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A polytheistic diarchy of Pangolin pharoahs.
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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:
| Beastfolk (Pangolin)
| 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==
===Avatars===
===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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*'''Kerdaq Pakosh-Memasht:''' Lord at Arms
*'''Kerdaq Pakosh-Memasht:''' Lord at Arms


==Prelim Domain/Pricing==
==Domains/Armies==
===Race===
===Race===
Beastfolk (Pangolinfolk)<br>
Revenents (25)<br>
Catgirls and furries, oh my!<br>
Cost: 20<br>
Racial Alignment: Void <br>
It's Ginormous<br>
Armor<br>
Burrowing<br>


===Main Domains===
===Domains===
====Fertile Core====
====Old Thanast====
Countryside<br>
Skyrange Mountains<br>
Cultivated fields interspersed with small forests, creeks, etc<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 2 Food and 100 Gold <br>
Produces 50 Gold <br>
3 Common Draft <br>
Defensible like only knife-edge ridges, thousand-foot cliffs and treacherous glaciers can be <br>
Horses <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>
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>


'''Town'''<br>
Ruined<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>
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>
10 points <br>
Applies only to a Site <br>
Requires 1 Food <br>
Halved point cost (Round up) <br>
Produces 200 Gold and 10 Books <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>
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 Delta====
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>
 
'''Water Node'''
Endless fonts of crystal-clear water that fades to the deepest indigo above their unknown depths, Water Nodes are sources of pure water, even when they are found in an ocean.<br>
50 points <br>
Void-Aligned <br>
Each Water Node provides 1250 Mana <br><br>
Increases City and Keep drafts by +1 each
 
'''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>
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>
 
'''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>


'''Stockade'''<br>
Adamantium Mine<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>
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>
-1 Common Draft <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>
Produces 25 Beasts <br>


====Highlands====
====Town of Martinsburg====
Terraced Hills<br>
Countryside<br>
Some hills have been terraced over centuries, turned to growing rice or other plants.<br>
Cultivated fields interspersed with small forests, creeks, etc.<br>
10 points <br>
10 points <br>
Produces 2 Food and 50 Gold <br>
Produces 2 Food and 100 Gold <br>
1 Common Draft <br>
3 Common Draft <br>
Defensible <br>
Horses <br>
Adamantium, Gold <br>
 
'''Genesis'''<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>


'''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>


'''Town'''<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>


'''Adamantium Mine'''<br>
====Town of Rommel====
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>
Countryside<br>
Cultivated fields interspersed with small forests, creeks, etc.<br>
10 points <br>
10 points <br>
Produces 250 Adamantium <br>
Produces 2 Food and 100 Gold <br>
 
3 Common Draft <br>
'''Adamantium Mine'''<br>
Horses <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>
 
====Beast Wastes====
Wastes<br>
Deserts, swamps or tundras. Not nice places to be, but they make great borders.<br>
1 point <br>
Attritionary <br>
Beasts <br>
 
'''Stockade'''<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>
-1 Common Draft <br>
Produces 25 Beasts <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>


====4x Great Desert====
Town<br>
Wastes<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>
Deserts, swamps or tundras. Not nice places to be, but they make great borders.<br>
10 points <br>
1 point <br>
Requires 1 Food <br>
Attritionary <br>
Produces 200 Gold and 10 Books <br>
Beasts <br>
2 Common Draft <br>


===Army Units===
====Mount Huldra Mining Camp====
====Avatar of Ziz====
Mountains<br>
Born into the world through magic and ritualistic sacrifice, the Avatar of Ziz is a pale shadow of what the true Ziz is said to be capable of, but even in this smaller form it is a creature of great and terrible strength. The Avatar of Ziz takes the form of a colossal bird, a sort of gigantic golden eagle creature that seems to shine with unbearable radiance. He often uses this radiance to blind entire formations, or burn away men with the sheer power of it's light.
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>


'''Giant Legendary Creature'''<br>
Levistone Quarry<br>
Requirements:<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>
Domain: Chaotic Wilds or Marshy Wastes <br>
10 points <br>
Sites in Domain: Stockades and Node <br>
Produces 10 Levistones <br>
Abilities: 10 <br>
Cost: 75 Beasts<br>
Upkeep: 75 Mana <br>


-2x Celerity<br>
====Fort Huldra====
-Flight<br>
Associated With Above<br>
-It's Ginormous!<br>
-Crushing Strength<br>
-Regeneration<br>
-Why Won't You Die?!<br>
-Etheric Metabolism<br>
-Vitirolic Breath<br>


