recursal/Fanatic-Fandom huggingface dataset:
Nobility and the Light

*"I swear, not one of them actually believes in this 'thing'. Those that do are liars, trying to use those priests to their own end. Those that don't are at least being honest. I say to hell with all of 'em."*

The interaction between most nobility and the Priests of Light is at best, tenuous, and at worst, hostile. This is largely so because the nobility view the priesthood as a threat to their sovereignty. The Priests of Light serve to unite the commoners and do so to obtain their own power. United commoners cause trouble for nobility as the priests largely start to become a political force within their lands. In large part, unable to directly attack the priesthood for fear of reprisal from both Paladins and the commoners, the nobility must tolerate the presence of the priests. However, most do not simply do so idly and are actively trying to undermine the growth of the priesthood at every turn.

There are some noble families which are actually devout and do follow the national religion of Arkland. They are certainly in the minority. Mostly, these noble families are found in the Barony of Felderelle, home of the fortress monastery of the priesthood, the Barony of King's Crossing, where the monastery of the Light of Arkland presides, the Barony of Alissenon, where rural farm communities have come to follow the Light, and the Barony of Chavriselle, where the populace has largely taken to the teachings of the Light as well. Nobility which are devoted to the Light often work hand in hand with the local priesthood. There are many benefits to this as the priesthood will help support any noble family which also supports them. This kind of support can be in the form of monetary gain, military alliances, or even in assistance with dealing with rival nobility. Devout noble families often also assist with the construction of temples or other public works which help to further the reach of the priesthood.

Still many more noble families often pretend devotion, especially when the commoners of their land have largely started to follow the Light. It thus serves the best interest of those families to also at least give pretenses of being allies of the priesthood. Such outward appearance may betray hidden intent which may be undermining the priesthood. Most noble families believe that any noble which claims devotion to the Light actually falls into this category. Behind closed doors, lord and ladies often bemoan the rise of the Priests of Light and would much prefer to see its demise.

 Return to Arkland Back Story

--Neil (talk) 20:42, 21 October 2016 (AST)
Chronicles The Game

File:Chronicles logo.png
Chronicles: The Game is the Miniature Wargame offering by Happy Gorilla Game Studios which exists inside of the World of Indgar lore. The game is currently built and ready to play, but failed to successfully fund during our first attempt at Kickstarter. It is currently waiting in the wings to be resubmitted for what we hope will be a 2nd, successful, Kickstarter.

## Chronicles: The Game

Chronicles: The Game is a 32mm-scale, tabletop miniature strategy game set in the the fantasy land of Indagar, where you field your army of miniatures against your opponent in immersive battles and scenarios. Chronicles features fast-paced gameplay and a unique combat system that allows your models to be played as flexibly as you want while still functioning like a cohesive force.

The game scales from small to large games, and has a number of unique features that set it apart, including: living rules, a custom d10 system, dynamic unit formations, faster play with less math, and the first of it’s kind Online Community Role Playing Game.

## Website and Game Play

http://chroniclesthegame.com

**Game Play Video** - [1]

### Factions

* Ramal Nations
* Kingdom of Arkland
* Great Forest Tribes
* Stars of Ixohtl
* Lanagaran Scions
* Cabal
* Order
Deep Swamps

The Deep Swamps is a region of the south-western portion of Indagar covering a vast land mass which stretches from the Borderlands, south-east, until running into the Teeth as they turn northward. The Deep Swamps remains largely unexplored as the land there is full of murky, black waters, decaying plant matter, pestilence, and filth. The smell of the Deep Swamps carries far when southern winds blow, and the distinct stench of decay can be detected many miles into the countryside of the Lanagaran Scions.

So hostile to humans is this area that it is impossible to explore. Most maps of Indagar portray the outline of the area along with many warnings that death awaits any of those who enter. It can come in many forms as those who have been bull-headed enough to try and explore it have reported back. Mostly it comes in the form of disease, but also in that the murky waters of the Deep Swamps is poisonous to drink. Wild animals also inhabit the place, described as similar to large badgers, gators, and boars, all of which will attack and kill men who enter the area.

Even in the present times, exploration of the Deep Swamps is considered a fool's voyage, and the government of The Republic long ago stopped trying to fund its exploration due to the body count which inevitably arose from anyone who ventured into the area.

--Neil (talk) 19:18, 18 October 2016 (AST)
Line of Sight

Line of Sight is a term used to describe what a Model can "see" on the Tabletop. Some rules in the Game require a Model to have Line of Sight to another object in order to perform an Action or Special Rule.

### Determining Line of Sight

Look at the Tabletop from above. If you can draw a line from any point of the Model's Base to any point on the Base of the target without passing over the Base of another object which would otherwise Block Line of Sight, the Model has Line of Sight. Friendly and enemy models do not block line of sight.

File:ShortestDistance.png

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## Blocking Terrain

Terrain may be defined as Blocking, meaning Line of Sight cannot normally be drawn over its Base. It can, however, be drawn to or from a point on the Base of a Model that is in Base to Base Contact with that Terrain (i.e "touching or on the Terrain").

