Topic: Thesian Covenants (ver 1.0)

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Thesian is an harsh and rough land, an ocean of sand with strong wind that challenge any life form but the strongest. Against all odds, humans take root even here. The very first human camp was erected in the oasis of Fergh, under the malevolent eyes of the Saxid. Times goes, human's popolation grew and start commerce with other race. The Saxid sought the human as a nuisance at first, but in short they understand the potential menace of HUMAN. Saxid starts a bloody war, and with an overhelming force takeS human for slavery. Human were throwed to the lowest condition possibile, as worker slave and pit fighter for the amusement of they lizard owner. Saxid don't knew, but this was the first step of the actual Thesian Covenant. As slave, human come in contact with many other race enslaved by the saxid, like the mighty insect-like Thegis or the swift Sand-crawlers but over all they encounter the Sphinx. There are three kind of Sphinx, all have the body of a lion, but they vary in size and head. Criosphinx are horse sized, with a head of a Ram and animal intelligence. Hierosphinx are horse sized and have a head of a falcon, even if brighter they have still animal intelligence. Finally the Androsphinx, they are twice the size of a horse, and with female human head. Androsphinx have an intellicence far superior of the smallest sphinx, and they sought the newly enslaved humans as they're best chanche to free themselves from the saxid dominion. Years passed, Human and Sphinx forged pact and plans fot rebellion. Androsphinx know many magic rituals that they're eager to teach human, so human learn to bind air spirits to they're will, initially to send message to other slaves, as time passed human device new way to use air spirits, like blind them into carpet to obtain a floating firing platform. When times come, thousand of slave raise they're hands, human fought bravely for they're freedom, aided by hundred of mighty sphinx and much other race that see escape from the saxid's slavery.

Blood flooded, and sands become crimson. After many bloody battle, Saxids decides that such war have too many disadvantage, and concede human a small territory, an harsh land in the middle of nothing. Surprisingly humans accepted, and call "Thesian" the land, a word that in the sphinx language mean "Freedom".

Thesians grow in prosperity, the many race gathered to flee from the Saxid provide many useful abilities, and now Thesian is a rich and expanding territory. As Thesian is a meltpot of race there are many religions, and since there is a need for labor, every stranger or outcast is welcome, even some Saxid's renegade have found home i Thesian.

Thesian is governed by a council of (actually) eight sage, every race with at least 1000 exemplar can elect one sage to rappresent it. Sphinx were an exceptions, since there are not so many exemplar, but since the aid of sphinx was the base of the Thesian ribellion no one have to argument.

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Thesian Sages (Personalty - Mage)
When dire times comes, the sages themselves guide the battle. Since there are Androsphinx and Thegis between the sages there are no needing of bodyguard, and other sages are magic user or cunning strategian. This combinations make the sages a very valid Commanding units, with many useful abilities.

Thesian Battle Leader (Personalty)
Usually Battle Leader are humans, since there plenty of them, but is unusual that Thergis take command. Androshinx is a rare but possibile otpions. Battle Leader lead the majority of Thesian's battles,

Thesian Captains (Personalty)
Mostly human and Thergis, captains are the sub ufficials of thesian's army.

Thesian Warbands (Infantry)
Warband is the core of every thesian army, from small engaging to great battle. Warband are composed of the many race of thesian covenant, there are mostly human since there are a lot of them, second in numember but first in battle are the Thergis, always ready to smash some head.
(stats in line with other foot soldier)


Thesian Archers (Infantry)
Archers. No more no less big_smile
(stats in line with other foot soldier)


Thergis shock trooper (Infantry or Monster?)
When you put togheter a full units of thergis you have a powerful unit of insect-like behemoth who like to crush enemies under they're claws... Normally a calm race, when thergis goes to battle they expel a smell that induce frenzy in friendly thergis. When mixed with other races in warbands the effect is mild, but when there are only thergis they become a bloodlust uncontrolled menace, somethings even for friends.
(high defense and wounds, abilities like frenzy)

Magic Carpet (flying infantry?)
MAgic Carpet is an unnerving sight, they are imbued with an air spirits at start of battle, and with a couple of archer they are a fast units with the role of picking enemy leader with arrows.
(Ignore terrains and a decent long range abilities)

