Nation Name: Thaskian Mageocracy
Races of the Nation:DragonsMenGorsKoboldsNation History:Before they became the Thaskian Mageocracy they were a conglomeration of various nomadic desert tribes, travelling from oasis to oasis. Then one tribe started a settlement around on such oasis and as the first brick had been laid ‘civilization’ had begun that would eventually create and form the nation called the Thaskian Mageocracy.
As settlements started to spring up around the various oases of the desert, new problems arose, wandering tribes of beastmen and kobolds started to harass the easy human prey now that they no longer wandered the desert, militias were born which turned into town guards and eventually into separate armies. The various caliphs uniting to end the threat of the beastmen and kobolds by waging war on their tribes, exterminating those in their path, only a few were spared who surrendered and fought in the united armies of the Caliphs.
In the end what should have been a glorious victory celebration turned into discord and a new age of tragedy after the beast wars would start, at the feast after the last hostile beastmen clan was annihilated several Caliphs began to fight amongst themselves about the new lands they had conquered. A night of merriment turned into a night of blood as swords were drawn and were stabbed into those who were allies and comrades only hours before.
For thirty years there was war as the Caliphates send their armies against their rivals, there was no end in sight when a new player entered the scene. A relative unknown settlement known as Thaskia, largely untouched by the war due to rumours and warning of the strange powers some of the people there possessed, entered the war. Their armies not weakened due to decades of fighting and they something the other Caliphates had not… mages leading the armies, raining down storms of the elements, raised the dead to fight for them. But perhaps the most frightening force at their command, were the Dragons that dwelled in the deep desert and hardly left their home. Clearly the mages of Thaskia had convinced the Dragons to join them and with a combined of Dragon might and magic the legions of Thaskia conquered Caliphate after Caliphate and once the last was vanquished the Thaskian Mageocracy was born.
A nation of magic where those who wield the powers of the arcane are it’s rulers.
Important Characters:
Autarchs, the arch mages of Thaskia and the rulers of the realm.
Tharchions, regular mages and commanders of Thaskia.
Autarch
Ssrahktar M’Gar, once a majestic dragon but with great age and magical experimentation much of his majestic grace was lost, replaced by a undead appearance as he made himself turn into a draco-lich, a dragon combined with powers of magic and undead immortality.
His familiar is a imp named Kiki.
___________________________________________
Autarch
Anna ‘Firestorm’, Coming to power only recently after all but one of the previous Autarchs were killed in a magical experiment gone wrong. Named Autarch by Ssrahktar himself Anna accepted the responsibility with pride to become one of the rulers of Thaskia.
Her Familiar is a black panther named Csial.
___________________________________________
Tharchions
Neska &
Janna, twin sisters, both girls were found with great magical talents at a young age and apprentices to a Tharchion of some reputation and both young women passed their trials to become Tharchions themselves and learn more aspects of magic.
Both sisters have mastered the magic disciplines of Necromancy, Golemancy & Elemental Airs.
Neska’s familiar is a Red Pseudo-Dragon named Krariss
Janna’s familiar is a Black Pseudo-Dragon named Geht
___________________________________________
Tharchion
Markurth the ‘Wanderer’, a Tharchion of some years now and often a emissary of the Autarch council, these last few months have seen him travel all over Thaskia to placate the local lords that the mage lords of Thaskia are still reigning supreme after the deaths of the almost all autarchs.
He has mastered the magic disciplines of Elemental Fire, Elemental Shadow & Rune Magic.
His Familiar is a black spider about the size of a kobold’s head and often seen riding his shoulder.
Great General
Narrad Warden of Thaskia, general of Thaskia’s legions and if there were no mages ruling Thaskia this man would who's tactical genius has kept Thaksia’s army up to strength and makes sure it’s borders are safe, either from aggressors or by leading it’s armies in conquest.
General
Crud, earning the respect from his Thaskian overlords this Gor was allowed attendance to the teachings of Thaskian warfare and ended up as a general in it’s armies.
