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A polytheistic diarchy of draconian pharoahs and nobility ruling over lizard and frogmen.
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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:
| Draconian<br>Lizardmen<br>Frogmen
| 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, with later histories being preserved in a glyphic language.


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


===Modern History===
===Modern History===
Line 57: Line 54:
====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 divine guardians locked them away. For this, they where banished to earth, eventually leading to the seven families of draconian nobility of Thanast. This belief stemmed actually from the proclamations of lizardfolk shaman, and their long term prophesies, applied to the draconians who invaded the kingdom and set themselves up as these divine beings.
====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.


===Biosphere===
===Biosphere===
====Birds and Flying Creatures====
=====Hieracosphinx=====
====Land-based Creatures====
=====Suchokith=====


==Military==
==Military==
===Draconian Guardians===
===Scaled Armies===


==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>
City<br>
Beasts <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>  


'''Lizardmen'''<br>
====New Thanast====
Primitive reptilian humanoids that come from the deep deserts far from civilization.<br>
Asssociated With Above<br>
Cost: 5 <br>
Racial Alignment: Life <br>
Infantry units are faster <br>
Immune to attritionary effects of Wastes and Lizard Wastes <br>
May buy Lizard Wastes <br>


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


'''Major River'''<br>
Underhold<br>
Large rivers are natural points of commerce and travel, in addition their riverbanks are rich sources of food.<br>
Even the denizens of the Underdark build cities, vast halls full of the myriad different tasks of civilization.<br>
+5 points <br>
50 points <br>
Produces +1 Food and +50 Gold <br>
Requires 4 Food <br>
(potentially) defensible <br>
Produces 700 Gold, 500 Mana and 30 Books <br>
River transport <br>
5 Common Draft, 1 Noble Draft <br>
Production sites for all Mechanical units. <br>
Must be sited in an Underdark Domain. <br>


'''Genesis'''<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>


====Savage Marshes====
Major River<br>
'''Marshy Wastes'''<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>
Produces 1 food and 25 Gold <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>
Primitive reptilian humanoids that come from the deep deserts far from civilization.<br>
Cost: 10 <br>
Racial Alignment: Life <br>
Infantry units are faster <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>
 
'''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>
Adamantium Mine<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>
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>
10 points <br>
Doubles food output (minimum of +1)  <br>
Produces 250 Adamantium <br>
Units heal rapidly <br>
+1 Common Draft <br>


'''Stockade'''<br>
Stockades<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>
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>
10 points <br>
-1 Common Draft <br>
Requires 1 Food, -1 Common Draft to the domain it is in <br>
Produces 25 Beasts <br>
Produces 25 Beasts <br>


====The Inner Towns (Lizardmen)====
====Town of Martinsburg====
'''Lizard Wastes'''<br>
Countryside<br>
Infested with lizards!<br>
Cultivated fields interspersed with small forests, creeks, etc.<br>
5 points <br>
10 points <br>
Produces 75 Gold <br>
Produces 2 Food and 100 Gold <br>
2 Common Draft <br>
3 Common Draft <br>
Attritionary <br>
Horses <br>
Beasts <br>


'''Lizardmen'''<br>
Major River<br>
Primitive reptilian humanoids that come from the deep deserts far from civilization.<br>
Cost: 5 <br>
Racial Alignment: Life <br>
Infantry units are faster <br>
Immune to attritionary effects of Wastes and Lizard Wastes <br>
May buy Lizard Wastes <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>


====Draconian Holdings (Draconians)====
====Town of Rommel====
'''Hills'''<br>
Countryside<br>
Rolling hills, often with small woodcutting or ranching operations. A popular site for gold mines, both collapsed and non-collapsed.<br>
Cultivated fields interspersed with small forests, creeks, etc.<br>
10 points <br>
10 points <br>
Produces 150 Gold <br>
Produces 2 Food and 100 Gold <br>
1 Common Draft <br>
3 Common Draft <br>
Defensible <br>
Horses <br>
Adamantium, Gold <br>


'''City'''<br>
Major River<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>
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>
 
'''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>


'''Adamantium Mine'''<br>
Town<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>
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>
Produces 250 Adamantium <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>


'''Adamantium Mine'''<br>
Levistone Quarry<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>
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 250 Adamantium<br>
Produces 10 Levistones <br>


===Army Units===
====Fort Huldra====
====Avatar of Ziz====
Associated With Above<br>
'''Giant Legendary Creature'''<br>
Requirements:<br>
Domain: Chaotic Wilds or Marshy Wastes <br>
Sites in Domain: Stockades and Node <br>
Abilities: 10 <br>
Cost: 75 Beasts<br>
Upkeep: 75 Mana <br>


