eyes in the heavens. Almost three years at a stretch, sometimes, without a drop of real darkness.
The Tale of Flavius and Dalia

**The Tale of Flavius and Dalia** is a story often told to acolytes of The Red Church to explain the two latest strictures of the Red Promise.

The time around the collapse of the Itreyan monarchy was a busy one for the Red Church and so some authority was granted to several bishops so they could accept offerings themselves. In one night, the former Itreyan general Flavius Apullo - now a Senator - became the centre of what would late be called *The Tale of Flavius and Dalia*. Flavius began fearing assassination around the same time his rivals got serious about wanting to see him dead. In an unfortunate turn of events, the Red Church undertook to murder Flavius the very same time as he employed a Blade as his bodyguard. Even more unfortunate was the fact, that a woman named Dalia was the Blade designated for *both* these offerings. She served Flavius as a bodyguard for three years and over that time, the two of them became lovers. Dalia herself eliminated most of Flavius's enemies save his biggest opponent, Tiberius the Elder. Tiberus had been the one who employed the Red Church to murder Flavius and thus not to be murdered himself. Flavius thought himself clever enough to trick the Red Church and proposed marriage to Dalia, thinking she would keep him safe nonetheless. But as he finally married Dalia, he let go of his patronage with the Red Church at the same turn. Dalia stabbed her husband to death in order to fulfill her offering. She brought her husband's head to Tiberius and - because her second offering was also fulfilled - now stabbed him as well to death.

After this unfortunate incident it was decided to complement the until then loose rules.
Aelius

**Aelius** is the original Lord of Blades and the founder of the Red Church and the current he Chronicler of The Quiet Mountain, charged with maintaining some semblance of order in the Red Church's great Athenaeum. He also wrangles the bookworms that roam the library.

Like everything else in the library of Niah, Aelius is dead. A fact he seems a little ambivalent about.
Blacksteel

**Blacksteel**, also known as "ironfoe", was a wonderous metal created by the Ysiiri sorcerii before the fall of the empire.

### Description

Black as truedark, the metal never grew dull of rusted, and was capable of of being sharpened to an impossible edge. Ysiiri smiths were said to slice their anvils in half with a completed blacksteel blade to prove its worth. It is said the smallest fragment is worth more than gravebone.
Darius Corvere

**Darius Corvere** is the father of Mia and Jonnen Corvere and the husband of Alinne Corvere. The Justicus of the Luminatii Legion, Darius formed an alliance with his friend and lover, General Gaius Maxinius Antonius that would have seen Antonius crowned as king. Together, the two Itreyans raised an army and marched on their own capital, but both were captured on the eve of battle. Without leadership, their army shattered. Their troops were crucified and Darius himself was hung with his would-be king Antonius beside him.

## Appearance

Mia initially describes her father as a tall and proud man. As justicus, he usually sported grave-bone armor, white as wintersdeep, and a long crimson cloak. His eyes were blue and bright, and creased at the corners when he smiled.

## Trivia

* The familia Corvere had the Liisian saying *Neh diis lus’a, lus diis’a*, which translates to *When all is blood, blood is all*.
The Daqan Lords

The Daqan Lords are the protectors and rulers of Terrinoth, renowned for the ardor and discipline of their soldiers. Spearmen marching in measured ranks, columns of fully armored mounted knights, and lumbering rune golems animated by magic are commonly found among the forces of the Daqan Lords.

This race consists entirely of humans, though
they are the friendliest of all the races towards the others. They are know for their discipline, valor, and fighting skills.

History: After the First Darkness ended, an era of peace began, with King Daqan presiding over the 100 year peace. (Daqan was presumably given long life by the magic of Timorran). However, Daqan mysteriously vanished during the Second Darkness, and was never seen again. People still whisper that Daqan will one day return to guide them through a dark time. The RuneWars are seen by most as that time. After Daqan's disappearance, the empire was split. The Council of Thirteen took over ruling the northern Baronies, while each Free City became a loosely allied self governing city-state. The most powerful of these city states was Tamalir, which was the only Free City given its autonomy during the reign of Daqan. This was meant to be a temporary solution until Daqan returned, but the system is still in use today.

Other important Free Cities:
Riverwatch: Home to people of many different races, like most of the Free Cities, however, it is unusual in its high Orc population, something shared only by Dawnsmoor.

Dawnsmoor: A loosely governed city of mercenaries, traders, and refugees, populated by Orcs, Elves, Humans, but not dwarves.