### Terrain Blocking Line of Sight Example

File:BlocksLoS.png

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### Terrain Blocking Line of Sight Example 2

File:NotBlocksLoS.png

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Back to Core Rules | Upkeep Phase
Spirit

1. The singular name given to Spirits, which are refined magic energy in an incapsulated, ingestible form.
2. The extra-dimensional space whereupon magic energy comes from.

The entry covers The Spirit. For more information about the ingestible form of magic, see Spirits.

## The Spirit

The Spirit is the name given to a realm outside of our reality where the magic energy of the Universe exists. Thought of as an alternate dimension of sorts, the Spirit exists outside the bounds of the world and is a realm of pure magic energy.

In popular theory on Indagar, The Spirit is believed by many to be the holding area for all the magic energy of the Universe. It is from the Spirit that all reality is made as energy from the Spirit leaks into reality through various means. Likewise, as reality decays or is destroyed, that energy returns to the Spirit in a never-ending, natural cycle of birth and death.

Popular belief also says that the soul of humanity comes from the Spirit and that each birth is the Spirit entering reality and with each death, the spirit returning. This is patently false in terms of the actual physical reality of magic energy, but the belief is held in high regard, nonetheless.

Also, lurking in the Spirit is the energy of The Reaper. This energy is a force of nature, in place for ensuring that the balance between the Spirit and reality is never interrupted.

For the most part, other than as a legend of scholars, the Spirit is a largely unknown and not understood portion of reality. The average person on Indagar would know nothing of the Spirit nor even talk about it.

--Neil (talk) 18:00, 24 October 2016 (AST)
Spine Islands

As the Spine Mountains go north, they continue into the sea, with the mountaintops forming islands to complete the caldera crater that the Great Forest also rests in. The Wild Magic of the Great Forest can be found on these islands as well as in the very water that are encompassed by the Spine Islands. Weather can be treacherously random and the sea-life grows rapidly and to monstrous sizes. Arkland sailors call the area the Wild Sea and avoid it even though it would shorten the journey from the Republic back to Arkland, steered further north. The fact that the islands are inhabited by several minor Forest Tribes that were not friendly to visitors only encouraged this trend.
Millennial Celebration

The Millennial Celebration was a massive celebration held in Konagara on the night of the Cataclysm.

Representatives from all the peoples of The Republic as well as the Counsels and the entire Chamber of the People arrived to celebrate 1,000 years of The Republic's rule.

Further on that night, Princess Tani Taka from The Minsheng Empire marries Kha Van Huu, the son of an elected Counsel. This marriage is intended to represent a a resolution of continued peace between The Minsheng Empire and The Republic.

Konagara is staged for a massive celebration but ends up as a victim of the Cataclysm.

--Neil (talk) 20:15, 21 October 2016 (AST)
Ramaltas Guard

File:SultanGuard.jpg
Ramaltas Guards are trained from childhood to serve their Ramaltas without question. These elite warriors are the only professionally trained soldiers that a Ramaltas maintains. Their daily lives are battle. They are dressed in fine armor and train to field the traditional halberd, a weapon of brutal ferocity and symbol of their strength and oppression.

**Base Model Description**

Ramaltas Guard go to war in plate and wielding halberds.

## Stat Card

**Core Stats**

* **Points** - 24
* **Movement** - Normal (6 inches)
* **Wounds** - 2
* **Base Size** - Normal
* **Acts** - 2
* **Morale** - 6

**Roles**

* Onslaught
* Defend

**Special Rules**

* **Majority Rule - Beat Down**
Re-roll Blanks on Yellow, Orange, and Red dice.* **Rising Legends** - Ramaltas Guard are renowned for their skill and legendary ferocity.

Ramaltas Guard always throw +1 Blue Die.
* **Shifting Sands** (Blood Sands Thaumaturgy) (1 Point) - Ramaltas Guard are trained to use an ancient technique whereupon their bodies can blink from one side of a battle to another, disappearing and reappearing in a cloud of sand.

When using this ability, Ramaltas Guard generate a White instead of a Blue Die from **Rising Legends**.

Return to Ramal Nations Army

--Neil (talk) 16:53, 24 October 2016 (AST)
Captain of the Guard

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

**Base Model Description**

Captains go to war wearing gleaming plate and wielding the traditional war halberd of the Ramaltas Guard.

## Stat Card

**Core Stats**

* **Points** - 65
* **Movement** - Normal (6 inches)
* **Wounds** - 4
* **Base Size** - Normal
* **Acts** - 5
* **Morale** - 8 (LD)

**Roles**

* Elite

**Special Rules**

* **Legend** - Captains of the Guard are living warrior legends.

The Captain of the Guard rolls +1 White Die.
* **Blood Binds** - All Ramaltas Guard are bound by blood magic to the Captain. Useful if any of them decide to rebel.

A friendly Ramaltas Guard uses a Special Action. Place the Captain in Base to Base Contact with the Ramaltas Guard. That Ramaltas Guard loses a Wound.
* **Heroic** (U)
* **Ultimate Warrior** (Blood Sands Thaumaturgy) (1 Point)

If the Captain is not apart of a DUF, you may use a blood point to generate 6 Shields. Skulls that the enemy DUF rolls are instead equal to 2 Swords.
* **Blood Mirage** - (Blood Sands Thaumaturgy) (2 Point) - This powerful spell creates blood clones from sand which engage the enemy, making them believe they are fighting a real enemy only to discover that it was in fact, just a mirage.

