Wednesday, July 1, 2015

Araby Army Profile

* I own nothing seen below. Credit goes to owners of Games Workshop and the equally awesome people who did the rest of the pictures. I would also like to thank the makers of the Araby Army book, without which much of this would not be possible. If I forgot about someone then credit goes to you. 


 INTRO - Kingdom of the Shifting Sands

To the south of many parts of the more well known Old World, lies the Kingdom of the Shifting Sands. Miles of desert dotted with vast, majestic cities of white stone. Ruled by the various sultans, the Kingdom of Araby is a rich and powerful nation. Bound in powerful religious beliefs, the people of Araby fight for their beliefs, and for their sovereignty. When the Great Sultan mobilizes his armies for war, it is a magnificent sight. 

Foot Soldiers decked in fine armor and Legions of Horse-mounted Cavalry are just the beginning. Then come the flying carpets, the Whirling Dervishes, and Janissaries. Powerful elemental Genies and gigantic Rocs make for a terrifying sight, while the Viziers rain magical death on the enemy, and in the background the Hashishin work to eliminate the Sultan's foes in silence. A powerful force worthy of respect, the Kingdom of Araby is not to be trifled with, as you will soon learn...


LORE OF THE DESERT

Spells of the Desert:

-Shifting Sands: The ground beneath twists and turns, slowing the enemy's advance to a crawl. Imagine trying to march during an earthquake, but less stable due to the comparatively loose nature of sand compared to solid earth. Affects the ground with a range between 300 meters (984 Feet) to 1 Kilometer (3280 feet) depending on the amount of power and effort put into the spell.

-Sand Blast: A blasting sandstorm erupts from the wizard's mouth, throwing those who stand before him onto the ground and covering them in sand. Has a range up to 200 meters (656 feet)

-Curse of the Genie: The sorcerer channels the immense of the Genies through his own body and lays a terrible curse upon his foes. Their bodies become wracked with pain and increased sensitivity, while their armor because brittle. Attempts to kill the foe are now much easier. Has a range of 50 to 75 meters (164 to 246 feet).

-Mirage: The wizard creates the illusion of the enemy's most inner desires on the battlefield. Has a range of 100 meters (320 feet). It can be resisted by those of higher willpower. Those who fail to resist will stop fighting and chase their desire, leaving themselves open to attack.

-Dancing Scimitar: The caster summons a fiery scimitar which he hurls towards his enemies. It sweeps across the battlefield to slash and stab at the foe. Has a range of 50 to 75 meters (164 to 246 feet). They can be blocked, but they are on fire, so be careful doing that. And after you've blocked them you'll have to fight them for a bit, which is hard considering there's no body to target. You'll have to either shatter the sword (no easy feet), or kill the wizard who summoned them. Of course, by the same token, the wizard will experience a constant drain as he keep the scimitars manifested.

-Sunstrike: Bright beams of burning energy leap from the wizard's eyes and scythe through all before him. Has a range of 300 meters and can functions as a magical missile, burning those it strikes. With greater effort the wizard can increase the potency of the light missile to even burn monsters and increase the range to 1 kilometer.

-Quicksand: The wizard turns the ground into bottomless quicksand, dragging any unfortunates down into the abyss. At its base the vortex is 10 meters (32 feet) wide, though with greater casting it be 20 meters (65 feet). Heavier units will sink faster then light ones. The more you struggle the faster you sink.

-Sand Storm: The wizard commands the desert spirits to engulf his foes in a swirling cloud of choking sand and dust. Has a base of 50 meters (164 feet), but can be expanded, especially if several wizards work together.

RECON

Nomad Hunters act as scouts and spies, riding ahead of the Arabian Armies. Court magicians can try and use magic to peer in on enemy camps and commanders. Summoned Genies can use their magic to much the same effect. Hashishin can act as spies, moving unseen in the shadows. Araby will also torture those they capture to get information out of them. Araby has several skilled diplomats to try and win over local governments (though Araby is rather aggressive, and might come on to strong). They will send out people to convert the natives to their religion and beliefs, and would coerce such people to act as spies for them.

PRIMARY UNITS

Warriors of Araby
Mobility: 4
Training: 3
Max Range: Spear
Preferred Range: Melee 

Arabyan armies are based upon regiments of infantry. They garrison the cities and towns and enforce law and order throughout Araby as well as forming its standing army. These warriors are the most common soldiers of Araby, native to permanent settlements of any size. They are the backbone of any cities' defense, protecting their families, homes, and eventually their city states.

Offense: The majority carry tall spears and round or crescent moon shaped shields, fighting in a style that's not dissimilar to Spartans. Some trade in their spears for curved swords, though they keep the shield. Whether they fight with spear or sword, they all have a small knife or dagger at their belt if the enemy gets in close.

Defense: A large shield made of wood and bronze.


Special:
-Imams: The Holy Men of Araby, they spread the faith and preach to Ormazd (the Arabian god). They tend to stand behind the Warriors lines, shouting scripture and praising those that fight hard in Ormazd's name. They act as a morale booster, and the Warriors are less likely to break and flee in the presence of an Imam.

-Dibbukim: Fanatics, they are the first to throw themselves at the enemy. They drink the blood of the enemy before and after battle, working themselves into a frenzy of death and destruction.


Additional Factors: 
-Zealots: The strength of the great Arabyan armies is their speed and absolute faith in their destiny. The Arabyans are an extremely devout people, whose strong religious beliefs calm the natural fears of any warrior and give them a sense of invincibility their enemies can rarely match. They have no fear of death, for he who dies in the service of Ormazd, will find himself in a paradise of eternal joy.

-Very good at urban fighting. If they can get a base in a city, they can hold it for a very long time.

-It can be said that their rulers fear the will of the townsmen, as they will often form armed bands to protect themselves from raiders or even the army of their ruler. They display a fierce independence regardless of who claims to govern them.

-A good starting point: Most people in the Arabian military start in this position and work their way up to caravan guards to palace officials. Those with ability and prowess on the battlefield will have endless opportunities for advancements. 



Bowmen
Mobility: 4
Training: 3
Max Range: Bow & Arrow
Preferred Range: Bow & Arrow 

The men of Araby place great faith in the bow and all the cities of Araby maintain strong bodies of archers. Although firearms are known in Araby they are nowhere near as common or as advanced as those used in the Old World and are rarely issued to common troops.

Armed with a bow and knife these troops are made up of lower class city dwellers, who are called up to defend their homes in time of need. They are mostly used as garrison troops, but are sometimes pressed into service in the field. Although given some training with the bow, they cannot be classed as either effective or enthusiastic soldiers.


Offense: A bow and arrow is the obvious weapon, with a knife if the enemy gets up close. Their training with either weapon is minimal, and instead they simply opt to shoot a large amount of arrows in the direction of the target, hoping that sheer volume of arrows can kill most anything before it gets to them.

Defense: None. These are the street-urchins pressed into service. None of the higher ups really care if they get hurt or die.

Additional Factors: 
-Zealot: See Warriors of Araby 

-The poor who are strong-armed into service, they will be among the first to flee if things go bad. 


Corsairs
Mobility: 4
Training: 4
Max Range: Pistol
Preferred Range: Melee 

The most infamous of the Arabyan are the merciless pirates of Lashiek. Corsairs are warriors born to the sea, unencumbered by bulky armor, accustomed to swift moves and running battles over open water. While the early Arabyan peoples were born to the desert, they soon became practiced in the ways of the sea, and dominated trade and piracy in the waters surrounding their kingdom.

While the Sheikhs and Caliphs wisely allow the Corsairs space in their nefarious city and neighboring Bay of Corsairs, occasionally the Corsairs are called upon to fulfill their end of the unwritten land-bargain to fight in the armies of Araby.


Offense: Cutlasses are most common, with daggers right after. For range the Corsairs may use flintlock pistols or bows and arrows.

Defense: None, they rely on speed to avoid taking damage.

Special: Nets. Corsairs are slavers, and will take the opportunity to capture enemy units to force into slavery. They use large nets to ensnare the unfortunate unit and drag them back to their ships.


Additional Factors: 
-Zealot: See Warriors of Araby  

-Obviously Corsairs are more comfortable fighting on the sea then dry land. Their ships are some of the most feared human ships in the old world (I specify human because Dark Elf Black Arks and Chaos Raiders are still considered more terrifying)

-No one enjoys fighting with Corsairs, and they are greatly feared by the average citizen of Araby and distrusted by most units in the army.

-Religion: While on the surface they worship the same god as others in Araby, this is often considered doubtful. Before the arrival of Ormazd, Corsairs worshiped the Water-Elemental god Bezin-Anan, and made regular sacrifices to it. Rumors persist that a secret cult to this water god still exists to this day, waiting for the time when they may rise up and drown Ormazd beneath the waters of Bezin-Anan. Corsairs deny this of course, claiming total devotion to Ormazd, but few take a Corsair at their word.



Slave Guards
Mobility: 4
Training: 1-2
Max Range: Melee
Preferred Range: Melee 

Slaves differ from servants in that they are the property of another individual, and as such have no rights, privileges, or pay. All they receive is food and board, but they must comply with any and all of their masters wishes' or they face punishment or death. The slave trade flourishes in Araby and crime is often punished by enslavement. Needless to say, the lot of many slaves is a poor one, especially those involved in labor, such as those forced to work the mines or construction. Slave Guards are slaves taken captive by Corsairs and are prisoners of war. They are then given some training and formed into standing military units.

Offense: Short spears and small shields.

Defense: None.

Special: Slavemaster: This unit leads and watches over the slaves. They use brute strength and psychological manipulation to break the spirits of their possessions. They instill fear and discipline into the slaves, and no slave will break ranks and flee while under their watchful eyes. If the Slavemaster is killed, the Slaves under him will immediately panic and attempt to escape.

Additional:
-While given some training in how to fight, Slave Guards don't last long in prolonged melee.

-Slaves are the lowest of the low, and are not cared for or even noticed by others in the army.


