recursal/Fanatic-Fandom huggingface dataset:
Toma-lan

Toma-lan is a county of the old Republic now under the control of the Lanagaran Scions. After the Compromise of Spirits, the people of Toma-lan gave up control of the rich oil fields along the northern shore in exchange for a tax of sorts in the form of Spirits from both the old Republic as well as its neighboring county.

Since the Cataclysm, contact with Toma-lan has been lost. It is suspected that due to their heavy dependence on Spirits, The Cabal may be in control of the county.

--Neil (talk) 16:37, 25 October 2016 (AST)
Ramal Nations Army Construction Rules

The armies of he Ramal Nations are constructed first from the personal guard of a Ramaltas and then by hiring mercenary forces from the raiders in the deserts as well as blood cultists and shadow guilders. These forces combined, led by a Ramaltas or his Captain, create a formidable fighting force.

## Mercenary Groups

* **Personal Guard**
	+ Ramaltas (0 - 1)
	+ Kasentas (0 - 1)
	+ Kasene (5 - 15)
* **Desert Raiders**
	+ Raid Boss (1 - 5)
	+ Desert Raider (10 - No Limit)
	+ Longstrider (0 - 25)
* **Blood Cults**
	+ Blood Mage (0 - 3)
	+ Blood Cult Assassin (0 - 5)
* **Unbodied**
	+ Unbodied (0 - 20)
	+ Shadow Mercenary (0 - 20)

## Special Deployments

Coming Soon!

Return to Ramal Nations Army
Second War of the Stars

The Second War of the Stars was both a war of vengeance and a power grab by Star Ixtoca as a symbol of her power over her tribe. If successful in destroying Arkland, she would cement her place as a legend among the Stars and a powerful lineage that would follow.

25 years after Arkland landed, still weak from the First War of The Stars, the Kingdom was caught by surprise as Star Ixtoca led her tribe across the plains during the dead of winter. Driving on the belief of her people that the slow and weak would always die, her people were able to survive the ordeal and lay siege to King's Crossing.

Thus, the battle of the Dread Winter began. Unable to survive the winter in a blockade, Arkland's Lord Commanders led multiple failed charges against the Star, and when at last when it looked like Arkland would not survive, a final charge led by Lord Commander Derrick von Castille managed to penetrate the lines of the Star and break the siege by killing the commander of the enemy army.

Star Ixtoca left the battlefield in disgrace, and as a result of the Dread Winter, nearly lost her title and control of her tribe. However, her ambition would not be deterred, and Star Ixtoca again began mustering her forces.

To end the Second War of the Stars, unwilling to continue battle, Arkland hired the services of assassins and Star Ixtoca was killed her in sleep thus ending her ambitions and the Second War of the Stars.

--Neil (talk) 17:48, 24 October 2016 (AST)
Mist Box

The Mist Box is a device used by the squires of the Remnant armies that looks like a large, 3 foot, rectangular box with a tube sticking out of one of the long ends. There is also a cranking lever on the side, a vertical handle on the top, and a strap that is worn around the neck and shoulders of the user. As this device is cranked, it makes a rattling noise and sprays a mist that can create a cloud of about fifteen feet. Variants of this box have been seen that are placed on the floor and spray an even more potent misty cloud that fills an area.

It is a very well kept secret on how this contraption works, but the mist and the sound the box makes disperses the buildup of magic energy, which in turn stops anyone from using magic. The mist itself can linger in an area and create a sort of denial zone. It is this mist that is usually the main magic dispersal method. The sounds of the box only seem to work in the immediate area surrounding the box and thus only really protect the wielder.

The effect on constructs formed from magic is also quite lethal. The construct will often simply disappear as soon as the mist touches the creature or if it is about 5 feet from the box while it is making the rattling noises.

## History of the Mist Box

The box was first implemented in the early days of Konagara but was much more primitive at the time, with it being overly large and usually just placed in rooms for the Council of the Wise to protect them. The Council was largely concerned that the increased usage of Spirits by the common man would make them vulnerable, especially since more potent Spirits were being manufactured. Thus they had Grand Artificers design a way to block the effect of magic.

Overtime, smaller, more portable boxes were designed by Grand Artificer Martus. The only recorded suggestion he ever made on how this device works is that it creates a "superfluous concentration of magic that upsets its natural order". However, it is still not known to most anyone if this is scientific or if the box is itself magical.

--Neil (talk) 20:19, 21 October 2016 (AST)
Legends

The Legends of Chronicles span the history of the world, covering some of the most important events that shaped Indagar. These Legends are remembered by all the different peoples of Indagar and are passed down as common stories.

## Legends of Chronicles

**Legend of the Long Journey to the Lake**

This is the legend telling the story of Princess Tani Taka and the Long Journey to the Lake, a tale of very recent times which tells the story of the the Cataclysm and how Princess Tani Taka became the Queen of the City on the Lake.

**Legend of Shai Silsi**

Shai Silsi is regarded as the greatest Blood Cult Assassin to ever live. His story is kept secret and safe among the people of the Sand Seas as in its telling are some truths of the power of the Blood Cults that The Ramal Nations hold close.

**Legend of Dread Winter**

The story of Lord Commander Derrick von Castille and the defense of King's Crossing during the Dread Winter which immortalized the young Lord Commander and in whose death also marks one of the ancient grudges between Arkland and the Stars that to this day is still unresolved.