Once per game, any DUF which has a Model within 12 inches of this Model may be forced to re-roll all dice. Declare this before wound allocation and restart combat resolution for those DUFs as if it never happened. This does not trigger the Blood Sands Rule.

Return to Ramal Nations Army
Lord Commander

Lord Commanders are the leaders of the armies of Arkland. They are seasoned soldiers who have risen the ranks over a life time of service to become powerful warriors and skilled generals. Lord Commanders ride to battle mounted on a war horse so to best be seen and can issue powerful orders to their soldiers. Masters of warfare and tactics, Lord Commanders also bring a sense of tactical prowess as well as martial skill to the field.

Lord Commander Front

Lord Commander Back

Return to Arkland Army
Neket

The Neket is one of the great rivers on the Sand Seas. It is the western most of the three great rivers. Sourced in the Teeth and fed by the yearly rainy season, the Neket sustains life in the western Sand Seas by fertilizing crop lands with flood waters. Receiving the smallest amount of rainfall of the three great rivers, the Neket eventually dries up as it reaches the Sand Ocean.

--Neil (talk) 20:39, 21 October 2016 (AST)
Second Accord

The Second Accord is another meeting in 996 AF between the peoples of The Republic in an attempt to quell hostilities and restore a more peaceful order to the realm.

Due to an emotional plea by the Counsels, the Second Accord was considered a major success as leaders from all regions pledged to overlook recent events in an attempt to repair solidarity among The Republic.

--Neil (talk) 17:47, 24 October 2016 (AST)
First Alliance

The First Alliance marks the first time the old Republic government was able to form an alliance with another group on Indagar in order to thwart an invasion by The Minsheng Empire.

This alliance was formed between Arkland and the old Republic which led to a dramatic military victor in 65 BF.

--Neil (talk) 23:28, 18 October 2016 (AST)
Great Forest

The Great Forest is a continent-spanning forest which is encompassed by the Spine. The forest is a seemingly endless expanse of thick woodland and is the home to the Great Forest Tribes.

The forest is also filled with the energy of Wild Magic, and is in some ways worshiped by the Tribes. The expanse of the forest is so huge and so thick, that it hides the great number of peoples who live within it from the rest of Indagar. The forest is inundated with Wild Magic which is what nourishes the forest and also has strange effects on its inhabitants.

Much of the Great Forest is left unexplored for traversing it is treacherous and full of peril from wild animals, to Wild Magic, to just running into the Tribes.

## Description

The Great Forest is a massive expanse of land covered in most areas by a huge, over-grownn forest. The trees in the Great Forest grow to extreme sizes, fueled by the mutative powers of  Magic Energy. Some trees have trunks that are tens of feet wide at the base, and many trees within the forest spiral or arc towards the sky. The thick canopy these massive trees creates causes the forest to be dim even during the brightest part of the day. The forest floor is a place of wonder. Wild, unnatural ferns, shrubs, mosses, and other growths are scattered all throughout. Some ferns grow so large that you could hide inside of them. Some low, mossy plants cover the forest floor in areas in wide, green, blankets. True wonders, some plants exhibit bioluminescence, glowing and bathing the area in a soft light. Streams that run through the forest carry Magic Energy in them, some also giving off a soft glow. Huge, gnarled roots poke up from the earth, and arcing tree trunks with hanging moss spiral through the air. Like no other forest, the Great Forest is a place of magic and wonder.

The trees hide a host of animal life. Buzzing fire flies create dazzling light shows as they zip through the darkness. Small creatures like rabbits, mice, and foxes call the forest home. Much larger creatures like bears also prowl the wood. The Great Forest is never quiet for all the calls of animals and chirping of birds and insects. it is a place full of life.

The Great Forest also hides darkness within. The mutative powers of The Wild are not just subject to creating wonders of nature but also dark horrors. Brambles have been seen with thorns the size of daggers. Huge carnivorous plants, like monstrous fly traps, have been discovered. Huge monsters also prowl the forest, mutated and driven crazy by Wild Magic. For all the wonders of the forest, there are an equal number of terrors, and for this reason, most do not wander far into the woods alone.

In all, traveling through the forest is a journey into the effects of Magic and a testament to its lasting effects on life.

The Great Forest

--Neil (talk) 04:44, 11 October 2016 (AST)
Battle of Jin-lan

The Battle of Jin-lan and the subsequent Battle of the Rivers, see the second Imperial Army crushed by the might of the rebels during the War of Succession in 111 BF.

The Battle of Jin-lan began as a bolstered Imperial Army marched from Konagara into Jin-lan county with the hope of terrorizing the colonists there into submission and to stop supporting the rebellion. Seeing this as an easy target, Imperial Commanders are surprised when the army of rebels already in Chan-lan re-route and quickly march to the defense of Jin-lan. Surrounding the Imperial Army, the rebels slaughter them.