LINEBREAKERS

Janissary
Mobility: 4
Training: 5
Max Range: Pistol
Preferred Range: Melee

The Janissary, meaning 'new soldier', are an elite slave regiment in the Araby army. Drafted while young, these soldiers form a specialized part of the Araby army and pledge loyalty to the Sultan. Unlike other troops in Araby, Janissary are not Arabyans. Instead, they are taken as children from other countries such as Bretonnia, the Empire or Tilea, often on raids by the Corsairs. Children of slaves are also common to be conscripted into the corps. They are then converted to the faith of Ormazd, and begin their long training to become a Janissary. They are trained under strict discipline with hard labor and in practically monastic conditions in cadet schools, where they are expected to remain celibate.

Offense: A Janissary may go into battle with a halberd, a saber (possibly combining it with a shield), or a bow. They were the first units in Araby to include guns into their fighting style. The handgun used by the Janissary is large and heavy, but has respectable range and penetrating power. The downside is the reload time, and the gun has a powerful recoil. All weapons are of high quality.

Defense: Very high quality armor, typically of leather and chain mail, though a few bits of plate armor may also be included to cover vital organs.

Additional Factors: 
-Zealot: See Warriors of Araby  

-Privileges: Despite technically being slaves, the Janissaries are rewarded for their service in wartime with privileges most slaves will never know. They are paid a salary, get to pick various treasures taken during wartime, and overall have a much higher standard of living. They are even more respected, which is highly unprecedented for a slave.

-Janissaries are taught to consider the corps as their home and family, and the Sultan as their father.

-Janissaries are considered to be the most disciplined of all units in Araby.

-Since they are not true Arabyans, they are expressly forbidden to wear beards, only a mustache.



Dervishes
Mobility: 5
Training: 5
Max Range: Melee 
Preferred Range: Melee 

In the west of the Great Desert of Araby lies the land of the Dervish. This archaic warrior tribe is known throughout Araby for the exceptional skill their warriors show in battle. Despite the fact that they make no use of black-powder weaponry, they are experts at sowing death through the ranks of the enemy forces. Dervishes are an unstoppable force on the battlefield, spinning through enemy ranks before they even have the chance to strike, slicing up anyone in the path.

Offense: A pair of curved scimitars, coated in the poison of the monstrous black scorpion. It's venom causes death, but also induces hallucinations of unbearable despair. In battle, they use the fighting style known as the 'Whirling Dervish'. Charging their enemy, they spin like a top, slicing through their foes like butter, never stopping, hitting many opponents in a single charge. Even if an opponent survives the blades of the Dervish, the poison will soon end their life.

Defense: Very light armor. Mostly robes, some Dervishes wear chain-mail beneath, but most Dervish shirk armor. They rely on speed to keep them alive. They are so quick with a blade that they can deflect arrows mid flight!

Additional Factors: 
-Zealot: See Warriors of Araby   


Bladedancers
Mobility: 5
Training: 5
Max Range: Melee
Preferred Range: Melee 

The Bladedancers are the bastard daughters of the Sultan's harem, taken from their mothers after birth and trained to be skilled sword fighters. Most of the girls will not survive the training, and only the strongest will become a full graduates. They are trained in the arts of fencing, acrobatics as well as seduction. At the age of eighteen, they are forced to pass a series of physical and mental challenges to see if they are worthy of becoming a true Bladedancer.

If they succeed, they gain a greater position within their sisterhood, the Cult of Shamshir. Of this cult very little is known, only that their order only consists of females, and that they follow their own agenda that not even the Great Sultan is aware of. Regardless, they are allowed to pursue it, as long as they keep supplying the armies of Araby with Bladedancer fighters to aid them in their fight against the infidels.


Offense: Bladedancers always enter battle with a pair of short swords.

Defense: None. Bladedancers enter battle in robes of silk (and sometimes not even that), their faces always covered by a veil. They wear no armor, and yet it is rare to see a Bladedancer with a scar from battle.

What could be considered a defense is the Bladedancer's beauty itself. Enemy fighters that look upon them find it difficult to attack them, as they project an aura of innocence and beauty. Those that falter don't live long. 


Special: Dances: A Bladedancer knows three styles of combat, known as 'Bladedances'. Each is specialized for different situations. These are:

-Whirling Death: The Bladedancer focuses on striking precise blows to the enemy's vital parts. While not as quick as other dances, each strike of the Bladedancer's sword results in death.

-Bladestorm: The Bladedancer rains blow after blow on their opponent, moving with such speed that the human eye can hardly follow. This style sacrifices precision for pure speed.

-Seductive Shadow: The Bladedancer uses her beauty and skill to mesmerize any enemy near her, parrying the enemy's futile attacks. Those looking at the Bladedancer will need to muster their willpower, or be overcome by her otherworldly beauty. Those that fail will find all their attacks missing, while the Bladedancer's do not.


Additional Factors: 
-Zealot: See Warriors of Araby  

-The tradition of the Bladedancers derives from Great Sultan Tariq's reign, a man who fathered so many daughters that not even he had the means to take care of them. One day, he was met by a strange woman of seldom seen beauty who went by the name of Dazalim. She told him that she would take care of his daughters for him, thus solving his problem. Even though the Sultan could not see anything but her eyes for the mysterious veil she wore, the Great Sultan was enchanted by her appearance and hypnotically accepted. Thus, what was to be known as the Bladedancers, or the Dread Daughters of Tariq, was born. After close to two decades, these dangerous yet sensual warrior women would appear in Araby out of nowhere. Though initially being mocked by the male soldiers, this attitude soon changed when their throats were slit. Today, Bladedancers are respected as the deadly warriors they are, and all but the most foolhardy fear facing them in battle.

-Vampires?: There are some rumors to that seem to suggest that the Bladedancers, and the cult that trains them, are actually vampires. Their otherworldly beauty, the way they move faster then any mortal should, the fact that despite wearing no armor they emerge from each battle without a scratch, their mysterious founder, and the overall secret cult that surrounds them… Of course, the face that they operate in daylight, and don't seem to drink blood (at least, not that anyone's noticed), would indicate otherwise. Still, there are a lot of rumors about the Bladedancers. Just rumors of course… but could there be a grain of truth to this one? Who knows… 


RAPID RELIEF


Desert Riders
Mobility: 5
Training: 4
Max Range: Bow & Arrow
Preferred Range: Melee 

The deep deserts of Araby are home to fierce nomads whose swift riders are the best light cavalry in all the land. The cities of the coast also maintain bodies of light cavalry for scouting and patrols - but all agree the riders of the desert are the finest and most dashing. Desert Riders represent the classic Arabyan warriors: well-trained, mounted fighters sweeping out of the barren wastes. They live their lives and fight their battles from the saddle. The desert riders are not bound to land and property, save for their most important possessions, their mounts.

Offense: Spears, Sabers, or Short-bows

Defense: The heat of the desert makes armor unpopular with these men, but their loose-fitting robes give them protection both from the sun, and spent missiles or light blows.


Special: Mounts: Horses are highly prized in Araby amongst both the sultans of the coast and the sheiks of the inland deserts. The Arabyans are rightfully proud of their cavalry. The horses of Araby are fiery and fleet of foot, like no other steed bred by man. Should you ask at the markets of Copher whence did such noble bloodlines spring, every man will have a different answer for you, delivered with a smile and a wry look - here, one shall say, they are surely stolen by Ahmad bin-Yusuf Reis, the famous corsair captain, straight from the stables of the Phoenix King of the Asur. Another will immediately interrupt him, saying: fie! It is when the Az-Zufyir, the West Wind, took to wife the goddess of the Oasis at Wadi Tamar that the first of these was born. Nay, a third one shall assuredly interject, they are spirits of the desert, bound in the form of a horse by Ormazd himself, and given as gifts to men for striving to find wisdom. It is popularly supposed that the horses of Araby are descended from Elven horses brought over from the west many centuries ago. Whatever their origin,  they are graceful and swift creatures, among the fastest in the world.

Additional Factors: 
-Zealot: See Warriors of Araby  

-A desert rider only grudgingly parts with his or her steed, and then only if it is left with others who might appreciate its quality.

-They are usually deployed in front of the main Araby battle line with the mission of disrupting and harrying the enemy advance as much as possible.

-They are trained to ride almost before they can walk and to fight from the saddle before they can talk.

-Bred for Speed: Arabyan Steeds are specially bred for their speed and agility, and after many generations of well-practiced husbandry Arabyan Steeds are among the swiftest in the world. With the horses being prided on their ability to gallop rather than labor, Arabyan Steeds are less able to carry heavy weight. 



Camel Riders
Mobility: 5
Training: 4
Max Range: Bow and Arrow
Preferred Range: Melee 

A nomadic desert people, Camel Riders are hardy but unruly troops. Well suited to desert fighting, these warriors let the heat of the desert sap the strength of those that pursue them. These units excel at taking out other cavalry units, as horses dislike the smell and appearance of camels. Camel Riders are brave and notoriously savage warriors, who navigate their way across the shifting sands of Araby by an uncanny instinct unfathomable and mysterious to mere city dwellers. They are guided as much by their knowledge of the deep desert, as by their desert-born mounts and, some would say, by their taste for blood! 

Offense: Swords, spears, and Short Bows.

Defense: The heat of the desert makes armor unpopular with these men, but their loose-fitting robes give them protection both from the sun, and spent missiles or light blows. 


Special: Mount: Camel: The camel is a common working creature in the land of Araby where it is common to see long trains marching from the deserts into the markets and bazaars of the coastal towns. Camel caravans carry all kinds of exotic spices, cloth, and foodstuffs from the eastern valleys of the Atalan Mountains and beyond. It is only the fierce warriors of the desert tribes that ride these intractable creatures into battle. Camels, ill-tempered and ill-odored as they may be, may still serve to further the cause of man; a camel will survive on naught but stubbornness and thistles in the deepest of deserts; a camel will make the horses of the infidels shy in terror as he carries the sons of the desert into battle; camels will endure more than anything in the world bar the Bedouin warriors that ride them, and the Bedouin take a strange sympathy to the beast because of that.

Additional Factors: 
-Zealot: See Warriors of Araby  

-Hit-And-Run: Camel Riders attack their foes by quickly descending upon them, cutting them down and then retreating to safety.

-The presence of camels scares enemy horses.



