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Product of a 'divine' calling, the Holy Kingdom of Thanast was directed by crusading lords of Antioch and Brecht. They found the land that would be called Thanast and encountered it's man species of lizardfolk that dwelt on the outskirts and orcs that dwelt within. Embraced as the sons of gods by the lizardfolk, the crusade to liberate the land deemed holy led to a fusion of Orthodoxy and tribalistic beliefs similar to Kamyu-To. After this Ordained Crusade, the twin lords set up a diarch kingdom which has ruled the land ever since.
The kingdom is now a multiracial conglomeration of humans, godblooded and otherwise; orcs, of the crimson variety; and various species of lizardfolk who dwell in the marshland and swamps of the nation.
{| style="border-spacing: 2px; width: 350px" class="infobox FCK__ShowTableBorders" align="right"
{| style="border-spacing: 2px; width: 350px" class="infobox FCK__ShowTableBorders" align="right"
|-
|-
! style="background: gold" colspan="2" | Holy Kingdom of Thanast
! style="background: gold" colspan="2" | Kingdom of Thanast
|-
|-
! style="background: silver" colspan="2" | Politics and Religion
! style="background: silver" colspan="2" | Politics and Religion
Line 16: Line 12:
|-
|-
! style="text-align: left;" | Religion:
! style="text-align: left;" | Religion:
| Thanastian Reformed Orthodoxy; tribal religions
| Various Sanctioned Cults
|-
|-
! style="text-align: left;" | Government:
! style="text-align: left;" | Government:
| Diarchy Feudalism
| Absolute Diarchy  
|-
|-
! style="text-align: left;" | Leader (Diarchs):
! style="text-align: left;" | Leader (Diarchs):
| King Saul d'Antioch (de jure) <br>Prince-Anointed Mattias d'Antioch (de facto) <br>King Jezeriah d'Brecht
| Kaiser Wilheim d'Vogelmann (de jure) <br>Prince-Appointed Karl d'Vogelmann (de facto)<br> Kaiser Hermann d'Ritter
|}
|}
|-
|-
Line 31: Line 27:
|-
|-
! style="text-align: left;" | Population:
! style="text-align: left;" | Population:
| Human, Godblooded<br>Lizardfolk, Various <br>Orcs, Crimson
| Revenents
|-
|-
! style="text-align: left" | Languages:  
! style="text-align: left" | Languages:  
| Thanastian Alfarae <br>Various tribal tongues
| Thanastian
|-
|-
! style="text-align: left;" | Tax Revenue:
! style="text-align: left;" | Tax Revenue:
Line 46: Line 42:


==History==
==History==
===Tribal History===
===Early History===


===The First Ordained Crusade===
===Necromantic Wars===


===Modern History===
===Modern History===
Line 58: Line 54:
====Coregency====
====Coregency====


====Anointed Heirs====
====Appointed Heirs====


===Theopolitics===
===Theopolitics===
Line 64: Line 60:
==Religion==
==Religion==


===Thanastian Reformed Orthodoxy===
===Origins===
A fusion of tribal religion similar to Kamyu-To and the traditional Orthodoxy.


===Folk Religion===
===Folk Religion===
===The Three Beasts===
Ziz, Leviathan, and Behemoth, the legendary beasts created by Monad as the spirits of the world.


==Geography and Ecology==
==Geography and Ecology==


===Geography===
===Geography===
Outlying wastes of both desert and rough swampland protect a fertile inner landscape of farmland, hills, and river access, as well as chaotic woods.
====Holy Wastes====
====Holy Wilds====


===Biosphere===
===Biosphere===
Ghoul, Manticore, Wyvern, Shahbaz, Re'em, Peryton, Lindworm, Salamander, Amphisbaena, Hieracosphinx, Alphyn


