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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:
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|-
|-
! 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:
| Pangolian (Beastfolk)
| 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 Pangolians are primarly oral, with later histories being preserved in a glyphic language said to be inspired by the God of Knowledge himself. The early days of their history tell of great upheavals of the land as the three legendary beasts fought each other.


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


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


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


===Theopolitics===
===Theopolitics===
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===Origins===
===Origins===
===Animist Polytheism===


===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 son and daughter, the deities of war and sky respectively, sealed them away to prevent their rampages. However, this was in violation of Menkaureses' orders and, despite the pleading of his wife, the two were cast down to earth. Here they gathered up the first of the Pangolians and began to build the kingdom of Thanast. From them came the first mortal Pharoahs, and it is this heritage that has prevented interrelations between the pharonic dynasties.
====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===
====Pangolians====
=====Language=====
Thanastian is a hard language for non Pangolians to speak, and if often sounds somewhat disgusting or peculiar due to it's heavy reliance on what is often described as slurping and wiggling of the tongue. This is hard for non-Pangolians to understand due to their shorter tongues and differing biology, but to a pangolian it is even more descriptive then normal language. This is enhanced by the ability for pangolians to release various pheromones and pungent odurs that further illustrate their points, the equivalent of gesticulating with ones hands in another language.
====Pangogres====
====Land-based Creatures====
=====Terror Runners (Chocobos)=====
=====Oliphaunts=====
=====Kongor=====
====Flying Creatures====
=====Colossal Thanastian Bats=====
=====Delta Wyverns=====
====Aquatic Creatures====
=====Delta Eels=====
=====Giant Caiman=====
=====River Beavers=====


==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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==Domains/Armies==
==Domains/Armies==
===Race===
===Race===
Beastfolk (Pangolians)<br>
Revenents (25)<br>
Catgirls and furries, oh my!<br>
Cost: 20<br>
Racial Alignment: Void <br>
Armor<br>
Resistance<br>
Absurdly Lethal<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>
Produces +1 Food and +50 Mana <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>
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>
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>


====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>
Produces +1 Food and +50 Mana  <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>
Horses <br>


'''Adamantium Mine'''<br>
Major River<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>
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>


-Celerity<br>
====Fort Huldra====
-Resilience<br>
Associated With Above<br>
-Etheric Metabolism<br>
-Flight<br>
-It's Ginormous!<br>
-Power Tap<br>
-Regeneration<br>
-Resilience<br>
-Absurdly Lethal<br>


Cost: 750<br>
Underhaven<br>
25 points <br>
Produces 50 Gold and 375 Mana <br>
Adamantium, Gold <br>
Very Defensible <br>
Beasts <br>
Is associated with another Domain <br>


====Essense of Leviathan====
Keep<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, it's body covered in similar slime that lets it sail through the earth as it does the seas. When Leviathan roars, he unleashes a wave of this poisonous ichor that melts flesh from bones and sears the earth itself of life.
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>


'''Giant Legendary Creature'''<br>
Stockades<br>
Requirements:<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>
Domain: Chaotic Wilds or Marshy Wastes <br>
10 points <br>
Sites in Domain: Stockades and Node <br>
Requires 1 Food, -1 Common Draft to the domain it is in <br>
Abilities: 10 <br>
Produces 25 Beasts <br>
Cost: 75 Beasts<br>
Upkeep: 75 Mana <br>


-Etheric Metabolism<br>
====Huldra Mountain Range====
-Nightmare Fuel!<br>
Skyrange Mountains<br>
-Vitirolic Breath<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>
-Absurdly Lethal<br>
10 points <br>
-Aquatic<br>
Produces 50 Gold <br>
-It Burns!<br>
Defensible like only knife-edge ridges, thousand-foot cliffs and treacherous glaciers can be <br>
-It's Ginormous!<br>
Adamantium, Levistone, Gold (costs double) <br>
-Burrowing<br>
-Regeneration<br>
-Why Won't You Die?!<br>