Return to Back Story Home

--Neil (talk) 19:25, 19 October 2016 (AST)
Печенька Лакрица

* Печенька
* Иллюстрация

> Глупо стоять у меня на пути... Хе-хе!
>
>

**Печенька Лакрица** *(англ. Licorice Cookie)* - это эпическая печенька класса Маг с средней позицией.

В Режиме Истории он играет роль второстепенного антагониста, а в Тёмном Режиме Истории - второстепенную роль.

## Описание в игре

*‎"С большой порцией самого черного экстракта лакрицы в её тесте и мрачной косой, эта печенька ни к чему хорошему ни приведёт. С юных лет Печенька Лакрица мечтал стать волшебником, но так и не получил того признания, которого заслуживал. В конце концов, он стал изучать запрещённую чёрную магию.‎‎ Со временем Лакрица собрал небольшую армию Лакричных Слуг для выполнения его приказов. На своем пути он встретил Печеньку Тёмную Колдунью.‎‎ Её могущество поразило печеньку до того, что он начал ей служить и доверять. Теперь Лакрица работает над тем, чтобы завоевать её доверие. И кажется, Тёмную Колдунью нелегко порадовать, ведь дневник Печеньки, заполненный повседневными разглагольствованиями и жалобами, может заполнить аж целую библиотеку."*

## Описание Камня Души

*‎"Этот Камень содержит частичку души Печеньки Лакрицы. Вам лучше отнестись к этому серьезно..."*

## Способность

### Лакричные слуги

Печенька Лакрица вызывает 3 слуги на некоторое время, увеличивающих защиту союзникам и атакующих противников. Способность перезаряжается каждые 14 секунд.

## Интересные факты

* Печенька Лакрица скорее всего был вдохновлен мрачным жнецом, антропоморфным образом смерти.
* В Cookie Run OvenBreak он был NPC, но позже стал играбельной печенькой.
* Надпись на загрузочном экране с Печенькой Лакрицей гласит: "Лакрица думает, что выглядит великолепно в свое мантии"
* Его имя в файлах игры "печенька0503".
* Японский актёр, Хироси Камийя, также озвучивал Леви Аккермана из Атаки Титанов.

 Вечные
 Гости
Control Points

Control Points are simply areas of the battlefield denoted as having importance to the Battle, typically regarding its victory conditions or other special rules. Control Points should simply be flat, markers, approximately the size and shape of a 40mm base.

A Control Point can often be Interacted with by Models. To **Interact** with a Control Point, simply move a Model into Base to Base Contact with the Control Point and use a Special Action. You may not do this if an Enemy Model is already in Base to Base Contact with the Control Point.

## Control Points as a Tactical Objective

If a Control Point has at least one Model in Base to Base Contact with it during a Melee Combat (see Attack Phase), you can **Interact** with a Control Point as a Tactical Objective for a **Tactical Contest**.

Because a Control Point is a Tactical Objective, during the **Attack Phase**, you may treat the Control Point as if it were an Enemy Model for the purposes of forming a Melee Combat (see Attack Phase) to attempt a Tactical Contest. You may only do this if there are no Enemy Models in base to base contact with the Flag.

Back to Core Rules | Faction Flags
Ramaltas

Ramaltas are rich aristocrats which control vast wealth and a city-state on the rivers of the Sand Seas. They are powerful figures who command a group of aristocrats who in turn manage a city-state and the people therein. Ramaltas are not necessarily warriors by trade but instead spend their vast wealth on hiring a small personal army known as their Personal Guard. Ramaltas do, however, train in martial skills and tactics which they need when they march to war. As such, Ramaltas are more commanders than warriors but are quite capable of defending themselves.

Ramaltas Front

Ramaltas Back

Return to Ramal Nations Army

--Neil (talk) 16:53, 24 October 2016 (AST)
Warrior of the Realm

Warriors of the Realm are the infantry of Arkland. They are trained soldiers from a young age and careerists of the military. Due to the riches of Arkland, they are the best equipped and trained soldiers in all of Indagar. They march to battle in formations dressed in fine steel armor wielding the Pikes of Arkland.

Warrior of the Realm Front

Warrior of the Realm Back

Return to Arkland Army
Notable Locations

This contains a list of notable places in the world of Chronicles, from landmarks and natural features to major cities and towns.

## Major Features of Indagar

* Teeth
* Sand Ocean
* Sand Seas
* Deep Swamps
* Western Pass
* Southern Pass
* Eastern Pass
* The Hollow

## Kingdom of Arkland

* Royal Armory of Arkland
* Walls of Arkland
* Bay of Kings
* King's Crossing
* Capital Shipyards
* **Baronies of Arkland**
	+ Barony of King's Crossing
	+ Barony of Felderelle
	+ Barony of Wyerenelle
	+ Barony of King's Wald
	+ Barony of Trevagnon Peninsula
	+ Barony of Debordoux
	+ Barony of Brandoux
	+ Barony of Chavriselle
	+ Barony of Alissenon

## Lanagaran Scions

* Konagara
* Dead Lands
* Bay of Spirits
* **Counties of the Lanagaran Scions**
	+ Gyanyi-lan
	+ Toma-lan
	+ Katsu-lan
	+ Jin-lan
	+ Chan-lan
	+ Tianjin-lan
	+ Tianyi-lan
	+ Ryuk-lan
	+ Nataki-lan

## Ramal Nations

* The Great Oasis
* Arch Rock
* Southern Tower
* **City Nations of Ramal**
	+ Pudukhepa
	+ Tadukhepa
	+ Shuttuhepa
	+ Tushratta
	+ Eribaratta
	+ Kiyaratta
	+ Muwatalis
	+ Suppalialis

## The Great Forest

* City on the Lake
* Wild Heart

Return to Back Story Home
Zok Ked

File:Berserker.png

Zok Ked is a Wilder, known as a Berserker, of the northern lands of the Great Forest. Known as the River Savior, Zok Ked was an almost super natural presence in the area around the Two Rivers, for mysteriously appearing to save tribesfolk in their most direst circumstances while traveling the Great Forest.

