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==Domains/Armies==
==Domains/Armies==
===Race===
===Race===
Revenents (25)
Revenents (25)<br>


===Main Domains===
===Main Domains===
Skyrange Mountains
Skyrange Mountains<br>
A few of Arcana's mountains are so high that even their 'lowest' passes are too high for skyships to travel through them. Needless to say, foot traffic fares no better, and few beyond intrepid explorers brave the cold, the wind and the yetis.
A few of Arcana's mountains are so high that even their 'lowest' passes are too high for skyships to travel through them. Needless to say, foot traffic fares no better, and few beyond intrepid explorers brave the cold, the wind and the yetis.<br>
10 points  
10 points <br>
Produces 50 Gold  
Produces 50 Gold <br>
Defensible like only knife-edge ridges, thousand-foot cliffs and treacherous glaciers can be  
Defensible like only knife-edge ridges, thousand-foot cliffs and treacherous glaciers can be <br>
Adamantium, Levistone, Gold (costs double)  
Adamantium, Levistone, Gold (costs double) <br>


Cursed
Cursed<br>
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.
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.<br>
Halved point cost (round up)  
Halved point cost (round up) <br>
Halves all gold and food output  
Halves all gold and food output <br>
No draft  
No draft <br>
Attritional  
Attritional <br>
Horrors  
Horrors <br>


City
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.
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 <br>
Requires 5 Food  
Requires 5 Food <br>
Produces 1000 Gold, 250 Mana and 30 Books  
Produces 1000 Gold, 250 Mana and 30 Books <br>
6 Common Draft, 1 Noble Draft  
6 Common Draft, 1 Noble Draft <br>
Production sites for all Mechanical units.  
Production sites for all Mechanical units. <br>


Ruined
Ruined<br>
The lingering shadows of former empires litter Arcana's lands in the forms of ruined fortresses, overgrown roads and crumbling monuments that time has yet to erase. In the chaos of the Alfar collapse and the Necromatic Wars, there's no telling what treasures lie abandoned beneath the rubble. Would-be adventurers should keep in mind, though, that these places stay abandoned for a reason.
The lingering shadows of former empires litter Arcana's lands in the forms of ruined fortresses, overgrown roads and crumbling monuments that time has yet to erase. In the chaos of the Alfar collapse and the Necromatic Wars, there's no telling what treasures lie abandoned beneath the rubble. Would-be adventurers should keep in mind, though, that these places stay abandoned for a reason.<br>
Applies only to a Site <br>
Halved point cost (Round up) <br>
No Output in Gold, Mana and Books. <br>
No Draft <br>
Requires no support in food, gold or mana. <br>
Once per quarter, explorers will dig up something useful.<br>


Applies only to a Site
-<br>
Halved point cost (Round up)
Asssociated With Above<br>
No Output in Gold, Mana and Books.
No Draft
Requires no support in food, gold or mana.
Once per quarter, explorers will dig up something useful.


-
Underdark Lightfield<br>
Asssociated With Above
20 points <br>
 
Produces 3 Food, 50 Gold and 125 Mana <br>
Underdark Lightfield
2 Common Draft <br>
20 points  
Adamantium, Gold <br>
Produces 3 Food, 50 Gold and 125 Mana  
Defensible <br>
2 Common Draft  
Beasts <br>
Adamantium, Gold  
Is associated with another Domain <br>
Defensible  
Beasts  
Is associated with another Domain  


Underhold
Underhold<br>
Even the denizens of the Underdark build cities, vast halls full of the myriad different tasks of civilization.
Even the denizens of the Underdark build cities, vast halls full of the myriad different tasks of civilization.<br>
50 points  
50 points <br>
Requires 4 Food  
Requires 4 Food <br>
Produces 700 Gold, 500 Mana and 30 Books  
Produces 700 Gold, 500 Mana and 30 Books <br>
5 Common Draft, 1 Noble Draft  
5 Common Draft, 1 Noble Draft <br>
Production sites for all Mechanical units.  
Production sites for all Mechanical units. <br>
Must be sited in an Underdark Domain.  
Must be sited in an Underdark Domain. <br>