-2x Celerity<br>
Underhaven<br>
-Vitriolic Breath<br>
25 points <br>
-Flight<br>
Produces 50 Gold and 375 Mana <br>
-It's Ginormous!<br>
Adamantium, Gold <br>
-Crushing Strength<br>
Very Defensible <br>
-Regeneration<br>
Beasts <br>
-Why Won't You Die?!<br>
Is associated with another Domain <br>
-Etheric Metabolism<br>


Buffer<br>
Keep<br>
For when durability is second to mobility but not to be ignored.<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: 50 Mana <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>


Cost: 800<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>


====Essense of Leviathan====
====Huldra Mountain Range====
'''Giant Legendary Creature'''<br>
Skyrange Mountains<br>
Requirements:<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>
Domain: Chaotic Wilds or Marshy Wastes <br>
10 points <br>
Sites in Domain: Stockades and Node <br>
Produces 50 Gold <br>
Abilities: 10 <br>
Defensible like only knife-edge ridges, thousand-foot cliffs and treacherous glaciers can be <br>
Cost: 75 Beasts<br>
Adamantium, Levistone, Gold (costs double) <br>
Upkeep: 75 Mana <br>
 
-Celerity <br>
-Vitriolic Breath<br>
-Burrowing <br>
-Crushing Strength<br>
-2x It's Ginormous!<br>
-Stealthy<br>
-Regeneration<br>
-Why Won't You Die?!<br>
-Etheric Metabolism<br>


Adamantium Artisan Melee Weapons <br>
Cursed<br>
Cost: 80 Gold, 80 Adamantium<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 Skirmish Plate<br>
====Huldra Mountain Range====
Cost: 25 Gold, 25 Adamantium<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>
Cost: 960<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>


====Incarnation of Behemoth====
Cursed<br>
'''Giant Legendary Creature'''<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>
Requirements:<br>
Halved point cost (round up) <br>
Domain: Chaotic Wilds or Marshy Wastes <br>
Halves all gold and food output <br>
Sites in Domain: Stockades and Node <br>
No draft <br>
Abilities: 10 <br>
Attritional <br>
Cost: 75 Beasts<br>
Horrors <br>
Upkeep: 75 Mana <br>


-Armor<br>
===Armies===
-Burrowing<br>
====Stachelsöldners====
-Regeneration<br>
-Why Won't You Die?!<br>
-Etheric Metabolism<br>
-3x It's Ginormous!<br>
-2x Crushing Strength<br>


Adamantium Siege Plate<br>
Cost: 100 Gold, 100 Adamantium<br>
Adamantium Artisan Melee Weapons <br>
Cost: 80 Gold, 80 Adamantium<br>
Cost: 1110<br>
====Lizardman Skirmisher====
Militia<br>
Militia<br>
Training Cost: 0 Gold <br>
Training Cost: 0 Gold <br>
Upkeep Cost: 3 Gold <br>
Upkeep Cost: 3 Gold <br>


Adamantium Spear<br>
Adamantium Sorcerous Pike<br>
Cost: 5 Gold, 5 Adamantium<br>
Cost: 12 Gold, 12 Adamantium, 24 Mana<br>
Upkeep: 5 Mana<br>


Adamantium Javelins<br>
Sidesword<br>
Cost: 3 Gold, 3 Adamantium<br>
Cost: 15 Gold<br>


Skirmisher Armour<br>
Buckler<br>
Cost: 10 Gold<br>
Cost: 2 <br>
 
Charged Light Shield<br>
Cost: 4 Gold, 10 Mana<br>
 
Cost: 40
 
====Frogman Handgunners====
Militia<br>
Training Cost: 0 Gold <br>
Upkeep Cost: 3 Gold <br>


Spear<br>
Plated Mail<br>
Cost: 5 Gold<br>
Cost: 25 <br>


Adamantium-cased Leadcaster<br>
Total Cost: 90<br>
Cost: 40 Gold, 40 Adamantium, 15 Mana <br>
Upkeep: 2 Gold, 1 Mana <br>


Skirmisher Armour<br>
40 Units<br>
Cost: 10 Gold<br>


Cost: 123
====Rollesöldners====


====Frogman Archers====
Militia<br>
Militia<br>
Training Cost: 0 Gold <br>
Training Cost: 0 Gold <br>
Upkeep Cost: 3 Gold <br>
Upkeep Cost: 3 Gold <br>


