recursal/Fanatic-Fandom huggingface dataset:
Lord Commander Derrick von Castille

A legend among the Lord Commanders of Arkland, Derrick von Castille was a young Lord Commander appointed after the deaths of other Lord Commanders during the Dread Winter. Held in reserve within King's Crossing, during Arkland's most bleak hour, Lord Commander Derrick von Castille rallied the remnants of the Arkland defenders for one final charge against the Stars.

Following his command, they defeated the the Horse Lords that were besieging them and managed to kill the daughter and general of Star Ixtoca. Without leadership, the army crumbled and was driven from the field, saving King's Crossing.

Later in life, Lord Commander Castille would be appointed to the King's court as Lord Commander in Chief. However, somewhat ironically for a hero of Arkland, succumbed to illness and died before he could assume that post. Some say that he was poisoned by an assassin hired in vengeance by the Stars.

--Neil (talk) 18:31, 21 October 2016 (AST)
Deployment

Deployment describes how players first place their armies on the table to begin playing a Game.

## Deployment Zones

Each Battle will define a Deployment Zone. When you are deploying, you will place your Models anywhere inside of the designated Deployment Zone that belongs to you.

## Deployment Procedure

1. Roll Off
2. The winner of the Roll Off can choose to either deploy first or make her opponent deploy first.
3. Place the Models you wish to deploy in your Deployment Zone
4. Declare if any of your Models will be placed into Reserves.

### Deployment Example

A Battle may define a player's Deployment Zone to be anywhere up to 12 inches away from his/her table edge. This means that during Deployment, you may place your Models anywhere on the Table-top such that their Bases are no more than 12 inches away from your table edge.

Back to Core Rules | Reserves
Blood Cult Assassin

File:BloodCultAssassin.jpg
Blood Cult Assassins are nameless mercenaries who work at the behest of a Blood Cult Master. These assassins specialize in the dark arts of Blood Magic, and are the most feared and effective assassins in all of the Kingdoms. Blood Cult Assassins spend years training in their craft and many more years inundated in an environment filled with Blood Magic. As a result, when they emerge from their training as master assassins, they are all but super human in speed, agility, and strength.

Blood Cult Assassin Front

Blood Cult Assassin Back

Return to Ramal Nations Army
Eastern Gate

The Eastern Gate is a gate constructed by the Republic which spans the valley pass known as the Eastern Pass to the Spine.

The gate is made both of earthen reinforcement as well as thick Republic stone and steel. The purpose of the gate was intended to control the flow of people in and out of the Great Forest as well as provide a means of taxation for the Stars.

--Neil (talk) 19:38, 18 October 2016 (AST)
Dice

Chronicles uses ten sided dice (a.k.a d10s) which have custom symbols for use in the game. The Dice come in 6 different colors and each color of die has different symbols on each facing. Many mechanics in the game will require you to roll dice, always specifying the number and color of dice to roll. The result of any die roll will produce a set of symbols, and the usage of those symbols will be described by the rules requiring the roll.

 File:Chronicdice.jpg

Back to Core Rules | Battles
Southern Tower

The Southern Tower is a military complex built around the Southern Gate of the Southern Pass. This tower is meant as a means of further protecting The Ramal Nations from any invaders who might try to utilize the Southern Highway.

This massive structure is imposing on the landscape, almost a scar.

--Neil (talk) 17:58, 24 October 2016 (AST)
Battle of Katsu-lan

The Battle of Katsu-lan was the first major engagement of the War of Succession in 114 BF. The Imperial Army marched from Konagara across Chan-lan county and into Katsu-lan with the intent of crushing the rebellion in its tracks.

The forces of the rebels, outnumbered, met The Minsheng Empire in the hillsides on the border of Katsu-lan and Chan-lan. There, using the power of Spirits, Tsoni Niko's commanders were able to completely out maneuver the forces of The Minsheng Empire and route them from Katsu-lan. This major defeat of The Minsheng Empire breathed hope into the rebellion as something that could be successful and swelled the ranks of the rebel army.

From there, The Minsheng Empire fought a hasty retreat through Chan-lan as the rebel army began ousting the loyalist government in that county.

--Neil (talk) 18:00, 17 October 2016 (AST)
Spine

The Spine is the name given to the roughly circular mountain chain which dominates the center portion of the continent of Indagar. This mountain chain actually creates a somewhat horse-shoe shape as it runs from the northern coast all the way to the southern coast-line.

At one point, this was an ancient super volcano, now long extinct. As such, the Spine surrounds a massive basin which holds the Great Forest within it.

## The Passes

Travel through the Spine is difficult as the mountain range is high and unforgiving, with many snow dotted peaks. However, there are three major passes through the mountains known as the Eastern Pass, Western Pass. and Southern Pass. In history, these passes have been guarded and eventually gated as part of controlling the flow of people across the continent. All three of these passes amount to little more than valleys carved between peaks with enormous gate houses built between them.

