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*'''King Jezeriah d'Brecht:''' Second of the Diarchs, Jezeriah is a middle aged warrior who has spent much of his life questing for relics and protecting his county directly. However, his wife has yet to produce for him a male heir. Instead, Jezeriah is known for having a number of daughters who often fight along side him, including the eldest, Norah-Elysia. Rumored to be soon anointed, she is also is rumored to be illicitly involved with Prince Mattias, a fact which could spell scandal and, some grave voices say, disaster.
*'''King Jezeriah d'Brecht:''' Second of the Diarchs, Jezeriah is a middle aged warrior who has spent much of his life questing for relics and protecting his county directly. However, his wife has yet to produce for him a male heir. Instead, Jezeriah is known for having a number of daughters who often fight along side him, including the eldest, Norah-Elysia. Rumored to be soon anointed, she is also is rumored to be illicitly involved with Prince Mattias, a fact which could spell scandal and, some grave voices say, disaster.
*'''Grand Bishop Francis of Orance:''' The chief religious authority of Thanast, Francis is an outspoken but supportive authority who serves as moral compass for the diarchs.
*'''Grand Bishop Francis of Orance:''' The chief religious authority of Thanast, Francis is an outspoken but supportive authority who serves as moral compass for the diarchs.
==Prelim Domains==
===Main Domains===
====Capital Domain (Godblooded):====
Demesne
        20 points
        Produces 1 Food, 100 Gold and 100 Mana
        Adamantium, Levistone
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, 100 Mana and 30 Books
        6 Common Draft, 1 Noble Draft
        Production sites for all Mechanical units.
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 100 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
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 +3 Food
        Units heal rapidly
        +1 Common Draft
====Lizardfolk Domains:====
Wastes
    Deserts, swamps or tundras. Not nice places to be, but they make great borders.
        1 point
        Attritionary
        Beasts
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
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 +3 Food
        Units heal rapidly
        +1 Common Draft
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
    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
====Mining Domain (Orcs):====
Hills
    Rolling hills, often with small woodcutting or ranching operations. A popular site for gold mines, both collapsed and non-collapsed.
        10 points
        Produces 150 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
        Produces +3 Food
        Units heal rapidly
        +1 Common Draft
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
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 25 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 25 Adamantium
===Border Zones===
====Hellwild:====
Chaotic Wilds
    The destruction of the node tap unleashed the full pent-up power of the Chaos Node, pouring the essence of life into the surrounding area. The resulting jungles were choked with vegetative growth and to this day they remain almost impenetrable, though strange treasures await intrepid explorers.
        10 points
        Produces 50 Gold
        Highly defensible
        Attritionary
        Beasts
Dead Skies
    A few rare zones have unpredictable and deleterious effects on levistones.
        10 points
        Requires 25 Mana
        Strongly disrupts skyship travel
Stormy
    Some lands suffer near-constant storms, resulting in torrential rains that wash out bridges, swamp creeks and leave even nominally dry land as thick mud.
        2 points
        Reduces gold output by 10%
        Disrupts land and air travel
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
====First River Border Domain:====
Wastes
    Deserts, swamps or tundras. Not nice places to be, but they make great borders.
        1 point
        Attritionary
        Beasts
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
====Second River Border Domain:====
Wastes
    Deserts, swamps or tundras. Not nice places to be, but they make great borders.
        1 point
        Attritionary
        Beasts
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
====Third River Border Domain:====
Wastes
    Deserts, swamps or tundras. Not nice places to be, but they make great borders.
        1 point
        Attritionary
        Beasts
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

Revision as of 18:32, 27 August 2009

Product of a 'divine' calling, the Holy Kingdom of Thanast was directed by crusading lords of Antioch and Brecht. They found the land that would be called Thanast and encountered it's man species of lizardfolk that dwelt on the outskirts and orcs that dwelt within. Embraced as the sons of gods by the lizardfolk, the crusade to liberate the land deemed holy led to a fusion of Orthodoxy and tribalistic beliefs similar to Kamyu-To. After this Ordained Crusade, the twin lords set up a diarch kingdom which has ruled the land ever since.

The kingdom is now a multiracial conglomeration of humans, godblooded and otherwise; orcs, of the crimson variety; and various species of lizardfolk who dwell in the marshland and swamps of the nation.