Spear<br>
Sidesword<br>
Cost: 5 Gold<br>
Cost: 15 Gold<br>
 
Explosive Longbows<br>
Cost: 15 Gold, 15 Mana<br>
Upkeep: 10 Mana


Skirmisher Armour<br>
Skirmisher Armour<br>
Cost: 10 Gold<br>
Cost: 10 Gold<br>


Cost: 45
Leadcaster<br>
 
Cost: 40 Gold, 15 Mana <br>
====Draconian Infantry====
Upkeep: 2 Gold, 1 Mana <br>
Men-at-arms <br>
Training Cost: 50 Gold <br>
Upkeep Cost: 6 Gold <br>


Adamantium Alfar Axe<br>
Cost: 80<br>
Cost: 24 Gold, 12 Adamantium, 50 Mana<br>


Hand Bombs<br>
40 Units<br>
Cost: - <br>
Upkeep: 10 Gold <br>


Lamellar<br>
====Grenadiers====
Cost: 15 Gold<br>


Charged Full Shield<br>
Cost: 10 Gold, 10 Mana<br>
Cost: 161
====Lizardman Light Cavalry====
Militia<br>
Militia<br>
Training Cost: 0 Gold <br>
Training Cost: 0 Gold <br>
Upkeep Cost: 3 Gold <br>
Upkeep Cost: 3 Gold <br>


Adamantium Alfar Spear<br>
Sidesword<br>
Cost: 10 Gold, 5 Adamantium, 50 Mana<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>
Hand Bombs<br>
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Upkeep: 10 Gold <br>
Upkeep: 10 Gold <br>


Lamellar<br>
Cost: 100<br>
Cost: 15 Gold<br>


Charged Full Shield<br>
20 Units<br>
Cost: 10 Gold, 10 Mana<br>  


Rouncey Beast<br>
====Mystischlrollesöldners====
Cost: 1 Beast or 15 Gold<br>


Cost: 110
Men-at-arms<br>
 
====Draconian Heavy Cavalry====
Men-at-arms <br>
Training Cost: 50 Gold <br>
Training Cost: 50 Gold <br>
Upkeep Cost: 6 Gold <br>
Upkeep Cost: 5 Gold <br>


Adamantium Alfar Pike<br>
Sidesword<br>
Cost: 24 Gold, 12 Adamantium, 50 Mana<br>
 
Adamantium-Cased Leadcaster<br>
Cost: 40 Gold, 40 Adamantium, 15 Mana <br>
Upkeep: 2 Gold, 1 Mana<br>
 
Hand Bombs<br>
Cost: - <br>
Upkeep: 10 Gold <br>
 
Lamellar<br>
Cost: 15 Gold<br>
Cost: 15 Gold<br>


Charged Full Shield<br>
Barrier Jacket Skirmisher Armour<br>
Cost: 10 Gold, 10 Mana<br>  
Cost: 10 Gold, 50 Mana<br>
Upkeep: 5 mana<br>


Common<br>
Adamantium Sorcerous Leadcaster<br>
Requirements:<br>
Cost: 40 Gold, 40 Adamantium, 55 Mana <br>
Domain: - <br>
Upkeep: 2 Gold, 1 Mana <br>
Sites in Domain: Stockades <br>
Abilities: 1 <br>
Cost: 8 Beasts <br>
Upkeep: 8 Gold <br>


-Celerity
Charged Pavise<br>
Cost: 10 Gold, 10 Mana<br>


Cost: 346<br>
Common Magic <br>
Cost: 5 Books <br>


=====Draconian Guardians====
Pack Train<br>
Knights<br>
Cost: 20 gold <br>
Training Cost: 200 Gold <br>  
Upkeep Cost: 16 Gold (8 when not mobilized) <br>  


Adamantium Alfar Pike <br>
Cost: 315<br>
Cost: 24 Gold, 12 Adamantium, 50 mana <br>  


Adamantium Alfar Axe <br>
10 Units<br>
Cost: 24 Gold, 12 Adamantium, 50 mana <br>  


Adamantium-Cased Leadcaster<br>
====Doppelsöldners====
Cost: 40 Gold, 40 Adamantium, 15 Mana <br>
Upkeep: 2 Gold, 1 Mana<br>


Hand Bombs<br>
Men-at-arms<br>
Cost: - <br>
Training Cost: 50 Gold<br>  
Upkeep: 10 Gold <br>
Upkeep Cost: 5 Gold <br>


Elven Weave Plated Mail<br>
Great Swords<br>
Cost: 25 Gold, 25 Adamantium, 50 Mana<br>
Cost: 75 <br>
Upkeep: 10 Mana<br>


Charged Full Shield<br>
Sidesword<br>
Cost: 10 Gold, 10 Mana<br>  
Cost: 15 Gold<br>