--Neil (talk) 05:24, 11 October 2016 (AST)
Indagar Wiki

**Welcome to the Indagar Wiki!**
We're designing strategy games set in the fantasy world of Indagar

We're a collaborative community website about Indagar that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

PlaceholderA page about your topicPlaceholderAsahaba Shirat PaviPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Republic Corps of Engineers

As a grand gesture, The Republic established a corps of engineers, comprised of the greatest minds and builders The Republic could muster from all of its peoples.

As a nation of road builders and architects, the corps of engineers set about establishing an unprecedented level of infrastructure construction throughout The Republic. This corps was responsible for building the road networks, aqueducts, sewers, and other more modern construction that exists even in the present time.

--Neil (talk) 05:20, 11 October 2016 (AST)
Battle of Red Sun

The Battle of Red Sun was a miraculous defeat of the forces of Arkland by the Stars of Ixothl in 30 BF.

Having been at war for years during the Third War of the Stars, Arkland was slowly winning the war, now fueled by Spirits born of a lease from the old Republic. Arkland forces had managed to drive the Stars all the way across the plains and essentially cornered them at the Spine.

However, on that day, due to a strange atmospheric condition, the red sun began to appear brighter in the sky than the yellow. According to the legends of the Stars, when the sun burns red in the sky, that signals that the Stars, in their time of most dire need, have received the favor of the Gods. Perhaps more as a morale booster or perhaps just to pure luck on that day, the people of the Stars came together for one last battle against Arkland, and they were able to surround and defeat them.

This critical defeat forced Arkland to retreat, giving up almost all gains in the plains back to the Bay of Kings.

--Neil (talk) 18:01, 17 October 2016 (AST)
About HGGS

# We love to play games; so we built some too!

## Community, first. Business, second.

At HGGS, we're developing tabletop games set in the fantasy world of Indagar. Our games feature beautiful miniatures, engaging rules, and fast gameplay.

## History

HGGS was started by two friends who were also long time gaming buddies. Mostly coming from the world of Miniature War Games, the creators of HGGS began with a bold idea call Chronicles: The Game and the companion On-line Community Role Playing Game (OCRPG). With a lot of community dedication, HGGS was started as a way to create a living lore around a suite of games all of which could be controlled by the players. HGGS wanted to create something a lot bigger than itself and the same old "game company" paradigm.

HGGS incorporated in 2016, and it began its first try at a release of Chronicles: The Game to Kickstarter in 2017. Although it was unsuccessful at the time, HGGS continued to press forward with its dream and began work on the second game of the suite known as Chronicles: The War for Indagar, a miniature board game release going to Kickstarter in 2018.

## Goal

Our goal is produce a deep lore around the World of Indagar, and to create a suite of games which support that lore. The ultimate goal is create a community interest in Indagar and subsequently drive the community to create a living, fan based world. HGGS loves the idea of community, first, business, second. That's what the living World of Indagar is meant to represent - a way for the fans to create the destiny of Indagar.

To that end, the World of Indagar is expected to be a continual storyline, growing as our community interaction grows. So much so, that HGGS's ultimate dream is the Online Community Roleplaying Game (OCRPG), in which fans, using a social media style platform, will be able to interact with each other from all over the world in an interface designed to drive the story. The fans will become the inhabitants of Indagar, and their contributions to the community and to game play will serve to drive the factions of Indagar towards an unknown destiny.

It's a long road to walk, but we are dedicated to this dream and hope to see you become apart of Indagar someday as well!
Arch Rock

Arch Rock is an area of the Sand Seas around a day's journey from Tushratta. It is so named because of a solitary, giant, arching red rock formation that protrudes from the desert there. Notably, Arch Rock is believed to be a source of magic, similar to The Well. The pull of magic around it is strong, and many magic users who have been drawn to the area have hopelessly searched for the source. When arriving in the area, the pull of magic seems come from all around, confusing magic users and impeding their ability to directly locate the source.

Local legend has long held that the source of this magic is buried underground somewhere in **Arch Rock**. Many expeditions have been launched to try to discover it, some even digging huge holes into the desert floor. So far, none have located it.

The sands surrounding Arch Rock are particularly useful in Blood Sands Thaumaturgy, perhaps because the sands are somehow fused or transformed by the magic in the area. A thriving black market exists which collects sands from the area and offers them for sale all over the Ramal Nations.

--Jgoldfarb (talk) 00:54, 12 October 2016 (AST)
King's Crossing

File:KingsCrossing.png
King's Crossing is the capital city of Arkland and seat of the King of Arkland.

A vast and beautiful city, King's Crossing is the jewel of the east, built upon the vast fortunes of Arkland, accrued by overseas trade and by taxes and tribute of the kingdom. King's Crossing sits on the interior most point of the Bay of Kings and is the home of the Arkland navy as well as primary port of the bay.
Ryuk-lan

Ryuk-lan becomes the southern most county of the old Republic. As the old Republic aged, the long repressed ancient cultures that comprised The Minsheng Empire began to slowly fracture. In response, the Counsels began setting up counties for these individual cultures so that they could have their own representative governments but also send elected officials to the Chamber of the People.

Ryuk-lan was such a county. Ryuk-lan is the southern most county of the old Republic and is a mixture of geography, mostly of farm land. The people of Ryuk-lan are an ambitious sort but also the pinnacle of ingenuity among those of the old Republic. Their representative government within the county was established as a senate, modeled after the Chamber of the People, and a minister leads the executive branch of the county.