Holy Kingdom of Thanast
Politics and Religion
Capital: Thanast
Religion: Thanastian Reformed Orthodoxy; tribal religions
Government: Diarchy Feudalism
Leader (Diarchs): King Saul d'Antioch (de jure)
Prince-Anointed Mattias d'Antioch (de facto)
King Jezeriah d'Brecht
Population and Economy
Population: Human, Godblooded
Lizardfolk, Various
Orcs, Crimson
Languages: Thanastian Alfarae
Various tribal tongues
Tax Revenue:
Resources:


History

Tribal History

The First Ordained Crusade

Modern History

Politics

Political Structures

Coregency

Anointed Heirs

Theopolitics

Religion

Thanastian Reformed Orthodoxy

A fusion of tribal religion similar to Kamyu-To and the traditional Orthodoxy.

Folk Religion

The Three Beasts

Ziz, Leviathan, and Behemoth, the legendary beasts created by Monad as the spirits of the world.

Geography and Ecology

Geography

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

Holy Wastes

Holy Wilds

Biosphere

Ghoul, Manticore, Wyvern, Shahbaz, Re'em, Peryton, Lindworm, Salamander, Amphisbaena, Hieracosphinx, Alphyn

Military

Cast

  • King Saul d'Antioch: Diarch of Thanast. Old and tired, Saul d'Antioch has mostly withdrawn from the public eye. He instead spends his time in the many chapels and tribal shrines of the country, enjoying his twilight years debating religion with the various priests and scholars.
  • Prince-Anointed Mattias d'Antioch: The anointed heir of Saul, Mattias 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.
  • King Jezeriah d'Brecht: Second of the Diarchs, Jezeriah is a middle aged warrior who has spent much of his life questing for relics and protecting his county directly. However, his wife has yet to produce for him a male heir. Instead, Jezeriah is known for having a number of daughters who often fight along side him, including the eldest, Norah-Elysia. Rumored to be soon anointed, she is also is rumored to be illicitly involved with Prince Mattias, a fact which could spell scandal and, some grave voices say, disaster.
  • Grand Bishop Francis of Orance: The chief religious authority of Thanast, Francis is an outspoken but supportive authority who serves as moral compass for the diarchs.

Prelim Domains

Main Domains

Capital Domain (Godblooded):

Demesne

       20 points 
       Produces 1 Food, 100 Gold and 100 Mana 
       Adamantium, Levistone 

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, 100 Mana and 30 Books 
       6 Common Draft, 1 Noble Draft 
       Production sites for all Mechanical units. 

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 100 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 

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 +3 Food 
       Units heal rapidly 
       +1 Common Draft 

Lizardfolk Domains:

Wastes

   Deserts, swamps or tundras. Not nice places to be, but they make great borders.
       1 point 
       Attritionary 
       Beasts 

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 

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 +3 Food 
       Units heal rapidly 
       +1 Common Draft 

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

   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 

Mining Domain (Orcs):

Hills

   Rolling hills, often with small woodcutting or ranching operations. A popular site for gold mines, both collapsed and non-collapsed.
       10 points 
       Produces 150 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 
       Produces +3 Food 
       Units heal rapidly 
       +1 Common Draft 

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 

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 25 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 25 Adamantium

Border Zones

Hellwild:

Chaotic Wilds

   The destruction of the node tap unleashed the full pent-up power of the Chaos Node, pouring the essence of life into the surrounding area. The resulting jungles were choked with vegetative growth and to this day they remain almost impenetrable, though strange treasures await intrepid explorers.
       10 points 
       Produces 50 Gold 
       Highly defensible 
       Attritionary 
       Beasts 

Dead Skies

   A few rare zones have unpredictable and deleterious effects on levistones.
       10 points 
       Requires 25 Mana 
       Strongly disrupts skyship travel 

Stormy

   Some lands suffer near-constant storms, resulting in torrential rains that wash out bridges, swamp creeks and leave even nominally dry land as thick mud.
       2 points 
       Reduces gold output by 10% 
       Disrupts land and air travel 

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 

First River Border Domain:

Wastes

   Deserts, swamps or tundras. Not nice places to be, but they make great borders.
       1 point 
       Attritionary 
       Beasts 

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 


Second River Border Domain:

Wastes

   Deserts, swamps or tundras. Not nice places to be, but they make great borders.
       1 point 
       Attritionary 
       Beasts 

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 

Third River Border Domain:

Wastes

   Deserts, swamps or tundras. Not nice places to be, but they make great borders.
       1 point 
       Attritionary 
       Beasts 

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