Thanast: Difference between revisions
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==Prelim Domain/Pricing== | ==Prelim Domain/Pricing== | ||
===Main Domains=== | ===Main Domains=== | ||
==== | ====Fertile Core (Lizardfolk)==== | ||
'''Lizard Wastes'''<br> | '''Lizard Wastes'''<br> | ||
Infested with lizards!<br> | Infested with lizards!<br> | ||
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Beasts <br> | Beasts <br> | ||
''' | '''Lizardfolk'''<br> | ||
Primitive reptilian humanoids that come from the deep deserts far from civilization.<br> | Primitive reptilian humanoids that come from the deep deserts far from civilization.<br> | ||
Cost: 5 <br> | Cost: 5 <br> | ||
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Immune to attritionary effects of Wastes and Lizard Wastes <br> | Immune to attritionary effects of Wastes and Lizard Wastes <br> | ||
May buy Lizard Wastes <br> | May buy Lizard Wastes <br> | ||
'''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.<br> | |||
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> | |||
'''Town'''<br> | '''Town'''<br> | ||
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+1 Common Draft <br> | +1 Common Draft <br> | ||
====Savage | '''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> | |||
====Savage Delta==== | |||
'''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> | ||
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Beasts <br> | Beasts <br> | ||
''' | '''Lizardfolk'''<br> | ||
Primitive reptilian humanoids that come from the deep deserts far from civilization.<br> | Primitive reptilian humanoids that come from the deep deserts far from civilization.<br> | ||
Cost: | Cost: 5 <br> | ||
Racial Alignment: Life <br> | Racial Alignment: Life <br> | ||
Infantry units are faster <br> | Infantry units are faster <br> | ||
Immune to attritionary effects of | Immune to attritionary effects of Wastes and Lizard Wastes <br> | ||
May buy Lizard Wastes <br> | |||
''' | '''Water Node'''<br> | ||
Endless fonts of crystal-clear water that fades to the deepest indigo above their unknown depths, Water Nodes are sources of pure water, even when they are found in an ocean.<br> | |||
50 points <br> | 50 points <br> | ||
Void-Aligned <br> | |||
Each | Each Water Node provides 1250 Mana <br> | ||
Increases City and Keep drafts by +1 each <br> | |||
'''Keep'''<br> | '''Keep'''<br> | ||
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Must be seized and captured before the associated Domain can be conquered. <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> | Maintains 25 gold/month of units free of charge, so long as they remain in the Domain. <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> | |||
'''Major River'''<br> | '''Major River'''<br> | ||
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Produces 25 Beasts <br> | Produces 25 Beasts <br> | ||
==== | ====Townships (Lizardfolk)==== | ||
'''Lizard Wastes'''<br> | '''Lizard Wastes'''<br> | ||
Infested with lizards!<br> | Infested with lizards!<br> | ||
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Beasts <br> | Beasts <br> | ||
''' | '''Lizardfolk'''<br> | ||
Primitive reptilian humanoids that come from the deep deserts far from civilization.<br> | Primitive reptilian humanoids that come from the deep deserts far from civilization.<br> | ||
Cost: 5 <br> | Cost: 5 <br> | ||
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(potentially) defensible <br> | (potentially) defensible <br> | ||
River transport <br> | River transport <br> | ||
'''Town'''<br> | '''Town'''<br> | ||
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2 Common Draft <br> | 2 Common Draft <br> | ||
==== | ====The Mountain Holds (Draconians)==== | ||
''' | '''Mountains'''<br> | ||
Tall, snow-capped peaks with the occasional high pass and raging river.<br> | |||
5 points <br> | |||
Produces | Produces 50 Gold <br> | ||
Very defensible <br> | |||
Adamantium, Levistone, Gold <br> | |||
Adamantium, | |||
'''Major River'''<br> | '''Major River'''<br> | ||
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(potentially) defensible <br> | (potentially) defensible <br> | ||
River transport <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> | |||
'''Adamantium Mine'''<br> | '''Adamantium Mine'''<br> | ||
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10 points <br> | 10 points <br> | ||
Produces 250 Adamantium<br> | Produces 250 Adamantium<br> | ||
====Outer Delta (Frogmen)==== | |||
'''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> | |||
10 points <br> | |||
Produces 1 food and 25 Gold <br> | |||
Highly defensible <br> | |||
Attritionary <br> | |||
Impassible to all non-infantry ground units, save those specially made for Marshy Wastes. <br> | |||
Beasts <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> | |||
====Border Wastes (Lizardfolk)==== | |||
'''Lizard Wastes'''<br> | |||
Infested with lizards!<br> | |||
5 points <br> | |||
Produces 75 Gold <br> | |||
2 Common Draft <br> | |||
Attritionary <br> | |||
Beasts <br> | |||
===Army Units=== | ===Army Units=== |
Revision as of 09:30, 12 September 2009
A polytheistic diarchy of draconian pharoahs and nobility ruling over lizard and frogmen.
