Thanast
A polytheistic diarchy of Pangolin pharoahs.
Kingdom of Thanast | |||||||||
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Politics and Religion | |||||||||
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Population and Economy | |||||||||
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History
Tribal History
The long tribal histories of the Pangolians are primarly oral, with later histories being preserved in a glyphic language said to be inspired by the God of Knowledge himself. The early days of their history tell of great upheavals of the land as the three legendary beasts fought each other.
Unification
Modern History
Politics
Political Structures
Coregency
Anointed Heirs
Theopolitics
Religion
Origins
Animist 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 son and daughter, the deities of war and sky respectively, sealed them away to prevent their rampages. However, this was in violation of Menkaureses' orders and, despite the pleading of his wife, the two were cast down to earth. Here they gathered up the first of the Pangolians and began to build the kingdom of Thanast. From them came the first mortal Pharoahs, and it is this heritage that has prevented interrelations between the pharonic dynasties.
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
Pangolians
Language
Thanastian is a hard language for non Pangolians to speak, and if often sounds somewhat disgusting or peculiar due to it's heavy reliance on what is often described as slurping and wiggling of the tongue. This is hard for non-Pangolians to understand due to their shorter tongues and differing biology, but to a pangolian it is even more descriptive then normal language. This is enhanced by the ability for pangolians to release various pheromones and pungent odurs that further illustrate their points, the equivalent of gesticulating with ones hands in another language.
Pangogres
Land-based Creatures
Terror Runners (Chocobos)
Oliphaunts
Kongor
Flying Creatures
Colossal Thanastian Bats
Delta Wyverns
Aquatic Creatures
Delta Eels
Giant Caiman
River Beavers
Military
Avatars
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 Old and tired, Nefermandias has mostly withdrawn from the public eye.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
- Kerdaq Pakosh-Memasht: Lord at Arms
Domains/Armies
Race
Beastfolk (Pangolians)
Catgirls and furries, oh my!
Cost: 20
Racial Alignment: Void
Armor
Resistance
Absurdly Lethal
Main Domains
Fertile Core
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, 250 Mana and 30 Books
6 Common Draft, 1 Noble Draft
Production sites for all Mechanical units.
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
Produces +1 Food and +50 Mana
Units heal rapidly
+1 Common Draft
Savage Delta
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
Water Node
Endless fonts of crystal-clear water that fades to the deepest indigo above their unknown depths, Water Nodes are sources of pure water, even when they are found in an ocean.
50 points
Void-Aligned
Each Water Node provides 1250 Mana
Increases City and Keep drafts by +1 each
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.
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
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
Highlands
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
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
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
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
2x Beast Wastes
Wastes
Deserts, swamps or tundras. Not nice places to be, but they make great borders.
1 point
Attritionary
Beasts
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
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
3x Great Desert
Wastes
Deserts, swamps or tundras. Not nice places to be, but they make great borders.
1 point
Attritionary
Beasts
Army Units
Avatar of Ziz
Born into the world through magic and ritualistic sacrifice, the Avatar of Ziz is a pale shadow of what the true Ziz is said to be capable of, but even in this smaller form it is a creature of great and terrible strength. The Avatar of Ziz takes the form of a colossal bird, a sort of gigantic golden eagle creature that seems to shine with unbearable radiance. He often uses this radiance to blind entire formations, or burn away men with the sheer power of it's light.
Giant Legendary Creature
Requirements:
Domain: Chaotic Wilds or Marshy Wastes
Sites in Domain: Stockades and Node
Abilities: 10
Cost: 75 Beasts
Upkeep: 75 Mana
-Celerity
-Resilience
-Etheric Metabolism
-Flight
-It's Ginormous!
-Power Tap
-Regeneration
-Resilience
-Absurdly Lethal
Cost: 750
Essense of Leviathan
The second of the legendary creatures' lesser forms is the Essense of Leviathan, a gigantic eel-like fish that writhes with tentacles and a colossal mouth filled with adamantium-strength teeth that drip with a foul necrotic ichor, it's body covered in similar slime that lets it sail through the earth as it does the seas. When Leviathan roars, he unleashes a wave of this poisonous ichor that melts flesh from bones and sears the earth itself of life.
