Thanast: Difference between revisions

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==Prelim Domain/Pricing==
==Prelim Domain/Pricing==
===Main Domains===
===Main Domains===
====Fertile Core (Lizardfolk)====
====Fertile Core (Draconians)====
'''Lizard Wastes'''<br>
Countryside<br>
Infested with lizards!<br>
Cultivated fields interspersed with small forests, creeks, etc<br>
5 points <br>
10 points <br>
Produces 75 Gold <br>
Produces 2 Food and 100 Gold <br>
2 Common Draft <br>
3 Common Draft <br>
Attritionary <br>
Horses <br>
Beasts <br>


'''City'''<br>
'''City'''<br>
Line 136: Line 135:
(potentially) defensible <br>
(potentially) defensible <br>
River transport <br>
River transport <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>


'''Stockade'''<br>
'''Stockade'''<br>
Line 150: Line 142:
Produces 25 Beasts <br>
Produces 25 Beasts <br>


====Savage Delta (Frogfolk)====
====Savage Delta (Lizardfolk)====
'''Marshy Wastes'''<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>
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>
Line 161: Line 153:


'''Wood Node'''<br>
'''Wood Node'''<br>
The vibrant energy of a Wood Node imbues the local forests with unnatural vitality, turning them into vegetative battlegrounds of constantly-growing trees, creepers and other flora.
The vibrant energy of a Wood Node imbues the local forests with unnatural vitality, turning them into vegetative battlegrounds of constantly-growing trees, creepers and other flora.<br>
50 points <br>
50 points <br>
Life-Aligned <br>
Life-Aligned <br>
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(potentially) defensible <br>
(potentially) defensible <br>
River transport <br>
River transport <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>
====Highlands (Dizardfolk)====
Terraced Hills<br>
Some hills have been terraced over centuries, turned to growing rice or other plants.<br>
10 points <br>
Produces 2 Food and 50 Gold <br>
1 Common Draft <br>
Defensible <br>
Adamantium, Gold <br>


'''Genesis'''<br>
'''Genesis'''<br>
Line 196: Line 203:
Units heal rapidly <br>
Units heal rapidly <br>
+1 Common Draft <br>
+1 Common Draft <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>
====The Mountain Holds (Draconians)====
'''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>


'''Major River'''<br>
'''Major River'''<br>
Line 235: Line 228:
Produces 250 Adamantium<br>
Produces 250 Adamantium<br>


====2 x Border Wastes (Lizardfolk)====
====2x Borderlands====
'''Lizard Wastes'''<br>
'''Lizard Wastes'''<br>
Infested with lizards!<br>
Infested with lizards!<br>

Revision as of 18:37, 12 September 2009

A polytheistic diarchy of draconian pharoahs and nobility ruling over lizard and frogmen.

Kingdom of Thanast
Politics and Religion
Capital: Thanast
Religion: Polytheism
Government: Diarchy Feudalism
Leader (Diarchs): Pharaoh Nefermandias the Great (de jure)
Prince-Anointed Ini-Herit(de facto)
Pharaoh Ur-Atum II
Population and Economy
Population: Draconian
Lizardmen
Frogmen
Languages: Thanastian
Various tribal tongues
Tax Revenue:
Resources:


History

Tribal History

The long tribal histories of the lizardmen are primarly oral, with later histories being preserved in a glyphic language.

Unification

Modern History

Politics

Political Structures

Coregency

Anointed Heirs

Theopolitics

Religion

Polytheism

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

Outlying wastes of both desert and rough swampland protect a fertile inner landscape of farmland, hills, and river access.

Biosphere

Birds and Flying Creatures

Hieracosphinx

Land-based Creatures

Suchokith

Military

Draconian Guardians

Scaled Armies

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.
  • 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

Prelim Domain/Pricing

Main Domains

Fertile Core (Draconians)

Countryside
Cultivated fields interspersed with small forests, creeks, etc
10 points
Produces 2 Food and 100 Gold
3 Common Draft
Horses

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.