Cost: 750<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====
====Huldra Mountain Range====
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, gorilla, pangolin, 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.  
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>
'''Giant Legendary Creature'''<br>
10 points <br>
Requirements:<br>
Produces 50 Gold <br>
Domain: Chaotic Wilds or Marshy Wastes <br>
Defensible like only knife-edge ridges, thousand-foot cliffs and treacherous glaciers can be <br>
Sites in Domain: Stockades and Node <br>
Adamantium, Levistone, Gold (costs double) <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>
-It's Ginormous!<br>
-Absurdly Lethal<br>
-Level of Badass<br>
-Resilience<br>
-Intelligence<br>
-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>
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>


====Tribal Levies (Basic Infantry)====
===Armies===
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.
====Stachelsöldners====


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


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


Throwing Axe<br>
Sidesword<br>
Cost: 5 <br>
Cost: 15 Gold<br>


Hand Bombs<br>
Buckler<br>
Cost: - <br>
Cost: 2 <br>
Upkeep: 10 Gold <br>


Plated Coat<br>
Plated Mail<br>
Cost: 5<br>
Cost: 25 <br>


Cost: 15<br>
Total Cost: 90<br>


40 Units<br>
40 Units<br>


====Spikers (Skirmisher)====
====Rollesöldners====
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. They are lightly armored, utilizing the razor-scales of their natural armor to suppliment their defensive capabilities.
 
Militia<br>
Training Cost: 0 Gold <br>
Upkeep Cost: 3 Gold <br>
 
Sorcerous Spear<br>
Cost: 5 Gold, 10 Mana<br>
Upkeep: 5 Mana<br>
 
Adamantium Javelins<br>
Cost: 3 Gold, 3 Adamantium<br>
 
Skirmisher Armour<br>
Cost: 10 Gold<br>
 
Charged Light Shield<br>
Cost: 4 Gold, 10 Mana<br>
 
Cost: 45<br>
 
30 Units<br>


====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>
Cost: 12 Gold, 24 Mana<br>
Upkeep: 5 Mana<br>


Sidesword<br>
Sidesword<br>
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Cost: 10 Gold<br>
Cost: 10 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: 85<br>
Cost: 80<br>


30 Units<br>
40 Units<br>
 
====Grenadiers====


====Bolters (Heavy Ranged)====
Militia<br>
Militia<br>
Training Cost: 0 Gold <br>
Training Cost: 0 Gold <br>
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Sidesword<br>
Sidesword<br>
Cost: 15 <br>
Cost: 15 Gold<br>


Arbalest<br>
Plated Mail<br>
Cost: 20 Gold<br>
Cost: 25 <br>


Plated Coat<br>
Leadcaster with Bayonet<br>
Cost: 5<br>
Cost: 45 Gold, 15 Mana <br>
Upkeep: 2 Gold, 1 Mana <br>


Charged Pavise<br>
Hand Bombs<br>
Cost: 25 Gold, 10 Mana<br>
Cost: - <br>
Upkeep: 10 Gold <br>


Cost: 75<br>
Cost: 100<br>


10 Units<br>
20 Units<br>


====Hunters (Light Ranged)====
====Mystischlrollesöldners====
Militia<br>
Training Cost: 0 Gold <br>
Upkeep Cost: 3 Gold <br>


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


Alfar Longbow<br>
Sidesword<br>
Cost: 30 Gold<br>
Cost: 15 Gold<br>


Plated Coat<br>
Barrier Jacket Skirmisher Armour<br>
Cost: 5<br>
Cost: 10 Gold, 50 Mana<br>
Upkeep: 5 mana<br>


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


40 Units<br>
Charged Pavise<br>
Cost: 10 Gold, 10 Mana<br>


====Linebreakers (Heavy Infantry)====
Common Magic <br>
Men-at-arms <br>
Cost: 5 Books <br>
Training Cost: 50 Gold <br>
Upkeep Cost: 6 Gold <br>


Sorcerous Adamantium Halberd<br>
Pack Train<br>
Cost: 35 Gold, 35 Adamantium, 70 Mana<br>
Cost: 20 gold <br>
Upkeep: 5 Mana<br>