--Neil (talk) 05:22, 11 October 2016 (AST)
Mage's Council

The Mage's Council was a group of magically empowered people who had the capability to both create and refine Spirits. As a council, they controlled the production of Spirits from The Well. The council was the management and governing body over Spirit production in Konagara. Since the Cataclysm, the Mage's Council has been dissolved.

--Neil (talk) 20:03, 21 October 2016 (AST)
Arkland's Relationship with its Homeland

Originally, Arkland was a settlement of what is now the Kingdom of Grandia. During that time, the people on the continent of Montilliare were divided and not united under a single nation. A great famine drove much of a generation to sea in search of a better life, and established within them a sense of unity that went beyond individual kingdoms, although it would not come to its fullest manifestation for some time.

As a settlement of Montilliare, Arkland continued to maintain strong relations with its homeland. During the centuries to follow, settlers from Montilliare frequently made the voyage to Arkland to establish a new life. As Arkland grew more rich and powerful, many from Montilliare saw traveling to Arkland as a way to establish a new life for themselves. This sharing of cultures continued until the Kingdom of Grandia was established.

## Kingdom of Grandia

The Kingdom of Grandia arose from the conquest and vassalization of all Montilliare. This transition occurred during the late 2nd and early 3rd century AF. Once cordial relations between the closely linked peoples of Arkland and Montilliare began to dramatically change. The Kingdom of Grandia saw Arkland not as a sister state, but as part of the Republic. They began to treat Arkland like a foreign nation, establishing an embassy, codifying trade laws, and enforcing other formalities which until that time had been limited.

These actions put a major strain on ties between Arkland and its homeland. Once the War of Kings erupted, it was clear that the Kingdom of Arkland and the Kingdom of Grandia had grown farther apart than ever before. Even after the war ended, relations between these two nations has remained cool, if civil. Even so, the common people of both Arkland and Grandia still share similarities of culture and appearance that endure to this day. Although the nations have grown apart on a formal level, their peoples are still closely linked.

## Present

In the present time, ties between Arkland and Grandia are peaceful and relatively cordial. It has been over one thousand years since the founding of Arkland, and only old stories tell of the time before its independence. With the fall of the Republic, Arkland has become the richest and most powerful of the nations on Indagar. In its time of plenty, Arkland has reached out to the Kingdom of Grandia, seeking to ensure the ties of diplomacy still bond them. Although powerful, it is doubtful that Arkland alone is a match for the Kingdom of Grandia militarily, but the work of diplomats on both sides keep thoughts of war distant from the minds of either nation's leaders.

Arkland hopes to make its ties with Grandia help it in the future. As an ally, Grandia would make Arkland very powerful, perhaps strong enough that no power on Indagar would be able to stand up to them.

 Return to Arkland Back Story

--Jgoldfarb (talk) 01:14, 12 October 2016 (AST)
Bay of Kings

The Bay of Kings is a large bay on the eastern coast of Indagar.

So called the Bay of Kings because it has been under the control of the Kingdom of Arkland for most of recorded history, this bay provides calm waters which harbor the vast trading fleets of Arkland.

--Neil (talk) 05:11, 11 October 2016 (AST)
Ramal Nations Army Special Rules

The armies of the Ramal Nations march to war with trickery, cunning, speed, and blood magic. All of this is demonstrated in the techniques and tools they bring to battle. As people of the sands, the Ramal Nations are a hardened group of survivalist bolstered by the power of blood.

## Army Special Rules

**Blood Poisoning** - A Model affected by Blood Poisoning rolls a Black Die and removes a Wound on the result of a Skull. If a special ability states that the Model rolls immediately, then do so. Otherwise, a Model under the effect of Blood Poisoning will make this roll every Special: Action Phase.

**Sand Storms** - The Ramal Nations are keen on attacking when there is a distraction, usually following a sandstorm, thunderstorm, or just at night. When declaring the arrival of Reserves, The Ramal Nations can choose to bring in up to all of the reserve Models on Turn 2, therefore bypassing the normal rules for Arriving from Reserves.

**Ramal Nations Shooting Response (Sand Shroud)**
If a Target DUF or Target Model remains after a Shooting Attack, place a Command Token in Base to Base Contact with a Model in the DUF or Target Model. No Model within 12 inches of that Command Token may be selected to form a Target DUF or as a Target Model.

## Blood Sands Thaumaturgy

Blood Mages long ago discovered the secrets of storing Blood Magic within vials of sand which can be carried around to later unleash a potent spell when enough blood is present in the surrounding environment. This has become common enough practice that soldiers of the Ramal Nations march to battle carrying these vials of sand and have the ability to use them to great battlefield effect.

**Blood Points**

A Ramal Nations Army starts the game with 2 Blood Points. Further Blood Points can be accrued when a Blood Mage uses the Spell: Blood Power or through a Blood Sacrifice.