Mamelukes
Mobility: 5
Training: 5
Max Range: Melee
Preferred Range: Melee 

Mamelukes are the elite professional cavalry of the Araby Army. Their rigorous training in warfare and statecraft, coupled with a pride for their unit usually produces fierce and loyal soldiers and administrators whose fighting skills cannot be matched by any soldier in Araby. They are the chosen elite, and they know it. On the battlefield they are fearsome warriors, fighting with the fury of war they have been taught ever since childhood.

Offense: Lances, Scimitars, and Shields

Defense: Ornate, glittering armor similar to Bretonnian Knights, and Shields. While in the desert heat this might be seen as unwise, the Mamelukes have been trained for so well that they can fight for hours in those conditions at peak skill.


Additional Factors: 
-Zealot: See Warriors of Araby  

-They are slaves who were taken as children from hill tribes, steppe people and other remote places. Brought to special Mameluke holdings, the children are brought to enlightenment and taught the arts of warfare, discipline, and administration.

-Mamelukes, despite their officially enslaved status, disapprove of slavery unless the enslaved are given a chance to better themselves. Other practices are a waste of manpower, in their opinion.

-Each Mameluke organization is committed to one particular idea or duty. If this does not involve serving the Sultan directly, the Enlightened Court must approve whatever contract the Mameluke organization enters into. Each group has its own facial tattoos or scars which identify its members; those of higher rank have more elaborate markings. It is a crime for anyone not part of the Mameluke organization to imitate the markings.



Flying Carpet Riders
Mobility: 8
Training: 3
Max Range: High, High Above the Enemy
Preferred Range: ^^

The sorcerers of Araby have perfected the art of binding aerial spirits into physical forms - not least of which is the famous flying carpet. The sorcerers sometimes allow their assistants to take these carpets into battle, soaring above the rest of the army. Though it can be of great risk to the rider, there is much honor in being chosen for this task, for few are those who ever get to traverse the air in their lifetime. As such, there is hardly a shortage of willing subjects to fly them when needed.

Offense: Carpet Riders arm themselves with bows as well as various missiles. These are thrown into the enemy's ranks and include such unpleasant surprises as pots of scorpions, serpents, fire-ants, hornets and venomous spiders, which angrily bite and sting anyone within their reach as soon as they are freed from their ceramic prisons.

Defense: Little. Carpets are made from fabric, and thus aren't very durable. The riders may have some armor, but there is more a reliance on using speed to simply not be hit.

Special: Mount: Flying Carpet: Many tales are told of the flying carpets of Araby and ownership of one will bring great prestige to its holder. During the crusades, the Sultan ordered all flying carpets to be brought to his armies so they could be used against the invaders, so they were very hard to come during those times. Scholars are in dispute over the origins of Flying Carpets, some claim they are simply objects imbued with magic, whilst other contend that they are possessed by benevolent Djinn.

Additional Factors:
-Zealot: See Warriors of Araby  


Nomad Hunters
Mobility: 4
Training: 3
Max Range: Musket
Preferred Range: Musket 

During the crusades one of the tactics that the Empire used was to destroy the numerous small villages that supplied the main Arabyan battle force. However they didn't realize that this gave rise to one of their greatest downfalls: the Nomad Hunters. With their homes destroyed the Arabyan villagers had to retreat into the desert but they attacked the Empire troops at every opportunity using guerrilla tactics of attacking from ambush.

Nomad Hunters are guerrilla fighters used to living in the harsh conditions of the desert, who acts as scouts and ambushers in the Araby army. These fighters are brought up outside the standard Arabyan tribes and military training. They are particularly skilled as snipers in the sand dunes of the desert, and are usually sent out as scouts before the battle where they hide in favorable positions, ready to ambush unsuspecting foes.


Offense: Muskets, which they are extremely skilled at using as sniper rifles. The last thing countless Empire Knights have heard is the crack of Nomad's musket before he falls from his horse, a bullet in his heart. If forced to engage up close, they are armed with a knife and a flintlock pistol.

Defense: None, save robes and scarves to protect them from heat and wind.


Additional Factors:
-Zealot: See Warriors of Araby   

-Arrogant: Many Hunters feel they have achieved a sort of spiritual awakening out in the desert, and look down upon city folk who have not experienced the same thing.

-Very experienced at finding food and water in harsh environments. 



Naffatun
Mobility: 4
Training: 4
Max Range: Thrown Grenades
Preferred Range: Thrown Grenades 

Naphtha is a mixture of chemicals that become a fiery liquid that is difficult to put out. Naffatun are specialized troops that throw deadly ceramic pots of flaming Naphtha that burst into flames on impact spilling a sticky molten mess that can seep through any armor. Some of these men carry siphons, small flamethrowers that they use at short range to set their foes aflame. The prospect of a fiery death can unnerve even the bravest warrior.

Offense: See description

Defense: Light chainmail or plate. They wear a veil to keep smoke from their mouths.


Additional Factors: 
-Zealot: See Warriors of Araby  

-Naffatun are skirmishers. They run to where they are needed, throw their bombs, then retreat.

SHOCK AND AWE:

Onagers
Mobility: 1
Training: 2 (operated by slaves)
Max Range: Artillery
Preferred Range: Artillery 

Onagers are not very common in Arabyan armies, mostly due to the fact that they are difficult to transport and are therefore unsuitable for desert warfare. However, when besieging cities and going on campaigns to foreign lands, these war machines are very useful. The onager is a variation of the stone thrower, but unlike throwing rocks like the war machines of other armies, Araby armies often use large pots of flaming Naphtha. A direct hit from one of these missiles can be enough to sear a whole enemy regiment with fire, and quickly spread panic through the ranks.

Offense: See description

Defense: Minimal. Made of wood and steel

Additional Factors: 
-Basically the Mangonel from the Nippon profile.


War Elephants
Mobility: 5
Training: 3 (For the elephant) 4 (for the Crew)
Max Range: Thrown weaponry (Riders) Melee (Elephant)
Preferred Range: Melee 

Elephants are an exotic creature even in Araby, for they come from the lush bush lands that lie between Araby and the jungles of the Southlands. The Sultans like to collect all kinds of wild and monstrous beasts, and they eagerly compete against each other when it comes to maintaining the largest and most impressive herd of Elephants. These are ferocious and dangerous creatures, all the more so because each carries a wooden tower upon its back, within which rides Arabyan warriors armed with long spears and assorted missiles that they hurl at their enemies below.

Offense: The riders of the Elephant (usually three but no more then four) usually have an assortment of spears and javelins that they can throw down at their opponents. If someone should climb up, they're also armed with sabers and halberds. The elephant itself has long tusks that can gore large creatures or impale a man. It's charge can smash through a small building, and being trampled by the creature is certain death.

Elephants can also be equipped with a spiked chain that is drawn between the elephants' tusks. When the elephant charges, anything that gets hit by the spiked chain will be shredded.

Another potential weapon are massive iron spikes that are attacked to the elephants' tusks, making each swing of its head a lethal attack.


Defense: The elephant has very thick skin, and it's skull is rock hard. Elephants belonging to those willing to shell out a bit of extra will have thick bronze plates covering it's legs, sides, and skull.

Additional Factors: 
-A major drawback of the War Elephant is that, while big and tough, they scare easily. If spooked, the Elephant will stampede wildly in a random direction, potentially crushing allies underfoot. It takes an especially skilled rider to keep the animal under control so that it doesn't run wild. 


Rocs
Mobility: 8
Training: 3
Max Range: Biting
Preferred Range: Biting

Rocs are huge raptors that dwell in the Arabyan mountains and on rocky, secluded islands. Rocs prey on the largest surmountable creatures they can find in their area. On land, they attack elephants, camels, and giants, and few rocs will pass up a light snack of undefended humans. At sea, they hunt like ospreys, snagging dolphins, elephant seals, and sharks from the water, as well as attacking ships.

Rarely, some brave (or insanely foolish) individual will attempt to steal a Roc egg. Most die. Those few that manage to take one become set for life from the riches they receive, and the Rocs become raised by Caliph or Sultans, and made powerful parts of their armies.


Offense: Massive Clawed Talons capable of cutting through giant flesh, and lifting creatures like elephants or small whales into the sky. They have a beak proportional to their size, which is large enough to swallow several men whole. The Rocs favorite tactic is to lift its prey high into the air, and dropping it, letting it split on the rocks below. Also, the flapping of its wings can cause gale force winds.

Defense: None, other then its massive size.

Additional Factors: 
-Very, very rare in an army setting.

-Due to their size, Rocs have a big appetite, and require a lot of food to keep from starving.

-Rocs tend to attract scavenger birds hoping to steal portions of its meals. Expect lots of buzzards, rooks, and the like to be in the area a Roc is. The Roc doesn't seem to notice them, though it will eat them if they get to close to its meal.

-A Roc can be very intimidating due to its size (and massive talons, gaping jaw, and a shriek that scrapes at your soul), and lesser men have taken one look at this massive bird and turned right around and run for the hills. 



Sandglass of Time
Mobility: 2
Training: 0 (4 for the Monks, Varies for the troops guarding it)
Max Range: Battlefield
Preferred Range: Battlefield

During Jaffar's reign, he obsessed about the magic of time and eternal life, as he had read about in the Book of the Dead. In his pursuit, he ordered his Viziers to construct a dozen huge hourglasses filled with sand taken from Nagash's Black Pyramid in Nehekhara. Though Jaffar never succeed in making himself immortal, these Sandglasses were still very potent artifacts with the ability to harness the power of time. The sand in these glasses never run out, and the whole construct radiates a magical glow.

After Jaffar's defeat, many wanted to see these contraptions destroyed, but was halted by the then current Great Sultan, who saw the potential they could have in battle. He ordered the Sandglasses to be safely put away in holy mosques where they could be safely monitored and protected from harm. Many monks who were charged with residing over the Sandglasses found themselves utterly captivated by them, and soon a new order, the Order of Time, was founded. Knowing the reputation of the one who had them made, the Order of Time kept their brotherhood secret for many years, until they found it safe to reveal themselves.

By then, the worst memories of Jaffar's reign had faded, and the Sandglasses were looked upon as marvels of science rather than creations of evil. The Great Sultan of the time showered the Order with gold and gemstones in return for being allowed to use them in his armies. The Order accepted, provided that they would be the ones to look after the Sandglasses on the battlefield. From then on, Sandglasses of Time appear every now and then in Araby's armies, always accompanied by the the brotherhood that controls them. These magnificent crystal hourglass possess the power to freeze time, rewind it, and even cause creatures to age years in mere minutes until they wither into dust.