Enchanted Plated Mail<br>
Cost: 315<br>
Cost: 25 Gold, 30 Mana<br>
Upkeep: 3 Mana<br>


Common Magic<br>
10 Units<br>
Cost: 5 <br>


Cost: 270<br>
====Doppelsöldners====


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


====Scout Riders (Light Cavalry)====
Great Swords<br>
Militia<br>
Cost: 75 <br>
Training Cost: 0 Gold <br>
Upkeep Cost: 3 Gold <br>


Adamantium Sorcerous Spear<br>
Sidesword<br>
Cost: 5 Gold, 5 Adamantium, 10 Mana<br>
Cost: 15 Gold<br>
Upkeep: 5 Mana<br>


Sorcerous Compound Bow<br>
Partial Plate<br>
Cost: 10 Gold, 20 Mana<br>
Cost: 35 <br>
Upkeep: 5 Mana<br>


Skirmisher Armour<br>
Cost: 185<br>
Cost: 10 Gold<br>


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


Green Chocobo Rouncey<br>
====Jägers====
Rouncey<br>
Cost: 1 Horse/Beast or 15 Gold (Doubled if a special ability is taken) <br>


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


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


10 Units<br>
Barrier Jacket Skirmisher Armour<br>
 
Cost: 10 Gold, 50 Mana<br>
====War Riders (Combat Cavalry)====
Upkeep: 5 mana<br>
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<br>
 
Sorcerous Compound Bow<br>
Cost: 10 Gold, 20 Mana<br>
Upkeep: 5 Mana<br>
 
Enchanted Skirmisher Armor<br>
Cost: 10 Gold, 30 Mana<br>
Upkeep: 3 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>


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


Thanastian Orange Chocobo<br>  
Beast Rouncey<br>
Exotic<br>
Cost: 1 Horse/Beast or 15 Gold (Doubled if a special ability is taken) <br>
Requirements:<br>
Upkeep: - <br>
Domain: Wilds, Chaotic Wilds, Marshy Wastes, Underdark, Underdark Lightfield or Underhaven <br>
Sites in Domain: Stockades <br>
Abilities: 2 <br>
Cost: 16 Beasts <br>
Upkeep: 16 Gold <br>


-Absurdly Lethal<br>
-Celerity<br>
-Celerity<br>


Cost: 345<br>
Cost: 460<br>


5 Units<br>
5 Units<br>


====Champions of the Conquest God (Heavy Knight)====
====Mystischlsöldners====
Knights<br>
Training Cost: 200 Gold <br>
Upkeep Cost: 16 Gold (8 when not mobilized) <br>


Sorcerorous Adamantium Brute Force Maul/Adamantium Spear<br>
Knights<br>
Cost: 25 Gold, 25 Adamantium, 100 Mana<br>
Training Cost: 200 Gold <br>
Upkeep: 10 Mana<br>
Upkeep Cost: 16 Gold (8 when not mobilized) <br>


Adamantium Embodied Superheavy Plate<br>
Adamantium Brute Force Great Swords<br>
Cost: 100 Gold, 100 Adamantium, 100 Mana<br>
Cost: 75 Gold, 75 Adamantium, 50 Mana<br>
Upkeep: 10 Mana<br>


Noble Magic<br>
Adamantium Sidesword<br>
Cost: 20 Books<br>
Cost: 15 Gold, 15 Adamantium<br>


Cost: 750<br>
Embodied Adamantium Partial Plate<br>
Cost: 35 Gold, 35 Adamantium, 100 Mana<br>
Upkeep: 10 Mana<br>


1 Unit<br>
Cost: 590 Points<br>


====Riders of the Wind Goddess (Cavalry Knight)====
Cost: 5 Units<br>
Knights<br>
Training Cost: 200 Gold <br>
Upkeep Cost: 16 Gold (8 when not mobilized) <br>  


Sorcerous Adamantium Spear<br>
====Schwarze Reiter====
Cost: 5 Gold, 5 Adamantium, 10 Mana<br>
Upkeep: 5 Mana<br>


