Thanast

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

Kingdom of Thanast
Politics and Religion
Capital: Thanast
Religion: Polytheism
Government: Diarchy Feudalism
Leader (Diarchs): Pharaoh Nefermandias the Great (de jure)
Prince-Anointed Ini-Herit(de facto)
Pharaoh Ur-Atum II
Population and Economy
Population: Human, Godblooded
Lizardfolk, Various
Dwarves, Desert
Languages: Thanastian
Various tribal tongues
Tax Revenue:
Resources:


History

Tribal History

The long tribal histories of the lizardmen are primarly oral, as they have had no written language until it was introduced by the Godblooded rulers.

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 divien guardians locked them away. For this, they where banished to earth, eventually leading to the seven families of godblooded nobility of Thanast. This belief stemmed actually from the proclamations of lizardfolk shaman, and their long term prophesies, applied to the mighty warriors and magi who invaded and eventually subjugated the inner dwarfish peoples of the fertile core.

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.

Fertile Center

City of Thanast
The Scaled Townships
Dwarfish Mining Area

Hellwild

Great Desert

Biosphere

Birds and Flying Creatures

Manticore
Wyvern
Shahbaz
Peryton
Hieracosphinx

Land-based Creatures

Ghoul
Re'em
Lindworm
Salamander
Amphisbaena
Alphyn

Military

Order of Guardians

Scaled Armies

Dwarfish Janissary Regiments

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 Old and tired, Nefermandias has mostly withdrawn from the public eye.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 chapels 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 : Second son of , and an accomplished mage. However, he holds stigma for refusing to serve as a knight. Spends nearly all of his time traveling to further his arcane learning.
  • Prince : Third and youngest son of Saul, is a young man, 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: 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 wife has yet to produce for him a male heir. Instead, Ur-Atum is known for having a number 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 : Eldest daughter of Jezeriah.
  • High Priest: The chief religious authority of Thanast, Francis is an outspoken but supportive authority who serves as moral compass for the diarchs.
  • : A military mage. Diarch's personal magi.
  • Han'abath: Lizardman leader and shaman.
  • : Dwarfish leader, converted to the religion of the Thanastians. Founded the Janissary Regiment.
  • : Chief of the 1st Royal Men-At-Arms; the Master-at-Arms and Royal Armory Chief.

Prelim Domains

Main Domains

Capital Domain (Godblooded)

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

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
Doubles food output (minimum of +1)
Units heal rapidly
+1 Common Draft

Mana Seep
Many areas of Arcana has low levels of mana emissions, not enough to qualify as a demesne.
+5 points
Produces +50 Mana

The Outer Towns (Lizardmen)

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
Doubles food output (minimum of +1)
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

Mana Seep
Many areas of Arcana has low levels of mana emissions, not enough to qualify as a demesne.
+5 points
Produces +50 Mana

Mining Domain (Dwarfs)

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
Doubles food output (minimum of +1)
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

Savage Marshes (Lizardmen)

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

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

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

Mana Seep
Many areas of Arcana has low levels of mana emissions, not enough to qualify as a demesne.
+5 points
Produces +50 Mana

Border Zones

Hellwild

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

Miasmatic
Some places are notorious for having natural hazards that prey upon the living. They can range from things like poisonous fungal blooms to toxic fumaroles to pestiferous insects.
+2 points
Reduces gold output by 10%
Attritionary

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

7 x Waste Border Domain (Lizardmen)

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