The Tyranny of Anakria
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Soldiers of Shadow: Anakrian units suffer their accuracy penalties during the day instead of the night.
Scorned Existence: The Anakrian player can never draw quest cards from any of the 4 clients and must instead use the torture ability to acquire reward cards.
Fire Resistance: All units owned by the Anakrian player treat lava like hindering terrain.
Torture: Anakria may give unit commands with prisons to torture a prisoner within (multiple unit turns can be taken with the same structure in order to torture multiple units). Only infantry units featured on an enemy player's tech tree can be tortured. When torturing a prisoner, the Anakrian player rolls the dismemberment die and removes the rolled limb (AC and DC yield no limbs). The limb is stored in Anakria's bin. The Anakrian player may later spend a hero unit turn to exchange the limbs for Reward Cards according to the torture table. If a prisoner is released or killed, its limbs are discarded (a prisoner who loses both legs immediately dies just as with normal dismemberment).
Also known as the Kingdom of Mauria, the Cusped Kingdom is often regarded as a kingdom as old as the land it occupies. For hundreds of years, Maurian Kings have dealt with foreign powers through diplomacy and brief displays of power, ruling over the Cusped Kingdoms of Mauria and Anakria. When the Surlan Calamity led the Cusped Kingdoms to a violent divorce, however, Mauria was politically challenged for the first time—and beaten. Now, plagued by both threat of foreign invasion and yet another civil war, the remaining Kingdom of Mauria is finding it increasingly difficult to avoid large-scale conflict and is the cusp of plunging into full-scale war...
Formerly the second of the Cusped Kingdoms ruled by the Maurian Throne, the Anakrians are the hardened survivors of the Black Summer who have endured volcanic eruptions, polluted air, famine, and sweltering heat. When King Matthieu's court failed to address the calamity, Anakria staged a full-scale revolt, declaring its independence and rallying behind various Anakrian lords until finally uniting under the newly created banner of a vengeful commoner-turned-nobleman: Sephith the Scorpion. Under his cunning and ruthless lead, the Anakrians successfully repulsed Maurian attempts to re-subjugate the territory. Now, Sephith's focus is on training a force that will one day be able to topple the Cusped Kingdom in its entirety—though those closest to him suspect that his appetite for vengeance won't satiated by Maurian blood alone...
Among Sephith's sinister forces are fallen members of Matthieu's court, mercenary leaders, and Novagen assassins living in exile. Sephith has formally bestowed crests upon his most capable leaders—Crame the Bat, Venga the Spider, Bovric the Bull, and Corzan the Snake—and given them everything they need to rival the heroic knights of the Maurian court.
Willing to use any weapons against his enemies, Sephith has delved deep into the manipulation of dark magic—studying the ways of the Desh-Ret and even once consorting with Draiken. Desh-Ret secrets have revealed to him a way of construction using spectral scorpions, while Draiken's necromantic knowledge has granted him an unnatural ability to steal himself from death's clutches—augmenting his power as he gets closer and closer to death.
Anakria is the only faction that does not hesitate to torture its prisoners. Using horrifying means and terrible strategies to acquire whatever information they can, Anakria is capable of learning various vulnerabilities of enemy infantry, structures, and war machines. As a result of their terrible methods, the witches of the Circle of Realms refuse all contact with Anakrian forces, but their assistance isn't missed by a people who have long learned to live without anyone's aid.
While Sephith's Scorpolisk terrifies many foes, Lagno Venga is on the hunt for something much more colossal and deadly—the terrifying Synlesh—to devour Sephith's enemies. Meanwhile, Sephith himself is close to discovering the greatest secret of Anakrian magic—the ability to deify himself and conquer the realms not merely as a lichlord but as full-fledged Anakrian god.