Cost: 555<br>
Partial Plate<br>
Cost: 35 <br>


====Draconian Aerial Cavalry====
Cost: 185<br>
Knights<br>
Training Cost: 200 Gold <br>
Upkeep Cost: 16 Gold (8 when not mobilized) <br>  


Adamantium Alfar Pike <br>
Cost: 20 Units<br>
Cost: 24 Gold, 12 Adamantium, 50 mana <br>  


Adamantium Alfar Axe <br>
====Jägers====
Cost: 24 Gold, 12 Adamantium, 50 mana <br>


Hand Bombs<br>
Knights<br>
Cost: - <br>
Training Cost: 200 Gold <br>
Upkeep: 10 Gold <br>
Upkeep Cost: 16 Gold (8 when not mobilized) <br>


Elven Weave Plated Mail<br>
Sidesword<br>
Cost: 25 Gold, 25 Adamantium, 50 Mana<br>
Cost: 15 Gold<br>
Upkeep: 10 Mana<br>


Charged Full Shield<br>
Barrier Jacket Skirmisher Armour<br>
Cost: 10 Gold, 10 Mana<br>  
Cost: 10 Gold, 50 Mana<br>
Upkeep: 5 mana<br>


Exotic<br>  
Adamantium Sorcerous Leadcaster with Bayonet<br>
Requirements:<br>
Cost: 45 Gold, 40 Adamantium, 55 Mana <br>
Domain: Wilds, Chaotic Wilds or Marshy Wastes <br>  
Upkeep: 2 Gold, 1 Mana <br>
Sites in Domain: Stockades <br>
Abilities: 2 <br>
Cost: 16 Beasts <br>
Upkeep: 16 Gold <br>  


-Flight<br>
Common Magic <br>
Cost: 5 Books <br>


Adamantium Skirmish Plate<br>  
Beast Rouncey<br>
Cost: 25 Gold, 25 Adamantium<br>
Cost: 1 Horse/Beast or 15 Gold (Doubled if a special ability is taken) <br>
 
Upkeep: - <br>
Cost: 702<br>
 
====Beast War Chariots====
Common<br>
Requirements:<br>
Domain: Wilds, Chaotic Wilds or Marshy Wastes <br>
Sites in Domain: Stockades <br>
Abilities: 1 <br>
Cost: 20 <br>
Upkeep: 20 Gold <br>


-Celerity<br>
-Celerity<br>


Adamantium Skirmisher Plate<br>
Cost: 460<br>
Cost: 25 Gold, 25 Adamantium<br>


War Howdah<br>
5 Units<br>
Cost: 30 Gold<br>


Cost: 270<br>
====Mystischlsöldners====


====Battle Beast====
Knights<br>
Common<br>
Training Cost: 200 Gold <br>
Requirements:<br>
Upkeep Cost: 16 Gold (8 when not mobilized) <br>
Domain: Wilds, Chaotic Wilds or Marshy Wastes <br>
Sites in Domain: Stockades <br>
Abilities: 1 <br>
Cost: 20 <br>
Upkeep: 20 Gold <br>


-It's Ginormous!<br>
Adamantium Brute Force Great Swords<br>
Cost: 75 Gold, 75 Adamantium, 50 Mana<br>


Adamantium Battle Plate<br>
Adamantium Sidesword<br>
Cost: 50 Gold, 50 Adamantium<br>
Cost: 15 Gold, 15 Adamantium<br>


War Howdah<br>
Embodied Adamantium Partial Plate<br>
Cost: 30 Gold<br>
Cost: 35 Gold, 35 Adamantium, 100 Mana<br>
Upkeep: 10 Mana<br>


Explosive Adamantium-Cased Demi-Culverin<br>
Cost: 590 Points<br>
Cost: 150 Gold, 150 Adamantium, 150 Mana<br>
Upkeep: 20 Gold, 20 Mana<br>
Weapon Size: Medium<br>


Cost: 780<br>
Cost: 5 Units<br>


====Siege Beast====
====Schwarze Reiter====
Exotic<br>
Requirements:<br>
Domain: Chaotic Wilds or Marshy Wastes <br>
Sites in Domain: Stockades <br>
Abilities: 2 <br>
Cost: 40<br>
Upkeep: 40 Gold<br>


-It's Ginormous!<br>
Militia<br>
-Crushing Strength<br>
Training Cost: 0 Gold <br>
Upkeep Cost: 3 Gold <br>


Adamantium Battle Plate<br>
Broadsword<br>
Cost: 50 Gold, 50 Adamantium<br>
Cost: 25 <br>