## Person

Zok Ked is a powerful force of nature. He slinks when he walks, but his wide body brushes all things aside. He is a Wilder, and as such exhibits many of the mutations that accompany that status. His eyes are separately colored, and he bears long fangs. His body is lean, but his musculature is more than human. He posses all of the characteristics of a Wilder, including enhanced sense and super human strength.

Zok Ked struggles to talk, and when he does, his voice is broken and harsh. His name is clearly not his original name, but is what he refers to as himself when prodded.

## Story

Zok Ked's origins are completely unknown and forgotten to time. Such is the story of most Wilders. It is known that at one time, he was a normal tribesfolk, but now, he is the leader of a Wilder pack that roams the northern part of the Great Forest.

Zok Ked began to appear to the local tribesfolk as a savior and super hero of sorts. Many villagers would return home, badly injured and shaken, with stories of being attacked by monsters of the forest only to be saved at the last moment by a mysterious Wilder with immense strength. Zok Ked would use his heightened senses to detect nearby villagers in danger and leap from the underbrush to attack whatever monster had beset them. There are even stories where Zok Ked would engage beasts with his bare hands, felling them brutally by viscerally tearing off limbs, jaws, and heads. Some stories even say that Zok Ked would bite into the throat of the beasts to end them.

Through these actions, the stories of Zok Ked grew into legend, and he became known as the River Savior. It is said that Zok Ked has saved the lives of hundreds of villagers over the years.

In 1 AF, during the Legend of the Dark Shaman, Zok Ked once again appeared to save the lives of the villagers of the north. During the final battle with the Dark Shaman, Zok Ked and his pack arrived mysteriously to save the lives of Aranthar Vari and Arzela Hemon and helped them kill the Dark Shaman.
Raa Flower

The Raa Flower is a flowering plant that grows only on the land surrounding the source of the Hmadi river in the Sand Seas. When boiled and mixed with minerals, the petals of the Raa Flower can produce an array of colorful dyes which can be used on most fibers to produce vibrant color. The Raa Flower is a valuable natural resource to the city of Shuttuhepa as it fuels their ability to produce some of the finest cloth made goods in Indagar.

--Neil (talk) 16:31, 24 October 2016 (AST)
Counsels

The Counsels were the elected, executive leaders of The Republic. There were always three Counsels who reigned during ten-year cycles. They were elected officials put in place by the Chamber of the People. At least one Counsel was always an individual from the lands of the original Republic.

As Counsels, this executive branch of government was responsible for the well-being of the entire Republic as well as the commanders-in-chief of the combined military might of all of its peoples. The Counsels maintained veto power and wielded high powers within the government.

--Neil (talk) 19:15, 18 October 2016 (AST)
Star Necaxaual

One of the great Stars of Ixohtl, Star Necaxaual was a great queen of the migratory people of the stars. Said to be the Proud Star, Necaxaual met continuous defeat at the hands of Arkland settlers during the First War of The Stars. It was her pride that drove her to make poor military decisions which ultimately culminated in her death and the scattering or death of her tribesmen.

--Neil (talk) 18:05, 24 October 2016 (AST)
Arkland Relics and Armory

The Holy Relics of Arkland are kept under constant guard within the King's Palace in King's Crossing. These Relics are only brought out in dire need, and they are gifted to Lord Commanders to distribute to their men when executing daring or otherwise critical military operations. Some of these Relics are infused with the power of Light Magic while others are simply finely-crafted heirlooms passed down from the greatness in Arkland's history.

## Relics

* **The Crucible of Light** (20 Points) - The Model holding The Ark can use it as a Special Action. Select an Enemy Model within 6 inches and perform Light Burn.
* **The Flaming Sword** (15 Points) - Grants the bearer the Spell: Flaming Sword (Light) - The caster rolls =1 Red Die. If the caster is selected as part of the “I’ll Handle This” rule from the Arkland Resolve Meter, he/she rolls +2 Red Dice when executing that option.
* **The Silver Stallion** (15 Points) - A Model with the Silver Stallion does not affect Friendly Models with Light Burn when casting Spells.
* **Tome of Light** (25 Points) - A Model with the Tome of Light increases the range of Light Burn when castin Spells to 4 inches. Further, the first Model in a Light Burn chain rolls 3 Black Dice instead of 1. The second Model in the chain rolls 2 Black Dice instead of 1.
* **Durant's Armor** (30 Points) - A Model with this relic treats Critical Wounds as Non-critical Wounds and has +1 Armor.

## Armory

Coming Soon!

