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A polytheistic diarchy of lizardmen with a dwarf underclass.
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{| style="border-spacing: 2px; width: 350px" class="infobox FCK__ShowTableBorders" align="right"
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|-
|-
! style="text-align: left;" | Religion:
! style="text-align: left;" | Religion:
| Polytheism
| 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):
| Pharaoh Nefermandias the Great (de jure) <br>Prince-Anointed Ini-Herit(de facto) <br>Pharaoh Ur-Atum II
| Kaiser Wilheim d'Vogelmann (de jure) <br>Prince-Appointed Karl d'Vogelmann (de facto)<br> Kaiser Hermann d'Ritter
|}
|}
|-
|-
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|-
|-
! style="text-align: left;" | Population:
! style="text-align: left;" | Population:
| Human, Godblooded<br>Lizardfolk, Various <br>Dwarves, Desert
| Revenents
|-
|-
! style="text-align: left" | Languages:  
! style="text-align: left" | Languages:  
| Thanastian <br>Various tribal tongues
| Thanastian
|-
|-
! style="text-align: left;" | Tax Revenue:
! style="text-align: left;" | Tax Revenue:
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==History==
==History==
===Tribal History===
===Early History===
The long tribal histories of the lizardmen are primarly oral, as they have had no written language until it was introduced by the Godblooded rulers.


===Unification===
===Necromantic Wars===


===Modern History===
===Modern History===
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====Coregency====
====Coregency====


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


===Theopolitics===
===Theopolitics===
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==Religion==
==Religion==


===Polytheism===
===Origins===


===Folk Religion===
===Folk Religion===
===The Three Beasts===
Ziz, Leviathan, and Behemoth, the legendary beasts created by Menkaureses as the manifestations of the world, said to be so great that his own order of divien guardians locked them away. For this, they where banished to earth, eventually leading to the seven families of godblooded nobility of Thanast. This belief stemmed actually from the proclamations of lizardfolk shaman, and their long term prophesies, applied to the mighty warriors and magi who invaded and eventually subjugated the inner dwarfish peoples of the fertile core.
====Ziz====
====Leviathan====
====Behemoth====


==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.
====Fertile Center====
=====City of Thanast=====
=====The Scaled Townships=====
=====Dwarfish Mining Area=====
====Hellwild====
====Great Desert====


===Biosphere===
===Biosphere===
====Birds and Flying Creatures====
=====Manticore=====
=====Wyvern=====
=====Shahbaz=====
=====Peryton=====
=====Hieracosphinx=====
====Land-based Creatures====
=====Ghoul=====
=====Re'em=====
=====Lindworm=====
=====Salamander=====
=====Amphisbaena=====
=====Alphyn=====


==Military==
==Military==
===Order of Guardians===
===Scaled Armies===
===Dwarfish Janissary Regiments===


==Cast==
==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 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 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-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 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.  
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*'''High Priest Amenhotep:''' The chief religious authority of Thanast, Amenhotep is an outspoken but supportive authority who serves as moral compass for the diarchs.
*'''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
*'''Nesemdet:''' Chief of the Magi
*'''Pakosh-Memasht:''' Lord at Arms
*'''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>


==Prelim Domain/Pricing==
Cursed<br>
===Main Domains===
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>
====Thanast Delta (Lizardmen)====
Halved point cost (round up) <br>
'''Lizard Wastes'''<br>
Halves all gold and food output <br>
Infested with lizards!<br>
No draft <br>
5 points <br>
Attritional <br>
Produces 75 Gold <br>
Horrors <br>
2 Common Draft <br>
Attritionary <br>
Beasts <br>


'''City'''<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.<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>
50 points <br>
Requires 5 Food <br>
Requires 5 Food <br>
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Production sites for all Mechanical units. <br>
Production sites for all Mechanical units. <br>