Defense: Enchanted Glass makes them highly durable (to physical and magical attacks), able to tank a few artillery shots before cracks start to appear, and guarded by elite Araby troops and operated by Monks.

Offense/Special: Time Manipulation: These massive enchanted hourglasses can cause localized time manipulations. They can cause three effects, but they can only be used one at a time, and turning them off and on is a slow process.

-Abeyance: Time in a given area halts. Swords stop mid-swing, arrows halt mid-flight, and magic spells halt mid-formation. While the Sandglass is in this mode, nothing in it's area of affect will move. Of course, while in this state, nothing can hurt them either (anything that would try to attack them would have to enter the area of effect, and thus come to a complete halt the moment it did). This is a good setting for regrouping, making a new formation, or retreating. Has a range of up to 984 feet (300 meters)

-Recede: Within it's area of effect (Up to 1 kilometer / 3280 feet), time flows backwards over the bodies of the people of Araby (something the Order of Time spent quite a bit of effort and magic working on), removing the effects of battle from them. Wounds knit themselves back together, broken swords mend themselves, misfired arrows soar back into their quivers, and the recently deceased leap back to their feet as though their deaths never happened (because now, they may not!). Soon they and their equipment are as prepared for battle as when it begun, much to the consternation of the enemy.

-Gravedust: For the enemies of Araby, time is running out fast! Years sprint forward in seconds, centuries in minutes, millennium in hours! Everything in its AOE (100 meters / 328 feet) will age at a cataclysmic rate. Hearty soldiers whither and turn to desiccated husks before the Sandglass, their bodies blowing away to dust. War machines crumble before their owners rapidly fading eyes. Anything and everything caught in the wake of this power feels time's cruel grasp, for none can escape the sands of time.

Additional:
-If destroyed, the magical sand pours free, smashing against all around it. The lucky ones are just buried, while others are aged, youthened out of existence, or simply disappear altogether.


SPECIALIST SUPPORT

Sultans
Mobility: 2 (Carried into battle by slaves)
Training: 5
Max Range: Battlefield (Shouting Holy Commands)
Preferred Range: Back of the field (Shouting Holy Commands) 

The Sultans of Araby are the great leaders of the city states. They are most often given this position though birth, but a great leader of any heritage can reach this position through either political schemes or take it by force. Likewise, someone deemed unfit to rule would likely to be overthrown by a more powerful opponent. The real power of the Sultans comes from the people. They (the Sultan) occupy an important position as religious leaders, where they spread the word of Ormazd to their followers, who sees as them as divine. However, if they (the people) do not believe a Sultan to be appointed by the One, they would not follow him, and would instead be seeking a more suitable leader. A Sultan who is powerful enough, and can convince the people of his worth is seen as a messenger of Ormazd. These Sultans are followed blindly, and anyone who oppose them is likely to be hanged for their insolence.

The Sultans sometimes take to the field to lead the armies of Araby themselves. Unlike commanders of other factions, they do not fight themselves, but are more inspiring figures, keeping the troops in check. Although not much of fighters, the Sultans are great commanders, as to be expected from someone of their stature, and their commands are followed fanatically. Their presence will mostly inspire the soldiers to stay put and fight, as failing the Sultan will likely result in dishonor, and for some, death.


Offense & Defense: Sultans carry no weapons themselves. Instead, they are surrounded by bodyguards (various elite troops that always includes Palace Guards). This also acts as his defense. For without them, he has only the finest vestments to keep him safe. 

Special: Holy Commands: The edicts of the Sultan are obeyed with fanatical zeal. During battle, the Sultan will issue these holy commands, and all those that hear him will obey (save Slave Guards). Only one Holy Command can be given at a time.

-Step of Ormazd: With this, the troops will run farther faster, charging the enemy as though the great one himself is at their side.

-Strength of Ormazd: With this, troops hit harder, their blades cut deeper, and they are filled with the strength of Ormazd.

-Fury of Ormazd: Units fly into a furious frenzy, unleashing the fury of their god upon the infidels.

-Faith of Ormazd: Units' hearts and minds strengthen; they will not flee from battle and they become immune to nearly all mind altering effects (god-like mind attacks would still work though). Ormazd is on their side, what have they to fear?


Special: Variants: Titles: There are many Sultans in the country of Araby. Some Sultans in Araby have reached such heights of fame that they have been associated with a name, a title for themselves. This title separates them from others and makes them stand out amongst their followers. The title they receive gives them a special ability which will affect them and their unit on the battlefield, reflecting their history.

-The Conqueror: "A veteran campaigner and victor of many battles, the Sultan's presence even more greatly increases the will of the soldiers to fight for him." A Sultan bearing this title is a more skilled battlefield commander. His Holy Commands reach even farther.

-The Blessed: "The Sultan has been touched by Ormazd himself, and his blessing is clearly shown in the ones surrounding him." Both the Sultan and those he fights with are much harder to kill. Wounds that should have ended their lives are always slightly off, or not quite as deadly as they first appeared. It's almost like some higher power is looking out for them…

-Patron of Science: "Being immensely interested in the science of medicine and herbs, the Sultan brings his field surgeon to the field to look after the wounded." By bringing this field surgeon, more troops survive, and they can quickly go back to fighting. This even applies to those damaged by magic or poison.

-The Fanatic: "Out on a zealous mission to rid the world on the infidels, the Sultan's fiery oratory speech inspires the troops to literally throw themselves at the foe in a mass of death and destruction."  The Sultan and anyone he leads are in a near constant battle frenzy. They have no fear of death, and nearly no regard for their own lives.

-The Tyrant: "Failing the Sultan will not be tolerated, and his followers know this. His presence on the field ensures their loyalty in battle." The Sultan is a rallying point, acting almost like a standard bearer for the army. Those near him will fight even harder, to the death if need be, to avoid disappointing him. Whether this is done out of genuine loyalty or fear of what failure may bring is anyone's guess.

-The Glorious: "The Sultans appearance, charisma and confidence shines through him, inspiring his fellow soldiers to outdo themselves in his eyes." The above, but certainly more out of loyalty. The Sultan is a great guy and his troops want to impress him with their skills.

-The Wealthy: "Having amassed a great amount of riches, the Sultan can afford the best items for his subordinate officers and units." Palace Guards, Mamelukes, and Janissaries are much more likely to have magical weapons in battle.


Additional Factors:
 -Zealot: See Warriors of Araby  

-The Arabyan noble is a far cry from his Imperial rivals. The Arabyans experienced a renaissance much earlier than the Old World and their nobles reflect this. Arabyan nobles were extensively trained in the arts and refinement was highly valued. They spend a lot of their time studying among the scholars and contemplating both faith and ethics among their people.

In addition, they are often rich enough to make imperial nobles seem like paupers by comparison. The Sultans are proud of their troops and especially of their cavalry so that no expense is spared either on their equipment or maintenance. Despite their refinement, they should never be trifled with. They are no strangers to conflict and have every right to carve up a peasant or infidel.



Caliphs & Sheikhs
Mobility: 4 (3 on elephant)
Training: 6
Max Range: Varies
Preferred Range: Varies 

Whereas the Sultan takes on a more religious role, the Caliphs can often be found in the forefront of battle, leading the armies of Araby. Veterans of many wars, they are great warriors, and a match for anyone in combat. They often ride upon Elephants as befits their exalted rank. Excellent commanders, their warriors follow their every word, and the sight of a glorious Caliph on the battlefield is a sight that fuels the courage of almost any man under his command.

Subordinate to the overall commander and commanders of lesser rank within the palace hierarchy are noble Emirs and Sheiks from the desert. The Sheikhs and Emirs are the leaders of the nomad tribes, whom at the call of the Caliphs and Sultans gather their troops for war. Though they are not as rich or well-read as their betters, they are experienced warriors, often having fought in many battles for his Sultan or Caliph.


Offense: Whatever weapon they want, and none would deny them it (save perhaps the Sultan, if he so desired). They are more likely to carry magical weapons then others.

Defense: High quality armor, and they sit atop a War Elephant, surrounded by elite troops. Very well defended.


Additional Factors:
-Zealot: See Warriors of Araby  

-The nomads look for four things in a sheikh: courage, wisdom, generosity, and luck. The importance of the last trait should not be underestimated. A lucky sheikh is blessed by Fate, and all members of the tribe would like to share in that good fortune.

-While it is true that many sheikhs are the sons of former sheikhs, in the High Desert neither a family connection nor a sheikh's sex are as important as the qualities listed above. The position of sheikh usually passes to a sheikh's eldest son, but he is not guaranteed to keep it. No nomad tribe will support a sheikh who is unworthy of respect. Over the course of time, nomads have banished and killed many leaders who were deemed weak, stupid, or dishonorable. 



Viziers
Mobility: 4
Training: 6-7
Max Range: Battlefield
Preferred Range: Battlefield 

The sorcerers of Araby often take up important positions within the courts of the Sultans and Caliphs, where their magical powers make them invaluable advisers. There are many branches of sorcerers in Araby. Some are Sorcerers of the Flame, able to conjure fireballs to fling at their enemies. Others are great astrologers, able to see into the future. Then there are the alchemists, who can bend metal to their will and were the ones responsible for the invention of Naphtha, the unquenchable fire, and the worshipers of the sun, the perpetrators of Light magic. Finally there are those that use deception and illusion to further their goals, and those that are able to control the magic of the desert itself.

Offense: A Vizier may use magic from the Lore of ONE of the following: Fire, Metal, Heavens, Light, or Desert.

Defense: Various elemental shields. Most Vizier have bound a genie to them, and that Genie can act as a powerful bodyguard.

Additional Factors:
-Zealot: See Warriors of Araby  

-Wizards are even more distrusted in Araby than in the Old World, owing partly due to their lack of formal training which results in greater than average magical disasters. Wizards that wish to operate openly are wise to seek the patronage of the Sorcerer's Islands, and perhaps there they can also gain enough tutelage to prevent them killing themselves and others.