Sphinx Cavalry (Cavalry)
Criosphinx and Hierosphinx usually join battle mounted brave warrior who lead them were fight are harder, since there not many enemies that can withstand the fury of many of the beasts.
(Heavy cavalry, not hig defense but high attack, abilities like furios charge)


Androsphinx (Monster)
Androsphinx come to battle only in the direst conditions, since they are so short in number that any losses is a step versus extinction. Androsphinx is a terribile enemies to engage, they slash with powerful feline claw and powerful roaring that stun enemies. Some also have magic abilities, but normally these she-monster choose a direct approach to battle.
(who said Cause Fear? even Terror? big fellas here)


Sand Crawler (Cavalry)
Those long and sleek creature have the innate abilities to swim under the sand, normally in search of food of water, in battle they search enemies to take under the sand to make them die orribly.
(Ignore Terrain, high movement and maybe a "venom" like abilities, piercing?)
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I'll wait for new point system for calculate point cost.

This is all for now, all comments are welcome.

Re: Thesian Covenants (ver 1.0)

Uh? Nothing to say?

Re: Thesian Covenants (ver 1.0)

um, I'd say, we're putting it in the book... with obvious, you're not from around here edits smile OR we put it in verbatim and call it a "translation history from the original Thesian Sage who told us the story" which would also be cool (depends on your opinion and your permission, of course)

beautiful integration with existing races, also. smile

the only thing left is how you'd like to be credited big_smile

Let's see some stats, we can deal with the points later!

Re: Thesian Covenants (ver 1.0)

How cool big_smile

Tomorrow I'll do the stats, see ya later big_smile

Re: Thesian Covenants (ver 1.0)

Zerloon wrote:

Uh? Nothing to say?

No. Plenty to say, but not enough time to say it.  lol

I am actually pretty impressed that you were able to put something like this together and fit it in so smoothly to existing content you have not even seen yet. Your creation is perfectly plausible given everything I know of the Saxid and the mythical region in which they reside. Nicely done.

Re: Thesian Covenants (ver 1.0)

Sorry for the delay wink

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Thesian Warband
Type: Infantry
Movement: 4
Melee Dice: 2d8
Missile Dice: -
Missile Range: -
Defense: 2
Wounds: 3
Morale: 6+
Cmd Dice: -
Magic Dice: -
Cost per stand: 42
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Thesian Archer
Type    Infantry
Movement: 4
Melee Dice: 2d6
Missile Dice: 2d6
Missile Range: 8
Defense: 1
Wounds: 3
Morale: 6+
Cmd Dice: -
Magic Dice: -
Cost per stand: 39
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Thergis ST
Type: Infantry (Monster?)
Movement: 4
Melee Dice: 3d8
Missile Dice: -
Missile Range: -
Defense: 3
Wounds: 4 (8?)
Morale: 5+ (-)
Cmd Dice: -
Magic Dice: -
Abilities: Cause Fear, Frenzy, Impetuos, Reckless.
Cost per stand: 145 (130)
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Magic Carpet
Type: Infantry
Movement: 12
Melee Dice: 2d6
Missile Dice: 2d8
Missile Range: 8
Defense: 1
Wounds: 4
Morale: 6+
Cmd Dice: -
Magic Dice: -
Abilities: Ignore Terrain
Cost per stand: 115
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Sphinx Calvalry
Type: Cavalry
Movement: 6
Melee Dice: 2d8
Missile Dice: -
Missile Range: -
Defense: 2
Wounds: 5
Morale: 5+
Cmd Dice: -
Magic Dice: -
Abilities: Cause Fear, Impetuos
Cost per stand: 99
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Androsphinx
Type: Monster
Movement: 6
Melee Dice: 3d8
Missile Dice: -
Missile Range: -
Defense: 2
Wounds: 10
Morale: -
Cmd Dice: -
Magic Dice: -
Abilities: Horror, Magic Resistance (1)
Cost per stand: 137
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Sand crawler
Type: Monster
Movement: 12
Melee Dice: 2d6
Missile Dice: -
Missile Range: -
Defense: 1
Wounds: 5
Morale: -
Cmd Dice: -
Magic Dice: -
Abilities: Ignore Terrain, Piercing
Cost per stand: 111
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Re: Thesian Covenants (ver 1.0)

New Points for our friends the Thesians