==Military==
==Military==


==Cast==
==Cast==
*'''King Saul d'Antioch:''' Diarch of Thanast. Old and tired, Saul d'Antioch has mostly withdrawn from the public eye. He instead spends his time in the many chapels and tribal shrines of the country, enjoying his twilight years debating religion with the various priests and scholars.
*'''Pharaoh Nefermandias:''' Diarch of Thanast. Old and tired, Nefermandias has mostly withdrawn from the public eye. He instead spends his time in the many temples and shrines of the country, enjoying his twilight years debating religion with the various priests and scholars. Or, at least what constitutes 'twilight years' for an undead creature.
*'''Prince-Anointed Mattias d'Antioch:''' The anointed heir of Saul, Mattias is seen as progressive leader who merges the secular needs and religious basis of the nation. Young, but popular. Acts essentially with the full authority of his father.
*'''Prince-Anointed Ini-Herit:''' The anointed heir of Nefermandias, Ini-Herit is seen as progressive leader who merges the secular needs and religious basis of the nation. Young, but popular. Acts essentially with the full authority of his father.
*'''King Jezeriah d'Brecht:''' Second of the Diarchs, Jezeriah is a middle aged warrior who has spent much of his life questing for relics and protecting his county directly. However, his wife has yet to produce for him a male heir. Instead, Jezeriah is known for having a number of daughters who often fight along side him, including the eldest, Norah-Elysia. Rumored to be soon anointed, she is also is rumored to be illicitly involved with Prince Mattias, a fact which could spell scandal and, some grave voices say, disaster.
*'''Prince Nefto-Amunaat:''' Second son of , and an accomplished magi. However, he holds stigma for refusing to serve as a guardian. Spends nearly all of his time traveling to further his arcane learning.
*'''Grand Bishop Francis of Orance:''' The chief religious authority of Thanast, Francis is an outspoken but supportive authority who serves as moral compass for the diarchs.
*'''Prince Takhathorasht:''' Third and youngest son of Nefermandias,  is young, only recently having served in any sort of combat. Generally found with his father, serving as head of the Royal Guard, despite his age.
*'''Pharoah Ur-Atum II:''' Second of the Diarchs, Ur-Atum is a middle aged warrior who has spent much of his life questing for relics and protecting his county directly. However, his chief wife has yet to produce for him a male heir. Instead, Ur-Atum II is known for having many cluches of daughters who often fight along side him, including the eldest, . Rumored to be soon anointed, she is also is rumored to be illicitly involved with Prince Ini-Herit, a fact which could spell scandal and, some grave voices say, disaster.
*'''Princess Shedra-Khuut:''' Eldest daughter of Ur-Atum II.
*'''High Priest Amenhotep:''' The chief religious authority of Thanast, Amenhotep is an outspoken but supportive authority who serves as moral compass for the diarchs.
*'''Nesemdet:''' Chief of the Magi
*'''Kerdaq Pakosh-Memasht:''' Lord at Arms
 
==Domains/Armies==
===Race===
Revenents (25)<br>
 
===Domains===
====Old Thanast====
Skyrange Mountains<br>
A few of Arcana's mountains are so high that even their 'lowest' passes are too high for skyships to travel through them. Needless to say, foot traffic fares no better, and few beyond intrepid explorers brave the cold, the wind and the yetis.<br>
10 points <br>
Produces 50 Gold <br>
Defensible like only knife-edge ridges, thousand-foot cliffs and treacherous glaciers can be <br>
Adamantium, Levistone, Gold (costs double) <br>
 
Cursed<br>
Many areas of Arcana emit harmful, invisible mana, the fading aftershocks of potent magical weapons or unthinkable forces unleashed in prehistory. Sensible individuals shun these zones, leaving the twisted, gnarled trees and wretched animals there to their own devices. This radiation distorts the nature of the beasts inhabiting it, leading to obscene horrors that prey upon those foolish enough to pass through.<br>
Halved point cost (round up) <br>
Halves all gold and food output <br>
No draft <br>
Attritional <br>
Horrors <br>
 
City<br>
Much larger than Towns, Cities are centers of commerce and production. It is in Cities that the most powerful and amazing weapons and magics are crafted.
50 points <br>
Requires 5 Food <br>
Produces 1000 Gold, 250 Mana and 30 Books <br>
6 Common Draft, 1 Noble Draft <br>
Production sites for all Mechanical units. <br>
 
Ruined<br>
The lingering shadows of former empires litter Arcana's lands in the forms of ruined fortresses, overgrown roads and crumbling monuments that time has yet to erase. In the chaos of the Alfar collapse and the Necromatic Wars, there's no telling what treasures lie abandoned beneath the rubble. Would-be adventurers should keep in mind, though, that these places stay abandoned for a reason.<br>
Applies only to a Site <br>
Halved point cost (Round up) <br>
No Output in Gold, Mana and Books. <br>
No Draft <br>
Requires no support in food, gold or mana. <br>
Once per quarter, explorers will dig up something useful.<br>
 
====New Thanast====
Asssociated With Above<br>
 
Underdark Lightfield<br>
20 points <br>
Produces 3 Food, 50 Gold and 125 Mana <br>
2 Common Draft <br>
Adamantium, Gold <br>
Defensible <br>
Beasts <br>
Is associated with another Domain <br>
 
Underhold<br>
Even the denizens of the Underdark build cities, vast halls full of the myriad different tasks of civilization.<br>
50 points <br>
Requires 4 Food <br>
Produces 700 Gold, 500 Mana and 30 Books <br>
5 Common Draft, 1 Noble Draft <br>
Production sites for all Mechanical units. <br>
Must be sited in an Underdark Domain. <br>
 
