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{| style="border-spacing: 2px; width: 350px" class="infobox FCK__ShowTableBorders" align="right" | {| style="border-spacing: 2px; width: 350px" class="infobox FCK__ShowTableBorders" align="right" | ||
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! style="background: gold" colspan="2" | | ! style="background: gold" colspan="2" | Kingdom of Thanast | ||
|- | |- | ||
! style="background: silver" colspan="2" | Politics and Religion | ! style="background: silver" colspan="2" | Politics and Religion | ||
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|- | |- | ||
! style="text-align: left;" | Religion: | ! style="text-align: left;" | Religion: | ||
| | | Various Sanctioned Cults | ||
|- | |- | ||
! style="text-align: left;" | Government: | ! style="text-align: left;" | Government: | ||
| Diarchy | | Absolute Diarchy | ||
|- | |- | ||
! style="text-align: left;" | Leader (Diarchs): | ! style="text-align: left;" | Leader (Diarchs): | ||
| | | 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: | ||
| | | Revenents | ||
|- | |- | ||
! style="text-align: left" | Languages: | ! style="text-align: left" | Languages: | ||
| Thanastian | | Thanastian | ||
|- | |- | ||
! style="text-align: left;" | Tax Revenue: | ! style="text-align: left;" | Tax Revenue: | ||
Line 46: | Line 42: | ||
==History== | ==History== | ||
=== | ===Early History=== | ||
=== | ===Necromantic Wars=== | ||
===Modern History=== | ===Modern History=== | ||
Line 58: | Line 54: | ||
====Coregency==== | ====Coregency==== | ||
==== | ====Appointed Heirs==== | ||
===Theopolitics=== | ===Theopolitics=== | ||
Line 64: | Line 60: | ||
==Religion== | ==Religion== | ||
=== | ===Origins=== | ||
===Folk Religion=== | ===Folk Religion=== | ||
==Geography and Ecology== | ==Geography and Ecology== | ||
===Geography=== | ===Geography=== | ||
===Biosphere=== | ===Biosphere=== | ||
==Military== | ==Military== | ||
==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 Old and tired, Nefermandias has mostly withdrawn from the public eye.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 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 | *'''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)<br> | |||
===Domains=== | |||
====Old Thanast==== | |||
Skyrange Mountains<br> | |||
A few of Arcana's mountains are so high that even their 'lowest' passes are too high for skyships to travel through them. Needless to say, foot traffic fares no better, and few beyond intrepid explorers brave the cold, the wind and the yetis.<br> | |||
10 points <br> | |||
Produces 50 Gold <br> | |||
Defensible like only knife-edge ridges, thousand-foot cliffs and treacherous glaciers can be <br> | |||
Adamantium, Levistone, Gold (costs double) <br> | |||
Cursed<br> | |||
Many areas of Arcana emit harmful, invisible mana, the fading aftershocks of potent magical weapons or unthinkable forces unleashed in prehistory. Sensible individuals shun these zones, leaving the twisted, gnarled trees and wretched animals there to their own devices. This radiation distorts the nature of the beasts inhabiting it, leading to obscene horrors that prey upon those foolish enough to pass through.<br> | |||
Halved point cost (round up) <br> | |||
Halves all gold and food output <br> | |||
No draft <br> | |||
Attritional <br> | |||
Horrors <br> | |||
City | City<br> | ||