'''Lizardmen'''<br>
Ruined<br>
Primitive reptilian humanoids that come from the deep deserts far from civilization.<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>
Cost: 5 <br>
Applies only to a Site <br>
Racial Alignment: Life <br>
Halved point cost (Round up) <br>
Infantry units are faster <br>
No Output in Gold, Mana and Books. <br>
Immune to attritionary effects of Wastes and Lizard Wastes <br>
No Draft <br>
May buy Lizard Wastes <br>
Requires no support in food, gold or mana. <br>
Once per quarter, explorers will dig up something useful.<br>  


'''Town'''<br>
====New Thanast====
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>
Asssociated With Above<br>
10 points <br>
 
Requires 1 Food <br>
Underdark Lightfield<br>
Produces 200 Gold and 10 Books <br>
20 points <br>
Produces 3 Food, 50 Gold and 125 Mana <br>
2 Common Draft <br>
2 Common Draft <br>
Adamantium, Gold <br>
Defensible <br>
Beasts <br>
Is associated with another Domain <br>


'''Genesis'''<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>
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>
+10 points <br>
Doubles food output (minimum of +1) <br>
Produces +1 Food and +50 Mana <br>
Units heal rapidly <br>
Units heal rapidly <br>
+1 Common Draft <br>
+1 Common Draft <br>


'''Major River'''<br>
Major River<br>
Large rivers are natural points of commerce and travel, in addition their riverbanks are rich sources of food.<br>
Large rivers are natural points of commerce and travel, in addition their riverbanks are rich sources of food.<br>
+5 points <br>
+5 points <br>
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River transport <br>
River transport <br>


====Savage Marshes====
Adamantium Mine<br>
'''Marshy Wastes'''<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>
While most wastelands are characterized by rocks, sand and ice where little lives, marshes are the exact opposite. Their slow, stagnant waters are host to myriads of plants and animals and may even be somewhat pleasant. Unfortunately, they tend to spawn rather unpleasant diseases and parasites and are essentially trackless to anyone without a boat or skyship.<br>
10 points <br>
10 points <br>
Produces 1 food and 25 Gold <br>
Produces 250 Adamantium <br>
Highly defensible <br>
Attritionary <br>
Impassible to all non-infantry ground units, save those specially made for Marshy Wastes. <br>
Beasts <br>


'''Frogmen'''<br>
Stockades<br>
Primitive reptilian humanoids that come from the deep deserts far from civilization.<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>
Cost: 10 <br>
10 points <br>
Racial Alignment: Life <br>
Requires 1 Food, -1 Common Draft to the domain it is in <br>
Infantry units are faster <br>
Produces 25 Beasts <br>
Immune to attritionary effects of Marshy Wastes <br>
Marshy Wastes produce +1 food, and +2 Common Draft <br>
 
'''Spirit Node'''<br>
It is difficult to define a Spirit Node with any certainty, save that those who unknowingly travel through them will find fires not shedding heat, no animals to hunt and enigmatic dreams that can never be properly recalled.<br>
50 points <br>
Spirit-Aligned <br>
Each Spirit Node provides 1250 Mana <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>


'''Town'''<br>
====Town of Martinsburg====
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>
Countryside<br>
Cultivated fields interspersed with small forests, creeks, etc.<br>
10 points <br>
10 points <br>
Requires 1 Food <br>
Produces 2 Food and 100 Gold <br>
Produces 200 Gold and 10 Books <br>
3 Common Draft <br>
2 Common Draft <br>
Horses <br>


'''Major River'''<br>
Major River<br>
Large rivers are natural points of commerce and travel, in addition their riverbanks are rich sources of food.<br>
Large rivers are natural points of commerce and travel, in addition their riverbanks are rich sources of food.<br>
+5 points <br>
+5 points <br>
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River transport <br>
River transport <br>


'''Genesis'''<br>
Town<br>
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>
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>
Doubles food output (minimum of +1)  <br>
Units heal rapidly <br>
+1 Common Draft <br>
 