--Neil (talk) 17:59, 17 October 2016 (AST)
Chronicles

Happygorilla logo.pngHappy Gorilla Game StudioChronicles logo.pngChronicles: The GameWfi logo.jpgWar for Indagar
## Welcome to the World of Indagar

The World of Indagar wiki provides the authority resource for all Chronicles Lore. The wiki is an encyclopedic resource of the present day and long history of Indagar, its peoples, and the world at large. There are hundreds of articles here describing history, geography, important people, the factions of Indagar, the outside continents and powers, and more.

## Do you love to build worlds?

Happy Gorilla Game Studio works with its fans to maintain this wiki, and we are always looking for adept world builders to add on to this wiki. The World of Indagar is an ever growing setting, and you could be apart of building that setting, and writing the history of the world. Please contact us: neil@chroniclesthegame.com if you are interested.

### The Wiki

This wiki is maintained by Happy Gorilla Game Studio and all contained herein is the sole property of HGGS and the fans/individuals who wrote the material, protected by Copyright. That being said, it is our aim to provide a truly "open source" world, and if you wish to add on to the existing canon, just email us above and get involved!
Blood Mage

Blood Mages are masters of Blood Magic, a dark magic based on blood sacrifice used to draw energy from the Spirits. Blood magic is perhaps the most potent and powerful magic as it is infused, inherently, with Reaper Energy because Blood Magic is the only magic which always achieves a balance, energy gained for blood sacrificed. Blood Mages have spent centuries perfecting their craft under the employ and protection of the Ramaltas. Shunned from society due to their love of this macabre practice, Blood Mages serve the Ramaltas with power and blood technology receiving protection and at least a modicum of acceptance in return. Becoming a Blood Mage requires a certain kind of personality, often the kind that is obsessed with pragmatism or invention over the normal means of achieving them. Blood Mages are the backbone of Ramal Nations armies, providing the power needed to fuel Blood Sands Thaumaturgy.

Blood Mage Front

Blood Mage Back

Return to Ramal Nations Army
Priest of Light

Priests of Light are followers of the Light, a militant, religious order of Arkland who are the backbone of Arkland's new founded religion of Light. Their goal is to spread the Light to all corners of the globe. As a militant order, Priests of Light are martially trained, believing that the best way to spread the Light is by forcing others away from the dark. Priests are also trained in the use of Light Magic.

Priest of Light Front

Priest of Light Back

Return to Arkland Army
Grand Artificer Martus

Martus, son of Marcel, was the Grand Artificer of Konagara. He was an inventor, engineer, physicist, and chemist; and also hailed as the smartest man in the world. Martus is renowned for his achievements of inventing over a hundred technological advancements before he reached the age of 50. His inventions earned him an immense amount of wealth, and he was practically considered royalty. He was the official physician for the Council of Mages. He is a primary reason for the Golden Age of the Republic.

## Biography

Martus was born in year 8 BF, into a lower class family of a Sculptor in Konagara. His father was a brilliant artist whom managed to impress a higher up Artificer, known as Notan, with his work. Notan felt Marcel made some of the best sculptures in all the land and very quickly offered exorbitant amounts of money to have him make many more for his estate. Marcel instead asked for Notan to become a mentor for Martus, in which Notan happily obliged. It was from there that Martus managed to grow and establish himself as a master in all sciences that he learned. Notan was quickly impressed by his ability to learn seemingly anything and only improve upon it. Martus's personality of being a charmer also helped him rise through the ranks and be noted by many of the Aristocracy. Notan and Martus soon partnered to create many of the technological marvels that are seen throughout Konagara.

During his 20s, Martus had achieved unparalleled fame from his discovery of how to synthesize Spirits into a crystal form that could be swallowed. He further advanced this discovery by designing different forms of these crystallized Spirits into specific and repeatable effects. This discovery launched the Golden Age of the Republic and changed everything about Konagara. Martus was then given complete freedom and unlimited funding for all his inventions thereafter.

Other notable inventions he is credited for is the Mist Box, the Martus Lance, Spirit Lamps, and a cure to Spirits addiction. He is also known to have heavily advanced understandings in mathematics and engineering.

Martus died 155 AF after living an extended life due to spirits.

--Neil (talk) 16:29, 19 October 2016 (AST)
Special Phase

Available Actions

Special Action

The Special Action does not have specific rules. Rather, it is defined in the moment by Special Rules which require the use of a Special Action in order to take effect.

Spell Action

Spell Actions are used by spell caster Models within Chronicles to cast powerful magic spells during the Special Phase. To use a Spell Action, follow the text of the Spell and also apply any additional rules found for the Spell's Schools of Magic (see **Magic**).

Back to Core Rules | Magic | Shoot Phase
Broken Pass

The Republic had long wished for another Pass through the Spine that would be south of Great Forest. While the Great Forest Tribes had never seriously tried to block the Great Highway, the uncertainty over whether or not they could was something that kept generations of Republic Counsels sleepless. Attempts to find another Pass through the Spine were complicated by the difficulty of traveling in the area of the Deep Swamps, even though the Republic Surveyors steered clear of it. Though a Pass was never located, Surveyors found a series of valleys that ran through the Spine that almost connected enough to be a Pass, close enough that there were serious discussion of using the blasting power of the Spirits in order to complete it. However, it was calculated that it would take several years of production from the Well in Spirits to finish the Pass, and other priorities always were more important.