Much larger than Towns, Cities are centers of commerce and production. It is in Cities that the most powerful and amazing weapons and magics are crafted. | |||
50 points <br> | |||
Requires 5 Food <br> | |||
Produces 1000 Gold, 250 Mana and 30 Books <br> | |||
6 Common Draft, 1 Noble Draft <br> | |||
Production sites for all Mechanical units. <br> | |||
Ruined<br> | |||
The lingering shadows of former empires litter Arcana's lands in the forms of ruined fortresses, overgrown roads and crumbling monuments that time has yet to erase. In the chaos of the Alfar collapse and the Necromatic Wars, there's no telling what treasures lie abandoned beneath the rubble. Would-be adventurers should keep in mind, though, that these places stay abandoned for a reason.<br> | |||
Applies only to a Site <br> | |||
Halved point cost (Round up) <br> | |||
No Output in Gold, Mana and Books. <br> | |||
No Draft <br> | |||
Requires no support in food, gold or mana. <br> | |||
Once per quarter, explorers will dig up something useful.<br> | |||
====New Thanast==== | |||
Asssociated With Above<br> | |||
Underdark Lightfield<br> | |||
20 points <br> | |||
Produces 3 Food, 50 Gold and 125 Mana <br> | |||
2 Common Draft <br> | |||
Adamantium, Gold <br> | |||
Defensible <br> | |||
Beasts <br> | |||
Is associated with another Domain <br> | |||
Underhold<br> | |||
Even the denizens of the Underdark build cities, vast halls full of the myriad different tasks of civilization.<br> | |||
50 points <br> | |||
Requires 4 Food <br> | |||
Produces 700 Gold, 500 Mana and 30 Books <br> | |||
5 Common Draft, 1 Noble Draft <br> | |||
Production sites for all Mechanical units. <br> | |||
Must be sited in an Underdark Domain. <br> | |||
Genesis | Genesis | ||
A few rare areas of Arcana are peculiar outwellings of life energy. Different from Wood Nodes, in these places wounds heal with the speed of magic, sicknesses fade and fatigue is rare. Furthermore, the food grown in these areas is almost unseemly bountiful.<br> | |||
+10 points <br> | |||
Produces +1 Food and +50 Mana <br> | |||
Units heal rapidly <br> | |||
+1 Common Draft <br> | |||
Major River<br> | |||
Large rivers are natural points of commerce and travel, in addition their riverbanks are rich sources of food.<br> | |||
+5 points <br> | |||
Produces +1 Food and +50 Gold <br> | |||
(potentially) defensible <br> | |||
River transport <br> | |||
Adamantium Mine<br> | |||
The reddish, incredibly tough metal known as Adamantium is prized across Arcana. While it makes excellent armor and weapons, it is one of the few substances (and by far the most available) that can be used to construct the frames of Guymelefs.<br> | |||
10 points <br> | |||
Produces 250 Adamantium <br> | |||
Stockades<br> | |||
A fortress-like site with well-built walls and enclosures intended to keep dangerous or simply huge creatures which are brought in from the wilds to be trained or otherwise conditioned. Naturally it is a focal point for hunters, trackers and woodsmen. The occasional escape tends to motivate average folks to keep well away, though.<br> | |||
10 points <br> | |||
Requires 1 Food, -1 Common Draft to the domain it is in <br> | |||
Produces 25 Beasts <br> | |||
====Town of Martinsburg==== | |||
Countryside<br> | |||
Cultivated fields interspersed with small forests, creeks, etc.<br> | |||
10 points <br> | |||
Produces 2 Food and 100 Gold <br> | |||
3 Common Draft <br> | |||
Horses <br> | |||
Major River<br> | |||
Large rivers are natural points of commerce and travel, in addition their riverbanks are rich sources of food.<br> | |||