Genesis
A few rare areas of Arcana are peculiar outwellings of life energy. Different from Wood Nodes, in these places wounds heal with the speed of magic, sicknesses fade and fatigue is rare. Furthermore, the food grown in these areas is almost unseemly bountiful.<br>
+10 points <br>
Produces +1 Food and +50 Mana <br>
Units heal rapidly <br>
+1 Common Draft <br>
 
Major River<br>
Large rivers are natural points of commerce and travel, in addition their riverbanks are rich sources of food.<br>
+5 points <br>
Produces +1 Food and +50 Gold <br>
(potentially) defensible <br>
River transport <br>
 
Adamantium Mine<br>
The reddish, incredibly tough metal known as Adamantium is prized across Arcana. While it makes excellent armor and weapons, it is one of the few substances (and by far the most available) that can be used to construct the frames of Guymelefs.<br>
10 points <br>
Produces 250 Adamantium <br>
 
Stockades<br>
A fortress-like site with well-built walls and enclosures intended to keep dangerous or simply huge creatures which are brought in from the wilds to be trained or otherwise conditioned. Naturally it is a focal point for hunters, trackers and woodsmen. The occasional escape tends to motivate average folks to keep well away, though.<br>
10 points <br>
Requires 1 Food, -1 Common Draft to the domain it is in <br>
Produces 25 Beasts <br>
 
====Town of Martinsburg====
Countryside<br>
Cultivated fields interspersed with small forests, creeks, etc.<br>
10 points <br>
Produces 2 Food and 100 Gold <br>
3 Common Draft <br>
Horses <br>
 
Major River<br>
Large rivers are natural points of commerce and travel, in addition their riverbanks are rich sources of food.<br>
+5 points <br>
Produces +1 Food and +50 Gold <br>
(potentially) defensible <br>
River transport <br>
 
Town<br>
Vital cogs in a nation's economy, Towns are home to thousands of people. Like Keeps, they are home to various craftspeople and specialists.<br>
10 points <br>
Requires 1 Food <br>
Produces 200 Gold and 10 Books <br>
2 Common Draft <br>
 
====Town of Rommel====
Countryside<br>
Cultivated fields interspersed with small forests, creeks, etc.<br>
10 points <br>
Produces 2 Food and 100 Gold <br>
3 Common Draft <br>
Horses <br>
 
Major River<br>
Large rivers are natural points of commerce and travel, in addition their riverbanks are rich sources of food.<br>
+5 points <br>
Produces +1 Food and +50 Gold <br>
(potentially) defensible <br>
River transport <br>
 
Town<br>
Vital cogs in a nation's economy, Towns are home to thousands of people. Like Keeps, they are home to various craftspeople and specialists.<br>
10 points <br>
Requires 1 Food <br>
Produces 200 Gold and 10 Books <br>
2 Common Draft <br>
 
====Mount Huldra Mining Camp====
Mountains<br>
Tall, snow-capped peaks with the occasional high pass and raging river.<br>
5 points <br>
Produces 50 Gold <br>
Very defensible <br>
Adamantium, Levistone, Gold <br>
 
Levistone Quarry<br>
Levistones are chunks of Arcana's rock that have become so infused with mana that they can ignore the grip of gravity. In some select areas these can be quarried and then floated to the shipyards where they become the keel of skyships.<br>
10 points <br>
Produces 10 Levistones <br>
 
====Fort Huldra====
Associated With Above<br>
 
Underhaven<br>
25 points <br>
Produces 50 Gold and 375 Mana <br>
Adamantium, Gold <br>
Very Defensible <br>
Beasts <br>
Is associated with another Domain <br>
 
Keep<br>
Large fortified castles, complete with forges, smithies, bowyers, enchanters, ridiculously giant cannons, early-warning scrying pools and a rickety wizard's castle.<br>
30 points <br>
Requires 1 Food and 100 gold <br>
Produces 250 Mana and 10 Books <br>
2 Noble Draft <br>
Must be seized and captured before the associated Domain can be conquered. <br>
Maintains 25 gold/month of units free of charge, so long as they remain in the Domain. <br>
 
Stockades<br>
A fortress-like site with well-built walls and enclosures intended to keep dangerous or simply huge creatures which are brought in from the wilds to be trained or otherwise conditioned. Naturally it is a focal point for hunters, trackers and woodsmen. The occasional escape tends to motivate average folks to keep well away, though.<br>
10 points <br>
Requires 1 Food, -1 Common Draft to the domain it is in <br>
Produces 25 Beasts <br>
 