Back to Arkland Army
Tarentas

The Tarentas, known as the Head of the Guilds, is a position of the Ramaltas court that manages the professions of the people, keeps in contact with guild leaders, and stays up to date on the science of the Ramal Nations. Essentially the Tarentas keeps track of progress. The Tarentas also manages the Unbodied as well but this is only known to the Ramaltas and creates another degree of separation from the Ramaltas and The Unbodied.

 Return to Ramal Nations Back Story

--Neil (talk) 16:04, 25 October 2016 (AST)
Faction Flags

Many Battles use the concept of Faction Flags to represent important points on the battlefield. They are called Flags to encourage players to model an actual Flag on a 40mm base after their Faction or Army. The placement of a Flag signifies that that portion of the battlefield or otherwise important location on the battlefield is under the control of your army. Such control may only be brief or temporary, but even a brief, temporary control can serve to demoralize the enemy into retreating.

**Faction Flag** - A Faction Flag is a marker (or flag) which is the size of a 40mm base. They do not block Line of Sight and do not hinder Model movement in any way.

## Planting a Flag

You may place a Faction Flag, belonging to your Faction, during the **Special Phase** (see Phases) by placing the flag in Base to Base Contact with 3 or more of your Models that have not used an Action that Phase. Any Model in **Base to Base Contact** with a Flag on the turn that it is placed counts as having used a **Special Action** (see Actions) and may not use any Charge/Run, Shoot, Spell, Pinning, or Charge-Through Actions for the rest of the Game Turn.

A Faction Flag may not be placed within 12 inches of another Faction Flag during a Regular Game. For a Small Game, Faction Flags may not be placed within 9 inches of another Faction Flag.

## Raising / Lowering a Flag

You may lower an existing Flag and raise your own Flag in the same place (effectively change which Faction a flag belongs to) during the **Special Phase**. A Model, as an Action, may do this. That Model may not use any Charge/Run, Charge-Through, Spell, Pinning, or Shoot Actions for the rest of the Game Turn. No Enemy Models may be in Base to Base Contact with the Flag.

## Destroying a Flag

A Flag may be completely destroyed (removed from the Table-top) during the Special Phase. If 3 or more Friendly Models are in Base to Base Contact with a Flag and no Enemy Models are in Base to Base Contact, you can remove it from the Table-top. This does not count as an Action.

## Flag as a Tactical Objective

If a Flag has at least one Model in Base to Base Contact with it during a Melee Combat (see Attack Phase), the Flag can become a Tactical Objective for a Tactical Contest.

Because a Flag is a Tactical Objective, during the Attack Phase, you may treat the flag as if it were an Enemy Model for the purposes of forming a Melee Combat (see Attack Phase) to attempt a Tactical Contest. You may only do this if there are no Enemy Models in base to base contact with the Flag.

Back to Core Rules | Artifacts
The Hollow

During the Cataclysm, massive earthquakes rocked Indagar. Particularly hard struck was an area in the center of the continent, luckily, mostly uninhabited. The epicenter of the quake was along the Spine, in the center of the continent. The earth was rent, and an entire chain of mountains that made up the Spine was divided, leaving a massive, gaping, valley where none had been before. This area is now known as The Hollow.

The Hollow now represents a pass between the Spine where none had existed before, connecting a think strip of land on the eastern most borders of the Lanagaran Scions to the Sand Ocean. This thin strip of land is just north of the Deep Swamps. The Hollow now connects the Sand Seas to the west by a much shorter route, where previously travel had to take place by entering the great forest through the Southern Pass and exiting at the Western Pass.
The Stars of Ixohtl

Known to outsiders as The Horse Lords, the Stars of Ixohtl are powerful mounted warlords of the eastern plains who govern enormous, semi-nomadic hordes as they travel the plains in search of food and resources. These hordes may number in the tens of thousands and represent mobile cities of people who build temporary, seasonal structures but are otherwise constantly on the move. Almost a religion, the peoples of the Stars value the strength to move forward, frowning on weakness and frailty as being more than just an affliction but possibly the downfall of their entire way of life. As such, the people of the Stars are known for raising vast herds of powerful Horses which are as much a part of their way of life as the people.

Said to be born in the saddle, the Stars of Ixohtl go to war with hordes of mounted warriors. The thundering of hooves from the movement of a Horse Lord army can be heard for miles. Nomadic, and viewed by outsiders as barbaric, Stars are the best trained horsemen and women in the world and excel at mounted archery and combat. They use their speed advantages and savage skills to utterly destroy their enemies.

Ancient enemies whose wrath has been stayed for a thousand years by the peaceful government of the Republic, the Stars have recently observed in the sky their greatest, religious rite in which the Stars Align. The Stars believe that when the bodies of the heavens align, it signals the birth of a new Star, the name they given to their deified, leaders. In ages past, such an event always foretold a great expansion of the Stars, bringing them to new found heights and glory. As such, they have begun to muster their hordes of horsemen, preparing for war.
First Accord

In 986 AF, The First Accord was a meeting of the peoples of the The Republic at the City on the Lake with the Counsels in attempt to quell recently arisen hostilities between the people of the realm. These hostilities had arisen by the waning power of the Republic.

As a result of this accord, the intent was to spread the well meaning throughout The Republic again, but the actual result was more of a weak resolution between the Factions.

--Neil (talk) 23:27, 18 October 2016 (AST)
HGGS Team

Co-owner, co-game designer, COO, primary interface with vendors, main organizing force of nature, and the endless supplier of drive.