Giant Legendary Creature
Requirements:
Domain: Chaotic Wilds or Marshy Wastes
Sites in Domain: Stockades and Node
Abilities: 10
Cost: 75 Beasts
Upkeep: 75 Mana
-Etheric Metabolism
-Nightmare Fuel!
-Vitirolic Breath
-Absurdly Lethal
-Aquatic
-It Burns!
-It's Ginormous!
-Burrowing
-Regeneration
-Why Won't You Die?!
Cost: 750
Incarnation of Behemoth
Last and largest of the lesser forms, the Incarnation of Behemoth is a truly terrifying foe, one of impossible size, capable of digging through the earth as if it were water. He is cased in adamantium, the plates seered directly to his body that appears as some sort of terrible combination of turtle, gorilla, pangolin, dragon, and dinosaur. His spikes, horns, and claws have been sheathed in adamantium and filed to a razor edge, capable of tearing through fortifications with ease.
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?!
-Etheric Metabolism
-It's Ginormous!
-Absurdly Lethal
-Level of Badass
-Resilience
-Intelligence
-Crushing Strength
Adamantium Siege Plate
Cost: 100 Gold, 100 Adamantium
Adamantium Artisan Melee Weapons
Cost: 80 Gold, 80 Adamantium
Cost: 1110
Tribal Levies (Basic Infantry)
Many of the outer towns are still fairly backwards, but they too supply forces to the draconian pharoahs. These tribal levies are equipped far simpler then their more civilizard compatriots, but they are remarkably easy to train and maintain, though in times of dire need what little training they are given is amended in the sake of speed.
Militia
Training Cost: 0 Gold
Upkeep Cost: 3 Gold
Spear
Cost: 5
Throwing Axe
Cost: 5
Hand Bombs
Cost: -
Upkeep: 10 Gold
Plated Coat
Cost: 5
Cost: 15
40 Units
Spikers (Skirmisher)
Amongst the most basic of the Pharoah's armed forces, the Spikers are the main skirmisher unit of the Pharoah's armies. They are known for the adamantium javelins they pepper foes with, and the sorcerous spears dripping with magical poisons they finish them off. They are lightly armored, utilizing the razor-scales of their natural armor to suppliment their defensive capabilities.
Militia
Training Cost: 0 Gold
Upkeep Cost: 3 Gold
Sorcerous Spear
Cost: 5 Gold, 10 Mana
Upkeep: 5 Mana
Adamantium Javelins
Cost: 3 Gold, 3 Adamantium
Skirmisher Armour
Cost: 10 Gold
Charged Light Shield
Cost: 4 Gold, 10 Mana
Cost: 45
30 Units
Pikers (Line Infantry)
Militia
Training Cost: 0 Gold
Upkeep Cost: 3 Gold
Sorcerous Pike
Cost: 12 Gold, 24 Mana
Upkeep: 5 Mana
Sidesword
Cost: 15 Gold
Skirmisher Armour
Cost: 10 Gold
Charged Light Shield
Cost: 4 Gold, 10 Mana
Cost: 85
30 Units
Bolters (Heavy Ranged)
Militia