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.<br>
+10 points  
+10 points <br>
Produces +1 Food and +50 Mana  
Produces +1 Food and +50 Mana <br>
Units heal rapidly  
Units heal rapidly <br>
+1 Common Draft  
+1 Common Draft <br>


Major River
Major River<br>
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.<br>
+5 points  
+5 points <br>
Produces +1 Food and +50 Gold  
Produces +1 Food and +50 Gold <br>
(potentially) defensible  
(potentially) defensible <br>
River transport  
River transport <br>


Adamantium Mine
Adamantium Mine<br>
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.<br>
10 points  
10 points <br>
Produces 250 Adamantium  
Produces 250 Adamantium <br>


Stockades
Stockades<br>
A fortress-like site with well-built walls and enclosures intended to keep dangerous or simply huge creatures which are brought in from the wilds to be trained or otherwise conditioned. Naturally it is a focal point for hunters, trackers and woodsmen. The occasional escape tends to motivate average folks to keep well away, though.
A fortress-like site with well-built walls and enclosures intended to keep dangerous or simply huge creatures which are brought in from the wilds to be trained or otherwise conditioned. Naturally it is a focal point for hunters, trackers and woodsmen. The occasional escape tends to motivate average folks to keep well away, though.<br>
10 points  
10 points <br>
Requires 1 Food, -1 Common Draft to the domain it is in  
Requires 1 Food, -1 Common Draft to the domain it is in <br>
Produces 25 Beasts  
Produces 25 Beasts <br>
-
-


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


Major River
Major River<br>
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.<br>
+5 points  
+5 points <br>
Produces +1 Food and +50 Gold  
Produces +1 Food and +50 Gold <br>
(potentially) defensible  
(potentially) defensible <br>
River transport  
River transport <br>


Town
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.
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  
10 points <br>
Requires 1 Food  
Requires 1 Food <br>
Produces 200 Gold and 10 Books  
Produces 200 Gold and 10 Books <br>
2 Common Draft  
2 Common Draft <br>


-
-<br>


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


Major River
Major River<br>
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.<br>
+5 points  
+5 points <br>
Produces +1 Food and +50 Gold  
Produces +1 Food and +50 Gold <br>
(potentially) defensible  
(potentially) defensible <br>
River transport  
River transport <br>


Town
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.
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  
10 points <br>
Requires 1 Food  
Requires 1 Food <br>
Produces 200 Gold and 10 Books  
Produces 200 Gold and 10 Books <br>
2 Common Draft  
2 Common Draft <br>


-
-<br>


Mountains
Mountains<br>
Tall, snow-capped peaks with the occasional high pass and raging river.
Tall, snow-capped peaks with the occasional high pass and raging river.<br>
5 points  
5 points <br>
Produces 50 Gold  
Produces 50 Gold <br>
Very defensible  
Very defensible <br>
Adamantium, Levistone, Gold  
Adamantium, Levistone, Gold <br>


Levistone Quarry
Levistone Quarry<br>
Levistones are chunks of Arcana's rock that have become so infused with mana that they can ignore the grip of gravity. In some select areas these can be quarried and then floated to the shipyards where they become the keel of skyships.
Levistones are chunks of Arcana's rock that have become so infused with mana that they can ignore the grip of gravity. In some select areas these can be quarried and then floated to the shipyards where they become the keel of skyships.<br>
10 points  
10 points <br>
Produces 10 Levistones  
Produces 10 Levistones <br>


-
-<br>
Associated With Above
Associated With Above<br>


Underhaven
Underhaven<br>
25 points  
25 points <br>
Produces 50 Gold and 375 Mana  
Produces 50 Gold and 375 Mana <br>
Adamantium, Gold  
Adamantium, Gold <br>
Very Defensible  
Very Defensible <br>
Beasts  
Beasts <br>
Is associated with another Domain  
Is associated with another Domain <br>