Sorcerous Adamantium Mace<br>
Militia<br>
Cost: 10 Gold, 10 Adamantium, 20 Mana <Br>
Training Cost: 0 Gold <br>
Upkeep: 5 Mana<Br>
Upkeep Cost: 3 Gold <br>


Sorcerous Explodium Throwingbombs<br>
Broadsword<br>
Cost: -<br>
Cost: 25 <br>
Upkeep: 10 Gold, 15 Mana<br>


Sorcerous Adamantium Throwing Axe<br>
Plated Mail<br>
Cost: 5 Gold, 5 Adamantium, 10 Mana<br>
Cost: 25 <br>
Upkeep: 5 Mana<br>


Enchanted Skirmisher Armor<br>
Hand Leadcaster<br>
Cost: 10 Gold, 30 Mana<br>
Cost: 20 Gold, 10 Mana <br>
Upkeep: 3 Mana<br>
Upkeep: 2 Gold, 1 Mana <br>


Charged Full Shield<br>
Beast Rouncey<br>
Cost: 10 Gold, 10 Mana<br>  
Cost: 1 Horse/Beast or 15 Gold (Doubled if a special ability is taken) <br>
Upkeep: - <br>


Noble Magic<br>
-Celerity<br>
Cost: 20 Books<br>


Black Chocobos<br>
Cost: 105 Points<br>
Exotic<br>
Requirements:<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>
20 Units<br>


Adamantium Skirmish Plate<br>
====Uhlans====
Cost: 25 Gold, 25 Adamantium<br>


Cost: 650<br>
Men-at-arms<br>
Training Cost: 50 Gold <br>
Upkeep Cost: 5 Gold <br>


1 Unit<br>
Pike<br>
Cost: 12 Gold<br>


====Acolytes Magi (Adepts)====
Hand Leadcaster<br>
Adepts<br>
Cost: 20 Gold, 10 Mana <br>
Training Cost: 5 Books, 50 Mana<br>
Upkeep: 2 Gold, 1 Mana <br>
Upkeep Cost: 3 Gold, 6 Mana<br>
Choose one sphere of magic: Void<br>


Cost: 75<br>
Broadsword<br>
Cost: 25 <br>


7 Units
Skirmisher Armour<br>
Cost: 10 <br>


====Priest Magi (Masters)====
Beast Courser<br>
Masters<br>
Cost: 4 Horses/Beasts (Doubled if a special ability is taken) <br>
Training Cost: 30 Books, 150 Mana <br>
Upkeep: - <br>
Upkeep Cost: 10 Gold, 20 Mana<br>
Choose a sphere of magic. Void<br>


Cost: 300<br>
-Celerity<br>
 
5 Units
 
====High Magi (Archmage)====
Archmage<br>
Training Cost: 100 Books, 250 Mana<br>
Upkeep Cost: 10 Gold, 40 Mana<br>
Choose a sphere of magic: Void<br>
 
Cost: 750<br>
 
3 Unit
 
====Oliphaunts (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>
 
-It's Ginormous!<br>
 
Adamantium Battle Plate<br>
Cost: 50 Gold, 50 Adamantium<br>
 
War Howdah<br>
Cost: 30 Gold<br>
 
Ballista<br>
Cost: 75 Gold<br>
Upkeep: 5 Gold<br>
Weapon Size: Small<br>
 
Ballista<br>
Cost: 75 Gold<br>
Upkeep: 5 Gold<br>
Weapon Size: Small<br>
 
Cost: 480<br>
 
5 Unit<br>


====River Beavers (Naval Support)====
Cost: 207 Points<br>
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>


-Aquatic<br>
20 Units<br>


Adamantium Battle Plate<br>
====Abominations====
Cost: 50 Gold, 50 Adamantium<br>


War Howdah<br>
Cost: 30 Gold<br>
Ballista<br>
Cost: 75 Gold<br>
Upkeep: 5 Gold<br>
Weapon Size: Small<br>
Cost: 405 <br>
====Colossal River Caiman (Naval Support)====
Rare<br>
Rare<br>
Requirements:<br>
Domain: Chaotic Wilds, Marshy Wastes or Underhaven <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>