Training Cost: 0 Gold
Upkeep Cost: 3 Gold
Sidesword
Cost: 15
Arbalest
Cost: 20 Gold
Plated Coat
Cost: 5
Charged Pavise
Cost: 25 Gold, 10 Mana
Cost: 75
10 Units
Hunters (Light Ranged)
Militia
Training Cost: 0 Gold
Upkeep Cost: 3 Gold
Spear
Cost: 5 Gold
Alfar Longbow
Cost: 30 Gold
Plated Coat
Cost: 5
Cost: 40
40 Units
Linebreakers (Heavy Infantry)
Men-at-arms
Training Cost: 50 Gold
Upkeep Cost: 6 Gold
Sorcerous Adamantium Halberd
Cost: 35 Gold, 35 Adamantium, 70 Mana
Upkeep: 5 Mana
Enchanted Plated Mail
Cost: 25 Gold, 30 Mana
Upkeep: 3 Mana
Common Magic
Cost: 5
Cost: 270
5 Unit
Scout Riders (Light Cavalry)
Militia
Training Cost: 0 Gold
Upkeep Cost: 3 Gold
Adamantium Sorcerous Spear
Cost: 5 Gold, 5 Adamantium, 10 Mana
Upkeep: 5 Mana
Sorcerous Compound Bow
Cost: 10 Gold, 20 Mana
Upkeep: 5 Mana
Skirmisher Armour
Cost: 10 Gold
Charged Full Shield
Cost: 10 Gold, 10 Mana
Green Chocobo Rouncey
Rouncey
Cost: 1 Horse/Beast or 15 Gold (Doubled if a special ability is taken)
-Celerity
Cost: 100
10 Units
War Riders (Combat Cavalry)
Men-at-arms
Training Cost: 50 Gold
Upkeep Cost: 6 Gold
Sorcerous Adamantium Spear
Cost: 5 Gold, 5 Adamantium, 10 Mana
Upkeep: 5 Mana
Sorcerous Compound Bow
Cost: 10 Gold, 20 Mana
Upkeep: 5 Mana
Enchanted Skirmisher Armor
Cost: 10 Gold, 30 Mana
Upkeep: 3 Mana
Charged Full Shield
Cost: 10 Gold, 10 Mana
Common Magic
Cost: 5
Thanastian Orange Chocobo
Exotic
Requirements:
Domain: Wilds, Chaotic Wilds, Marshy Wastes, Underdark, Underdark Lightfield or Underhaven
Sites in Domain: Stockades
Abilities: 2
Cost: 16 Beasts
Upkeep: 16 Gold
-Absurdly Lethal
-Celerity
Cost: 345
5 Units
Champions of the Conquest God (Heavy Knight)
Knights
Training Cost: 200 Gold
Upkeep Cost: 16 Gold (8 when not mobilized)
Sorcerorous Adamantium Brute Force Maul/Adamantium Spear
Cost: 25 Gold, 25 Adamantium, 100 Mana
Upkeep: 10 Mana
Adamantium Embodied Superheavy Plate
Cost: 100 Gold, 100 Adamantium, 100 Mana
Upkeep: 10 Mana
Noble Magic
Cost: 20 Books
Cost: 750
1 Unit
Riders of the Wind Goddess (Cavalry Knight)
Knights
Training Cost: 200 Gold
Upkeep Cost: 16 Gold (8 when not mobilized)
Sorcerous Adamantium Spear
Cost: 5 Gold, 5 Adamantium, 10 Mana
Upkeep: 5 Mana
Sorcerous Adamantium Mace
Cost: 10 Gold, 10 Adamantium, 20 Mana
Upkeep: 5 Mana
Sorcerous Explodium Throwingbombs
Cost: -
Upkeep: 10 Gold, 15 Mana
Sorcerous Adamantium Throwing Axe
Cost: 5 Gold, 5 Adamantium, 10 Mana
Upkeep: 5 Mana
Enchanted Skirmisher Armor
Cost: 10 Gold, 30 Mana
Upkeep: 3 Mana
Charged Full Shield
Cost: 10 Gold, 10 Mana
Noble Magic
Cost: 20 Books
Black Chocobos
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: 650