Keep
Keep<br>
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.<br>
30 points  
30 points <br>
Requires 1 Food and 100 gold  
Requires 1 Food and 100 gold <br>
Produces 250 Mana and 10 Books  
Produces 250 Mana and 10 Books <br>
2 Noble Draft  
2 Noble Draft <br>
Must be seized and captured before the associated Domain can be conquered.  
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.  
Maintains 25 gold/month of units free of charge, so long as they remain in the Domain. <br>


Stockades
Stockades<br>
A fortress-like site with well-built walls and enclosures intended to keep dangerous or simply huge creatures which are brought in from the wilds to be trained or otherwise conditioned. Naturally it is a focal point for hunters, trackers and woodsmen. The occasional escape tends to motivate average folks to keep well away, though.
A fortress-like site with well-built walls and enclosures intended to keep dangerous or simply huge creatures which are brought in from the wilds to be trained or otherwise conditioned. Naturally it is a focal point for hunters, trackers and woodsmen. The occasional escape tends to motivate average folks to keep well away, though.<br>
10 points  
10 points <br>
Requires 1 Food, -1 Common Draft to the domain it is in  
Requires 1 Food, -1 Common Draft to the domain it is in <br>
Produces 25 Beasts  
Produces 25 Beasts <br>


-
-


Skyrange Mountains
Skyrange Mountains<br>
A few of Arcana's mountains are so high that even their 'lowest' passes are too high for skyships to travel through them. Needless to say, foot traffic fares no better, and few beyond intrepid explorers brave the cold, the wind and the yetis.
A few of Arcana's mountains are so high that even their 'lowest' passes are too high for skyships to travel through them. Needless to say, foot traffic fares no better, and few beyond intrepid explorers brave the cold, the wind and the yetis.<br>
10 points  
10 points <br>
Produces 50 Gold  
Produces 50 Gold <br>
Defensible like only knife-edge ridges, thousand-foot cliffs and treacherous glaciers can be  
Defensible like only knife-edge ridges, thousand-foot cliffs and treacherous glaciers can be <br>
Adamantium, Levistone, Gold (costs double)  
Adamantium, Levistone, Gold (costs double) <br>


Cursed
Cursed<br>
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.
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.<br>
Halved point cost (round up)  
Halved point cost (round up) <br>
Halves all gold and food output  
Halves all gold and food output <br>
No draft  
No draft <br>
Attritional  
Attritional <br>
Horrors  
Horrors <br>


-
-


Skyrange Mountains
Skyrange Mountains<br>
A few of Arcana's mountains are so high that even their 'lowest' passes are too high for skyships to travel through them. Needless to say, foot traffic fares no better, and few beyond intrepid explorers brave the cold, the wind and the yetis.
A few of Arcana's mountains are so high that even their 'lowest' passes are too high for skyships to travel through them. Needless to say, foot traffic fares no better, and few beyond intrepid explorers brave the cold, the wind and the yetis.<br>
10 points  
10 points <br>
Produces 50 Gold  
Produces 50 Gold <br>
Defensible like only knife-edge ridges, thousand-foot cliffs and treacherous glaciers can be  
Defensible like only knife-edge ridges, thousand-foot cliffs and treacherous glaciers can be <br>
Adamantium, Levistone, Gold (costs double)  
Adamantium, Levistone, Gold (costs double) <br>


Cursed
Cursed<br>
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.
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.<br>
Halved point cost (round up)  
Halved point cost (round up) <br>
Halves all gold and food output  
Halves all gold and food output <br>
No draft  
No draft <br>
Attritional  
Attritional <br>
Horrors  
Horrors <br>


-
-
Stachelsöldners
Stachelsöldners<br>


Militia
Militia<br>
Training Cost: 0 Gold  
Training Cost: 0 Gold <br>
Upkeep Cost: 3 Gold  
Upkeep Cost: 3 Gold <br>