**Blood Sacrifice**

During your Upkeep: Action Phase, you may choose to institute a Blood Sacrifice. If you do so, you must apply up to 2 Wounds to any of your Models in any combination you like. (i.e. You can apply both Wounds to a Single Model, or 1 Wound to two different Models.) You cannot apply more Wounds to a Model than it has Wounds and any Model which has 0 Wounds after the Blood Sacrifice is removed from play. Upon executing the Blood Sacrifice, you gain 1 Blood Point.

**Using Blood Sands Thaumaturgy**

Different Models have access to different spells. Each model will list its Blood Sands Thaumaturgy Spell along with its cost in Blood Points as part of the Model Stat Card. To use the ability, follow the instructions and spend the requisite blood points.

**Blood Sands Rule**

Only one Model in a DUF can use a Blood Sands Thaumaturgy ability.

Return to Ramal Nations Army

--Chip (talk) 20:23, 17 October 2016 (AST)
Arkland Army Special Rules

The armies of Arkland bring skilled, professional training to the battlefield, something which no other force on Indagar has quite been able to match. Able to fight in formations and issue orders, soldiers of Arkland use these tactical tools to great battlefield effeect.

## Army Special Rules

**The Light’s Resolve:** The Arkland player may convert any Skull rolled during Melee Combat into a Shield.

**Military Genius:** When choosing to discard Command Cards, the Arkland player instead puts the chosen discarded cards onto the bottom of his/her Command Card deck.

## Battlefield Orders

As a trained military, Arkland soldiers are under the strict tactical command of their Sergeants, Officers, and Lord Commander. Some commanding Models have Orders in their Special Rules. They can use these to issue an Order to a Relaying Model. From there, the Relaying Model will relay that Order to the nearby troops. The Phase in which an Order is issued will be denoted in the Order.

**Chain of Command Rule:** Lord Commanders can issue Orders to Officers. Both Lord Commanders and Officers can issue orders to Sergeants.

**Line of Sight For Orders Rule:** The Command Model issuing the Order must be able to draw Line of Sight to the Relaying Model receiving the Order.

**Leadership Rule:** Only Models within 4 inches of a Relaying Model may be effected by an Order.

**Single Order Rule:** An Officer or Lord Commander can only issue one Order per Game Turn.

**Self Relay Rule:** Officers or Lord Commanders can issue Orders to themselves as both the Commanding and Relaying Model.

**Not in Charge of Cavalry Rule:** Sergeants cannot be selected as a Relay Model for Cavalry Orders.

**Single Relay Rule:** A Relaying Model may only receive on Order per Phase.

**Required Troops to Relay Rule:** To issue an Order to a Relaying Model, there must be at least 1 Infantry or Cavalry Group Model which is eligible to and will also use the Order in addition to the Relaying Model.

**Arkland Shooting Response (Iron Will of Arkland):**

For each Model in a Target DUF which has not used the Seek Cover response, killed by a Shooting Attack, roll a Black Die. If the number of Tactical rolled is less than or equal to the remaining Models in the Target DUF, the remaining Models in the Target DUF may immediately make a Move Action up to 5 inches.

Return to Arkland Army
Raid Boss

Raid Bosses are the leaders of Desert Raider bands who roam the desert doing the dirty work of Sultans or perhaps just as bandits. Raid Bosses typically came to their station by killing the previous boss. And as such, their life expectancy is also quite low. Raid Bosses are skilled warriors and leaders of Raiders.

Raid Boss Front

Raid Boss Back

Return to Ramal Nations Army
Cobalt

Cobalt is a rogue he-wolf of ShadowPack.

## Appearances

### Cliff of Shadows

Cobalt is arguing with Cinder, telling him to shut up. When he finds Luna, he snaps at Cinder. During the fight, he deals the most damage, managing to run his claws against Luna's hind leg. He continues to fight until Cinder convinces him it's impossible, but before leaving he warns Luna to stay away or there will be more wolves to fight.

When Luna is kidnapped by ShadowPack, he laughs at her questions and forces her into the main camp. He hits her head so she bows in front of Shadow. He explains to the leader of ShadowPack that Luna can communicate with the spirits, but she isn't amused by the idea. Shadow requests the death of Luna despite Cobalt's objections. Cobalt is likely one of the wolves who chases Luna when she escapes. Cobalt almost captures her, but Luna gets him riled up about Cinder, distracting him enough to run away.

Cobalt wakes up Luna roughly and leads her deeper into ShadowPack. He is called by Shadow to hit Luna, who runs away before the action can happen. She is surrounded at the edge of a cliff, where Cobalt taunts her. Cinder then lands on top of her, keeping her down. The yellowish wolf claims how easy it was to Cobalt before Luna escapes.

## References & Citations

1. ↑ 1.0 1.1 Cliff of Shadows, Chapter 4.
2. ↑ Cliff of Shadows, Chapter 15.
3. ↑ Cliff of Shadows, Chapter 17.
Imperial Spirit Taxation Edict

The Imperial Spirit Taxation Edict was a law put in place by The Minsheng Empire upon their holdings within Indagar during the time of their reign there in 132 BF. Politically, this taxation edict was put in place to help funnel the wealth that Spirits was producing in the colony back to the homelands by ensuring that any Spirits produced or sold by the colonies must also tithe some profit back to the coffers of The Minsheng Empire. The people of The Minsheng Empire thought it fair enough since they provided the means by which The Well was conquered as well as military protection for the colony. However, the colonists saw this as the powers of The Minsheng Empire attempting to oppress them and to close their iron grip on the colonists.

