Thanast

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A polytheistic diarchy of draconian pharoahs and nobility ruling over lizard and frogmen.

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: Draconian
Lizardmen
Frogmen
Languages: Thanastian
Various tribal tongues
Tax Revenue:
Resources:


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 Old and tired, Nefermandias has mostly withdrawn from the public eye.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
  • Pakosh-Memasht: Lord at Arms

Prelim Domain/Pricing

Main Domains

Thanast Delta (Lizardmen)

Lizard Wastes
Infested with lizards!
5 points
Produces 75 Gold
2 Common Draft
Attritionary
Beasts

Lizardmen
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

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

Savage Marshes

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

Frogmen
Primitive reptilian humanoids that come from the deep deserts far from civilization.
Cost: 10
Racial Alignment: Life
Infantry units are faster
Immune to attritionary effects of Marshy Wastes
Marshy Wastes produce +1 food, and +2 Common Draft

Spirit Node
It is difficult to define a Spirit Node with any certainty, save that those who unknowingly travel through them will find fires not shedding heat, no animals to hunt and enigmatic dreams that can never be properly recalled.
50 points
Spirit-Aligned
Each Spirit Node provides 1250 Mana

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.

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

The Inner Towns (Lizardmen)

Lizard Wastes
Infested with lizards!
5 points
Produces 75 Gold
2 Common Draft
Attritionary
Beasts

Lizardmen
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

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

Draconian Holdings (Draconians)

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

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.

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

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

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

-3x Celerity
-Flight
-It's Ginormous!
-Crushing Strength
-Regeneration
-Why Won't You Die?!
-Nightmare Fuel

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

-2x Celerity
-Burrowing
-Crushing Strength
-2x It's Ginormous!
-Stealthy
-Regeneration
-Why Won't You Die?!
-Nightmare Fuel

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?!
-Nightmare Fuel
-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 Alfar Spear
Cost: 10 Gold, 5 Adamantium, 50 Mana

Hand Bombs
Cost: -
Upkeep: 10 Gold

Skirmisher Armour
Cost: 10 Gold

Charged Light Shield
Cost: 4 Gold, 10 Mana

Cost: 89

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 speed 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

-Celerity
-Etheric Metabolism
-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