It was only last few years that rumors emerge that the damage of the Cataclysm inflicted on the continent including shattering parts of the Spine, enough that potential Pass that once been identified was completed. Though the Scions did not have the same interest the Republic had in having a Pass, several of the former Republic counties believed that they would be the ones to benefit if the former Republic forces that had been trapped at the Eastern and Southern Gates were able to return to western Indagar via the new pass. The Ramal Nations have not taken to the news of a new route to their territory being found with cheer, but they have yet to make any major moves to claim the Pass for themselves.

Irrespective, while the Pass exists, it is not as wide or as easy to traverse as the other Passes, so it will take time for anyone to use, and will make it unlikely for anyone to use to move large armies through it. Still, as the only route across the Spine that avoids the Great Forest Tribe it is inevitable that conflict will find it.
Blood Spirits

Blood Spirits are Spirits which have now been infused with the magic of Blood Thaumaturgy. Spirits react powerfully to this magic as it contains latent Reaper Energy. The Blood Cults were able to find a way to infuse Spirits with this magic making them more potent.

--Neil (talk) 18:20, 17 October 2016 (AST)
Night Time

Battles may have the option to be played during the dawn or dusk meaning that night is either present or oncoming.
While it is dark, all Models will be under the effect of the Night TIme Universal Special Rule.

## Night Time Procedure

1. Roll a d10 after choosing table sides but before Deployment.
2. On a roll of a 8+, you will be using the Night Time Rules.
3. If you will be using the Night Time Rules, roll another d10.
4. On a roll of 1-5, it is dawn and thereby dark for Game Turns 1-3. On a roll of 6-10, it is dusk and thereby dark for Game Turns 4 and onward.

Back to Core Rules | Control Points
Jicai's Rebellion

Jicai was a military leader for The Minsheng Empire who had made his home on the colony of Indagar. As a charismatic leader of soldiers, when the Imperial Spirits Taxation Edict was announced, Jicai led the soldiers under his command towards Konagara as an expression of dissent intent on delivering a message that the colony had no intent of being bullied.

However, his message was misinterpreted as an invasion, or so The Minsheng Empire wrote. The military holdings within Konagara engaged Jicai and his troops in battle whereupon they were killed to the man. This incident was called Jicai's Rebellion, and the slaughter of Jicai and his men sent a shock wave throughout the colony.

--Neil (talk) 17:36, 19 October 2016 (AST)
Barons of Arkland

*"The King controls the people, but it is the Barons who control the land."* - Arkland Proverb

## The Barons of Arkland

The Kingdom of Arkland is divided into nine baronies, each controlled by an aristocratic family line headed by a Baron. The Barons are the primary land owners within the feudal society of Arkland, and they are generally also the richest families in their respective regions. Further, the Barons are responsible for all the governance of their respective lands including taxation, the welfare of the people, and the furtherance of infrastructure and society.

Beneath the ruling family of the barons are networks of less influential families who comprise the land owners of each barony. As each barony is governed semi-autonomously, the make-up of any given political structure within a barony can differ dramatically. In short, though, alongside the baron's family will be the families or a multitude of dukedoms, lordoms, and fiefdoms who all swear loyalty to the ruling baronistic family.

Each season, the barons of Arkland come together in King's Crossing to form the Council of Barons. It is here that policy and national rulings are made in conjunction with the King of Arkland, deciding the future course of the entire nation. Being a baron of Arkland is more than just being rich and powerful but is also a person who controls the future of Arkland itself.

## Houses

Barons always hail from a House, denoted as their family line. They come to power in many ways, some through force of will, others through use of arms, and still others simply through marriage or political machinations. The current ruling house of each barony is where the line of barons will come from until such time that the ruling house has control of the barony wrested from it by a rival family.

--Neil (talk) 22:21, 15 October 2016 (AST)
City on the Lake

The City on the Lake was constructed by the Republic Corps of Engineers and exists at the crossroads of the Highway and Southern Highway.

The City is an engineering marvel built atop the calm waters of the Great Forest Lake, a huge lake in the midst of the Great Forest. It was built as a symbol of unity, the center-point of Indagar and a meeting place for all peoples of The Republic.

In present history, the City on the Lake is seat of power for The Order and run by its Queen,  Tani Taka.

 File:Cityonthelake.jpg

--Neil (talk) 04:30, 11 October 2016 (AST)
Shipping Economy

Arkland grew strong not because it made goods, but because it could move goods. By having access to a powerful navy, shipbuilding, and the calm waters of a bay, Arkland was a natural destination for goods from all over eastern Indagar to reach the sea and thereby foreign markets. Further, Arkland was also a natural fit for the import markets, further bolstered in that trading caravans that were bringing goods to market could also pick up goods and take them back all conveniently at the ports and large warehouses in Arkland. It was much faster and more economical to ship goods from east to west by sea than it was overland. Arkland, as a result, became a pass-through for much of the Spirits produced in Konagara as they made their way across Indagar.