-Of the various schools of magic, only Necromancy is officially forbidden. Even so, the study of Necromancy is sanctioned by the Sultan for the intent of protection against the Undead Horde that threaten Araby's  northern borders. These great sorcerers and court magicians of the Sultans receive a level of training and expertise that rivals the teachings of the Old World Colleges.

-Some Viziers have bound Genies to them, and command the Genie to use it's magic to carry the Vizier from place to place. This makes it seem as though the Vizier can fly, or teleport.  



Genies
Mobility: 9 (Djinn), 7 (Efreet)

Training: 8
Max Range: Battlefield
Preferred Range: Varies 

The deserts of Araby are home to a race of magical beings known as Genies. No-one is sure of their origins; some say they are the spawn of chaos, whilst others say that they are the results of an evil experiment of Nagash's that went horribly wrong. However, wherever they came from they are potent allies and amongst the deadliest of foes.

Much Arabyan magic is based upon creating and using forms of magical containment such as cages, boxes, or crystals, which are used to capture and enslave these beings. The Genie is then bound to the sorcerer and forced to do his bidding. The Genie acts as a bodyguard and protects the sorcerer, and act as his servant. It will continue to do so until the sorcerer's death, or until someone else has the container in his possession, then the Genie is forced to obey his new master. Anyone lucky enough to have a Genie in their possession holds great respect in their community, for they are very powerful beings indeed.


Variants: There are two types of Genie: Djinn, and Efreet.

Djinn: Proud, sensuous elementals of Air. They favor the uncluttered vistas of the open desert to densely populated regions. Djinn are somewhat friendly toward mortals though, and as a result, they may visit Araby's cities at times. They move swiftly through the air, outmatching all others with their speed.

Efreet: Elementals of Fire, they are quite common in Araby. These genies are usually hostile and derogatory toward mortals, with two exceptions: mortals who are more powerful than the Efreet, and those who are wise enough to realize the superiority of Efreet over all other genies. They are masters of fire and flame, and have a bitter hatred for all other races.


Offense: A Djinn will use spells from the Lore of Heavens. An Efreet will use spells from the Lore of Fire. A Djinn can fly much higher and faster then an Efreet, allowing it to act as a flying unit. An Efreet's attacks, even melee ones, count as flaming ones. Both types of Genie are much stronger then humans, so any melee attacks carry much more weight.

Defense: As magical creatures, the Genie can become insubstantial, their physical bodies turning into one of their primary element (air or fire). They can also conjure magical shields. If a Genie takes too much damage, it doesn't die, instead it will retreat back to its container to heal.

Special: Wishes: Ah, the one thing everyone knows the Genies for, and the thing that has lead to many young sorcerers trying to capture one (usually with disastrous results). Of course, even when you have a genie to make a wish of, the trickster mind of the Genie must be overcome. Otherwise, you get something more or less then you asked for…

Now, Warhammer Genies are different then your classic Disney Genie. For one thing, the 3 Wishes Rule. With Warhammer Genies, it's 3 Wishes… A DAY! That's way more wishes at your disposal. Also, the 3 rules Genie gives Aladdin? (No Killing, No Bringing Folks back from the Dead, No making anyone fall in love)? Those don't apply here either (Though Necromancy is forbidden in Araby). So far this sounds great right? Well hold on there chief, because Warhammer Genies don't exactly have PHENOMENAL COSMIC POWER!

While they're certainly stronger then your average sorcerer, they aren't gods. You can't ask a Genie to strike an entire army dead. You could ask the Genie to kill A guy, or even a handful of guys, and the Genies magic would flow into the target and likely kill them (though really this is a bit of a waste of a wish, since you could have just ordered the Genie to fight with you and he'd have killed them, and you wouldn't even have had to waste a wish). But ask a Genie to kill a whole battlefield? There simply isn't enough magic (especially when you consider that other magic users would likely get in the way).

Now, the three Most Common wishes (found in the Araby Rulebook) are:

-Ruler: The Sorcerer becomes a rallying point, as people look upon him like a Sultan. They hold they're ground and push back against the enemy.

-Immortality: A powerful magical shield falls over the Sorcerer, making it so that only powerful magical spells or extreme physical damage can harm him.

-Supreme Power: The Genie gives the Sorcerer total control over their branch of magic. If they practice the Lore of Fire, they are now a complete master at it, much less likely to blunder any spells, and able to use the most powerful spells of that lore more easily.

So something similar to this would probably be in the Genie's comfort range. Finally, as keeping up a wish is a drain on a Genie's energy, the effects of a Wish only last for 24 hours. After that, any conjured objects or magical effects will disappear.

While some of these tradeoffs seem like major downgrades, crafty Viziers and other magic users have been using Genies to decimate their opponents for ages. It's all about how you use the Genie that matters.

Additional:
-Enslaved: The Genies act as a servant to the sorcerer who has captured them, doing his bidding. If the sorcerer is killed, the Genie is immediately banished back to its container.

-Genies are immune to mind altering effects.


-Efreet have a profound hatred for all other beings. When fighting they tend to do so in a rage, venting their frustrations out on everything around them (save the master and his allies, which only frustrates the Efreet more, leading to more rage)

-Smashing a Genies container does not kill it. Instead, the Genie will be free. At that point, what the Genie does next depends on the life it has had. It may simply leave, or it may vent it's pent up frustrations on its former masters. 



Hashishin
Mobility: 5
Training: 6
Max Range: Pistol
Preferred Range: Melee 

The Hashishin are a semi-religious sect of assassins dedicated to stealth, and murder, thought to have originated somewhere in the mountains of west Araby. The Hashishin are well-known in Araby, especially among the Sheikhs and Caliphs, whom fear them greatly, for who knows what political opponent might have hired one of these dreaded assassins to rid of him?

Offense: Varies blades, and knives, as well as the Hand Crossbow.

-Hand Crossbow: Small enough to not slow down the wielder, but no less deadly at short range than a normal crossbow, the hand crossbow is an ideal assassin's weapon.


Defense: Light leather armor hidden beneath their robes. The Hashishin focus on stealth and speed more then tanking attacks. 

Special: Crimson Shade: A drug taken by the Hashishin to enter a psychic state, allowing them to ignore fear or danger, no matter the task. It is said that while on this drug, the Hashishin see the paradise that awaits them if they obey their orders.

Special: Artifacts: Hashishin have access to many exotic weapons, poisons and unique artifacts. While they won't take everything on every mission, the following are fairly common sights among the Hashishin.

-Orb of Illusion: The assassin creates an illusion of himself, confusing his opponent as they must choose which Hashishin to attack.

-Venom of the Desert Snake: Extracted from the deadliest snake in all of Araby, this poison will quickly kill off all but the toughest of warriors.

-Hidden Blade: A sharp blade hidden up the Hashishin's slave, ideal for a surprise jab. (Basically the blade from Assassin's Creed).

-Cloak of Shadows: The cloak blurs the image of the assassin, making it hard to focus on him.

-Nethertoxin: This dangerous poison makes the assassin's enemies writhe in pain, severely damaging their nerves.

-The Dagger of the Grand Master: A one of a kind, very rare item only taken on the most important of missions. This dagger was used by the Hashishin Grand Master himself. It is said he claimed it from a Khemrian Tomb, and that the blade itself it totally unbreakable.

Additional:
-Hashishin are highly resistant to mental trickery.

-Highly disciplined, they are masters of ambush and fighting in small groups against a larger number of opponents.

-Hashishin specialize in taking out enemy leaders. 


-Zealot: See Warriors of Araby  


Palace Guard
Mobility: 4
Training: 7
Max Range: Varies
Preferred Range: Right by their charges' side. 

The Palace Guard are made up of the most loyal troops in all of Araby, trained under the toughest conditions. So loyal are they that they would die at their own hands if their master so commanded. These household troops or guards accompany the Sultans when they travel beyond the grounds of their magnificent palaces.

Offense: Halberds, Spears, and Curved Swords all of the highest quality. Really though, the Palace Guard will use whatever weapon his charge gives him, and feel honored to do so.

Defense: High quality full body armor, decorated with lavish and expensive finery.


Additional Factors:
-Zealot: See Warriors of Araby  

-A Palace Guard will not leave their charges' side for any reason. They would rather die then see harm come to them.

-Palace Guards come from orphans, or children given up by their parents to show their devotion to Ormazd and the Sultan. The selected children should show signs of loyalty and devotion, but also have a kind of natural faith. This is where all the experience of the Imam comes in. He questions and tests the boys who seem most promising, asking riddles and subjecting them to various dilemmas. They are proposed to choose between three items; a hat, a knife, and the Holy Book, and then question them about their choices. At the end of the interview, the Imam asks the children he felt ready to come if they wanted to serve the Sultan and Ormazd. The question is the elimination. Any hesitation and the child remains at the orphanage.

After fifteen years of training, the young men will be subjected to a series of tests: Abandoned in the desert, he must find his way back guided by the stars, equipped only with one bottle of water. They must then go to a secret place, filled with hidden traps by other Imams from another monastery. In addition, the recruit will be pursued and hunted by various beasts and must do everything in his power to get to the monastery alive.

The final test would be to assist the Imam in the city. During this trip, they would be constantly attacked and the young warrior must prevent the Imam from being abducted by the attackers. If he fails, he must wait a full year to be able to take the tests again. If successful, he would be declared Guard of the Palace. 


HEROES & LEADERS

The Golden Magus - Sultan of the Seas
Mobility: 5
Training: 6
Max Range: Battlefield
Preferred Range: Melee
Role: Battlefield Commander, Wise Man

The mysterious southern sorcerer known only as the Golden Magus has always been a figure of fascination amongst the citizens of Araby. Rich beyond measure and eccentric in the extreme, the self-styled Sultan of the Seas has variously claimed to be a merchant prince, an exiled patriarch of the Colleges of Magic and even, at one point, the Gilded King of Copher reborn.

The Golden Magus takes great pains to give the appearance of a wise man rather than a warrior. His one remaining eye is ringed with kohl, his robes are of the finest embroidered silk, and his skin is dusted with powdered gold. To the casual onlooker, the Golden Magus is a man of exotic tastes and refined manner. Only those who have seen him in action can attest to the fact that underneath his sophisticated exterior he is lethal indeed. The Magus can move with a speed that belies his advanced age, and his ever-burning blade is enchanted with a hundred fiery curses.