### Neil Gilstrap

File:Neilshot.jpg
Co-owner, co-game designer, CEO, lore master, game builder, optimism battery, guy with too much time on his hands.

## Artists

### Simon Valev

File:Simonshot.png
Concept Artist and theme creator

**Website:** https://www.artstaton.com/simonvale

### Lee Stansbury

Expert 3d Modeler

**Website:** https://www.artstation.com/zerafian
Walls of Arkland

File:WallsOfArkland.jpg
The Walls of Arkland are a massive wall network which separates King's Crossing from the plains of western Indagar.

They were created as a military defense against the Stars of Ixohtl to protect the people of Arkland and draw a line between the two forces.

The walls are dotted every 300 feet with a tower whereupon a watch can be set. The normal walls are just over 16 feet high and are 15 feet across allowing the tops of the wall to be easily defended by archers and soldiers. Also along the wall are castles and barracks built to house the King's Army as they stand watch or need to defend against a siege.

 Arkland Back Story

--Neil (talk) 17:18, 25 October 2016 (AST)
The Call of the Wild

After the Cataclysm, the Wild Shamans believe that their Wild Wells has been poisoned by the peoples of The Republic. Seeing this as an attack on both their way of life as well as nature itself, they issue The Call of the Wild. As an alliance of Wild Shamans, the hordes of the Great Forest Tribes begin to make their way out of the Great Forest as many chieftains begin rallying to the call of war.

--Neil (talk) 16:09, 25 October 2016 (AST)
Печенька Фетучини

* Иллюстрация
* Печенька

> Ууу... Я... мумия...
>
>

**Печенька Фетучини** *(англ. Fettuccine Cookie)* — эпическая Печенька, вышедшая во второй части обновления «Затерянный Золотой Город». Её позиция передняя, класс — Защитник.

Печенька Фетучини — неуклюжая Печенька-мумия. Среди дремлющих душ уничтоженного Королевства Золотого Сыра её душа была повреждена жуками, в результате чего она оказалась в полуживом состоянии даже в виртуальном Золотом Городе.

## Описание

*"Ууу... В оживлённой области Королевства Золотого Сыра одна Печенька выделяется из толпы — Печенька Фетучини! В то время как жители Золотого Города украшают себя сияющим золотом и драгоценностями, Печенька Фетучини замотана в чёрствую вермишель. Хотя... учитывая её инстинктивное влечение к драгоценным металлам, нет сомнений в том, что она родом из Королевства Золотого Сыра. От одного взгляда на эту Печеньку, медленно плетущуюся по тёмным аллеям королевства и не подозревающую о своём происхождении или цели, по тесту некоторых Печенек пробегают мурашки. Кто знает: возможно, в конечном итоге Вы окажетесь в укромном уголке Королевства Золотого Сыра. Некоторые даже говорят, что сама Печенька Фетучини может быть ошибкой... Знает ли она об этой теории, неясно, поскольку её, похоже, интересует только глядение на своё отражение в воде, чтобы проверить, плотно ли завёрнута её вермишель."*

## Камень души

    *Этот камень содержит частичку души Печеньки Фетучини. Похоже, мягкие звуки блуждающих шагов отдаются эхом от него.*

## Способность

### Нестабильная Фетучини

Печенька Фетучини насмехается над врагами и сбивает их с ног своими гигантскими руками-фетучини, нанося урон, делая врагов предрасположенными к урону земного типа и снижая их АТК. Далее она восстанавливает своё ЗД и получает бафф на Бинты Фетучини. Нестабильная Аура этой слегка сбитой с толку Печеньки снижает АТК врагов в пределах его досягаемости и восстанавливает ЗД команды после поражения определённого количества врагов в пределах указанного радиуса действия. Чем больше уменьшается максимальное ЗД Печеньки Фетучини, тем больше увеличивается её сопротивление урону. Один раз за битву, после поражения, Печенька Фетучини становится бессмертной и уменьшает скорость АТК врагов своей Нестабильной Аурой за счёт её собственной скорости АТК на время её бессмертного состояния. Пока Печенька Фетучини использует свою способность, она становится устойчивой к прерывающим эффектам.

Перезарядка способности — 12 секунд.

## Интересные факты

* Фетучини — это один из типов итальянской пасты, который представляет собой тонкие плоские полоски теста шириной около 7 милиметров.
* За загрузочном экране Печеньки Фетучини написано: «Макаронные бинты Печеньки Фетучини на самом деле являтся одной чрезвычайно длинной нитью!»
* Имя Фетучини в файлах игры: «печенька0588».
The Old Bear

The legend of the Old Bear has endured for generations in the Great Forest, such that none can say when it originated. Most believe the stories, and the figure they describe, to be as old as the forest itself. The stories say the Old Bear was once of the Forest Tribes, a Bear Shaman of incredible wisdom and power. Some even say they were the first to wear that mantle. The name they went by in the past is no longer known, as are most other details of their mortal life. For ages uncounted, the Old Bear has spent most of the passing years in ursine form, a truly massive beast unrivaled in all the Great Forest. Catching a glimpse of the Old Bear out hunting is seen as an omen or a sign of good fortune, but in rare cases, they have returned to a human form - although never the same one twice - and shared the wisdom of the ages with a member of the Forest Tribes.