Buffer<br>
Underhaven<br>
For when durability is second to mobility but not to be ignored.<br>
25 points <br>
Cost: 50 Mana <br>
Produces 50 Gold and 375 Mana <br>
Adamantium, Gold <br>
Very Defensible <br>
Beasts <br>
Is associated with another Domain <br>


Cost: 800<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>


====Essense of Leviathan====
Stockades<br>
The second of the legendary creatures' lesser forms is the Essense of Leviathan, a gigantic eel-like fish that writhes with tentacles and a colossal mouth filled with adamantium-strength teeth that drip with a foul necrotic ichor. When Leviathan roars, he unleashes a wave of this poisonous ichor that melts flesh from bones and sears the earth itself of life.
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>


'''Giant Legendary Creature'''<br>
====Huldra Mountain Range====
Requirements:<br>
Skyrange Mountains<br>
Domain: Chaotic Wilds or Marshy Wastes <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>
Sites in Domain: Stockades and Node <br>
10 points <br>
Abilities: 10 <br>
Produces 50 Gold <br>
Cost: 75 Beasts<br>
Defensible like only knife-edge ridges, thousand-foot cliffs and treacherous glaciers can be <br>
Upkeep: 75 Mana <br>
Adamantium, Levistone, Gold (costs double) <br>


-Celerity <br>
Cursed<br>
-Vitirolic Breath<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>
-Burrowing <br>
Halved point cost (round up) <br>
-Aquatic<br>
Halves all gold and food output <br>
-Crushing Strength<br>
No draft <br>
-It's Ginormous!<br>
Attritional <br>
-Stealthy<br>
Horrors <br>
-Regeneration<br>
-Why Won't You Die?!<br>
-Etheric Metabolism<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>
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>


Cost: 800<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>


====Incarnation of Behemoth====
===Armies===
Last and largest of the lesser forms, the Incarnation of Behemoth is a truly terrifying foe, one of impossible size, capable of digging through the earth as if it were water. He is cased in adamantium, the plates seered directly to his body that appears as some sort of terrible combination of turtle, dragon, and dinosaur. His spikes, horns, and claws have been sheathed in adamantium and filed to a razor edge, capable of tearing through fortifications with ease.
====Stachelsöldners====
 
'''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>
 
-Armor<br>
-Burrowing<br>
-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>
 
====Tribal Levies (Fodder)====
Many of the outer towns are still fairly backwards, but they too supply forces to the draconian pharoahs. These tribal levies are equipped far simpler then their more civilizard compatriots, but they are remarkably easy to train and maintain, though in times of dire need what little training they are given is amended in the sake of speed.
 
Peasants<br>
Training Cost: 0 Gold<br>
Upkeep Cost: 3 Gold<br>
 
Spear<br>
Cost: 5 <br>
 
Throwing Axe<br>
Cost: 5 <br>
 
Plated Coat<br>
Cost: 5<br>
 
Cost: 15<br>
 
20 Units
 
====Spikers (Skirmisher)====
Amongst the most basic of the Pharoah's armed forces, the Spikers are the main skirmisher unit of the Pharoah's armies. They are known for the adamantium javelins they pepper foes with, and the sorcerous spears dripping with magical poisons they finish them off


Militia<br>
Militia<br>
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Upkeep Cost: 3 Gold <br>
Upkeep Cost: 3 Gold <br>


Sorcerous Spear<br>
Adamantium Sorcerous Pike<br>
Cost: 5 Gold, 10 Mana<br>
Cost: 12 Gold, 12 Adamantium, 24 Mana<br>
Upkeep: 5 Mana<br>
Upkeep: 5 Mana<br>


Adamantium Javelins<br>
Sidesword<br>
Cost: 3 Gold, 3 Adamantium<br>
Cost: 15 Gold<br>
 
Buckler<br>
Cost: 2 <br>


Skirmisher Armour<br>
Plated Mail<br>
Cost: 10 Gold<br>
Cost: 25 <br>


Charged Light Shield<br>
Total Cost: 90<br>
Cost: 4 Gold, 10 Mana<br>


Cost: 45<br>
40 Units<br>


30 Units
====Rollesöldners====


====Pikers (Line Infantry)====
Militia<br>
Militia<br>
Training Cost: 0 Gold <br>
Training Cost: 0 Gold <br>
Upkeep Cost: 3 Gold <br>
Upkeep Cost: 3 Gold <br>


Sorcerous Pike<br>
Sidesword<br>
Cost: 12 Gold, 24 Mana<br>
Cost: 15 Gold<br>
Upkeep: 5 Mana<br>