The Magus true power lies in his magic though, for he is able to summon genies of the air and of flame. These are held in magical jars carried by the Magus. Once opened the genies inside will manifest, billowing and spilling out of the jar to coalesce into a mighty elemental spirit hundreds of feet tall. Such a spirit will obey the Magus's wishes, fighting with every ounce of its strength against its master's enemies.

Apart from these jars, the Magus also has three mystical urns in his possession. Each has an intricate spiral of skulls winding around its outside, crested by one of the three symbols that represent the elements ascendant over the forces of darkness.

Those of the Magus's trusted bodyguards who have learned of the existence of these urns whisper that they once belonged to the Great Necromancer Nagash himself, and that each contains a Royal Genie powerful enough to eclipse the sun. The Golden Magus will not say a single word on the matter. Perhaps even the redoubtable Sultan of the Sea is afraid to open them...

Offense: The Golden Magus is a competent wizard, and he can use spells from the Lore of Fire, Metal, Heavens, Light, and Desert.

The Sword of Fiery Curses: Crafted by the Golden Magus himself and bewitched with hundreds of fire curses, this scimitar ignites upon being drawn by the Magus and there is no known spell or object which can extinguish it.


Defense: Various elemental shields, trusted bodyguards as well as…

The Golden Robes of Protection: Another of the Magus' own creations, this is a beautiful piece of clothing, made of fine silk and brocade. Nevertheless, despite its exquisite appearance the robe it suited for warfare too, with mighty magic being interwoven in its fabric. Arrows bounce off it, and sword blades are turn aside. It takes extreme effort to injure him. 


Special: Genies: The Magus carries several genie containers on him at all times. In battle he will summon Efreet and Djinn to do battle with him (or for him, if the Magus doesn't feel the fight is worth his time). These Genies are incredibly powerful, noted as being hundreds of feet tall. Taking them on will be a massive undertaking. And that's before taking the fact that they grant wishes into account.

Additional Factors:
-Zealot: See Warriors of Araby  

-The Magus likes to think of himself as a wise man, and prefers to talk things out rather than fight.  


The Prince of Thieves
Mobility: 5
Training: 4
Max Range: Melee
Preferred Range: Melee
Role: Master Thief, Head of the Thieves Guild

The origins of the Prince of Thieves are obscure, shrouded in mystery. Legend has it he was once the prince of Martek, dishonored and cast out. The story goes that the young Prince fell in love with a princess already betrothed to another nobleman. Their affair was passionate but short lived, as they were soon discovered by the princess's husband and the Prince was forced to kill him in the ensuing fight. When the Sultan of Martek found out about what his son had done, he banished the Prince from Martek, disinherited and alone. He was forced to leave the city under penalty of death to return.

The Prince fled to Copher, where he was forced to live on the street like a common thief. Stealing what he needed to survive during the day, he slept in the alleys in the night. One day he was caught trying to steal food in the bazaar. Normally, this would get him the penalty of death, or at the very least his hands cut off. But the Prince was lucky this day. The shopkeeper that caught him told him that he was a member of the Thieves Guild, and that he was looking to recruit new initiatives to their cause. The Prince eagerly accepted, and for the next years he would be trained by the Thieves Guild, turning him into an excellent street fighter and acrobat. Eventually, he was about to become Guild Master himself, taking over the old master's position with his passing.

Today, the Prince of Thieves controls the Guild with utmost efficiency. He sometimes takes to the field in the armies of Araby, disguised as an ordinary soldier with hopes of 'retrieving' any artifacts he can get his hands on from their owners.

Offense: The Dagger of Truth: This dagger was found by the Prince clutched in a skeletal hand and buried under a mass of bodies in the Caverns of the Worm. It shines with a bright light when attacking, wounding even the toughest of foes with ease. Even when facing heavily armored foes, the Dagger seems to find a way to slip through the cracks.

Defense: None, save what he may have stolen. The Prince relies on speed and not getting caught.


Additional Factors:
-Zealot: See Warriors of Araby  

-The Prince is a master of stealth. Sometimes he enters battle disguised as another unit, only revealing himself when the time is right.

-Even during battle, the Prince will steal from an enemy. He especially likes to take magical items or weapons from important looking characters.

-Acrobat: The Prince is a highly skilled acrobat, and is capable of moving around cluttered battlefields or busy cities with ease.  



Jasmine Silverveil - Princess of Araby
Mobility: 4 (7 on Snowmane)
Training: 5
Max Range: Several Hundred Feet
Preferred Range: Melee
Role: Princess of Araby, Morale Symbol, Commander

Jasmine Silverveil is the daughter to the Great Sultan and princess of Araby. She is known as the most beautiful woman in the entire land, bright as the stars of the sky. Her eyes are like emeralds stolen the most precious ancient treasures, her skin soft as silk, her ebony hair slides over her shoulders lightly as the wind itself and her singing voice is as soothing rain on a hot day.

As the Great Sultan's only child, she is next in line to ascend to the throne, something which has never happened to a woman in Araby. Over the centuries, there has never been a female Great Sultan in Araby, and even as the Viziers begged him to appoint one of his many great commanders instead, he stubbornly refused. Instead, he made sure she would be ready for the task to become Great Sultan and as such began to teach her the ways of leadership and war. Jasmine, while still very young, has proved to be an excellent student, practicing sword fighting and riding, as well studying army tactics and the art of war.

On her eighteenth birthday, she was granted her horse Snowmane, the fastest horse in all of Araby, from the plains of Ellyrion in Ulthuan itself. Jasmine is the only woman in Araby to possess magical powers, or at least being allowed to use them. Studying under the scholars of the Royal Palace, she has become a potent sorceress, but she still has much to learn. She is an inspiration the soldiers of Araby, for where she goes, so does the power of Ormazd.

Offense: Jasmine is a modest wizard and can use the weaker to moderate spells from the Lore of Light and Heavens.

Sword of Light: This magical ceremonial sword was granted to Jasmine by her father, which has been passed down through the Great Sultan's family for many generations. It is said Ormazd himself created this sword, and first granted it to Mulhaed al-Quyat as a token of his faith. The blade shines with the light of the sun itself, bringing swift vengeance onto the unbelievers.

As a magical blade it can hurt ethereal creatures, and it shines with a powerful light, hurting those who see it, though it doesn't bother friendly units.


Defense: As the Princess, Jasmine would have a retinue of powerful warriors watching over her. She can also use some magical shields.

Anklet of Ormazd: The might of the sun is watching over the bearer of this artifact. This talisman projects a powerful magical barrier around Jasmine, and only the most powerful attacks will get through. When mounted on Snowmane, the protection extends to the horse. 


Special: Mount: Snowmane: The fastest horse in all of Araby, descended from elvish horses. Snowmane is vicious in Jasmine's defense, and it will buck, stamp, and bite any enemy that approaches her.

Additional Factors:
-Zealot: See Warriors of Araby  

-Beauty: Units near Princess Jasmine are less likely to flee from battle. Such is her beauty that she becomes a rallying point. If any enemy unit tries to harm her (or worse, succeeds), units around her will fly into a rage and will do anything in their power to destroy the unit responsible.  

X-FACTORS
Adaptive Creativity, Tactics, Strategy: Unknown. Jasmine has studied the art of war extensively, but her actual knowledge hasn't been put to the test enough to know how she would do in these categories.

Experience: 20: Not very experienced. She's studied hard, but she has little in actual leadership experience. 


Discipline: 80: She is a Princess of Araby, and she conducts herself accordingly. 


Audacity: 50: She will ride out with her troops when she can, but she will not risk herself unnecessarily, as she realizes how important her position is overall. 


Inspiration: 75: The Daughter of and soon to be Great Sultan; her power, beauty, and battlefield prowess make her very popular with the people and troops of Araby. 


Corruption: 30

 


Sinba'ahd - Corsair Lord of Lashiek
Mobility: 4
Training: 4
Max Range: Pistol
Preferred Range: Melee
Role: Greatest Corsair in Araby

Sinba'ahd Ibn Martuk is one of the most notorious and powerful men of the city of Lashiek, the Corsair city. Nowadays known as the wealthiest merchant of his age, and certainly the most renowned in the slave trade, Sinba'ahd is the unofficial ruler of Lashiek. His vast wealth opens doors locked for others, and silences anyone who might have a grudge against him. In truth he is a Corsair captain, and the Corsairs regard Sinba'ahd as their leader, paying more heed to his orders than to the official Sultan of Lashiek. Sometimes Sinba'ahd joins the Corsairs on their raids. He then throws off his pompous merchant robes and puts on his captain uniform once more.

What made Sinba'ahd this famous, especially among the Corsairs, are the stories of his exotic voyages. Always being a very ambitious captain, not content with just raiding around the Southern Seas or launching attacks on Sartosa or Tilea, he one day decided in accordance with his crew, to sail off into the unknown and explore mysterious, faraway places. Until today, he has always returned with more or less crew left; he once came back to Araby completely alone, without neither crew nor ship, but always with riches beyond imagination, and always eager to depart towards his next destination. By sharing his riches and stories with his fellow Corsairs, Sinba'ahd ensure that he always had enough volunteers to fill up the ranks of his crew. To everyone who challenged his stories, Sinba'ahd would simply ask to him on his next voyage and see for himself. The surviving Corsairs would add to the credibility of Sinba'ahd tales and attract even more candidates for the next journey.

Sinba'ahd stories are always on the edge of plausibility - it seems difficult to believe the striking captain in that his adventures are true, but at same time, there is no proof of the contrary. Sinba'ahd claims that at one point, his ship laid anchor at a small island which he was exploring, when the whole island suddenly started to sink. As it turned out, this was a huge leviathan, who had come to the surface to draw breath. Sinba'ahd managed to save himself by clinging onto a plank, which drifted to another island. There he encountered and befriended the island's ruler, and after some weeks his ship passed by and picked him up, together with a few chests full of gold and other valuables.

Another tale tells of Sinba'ahd landing on an island, where he and his fellow crew found a Roc egg. They used the egg as food, but soon afterwards the mother came and attacked the Corsairs. They flew onto their ship and set sail, with only Sinba'ahd remaining behind - lucky for him, because the enraged bird soon smashed the ship to pieces by dropping huge boulders onto it. Sinba'ahd then tied himself to the giant bird's claws and somehow managed to return to Araby. All of his stories run through a similar pattern, but anyone who sees the Corsair captain fight has little doubt that at least part of his stories might contain a spark of truth. 

