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==Prelim Domains==
==Prelim Domains==
===Main Domains===
===Main Domains===
====Capital Domain (Godblooded):====
====Capital Domain (Godblooded)====
Demesne
'''Demesne'''
        20 points  
20 points  
        Produces 1 Food, 100 Gold and 100 Mana  
Produces 1 Food, 100 Gold and 100 Mana  
        Adamantium, Levistone  
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.
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  
50 points  
        Requires 5 Food  
Requires 5 Food  
        Produces 1000 Gold, 100 Mana and 30 Books  
Produces 1000 Gold, 100 Mana and 30 Books  
        6 Common Draft, 1 Noble Draft  
6 Common Draft, 1 Noble Draft  
        Production sites for all Mechanical units.  
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.
Large fortified castles, complete with forges, smithies, bowyers, enchanters, ridiculously giant cannons, early-warning scrying pools and a rickety wizard's castle.
        30 points  
30 points  
        Requires 1 Food and 100 gold  
Requires 1 Food and 100 gold  
        Produces 100 Mana and 10 Books  
Produces 100 Mana and 10 Books  
        2 Noble Draft  
2 Noble Draft  
        Must be seized and captured before the associated Domain can be conquered.  
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.  
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.
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  
10 points  
        Requires 1 Food  
Requires 1 Food  
        Produces 200 Gold and 10 Books  
Produces 200 Gold and 10 Books  
        2 Common Draft  
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.
Large rivers are natural points of commerce and travel, in addition their riverbanks are rich sources of food.
        +5 points  
+5 points  
        Produces +1 Food and +50 Gold  
Produces +1 Food and +50 Gold  
        (potentially) defensible  
(potentially) defensible  
        River transport  
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.
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  
+10 points  
        Produces +3 Food  
Produces +3 Food  
        Units heal rapidly  
Units heal rapidly  
        +1 Common Draft  
+1 Common Draft  


====Lizardfolk Domains:====
====Lizardfolk Domains====
Wastes
'''Wastes'''
    Deserts, swamps or tundras. Not nice places to be, but they make great borders.
Deserts, swamps or tundras. Not nice places to be, but they make great borders.
        1 point  
1 point  
        Attritionary  
Attritionary  
        Beasts  
Beasts  


Major River
'''Major River'''
    Large rivers are natural points of commerce and travel, in addition their riverbanks are rich sources of food.
Large rivers are natural points of commerce and travel, in addition their riverbanks are rich sources of food.
        +5 points  
+5 points  
        Produces +1 Food and +50 Gold  
Produces +1 Food and +50 Gold  
        (potentially) defensible  
(potentially) defensible  
        River transport  
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.
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  
+10 points  
        Produces +3 Food  
Produces +3 Food  
        Units heal rapidly  
Units heal rapidly  
        +1 Common Draft  
+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.
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  
10 points  
        Requires 1 Food  
Requires 1 Food  
        Produces 200 Gold and 10 Books  
Produces 200 Gold and 10 Books  
        2 Common Draft  
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.
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  
10 points  
        Requires 1 Food  
Requires 1 Food  
        Produces 200 Gold and 10 Books  
Produces 200 Gold and 10 Books  
        2 Common Draft  
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.
Rolling hills, often with small woodcutting or ranching operations. A popular site for gold mines, both collapsed and non-collapsed.
        10 points  
10 points  
        Produces 150 Gold  
Produces 150 Gold  
        1 Common Draft  
1 Common Draft  
        Defensible  
Defensible  
        Adamantium, Gold  
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.
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  
+10 points  
        Produces +3 Food  
Produces +3 Food  
        Units heal rapidly  
Units heal rapidly  
        +1 Common Draft  
+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.
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  
10 points  
        Requires 1 Food  
Requires 1 Food  
        Produces 200 Gold and 10 Books  
Produces 200 Gold and 10 Books  
        2 Common Draft  
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.
Large rivers are natural points of commerce and travel, in addition their riverbanks are rich sources of food.
        +5 points  
+5 points  
        Produces +1 Food and +50 Gold  
Produces +1 Food and +50 Gold  
        (potentially) defensible  
(potentially) defensible  
        River transport  
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.
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  
10 points  
        Produces 25 Adamantium  
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.
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  
10 points  
        Produces 25 Adamantium
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.
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  
10 points  
        Produces 50 Gold  
Produces 50 Gold  
        Highly defensible  
Highly defensible  
        Attritionary  
Attritionary  
        Beasts  
Beasts  
 
Dead Skies
    A few rare zones have unpredictable and deleterious effects on levistones.
        10 points
        Requires 25 Mana
        Strongly disrupts skyship travel


Stormy
'''Dead Skies'''
    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.
A few rare zones have unpredictable and deleterious effects on levistones.
        2 points  
10 points  
        Reduces gold output by 10%
Requires 25 Mana
        Disrupts land and air travel  
Strongly disrupts skyship travel  


Cursed
'''Stormy'''
    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.
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.
        Halved point cost (round up)
2 points
        Halves all gold and food output  
Reduces gold output by 10%
        No draft
Disrupts land and air travel
        Attritional
        Horrors


====First River Border Domain:====
'''Cursed'''
Wastes
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.
    Deserts, swamps or tundras. Not nice places to be, but they make great borders.
Halved point cost (round up)
        1 point  
Halves all gold and food output
        Attritionary
No draft
        Beasts
Attritional
Horrors


Major River
====First River Border Domain====
    Large rivers are natural points of commerce and travel, in addition their riverbanks are rich sources of food.
'''Wastes'''
        +5 points
Deserts, swamps or tundras. Not nice places to be, but they make great borders.
        Produces +1 Food and +50 Gold
1 point
        (potentially) defensible
Attritionary
        River transport
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.
Deserts, swamps or tundras. Not nice places to be, but they make great borders.
        1 point  
1 point  
        Attritionary  
Attritionary  
        Beasts  
Beasts  


Major River
'''Major River'''
    Large rivers are natural points of commerce and travel, in addition their riverbanks are rich sources of food.
Large rivers are natural points of commerce and travel, in addition their riverbanks are rich sources of food.
        +5 points  
+5 points  
        Produces +1 Food and +50 Gold  
Produces +1 Food and +50 Gold  
        (potentially) defensible  
(potentially) defensible  
        River transport  
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.
Deserts, swamps or tundras. Not nice places to be, but they make great borders.
        1 point  
1 point  
        Attritionary  
Attritionary  
        Beasts  
Beasts  


Major River
'''Major River'''
    Large rivers are natural points of commerce and travel, in addition their riverbanks are rich sources of food.
Large rivers are natural points of commerce and travel, in addition their riverbanks are rich sources of food.
        +5 points  
+5 points  
        Produces +1 Food and +50 Gold  
Produces +1 Food and +50 Gold  
        (potentially) defensible  
(potentially) defensible  
        River transport
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
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

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