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 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 (Lizardfolk)
Lizard Wastes
Infested with lizards!
5 points
Produces 75 Gold
2 Common Draft
Attritionary
Beasts
Lizardfolk
Primitive reptilian humanoids that come from the deep deserts far from civilization.
Cost: 5
Racial Alignment: Life
Infantry units are faster
Immune to attritionary effects of Wastes and Lizard Wastes
May buy Lizard Wastes
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
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
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
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
Lizardfolk
Primitive reptilian humanoids that come from the deep deserts far from civilization.
Cost: 5
Racial Alignment: Life
Infantry units are faster
Immune to attritionary effects of Wastes and Lizard Wastes
May buy Lizard Wastes
Water Node
Endless fonts of crystal-clear water that fades to the deepest indigo above their unknown depths, Water Nodes are sources of pure water, even when they are found in an ocean.
50 points
Void-Aligned
Each Water Node provides 1250 Mana
Increases City and Keep drafts by +1 each
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
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
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
Townships (Lizardfolk)
Lizard Wastes
Infested with lizards!
5 points
Produces 75 Gold
2 Common Draft
Attritionary
Beasts
Lizardfolk
Primitive reptilian humanoids that come from the deep deserts far from civilization.
Cost: 5
Racial Alignment: Life
Infantry units are faster
Immune to attritionary effects of Wastes and Lizard Wastes
May buy Lizard Wastes
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
The Mountain Holds (Draconians)
Mountains
Tall, snow-capped peaks with the occasional high pass and raging river.
5 points
Produces 50 Gold
Very defensible
Adamantium, Levistone, Gold
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
Outer Delta (Frogmen)
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
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
Border Wastes (Lizardfolk)
Lizard Wastes
Infested with lizards!
5 points
Produces 75 Gold
2 Common Draft
Attritionary
Beasts
Army Units
Avatar of Ziz
Giant Legendary Creature
Requirements:
Domain: Chaotic Wilds or Marshy Wastes
Sites in Domain: Stockades and Node
Abilities: 10
Cost: 75 Beasts
Upkeep: 75 Mana
-2x Celerity
-Vitriolic Breath
-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
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
-Vitriolic Breath
-Burrowing
-Crushing Strength
-2x It's Ginormous!
-Stealthy
-Regeneration
-Why Won't You Die?!
-Etheric Metabolism
Adamantium Artisan Melee Weapons
Cost: 80 Gold, 80 Adamantium
Adamantium Skirmish Plate
Cost: 25 Gold, 25 Adamantium
Cost: 960
Incarnation of Behemoth
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
Lizardman Skirmisher
Militia
Training Cost: 0 Gold
Upkeep Cost: 3 Gold
Adamantium Spear
Cost: 5 Gold, 5 Adamantium
Adamantium Javelins
Cost: 3 Gold, 3 Adamantium
Skirmisher Armour
Cost: 10 Gold
Charged Light Shield
Cost: 4 Gold, 10 Mana
Cost: 40
Frogman Handgunners
Militia
Training Cost: 0 Gold
Upkeep Cost: 3 Gold
Spear
Cost: 5 Gold
Adamantium-cased Leadcaster
Cost: 40 Gold, 40 Adamantium, 15 Mana
Upkeep: 2 Gold, 1 Mana
Skirmisher Armour
Cost: 10 Gold
Cost: 123
Frogman Archers
Militia
Training Cost: 0 Gold
Upkeep Cost: 3 Gold
Spear
Cost: 5 Gold
Explosive Longbows
Cost: 15 Gold, 15 Mana
Upkeep: 10 Mana
Skirmisher Armour
Cost: 10 Gold
Cost: 45
Draconian Infantry
Men-at-arms