Javelins<br>
Skirmisher Armour<br>
Cost: 3 Gold<br>
Cost: 10 Gold<br>
 
Partial Plate<br>
Cost: 25 Gold<br>


Charged Light Shield<br>
Leadcaster<br>
Cost: 4 Gold, 10 Mana<br>
Cost: 40 Gold, 15 Mana <br>
Upkeep: 2 Gold, 1 Mana <br>


Cost: 80<br>
Cost: 80<br>


40 Units
40 Units<br>
 
====Bolters (Heavy Ranged)====
Militia<br>
Training Cost: 0 Gold <br>
Upkeep Cost: 3 Gold <br>
 
Spear<br>
Cost: 5 Gold<br>
 
Adamantium Arbalest<br>
Cost: 20 Gold, 20 Adamantium<br>
 
Plated Coat<br>
Cost: 5<br>
 
Charged Pavise<br>
Cost: 25 Gold, 10 Mana<br>
 
Cost: 85


20 Units
====Grenadiers====


====Hunters (Light Ranged)====
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>
 
Adamantium Sorcerous Compound Bow<br>
Cost: 10 Gold, 10 Adamantium, 20 Mana<br>
Upkeep: 5 Mana<br>
 
Plated Coat<br>
Cost: 5<br>
 
Cost: 50
 
30 Units
 
====Raiders (Elite Infantry, Rides Beasts)====
Men-at-arms <br>
Training Cost: 50 Gold <br>
Upkeep Cost: 6 Gold <br>
 
Sorcerous Adamantium Spear<br>
Cost: 5 Gold, 5 Adamantium, 10 Mana<br>
Upkeep: 5 Mana


Adamantium Sidesword<br>
Plated Mail<br>
Cost: 15 Gold, 15 Adamantium<br>
Cost: 25 <br>


Adamantium Arbalest<br>
Leadcaster with Bayonet<br>
Cost: 20 Gold, 20 Adamantium <br>
Cost: 45 Gold, 15 Mana <br>
Upkeep: 2 Gold, 1 Mana <br>


Sorcerous Throwingbombs<br>
Hand Bombs<br>
Cost: -<br>
Cost: - <br>
Upkeep: 10 Gold, 5 Mana<br>
Upkeep: 10 Gold <br>


Elven Weave Lamellar<br>
Cost: 100<br>
Cost: 15 Gold, 15 Adamantium, 50 Mana<br>
Upkeep: 10 Mana


Cost: 205 Gold
20 Units<br>


3 Unit
====Mystischlrollesöldners====


====Linebreakers (Heavy Infantry)====
Men-at-arms<br>
Men-at-arms <br>
Training Cost: 50 Gold <br>
Training Cost: 50 Gold <br>
Upkeep Cost: 6 Gold <br>
Upkeep Cost: 5 Gold <br>
 
Sorcerous Adamantium Halberd<br>
Cost: 35 Gold, 35 Adamantium, 70 Mana<br>
Upkeep: 5 Mana
 
Adamantium Throwing Axe-Bombs<br>
Cost: 5 Gold, 5 Adamantium<br>
Upkeep: 10 Gold
 
Enchanted Plated Mail<br>
Cost: 25 Gold, 30 Mana<br>
Upkeep: 3 Mana
 
Cost: 255
 
5 Unit
 
====Scout Riders (Light Cavalry)====
Militia<br>
Training Cost: 0 Gold <br>
Upkeep Cost: 3 Gold <br>
 
Adamantium Alfar Spear<br>
Cost: 10 Gold, 5 Adamantium, 50 Mana<br>


Adamantium Compound Bow<br>
Sidesword<br>
Cost: 10 Gold, 10 Adamantium<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>


Rouncey Beast<br>
Adamantium Sorcerous Leadcaster<br>
Cost: 1 Beast or 15 Gold<br>
Cost: 40 Gold, 40 Adamantium, 55 Mana <br>
Upkeep: 2 Gold, 1 Mana <br>


Cost: 130
Charged Pavise<br>
Cost: 10 Gold, 10 Mana<br>


15 Units
Common Magic <br>
Cost: 5 Books <br>


====Chariots (Heavy Cav)====
Pack Train<br>
Men-at-arms <br>
Cost: 20 gold <br>
Training Cost: 50 Gold <br>
Upkeep Cost: 6 Gold <br>


Sorcerous Adamantium Spear<br>
Cost: 315<br>
Cost: 5 Gold, 5 Adamantium, 10 Mana<br>
Upkeep: 5 Mana<br>


Adamantium Compound Bow<br>
10 Units<br>
Cost: 10 Gold, 10 Adamantium<br?


