Arcana Domain Customization
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
Terraced Hills
- Some hills have been terraced over centuries, turned to growing rice or other plants.
- 10 points
- Produces 2 Food and 50 Gold
- 1 Common Draft
- Defensible
- Adamantium, Gold
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)
Universal Modifiers
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
- cav
- movement
- attritionary
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
Dead Skies
- A few rare zones have unpredictable and deleterious effects on levistones.
- 10 points
- Requires 25 Mana
- Strongly disrupts skyship 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