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

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

Stockade
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.
10 points
-1 Common Draft
Produces 25 Beasts

Savage Delta (Lizardfolk)

Marshy Wastes
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.
10 points
Produces 1 food and 25 Gold
Highly defensible
Attritionary
Impassible to all non-infantry ground units, save those specially made for Marshy Wastes.
Beasts

Wood Node
The vibrant energy of a Wood Node imbues the local forests with unnatural vitality, turning them into vegetative battlegrounds of constantly-growing trees, creepers and other flora.
50 points
Life-Aligned
Each Wood Node provides 1250 Mana
Increases Wilds and Marshy Wastes draft by +1

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.

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

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

Stockade
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.
10 points
-1 Common Draft
Produces 25 Beasts

Highlands (Dizardfolk)

Terraced Hills
Some hills have been terraced over centuries, turned to growing rice or other plants.
10 points
Produces 2 Food and 50 Gold
1 Common Draft
Defensible
Adamantium, Gold

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
Doubles food output (minimum of +1)
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

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

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

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

2x Borderlands

Lizard Wastes
Infested with lizards!
5 points
Produces 75 Gold
2 Common Draft
Attritionary
Beasts

Army Units

Avatar of Ziz

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.

Giant Legendary Creature
Requirements:
Domain: Chaotic Wilds or Marshy Wastes
Sites in Domain: Stockades and Node
Abilities: 10
Cost: 75 Beasts
Upkeep: 75 Mana

-3x Celerity
-Flight
-It's Ginormous!
-Crushing Strength
-Regeneration
-Why Won't You Die?!
-Etheric Metabolism

Buffer
For when durability is second to mobility but not to be ignored.
Cost: 50 Mana

Cost: 800

Essense of Leviathan

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.

Giant Legendary Creature
Requirements:
Domain: Chaotic Wilds or Marshy Wastes
Sites in Domain: Stockades and Node
Abilities: 10
Cost: 75 Beasts
Upkeep: 75 Mana

-Celerity
-Vitirolic Breath
-Burrowing
-Crushing Strength
-2x It's Ginormous!
-Stealthy
-Regeneration
-Why Won't You Die?!
-Etheric Metabolism

Adamantium Skirmish Plate
Cost: 25 Gold, 25 Adamantium

Cost: 800

Incarnation of Behemoth

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.

Giant Legendary Creature
Requirements:
Domain: Chaotic Wilds or Marshy Wastes
Sites in Domain: Stockades and Node
Abilities: 10
Cost: 75 Beasts
Upkeep: 75 Mana

-Armor
-Burrowing
-Regeneration
-Why Won't You Die?!
-Etheric Metabolism
-3x It's Ginormous!
-2x Crushing Strength

Adamantium Siege Plate
Cost: 100 Gold, 100 Adamantium

Adamantium Artisan Melee Weapons
Cost: 80 Gold, 80 Adamantium

Cost: 1110

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
Training Cost: 0 Gold
Upkeep Cost: 3 Gold

Spear
Cost: 5

Throwing Axe
Cost: 5

Plated Coat
Cost: 5

Cost: 15

10 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 they back thme up with.

Militia
Training Cost: 0 Gold
Upkeep Cost: 3 Gold

Sorcerous Spear
Cost: 5 Gold, 10 Mana
Upkeep: 5 Mana

Adamantium Javelins
Cost: 3 Gold, 3 Adamantium

Skirmisher Armour
Cost: 10 Gold

Charged Light Shield
Cost: 4 Gold, 10 Mana

Cost: 45

20 Units

Pikers (Line Infantry)

Militia
Training Cost: 0 Gold
Upkeep Cost: 3 Gold

Sorcerous Pike
Cost: 12 Gold, 24 Mana
Upkeep: 5 Mana

Javelins
Cost: 3 Gold

Partial Plate
Cost: 25 Gold

Charged Light Shield
Cost: 4 Gold, 10 Mana

Cost: 80

40 Units

Bolters (Heavy Ranged)