====Huldra Mountain Range====
Skyrange Mountains<br>
A few of Arcana's mountains are so high that even their 'lowest' passes are too high for skyships to travel through them. Needless to say, foot traffic fares no better, and few beyond intrepid explorers brave the cold, the wind and the yetis.<br>
10 points <br>
Produces 50 Gold <br>
Defensible like only knife-edge ridges, thousand-foot cliffs and treacherous glaciers can be <br>
Adamantium, Levistone, Gold (costs double) <br>
 
Cursed<br>
Many areas of Arcana emit harmful, invisible mana, the fading aftershocks of potent magical weapons or unthinkable forces unleashed in prehistory. Sensible individuals shun these zones, leaving the twisted, gnarled trees and wretched animals there to their own devices. This radiation distorts the nature of the beasts inhabiting it, leading to obscene horrors that prey upon those foolish enough to pass through.<br>
Halved point cost (round up) <br>
Halves all gold and food output <br>
No draft <br>
Attritional <br>
Horrors <br>
 
====Huldra Mountain Range====
Skyrange Mountains<br>
A few of Arcana's mountains are so high that even their 'lowest' passes are too high for skyships to travel through them. Needless to say, foot traffic fares no better, and few beyond intrepid explorers brave the cold, the wind and the yetis.<br>
10 points <br>
Produces 50 Gold <br>
Defensible like only knife-edge ridges, thousand-foot cliffs and treacherous glaciers can be <br>
Adamantium, Levistone, Gold (costs double) <br>
 
Cursed<br>
Many areas of Arcana emit harmful, invisible mana, the fading aftershocks of potent magical weapons or unthinkable forces unleashed in prehistory. Sensible individuals shun these zones, leaving the twisted, gnarled trees and wretched animals there to their own devices. This radiation distorts the nature of the beasts inhabiting it, leading to obscene horrors that prey upon those foolish enough to pass through.<br>
Halved point cost (round up) <br>
Halves all gold and food output <br>
No draft <br>
Attritional <br>
Horrors <br>
 
===Armies===
====Stachelsöldners====
 
Militia<br>
Training Cost: 0 Gold <br>
Upkeep Cost: 3 Gold <br>
 
Adamantium Sorcerous Pike<br>
Cost: 12 Gold, 12 Adamantium, 24 Mana<br>
Upkeep: 5 Mana<br>
 
Sidesword<br>
Cost: 15 Gold<br>
 
Buckler<br>
Cost: 2 <br>
 
Plated Mail<br>
Cost: 25 <br>
 
Total Cost: 90<br>
 
40 Units<br>
 
====Rollesöldners====
 
Militia<br>
Training Cost: 0 Gold <br>
Upkeep Cost: 3 Gold <br>
 
Sidesword<br>
Cost: 15 Gold<br>
 
Skirmisher Armour<br>
Cost: 10 Gold<br>
 
Leadcaster<br>
Cost: 40 Gold, 15 Mana <br>
Upkeep: 2 Gold, 1 Mana <br>
 
Cost: 80<br>
 
40 Units<br>
 
====Grenadiers====
 
Militia<br>
Training Cost: 0 Gold <br>
Upkeep Cost: 3 Gold <br>
 
Sidesword<br>
Cost: 15 Gold<br>
 
Plated Mail<br>
Cost: 25 <br>
 
Leadcaster with Bayonet<br>
Cost: 45 Gold, 15 Mana <br>
Upkeep: 2 Gold, 1 Mana <br>
 
Hand Bombs<br>
Cost: - <br>
Upkeep: 10 Gold <br>
 
Cost: 100<br>
 
20 Units<br>
 
====Mystischlrollesöldners====
 
Men-at-arms<br>
Training Cost: 50 Gold <br>
Upkeep Cost: 5 Gold <br>
 
Sidesword<br>
Cost: 15 Gold<br>
 
Barrier Jacket Skirmisher Armour<br>
Cost: 10 Gold, 50 Mana<br>
Upkeep: 5 mana<br>
 
Adamantium Sorcerous Leadcaster<br>
Cost: 40 Gold, 40 Adamantium, 55 Mana <br>
Upkeep: 2 Gold, 1 Mana <br>
 
Charged Pavise<br>
Cost: 10 Gold, 10 Mana<br>
 
Common Magic <br>
Cost: 5 Books <br>
 
Pack Train<br>
Cost: 20 gold <br>
 
Cost: 315<br>
 
10 Units<br>
 
====Doppelsöldners====
 
Men-at-arms<br>
Training Cost: 50 Gold<br>
Upkeep Cost: 5 Gold <br>
 
Great Swords<br>
Cost: 75 <br>
 
Sidesword<br>
Cost: 15 Gold<br>
 
Partial Plate<br>
Cost: 35 <br>
 
Cost: 185<br>
 
Cost: 20 Units<br>
 
====Jägers====
 
Knights<br>
Training Cost: 200 Gold <br>
Upkeep Cost: 16 Gold (8 when not mobilized) <br>
 