Offense: See Corsairs

-Blades of the Seven Seas: Upon his return from his last voyage, Sinba'ahd brought with him a beautifully crafted scimitar and dagger that appears guided by their own will.


Defense: See Corsairs

Special: The Ruby Eye: Another artifact found during one of his famous voyages, this red jewel emits a bright light that hypnotizes anyone who attempts to strike him. If their will isn't strong enough, they fall under his command, and do his bidding. If their will is strong, they can break free, but by then Sinba'ahd has either run off, or struck them dead.


Additional Factors:
-Zealot: See Warriors of Araby  

-See Corsairs

-Corsair Captain: If Sinba'ahd is present, other Corsairs will look to him as their leader.

-Sinba'ahd is a slaver, and if he gets the chance he will capture an enemy unit and drag it back to his ship.

-Insanely lucky: If even half his stories are true (and by most accounts they seem to be), Sinba'ahd must be blessed with godly luck to have survived this long.  

 


Malik Ibn La'Ahad - Master Assassin
Mobility: 5
Training: 7
Max Range: Pistol
Preferred Range: Very, very close
Role: Araby's best assassin

The Hashishin are led by a mysterious old man, who is their grandmaster. They follow him blindly, never questioning his decisions. They follow a strict code of honor consisting of three rules; do not harm the innocent, be discreet, and above all; do not compromise the brotherhood.

Malik Ibn La'Ahad is the foremost assassin of the Grand Master of the Hashishin, and the best fighter in all of Araby. His feats are legendary amongst the people, and he is the dread of every corrupted ruler in the land. Many are those whom have fallen for his blade.

Malik's track record of successful assassinations far outreaches any of the other assassins. He singlehandedly took out a whole syndicate of corrupted politicians, chasing them down one by one over rooftops, through bazaars, at sea and by scaling their fortress walls. If someone has been targeted for elimination, they are dead, for there is no bribe expensive enough, no soldier skilled enough, and no walls high enough to stop Malik Ibn La'Ahad from completing his mission.

Offense: See Hashishin

-Dimashquine Blade: "These are another secret of the Arabyans that has passed into mystery. Dimashquine blades were reputed to be strong enough to cut through the swords of their enemies like pig's cheese. Some scholars say the blades were dipped in blood, and their reaction with the hot steel made them extremely hard. Others say the original makers of these blades hailed from Cathay or the Land of a Thousand Gods and the secret was passed from them to traveling Arabyan merchants."

Just holding this blade increases Malik's strength above that of a normal man, making him incredibly deadly in close combat. But what is most interesting is the reaction the Dimashquine blade has to magical weapons. When striking a magical weapon, the blade glows and, if it keep striking, will eventually shatter the weapon, enchantment and all.


Defense: See Hashishin

Special: See Hashishin


Additional Factors:
-Zealot: See Warriors of Araby  

-See Hashishin

-Code of Conduct: Do not harm the innocent. Be discreet. Do Not Compromise the Brotherhood.

-Master of Stealth, Malik is able to hide even in plain sight.

-Sniper: Despite the limited range of the crossbow used by Hashishin, Malik is able to use it over much greater distances, and with superb accuracy.

-Once given a target, Malik will never stop hunting them. He cannot be bribed, tortured, or mind-controlled into giving up the hunt. His target will die, it is only a matter of time.  



Sultan Jaffar - The Despot of Araby
Mobility: 4
Training: 7
Max Range: Battlefield
Preferred Range: Battlefield
Role: Incredibly Powerful Sorcerer

Undoubtedly the cruelest ruler ever in Araby, Jaffar controlled the land the land for many years during the crusades. Initially the personal adviser of the Great Sultan, Jaffar's greed soon had him craving for more power. Convincing several of the greater desert tribes to fight for him with the promise of power, wealth and land, he soon declares war on the city-states. With the help of summoned Efreet and his allies, the Skaven, he conquered the Arabyan city-states of Al-Haikk, Copher, Martek and Lashiek, declaring himself Great Sultan.

But Jaffar was not satisfied with just Araby. Incited by the Skaven, he eventually invaded Estalia, achieving great victories until the Crusades against Araby began in 1448 IC. The crusaders defeated Jaffar, forcing him to retreat from Estalia and flee back to Araby.

Impaired by the climate, the knights were unable to capture the Sultan himself, who fled on to Al-Haikk. The knights followed, not ready to abandon their duty before they had cut off Jaffar's head. After one year, they arrived at Al Haikk to face the Sultan's armies in a cataclysmic battle before the city's gates, during which Jaffar was impaled on a Bretonnian lance.Still, even to this day, the people of the Old World tremble at the memory of the power and cruelty that Jaffar spread across the lands. 

Now he has been raised from the dead to fight for his country once more. Through the power of some cosmic being (The Portal Master? Or someone else...), he will lend his considerable power to the armies of Araby. Though he brings fear to them almost as much to their enemies,  Jaffar will help them... for now. The people of Araby will need him and his power in order to face the challenges ahead.

Offense: Jaffar is a master wizard in the Lores of Shadow and Death

Defense: Magical barriers. Unlike other wizards or sultans, no one is throwing themselves in front of Jaffar. Of course, since he had the Lore of Death and can summon zombies, he can always have them as meat shields.

Special:
-Serpent Staff: "The ruby eyes of the Serpent staff hypnotize the sorcerer's opponents, turning them to fight their own kin." Basically, if Jaffar can get his opponent to look into the eyes on his staff, he can assert his will over theirs. If he wins (and his will is quite powerful), he dominates their mind and will send them to fight for him.

-Black Book of Ibn Naggazar: "Ibn Naggazar was a brilliant, if somewhat maniacal, Arabyan sorcerer. Whilst it is unknown whether his madness sprang from isolation, too many attempt at creating intoxicating 'elixirs' or the honeyed promises of whispering Daemons, there can be no doubt that he was utterly insane. No rational wizard would create a book bound and inked on the skin and blood of his closest family, much less constantly follow its advice"

As long as Jaffar holds this book, his magical power greatly increases, allowing him to cast the most powerful spells with greater ease, and greatly reduces the chances of a miscast. However, the book requires a blood sacrifice everyday (willing or not doesn't matter). Once a day, Jaffar must sacrifice at least one person to the book, where they will be sucked inside and their blood fueling its magic. Should Jaffar fail to make a sacrifice to the book, he will be forced into the role, and dragged into the book. Jaffar must also cast a spell with the book at least once a day, or be devoured by the daemons within the book.


Additional Factors: 
-Despot: Those near Jaffar will fight much harder under his watchful eye. They really don't want to fight with him, but they fear what may happen to them if they displease him.

-Jaffar is a powerful necromancer. However, since Necromancy is forbidden in Araby, and Jaffar already isn't popular, he'll likely have to limit himself when it comes to the zombies.

-Jaffar is not a popular guy in Araby. They're gonna be keeping a close eye on him to make sure he doesn't try anything, and if he steps out of line, they won't hesitate to kill him.

-Unlike most in Araby, Jaffar is not religious. 



Salah ad-Din - Prophet of Ormazd
Mobility: 4
Training: 7
Max Range: Battlefield
Preferred Range: Melee
Role: Prophet. Major Morale Booster. Spreader of Araby Faith

Salâh ad-Dîn was the greatest general and swordsman Araby had ever seen. A born tactician and chivalrous at heart, he quickly rose to prominence during the crusades in Araby.

At the young age of fourteen, he entered into the service of his uncle Nur ed-Din, another great and respected Arabyan warrior. Salâh ad-Dîn learned his military lessons well and soon began to stand out among Nur ed-Din's forces. After several campaigns he had made a lasting impression on his peers.

In the year of 1464 Salâh ad-Dîn served with another uncle named Shirkuh as second commander of the Arabyan army. Shirkuh died only two months after Salâh ad-Dîn received his new position. Despite his humble position and due to the fact that he felt nothing but contempt for the Sultan Jaffar, Salâh ad-Dîn turned Araby into a mighty military state and in no time he had improved the economy and trained an army ready to take on the crusaders.

On the eve before his first battle against the crusade army, Salâh ad-Dîn had an apparition while sleeping. In it, Ormazd himself appeared before him and told about the path which lay ahead of him. He was the next Prophet, the chosen one, destined to lead the armies of Araby to victory against the crusaders. When Salâh ad- Dîn awoke, a parchment with the holy teachings of Ormazd was in his hand.

Even more inspired by the apparent blessing of the One, Salâh ad-Dîn's army outdid itself the next day, utterly crushing the crusaders. It was Salâh ad-Dîn who defeated the army of Prince Arnyld, at the battle of the Plains of Haytin, proving himself as a great general.

During the Crusades, Salâh ad-Dîn was one of the main powers in restoring Araby to its former glory, putting the old Great Sultan back in position and continuing to fight the crusaders still in Araby. He died peacefully thirty years later, falling into a coma from a fever, from which he would not awake. He is still remembered with great respect from Arabyans and crusaders alike. 

But now he has returned! All of Araby will rejoice when their most beloved prophet returns to lead them against the trials ahead. 

Offense: The Sword of Salah ad-Din: During the Crusades one Araby General enjoyed victory after victory against the invaders. This general's name was Salah ad-Din, and he was supposed to be one of the greatest swordsmen to ever live. Much of this reputation came about due to his magical sword that he fought with. This magical sword ignores armor.

Defense: Armor of the Sun: The golden scales of the armor reflect the light of the sun in itself, blinding those who attempt to strike the prophet. It's a heavy suit of armor that, even at night, gives off a blinding light in combat, making it difficult to see Salah ad-Din to fight him. 

As the great prophet he would also be surrounded by some of the greatest warriors Araby has. 

Special: Holy Commands (See Sultan), but these reach nearly all troops on the field (as word of his proclamations passes from soldier to soldier), and are held to a much higher esteem.

Additional Factors:
-Zealot: See Warriors of Araby  

-Righteousness of Faith: His very presence will inspire the troops to new heights, removing fear from their minds and making them fight with all their strength.