Militia
Training Cost: 0 Gold
Upkeep Cost: 3 Gold

Spear
Cost: 5 Gold

Adamantium Arbalest
Cost: 20 Gold, 20 Adamantium

Plated Coat
Cost: 5

Charged Pavise
Cost: 25 Gold, 10 Mana

Cost: 85

10 Units

Hunters (Light Ranged)

Militia
Training Cost: 0 Gold
Upkeep Cost: 3 Gold

Spear
Cost: 5 Gold

Adamantium Compound Bow
Cost: 10 Gold, 10 Adamantium

Plated Coat
Cost: 5

Cost: 30

20 Units

Draconian Raiders (Elite Infantry, Rides Beasts)

Men-at-arms
Training Cost: 50 Gold
Upkeep Cost: 6 Gold

Sorcerous Adamantium Spear
Cost: 5 Gold, 5 Adamantium, 10 Mana
Upkeep: 5 Mana

Sidesword
Cost: 15 Gold

Adamantium Arbalest
Cost: 20 Gold, 20 Adamantium

Sorcerous Throwingbombs
Cost: -
Upkeep: 10 Gold, 5 Mana

Elven Weave Lamellar
Cost: 15 Gold, 15 Adamantium, 50 Mana
Upkeep: 10 Mana

Cost: 190 Gold

3 Unit

Draconian Linebreakers (Heavy Infantry)

Men-at-arms
Training Cost: 50 Gold
Upkeep Cost: 6 Gold

Sorcerous Adamantium Halberd
Cost: 35 Gold, 35 Adamantium, 70 Mana
Upkeep: 5 Mana

Adamantium Throwing Axe-Bombs
Cost: 5 Gold, 5 Adamantium
Upkeep: 10 Gold

Enchanted Plated Mail
Cost: 25 Gold, 30 Mana
Upkeep: 3 Mana

Cost: 255

5 Unit

Scout Riders (Light Cavalry)

Militia
Training Cost: 0 Gold
Upkeep Cost: 3 Gold

Adamantium Alfar Spear
Cost: 10 Gold, 5 Adamantium, 50 Mana

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

Lamellar
Cost: 15 Gold

Charged Full Shield
Cost: 10 Gold, 10 Mana

Rouncey Beast
Cost: 1 Beast or 15 Gold

Cost: 130

10 Units

Draconian Chariots (Heavy Cav)

Men-at-arms
Training Cost: 50 Gold
Upkeep Cost: 6 Gold

Sorcerous Adamantium Spear
Cost: 5 Gold, 5 Adamantium, 10 Mana
Upkeep: 5 Mana

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

Enchanted Plated Mail
Cost: 25 Gold, 30 Mana
Upkeep: 3 Mana

Charged Full Shield
Cost: 10 Gold, 10 Mana

Common
Requirements:
Domain: -
Sites in Domain: Stockades
Abilities: 1
Cost: 8 Beasts
Upkeep: 8 Gold

-Celerity

Cost: 245

5 Units

Draconian Avatars of the War God (Heavy Knight)

Knights
Training Cost: 200 Gold
Upkeep Cost: 16 Gold (8 when not mobilized)

Sorcerorous Adamantium Warhammer
Cost: 20 Gold, 20 Adamantium, 40 Mana
Upkeep: 5 Mana

Adamantium Embodied Superheavy Plate
Cost: 100 Gold, 100 Adamantium, 100 Mana
Upkeep: 10 Mana

Adamantium Throwing Axes
Cost: 5 Gold, 5 Adamantium

Sorcerous Throwingbombs
Cost: -
Upkeep: 10 Gold, 5 Mana

Charged Full Shield
Cost: 10 Gold, 10 Mana

Cost: 610

1 Unit

Draconian Avatars of the Sky God (Cavalry Knight)

