Thanast: Difference between revisions
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==Prelim Domains== | ==Prelim Domains== | ||
===Main Domains=== | ===Main Domains=== | ||
====Capital Domain (Godblooded) | ====Capital Domain (Godblooded)==== | ||
Demesne | '''Demesne''' | ||
20 points | |||
Produces 1 Food, 100 Gold and 100 Mana | |||
Adamantium, Levistone | |||
City | '''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 | '''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 | '''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 | '''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 | '''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 | ====Lizardfolk Domains==== | ||
Wastes | '''Wastes''' | ||
Deserts, swamps or tundras. Not nice places to be, but they make great borders. | |||
1 point | |||
Attritionary | |||
Beasts | |||
Major River | '''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 | '''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 | '''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 | '''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) | ====Mining Domain (Orcs)==== | ||
Hills | '''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 | '''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 | '''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 | '''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 | 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 | 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 | |||
====Monster Forests==== | |||
'''Wilds''' | |||
Deeper forests of virgin oaks and old-growth cedar. | |||
5 points | |||
Produces 50 Gold | |||
1 Common Draft | |||
Somewhat defensible | |||
Beasts | |||
'''Monster Ranch''' | |||
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 | |||
===Border Zones=== | ===Border Zones=== | ||
====Hellwild | ====Hellwild==== | ||
Chaotic Wilds | '''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 | ====Second River Border Domain==== | ||
Wastes | '''Wastes''' | ||
Deserts, swamps or tundras. Not nice places to be, but they make great borders. | |||
1 point | |||
Attritionary | |||
Beasts | |||
Major River | '''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 | ====Third River Border Domain==== | ||
Wastes | '''Wastes''' | ||
Deserts, swamps or tundras. Not nice places to be, but they make great borders. | |||
1 point | |||
Attritionary | |||
Beasts | |||
Major River | '''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 18:43, 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 | |||||||||
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Politics and Religion | |||||||||
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Population and Economy | |||||||||
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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
Monster Forests
Wilds Deeper forests of virgin oaks and old-growth cedar. 5 points Produces 50 Gold 1 Common Draft Somewhat defensible Beasts
Monster Ranch 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
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