War Howdah<br>
Plated Mail<br>
Cost: 30 Gold<br>
Cost: 25 <br>


Hammerer<br>
Hand Leadcaster<br>
An enlarged blast bow/cannon, sized to bash down walls with wave after wave of magical force.<br>
Cost: 20 Gold, 10 Mana <br>
Cost: 200 Gold, 200 Mana <br>
Upkeep: 2 Gold, 1 Mana <br>
Upkeep: 50 Mana <br>
Weapon Size: Large <br>


Cost: 930<br>
Beast Rouncey<br>
Cost: 1 Horse/Beast or 15 Gold (Doubled if a special ability is taken) <br>
Upkeep: - <br>


====Obelisk of Light====
-Celerity<br>
Artillery Carriage (Large)<br>
Construction Cost: 30 Gold <br>
Max Weapon Size: Large <br>


Lightning Launcher<br>
Cost: 105 Points<br>
Cost: 150 Gold + 150 Mana <br>
Upkeep: 15 Gold + 15 Mana <br>
Size: Large <br>


Buffer<br>
20 Units<br>
Cost: 50 Mana <br>


Mystic Focus<br>
====Uhlans====
Cost: 100 Mana <br>


Cost: 480<br>
Men-at-arms<br>
Training Cost: 50 Gold <br>
Upkeep Cost: 5 Gold <br>


====Zizkith Squadron====
Pike<br>
Rare<br>
Cost: 12 Gold<br>
Requirements:<br>
Domain: Chaotic Wilds or Marshy Wastes <br>
Sites in Domain: Stockades and Keep <br>
Abilities: 4 <br>
Cost: 100 <br>
Upkeep: 50 Gold + 50 Mana <br>


-Flight
Hand Leadcaster<br>
-2x It's Ginormous!<br>
Cost: 20 Gold, 10 Mana <br>
Upkeep: 2 Gold, 1 Mana <br>


War Howdah<br>
Broadsword<br>
Cost: 30 Gold<br>
Cost: 25 <br>


Lightning Launcher<br>
Skirmisher Armour<br>
Cost: 150 Gold + 150 Mana <br>
Cost: 10 <br>
Upkeep: 15 Gold + 15 Mana <br>
Size: Large <br>


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


3x Concussion Bow<br>
-Celerity<br>
Cost: 100 Gold + 100 Mana <br>
Upkeep: 20 Mana <br>
Weapon Size: Small <br>


or<br>
Cost: 207 Points<br>


2x Explosive Adamantium-Cased Demi-Culverin<br>
20 Units<br>
Cost: 150 Gold, 150 Adamantium, 150 Mana<br>
Upkeep: 20 Gold, 20 Mana<br>
Weapon Size: Medium<br>


Cost: 1330 or 1630 or 1920<br>
====Abominations====
 
====Draconian Giants====
Rare creatures of amazing power, the Draconian Giants are a strange breed which appeared only after the draconians assumed the leadership of Thanast. Some say it is a sign of divinity,  a spark inside some Draconians which turns them into giants, at the cost of their ability to fly. However, they make up for it with a truly epic infusion of magical power that supercharges their inner fire and turns it into unprecidented strength and the ability to scorch almost anything. For this reason they are equipped with nearly pure adamantium equipment; anything less melts in their grasp.


Rare<br>
Rare<br>
Requirements:<br>
Domain: Chaotic Wilds or Marshy Wastes <br>
Sites in Domain: Stockades and Keep <br>
Abilities: 4 <br>
Abilities: 4 <br>
Cost: 100 <br>
Cost: 100 Beasts<br>
Upkeep: 50 Gold + 50 Mana <br>
Upkeep: 50 Gold + 50 Mana <br>


-Etheric Metabolism<br>
-Vitriolic Breath<br>
-Vitriolic Breath<br>
-It Burns!<br>
-Absurdly Lethal<br>
-Crushing Strength<br>
-Why Won't You Die?<br>
-Regeneration<br>
 
Improvised Weapons<br>
Cost: 40 Gold <br>


Adamantium Siege Plate<br>
Siege Plate<br>
Cost: 100 Gold, 100 Adamantium<br>
Cost: 100 Gold <br>


Adamantium Giant Swords/Axe<br>
Cost: 1140 Points<br>
Cost: 80 Gold, 80 Adamantium<br>


Adamantium Culverin<br>
====Artillery, Light====
Cost: 200 Gold, 200 Adamantium
Artillery Carriage (Light)<br>
Construction Cost: 10 Gold <br>
Max Weapon Size: Small <br>


Cost: 1760
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