Adamantium Sorcerous Pike
Adamantium Sorcerous Pike<br>
Cost: 12 Gold, 12 Adamantium, 24 Mana
Cost: 12 Gold, 12 Adamantium, 24 Mana<br>
Upkeep: 5 Mana
Upkeep: 5 Mana<br>


Sidesword
Sidesword<br>
Cost: 15 Gold
Cost: 15 Gold<br>


Buckler
Buckler<br>
Cost: 2  
Cost: 2 <br>


Plated Mail
Plated Mail<br>
Cost: 25  
Cost: 25 <br>


Total Cost: 90
Total Cost: 90<br>


40 Units
40 Units<br>


-
-<br>
Rollesöldners
Rollesöldners<br>


Militia
Militia<br>
Training Cost: 0 Gold  
Training Cost: 0 Gold <br>
Upkeep Cost: 3 Gold  
Upkeep Cost: 3 Gold <br>


Sidesword
Sidesword<br>
Cost: 15 Gold
Cost: 15 Gold<br>


Skirmisher Armour
Skirmisher Armour<br>
Cost: 10 Gold
Cost: 10 Gold<br>


Leadcaster
Leadcaster<br>
Cost: 40 Gold, 15 Mana  
Cost: 40 Gold, 15 Mana <br>
Upkeep: 2 Gold, 1 Mana  
Upkeep: 2 Gold, 1 Mana <br>


Cost: 80
Cost: 80<br>


40 Units
40 Units<br>


-
-<br>
Grenadiers
Grenadiers<br>


Militia
Militia<br>
Training Cost: 0 Gold  
Training Cost: 0 Gold <br>
Upkeep Cost: 3 Gold  
Upkeep Cost: 3 Gold <br>


Sidesword
Sidesword<br>
Cost: 15 Gold
Cost: 15 Gold<br>


Plated Mail
Plated Mail<br>
Cost: 25  
Cost: 25 <br>


Leadcaster with Bayonet
Leadcaster with Bayonet<br>
Cost: 45 Gold, 15 Mana  
Cost: 45 Gold, 15 Mana <br>
Upkeep: 2 Gold, 1 Mana  
Upkeep: 2 Gold, 1 Mana <br>


Hand Bombs
Hand Bombs<br>
Cost: -  
Cost: - <br>
Upkeep: 10 Gold  
Upkeep: 10 Gold <br>


Cost: 100
Cost: 100<br>


20 Units
20 Units<br>


-
-
Mystischlrollesöldners
Mystischlrollesöldners<br>


Men-at-arms
Men-at-arms<br>
Training Cost: 50 Gold  
Training Cost: 50 Gold <br>
Upkeep Cost: 5 Gold  
Upkeep Cost: 5 Gold <br>


Sidesword
Sidesword<br>
Cost: 15 Gold
Cost: 15 Gold<br>


Barrier Jacket Skirmisher Armour
Barrier Jacket Skirmisher Armour<br>
Cost: 10 Gold, 50 Mana
Cost: 10 Gold, 50 Mana<br>
Upkeep: 5 mana
Upkeep: 5 mana<br>


Adamantium Sorcerous Leadcaster
Adamantium Sorcerous Leadcaster<br>
Cost: 40 Gold, 40 Adamantium, 55 Mana  
Cost: 40 Gold, 40 Adamantium, 55 Mana <br>
Upkeep: 2 Gold, 1 Mana  
Upkeep: 2 Gold, 1 Mana <br>


Charged Pavise
Charged Pavise<br>
Cost: 10 Gold, 10 Mana
Cost: 10 Gold, 10 Mana<br>


Common Magic  
Common Magic <br>
Cost: 5 Books  
Cost: 5 Books <br>


Pack Train
Pack Train<br>
Cost: 20 gold  
Cost: 20 gold <br>


Cost: 315
Cost: 315<br>


10 Units
10 Units<br>


-
-
Doppelsöldners
Doppelsöldners<br>


Men-at-arms
Men-at-arms<br>
Training Cost: 50 Gold  
Training Cost: 50 Gold<br>
Upkeep Cost: 5 Gold  
Upkeep Cost: 5 Gold <br>