+5 points <br> | |||
Produces +1 Food and +50 Gold <br> | |||
(potentially) defensible <br> | |||
River transport <br> | |||
Town<br> | |||
Vital cogs in a nation's economy, Towns are home to thousands of people. Like Keeps, they are home to various craftspeople and specialists.<br> | |||
10 points <br> | |||
Requires 1 Food <br> | |||
Produces 200 Gold and 10 Books <br> | |||
2 Common Draft <br> | |||
====Town of Rommel==== | |||
Countryside<br> | |||
Cultivated fields interspersed with small forests, creeks, etc.<br> | |||
10 points <br> | |||
Produces 2 Food and 100 Gold <br> | |||
3 Common Draft <br> | |||
Horses <br> | |||
Major River<br> | |||
Large rivers are natural points of commerce and travel, in addition their riverbanks are rich sources of food.<br> | |||
+5 points <br> | |||
Produces +1 Food and +50 Gold <br> | |||
(potentially) defensible <br> | |||
River transport <br> | |||
Town<br> | |||
Vital cogs in a nation's economy, Towns are home to thousands of people. Like Keeps, they are home to various craftspeople and specialists.<br> | |||
10 points <br> | |||
Requires 1 Food <br> | |||
Produces 200 Gold and 10 Books <br> | |||
2 Common Draft <br> | |||
====Mount Huldra Mining Camp==== | |||
Mountains<br> | |||
Tall, snow-capped peaks with the occasional high pass and raging river.<br> | |||
5 points <br> | |||
Produces 50 Gold <br> | |||
Very defensible <br> | |||
Adamantium, Levistone, Gold <br> | |||
Levistone Quarry<br> | |||
Levistones are chunks of Arcana's rock that have become so infused with mana that they can ignore the grip of gravity. In some select areas these can be quarried and then floated to the shipyards where they become the keel of skyships.<br> | |||
10 points <br> | |||
Produces 10 Levistones <br> | |||
====Fort Huldra==== | |||
Associated With Above<br> | |||
Underhaven<br> | |||
25 points <br> | |||
Produces 50 Gold and 375 Mana <br> | |||
Adamantium, Gold <br> | |||
Very Defensible <br> | |||
Beasts <br> | |||
Is associated with another Domain <br> | |||
Keep<br> | |||
Large fortified castles, complete with forges, smithies, bowyers, enchanters, ridiculously giant cannons, early-warning scrying pools and a rickety wizard's castle.<br> | |||
30 points <br> | |||
Requires 1 Food and 100 gold <br> | |||
Produces 250 Mana and 10 Books <br> | |||
2 Noble Draft <br> | |||
Must be seized and captured before the associated Domain can be conquered. <br> | |||
Maintains 25 gold/month of units free of charge, so long as they remain in the Domain. <br> | |||
Stockades<br> | |||
A fortress-like site with well-built walls and enclosures intended to keep dangerous or simply huge creatures which are brought in from the wilds to be trained or otherwise conditioned. Naturally it is a focal point for hunters, trackers and woodsmen. The occasional escape tends to motivate average folks to keep well away, though.<br> | |||
10 points <br> | |||
Requires 1 Food, -1 Common Draft to the domain it is in <br> | |||
Produces 25 Beasts <br> | |||
====Huldra Mountain Range==== | |||
Skyrange Mountains<br> | |||
A few of Arcana's mountains are so high that even their 'lowest' passes are too high for skyships to travel through them. Needless to say, foot traffic fares no better, and few beyond intrepid explorers brave the cold, the wind and the yetis.<br> | |||
10 points <br> | |||
Produces 50 Gold <br> | |||
Defensible like only knife-edge ridges, thousand-foot cliffs and treacherous glaciers can be <br> | |||