Seeking out the Old Bear is an important ritual in the Forest Tribes. Those with something to prove, or a great need for luck or knowledge, will attempt to track the legendary shaman through the woods in a sacred quest. Most settle for simply seeing their goal from a distance, returning to tell of their journey and the paths on which it took them, and letting the Bear Shamans interpret their efforts for signs of the future. A rare few approach the Old Bear and seek something more. Some of these bold souls are allowed to approach, although those deemed unworthy by some inscrutable standard are either slain with blows from massive paws or avoided, the huge beast vanishing from sight with surprising ease. Those who approach come away with a profound sense of awe at what they have wtinessed and some gift of the forest--a shed claw or tuft of fur from the bear's from infused with the power of the Wild Magic, a vision of distant events, or knowledge of stories lost to history. The Old Bear provides all these gifts without the need of human hands or speech, but the most favored see the massive beast transform before their eyes, taking the form of a man or woman of the Forest Tribes, and dispensing valuable insights from a well of primordial wisdom.

After the Cataclysm, many among the Forest Tribes deemed it wise to seek out the Old Bear and see if their legendary benefactor could aid them in the efforts to contain Reaper Energy. However, no sign of the Old Bear has been found for several years now, leaving some to fear for what that might mean. Still, the legend of the Old Bear has endured for many centuries, and most feel it will take more than the end of the world to truly worry such an ancient figure. According to the prevailing wisdom, the Old Bear will return in time, and so will the wisdom they seek.

--Jgoldfarb (talk) 01:25, 12 October 2016 (AST)
War For Indagar

File:Wfi logo.jpg
War for Indagar combines the meta game of a deck builder with the action and strategy of a Grand Strategy game. 1-4 players face off on a dynamic hexagonal board to gain primacy over the day, beset by powerful denizens of Indagar.

Indagar was thrust into chaos when the Reaper burst into the mortal world, spawning a cataclysm that has left large swaths of the continent in ruin. A once stable republic that spanned the land has been destroyed, and in its wake, some factions are vying to be new rulers while others just want to be left alone. Meanwhile, warped monsters and terrible Cabalists roam the earth pent on destruction. No matter what side you're on, the time has come to grab arms, prepare spells, and join the war for Indagar.

War for Indagar is a fast-paced, 4x strategy game that includes four distinct factions for 1-4 players, along with an engaging AI. Players select powerful heroes to represent their armies, choose unique strategies to tailor their gameplay, and use spells and abilities to gain control over the battlefield and — ultimately — the Spirit Well at its center.

After generating a dynamic board of face-down hexagon tiles, players take turns exploring the land, building outposts, gathering resources, and waging an intense battle against other players and the AI-driven monsters. Unlike many 4x games, War for Indagar puts combat at the center of the struggle, with heroes squaring off in epic combat and using abilities and spells unlocked as they gain experience. To participate in combat, players roll dice based on attack and defense characteristics; do enough damage and you send your opponent into retreat and gain the land they were defending.

Games of War for Indagar last for ten turns or until a player earns 10 primacy points. Primacy is earned by claiming land with new outposts, defeating the enemy champion, or mining the precious spirits from the well at the center of the battlefield. Points can be won and lost in this seesaw battle to dominate the land, so call your banners, summon your champions, and prepare for the war for Indagar!
Sonia

## Loyalties

### Clan

Setite

INTRO BLURB

### Playlist Link:

https://open.spotify.com/playlist/3fxLgfPqi7IBAlcCuEmMNi?si=fc3ec6f3863043ae

## Relationships

### Allies

* *Coterie*
	+ Ella †
		- Opinion here
	+ Lena Warren
		- Opinion here
	+ Jordan
		- Opinion here
	+ Rosalind Galatea
		- Opinion here

* *Anarchs*
	+ Wayne Howarth
		- Opinion here
	+ Silas "Sailboat" Tichondrius
		- Opinion here
The Cabal

File:Cabal.png
The Cabal is a secret organization of individuals fully consumed by Reaper Energy yet with strong enough wills and bodies capable of controlling magic so as to not be utterly destroyed by it.

Members of The Cabal are not all raving lunatics or monsters but rather people possessed a desire to sow discord. They operate together as a clandestine organization, infiltrating all walks of society among all nations of Indagar as high up as advisers to Kings, Ramaltas, and Chieftains. Reaper Energy is a powerful influence, controlling the mind and desires of those it has overtaken. It also floods their bodies and minds with power, increasing their mental capacity and physical attributes to super human levels. Based in the Dead Lands, The Cabal is a secret society bent on destruction and attempts to sow chaos and death wherever it goes. Powered by Reaper Energy, powerful cabalists, necromancers, and ritualists can summon the Reaper Energy in the form of magical constructs, unleashing shambling hordes of golems and monsters. Hidden from most, The Cabal operates in secret, using political positioning and subterfuge to sow chaos while necromancers, operating from the shadows, prepare to strike with armies that can be summoned from thin air. The Cabal represents the most dangerous threat to all of Indagar as its very existence isn't even recognized by the other powerful factions of Indagar.

Many Cabalists have also come to believe, through popular theory, that they serve the powers of a demon-god they call The Reaper. Although they did not start this way, the appeal of a higher power which explains their ravenous desires to destroy all things has taken root within the loose organization and provided fuel for them.

