Thanast

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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 Old and tired, Nefermandias has mostly withdrawn from the public eye.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