This edict was important as it planted some of the first seeds of rebellion for the old Republic.

--Neil (talk) 17:14, 19 October 2016 (AST)
Ironwood Forest

The Ironwood Forest is a great forest that spans much of the southern regions of the Bay of Kings, and it is under the control of the Kingdom of Arkland. Ironwood is a special type of wood which comes from trees which grow in this region know as Ironwood Trees. The Ironwood Forest spans most of the Barony of King's Wald but also stretches into some of the other regions of Arkland.

The Ironwood Forest is a thick, deciduous forest. It is not solely comprised of Ironwood Trees, but those trees are an extremely valuable resource as they produce Ironwood. Ironwood is a very strong yet highly flexible timber ideal for shipbuilding. It is the strongest timber known in the world, and because it is also flexible means that it is extremely valuable for construction both to Arkland but also as a trade good.

The Ironwood Forest has been heavily harvested for over a thousand years. Ironwood grows relatively quickly, and as such, the people of Arkland have long since learned how to rotate harvesting and planting so as to keep the production of Ironwood quite high. Ironwood trees to date have only been found to successfully grow in the soil where they are found, not surviving for long in other soil. Scholars can only speculate as to what it is about the soil that allows for Ironwood trees to grow, and it believed that perhaps there is a certain soil composition which Ironwood trees favor or perhaps just a magical nature to the area.

--Neil (talk) 17:35, 19 October 2016 (AST)
Arkland Resolve Meter

1. **Blessings Bestowed** - Draw 1 Command Card.
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. **Heroic Sacrifice** - Your first Model killed during Wound Allocation will Absorb 1 additional Critical Wound for every Skull you rolled up to ½ of the Skulls you rolled (round down).
4. **I’ll Handle This** - Select one Command Group or Holy Group Model within 12 inches of a Friendly Model in your DUF (including any such Model already in the DUF) for every 5 Models in the enemy DUF (round down, minimum 1). These Models immediately roll Dice and add the results to the ongoing Combat. These rolls benefit from any ongoing Special Rules. Further Shields rolled Ignore Wounds.
5. **Will of Arkland** - Before Wound Allocation, your Opponent’s Skulls become your Skulls, and your Skulls become your Opponent’s Skulls.
6. **Shield Wall** - Immediately re-roll blanks on Blue and Yellow Dice. Further Shields rolled Ignore Wounds. Discard Skulls rolled by these re-rolls.
7. **RESOLVE LIMIT Arkland Steel** - All Models in your DUF have +1 Armor during Wound Allocation.
8. **Bringers of the Light** - After Wound Allocation, select an Enemy Model in the Enemy DUF and start a Light Burn chain only against Enemy Models.
9. **Killing Blow** - Each Enemy Model killed by a Critical Hit during Wound Allocation generates +1 Sword for you.
10. **Unstoppable Justice** - After Wound Allocation, your opponent must place a Morale Token on the board anywhere you choose. These do not have any effect until the next Game Turn.
11. **Shove!** - After Wound Allocation, both Players will roll Black Dice as if testing for Morale. If the Arkland player rolls more Tactical, he/she may restart the same Melee Combat. If he/she rolls less, execute Unstoppable Justice instead.
12. **Divine Retribution** - Execute Shove! Further, select any option below 7 and execute that as well.

Back to Arkland Army
Ironwood

Ironwood is a special type of timber produced form the Ironwood Forest. Ironwood is the strongest timber known throughout the world, but it is also very flexible under pressure, able to be bent heavily without snapping. This extreme durability and flexibility makes it an ideal timber for ships, fortifications, and many other construction projects. Ironwood is also extremely valuable as it can only be found in one place in the world, and since its growth is heavily controlled, as a commodity it generates a lot of wealth for the Kingdom of Arkland.

The history of Ironwood has also played a pivotal role in the history of Arkland as its discovery is attributed to how Arkland was able to survive its first years. It was traded back to their homeland as a valuable resource which helped them fund their defense during the Third War of the Stars.

Today, Ironwood harvesting is a heavily controlled industry and is a critical resource for the success of the Barony of King's Wald. It still provides Arkland with the finest ships in the world.

--Neil (talk) 17:34, 19 October 2016 (AST)
Army Groups

Army Groups represent collections of Model within an Army. These come into play when you are constructing an army prior to a game. All armies in Chronicles are constructed by select a set of allowed Army Groups and purchasing up to the minimum amount of Models required to field that Army Group. Each Faction thereby has a certain number of Army Groups that it has access to.

## Army Group Special Rules

Some Army Groups come with a set of Special Rules. These Rules will apply to all Models that are apart of that Army Group.
Chan-lan

Chan-lan was once a county of The Republic and was established during the time of The Minsheng Empire.