Enchanted Plated Mail<br>
====Doppelsöldners====
Cost: 25 Gold, 30 Mana<br>
Upkeep: 3 Mana


Charged Full Shield<br>
Men-at-arms<br>
Cost: 10 Gold, 10 Mana<br>  
Training Cost: 50 Gold<br>
Upkeep Cost: 5 Gold <br>


Common<br>
Great Swords<br>
Requirements:<br>
Cost: 75 <br>
Domain: - <br>
Sites in Domain: Stockades <br>
Abilities: 1 <br>
Cost: 8 Beasts <br>
Upkeep: 8 Gold <br>


-Celerity
Sidesword<br>
Cost: 15 Gold<br>


Cost: 245<br>
Partial Plate<br>
Cost: 35 <br>


5 Units
Cost: 185<br>


====Avatars of the War God (Heavy Knight)====
Cost: 20 Units<br>
Knights<br>
Training Cost: 200 Gold <br>
Upkeep Cost: 16 Gold (8 when not mobilized) <br>  


Sorcerorous Adamantium Warhammer<br>
====Jägers====
Cost: 20 Gold, 20 Adamantium, 40 Mana<br>
Upkeep: 5 Mana<br>


Adamantium Embodied Superheavy Plate<br>
Knights<br>
Cost: 100 Gold, 100 Adamantium, 100 Mana<br>
Training Cost: 200 Gold <br>
Upkeep: 10 Mana<br>
Upkeep Cost: 16 Gold (8 when not mobilized) <br>


Adamantium Throwing Axes<br>
Sidesword<br>
Cost: 5 Gold, 5 Adamantium<br>
Cost: 15 Gold<br>


Sorcerous Throwingbombs<br>
Barrier Jacket Skirmisher Armour<br>
Cost: -<br>
Cost: 10 Gold, 50 Mana<br>
Upkeep: 10 Gold, 5 Mana<br>
Upkeep: 5 mana<br>


Charged Full Shield<br>
Adamantium Sorcerous Leadcaster with Bayonet<br>
Cost: 10 Gold, 10 Mana<br>
Cost: 45 Gold, 40 Adamantium, 55 Mana <br>
Upkeep: 2 Gold, 1 Mana <br>


Cost: 610<br>
Common Magic <br>
Cost: 5 Books <br>


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


====Avatars of the Sky God (Cavalry Knight)====
-Celerity<br>
Knights<br>
Training Cost: 200 Gold <br>
Upkeep Cost: 16 Gold (8 when not mobilized) <br>  


Sorcerous Adamantium Spear<br>
Cost: 460<br>
Cost: 5 Gold, 5 Adamantium, 10 Mana<br>
Upkeep: 5 Mana<br>


Sorcerous Throwingbombs<br>
5 Units<br>
Cost: -<br>
Upkeep: 10 Gold, 5 Mana<br>


Sorcerous Adamantium Throwing Axe<br>
====Mystischlsöldners====
Cost: 5 Gold, 5 Adamantium, 10 Mana<br>
Upkeep: 5 Mana


Enchanted Plated Mail<br>
Knights<br>
Cost: 25 Gold, 30 Mana<br>
Training Cost: 200 Gold <br>
Upkeep: 3 Mana
Upkeep Cost: 16 Gold (8 when not mobilized) <br>


Charged Full Shield<br>
Adamantium Brute Force Great Swords<br>
Cost: 10 Gold, 10 Mana<br>  
Cost: 75 Gold, 75 Adamantium, 50 Mana<br>


Exotic<br>
Adamantium Sidesword<br>
Requirements:<br>
Cost: 15 Gold, 15 Adamantium<br>
Domain: Wilds, Chaotic Wilds or Marshy Wastes <br>
Sites in Domain: Stockades <br>
Abilities: 2 <br>  
Cost: 16 Beasts <br>
Upkeep: 16 Gold <br>  


-Flight<br>
Embodied Adamantium Partial Plate<br>
Cost: 35 Gold, 35 Adamantium, 100 Mana<br>
Upkeep: 10 Mana<br>


Skirmish Plate<br>
Cost: 590 Points<br>
Cost: 25 Gold<br>


Cost: 500<br>
Cost: 5 Units<br>


1 Unit
====Schwarze Reiter====


====Battle Beast (Fire Support)====
Militia<br>
Common<br>
Training Cost: 0 Gold <br>
Requirements:<br>
Upkeep Cost: 3 Gold <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>
Broadsword<br>
Cost: 25 <br>


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


War Howdah<br>
Hand Leadcaster<br>
Cost: 30 Gold<br>
Cost: 20 Gold, 10 Mana <br>
Upkeep: 2 Gold, 1 Mana <br>