--Neil (talk) 04:36, 11 October 2016 (AST)
The Republic

The Republic is the proper name given to the alliance of peoples from the original old Republic (now the Lanagaran Scions), the Kingdom of Arkland, the Stars of Ixohtl, and The Ramal Nations.

The Republic was a governing body which lasted for one-thousand years. It was governed by an elected group of Counsels, three individuals who were elected on ten year cycles to provide executive governance. Below them was the Chamber of the People, an elected group of senators brought from every corner and station of Indagar.

The Republic fell in the year 1000 AF due to the Cataclysm as well as powerful political forces which were spiraling out of control. After a thousand year reign of peace and prosperity, the peoples of The Republic are now at odds which other and a powerful power vacuum exists for survival and dominance.

--Neil (talk) 03:07, 11 October 2016 (AST)
Tianjin-lan

Tianjin-lan is a county of the old republic and currently under the banner of the Lanagaran Scions.

Tianjin-lan contains the area known of the Black Hills, which is an ore rich portion of the western region of Indagar and acts as the primary resource rich area for the continent. Strong steels and other metals are produced here, and the business of mining has created many rich and powerful families within Tianjin-lan.

Currently, the county is governed by an nearly despotic governor with the backing of the rich aristocracy there. Seemingly, the government is becoming one of tyranny rather than election as was one of the original principles of the old Republic.

--Neil (talk) 05:21, 11 October 2016 (AST)
Teeth

The Teeth is a low-peaked mountain range which runs along most of the south-eastern shore line of Indgar and turns north, connecting to the Spine near the center of the continent. The base of the Teeth runs right up to the shore line, dropping off into the water.

The Teeth are a dominant mountain range for the Ramal Nations. Geographically, they act as a rain shadow which blocks most of the southern winds and rains from traveling north into Indgar and as a result creates the desert known as the Sand Seas. Because they run directly up to the water, there is no usable land on their southern shores, and it makes access to the ocean very difficult for the Ramal Nations.

The Teeth are also rich in ore and gold. This is an important notion as the Ramal Nations have long since mined deep into the Teeth in search of these riches. During the rainy seasons, when the great rains come from the south, the Teeth also become the source for the three great rivers which run north through the Sand Seas. It is along these northern slopes that the greatest city states of the Ramal Nations are built both for their access to fresh water but also because of easy access to mines.

--Neil (talk) 05:25, 11 October 2016 (AST)
The Order

File:Order.png
Standing against The Cabal is **The Order**. After the Long Journey to the Lake, **The Order** was established by Grand Master Kha Van Huu after support from the Bear Shamans of the Great Forest Tribes enabled him to conquer the Reaper Energy that possessed him and regain control of his mind. Having lived with the intense desire for destruction clouding his brain, Grand Master Kha Van Huu set out to capture cabalists like himself and began converting them to another cause, that of **The Order**. **The Order** knows about the secret society of The Cabal and seeks to stop its destruction of Indagar. Made up of converted cabalists, **The Order** also conscripts individuals who have once been possessed by The Reaper but have now overcome the possession. This leaves beings which are still energized by raw Reaper Energy and as such also have increased mental faculties and physical attributes of cabalists. Further, they also maintain the ability to summon armies of magic and command Reaper Energy to their bidding. As its own secret society, **The Order** acts as the inquisition with a single thought that is the destruction of The Cabal by any means necessary. They claim the City on the Lake as their home, and from there, through clandestine operations, they operate via the shadows to hunt down and destroy The Cabal and any who harbor them.

--Neil (talk) 04:23, 11 October 2016 (AST)
Upkeep Phase

You will always begin each Upkeep Phase by rolling for initiative, drawing Command Cards, and then following up on any additional items required by Special Rules during the Phase.

## Roll for Initiative

Before anything else happens during the Upkeep:Start Phase, players will determine who has Initiative for the Game Turn using a Roll Off. The Player who wins the **Roll-Off** may choose to either have the Initiative or pass it to their opponent. The player who ends up with the Initiative is referred to as the **Initiator**. The other player is referred to as the **Responder**. For each consecutive Game Turn a player loses this Roll Off, they will receive an additional Black Die for each subsequent Roll Off for Initiative until they do win the Roll Off, at which point they lose all accrued bonuses.

*For the first Game Turn, there is no roll for Initiative. The player who had to deploy first can either choose to be Initiator or Responder.*

Back to Core Rules | Command Cards | Move Phase
Chamber of the People

The Chamber of the People was the primary governing body of The Republic. This chamber was made up of one-hundred elected senators who hailed from all corners of Indagar.

Senators were elected from each region of Indagar, often meaning that they represented the people within that region.

* 20 senators were elected from the eastern coastal areas, often then dominated by Arklanders.
* 20 senators were elected from the eastern plains, often then dominated by the Stars of Ixohtl
* 15 senators were elected from the Sand Seas, thus typically from the Ramal Nations.
* 40 senators were elected from the western region, dominated then by the original Republic.
* 5 senators were chosen from the City on the Lake and represented a neutral and cohesive union of peoples throughout the continent.

The Chamber of the People held the power of votes in terms of government policy. The Chamber would also elect the Counsels every ten years. The election cycle for the Chamber was also ten years.

--Neil (talk) 18:45, 18 October 2016 (AST)
Sustained Attack

**Battle Type:** Syncronous

**Description:** A beleaguered defending force is attempting to hold a fortified position against the sustained assault of a determined opponent.