Chan-lan during the War of Succession was mostly the home to rich governors and engineers who were loyal to The Minsheng Empire. Since then, Chan-lan has always been home to upstarts and dissenters within The Republic.

During current times, Chan-lan is still governed by an aristocracy of the rich who control fertile farm lands as well as several wealthy cities. Bordering the Dead Lands, Chan-lan has been able to hold the forces of death at bay with a powerful militia funded by the wealth therein, but slowly, that battle is being lost. The governors of Chan-lan are aloof, and the bureaucracy of the region is thick and oppressive.

--Neil (talk) 05:18, 11 October 2016 (AST)
Jin-lan

Jin-lan was one of the original counties of the old Republic, prior to the creation of The Republic.

Jin-lan has a swamp region although large portions of the northern parts of the county are deciduous forests. Jin-lan was also inhabited by the first rebels of the old Republic who led the first rebellions against The Minsheng Empire.

In current times, Jin-lan borders the Dead Lands and is governed by council of officials who were last elected by the townships within the county. The government of Jin-lan and its power have been fading fast as the Dead Lands encroach from the east.

--Neil (talk) 05:17, 11 October 2016 (AST)
Dubtas

The Dubtas, also known as the Captain of the Scribes, is the chief position among the Ramal Nations aside from the Ramaltas. He or she is essentially second in command and usually the successor of the Ramaltas. The job entails keeping track of all the treasury, the history of the Ramal Nations, whom is in charge of what, and the message delivery of the City States. This power over the money of the state also means they control the funding of events and collect taxes from the people.

Overall the Dubtas only answers to the Ramaltas but does not necessarily have complete power over the Kasentas, Gestas, or the Tarentas, as the Ramlatas does. He or she gathers information from a group of advisers collectively called the Dubne. These advisers manage financial affairs throughout the various city states and inform the Dubtas of all information related to his or her title.

**Back to** Ramal Nations Back Story

--Neil (talk) 19:37, 18 October 2016 (AST)
Shield Sworn

The Shield Sworn are a group of three Warriors of the Realm who have dedicated their lives and training to forming a special combat group adept at holding ground and breaking lines. To become Shield Sworn is to swear your very life to your battle brothers, both on and off the battlefield. These other warriors become your family, and you are expected to sacrifice your life for your family at any point and without question.

The Shield Sworn operate in a group of three. Two of the Warriors train with full body, tower shields. They work in tandem, operating both independently to deflect blows from multiple opponents as well as working on conjunction to deflect powerful opponents or from damaging ranged attacks. The third member of the team trains solely in the use of the two-handed battle sword, a massive blade capable of cleaving a man in two. In battle, the shield brothers serve to protect the group as well as to distract and otherwise disorient the opponent. The sword brother then interweaves between the other two, striking powerful, mortal blows upon distract opponents.

Shield Sworn Front

Shield Sworn Back

Return to Arkland Army
Forest Tribes Command Tokens

The Command Tokens of the Great Forest Tribes represent their connection to nature and The Wild. Not a professional army, they do not listen to or obey ordered commands but rather combine the weight of their latent Wild Magic to produce mystical results.

Many Command Tokens of the Forest Tribe are effected by the current level of the **Wild Meter**. If so, an X is used to represent the current level of the Wild Meter.

## Command Tokens

* 2 x **Commune with Nature** - Summons the power of the Wild.
**Reveal at Any Time** - Models within 12 inches of this Token act as if they have a +1 to the Wild Meter. (Extra Wounds gained by this are lost first.)
* 2 x **Bramble Thorns** - Summons a wall of thorns
After revealing this token, place another token within 12 inches of this token. For this Game Turn, there is an imaginary line running from the center of one token to the center of the other token. The tokens may not be placed such that the imaginary line crosses over the base of any Enemy Models.
**Upkeep Reveal** - The line is considered impassable.
**Reveal by Charge/Run Phase** - The line is considered difficult and dangerous.* 1 x **Wild Storm** - The Wild manifests an energy storm over the battlefield.
**Upkeep Reveal** - During all Phases from the Special onward, all Models within X inches of this Token cannot take any Actions and are treated as if they are no longer in the game for all rules purposes except Models may still not pass through them.
**Reveal during Special: Action Phase** - All Friendly Models within X inches of this Token cannot take any Actions and are treated as if they are no longer in the game for all rules purposes except Models may still not pass through them.* 1 x **Acid Rain** - Clouds of acid rain begin pouring on the battlefield.
**Upkeep Reveal** - Enemy Models within 12 inches lose the Protect and Defend Roles. If afflicted Models have no other Roles, they gain the Assault Role.

**Reveal during Special: Action Phase** - All Models within 12 inches immediately roll as if in Dangerous Terrain.* 1 x **Command the Wild** - The Wild Winds are drawn to this area of the battlefield with hurricane force.
**Reveal at Any Time** - Increment or Decrement the Wild Meter by 2.

Return to Forest Tribes Army
Ballistae

File:Ballistae.gif
Ballistae are a war machine imported from the Old Republic that Arkland soldiers have since incorporated into their armies and tactical doctrines. Ballistae are effectively giant crossbows capable of launching log sized bolts with tremendous power across the battlefield. These bolts will travel through ranks of men and unleash devastating carnage.