Sidesword<br>
Cost: 15 Gold<br>
 
Barrier Jacket Skirmisher Armour<br>
Cost: 10 Gold, 50 Mana<br>
Upkeep: 5 mana<br>
 
Adamantium Sorcerous Leadcaster with Bayonet<br>
Cost: 45 Gold, 40 Adamantium, 55 Mana <br>
Upkeep: 2 Gold, 1 Mana <br>
 
Common Magic <br>
Cost: 5 Books <br>
 
Beast Rouncey<br>
Cost: 1 Horse/Beast or 15 Gold (Doubled if a special ability is taken) <br>
Upkeep: - <br>
 
-Celerity<br>
 
Cost: 460<br>
 
5 Units<br>
 
====Mystischlsöldners====
 
Knights<br>
Training Cost: 200 Gold <br>
Upkeep Cost: 16 Gold (8 when not mobilized) <br>
 
Adamantium Brute Force Great Swords<br>
Cost: 75 Gold, 75 Adamantium, 50 Mana<br>
 
Adamantium Sidesword<br>
Cost: 15 Gold, 15 Adamantium<br>
 
Embodied Adamantium Partial Plate<br>
Cost: 35 Gold, 35 Adamantium, 100 Mana<br>
Upkeep: 10 Mana<br>
 
Cost: 590 Points<br>
 
Cost: 5 Units<br>
 
====Schwarze Reiter====
 
Militia<br>
Training Cost: 0 Gold <br>
Upkeep Cost: 3 Gold <br>
 
Broadsword<br>
Cost: 25 <br>
 
Plated Mail<br>
Cost: 25 <br>
 
Hand Leadcaster<br>
Cost: 20 Gold, 10 Mana <br>
Upkeep: 2 Gold, 1 Mana <br>
 
Beast Rouncey<br>
Cost: 1 Horse/Beast or 15 Gold (Doubled if a special ability is taken) <br>
Upkeep: - <br>
 
-Celerity<br>
 
Cost: 105 Points<br>
 
20 Units<br>
 
====Uhlans====
 
Men-at-arms<br>
Training Cost: 50 Gold <br>
Upkeep Cost: 5 Gold <br>
 
Pike<br>
Cost: 12 Gold<br>
 
Hand Leadcaster<br>
Cost: 20 Gold, 10 Mana <br>
Upkeep: 2 Gold, 1 Mana <br>
 
Broadsword<br>
Cost: 25 <br>
 
Skirmisher Armour<br>
Cost: 10 <br>
 
Beast Courser<br>
Cost: 4 Horses/Beasts (Doubled if a special ability is taken) <br>
Upkeep: - <br>
 
-Celerity<br>
 
Cost: 207 Points<br>
 
20 Units<br>
 
====Abominations====
 
Rare<br>
Abilities: 4 <br>
Cost: 100 Beasts<br>
Upkeep: 50 Gold + 50 Mana <br>
 
-Vitriolic Breath<br>
-Absurdly Lethal<br>
-Why Won't You Die?<br>
-Regeneration<br>
 
Improvised Weapons<br>
Cost: 40 Gold <br>
 
Siege Plate<br>
Cost: 100 Gold <br>
 
Cost: 1140 Points<br>
 
====Artillery, Light====
Artillery Carriage (Light)<br>
Construction Cost: 10 Gold <br>
Max Weapon Size: Small <br>
 
Falconet<br>
Cost: 75 Gold <br>
Upkeep: 8 Gold <br>
Weapon Size: Small <br>
 
Pack Train<br>
Cost: 20 gold <br>
Upkeep: - <br>
 
Cost: 105 Points<br>
 
====Remaining Funds====
25000<br>
 
===Army Units===

Latest revision as of 17:04, 12 October 2009

Kingdom of Thanast
Politics and Religion
Capital: Thanast
Religion: Various Sanctioned Cults
Government: Absolute Diarchy
Leader (Diarchs): Kaiser Wilheim d'Vogelmann (de jure)
Prince-Appointed Karl d'Vogelmann (de facto)
Kaiser Hermann d'Ritter
Population and Economy
Population: Revenents
Languages: Thanastian
Tax Revenue:
Resources:


History

Early History

Necromantic Wars

Modern History

Politics

Political Structures

Coregency

Appointed Heirs

Theopolitics

Religion

Origins

Folk Religion

Geography and Ecology

Geography

Biosphere

Military

Cast

  • Pharaoh Nefermandias: Diarch of Thanast. Old and tired, Nefermandias has mostly withdrawn from the public eye. He instead spends his time in the many temples and shrines of the country, enjoying his twilight years debating religion with the various priests and scholars. Or, at least what constitutes 'twilight years' for an undead creature.
  • Prince-Anointed Ini-Herit: The anointed heir of Nefermandias, Ini-Herit is seen as progressive leader who merges the secular needs and religious basis of the nation. Young, but popular. Acts essentially with the full authority of his father.
  • Prince Nefto-Amunaat: Second son of , and an accomplished magi. However, he holds stigma for refusing to serve as a guardian. Spends nearly all of his time traveling to further his arcane learning.
  • Prince Takhathorasht: Third and youngest son of Nefermandias, is young, only recently having served in any sort of combat. Generally found with his father, serving as head of the Royal Guard, despite his age.
  • Pharoah Ur-Atum II: Second of the Diarchs, Ur-Atum is a middle aged warrior who has spent much of his life questing for relics and protecting his county directly. However, his chief wife has yet to produce for him a male heir. Instead, Ur-Atum II is known for having many cluches of daughters who often fight along side him, including the eldest, . Rumored to be soon anointed, she is also is rumored to be illicitly involved with Prince Ini-Herit, a fact which could spell scandal and, some grave voices say, disaster.
  • Princess Shedra-Khuut: Eldest daughter of Ur-Atum II.
  • High Priest Amenhotep: The chief religious authority of Thanast, Amenhotep is an outspoken but supportive authority who serves as moral compass for the diarchs.
  • Nesemdet: Chief of the Magi
  • Kerdaq Pakosh-Memasht: Lord at Arms

Domains/Armies

Race

Revenents (25)

Domains

Old Thanast

Skyrange Mountains
A few of Arcana's mountains are so high that even their 'lowest' passes are too high for skyships to travel through them. Needless to say, foot traffic fares no better, and few beyond intrepid explorers brave the cold, the wind and the yetis.
10 points
Produces 50 Gold
Defensible like only knife-edge ridges, thousand-foot cliffs and treacherous glaciers can be
Adamantium, Levistone, Gold (costs double)

Cursed
Many areas of Arcana emit harmful, invisible mana, the fading aftershocks of potent magical weapons or unthinkable forces unleashed in prehistory. Sensible individuals shun these zones, leaving the twisted, gnarled trees and wretched animals there to their own devices. This radiation distorts the nature of the beasts inhabiting it, leading to obscene horrors that prey upon those foolish enough to pass through.
Halved point cost (round up)
Halves all gold and food output
No draft
Attritional
Horrors

City
Much larger than Towns, Cities are centers of commerce and production. It is in Cities that the most powerful and amazing weapons and magics are crafted. 50 points
Requires 5 Food
Produces 1000 Gold, 250 Mana and 30 Books
6 Common Draft, 1 Noble Draft
Production sites for all Mechanical units.

Ruined
The lingering shadows of former empires litter Arcana's lands in the forms of ruined fortresses, overgrown roads and crumbling monuments that time has yet to erase. In the chaos of the Alfar collapse and the Necromatic Wars, there's no telling what treasures lie abandoned beneath the rubble. Would-be adventurers should keep in mind, though, that these places stay abandoned for a reason.
Applies only to a Site
Halved point cost (Round up)
No Output in Gold, Mana and Books.
No Draft
Requires no support in food, gold or mana.
Once per quarter, explorers will dig up something useful.

New Thanast

Asssociated With Above

Underdark Lightfield
20 points
Produces 3 Food, 50 Gold and 125 Mana
2 Common Draft
Adamantium, Gold
Defensible
Beasts
Is associated with another Domain

Underhold
Even the denizens of the Underdark build cities, vast halls full of the myriad different tasks of civilization.
50 points
Requires 4 Food
Produces 700 Gold, 500 Mana and 30 Books
5 Common Draft, 1 Noble Draft
Production sites for all Mechanical units.
Must be sited in an Underdark Domain.

Genesis A few rare areas of Arcana are peculiar outwellings of life energy. Different from Wood Nodes, in these places wounds heal with the speed of magic, sicknesses fade and fatigue is rare. Furthermore, the food grown in these areas is almost unseemly bountiful.
+10 points
Produces +1 Food and +50 Mana
Units heal rapidly
+1 Common Draft

Major River
Large rivers are natural points of commerce and travel, in addition their riverbanks are rich sources of food.
+5 points
Produces +1 Food and +50 Gold
(potentially) defensible
River transport

Adamantium Mine
The reddish, incredibly tough metal known as Adamantium is prized across Arcana. While it makes excellent armor and weapons, it is one of the few substances (and by far the most available) that can be used to construct the frames of Guymelefs.
10 points
Produces 250 Adamantium

Stockades
A fortress-like site with well-built walls and enclosures intended to keep dangerous or simply huge creatures which are brought in from the wilds to be trained or otherwise conditioned. Naturally it is a focal point for hunters, trackers and woodsmen. The occasional escape tends to motivate average folks to keep well away, though.
10 points
Requires 1 Food, -1 Common Draft to the domain it is in
Produces 25 Beasts