-Aquatic<br>
-Vitriolic Breath<br>
-Absurdly Lethal<br>
-Absurdly Lethal<br>
-Crushing Strength<br>
-Why Won't You Die?<br>
-It's Ginormous!<br>
-Regeneration<br>


War Howdah<br>
Improvised Weapons<br>
Cost: 30 Gold<br>
Cost: 40 Gold <br>
 
Explosive Ballista<br>
Cost: 75 Gold, 75 Mana<br>
Upkeep: 5 Gold, 20 ana<br>
Weapon Size: Small<br>


Explosive Ballista<br>
Siege Plate<br>
Cost: 75 Gold, 75 Mana<br>
Cost: 100 Gold <br>
Upkeep: 5 Gold, 20 ana<br>
Weapon Size: Small<br>


Explosive Ballista<br>
Cost: 1140 Points<br>
Cost: 75 Gold, 75 Mana<br>
Upkeep: 5 Gold, 20 ana<br>
Weapon Size: Small<br>


Cost: 1480<br>
====Artillery, Light====
 
Artillery Carriage (Light)<br>
====Kongor gorilla (Siege Support)====
Construction Cost: 10 Gold <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>
-Crushing Strength<br>
 
Adamantium Siege Plate<br>
Cost: 100 Gold, 100 Adamantium<br>
 
War Howdah<br>
Cost: 30 Gold<br>
 
Explosive Catapult <br>
Cost: 100 Gold, 100 Mana<br>
Upkeep: 7 Gold, 20 Mana<br>
Weapon Size: Large <br>
 
Adamantium Giant Mauls<br>
Cost: 40 Gold, 40 Adamantium<br>
 
Cost: 910<br>
 
1 Unit<br>
 
====Walking Obelisks (Mage Support)====
Golem<br>
Requirement:<br>
Domain: - <br>
Site in Domain: Keep or Wizard Tower <br>
Construction Cost: 100 Adamantium + 350 Mana <br>
Upkeep Cost: 20 Mana <br>
Max Weapon Size: Small <br>
Max Weapon Size: Small <br>


Adamantium Siege Plate<br>
Falconet<br>
Cost: 100 Gold, 100 Adamantium<br>
Cost: 75 Gold <br>
Upkeep: 8 Gold <br>
Weapon Size: Small <br>


Buffer<br>
Pack Train<br>
Cost: 50 Mana <br>
Cost: 20 gold <br>
Upkeep: - <br>


Mystic Focus<br>
Cost: 105 Points<br>
Cost: 100 Mana <br>


Cost: 800<br>
====Remaining Funds====
25000<br>


1 Unit<br>
===Army Units===
 
====Giant Bats (Light Air Support)====
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>
 
-Flight<br>
 
War Howdah<br>
Cost: 30 Gold<br>
 
Explosive Ballista<br>
Cost: 75 Gold, 75 Mana<br>
Upkeep: 5 Gold, 20 ana<br>
Weapon Size: Small<br>
 
Cost: 580<br>
 
2 Unit<br>
 
====Delta Wyverns (Air Support)====
Rare<br>
Requirements:<br>
Domain: Chaotic Wilds, Marshy Wastes or Underhaven <br>
Sites in Domain: Stockades and Keep <br>
Abilities: 4 <br>
Cost: 100 <br>
Upkeep: 50 Gold + 50 Mana <br>
 
-Flight<br>
-Crushing Strength<br>
-It's Ginormous!<br>
 
War Howdah<br>
Cost: 30 Gold<br>
 
Explosive Ballista<br>
Cost: 75 Gold, 75 Mana<br>
Upkeep: 5 Gold, 20 ana<br>
Weapon Size: Small<br>
 
Explosive Ballista<br>
Cost: 75 Gold, 75 Mana<br>
Upkeep: 5 Gold, 20 ana<br>
Weapon Size: Small<br>
 
Explosive Ballista<br>
Cost: 75 Gold, 75 Mana<br>
Upkeep: 5 Gold, 20 ana<br>
Weapon Size: Small<br>
 
