"The Resilient Mind"
Talle Zanre is almost exclusively made up of Arachnise
, a anthropoid species centered around a collective hive-like culture akin to modern-day hymnopterans. Arachnise are uniquely all female, though only certain castes possess individuals who can actually reproduce. Hives are ruled by a single, all-powerful Queen
, though is mainly governed by a lower caste known as Overseers
. Queens give birth to dozens of Princesses
over the course of a short span after they become the top caste; Princesses mature into Queens if one is not present in the colony, or when the current Queen is on her death throes. Princess in turn are the primary reproducing individuals in an Arachnise colony, being the only ones to give birth to the rest of the colonies members. Most Princesses the Queen births become Great Princesses, and further give birth to Princesses once more, resulting in hundreds of Princesses within a short time to start up a colony. Children are in turn put under the protection of Caretakers
, Arachnise specialized in raising children quickly and efficiently until they become independent. All Arachnise are born fated to enter a certain facet of work in the colony, with a majority of children being born as Workers
, diligent and tireless Arachnise who are characterized by their ability to learn a specific trade incredibly quickly, though become incapable of learning much else after specializing. Workers can enter nearly any job, and are the most diverse and busy members of the castes. More specialized Arachnise called Builders
are exclusively adapted to engineering and construction, though focus more on the former aspect. Builders design and instruct (as well as help) the construction of buildings, always working to create stronger and more efficient forms. Builders are sometimes born with wings, which is especially helpful in their field of work.
Overseers are likely the most intelligent of the caste, being the individuals to manage and direct the entire flow and heartbeat of the colony. Overseers act as scientists, magicians, and governors in a colony and its smaller splinter settlements. Overseers possess an incredible ability to sense pheromones and understand them, as well as analyze -at lightning speed- what needs to be done according to various situations. Overseers possess an alternate variant known as Commanders
, as military leaders. Commanders are adapted to thinking logically and considering many possibilities at once, as well as understanding tactics and memorizing patterns in enemy actions. Commanders and Warriors
are the only aggressive individuals in an Arachnise colony, as all other castes are pure pacifists and cannot use any sort of weapon or fighting style effectively. Warriors are also the largest individuals in the colony, growing over six feet tall and beyond, with specific musculature enhancements allowing them to perform greater physical feats without requiring an overly large build. Warriors obey only Commanders, Overseers, as well as Princesses and the Queen. Attempts to command a Warrior results in absolutely nothing; they are the most stubborn creatures across Enduwin.
Colonies employ the use of rather large and formidable beasts for help in work, from building to farming, as well as in the military as terrible monsters of death. Arachnise are extremely poor at magic, often thought to be a result of a lack of powerful individuality in lower castes. Overseers and higher castes can perform magic, though it is rare even then. One in fifty Princesses, for example, are potentially capable of using magic. Lifespans of Workers reach about 20 years on average, and the lifespan rises as one goes up the castes, with a Queen surviving for fifty years generally.
+ Arachnise Warriors are born not to die in combat, but to live and kill the other soldier in their way. For Princesses, supplying their colony with capable warriors is as easy as 1,2, done! Forget 3, they're extremely quick to create and raise. All purchased Arachnise Light units results in two units, as opposed to one.
- Since their day of creation, Arachnise have gotten pretty poor rolls of the dice when it comes to magic. Even the intelligent Queen, Princesses, and Overseers are often without the ability to cast magic; and for those who have the potential, mastering it requires more time than other species. Given the short lifespans of Arachnise, few garner any substantial ability before their end comes. Arachnise cannot purchase Spellswords or Battlemages (and also start with none), and can never have more magic-users in their nation than the smallest amount in any other nation.
Worker, Overseer, Warrior, Queen
Sunmiah Light Cavalry
Sunkanta Heavy Cavalry
Arachnise are overall a pacifistic race, preferring peace and prosperity over meaningless slaughter. Warriors are deployed only in retaliation and defense, or for escort; they are otherwise unlikely to leave their lands. However, they are also very paranoid and prejudiced, finding other sentient races to be suspicious, violent, or otherwise questionable. Diplomacy with Arachnise requires a bit of finesse and the right words before they open up. Nevertheless, if you've got them talking to you, they are more than happy to cooperate if they at the very least gain benefits in some manner. They will not, however, fight for another nation regardless of the closeness (or are they?
), though may help if aid is requested and some change is exchanged
. Arachnise generally appreciate nations who share an adherence to religious doctrine praising the Goddess Naduir, whom they hold in high regard.
Nation Leader: 1
The Queen, mother of the entire colony and the most important individual in it. Her life is required to ensure Princesses are present and able to keep the colony populated. The Queen will never, ever, ever, enter battle, and rightly so; no individual in the colony would ever want
her to. The Queen is nevertheless trained in fighting, able to defend herself if all else fails.
Called Commanders, these Overseer variants direct all actions and events in the military, and are especially fond of defensive tactics rather than offensive ones. Born to take the position, they are adapted to thinking logically, on their feet, and are able to understand and analyze enemy tactics within minutes. They generally do not go into battle, but are more than capable if they wish to be on the field.
Warriors who have displayed overwhelming excellence in both training and in practice. Champions are adorned with incredible armor and weaponry, though are never given "special treatment". They are considered soldiers just like the rest of their caste, and will be deployed alongside them at a moments notice.
Heavy Cavalry: 10
Sunkanta beasts are tremendous and vicious creatures standing just under the height of a fully-grown elephant. Born with natural chitinous armor and a multitude of weapon and appendages, they can easily take down whole squads of soldiers alone. They are dangerous even to their Arachnise captors, and so are handled with care. A rampaging Sunkanta could very well turn on its masters in the midst of battle.
Heavy Warriors outfitted with large pole-weapons and full armor. Alongside Heavy Infantry, Halberdmen are the primary defensive force of the Arachnise colony, acting as the most capable Warriors save for a Champion.
Heavy Infantry: 10
Heavy Warriors outfitted with large swords and full armor. Alongside Halberdmen, Heavy Infantry are the primary defensive force of the Arachnise colony, acting as the most capable Warriors save for a Champion.
Medium Warriors outfitted with spears and large defensive shields.
Light Cavalry: 20
Sunmiah are the close, smaller cousin to the Sunkanta, and are excellent mounts for the Arachnise. Loyal, intelligent, and powerful, they can fight on their own or with an Arachnise Warrior upon their backs.
Mounted Archers: 20
Archers mounted upon Sunmiah beasts.
Warriors given longbows. They are especially light and focus on ambush-tactics.
Light infantry given spears.
The most basic unit in the army, Warriors are outfitted with swords and light armor, as well as shields.
Current Fixed Income: 100 Gold
Open Trade Routes:
Private Trade Routes:
Arachnise are not an actively religious bunch, though do hold the Goddess Naduir in high regard. The Queen views Naduir as her own mother, and thus all her own children view her as their one true creator. Nevertheless they do not hold particularly fabulous religious festivals or celebrations. An occasional group of Workers or Overseers may visit a temple (domestic or foreign) when they're feeling adventurous, but not much else. They are 'silent worshipers' so to speak. They hold greater views on other nations who support Naduir through temples or religion, opening them up to less difficult diplomacy.
Attritonal Warfare Specialists