Town of Martinsburg

Countryside
Cultivated fields interspersed with small forests, creeks, etc.
10 points
Produces 2 Food and 100 Gold
3 Common Draft
Horses

Major River
Large rivers are natural points of commerce and travel, in addition their riverbanks are rich sources of food.
+5 points
Produces +1 Food and +50 Gold
(potentially) defensible
River transport

Town
Vital cogs in a nation's economy, Towns are home to thousands of people. Like Keeps, they are home to various craftspeople and specialists.
10 points
Requires 1 Food
Produces 200 Gold and 10 Books
2 Common Draft

Town of Rommel

Countryside
Cultivated fields interspersed with small forests, creeks, etc.
10 points
Produces 2 Food and 100 Gold
3 Common Draft
Horses

Major River
Large rivers are natural points of commerce and travel, in addition their riverbanks are rich sources of food.
+5 points
Produces +1 Food and +50 Gold
(potentially) defensible
River transport

Town
Vital cogs in a nation's economy, Towns are home to thousands of people. Like Keeps, they are home to various craftspeople and specialists.
10 points
Requires 1 Food
Produces 200 Gold and 10 Books
2 Common Draft

Mount Huldra Mining Camp

Mountains
Tall, snow-capped peaks with the occasional high pass and raging river.
5 points
Produces 50 Gold
Very defensible
Adamantium, Levistone, Gold

Levistone Quarry
Levistones are chunks of Arcana's rock that have become so infused with mana that they can ignore the grip of gravity. In some select areas these can be quarried and then floated to the shipyards where they become the keel of skyships.
10 points
Produces 10 Levistones

Fort Huldra

Associated With Above

Underhaven
25 points
Produces 50 Gold and 375 Mana
Adamantium, Gold
Very Defensible
Beasts
Is associated with another Domain

Keep
Large fortified castles, complete with forges, smithies, bowyers, enchanters, ridiculously giant cannons, early-warning scrying pools and a rickety wizard's castle.
30 points
Requires 1 Food and 100 gold
Produces 250 Mana and 10 Books
2 Noble Draft
Must be seized and captured before the associated Domain can be conquered.
Maintains 25 gold/month of units free of charge, so long as they remain in the Domain.

Stockades
A fortress-like site with well-built walls and enclosures intended to keep dangerous or simply huge creatures which are brought in from the wilds to be trained or otherwise conditioned. Naturally it is a focal point for hunters, trackers and woodsmen. The occasional escape tends to motivate average folks to keep well away, though.
10 points
Requires 1 Food, -1 Common Draft to the domain it is in
Produces 25 Beasts

Huldra Mountain Range

Skyrange Mountains
A few of Arcana's mountains are so high that even their 'lowest' passes are too high for skyships to travel through them. Needless to say, foot traffic fares no better, and few beyond intrepid explorers brave the cold, the wind and the yetis.
10 points
Produces 50 Gold
Defensible like only knife-edge ridges, thousand-foot cliffs and treacherous glaciers can be
Adamantium, Levistone, Gold (costs double)

Cursed
Many areas of Arcana emit harmful, invisible mana, the fading aftershocks of potent magical weapons or unthinkable forces unleashed in prehistory. Sensible individuals shun these zones, leaving the twisted, gnarled trees and wretched animals there to their own devices. This radiation distorts the nature of the beasts inhabiting it, leading to obscene horrors that prey upon those foolish enough to pass through.
Halved point cost (round up)
Halves all gold and food output
No draft
Attritional
Horrors

Huldra Mountain Range

Skyrange Mountains
A few of Arcana's mountains are so high that even their 'lowest' passes are too high for skyships to travel through them. Needless to say, foot traffic fares no better, and few beyond intrepid explorers brave the cold, the wind and the yetis.
10 points
Produces 50 Gold
Defensible like only knife-edge ridges, thousand-foot cliffs and treacherous glaciers can be
Adamantium, Levistone, Gold (costs double)

Cursed
Many areas of Arcana emit harmful, invisible mana, the fading aftershocks of potent magical weapons or unthinkable forces unleashed in prehistory. Sensible individuals shun these zones, leaving the twisted, gnarled trees and wretched animals there to their own devices. This radiation distorts the nature of the beasts inhabiting it, leading to obscene horrors that prey upon those foolish enough to pass through.
Halved point cost (round up)
Halves all gold and food output
No draft
Attritional
Horrors