Cost: 1480<br>
 
====Pangogres (Heavy 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>
 
Skirmish Plate<br>
Cost: 25 Gold<br>
 
Giant Mauls<br>
Cost: 40 Gold <br>
Weapon Size: Small<br>
 
Explodium Barrelbombs<br>
Cost: - (It's just a barrel full of kaboom) <br>
Upkeep: 15 Gold, 20 Mana<br>
Weapon Size: Small<br>
 
Cost: 265<br>
 
3 Unit<br>
 
====Fire Pangogres (Heavy Support)====
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. They fight with oversized claws which simmer with the heat, capable of slicing through a armor and flesh with ease, backed up by colossal adamantium mauls that they use to crack open tough opponents, such as striders.
 
Rare<br>
Requirements:<br>
Domain: Chaotic Wilds or Marshy Wastes <br>
Sites in Domain: Stockades and Keep <br>
Abilities: 4 <br>
Cost: 100 Beasts<br>
Upkeep: 50 Gold + 50 Mana <br>
 
-Etheric Metabolism<br>
-Conflagration<br>
-It Burns!<br>
-Absurdly Lethal<br>
 
Adamantium Siege Plate<br>
Cost: 100 Gold, 100 Adamantium<br>
 
Adamantium Giant Mauls<br>
Cost: 40 Gold, 40 Adamantium<br>
 
Cost: 1280<br>
 
====Total====
665 of 25000 Left
 
===Spells===
 
Level 5 - Entreatie to Menkaureses<br>
The might of the heavens comes forth as the High Magi calls upon the highest of the high! A minature sun appears amidst the enemy armies and bursts to reveal his glory! Minature sun appears and explodes.<br>
Costs 125 Mana<br>
 
Level 5 - Entreatie to Honor<br>
These new weapons have no honor! They have no finesse! Strength without honor is false! Come forth, spirits of honorable conflict, and possess them! Fail, ye cursed 'firearms!' Jam, explode, and leave your dishonored masters to the slaughter! Jams up firearms in the battle. Some might explode.<br>
Costs 125 Mana<br>
 
Level 5 - Forbidden Entreatie: Come forth, ye fallen!<br>
A forbidden spell, this calls forth the spirits of the fallen to reinhabit their bodies and animate in combat. Considered a crime against Menkaureses himself, the Pharoah who orders it must immediately step down and commit ritual suicide after it's use.<br>
Costs 125 Mana<br>
 
Level 4 - Entreatie to Aman-Nas<br>
The spirits of the conquerer sweep through the army, inspiring them to massive heights of power, skill, and resilience!<br>
Costs 25 Mana. <br>
 
Level 4 - Entreatie to Aman-Daq<br>
The goddess of the sky blesses the entire army, spirits of the wind sweeping in to boost soldiers and beasts to unnatural celerity, granting light ones the ability to make fantastical soaring leaps.<br>
Costs 25 Mana. <br>
 
Level 4 - Entreatie to Ur-Atan<br>
The god of beasts runs wild, a wave of power stampeding through the enemies lines, trampling them and sending their beasts into a wild frenzy.<br>
Costs 25 Mana <br>
 
Level 3 - Entreatie to the Underworld<br>
Come forth, ye fallen. Come forth and fight for your Pharoahs! Summons up many swift but weak manifestations of underworld denizens.<br>
Costs 5 Mana. <br>
 
Level 3 - Entreatie to the Sands<br>
Come forth winds and sands! Flay them! Summons dust and wind to form whirlwinds that race through the enemies to blind them and flay exposed skin. Gets into joints too.<br>
Costs 5 Mana.<br>
 
Level 3 - Entreatie to the Waters<br>
Run wild, rivers. Fountan up springs, and swamp the enemy! Water bubbles from underground and forms a small bog.<br>
Costs 5 Mana.<br>
 
Level 2 - Entreatie to Weapon Spirits<br>
Rebel against your masters, weapons! Shudder and quake, splinter and shatter! <br>

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