Knights
Training Cost: 200 Gold
Upkeep Cost: 16 Gold (8 when not mobilized)

Sorcerous Adamantium Spear
Cost: 5 Gold, 5 Adamantium, 10 Mana
Upkeep: 5 Mana

Sorcerous Throwingbombs
Cost: -
Upkeep: 10 Gold, 5 Mana

Sorcerous Adamantium Throwing Axe
Cost: 5 Gold, 5 Adamantium, 10 Mana
Upkeep: 5 Mana

Enchanted Plated Mail
Cost: 25 Gold, 30 Mana
Upkeep: 3 Mana

Charged Full Shield
Cost: 10 Gold, 10 Mana

Exotic
Requirements:
Domain: Wilds, Chaotic Wilds or Marshy Wastes
Sites in Domain: Stockades
Abilities: 2
Cost: 16 Beasts
Upkeep: 16 Gold

-Flight

Skirmish Plate
Cost: 25 Gold

Cost: 500

1 Unit

Battle Beast (Fire Support)

Common
Requirements:
Domain: Wilds, Chaotic Wilds or Marshy Wastes
Sites in Domain: Stockades
Abilities: 1
Cost: 20
Upkeep: 20 Gold

-It's Ginormous!

Adamantium Battle Plate
Cost: 50 Gold, 50 Adamantium

War Howdah
Cost: 30 Gold

Adamantium Ballista
Cost: 75 Gold, 75 Adamantium
Upkeep: 5 Gold
Weapon Size: Small

Cost: 480

1 Unit

Siege Beast (Siege Support)

Exotic
Requirements:
Domain: Chaotic Wilds or Marshy Wastes
Sites in Domain: Stockades
Abilities: 2
Cost: 40
Upkeep: 40 Gold

-It's Ginormous!
-Crushing Strength

Adamantium Siege Plate
Cost: 100 Gold, 100 Adamantium

War Howdah
Cost: 30 Gold

Adamantium Explosive Catapult
Cost: 100 Gold, 100 Mana, 100 Adamantium
Upkeep: 7 Gold, 20 Mana
Weapon Size: Large

Cost: 930

1 Unit

Obelisk of Light (Mage Support)

Artillery Carriage (Large)
Construction Cost: 30 Gold
Max Weapon Size: Large

Lightning Launcher
Cost: 150 Gold + 150 Mana
Upkeep: 15 Gold + 15 Mana
Size: Large

Buffer
Cost: 50 Mana

Mystic Focus
Cost: 100 Mana

Cost: 480

Flight Beast Squadron (Air Support)

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

-Flight
-Etheric Metabolism
-Viterolic Breath

War Howdah
Cost: 30 Gold

Adamantium Ballista
Cost: 75 Gold, 75 Adamantium
Upkeep: 5 Gold
Weapon Size: Small

Cost: 1180

1 Unit

Draconian Giants (Heavy Support)

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

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

-Crushing Strength
-Etheric Metabolism
-It Burns!
-Vitriolic Breath

Adamantium Siege Plate
Cost: 100 Gold, 100 Adamantium

Adamantium Giant Mauls
Cost: 40 Gold, 40 Adamantium

Cost: 1280

1 Unit

Lizard Ogres (Fire Support)

Common
Requirements:
Domain: Wilds, Chaotic Wilds or Marshy Wastes
Sites in Domain: Stockades
Abilities: 1
Cost: 20
Upkeep: 20 Gold

-Crushing Strength

Adamantium Skirmish Plate
Cost: 25 Gold, 25 Adamantium

Giant Mauls
Cost: 40 Gold
Weapon Size: Small

Barrelbombs
Cost: - (It's just a barrel full of kaboom)
Upkeep: 15 Gold
Weapon Size: Small

Adamantium Ballista
Cost: 75 Gold, 75 Adamantium
Upkeep: 5 Gold
Weapon Size: Small

Cost: 440

1 Unit