Adamantium Ballista<br>
Beast Rouncey<br>
Cost: 75 Gold, 75 Adamantium<br>
Cost: 1 Horse/Beast or 15 Gold (Doubled if a special ability is taken) <br>
Upkeep: 5 Gold <br>
Upkeep: - <br>
Weapon Size: Small<br>


Cost: 480<br>
-Celerity<br>


3 Unit
Cost: 105 Points<br>


====Siege Beast (Siege Support)====
20 Units<br>
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>
====Uhlans====
-Crushing Strength<br>


Adamantium Siege Plate<br>
Men-at-arms<br>
Cost: 100 Gold, 100 Adamantium<br>
Training Cost: 50 Gold <br>
Upkeep Cost: 5 Gold <br>


War Howdah<br>
Pike<br>
Cost: 30 Gold<br>
Cost: 12 Gold<br>


Adamantium Explosive Catapult <br>
Hand Leadcaster<br>
Cost: 100 Gold, 100 Mana, 100 Adamantium<br>
Cost: 20 Gold, 10 Mana <br>
Upkeep: 7 Gold, 20 Mana<br>
Upkeep: 2 Gold, 1 Mana <br>
Weapon Size: Large <br>


Cost: 930<br>
Broadsword<br>
Cost: 25 <br>


1 Unit
Skirmisher Armour<br>
Cost: 10 <br>


====Obelisk of Light (Mage Support)====
Beast Courser<br>
Artillery Carriage (Large)<br>
Cost: 4 Horses/Beasts (Doubled if a special ability is taken) <br>
Construction Cost: 30 Gold <br>
Upkeep: - <br>
Max Weapon Size: Large <br>


Lightning Launcher<br>
-Celerity<br>
Cost: 150 Gold + 150 Mana <br>
Upkeep: 15 Gold + 15 Mana <br>
Size: Large <br>


Buffer<br>
Cost: 207 Points<br>
Cost: 50 Mana <br>


Mystic Focus<br>
20 Units<br>
Cost: 100 Mana <br>


Cost: 480<br>
====Abominations====


====Flight Beast Squadron (Air Support)====
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>


-Flight<br>
-Vitriolic Breath<br>
-Etheric Metabolism<br>
-Absurdly Lethal<br>
-Viterolic Breath<br>
-Why Won't You Die?<br>
-Regeneration<br>


War Howdah<br>
Improvised Weapons<br>
Cost: 30 Gold<br>
Cost: 40 Gold <br>


Adamantium Ballista<br>
Siege Plate<br>
Cost: 75 Gold, 75 Adamantium<br>
Cost: 100 Gold <br>
Upkeep: 5 Gold<br>
Weapon Size: Small<br>


Cost: 1180<br>
Cost: 1140 Points<br>


1 Unit
====Artillery, Light====
Artillery Carriage (Light)<br>
Construction Cost: 10 Gold <br>
Max Weapon Size: Small <br>


====Giant Fire Pangolin (Heavy Support)====
Falconet<br>
Rare creatures of amazing power, the Fire Pangolin are a strange breed which appeared only recently. Living in the mountains, they have recieved 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; the plates they wear have long fused onto their body.
Cost: 75 Gold <br>
 
Upkeep: 8 Gold <br>
Rare<br>
Weapon Size: Small <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>
 
-Armored<br>
-Etheric Metabolism<br>
-It Burns!<br>
-Burrowing<br>
 
Adamantium Siege Plate<br>
Cost: 100 Gold, 100 Adamantium<br>
 
Adamantium Giant Mauls<br>
Cost: 40 Gold, 40 Adamantium<br>
 
Cost: 1280<br>
 
1 Unit
 
====Pangogres (Fire Support)====
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>
 
-Armor<br>
 
Adamantium Skirmish Plate<br>
Cost: 25 Gold, 25 Adamantium<br>
 
Giant Mauls<br>
Cost: 40 Gold <br>
Weapon Size: Small<br>
 
Barrelbombs<br>
Cost: - (It's just a barrel full of kaboom) <br>
Upkeep: 15 Gold <br>
Weapon Size: Small<br>


Adamantium Ballista<br>
Pack Train<br>
Cost: 75 Gold, 75 Adamantium<br>
Cost: 20 gold <br>
Upkeep: 5 Gold<br>
Upkeep: - <br>
Weapon Size: Small<br>


Cost: 440<br>
Cost: 105 Points<br>
 
1 Unit


====Remaining Funds====
====Remaining Funds====
25000<br>


2975 Remaining of 25000
===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