**Base Model Description**

A Ballistae sits on an extra large base and is manned by two soldiers.

## Stat Card

**Core Stats**

* **Points** - 25
* **Movement** - Slow (5 inches)
* **Wounds** - 3
* **Base Size** - Extra Lage
* **Acts** - 2
* **Morale** - 6+

**Roles**

* Defend

**Special Rules**

* **Fire!** - The soldiers fire a deadly bolt into the enemy.
To fire a Ballistae, draw a line from any point on the Ballistae's base up to 24 inches. This line may not pass over the base of friendly Models. Each enemy Model under the line is attacked from a Deadeye Red shooting attack. If the line travels over Terrain that blocks Line of Sight, the line stops at the Terrain's base. You may re-roll Blanks against enemy Models within 18 inches.* **Hard to Move**
Ballistae cannot execute Charge or Run Actions.

Return to Arkland Army
Great Alliance

The Great Alliance describes the alliance of rebels from both Katsu-lan and Jin-lan during the rebellion against The Minsheng Empire in 123 BF.

Forged by Tsoni Niko, this alliance brought the down trodden peoples of Jin-lan, the original hot bed of rebellion, into an agreement with the fierce individuals and fighters of Katsu-lan to fight against and defeat The Minsheng Empire once and for all.

--Neil (talk) 16:30, 19 October 2016 (AST)
Reconstruction Pact

Seventeen years after the founding of the The Republic, the Kingdom of Arkland and the Stars of Ixohtl sign the Reconstruction Pact, officially ending hostilities between the two peoples.

Putting aside over a century of war and differences, this allows the people of the plains and the people of the Bay of Kings to openly trade and help each other grow.

--Neil (talk) 17:18, 24 October 2016 (AST)
Conquest of Arkland

The Conquest of Arkland is a period of history beginning in 125 BF whereupon foreigners from what was to become the Kingdom of Grandia landed on Indagar with the intent to settle new lands, escaping from war and famine. These lands were on the eastern coast line of Indagar and ultimately at the Bay of Kings.

The Conquest of Arkland was a brutal time period in the history of Indagar as the lands that the colonists sought to settle were already claimed by the The People of the Stars. These nomadic and barbaric Horse Lords were unwilling to allow settlement of foreigners into their ancestral homelands and so began a long-running war which saw the deaths of thousands.

Eventually, the Bay of Kings was conquered, and the Kingdom of Arkland was established. During this time period, several of the original Stars met their demise which devastated the people of the plains.

--Neil (talk) 19:14, 18 October 2016 (AST)
King Geran the Third

King Geran the Third was a powerful and religious monarch who rose to power within the Kingdom of Arkland beginning in 901 AF. Known as the King of Light, King Geran established the Priests of Light, a religious movement in which the followers of Light Magic within Arkland are intent on driving out the darkness of the world, as the official religion of the Kingdom.

This establishment marked the dramatic shift of Arkland culture from one of a wealthy trading society to a more militaristic society fueled by passion to spread light to the world.

--Neil (talk) 17:44, 19 October 2016 (AST)
Ancestral Reconstitution Agreement

After having spent hundreds of years becoming an integral part of The Republic, the Stars of Ixohtl experience a revival of their ancient religion and culture, and decide that they have strayed too far from the way of their ancestors.

The Stars decree a return back to their tribal and nomadic ways in 717 AF, re-adopting their culture of movement and power. Rather than intervene in a potentially volatile situation, The Republic encourages the Stars to follow this path while remaining a part of the larger Republic polity.

--Jgoldfarb (talk) 00:59, 12 October 2016 (AST)
Martus Lance

This invention, created by Grand Artificer Martus was a revolution in warfare. It is simply a metal tube with a secret composition of chemicals that reacts with different Spirit Crystals. Under the reaction, the wielder can get different effects such as spraying fire, creating devastating wind blasts, or launching clouds of poisonous gases at ranges of up to 30 feet. The wielder can even put certain Spirit Crystals in it that have instant healing properties. This was often sprayed over their own forces to allow their cuts to instantly heal.

This weapons saw widespread use in the Golden Age of the Republic, but has severely declined after the Cataclysm due to the complete stop on Spirit Refinement. Now only the Lanagaran Scions use this weapon and only very sparingly since it now has a limited time use based on the number of Spirit Crystals that are left.

--Neil (talk) 20:08, 21 October 2016 (AST)
Montilliare

Montilliare is a continent mostly south-east of Indagar. It is a long, narrow continent which stretches far into the southern hemisphere. The northern tip of Montilliare is almost due east of the Bay of Kings.

Most of Montilliare is covered in high mountains and contains many active but not violent volcanoes. These high peaks are rugged, snow capped, even at the equator, and are largely impassable. However, years of volcanic activity and even glacial movement have dug huge valleys into the mountains, many of which run to the western shores, and the people of the Kingdom of Grandia have long lived in these fertile valleys.