Traits:
Spies, Spies Everywhere
Agents Everywhere
Manipulative
Delatores
All Roads Lead to Rome
Bread and Games
Silent Assassins
Masters of Disguise
Loyal
Brave
Jackrabbits
Chain Gangs
Clean Streets
Public Baths
Medicine
Academy of Power
University of War
Tradesmen Academy
Tome of Monsters
Bards
Strategists
Superior Training
Live off the Lands
Archery Range
Perfect Fletching
Monster-Hunters
Hold the Line
Testudo
Legion
Weapon Academy
Monster-Hunters
Masterful Cavalry
Cavalry Concourse
Ride of the Dead
Master Smiths
Siege Walls
Master Stonemasons
Elemental Weapons, Water/Frost
Elemental Fires
Elemental Earths
Elemental Waters
Elemental Airs
Elemental Light
Storm Magi
Necromancy
In Power Reanimated (2)
Rune Magic
Golem Creation
Scholars of Power
Apprenticeships
Arch-Spellcaster
All Roads lead to Rome
Plagued by Bandits
Haunted by the Past, every war that has been waged in the last centuries has been put forth as righteous and as acts of self-defense but the truth is that the Mage Autarchs of the nation fabricated evidence to make it look as if it was their neighbours raiding border settlements or assassinating local leaders.
Abrasive
Abominations against Nature
Bound by Tradition
Custom Traits
Custom Trait 1, Warding Runes: Knowing that a certain type of magic is particularly harmful to Undead troops the mages of Thaskia have experimented and created a Rune that gives a certain degree of resistance to this magic, not full immunity but it is better than nothing and mark it on each undead, a process that takes an awful lot of time with any new undead regiment.
Custom Trait 2, Familiars: Beasts and animals that are bonded to the mages of Thaskia, they might seem insignificant but their uses to the mages are rather varied, as they are able to cast minor spells or help their master’s concentration or guard their masters from harm.
Territory:
Desert Capital City - Gem of Thaskia (30 Regiment P.)
Desert Citadel - Arnazt Ven (40 Regiment P.)
Coastal Citadel - Serpentia Aqua (40 Regiment P.)
Plains Castle - Guard Rise Solkan (20 Regiment P.)
Coastal Medium City - Slaver Bay (20 Regiment P.)
Desert Medium City - Trashka (20 Regiment P.)
Desert Small City - Sun Oasis (10 Regiment P.)
12 Desert Provinces (24 Regiment P.)
1 Coastal Province (6 Regiment P.)
3 Forest Provinces (12 Regiment P.)
8 River Provinces (48 Regiment P.)
5 Plains Provinces (30 Regiment P.)
Total Regiment P. Cap: 300
Army:
2 (Men) Royal Guard Heavy Cavalry - 200 Horsemen - 16
5 (Men) Royal Guard Legions - 500 Legionnaires - 40
2 (Men) Royal Guard Monster Hunters - 200 Monster Hunters - 18
4 Dragons - 40 RP
6 (Men) Heavy Cavalry - 600 Horsemen - 24
4 (Men) Experienced Legions - 400 Legionnaires - 20
14 (Men) Expienced Archer Regiments - 1’400 Men - 42
5 (Gors) Infantry Regiments - 500 Gors - 10
14 (Kobold Infantry) - 2’800 Kobolds - 14
Undead:
4 (Men) Revenant Undead Heavy Cavalry - 400 Undead Horsemen - 28
8 (Men & Gors) Wight Legions - 800 Wight Legionnaires - 48
Command:
1 Draco-Lich Arch Mage - 30
1 Human Arch Mage - 15
3 Human Mages - 21
1 Human Great General - 5
1 Gor General - 4
Monsters:
6 Great Wyrms - 45
24 Cildabrin - 30
40 Regular Golems
20 Advanced Golems
Air Force:
50 Liondrakes - 75
Navy:
2 Sea Serpents - 2’000
4 Dragon Turtles - 600
10 Galleys - 800
4 Galleass - 480
4 Dhows - 120