Training Cost: 50 Gold
Upkeep Cost: 6 Gold
Adamantium Alfar Axe
Cost: 24 Gold, 12 Adamantium, 50 Mana
Hand Bombs
Cost: -
Upkeep: 10 Gold
Lamellar
Cost: 15 Gold
Charged Full Shield
Cost: 10 Gold, 10 Mana
Cost: 161
Lizardman Light Cavalry
Militia
Training Cost: 0 Gold
Upkeep Cost: 3 Gold
Adamantium Alfar Spear
Cost: 10 Gold, 5 Adamantium, 50 Mana
Hand Bombs
Cost: -
Upkeep: 10 Gold
Lamellar
Cost: 15 Gold
Charged Full Shield
Cost: 10 Gold, 10 Mana
Rouncey Beast
Cost: 1 Beast or 15 Gold
Cost: 110
Draconian Heavy Cavalry
Men-at-arms
Training Cost: 50 Gold
Upkeep Cost: 6 Gold
Adamantium Alfar Pike
Cost: 24 Gold, 12 Adamantium, 50 Mana
Adamantium-Cased Leadcaster
Cost: 40 Gold, 40 Adamantium, 15 Mana
Upkeep: 2 Gold, 1 Mana
Hand Bombs
Cost: -
Upkeep: 10 Gold
Lamellar
Cost: 15 Gold
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: 346
=Draconian Guardians
Knights
Training Cost: 200 Gold
Upkeep Cost: 16 Gold (8 when not mobilized)
Adamantium Alfar Pike
Cost: 24 Gold, 12 Adamantium, 50 mana
Adamantium Alfar Axe
Cost: 24 Gold, 12 Adamantium, 50 mana
Adamantium-Cased Leadcaster
Cost: 40 Gold, 40 Adamantium, 15 Mana
Upkeep: 2 Gold, 1 Mana
Hand Bombs
Cost: -
Upkeep: 10 Gold
Elven Weave Plated Mail
Cost: 25 Gold, 25 Adamantium, 50 Mana
Upkeep: 10 Mana
Charged Full Shield
Cost: 10 Gold, 10 Mana
Cost: 555
Draconian Aerial Cavalry
Knights
Training Cost: 200 Gold
Upkeep Cost: 16 Gold (8 when not mobilized)
Adamantium Alfar Pike
Cost: 24 Gold, 12 Adamantium, 50 mana
Adamantium Alfar Axe
Cost: 24 Gold, 12 Adamantium, 50 mana
Hand Bombs
Cost: -
Upkeep: 10 Gold
Elven Weave Plated Mail
Cost: 25 Gold, 25 Adamantium, 50 Mana
Upkeep: 10 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
Adamantium Skirmish Plate
Cost: 25 Gold, 25 Adamantium
Cost: 702
Beast War Chariots
Common
Requirements:
Domain: Wilds, Chaotic Wilds or Marshy Wastes
Sites in Domain: Stockades
Abilities: 1
Cost: 20
Upkeep: 20 Gold
-Celerity
Adamantium Skirmisher Plate
Cost: 25 Gold, 25 Adamantium
War Howdah
Cost: 30 Gold
Cost: 270
Battle Beast
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
Explosive Adamantium-Cased Demi-Culverin
Cost: 150 Gold, 150 Adamantium, 150 Mana
Upkeep: 20 Gold, 20 Mana
Weapon Size: Medium
Cost: 780
Siege Beast
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 Battle Plate
Cost: 50 Gold, 50 Adamantium
War Howdah
Cost: 30 Gold
Hammerer
An enlarged blast bow/cannon, sized to bash down walls with wave after wave of magical force.
Cost: 200 Gold, 200 Mana
Upkeep: 50 Mana
Weapon Size: Large
Cost: 930
Obelisk of Light
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
Zizkith Squadron
Rare
Requirements:
Domain: Chaotic Wilds or Marshy Wastes
Sites in Domain: Stockades and Keep
Abilities: 4
Cost: 100
Upkeep: 50 Gold + 50 Mana
-Flight
-2x It's Ginormous!
War Howdah
Cost: 30 Gold
Lightning Launcher
Cost: 150 Gold + 150 Mana
Upkeep: 15 Gold + 15 Mana
Size: Large
or
3x Concussion Bow
Cost: 100 Gold + 100 Mana
Upkeep: 20 Mana
Weapon Size: Small
or
2x Explosive Adamantium-Cased Demi-Culverin
Cost: 150 Gold, 150 Adamantium, 150 Mana
Upkeep: 20 Gold, 20 Mana
Weapon Size: Medium
Cost: 1330 or 1630 or 1920
Draconian Giants
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.
Rare
Requirements:
Domain: Chaotic Wilds or Marshy Wastes
Sites in Domain: Stockades and Keep
Abilities: 4
Cost: 100
Upkeep: 50 Gold + 50 Mana
-Etheric Metabolism
-Vitriolic Breath
-It Burns!
-Crushing Strength
Adamantium Siege Plate
Cost: 100 Gold, 100 Adamantium
Adamantium Giant Swords/Axe
Cost: 80 Gold, 80 Adamantium
Adamantium Culverin
Cost: 200 Gold, 200 Adamantium
Cost: 1760