Armies

Stachelsöldners

Militia
Training Cost: 0 Gold
Upkeep Cost: 3 Gold

Adamantium Sorcerous Pike
Cost: 12 Gold, 12 Adamantium, 24 Mana
Upkeep: 5 Mana

Sidesword
Cost: 15 Gold

Buckler
Cost: 2

Plated Mail
Cost: 25

Total Cost: 90

40 Units

Rollesöldners

Militia
Training Cost: 0 Gold
Upkeep Cost: 3 Gold

Sidesword
Cost: 15 Gold

Skirmisher Armour
Cost: 10 Gold

Leadcaster
Cost: 40 Gold, 15 Mana
Upkeep: 2 Gold, 1 Mana

Cost: 80

40 Units

Grenadiers

Militia
Training Cost: 0 Gold
Upkeep Cost: 3 Gold

Sidesword
Cost: 15 Gold

Plated Mail
Cost: 25

Leadcaster with Bayonet
Cost: 45 Gold, 15 Mana
Upkeep: 2 Gold, 1 Mana

Hand Bombs
Cost: -
Upkeep: 10 Gold

Cost: 100

20 Units

Mystischlrollesöldners

Men-at-arms
Training Cost: 50 Gold
Upkeep Cost: 5 Gold

Sidesword
Cost: 15 Gold

Barrier Jacket Skirmisher Armour
Cost: 10 Gold, 50 Mana
Upkeep: 5 mana

Adamantium Sorcerous Leadcaster
Cost: 40 Gold, 40 Adamantium, 55 Mana
Upkeep: 2 Gold, 1 Mana

Charged Pavise
Cost: 10 Gold, 10 Mana

Common Magic
Cost: 5 Books

Pack Train
Cost: 20 gold

Cost: 315

10 Units

Doppelsöldners

Men-at-arms
Training Cost: 50 Gold
Upkeep Cost: 5 Gold

Great Swords
Cost: 75

Sidesword
Cost: 15 Gold

Partial Plate
Cost: 35

Cost: 185

Cost: 20 Units

Jägers

Knights
Training Cost: 200 Gold
Upkeep Cost: 16 Gold (8 when not mobilized)

Sidesword
Cost: 15 Gold

Barrier Jacket Skirmisher Armour
Cost: 10 Gold, 50 Mana
Upkeep: 5 mana

Adamantium Sorcerous Leadcaster with Bayonet
Cost: 45 Gold, 40 Adamantium, 55 Mana
Upkeep: 2 Gold, 1 Mana

Common Magic
Cost: 5 Books

Beast Rouncey
Cost: 1 Horse/Beast or 15 Gold (Doubled if a special ability is taken)
Upkeep: -

-Celerity

Cost: 460

5 Units

Mystischlsöldners

Knights
Training Cost: 200 Gold
Upkeep Cost: 16 Gold (8 when not mobilized)

Adamantium Brute Force Great Swords
Cost: 75 Gold, 75 Adamantium, 50 Mana

Adamantium Sidesword
Cost: 15 Gold, 15 Adamantium

Embodied Adamantium Partial Plate
Cost: 35 Gold, 35 Adamantium, 100 Mana
Upkeep: 10 Mana

Cost: 590 Points

Cost: 5 Units

Schwarze Reiter

Militia
Training Cost: 0 Gold
Upkeep Cost: 3 Gold

Broadsword
Cost: 25

Plated Mail
Cost: 25

Hand Leadcaster
Cost: 20 Gold, 10 Mana
Upkeep: 2 Gold, 1 Mana

Beast Rouncey
Cost: 1 Horse/Beast or 15 Gold (Doubled if a special ability is taken)
Upkeep: -

-Celerity

Cost: 105 Points

20 Units

Uhlans

Men-at-arms
Training Cost: 50 Gold
Upkeep Cost: 5 Gold

Pike
Cost: 12 Gold

Hand Leadcaster
Cost: 20 Gold, 10 Mana
Upkeep: 2 Gold, 1 Mana

Broadsword
Cost: 25

Skirmisher Armour
Cost: 10

Beast Courser
Cost: 4 Horses/Beasts (Doubled if a special ability is taken)
Upkeep: -

-Celerity

Cost: 207 Points

20 Units

Abominations

Rare
Abilities: 4
Cost: 100 Beasts
Upkeep: 50 Gold + 50 Mana

-Vitriolic Breath
-Absurdly Lethal
-Why Won't You Die?
-Regeneration

Improvised Weapons
Cost: 40 Gold

Siege Plate
Cost: 100 Gold

Cost: 1140 Points

Artillery, Light

Artillery Carriage (Light)
Construction Cost: 10 Gold
Max Weapon Size: Small

Falconet
Cost: 75 Gold
Upkeep: 8 Gold
Weapon Size: Small

Pack Train
Cost: 20 gold
Upkeep: -

Cost: 105 Points

Remaining Funds

25000

Army Units