Most of Montilliare remains unexplored as traversing the treacherous and very high peaks is not within the technological ability of the people of the continent. Although the western shorelines contain calm oceans, once you sail around either the northern or southern tips of the continent you find yourself caught into a vicious southern flowing ocean current which has claimed the lives of many brave explorers who have tried to sail around the continent. Due to this, the eastern shores of Montilliare are un-mapped, and no one really knows what the layout of Montilliare is on its eastern side let alone if anything east of Montilliare exists.

--Neil (talk) 05:08, 11 October 2016 (AST)
Battle of Blood Plains

During the Third War of the Stars, in 48 BF, Seeing the Stars starting to combine forces, Arkland wasted no time in mustering its military might and marching into the plains. Their intent was to engage the Stars as a preemptive strike and destroy them before the war could even begin.

However, on the open plains and lacking any real cavalry support of their own, the well-armed and armored soldiers of Arkland were unable to properly surround the much faster moving cavalry of the Stars. Although able to battle the forces of one Star, when the second arrived, Arkland was clearly outmatched and signaled a retreat from the plains.

However, the trip back to Arkland was laden with peril as the much faster Horse Lords were able to harry the retreating forces, killing them as they fled for days across the plains. This gave the name of the Battle of Blood Plains to this resounding Arkland defeat.

--Neil (talk) 17:58, 17 October 2016 (AST)
Special Rules

Special Rules define a specific game mechanic, ability, bonus, or any other rules in addition to the rules found within the Core Rulebook.

## Model Rules and Universal Special Rules

Model Special Rules are specific to a Denomination of a Model and are found on a Model's Stat Card. Only Models of that Denomination have access to that Special Ability.

A Universal Special Rule is defined within the Core Rules (see below). Universal Special Rules will be listed on a Model's Stat Card if it has access to them.

## Special Rules As An Action

Many Special Rules will state in their description that they are used “As An Action”. These types of Special Rules will also list the Phase that the Model is allowed to use that Special Rule in. Thus, during that Phase, the Model may execute the Special Rule as an Action. This also means that the Special Rule, since it is an Action, counts towards the Single Action Rule for the Model using it.

## Ignoring Wounds

Many Special Rules allow you to Ignore Wounds. Some rules Ignore Wounds prior to Wound Allocation. In this case, first discard Non-critical Wounds, then Critical Wounds. Other rules Ignore an explicit Wound that has been assigned to a Model. In that case, you simply ignore that Wound.

## Absorbing Wounds

Some Special Rules allow a Model to Absorb additional Wounds. When this occurs, instead of removing the Model when it otherwise reaches 0 Wounds, continue to allocate Wounds to it until it has been allocated a number equal to the amount it is designated to Absorb.

Back to Core Rules | Universal Special Rules | Chronicles Online Game Mode
Guarding the Walls of Arkland

*"Somebody wants us here. Most times though, I'd rather be back in the barracks in Wyrenelle."* - **Soldier on the walls.**

The Walls of Arkland are an enormous fortification built in relatively recent years by the Kingdom of Arkland to provide protection to the Barony of King's Crossing, home to the capital city. Over a thousand years ago, during the wars of the Stars, Arkland fought viciously on several occasions to defend King's Crossing, having much of the continually rebuilt city be destroyed again and again. Now, however, to avoid such a fate, the Walls of Arkland stand stalwart to protect the capital city and surrounding province.

The walls stretch across the northern barony border between King's Crossing and the Barony of Alissenon. They stretch to the mountains to the west. In addition, the pass leading through the mountains to the west is also fortified as is the southern border. For the most part, the southern portion of King's Crossing is well defended by restricted access through the western mountains. Strategically, marching around the mountains into the Barony of Felderelle is much more difficult than invading from the north. Specifically, this is in reference to any potential land invasion and most assuredly could only be referring to a potential invasion by the Horse Lords.

## Manning the Walls

There are guard towers every 300 feet along the wall. Further, there are stations every few miles which allow for soldiers to live along the wall. To man these outposts, soldiers must be posted and maintained. These soldiers are drawn from the banners all throughout the Kingdom. Every six months, each Baron is required to ask of his nobility a few soldiers which are to be sent to the walls. There, they will stay and work before returning to their barracks. Often, the soldiers sent to the walls are the least desirable among the banner as service on the wall is considered dreary, boring, and dismal.

One interesting effect of manning the walls is that soldiers from different banners must come to learn to live and work together. The time on the wall builds lasting camaraderie between soldiers, sometimes even from directly opposing nobility. Soldiers from the King's Wald may learn about and befriend soldiers from Brandoux, for example. Through service on the wall, it is not then uncommon for soldiers on the battlefield to know their enemies by face and name.

Order is maintained on the walls by a special division of the King's Army which is controlled directly by the monarch, rather than the Baron of King's Crossing. To govern and maintain order a group of Lord Commanders are maintained by the monarch who themselves have a staff of Officers. Each Lord Commander oversees a distinct geographic region of the wall, with the northern wall split in two, the gate to the west, and the southern portions of the wall. Officers travel from outpost to outpost, in monthly loops, to inspect the current conditions of the wall and ensure that soldiers are continuing to man the wall and are maintaining order.

 Return to Arkland Back Story

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