Adamantium, Levistone, Gold (costs double) <br> | |||
Cursed<br> | |||
Many areas of Arcana emit harmful, invisible mana, the fading aftershocks of potent magical weapons or unthinkable forces unleashed in prehistory. Sensible individuals shun these zones, leaving the twisted, gnarled trees and wretched animals there to their own devices. This radiation distorts the nature of the beasts inhabiting it, leading to obscene horrors that prey upon those foolish enough to pass through.<br> | |||
Halved point cost (round up) <br> | |||
Halves all gold and food output <br> | |||
No draft <br> | |||
Attritional <br> | |||
Horrors <br> | |||
====Huldra Mountain Range==== | |||
Skyrange Mountains<br> | |||
A few of Arcana's mountains are so high that even their 'lowest' passes are too high for skyships to travel through them. Needless to say, foot traffic fares no better, and few beyond intrepid explorers brave the cold, the wind and the yetis.<br> | |||
10 points <br> | |||
Produces 50 Gold <br> | |||
Defensible like only knife-edge ridges, thousand-foot cliffs and treacherous glaciers can be <br> | |||
Adamantium, Levistone, Gold (costs double) <br> | |||
Cursed<br> | |||
Many areas of Arcana emit harmful, invisible mana, the fading aftershocks of potent magical weapons or unthinkable forces unleashed in prehistory. Sensible individuals shun these zones, leaving the twisted, gnarled trees and wretched animals there to their own devices. This radiation distorts the nature of the beasts inhabiting it, leading to obscene horrors that prey upon those foolish enough to pass through.<br> | |||
Halved point cost (round up) <br> | |||
Halves all gold and food output <br> | |||
No draft <br> | |||
Attritional <br> | |||
Horrors <br> | |||
===Armies=== | |||
====Stachelsöldners==== | |||
Militia<br> | |||
Training Cost: 0 Gold <br> | |||
Upkeep Cost: 3 Gold <br> | |||
Adamantium Sorcerous Pike<br> | |||
Cost: 12 Gold, 12 Adamantium, 24 Mana<br> | |||
Upkeep: 5 Mana<br> | |||
Sidesword<br> | |||
Cost: 15 Gold<br> | |||
Buckler<br> | |||
Cost: 2 <br> | |||
Plated Mail<br> | |||
Cost: 25 <br> | |||
Total Cost: 90<br> | |||
40 Units<br> | |||
====Rollesöldners==== | |||
Militia<br> | |||
Training Cost: 0 Gold <br> | |||
Upkeep Cost: 3 Gold <br> | |||
Sidesword<br> | |||
Cost: 15 Gold<br> | |||
Skirmisher Armour<br> | |||
Cost: 10 Gold<br> | |||
Leadcaster<br> | |||
Cost: 40 Gold, 15 Mana <br> | |||
Upkeep: 2 Gold, 1 Mana <br> | |||
Cost: 80<br> | |||
40 Units<br> | |||
====Grenadiers==== | |||
Militia<br> | |||
Training Cost: 0 Gold <br> | |||
Upkeep Cost: 3 Gold <br> | |||
Sidesword<br> | |||
Cost: 15 Gold<br> | |||
Plated Mail<br> | |||
Cost: 25 <br> | |||
Leadcaster with Bayonet<br> | |||
Cost: 45 Gold, 15 Mana <br> | |||
Upkeep: 2 Gold, 1 Mana <br> | |||
Hand Bombs<br> | |||
Cost: - <br> | |||
Upkeep: 10 Gold <br> | |||
Cost: 100<br> | |||
20 Units<br> | |||
====Mystischlrollesöldners==== | |||
Men-at-arms<br> | |||
Training Cost: 50 Gold <br> | |||
Upkeep Cost: 5 Gold <br> | |||
Sidesword<br> | |||
Cost: 15 Gold<br> | |||
Barrier Jacket Skirmisher Armour<br> | |||
Cost: 10 Gold, 50 Mana<br> | |||
Upkeep: 5 mana<br> | |||
Adamantium Sorcerous Leadcaster<br> | |||
Cost: 40 Gold, 40 Adamantium, 55 Mana <br> | |||
Upkeep: 2 Gold, 1 Mana <br> | |||
Charged Pavise<br> | |||
Cost: 10 Gold, 10 Mana<br> | |||
Common Magic <br> | |||
Cost: 5 Books <br> | |||
Pack Train<br> | |||
Cost: 20 gold <br> | |||