Great Swords
Great Swords<br>
Cost: 75  
Cost: 75 <br>


Sidesword
Sidesword<br>
Cost: 15 Gold
Cost: 15 Gold<br>


Partial Plate
Partial Plate<br>
Cost: 35  
Cost: 35 <br>


Cost: 185
Cost: 185<br>


Cost: 20 Units
Cost: 20 Units<br>


-
-
Jägers
Jägers<br>


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


Sidesword
Sidesword<br>
Cost: 15 Gold
Cost: 15 Gold<br>


Barrier Jacket Skirmisher Armour
Barrier Jacket Skirmisher Armour<br>
Cost: 10 Gold, 50 Mana
Cost: 10 Gold, 50 Mana<br>
Upkeep: 5 mana
Upkeep: 5 mana<br>


Adamantium Sorcerous Leadcaster with Bayonet
Adamantium Sorcerous Leadcaster with Bayonet<br>
Cost: 45 Gold, 40 Adamantium, 55 Mana  
Cost: 45 Gold, 40 Adamantium, 55 Mana <br>
Upkeep: 2 Gold, 1 Mana  
Upkeep: 2 Gold, 1 Mana <br>


Common Magic  
Common Magic <br>
Cost: 5 Books  
Cost: 5 Books <br>


Beast Rouncey
Beast Rouncey<br>
Cost: 1 Horse/Beast or 15 Gold (Doubled if a special ability is taken)  
Cost: 1 Horse/Beast or 15 Gold (Doubled if a special ability is taken) <br>
Upkeep: -  
Upkeep: - <br>


-Celerity
-Celerity<br>


Cost: 460
Cost: 460<br>


5 Units
5 Units<br>


-
-
Mystischlsöldners
Mystischlsöldners<br>


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


Adamantium Brute Force Great Swords
Adamantium Brute Force Great Swords<br>
Cost: 75 Gold, 75 Adamantium, 50 Mana
Cost: 75 Gold, 75 Adamantium, 50 Mana<br>


Adamantium Sidesword
Adamantium Sidesword<br>
Cost: 15 Gold, 15 Adamantium
Cost: 15 Gold, 15 Adamantium<br>


Embodied Adamantium Partial Plate
Embodied Adamantium Partial Plate<br>
Cost: 35 Gold, 35 Adamantium, 100 Mana
Cost: 35 Gold, 35 Adamantium, 100 Mana<br>
Upkeep: 10 Mana
Upkeep: 10 Mana<br>


Cost: 590 Points
Cost: 590 Points<br>


Cost: 5 Units
Cost: 5 Units<br>


-
-
Schwarze Reiter
Schwarze Reiter<br>


Militia
Militia<br>
Training Cost: 0 Gold  
Training Cost: 0 Gold <br>
Upkeep Cost: 3 Gold  
Upkeep Cost: 3 Gold <br>


Broadsword
Broadsword<br>
Cost: 25  
Cost: 25 <br>


Plated Mail
Plated Mail<br>
Cost: 25  
Cost: 25 <br>


Hand Leadcaster
Hand Leadcaster<br>
Cost: 20 Gold, 10 Mana  
Cost: 20 Gold, 10 Mana <br>
Upkeep: 2 Gold, 1 Mana  
Upkeep: 2 Gold, 1 Mana <br>


Beast Rouncey
Beast Rouncey<br>
Cost: 1 Horse/Beast or 15 Gold (Doubled if a special ability is taken)  
Cost: 1 Horse/Beast or 15 Gold (Doubled if a special ability is taken) <br>
Upkeep: -  
Upkeep: - <br>