-The Great Prophet: He spread the faith that Araby is known for, and is one of their most revered figures. Wherever Salah ad-Din goes, he will attempt to spread the teachings of Ormazd. Nonbelievers and blasphemers will be his enemies.  


X-FACTORS: 
Adaptive Creativity: 50

Tactics: 85: Even as a young general, he was above his peers in terms of skill, and he was one of the best battlefield commanders during the wars he took part in. 


Strategy: 85: Took part in and won several campaigns, and after becoming the prophet, he lead Araby to greatness, uniting it and crushing the opposition. 


Intuition: 70: A great sense of how the battle is flowing, possibly aided by his god giving him insight. 


Psychological Warfare: 65: Heavy use of religion to both inspire troops and terrifying the enemy. Will also attempt to convert the enemy to his faith, while promising those that don't a brutal defeat and death. 


Experience: 85: Fighting wars his entire life, leading armies and nations into glory. 


Discipline: 90: He spoke to god, and afterwards went on to guide his country into a golden age. He has always maintained a tight gripe on himself, seeking to be pure enough for his role. 


Audacity: 70: As his actions are missions from god, what should he fear? He only holds back sometimes because he doesn't want to risk dying and leaving his people leaderless. 


Inspiration: 95:
He is the major prophet and teacher of the religion which everyone in the Araby army follows. His teachings, to them, come from god, and his word is law. 


Corruption: 50: Strives to be without sin, but realizes that in war, some unpleasant things must be done. Generally a decent person, but when it comes to fighting infidels he can be downright brutal.

 

ARMY X-FACTORS:

Morale: 85: Everyone in the Araby army is a religious zealot. Death is meaningless to them, for death earned in the pursuit of the One's goals earns them a spot in paradise. 

Logistics: 50

Espionage: 45: Assassins are incredibly stealthy, and Corsairs and Nomads have no problem sabotaging or sneaking around enemies to alter the playing field in their favor. However, this is a small part of the army, and there aren't exactly magical ways to commit espionage. 24/7 vigilance could probably stop them and their efforts.

Discipline: 65: Many highly trained troops that are drilled to follow the orders of the Sultan (or Caliph, Vizier, etc), without question. However, some troops follow their own styles, such as Corsairs and Nomads (and some others), and they have lower discipline, bringing the average down a bit. 

Army Intimidation: 50: Mostly the armies of Araby look like normal people. While they do have magic, and some intimidating units like Genie or flying carpet bombers, for the most part they would appear as a standard non-magical army.

Reinforcement Rate: Medium to High. As every city has its own standing militia it can contribute, and if the Sultan requests it the people of Araby will be made to use those militias, the Reinforcement rate can actually get rather high.


ADDITIONAL INFO:
-Hierarchy: In Araby, the ultimate and official owner of all land is the Great Sultan. He is granted this land by Ormazd in exchange for guiding Araby's people along the path of enlightenment, in accordance with the laws of the One. In turn, the Great Sultan grants ownership of the land to the Caliphs, Sheikhs and Emirs, who are to manage the parcels granted and provide for the Great Sultan's people. These local rulers in turn provide grants to still lesser magistrates and worthies (in large areas) or to individual farmers. A farmer's grant commonly states that the farmer will forward a portion of the crops grown or money raised to the creator of the grant. This money takes the form of a tax. Funds raised in this manner are used to create irrigation ditches, dig new wells, fund public works, and strengthen the city walls when necessary. They are also used to pay the grant- giver's own tax, forwarded to whoever stands one rung higher on the ladder of ownership. In the cities proper, a similar system applies to space in the suq and in the warehouse district, as well as to facilities that are used for manufacturing or artistry. In other words, through a series of grants, the common merchant, business, person, or artisan can obtain a little plot.

Farmers are not bound to the land. They are essentially renters; few of them own the ground on which they toil. They work solely to earn a livelihood, and much of what they earn goes to the land owner. Because the land owner must also pay taxes, it is not in his or her best interest to apply too severe a tax, or to insist on receiving full payment when the farmer's yields are poor. Harsh magistrates soon find that farmers are drifting off, production is down-and tax collectors are hot on the magistrates trails. Responsible magistrates gain enough funds to pay their own grant-taxes with something left over to improve the land, thereby bringing in even more funds. In general, all land contracts are flexible and can be rewritten to avoid disaster. Crops may fail, and no one wants to see farmers starve when such failure is beyond their control.


-Trade: Trade is the lifeblood of Araby. Merchants sail as far north as the great sea-ports of Marienburg and Erengrad and as far east as the lands of Nippon, Cathay and forbidding Lustria. Caravans made up by the nomad tribes make their way through the dangerous deserts and beyond. What goods Araby cannot provide for itself it gains from trading. Rare spices, teas, and silks are all in constant demand by the city-states. Salt arrives in abundance, traditionally harvested from seawater drawn up in buckets from ships crossing the Great Ocean. Incense of all kinds passes through Copher, including the valuable myrrh.

Arabyan traders are not without their own needs. Root vegetables are scarce in Araby, as the land is more suitable for wheat, legumes, fruit trees, and (in the mountain highlands) coffee. Certain meats are in demand; cultured Arabyans have a sharper taste for lamb and beef than they do for chevon (goat meat), despite the countless goats that roam the land and are herded by its commoners. While Arabyan bronze work is still among the best in all the Old World, dwarves and elves forge steel more skillfully than Arabyan smiths, who turn to them for armor and weapons. Arabyans admire the strength and appearance of horses, and a fast, powerful, or merely beautiful horse might fetch twice or even five times its normal price in the markets of Araby, assuming the owner is willing to part with the animal. Elves are a somewhat common sight in the coastal cities of Araby. High Elf traders have brought goods to and from Araby since the first cities, and all coastal cities have had permanent Elven community for more than a thousand years.


-Slavery: Slavery is a fact of life in Araby, and a vital part of Araby's economy. Without slave labor, it would be impossible to produce crops, the roads would fall into disrepair and the economy would collapse. The slaves are a mixed lot, people from all over the world captured by slavers or captives taken in tribal conflicts and sold. Many are Arabyans themselves, impoverished peasants, criminals and prisoners of war. It is most common among the city-dwellers, but it is not a dominant feature in most areas. Mamelukes, of course, are an exception, but their roles as soldiers and administrators make them unusual. A person may become a slave in one of three fashions: by debt, by breaking the law, and by lacking civilization (which, to the people of Araby, means not accepting their religion). People who have incurred a great debt and are unable to pay it off may be enslaved and sold; usually to the group they owe payment. Such enslavement lasts until the debt is considered paid through labor or until the slave's family finds sufficient funds to settle the matter. A debtor's relatives are never enslaved in his or her place, and children who are born to debtor slaves in Araby are considered free.

Slave-owners have a number of responsibilities under Arabyan law. They are responsible for the health of their charges, and failure to comply may result in fines. Slaves who are starved and otherwise abused are poor workers who may eventually rebel; lawmen and judges have been known to grant their freedom in light of their masters' immoral conduct. Slave-holders are also responsible for the actions of their slaves; if a slave damages another person's property, the slave-owner is held accountable. Slave-holders may not cast out or sell a slave due to illness or age, and they must provide for slaves who can no longer perform their normal duties. However, slave-owners may free healthy slaves at any time, and some owners have granted whole groups their freedom. A slave may receive the owner's permission to marry a free spouse, and thereby also become free.


-Religion: Ormazd is the sole Arabyan god. Also known as Al-Alnon, "The One", Ormazd's teaching was taught to the people of Araby by the first and greatest Prophet, Mulhaed al-Quyat, beginning in the caravan town of Mendai. It was he who unified the Arabyans through the conversion to the worship of Ormazd. His symbol is that of a crescent moon, and it can be seen on many Arabyan standards.

Civilized Arabyans pray three times each day to Ormazd: at dawn, two hours past midday, and two hours past sunset. Each time, a gong sounds from the mosques, reverberating throughout the community. For the morning and midday prayer, imams in the mosques call from the minarets, inviting devout worshipers to attend services in the temples of their gods. While attendance is encouraged, it is not strictly required. The faithful may pray virtually anywhere. At midday, most nomads simply bow their heads for a moment of silent contemplation.

For the faithful, the afterlife resembles a garden abundant in water fountains, pools, shady palms and date trees, and lush shrubs and flowering plants. Here the spirit is served by beautiful servants and fed scrumptious meals and drinks. There is no want in this paradise. The spirits of martyrs are treated with greater care and may lounge in large rooms with balconies overlooking the gardens.


-Internal Conflicts: Formally, Araby is at peace with itself and its surroundings. It is a unified community, ruled with wisdom and enlightenment by the Great Sultan. No major opponents of the Enlightened Throne lurk within its lands. The infidels of the distant North do not pose a threat, for they are separated by great oceans and mountains, and the desert itself. Reality, however, is less pretty than these official court pronouncements. Araby has a plethora of lesser rulers; caliphs, emirs, sultans and sheikhs. Which of these is superior to the others depends on the person you ask. Most are local rulers acting as if they are the supreme power in their own region, even though they recognize the ultimate authority of the Great Sultan. As a result, these small powers frequently become embroiled in petty wars with each other, each trying to claim superiority of the others. 

-War in Araby: As a rule, the cities of Araby are well defended. All maintain a common militia and a watch. The former is called upon in times of crisis to repel enemies. The latter is a permanent force of soldiers serving as palace guards and city patrols. In addition, a number of Araby's cities have their own standing armies, navies, or both. Some cities retain the services of mercenaries and Mamelukes for protection. Most military units consist of infantry and cavalry, with an occasional magical unit or an airborne support wing. Siege craft is not common in the Araby, and the Arabyans generally lack the war engines of the northern nations. The modes of warfare in Araby also tend to be different from those of their northern brethren. Whilst the armies of the Empire tend to rely on their heavily armored blocks of mounted knights to destroy their foes, the armies of Araby rely on lighter armor and hope that their extra speed and maneuverability compensates. 


VICTORY GAINS

All material wealth will be given over to the Sultans, to do with as they see fit. Captured enemies will be taken into slavery. Araby will also work to spread its brand of religion into whatever territory they take over, adding converts to their victory gains. Magical monsters/demons might be bound with magic to serve Araby.

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