Over time, as Arkland's society was so open to business enterprise, it was natural that with the exchange of so many goods that people began to migrate closer to the source of where these transactions were being taxed and thus wealth generated. It was also natural that with access to well established trading lines that Arkland could grow its economy in the direction of by-hand manufacturing as plenty of raw material was making its way through Arkland on a yearly basis to support it. Thus, as Arkland grew, its ability to not only ship and receive goods grew, but also its fame as a business and manufacturing center. This led to more migration, more people, and more money.

Eventually, as Arkland grew, it also became a hub of people and culture. Further, as foreigners in the streets of Arkland are a very common sight, so too then are the growth of foreign cultural pockets within Arkland which leads to a diversity and integration of many ideas, thoughts, arts, musics, foods, and more.

All of this growth is based off of Arkland's continued power as a shipping economy. The nation which controls the access to the markets invariably grows rich.

 Return to Arkland Back Story

--Neil (talk) 17:52, 24 October 2016 (AST)
Dual summer

The planet on which Indagar sits has two suns. The planet orbits around the primary, yellow, sun, and the secondary, red sun, also orbits the yellow sun. However, in summers where both suns can be seen in the sky together, it is called a dual summer, often noted for the extra brightness and heat.

--Neil (talk) 19:36, 18 October 2016 (AST)
Forest Tribes Time Line

The Great Forest Tribes do not maintain a written history and thereby have no written time line. Instead, their history is passed down through the art of storytelling. Druids are often the keepers of such history, but Chieftains may also be tasked with maintaining a Tribe's history throughout the ages. What is known is that the history of the Tribes stretches much farther back than the existence of The Republic, and some of their legends are reported to detail the lives of heroes thousands of years ago.

Essentially, the culture of the Tribes is beyond ancient and has seen very little change throughout history.

**Learn More About:** Stories of the Forest Tribes

--Neil (talk) 16:10, 19 October 2016 (AST)
Official Snack Ratings

During every episode of *Diet Coke & Lilith's House of Snax*, Diet Coke and Lilith typically review and rate two different snacks. The rating system was developed by Diet Coke and consists of two questions: "Would I buy this again?" and "Would I eat this again?". The first six ratings were declared retroactively, after the rating system was finalized during Episode #4.

Before this chart existed, during the podcast, Diet Coke and Lilith proposed that the snack ratings chart contain a third column for apocryphal reviews from people they know who were not posed the official questions and a fourth columns for guests on the podcast. These two columns have been combined into the "Others" column.

Diet Coke said that if you'd buy a snack for someone else not on request, she'd still consider that a "would buy." Diet Coke and Lilith sometimes have inconsistent definitions of what qualifies for their official ratings, such as if buying a snack for another person or buying only zero sugar variants of a soda would constitute as a "would buy." Diet Coke generally believes that if she would eat something if it were offered to her at a party, it is a "would eat," and she said, "'Wouldn't buy' is 'is this a good snack?' 'Wouldn't eat' means 'this is a bad snack.'"

After reviewing this chart, Diet Coke and Lilith confirmed that the Wiki's presumed ratings are canon for snacks that did not previously receive an official rating.

Some of these ratings are part of the HOS Basics series of reviews, which is meant to register a baseline pulse that the rest of the podcast can be read based off of. It registering how the House of Snax feels about the Canon of American snacks.

(Sorry that it's so hard to read on mobile. Please tell me if you know a better way to format this. I think it looks alright on computer screens.)

1. ↑ Episode #9
2. ↑ Episode #24
3. ↑ Episode #57
4. ↑ Episode #26
5. ↑ Episode #44
6. ↑ Episode #27
7. ↑ @houseofsnax on Twitter: would buy would eat
Cataclysm

The Cataclysm is the event that took place upon the 1000th year celebration of the founding of The Republic which marks the point at which The Republic collapsed, Spirit production ceased, and the dark, present times of Indagar began.

During the first millennial celebration of The Republic, the latent Reaper Energy, which had been leaking into reality for over one-hundred years, finally reached a critical mass and manifested its power. Citizens of Konagara, the capital city of The Republic and primary source of Spirits, who had been ingesting Spirits, suddenly started to come under the control of The Reaper. This all happened as a millennial celebration party was happening in the streets of Konagara.

In just moments, blood began to fill the streets as those possessed by Reaper Energy, their bodies mutating, began the work of returning energy to the Spirit. These Demons of the Cabal slaughtered thousands in the streets. Konagara was awash in flame, the citizens fleeing en masse from the terror. Magical constructs, manifested in the form of a thick, opaque fog, tore from the ground, cutting down fleeing citizens. The various ambassadors of The Republic also fled, taking with them tales of the horror that befell Konagara on that night.

As the city burned, the Reaper Energy spread across and blanketed the land, decaying all life and rendering the land dark and desolate as it burned. The Cataclysm marks the downfall of The Republic.

## Quakes

The release of Reaper Energy into reality was world shattering. Massive earthquakes rocked the entire continent of Indagar, mostly from the south. An entire set of mountains collapsed within the Spine, opening up valley between the west and the Sand Seas which had never existed. These massive quakes were thankfully far from civilization, but the tremors could still be felt all over the continent and caused much damage in the cities.