-Celerity
-Celerity<br>


Cost: 105 Points
Cost: 105 Points<br>


20 Units
20 Units<br>


-
-
Uhlans
Uhlans<br>


Men-at-arms
Men-at-arms<br>
Training Cost: 50 Gold  
Training Cost: 50 Gold <br>
Upkeep Cost: 5 Gold  
Upkeep Cost: 5 Gold <br>


Pike
Pike<br>
Cost: 12 Gold
Cost: 12 Gold<br>


Hand Leadcaster
Hand Leadcaster<br>
Cost: 20 Gold, 10 Mana  
Cost: 20 Gold, 10 Mana <br>
Upkeep: 2 Gold, 1 Mana  
Upkeep: 2 Gold, 1 Mana <br>


Broadsword
Broadsword<br>
Cost: 25  
Cost: 25 <br>


Skirmisher Armour
Skirmisher Armour<br>
Cost: 10  
Cost: 10 <br>


Beast Courser
Beast Courser<br>
Cost: 4 Horses/Beasts (Doubled if a special ability is taken)  
Cost: 4 Horses/Beasts (Doubled if a special ability is taken) <br>
Upkeep: -  
Upkeep: - <br>


-Celerity
-Celerity<br>


Cost: 207 Points
Cost: 207 Points<br>


20 Units
20 Units<br>


-
-<br>
Abominations
Abominations<br>


Rare
Rare<br>
Abilities: 4  
Abilities: 4 <br>
Cost: 100 Beasts
Cost: 100 Beasts<br>
Upkeep: 50 Gold + 50 Mana  
Upkeep: 50 Gold + 50 Mana <br>


-Vitriolic Breath
-Vitriolic Breath<br>
-Absurdly Lethal
-Absurdly Lethal<br>
-Why Won't You Die?
-Why Won't You Die?<br>
-Regeneration
-Regeneration<br>


Improvised Weapons
Improvised Weapons<br>
Cost: 40 Gold  
Cost: 40 Gold <br>


Siege Plate
Siege Plate<br>
Cost: 100 Gold  
Cost: 100 Gold <br>


Cost: 1140 Points
Cost: 1140 Points<br>


-
-


Artillery Carriage (Light)
Artillery Carriage (Light)<br>
Construction Cost: 10 Gold  
Construction Cost: 10 Gold <br>
Max Weapon Size: Small  
Max Weapon Size: Small <br>


Falconet
Falconet<br>
Cost: 75 Gold  
Cost: 75 Gold <br>
Upkeep: 8 Gold  
Upkeep: 8 Gold <br>
Weapon Size: Small  
Weapon Size: Small <br>


Pack Train
Pack Train<br>
Cost: 20 gold  
Cost: 20 gold <br>
Upkeep: -  
Upkeep: - <br>


Cost: 105 Points
Cost: 105 Points<br>


25000
25000<br>


===Army Units===
===Army Units===

Revision as of 12:21, 12 October 2009

Kingdom of Thanast
Politics and Religion
Capital: Thanast
Religion: Various Sanctioned Cults
Government: Absolute Diarchy
Leader (Diarchs): (de jure)
Prince-Anointed (de facto)
Population and Economy
Population: Revenents
Languages: Thanastian
Tax Revenue:
Resources:


History

Early History

Necromantic Wars

Modern History

Politics

Political Structures

Coregency

Anointed Heirs

Theopolitics

Religion

Origins

Folk Religion

Geography and Ecology

Geography

Biosphere

Military

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

Domains/Armies

Race

Revenents (25)

Main Domains

Skyrange Mountains
A few of Arcana's mountains are so high that even their 'lowest' passes are too high for skyships to travel through them. Needless to say, foot traffic fares no better, and few beyond intrepid explorers brave the cold, the wind and the yetis.
10 points
Produces 50 Gold
Defensible like only knife-edge ridges, thousand-foot cliffs and treacherous glaciers can be
Adamantium, Levistone, Gold (costs double)

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

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.