'''Monster Ranch'''<br>
Some warriors are perfectly happy with a proud stallion for their mount, but some prefer something a bit more exotic. Perhaps with the ability to breath fire, or fly through the air, or simply be fifty feet tall.<br>
10 points <br>
10 points <br>
-1 Common Draft <br>
Requires 1 Food <br>
Produces 25 Beasts <br>
Produces 200 Gold and 10 Books <br>
 
====The Inner Towns (Lizardmen)====
'''Lizard Wastes'''<br>
Infested with lizards!<br>
5 points <br>
Produces 75 Gold <br>
2 Common Draft <br>
2 Common Draft <br>
Attritionary <br>
Beasts <br>


'''Lizardmen'''<br>
====Town of Rommel====
Primitive reptilian humanoids that come from the deep deserts far from civilization.<br>
Countryside<br>
Cost: 5 <br>
Cultivated fields interspersed with small forests, creeks, etc.<br>
Racial Alignment: Life <br>
10 points <br>
Infantry units are faster <br>
Produces 2 Food and 100 Gold <br>
Immune to attritionary effects of Wastes and Lizard Wastes <br>
3 Common Draft <br>
May buy Lizard Wastes <br>
Horses <br>


'''Major River'''<br>
Major River<br>
Large rivers are natural points of commerce and travel, in addition their riverbanks are rich sources of food.<br>
Large rivers are natural points of commerce and travel, in addition their riverbanks are rich sources of food.<br>
+5 points <br>
+5 points <br>
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River transport <br>
River transport <br>


'''Genesis'''<br>
Town<br>
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>
Doubles food output (minimum of +1) <br>
Units heal rapidly <br>
+1 Common Draft <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>
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>
10 points <br>
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2 Common Draft <br>
2 Common Draft <br>


====Mining Domain (Dwarfs)====
====Mount Huldra Mining Camp====
'''Hills'''<br>
Mountains<br>
Rolling hills, often with small woodcutting or ranching operations. A popular site for gold mines, both collapsed and non-collapsed.<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>
10 points <br>
Produces 150 Gold <br>
Produces 10 Levistones <br>
1 Common Draft <br>
 
Defensible <br>
====Fort Huldra====
Associated With Above<br>
 
Underhaven<br>
25 points <br>
Produces 50 Gold and 375 Mana <br>
Adamantium, Gold <br>
Adamantium, Gold <br>
Very Defensible <br>
Beasts <br>
Is associated with another Domain <br>


'''Devgar (Dwarves)''' <br>
Keep<br>
Short guys that like beer and live in underground halls. <br>
Large fortified castles, complete with forges, smithies, bowyers, enchanters, ridiculously giant cannons, early-warning scrying pools and a rickety wizard's castle.<br>
Cost: 20  <br>  
30 points <br>
Underdark Race  <br>
Requires 1 Food and 100 gold <br>
Racial Alignment: Force  <br>
Produces 250 Mana and 10 Books <br>
nfantry units are tougher  <br>
2 Noble Draft <br>
+25% to all Mine output  <br>
Must be seized and captured before the associated Domain can be conquered. <br>
-1 Common draft  <br>
Maintains 25 gold/month of units free of charge, so long as they remain in the Domain. <br>


'''Major River'''<br>
Stockades<br>
Large rivers are natural points of commerce and travel, in addition their riverbanks are rich sources of food.<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>
+5 points <br>
10 points <br>
Produces +1 Food and +50 Gold <br>
Requires 1 Food, -1 Common Draft to the domain it is in <br>
(potentially) defensible <br>
Produces 25 Beasts <br>
River transport <br>


'''Adamantium Mine'''<br>
====Huldra Mountain Range====
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>
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>
10 points <br>
Produces 250 Adamantium <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>


'''Adamantium Mine'''<br>
====Huldra Mountain Range====
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>
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>
10 points <br>
Produces 250 Adamantium<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===
===Army Units===

Latest revision as of 18:04, 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