## Spirit Wells

As the Reaper Energy burst forth into reality, and through the shaking of the earth, springs appeared on the landscape, leaking magic infused water onto the earth. Although poisoned heavily by Reaper Energy the people of Indagar, who know little to nothing about the caustic Reaper Energy suddenly find themselves able to build heir own Spirit Wells. Until this time, the only known source of magic in the world was The Well, previously below Konagara, in which The Republic used to create Spirits and build a powerful nation. Now, anyone on Indagar who could claim one of these new springs could potentially also claim a source of Spirits and become a world power.

--Neil (talk) 03:26, 11 October 2016 (AST)
Blood Pact

The Blood Pact represents a magical, technological break-through which was discovered by the blood mage cults that had established themselves within the Sand Seas. The people of the Sand Seas had always followed a somewhat ritualistic religion based on rebirth in the afterlife, and as such, dabbling in the magics and lore of blood was not abolished there as it was elsewhere in Indagar. As a result, mages who had interest pursuing the dark arts of Blood Magic were allowed to freely study and practice.

This free study and invention led to the Blood Pact, a ritualistic code and set of rules adopted by the blood mages found within the Sand Seas. Unbeknownst to them, since the Blood Pact essentially outlined how one transfers energy from the Spirit to reality and then through blood sacrifice, back again to the Spirit, this allowed them to tap into Reaper Energy directly as it appeased the natural law of balance. Although they did not understand at the time that this was happening, what the blood mages realized is that Blood Magic was seemingly more powerful and infused with a greater energy than normal magics. Also, because of the cycle of blood sacrifice followed by energy expenditure, The Reaper has never triggered to invade the minds of blood mages.

--Neil (talk) 18:20, 17 October 2016 (AST)
Measuring

Measuring distance in Chronicles is done using inches. The distance from one object to another is always the shortest distance from the object's Base to the other object's Base.

### Example:

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File:ShortestDistance.png

## Measuring Paths Around Objects

Sometimes, it might be that you cannot easily measure a straight line between two objects, such as when a Model must move around other intervening Models or Terrain. To measure such distances, you can bend your tape measure along the path the model will follow or execute multiple movements. While doing so, ensure that the path you are measuring is viable, meaning that the Model can follow the path while fitting between any gaps created by Terrain or other Models.

### Example:

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File:BendingPath.png

Back to Core Rules | Move Phase | Special Phase
Arkland Command Tokens

The Command Tokens of the Kingdom of Arkland represent their battlefield tactics and prowess as well as the introduction of Light Magic.

## Command Tokens

* 2 x **Hold the Line** - Battlefield Commander’s demand that troops stand fast and hold an area of the battlefield. Friendly models rank up for protection and defend an area with stalwart purpose, becoming nearly invulnerable.
**Upkeep Reveal** - Friendly DUFs may ignore a number of Wounds generated during a Melee Combat or Shooting Attack by up to the number of Friendly Models in the DUF within 12 inches of this Command Token.* 1 x **Banner of Arkland** - The Banner of Arkland is considered a sacred battlement, and when it is placed on the battlefield, the soldiers of Arkland rise to heroic feats and the enemies of Arkland are struck by embedded magical energies that the banner emits.
**Upkeep Reveal** - Enemy Models within 12 inches of the Banner of Arkland have a -2 Movement (not cumulative with Difficult Terrain).
**Reveal During Charge/Run Phase** - Enemy Models within 12 inches of the Banner of Arkland have a -2 Movement (not cumulative with Difficult Terrain).* 2 x **For King and Country** - With a loud battle cry, battlefield commanders issue a headlong charge into the enemy.
**Reveal During Charge/Run Phase** - Friendly Models coming within 12 inches of the Token gain +2 Movement.* 1 x **Thunder Charge** - The hooves of mighty Arkland Cavalry drum up a terrifying charge when this order is issued.
**Upkeep Reveal** - Cavalry and mounted Models (Lord Commanders, Officers, and Paladins) within 12 inches of this Token can use a Charge Through Action without the normal restrictions.
**Reveal by Attack Phase** - Cavalry and mounted Models (Lord Commanders, Officers, and Paladins) within 12 inches of this Token re-roll blanks.* 1 x **The Light of Arkland** - A Holy Relic of Arkland is opened, direct the fury of the Light at the enemies of Arkland blinding them or damaging them.
**Reveal at any Time** - Up to 10 Enemy Models within 12 inches of this Token suffer Light Burn.

Return to Arkland Army
Edict of Light

The Edict of Light marks the official state creation of the Priests of Light as a militant, religious order within the Kingdom of Arkland in 901 AF. This edict declared that the religion of the light is the one true religion and that it has a divine destiny to extinguish false belief and darkness from the world. The edict did not create the religion but instead made it the official religion of the Kingdom.

--Neil (talk) 19:39, 18 October 2016 (AST)
Arkland Peninsula

The **Arkland Peninsula**, on the eastern coast of Indagar is the site of the city of King's Crossing. King's Crossing surrounds a small inlet within the Bay of Kings, with the name of the peninsula referring to the small landmass which juts into the bay to make that inlet. The original settlers from Montillare first arrived at this peninsula when they reached Indagar.