Ruined
The lingering shadows of former empires litter Arcana's lands in the forms of ruined fortresses, overgrown roads and crumbling monuments that time has yet to erase. In the chaos of the Alfar collapse and the Necromatic Wars, there's no telling what treasures lie abandoned beneath the rubble. Would-be adventurers should keep in mind, though, that these places stay abandoned for a reason.
Applies only to a Site
Halved point cost (Round up)
No Output in Gold, Mana and Books.
No Draft
Requires no support in food, gold or mana.
Once per quarter, explorers will dig up something useful.

-
Asssociated With Above

Underdark Lightfield
20 points
Produces 3 Food, 50 Gold and 125 Mana
2 Common Draft
Adamantium, Gold
Defensible
Beasts
Is associated with another Domain

Underhold
Even the denizens of the Underdark build cities, vast halls full of the myriad different tasks of civilization.
50 points
Requires 4 Food
Produces 700 Gold, 500 Mana and 30 Books
5 Common Draft, 1 Noble Draft
Production sites for all Mechanical units.
Must be sited in an Underdark Domain.

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 +1 Food and +50 Mana
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

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

Stockades
A fortress-like site with well-built walls and enclosures intended to keep dangerous or simply huge creatures which are brought in from the wilds to be trained or otherwise conditioned. Naturally it is a focal point for hunters, trackers and woodsmen. The occasional escape tends to motivate average folks to keep well away, though.
10 points
Requires 1 Food, -1 Common Draft to the domain it is in
Produces 25 Beasts
-

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

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

-

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

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

-

Mountains
Tall, snow-capped peaks with the occasional high pass and raging river.
5 points
Produces 50 Gold
Very defensible
Adamantium, Levistone, Gold

Levistone Quarry
Levistones are chunks of Arcana's rock that have become so infused with mana that they can ignore the grip of gravity. In some select areas these can be quarried and then floated to the shipyards where they become the keel of skyships.
10 points
Produces 10 Levistones

-
Associated With Above

Underhaven
25 points
Produces 50 Gold and 375 Mana
Adamantium, Gold
Very Defensible
Beasts
Is associated with another Domain

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.

Stockades
A fortress-like site with well-built walls and enclosures intended to keep dangerous or simply huge creatures which are brought in from the wilds to be trained or otherwise conditioned. Naturally it is a focal point for hunters, trackers and woodsmen. The occasional escape tends to motivate average folks to keep well away, though.
10 points
Requires 1 Food, -1 Common Draft to the domain it is in
Produces 25 Beasts

-

Skyrange Mountains
A few of Arcana's mountains are so high that even their 'lowest' passes are too high for skyships to travel through them. Needless to say, foot traffic fares no better, and few beyond intrepid explorers brave the cold, the wind and the yetis.
10 points
Produces 50 Gold
Defensible like only knife-edge ridges, thousand-foot cliffs and treacherous glaciers can be
Adamantium, Levistone, Gold (costs double)

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

-

Skyrange Mountains
A few of Arcana's mountains are so high that even their 'lowest' passes are too high for skyships to travel through them. Needless to say, foot traffic fares no better, and few beyond intrepid explorers brave the cold, the wind and the yetis.
10 points
Produces 50 Gold
Defensible like only knife-edge ridges, thousand-foot cliffs and treacherous glaciers can be
Adamantium, Levistone, Gold (costs double)