Cost: 315<br> | |||
10 Units<br> | |||
====Doppelsöldners==== | |||
Men-at-arms<br> | |||
Training Cost: 50 Gold<br> | |||
Upkeep Cost: 5 Gold <br> | |||
Great Swords<br> | |||
Cost: 75 <br> | |||
Sidesword<br> | |||
Cost: 15 Gold<br> | |||
Partial Plate<br> | |||
Cost: 35 <br> | |||
Cost: 185<br> | |||
Cost: 20 Units<br> | |||
====Jägers==== | |||
Knights<br> | |||
Training Cost: 200 Gold <br> | |||
Upkeep Cost: 16 Gold (8 when not mobilized) <br> | |||
Sidesword<br> | |||
Cost: 15 Gold<br> | |||
Barrier Jacket Skirmisher Armour<br> | |||
Cost: 10 Gold, 50 Mana<br> | |||
Upkeep: 5 mana<br> | |||
Adamantium Sorcerous Leadcaster with Bayonet<br> | |||
Cost: 45 Gold, 40 Adamantium, 55 Mana <br> | |||
Upkeep: 2 Gold, 1 Mana <br> | |||
Common Magic <br> | |||
Cost: 5 Books <br> | |||
Beast Rouncey<br> | |||
Cost: 1 Horse/Beast or 15 Gold (Doubled if a special ability is taken) <br> | |||
Upkeep: - <br> | |||
-Celerity<br> | |||
Cost: 460<br> | |||
5 Units<br> | |||
====Mystischlsöldners==== | |||
Knights<br> | |||
Training Cost: 200 Gold <br> | |||
Upkeep Cost: 16 Gold (8 when not mobilized) <br> | |||
Adamantium Brute Force Great Swords<br> | |||
Cost: 75 Gold, 75 Adamantium, 50 Mana<br> | |||
Adamantium Sidesword<br> | |||
Cost: 15 Gold, 15 Adamantium<br> | |||
Embodied Adamantium Partial Plate<br> | |||
Cost: 35 Gold, 35 Adamantium, 100 Mana<br> | |||
Upkeep: 10 Mana<br> | |||
Cost: 590 Points<br> | |||
Cost: 5 Units<br> | |||
====Schwarze Reiter==== | |||
Militia<br> | |||
Training Cost: 0 Gold <br> | |||
Upkeep Cost: 3 Gold <br> | |||
Broadsword<br> | |||
Cost: 25 <br> | |||
Plated Mail<br> | |||
Cost: 25 <br> | |||
Hand Leadcaster<br> | |||
Cost: 20 Gold, 10 Mana <br> | |||
Upkeep: 2 Gold, 1 Mana <br> | |||
Beast Rouncey<br> | |||
Cost: 1 Horse/Beast or 15 Gold (Doubled if a special ability is taken) <br> | |||
Upkeep: - <br> | |||
-Celerity<br> | |||
Cost: 105 Points<br> | |||
20 Units<br> | |||
====Uhlans==== | |||
Men-at-arms<br> | |||
Training Cost: 50 Gold <br> | |||
Upkeep Cost: 5 Gold <br> | |||
Pike<br> | |||
Cost: 12 Gold<br> | |||
Hand Leadcaster<br> | |||
Cost: 20 Gold, 10 Mana <br> | |||
Upkeep: 2 Gold, 1 Mana <br> | |||
Broadsword<br> | |||
Cost: 25 <br> | |||
Skirmisher Armour<br> | |||
Cost: 10 <br> | |||
Beast Courser<br> | |||
Cost: 4 Horses/Beasts (Doubled if a special ability is taken) <br> | |||
Upkeep: - <br> | |||
-Celerity<br> | |||
Cost: 207 Points<br> | |||
20 Units<br> | |||
====Abominations==== | |||
Rare<br> | |||
Abilities: 4 <br> | |||
Cost: 100 Beasts<br> | |||
Upkeep: 50 Gold + 50 Mana <br> | |||
-Vitriolic Breath<br> | |||
-Absurdly Lethal<br> | |||
-Why Won't You Die?<br> | |||
-Regeneration<br> | |||
Improvised Weapons<br> | |||
Cost: 40 Gold <br> | |||
Siege Plate<br> | |||
Cost: 100 Gold <br> | |||
Cost: 1140 Points<br> | |||
====Artillery, Light==== | |||
Artillery Carriage (Light)<br> | |||
Construction Cost: 10 Gold <br> | |||
Max Weapon Size: Small <br> | |||
Falconet<br> | |||
Cost: 75 Gold <br> | |||
Upkeep: 8 Gold <br> | |||
Weapon Size: Small <br> | |||
Pack Train<br> | |||
Cost: 20 gold <br> | |||
Upkeep: - <br> | |||
Cost: 105 Points<br> | |||
==== | ====Remaining Funds==== | ||
25000<br> | |||
===Army Units=== | |||
Latest revision as of 17:04, 12 October 2009
Kingdom of Thanast | |||||||||
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Politics and Religion | |||||||||
| |||||||||
Population and Economy | |||||||||
|
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