**Defender/Attacker:** Before rolling for table sides, roll off to determine who will the Defender and the Attacker. The person who wins the roll off can choose.

**Deployment Zone:** **Defender** may deploy anywhere on the table at least 12 inches away from any table edge. **Attacker** does not deploy. Instead, during the Movement Phase of the first Game Turn, the Attacker's army will walk onto the table using a Move Action and coming from either the Attacker's table edge or the left or right table edges. The Attacker does not have to declare where his Models are coming on. Both the Defender and Attacker can still use the Reserve rules as normal.

**Special:** - Before deployment, the Defender places 5 (Small Game) / 7 (Normal Game) pieces of Terrain . These pieces of Terrain should be no larger than a 6 inch by 6 inch square and ideally, modeled appropriately. These pieces of Terrain cannot be placed within 12 inches of another piece of this type of Terrain and must be at least 10 inches from any Table Edge. The Defender is considered to **Occupy** these pieces of Terrain at the start of the Game. These pieces of Terrain count as Fortified for the player who Occupies the Terrain and is Difficult Terrain for the player who does not Occupy the Terrain.

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

**Game Turns:** 6

**Battle Type:** Carnage

## Victory Conditions

The player who occupies the most pieces of Special Terrain wins the Game.

## Special Terrain

Special Terrain can be Occupied per the rules of Terrain and is also a Tactical Objective.

## Sudden Death

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

* At the end of Game Turn 1, sudden death cannot occur.
* At the end of Game Turn 2-3, if the Attacker does not Occupy at least one piece of Special Terrain, Defender wins.
* At the end of Game Turn 4-5, if the Attacker does not Occupy at least two (small game) / three (normal game) pieces of Special Terrain, Defender wins.

## Reinforcements

The Attacker is mounting a sustained assault and will receive reinforcements during the game. During the Upkeep Phase, the Attacker may select up to 5 (Small Game) / 10 (Normal Game) of his/her Models from the following list that have been removed from play previously, and place them in Reserves using a Standard Reserve Entry Strategy. The Models will come on the board during that turn's Movement Phase.

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

Back to Core Rules | Battles | Terrain
Pantheon SMP Wiki

**Welcome to the Pantheon SMP Wiki!**
The Pantheon SMP is a bunch of Minecrafters who just want to have fun in a fantasy world (no nonprofessional language or content allowed).

While the server has not yet started, there is canonical lore about the deities whom created its world. Among these deities were SuperNerd, TJMax, Redbiss, Mareth, and AntiNerd. Any player that is not a deity is called a mortal. There are also factions made by these mortals. Each faction has a leader.

We're a collaborative community website about Pantheon SMP 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 topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Rules of this wiki < READ ME
* 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.
Stories of the Forest Tribes

The Great Forest Tribes tell their history through the art of story telling. They use story to teach morality, culture, and to pass on the wisdom of the ages to the young. The Tribes do not maintain a written record of their history in any form, and instead, ancient legends, stories, and fables are passed down from generation to generation, often through a Druid, which detail the history of the Tribes. As with any story, the constant retelling has warped some of the stories over time. Heroes grow to legends. Fables become epics. Such is the means of an oral history. Its embellishment and purpose is left up to the story teller.

Most Tribes share common stories. A person from one Tribe would recognize immediately the stories that are told around the communal fires of another Tribe. The legends and fables are common place, all having their roots possibly thousands of years ago when the story was first told around the same kind of fire that they would be sitting around, now.

Most stories are told by Druids. However, sometimes it is left to particularly great story tellers within a village to take up this mantle, and thus, it could be anyone from the village who takes up the role of story teller. Every few nights, the village will meet, often in the communal hall, to hear stories. This is almost a sort of religious experience, and it brings the community together as one. They will congregate around the fire pit in the communal hall, and the story teller, full of wonderful drama, will walk around the room, regaling the crowd with one of his best stories. Most people have heard the stories again and again, but each time, the story may be told a little differently as the storyteller gets better and better at the telling. Great storytellers are actually quite prized, and often, Chieftains will travel with their storytellers when they visit other villages as people enjoy having a visiting storyteller to spice up their regular routine.

## Stories

**Ruairi the Dark**

**Cedric and Iona**

Return to Forest Tribes Back Story

--Neil (talk) 18:08, 24 October 2016 (AST)
Nights of Fire

A phenom that occurred within the Great Forest, the people of the Tribes, in observance of a rite of nature, begin lighting great bonfires in the forest which burned for nearly a year. Still unknown as to what triggered this event, the effect of it was that for the first time, The Republic caught a glimpse of just how many people live within the Great Forest and the terrifying volume and threat that they could pose.

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

Wild Shamans are a term outsiders use to refer to Bear Shamans from within the Great Forest Tribe.

Bear Shamans, typically female, represent the religion of the Wild and are the holy leaders of their people. Able to tap in to Wild Magic when close to nature, Bear Shamans are both fearsome, respected, and notoriously unpredictable in behavior.

--Neil (talk) 17:32, 25 October 2016 (AST)
Yellow Sun

The Yellow Sun is one of the major celestial bodies in the skies above Indagar. It is relatively small in the sky although on a modern day astronomical scale is actually a huge star around which the world orbits. The heat and light from the Yellow Sun provides for life on the world.

--Neil (talk) 04:44, 11 October 2016 (AST)