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

- Stachelsöldners

Militia
Training Cost: 0 Gold
Upkeep Cost: 3 Gold

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

Sidesword
Cost: 15 Gold

Buckler
Cost: 2

Plated Mail
Cost: 25

Total Cost: 90

40 Units

-
Rollesöldners

Militia
Training Cost: 0 Gold
Upkeep Cost: 3 Gold

Sidesword
Cost: 15 Gold

Skirmisher Armour
Cost: 10 Gold

Leadcaster
Cost: 40 Gold, 15 Mana
Upkeep: 2 Gold, 1 Mana

Cost: 80

40 Units

-
Grenadiers

Militia
Training Cost: 0 Gold
Upkeep Cost: 3 Gold

Sidesword
Cost: 15 Gold

Plated Mail
Cost: 25

Leadcaster with Bayonet
Cost: 45 Gold, 15 Mana
Upkeep: 2 Gold, 1 Mana

Hand Bombs
Cost: -
Upkeep: 10 Gold

Cost: 100

20 Units

- Mystischlrollesöldners

Men-at-arms
Training Cost: 50 Gold
Upkeep Cost: 5 Gold

Sidesword
Cost: 15 Gold

Barrier Jacket Skirmisher Armour
Cost: 10 Gold, 50 Mana
Upkeep: 5 mana

Adamantium Sorcerous Leadcaster
Cost: 40 Gold, 40 Adamantium, 55 Mana
Upkeep: 2 Gold, 1 Mana

Charged Pavise
Cost: 10 Gold, 10 Mana

Common Magic
Cost: 5 Books

Pack Train
Cost: 20 gold

Cost: 315

10 Units

- Doppelsöldners

Men-at-arms
Training Cost: 50 Gold
Upkeep Cost: 5 Gold

Great Swords
Cost: 75

Sidesword
Cost: 15 Gold

Partial Plate
Cost: 35

Cost: 185

Cost: 20 Units

- Jägers

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

Sidesword
Cost: 15 Gold

Barrier Jacket Skirmisher Armour
Cost: 10 Gold, 50 Mana
Upkeep: 5 mana

Adamantium Sorcerous Leadcaster with Bayonet
Cost: 45 Gold, 40 Adamantium, 55 Mana
Upkeep: 2 Gold, 1 Mana

Common Magic
Cost: 5 Books

Beast Rouncey
Cost: 1 Horse/Beast or 15 Gold (Doubled if a special ability is taken)
Upkeep: -

-Celerity

Cost: 460

5 Units

- Mystischlsöldners

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

Adamantium Brute Force Great Swords
Cost: 75 Gold, 75 Adamantium, 50 Mana

Adamantium Sidesword
Cost: 15 Gold, 15 Adamantium

Embodied Adamantium Partial Plate
Cost: 35 Gold, 35 Adamantium, 100 Mana
Upkeep: 10 Mana

Cost: 590 Points

Cost: 5 Units

- Schwarze Reiter

Militia
Training Cost: 0 Gold
Upkeep Cost: 3 Gold

Broadsword
Cost: 25

Plated Mail
Cost: 25

Hand Leadcaster
Cost: 20 Gold, 10 Mana
Upkeep: 2 Gold, 1 Mana

Beast Rouncey
Cost: 1 Horse/Beast or 15 Gold (Doubled if a special ability is taken)
Upkeep: -

-Celerity

Cost: 105 Points

20 Units

- Uhlans

Men-at-arms
Training Cost: 50 Gold
Upkeep Cost: 5 Gold

Pike
Cost: 12 Gold

Hand Leadcaster
Cost: 20 Gold, 10 Mana
Upkeep: 2 Gold, 1 Mana

Broadsword
Cost: 25

Skirmisher Armour
Cost: 10

Beast Courser
Cost: 4 Horses/Beasts (Doubled if a special ability is taken)
Upkeep: -

-Celerity

Cost: 207 Points

20 Units

-
Abominations

Rare
Abilities: 4
Cost: 100 Beasts
Upkeep: 50 Gold + 50 Mana

-Vitriolic Breath
-Absurdly Lethal
-Why Won't You Die?
-Regeneration

Improvised Weapons
Cost: 40 Gold

Siege Plate
Cost: 100 Gold

Cost: 1140 Points

-

Artillery Carriage (Light)
Construction Cost: 10 Gold
Max Weapon Size: Small

Falconet
Cost: 75 Gold
Upkeep: 8 Gold
Weapon Size: Small

Pack Train
Cost: 20 gold
Upkeep: -

Cost: 105 Points

25000

Army Units