--Jgoldfarb (talk) 01:19, 12 October 2016 (AST)
Arkland Army Construction Rules

The Soldiers of the Kingdom of Arkland are professionally trained and paid. They train in formations known as Battle Groups which signify specific battlefield roles. Often, the warriors of Arkland work within the formation of their Battle Groups at the behest of the battlefield commanders towards certain goals or specific roles. The soldiers are Arkland are all under the immediate supervision of the King himself and act in protection of the entire realm. Warriors are drawn from all the baronies of Arkland into the military and trained therein.

## Army Construction Rules

Each army of Arkland consists of the following Battle Groups. You will select a number of models from each battle group. Each Model has a point cost associated with it, and each time you include that model, you must pay the point cost. This goes to towards the total number of points you are allowed to have in the game.

## Battle Groups

* **Command Group**
	+ Lord Commander (1 - 2)
	+ Officer (0 - 5)
	+ Sergeant (0 - 10)
* **Infantry Group**
	+ Warrior of the Realm (5 - No Limit)
	+ Ballistae (0 - 5)
	+ Longbowman (0 - 20)
	+ Arbalester (0 - 10)
* **Priesthood Group**
	+ Priest of Light (0 - 4)
	+ Paladin (0 - 5)
* **Cavalry Group**
	+ Heavy Cavalry (0 - 10)
	+ Scout Cavalry (0 - 20)

## Special Deployments

Coming Soon!

Return to Arkland Army
Dam of Aktwa

The Dam of Aktwa was a dam constructed across the river Neket by the Republic Corps of Engineers to prevent the river from simply drying up uselessly further north.

During the fall of the republic, the dam burst which devastated a nearby city-state. The Ramal Nations demanded reparations for this disaster, but The Republic, suffering under the lost revenues of weaker Spirits, wasn't fully able to pay for the disaster.

--Neil (talk) 19:16, 18 October 2016 (AST)
Hmadi

The Hmadi is one of the great rivers of the Sand Seas. It is the eastern most of the three rivers and travels north along the Teeth. The Hmadi is sourced in the mountains to the south and floods, as do all the great rivers, during the yearly rains from the south. Besides supporting many Ramal City Nations, the Hmadi is also an important trade route which connects eventually to the ocean. It also provides a water based route to reach the southern portions of Arkland but only if there is enough rainfall to sustain a high enough river level to float barges.

--Neil (talk) 17:09, 19 October 2016 (AST)
Sand Ocean

The Sand Ocean is a roughly one-hundred mile wide strip of land which runs from the eastern ocean to the southern tip of the Spine. This area is a low-lying waste-land of sand and dunes. It acts a natural barrier between the Sand Seas and the plains to the north.

The Sand Ocean has long stood as a barrier isolating the peoples of The Ramal Nations from the outside world.

--Neil (talk) 05:10, 11 October 2016 (AST)
Red Sun

The Red Sun is a celestial body in the skies over Indagar. The Red Sun actually orbits the much larger, Yellow Sun in the solar system as if it were a planet. It is much cooler than the Yellow Sun, hence its color.

The peoples of Indgar do not have our modern understanding of astronomy. As a result, the Red Sun to them is simply apart of their lives and is yet another sun in the sky. The Red Sun grows larger and smaller in the sky as the orbit of the world and the orbit of the Red Sun are sometimes closer and other times farther apart from each other as they both orbit the Yellow Sun. During much of the year, the Red Sun is not even visible in the sky as it is actually behind the Yellow Sun from the perspective of the world. However, when the world is closest to the Red Sun, it does appear larger in the sky than the Yellow Sun, and it also creates warm seasons which sometimes result in heat waves.

On very rare occasions, the Red Sun passes directly in front of the Yellow Sun, bathing the sky in a red hue. This creates s unique type of eclipse in the sky where the Red Sun completely blocks the Yellow Sun from sight. For many people of Indagar, these times are treated as religious times.

--Neil (talk) 05:01, 11 October 2016 (AST)
Sergeant

File:Sergeant.png
Sergeants are the first promotion a Warrior of the Realm receives on his way to the glory of Lord Commander. Officers play a pivotal battlefield role in that they act to relay orders to troops and bolster the fighting effectiveness of Infantry and Archers. As disciplined soldiers and front-line commanders, Sergeants are the actual nerve center of an Army of Arkland, providing the real order and command of battle. Troops rely heavily on their Sergeants to operate.

Sergeant Front

Sergeant Back

Return to Arkland Army
Blood Amber

Blood Amber is the physical form that Blood Magic takes. It normally takes the form a deep red translucent stone that feels soft. However, while the stone feels soft, if the stone is damaged in some way, the energy that is bound up into the stone is released in often unpredictable but always bloody ways. When the Blood Amber is formed through Blood Thaumaturgy, it can be shaped so it can be worn as jewelry. The size of the Blood Amber is somewhat proportional to amount of energy that is bound up in it, though there is some variation of how powerful it is by size amongst the Blood Mages that create it. Lastly, there does appear to be an upper limit of the size that a piece of Blood Amber can be created, which is roughly the size of a human heart.