Greyhaven: Home to the most prestigious magical academies.

Forge: The only Free City consisting of primarily one non-human race. Forge is mostly dwarves, with a few humans who are descended from refugees from the Third Darkness. There are strong tensions in the city.

Between the Second and Third Darkness, the Usurper Kings overthrew the Council and took over the free cities. However, a combination of revolts, assassinations, and just plain bad luck killed them off. This led to the popular myth that any who tried to claim Daqan's throne would meet a tragic demise. The Council and The Free Cities rule most of Terrinoth to this day.

## References

1. ↑ https://www.fantasyflightgames.com/en/news/2016/8/5/runewars-miniatures-game/
2. ↑ https://boardgamegeek.com/thread/1620779/brief-overview-setting
Daemon

A **daemon** - also called passenger or familiar - is a being made of shadows, who accompanies a Darkin and devours his or her fears. Little is known about their true nature.

## Known Daemons

* Cleo's menagerie
* Eclipse
* Mister Kindly
* Whisper

## Trivia

* Ash hypothesizes that a daemon's personality is a reflection of their Darkin hosts, which may be true.
	+ Like Mia, Mister Kindly is sarcastic.
	+ Like Cassius, Eclipse is compassionate.
	+ Like Scaeva, Whisper is condescending.
Captain Puddles

Mia Corvere's childhood pet. A black tomcat, **Captain Puddles** was named for his fondness for urinating outside designated areas. He was killed by Marcus Remus, shortly after Darius Corvere's execution, for attempting to defend Mia from the newly appointed justicus by slicing apart the man's face with his claws.
Nalipse

The goddess **Nalipse** is the fourthborn daughter of Aa and Niah, and the twin of Trelene.

## In the Itreyan Mythos

It is said that it was during the first Great Tithe that Aa gifted his daughters dominion over the elements. To Nalipse, his youngest daughter, he gifted the storm. In return, Nalipse gifted her father her love and obedience.

It's said Niah gave Nalipse nothing, for the Maw has naught inside to give. But these are lies.

To her daughter Nalipse she gave calm; the peace of the storm's eye.

As nevernight approaches in Itreya, winds pick up from the westward oceans and howl across the Republic, bringing a merciful temperature drop in their wake. As it's easier to sleep in cooler times, this turn is taken by most as a signal to do so. The winds die slowly, rising again perhaps twenty-four hours later.

It is said they are a gift form Nalipse, the Lady of Storms, who takes mercy upon a land and people scorched by her Father's almost constant light.
Adonai

Adonai by PhantomRin

**Adonai** (also called **Marius**) is one of two albino sorcerii in the service of the Red Church. Adonai is a blood speaker, a master of the ancient Ashkahi art of manipulating human vitus. But like his sister, Marielle, his gift, too, comes with a price. Adonai craves and thirsts for the very thing he controls, and his survival depends upon it.

Thanks to his sister's arts, he is handsome beyond compare. Tall and slender and pale as a new-bled corpse. His eyes are red, his skin is seemed made of marble. Long hair swept back, white as winter snow, an open silk robe revealing a smooth, hard chest. But his beauty is only skin deep.

He murdered Ashlinn Järnheim's brother, Osrik Järnheim, during the Luminatii assault on the Mountain and now owes a debt to Mia for saving his life, yet to be called in.

## Abilities and Skills

He can pass messages in blood, manipulate it with but a thought, and transport people and once-living objects through the blood pools in Red Church chapels.

## Name Change to Marius

In April 2021, Jay Kristoff announced on Twitter he would be changing the character's name in future printings. By July 2021, the character's name had been updated to Marius in ebook versions.

## Gallery

Adonai and Marielle by NanFeAdonai by NanFeAdonai by NanFeAdonai by PhantomRinAdonai by PhantomRinMarielle and Adonai by PhantomRin
## References

1. ↑ https://twitter.com/misterkristoff/status/1385235161508241410?s=20
The Sorority of Flame

**The Sorority of Flame** is an offshoot of Aa’s ministry, venerating Tsana, the Lady of Flame. Consisting entirely of women, those of the order take vows of chastity, humility, poverty, and sobriety, and generally spend their lives in chaste contemplation inside walled temples.

It should be noted however, that in addition to being a patron of women, Lady Tsana is also patron to warriors, and that along with arts such as illumination, herbalism, and midwifery, sisters of the sorority are schooled in the arts of bow, shield, and sword.