1 Unit
Acolytes Magi (Adepts)
Adepts
Training Cost: 5 Books, 50 Mana
Upkeep Cost: 3 Gold, 6 Mana
Choose one sphere of magic: Void
Cost: 75
7 Units
Priest Magi (Masters)
Masters
Training Cost: 30 Books, 150 Mana
Upkeep Cost: 10 Gold, 20 Mana
Choose a sphere of magic. Void
Cost: 300
5 Units
High Magi (Archmage)
Archmage
Training Cost: 100 Books, 250 Mana
Upkeep Cost: 10 Gold, 40 Mana
Choose a sphere of magic: Void
Cost: 750
3 Unit
Oliphaunts (Fire Support)
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
Ballista
Cost: 75 Gold
Upkeep: 5 Gold
Weapon Size: Small
Ballista
Cost: 75 Gold
Upkeep: 5 Gold
Weapon Size: Small
Cost: 480
5 Unit
Common
Requirements:
Domain: Wilds, Chaotic Wilds or Marshy Wastes
Sites in Domain: Stockades
Abilities: 1
Cost: 20
Upkeep: 20 Gold
-Aquatic
Adamantium Battle Plate
Cost: 50 Gold, 50 Adamantium
War Howdah
Cost: 30 Gold
Ballista
Cost: 75 Gold
Upkeep: 5 Gold
Weapon Size: Small
Cost: 405
Rare
Requirements:
Domain: Chaotic Wilds, Marshy Wastes or Underhaven
Sites in Domain: Stockades and Keep
Abilities: 4
Cost: 100
Upkeep: 50 Gold + 50 Mana
-Aquatic
-Absurdly Lethal
-Crushing Strength
-It's Ginormous!
War Howdah
Cost: 30 Gold
Explosive Ballista
Cost: 75 Gold, 75 Mana
Upkeep: 5 Gold, 20 ana
Weapon Size: Small
Explosive Ballista
Cost: 75 Gold, 75 Mana
Upkeep: 5 Gold, 20 ana
Weapon Size: Small
Explosive Ballista
Cost: 75 Gold, 75 Mana
Upkeep: 5 Gold, 20 ana
Weapon Size: Small
Cost: 1480
Kongor gorilla (Siege Support)
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 Siege Plate
Cost: 100 Gold, 100 Adamantium
War Howdah
Cost: 30 Gold
Explosive Catapult
Cost: 100 Gold, 100 Mana
Upkeep: 7 Gold, 20 Mana
Weapon Size: Large
Adamantium Giant Mauls
Cost: 40 Gold, 40 Adamantium
Cost: 910
1 Unit
Walking Obelisks (Mage Support)
Golem
Requirement:
Domain: -
Site in Domain: Keep or Wizard Tower
Construction Cost: 100 Adamantium + 350 Mana
Upkeep Cost: 20 Mana
Max Weapon Size: Small
Adamantium Siege Plate
Cost: 100 Gold, 100 Adamantium
Buffer
Cost: 50 Mana
Mystic Focus
Cost: 100 Mana
Cost: 800
1 Unit
Giant Bats (Light Air Support)
Exotic
Requirements:
Domain: Chaotic Wilds or Marshy Wastes
Sites in Domain: Stockades
Abilities: 2
Cost: 40
Upkeep: 40 Gold
-Flight
War Howdah
Cost: 30 Gold
Explosive Ballista
Cost: 75 Gold, 75 Mana
Upkeep: 5 Gold, 20 ana
Weapon Size: Small
Cost: 580
2 Unit
Delta Wyverns (Air Support)
Rare
Requirements:
Domain: Chaotic Wilds, Marshy Wastes or Underhaven
Sites in Domain: Stockades and Keep
Abilities: 4
Cost: 100
Upkeep: 50 Gold + 50 Mana
-Flight
-Crushing Strength
-It's Ginormous!
