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SAND KINGDOMS

FACTION

The name Sand Kingdoms refers to the many lush and prosperous city-kingdoms scattered throughout what appears, at first glance, to be a lifeless desert in the western reaches of Calad. Many believe this region to be the cradle of civilization—the birthplace of culture, writing, and magic.
Far from barren, the Sand Kingdoms are the foremost source of magical knowledge in the world.
They serve as a vibrant melting pot of cultures and peoples, as well as a dynamic hub of trade, commerce, and invention.
The current settlers built their cities atop the ruins of ancient and mysterious civilizations—grand in scale and strange in design. These remnants contain innumerable writings of forgotten wisdom and relics of unknown, yet clearly potent, function. As they uncovered and studied these artifacts, the cleverest among them began to piece together fragments of long-lost lore. Through trial and intuition, they practiced deciphered rituals and incantations. In doing so, they discovered a primordial force: mana, a raw, elemental energy that could be harvested and shaped.
Although the sand-bound region is the most sterile and unforgiving land in all of Calad, the settlers grew tenacious in their pursuit of magical understanding—viewing arcane mastery not as a luxury, but as a means of survival. Through great ingenuity and arcane effort, trade flourishes amidst the sands, with its riches flowing far beyond the dunes of the Great Desert.
At the heart of the Sand Kingdoms lies the Grand Academy, the central governing institution presiding over all the city-kingdoms, known as nomes. Situated in the capital, Men’Nefer, the Academy is both a patron of magical scholarship and the supreme arbiter of political order. It ensures the prosperity of the nomes, maintains balance among them, and defends against external threats. Perhaps most importantly, it is tasked with identifying and educating the next generation of gifted youth—those who show promise in the arcane arts.

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PEOPLE OF THE SANDS

Settlements within the Great Desert are vast in scale but scattered across great distances. Most of the population resides behind towering walls, shielded from the searing heat and shifting dunes. The majority of cities rose along the banks of the great Asha River or dot the coastline of the Inner Sea, where life is more sustainable. The demographic makeup of the Sand Kingdoms varies significantly from one city-state to another. While a slight majority of the population is human, the rest comprises a diverse mix of chimera species—beastfolk of various forms—as well as Rin, who still walk among the desert's people.

The Great Desert is regarded by many as the birthplace of the Rin, and the Oasis at the Asha’s wellspring remains an ancient and sacred enclave for numerous chimera tribes. Humans of the Sand differ visually and culturally from those of the Empire to the north. Said to have arrived in the desert in ancient times as nomads of unknown origin, they have long since adapted to their harsh surroundings.
Despite its diversity, the society of the Sand Kingdoms places little emphasis on race or species.
Instead, it is structured as a meritocracy, where one’s role and standing are determined by arcane talent and personal achievement. Those who can wield magic—known as arcanists—form the foundation of the state and its economy. They oversee production, manage civic functions, and govern both through influence and practical utility. The most powerful arcanists ascend to high office and shape the fate of entire nomes.
Those without magical talent play a crucial role in maintaining the cities and supporting arcane infrastructure. The non-magical populace carries out most manual and administrative labor. Many also take up arms, joining one of the countless mercenary companies that provide protection and enforce order throughout the region’s vast and often perilous expanse.

GAMEPLAY

The Sand Kingdoms faction is composed primarily of magic wielders, with each model capable of dealing significant damage on their own. Their power lies not only in direct spellcasting, but also in their ability to summon and command magical creatures, which can fight on their behalf and absorb damage that would otherwise threaten more valuable units.
Success with this faction depends heavily on your knowledge of each model, their spells, and how to position and protect them during combat. Proper management and tactical foresight are essential.
Note: Some may worry that mages and summoners are overpowered. While they are undeniably strong, they come with key vulnerabilities. Most lack armor—lore-wise, it interferes with their ability to channel mana—and though their spells can strike from a distance, they do not out-range archers or other missile units. Their strength is potent but fragile, requiring skillful play to truly shine.

MODELS

VIZIER OF CONJURATION

VIZIER OF CONJURATION

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SPELLDANCER Voidcaster/Aeroturge

SPELLDANCER Voidcaster/Aeroturge

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TASKMAGE EXPLORER

TASKMAGE EXPLORER

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ACADEMY EXPEDITIONER

ACADEMY EXPEDITIONER

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FARIS OUTRIDER

FARIS OUTRIDER

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