War Howdah
Cost: 30 Gold
Explosive Ballista
Cost: 75 Gold, 75 Mana
Upkeep: 5 Gold, 20 ana
Weapon Size: Small
Explosive Ballista
Cost: 75 Gold, 75 Mana
Upkeep: 5 Gold, 20 ana
Weapon Size: Small
Explosive Ballista
Cost: 75 Gold, 75 Mana
Upkeep: 5 Gold, 20 ana
Weapon Size: Small
Cost: 1480
Pangogres (Heavy Support)
Common
Requirements:
Domain: Wilds, Chaotic Wilds or Marshy Wastes
Sites in Domain: Stockades
Abilities: 1
Cost: 20
Upkeep: 20 Gold
-Armor
Skirmish Plate
Cost: 25 Gold
Giant Mauls
Cost: 40 Gold
Weapon Size: Small
Explodium Barrelbombs
Cost: - (It's just a barrel full of kaboom)
Upkeep: 15 Gold, 20 Mana
Weapon Size: Small
Cost: 265
3 Unit
Fire Pangogres (Heavy Support)
Rare creatures of amazing power, the Fire Pangolin are a strange breed which appeared only recently. Living in the mountains, they have recieved a truly epic infusion of magical power that supercharges their inner fire and turns it into unprecidented strength and the ability to scorch almost anything. For this reason they are equipped with nearly pure adamantium equipment; anything less melts in their grasp; the plates they wear have long fused onto their body. They fight with oversized claws which simmer with the heat, capable of slicing through a armor and flesh with ease, backed up by colossal adamantium mauls that they use to crack open tough opponents, such as striders.
Rare
Requirements:
Domain: Chaotic Wilds or Marshy Wastes
Sites in Domain: Stockades and Keep
Abilities: 4
Cost: 100 Beasts
Upkeep: 50 Gold + 50 Mana
-Etheric Metabolism
-Conflagration
-It Burns!
-Absurdly Lethal
Adamantium Siege Plate
Cost: 100 Gold, 100 Adamantium
Adamantium Giant Mauls
Cost: 40 Gold, 40 Adamantium
Cost: 1280
Total
665 of 25000 Left
Spells
Level 5 - Entreatie to Menkaureses
The might of the heavens comes forth as the High Magi calls upon the highest of the high! A minature sun appears amidst the enemy armies and bursts to reveal his glory! Minature sun appears and explodes.
Costs 125 Mana
Level 5 - Entreatie to Honor
These new weapons have no honor! They have no finesse! Strength without honor is false! Come forth, spirits of honorable conflict, and possess them! Fail, ye cursed 'firearms!' Jam, explode, and leave your dishonored masters to the slaughter! Jams up firearms in the battle. Some might explode.
Costs 125 Mana
Level 5 - Forbidden Entreatie: Come forth, ye fallen!
A forbidden spell, this calls forth the spirits of the fallen to reinhabit their bodies and animate in combat. Considered a crime against Menkaureses himself, the Pharoah who orders it must immediately step down and commit ritual suicide after it's use.
Costs 125 Mana
Level 4 - Entreatie to Aman-Nas
The spirits of the conquerer sweep through the army, inspiring them to massive heights of power, skill, and resilience!
Costs 25 Mana.
Level 4 - Entreatie to Aman-Daq
The goddess of the sky blesses the entire army, spirits of the wind sweeping in to boost soldiers and beasts to unnatural celerity, granting light ones the ability to make fantastical soaring leaps.
Costs 25 Mana.
Level 4 - Entreatie to Ur-Atan
The god of beasts runs wild, a wave of power stampeding through the enemies lines, trampling them and sending their beasts into a wild frenzy.
Costs 25 Mana
Level 3 - Entreatie to the Underworld
Come forth, ye fallen. Come forth and fight for your Pharoahs! Summons up many swift but weak manifestations of underworld denizens.
Costs 5 Mana.
Level 3 - Entreatie to the Sands
Come forth winds and sands! Flay them! Summons dust and wind to form whirlwinds that race through the enemies to blind them and flay exposed skin. Gets into joints too.
Costs 5 Mana.
Level 3 - Entreatie to the Waters
Run wild, rivers. Fountan up springs, and swamp the enemy! Water bubbles from underground and forms a small bog.
Costs 5 Mana.
Level 2 - Entreatie to Weapon Spirits
Rebel against your masters, weapons! Shudder and quake, splinter and shatter!