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				 Brainstorm: EA/MA/LA Arabian/Islamic themed nation 
 Decided I'd take a stab at a mod, especially since no one seems to be doing one with this theme.  This is a definite work in progress, and I'm on the look out for good ideas.  I think I have the best feel for the EA version right now.
 I still need a name (or set of names) for the nation, but I have some subtitles in mind at least.  I'll use $Name for the nation name throughout, unless inspiration strikes me.
 
 Notes on 'genie'.  The proper singular is jinni.  The plural is jann.  Herein I'll be using jinni/jann to refer to a particular type of 'genie'.  All the following are considered 'genies': jinni, ifrit, ghul, shaytan.  'Genies' need not eat.
 
 Note on language: I want to get arabic names for most unit types, but i'd like them rendered in roman characters, and sadly most online translations render directly into arabic characters which I can't read.
 
 EA: $Name, Arabian Nights
 
 The empire of the Jann kings, powerful beings of pure magic who rule native humans and lesser jann.  Some humans have taken to worshipping the jann, and these humans are given privileges and bade to rule over other men.  Many of these less fortunates are slaves of the state or powerful individuals.
 
 The jann kings have concealed the awakening of the nascent god, and use their pretended divinity and magical puissance to extend the influence of their true master.
 
 Historical note: Inspired by some Arabian Nights tales and put into a framework that makes internal sense
 
 Strengths and weaknesses
 Units: Cheap chaffe, ranged units expensive and magical, generally poor armor.
 Priests: Weak
 Magic: Strong fire/air/astral, some death/blood
 
 Units:
 Slave Infantry
 Really cheap, weak, poor weapons, no armor, poor morale.
 
 Desert Nomads
 Stealthy, wasteland survival, good weapons, poor armor, good morale
 
 Camel Riders
 Light cavalry, wasteland survival, sword, poor armor, good morale
 
 Temple Warriors
 sacred, good armor, sword + shield, good morale
 
 Lesser Ifrit
 Capitol only, expensive, throws fire bolts, flies, magical being
 
 Lesser Jinni
 Sacred, capitol only, expensive, flies, throws lightning, magical being
 
 Commanders:
 Nomad Scout
 40Ld scout, wasteland survival
 
 Sheikh
 40Ld commander, wasteland survival
 
 Mounted Sheikh
 40Ld mounted commander, wasteland survival
 
 Priest of the Smokeless Fire
 Human. Sacred. H1 +50% ?A +50% ?F. 80Ld
 
 Shaytan
 Mage.  Stealthy +20.  Air and maybe Death or Blood. (A2 + 10% ?DB)? Flies and can fly in storms.
 
 Ifrit
 Mage.  Fire and Blood or Death. (F2 + ?FDB or F1 + 2?FDB)
 
 Jinni.
 Mage.  Sacred.  Astral + ? (maybe S1 + 100% ?ASD + 10% ?ASDB). Flies.
 
 Jinni King
 Top-tier mage.  Sacred.  Capitol only.  Astral + Air + random anything. Flies.
 
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 MA: $Name, Warriors of the Faith
 
 Over time the grip of the jann kings weakened on the outlying provinces, but the jann were losing interest in the world, and secluding themselves from it, and so didn't notice.  And as they withdrew their presence the worship of them began to falter.  In this crisis of faith there emerged a prophet to both humans and jann, bringing the holy word of a newly awakening god.  The human empire grew strong, expanding the word of god by diplomacy and the sword.  The jann remained connected to them through the worship of this new pretender, although they now needed to be called by powerful clerics.
 
 Historical note: Inspired by islamic tradition, history, Haroum al-Rashid, and Neil Gaiman's take on him in the Sandman
 
 Unit note: There's a real mixed bag of units I could choose to use, so I've left this purposely vague for now.  As everything from camel cavalry to elephants to various types of infantry make sense, this needs narrowing down.
 
 Strengths and weaknesses
 Units:
 Priests: Strong
 Magic: predominantly Air/Earth/Fire/Water, some Death
 
 Units:
 
 
 Commanders:
 Scout
 
 80 Ld Commander
 
 120 Ld Mounted Commander
 
 80 Ld "War Priest", H2
 
 Hashishin
 Stealthy.  Assassin. Sacred. H1X1 (possibly X = Death)
 
 Alchemist
 Probably as per existing unit.
 
 Imam
 H3 F2E1 +200% FAWE, sacred
 
 Vizier
 A2F2 + 200%FAWED + 10%D, capitol only
 
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 LA: $Name, subtitle
 
 I'm reasonably certain I want this to be crusader era islamic armies, but possibly early Ottoman Empire.  I need to resolve some things about MA yet to really start thinking about this era.  Ie, if MA ends up covering the same ground crusader era would, there's little reason to use it for LA.
 
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 National Spells:
 Call Ghul:
 Commander Mage with D + B.  Can shapeshift into a Hyena.  Stealthy and Assassin.
 
 Genius Locus:
 Completely immobile mage commander summon (no teleport if possible).  Is the 'spirit' of a location.  Might need to make this summon one of a handful of uniques, because I want each one to modify local scales and I don't know if I can randomly generate such an effect.  Only one per location if possible.
 
 EA 'Genie' commanders become summons for MA/LA
 
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 Heroes:
 Iblis (EA, maybe others)
 Mythological: devil analog, but a jinni rather than a fallen angel.
 Game: mage, Air + Death + Blood
 
 Jabir ibn Hayyan (MA, LA)
 Historical: Alchemist, father of chemistry
 Game: Alchemist-type mage hero
 
 Sulayman (likely LA)
 Mythological: King Solomon.  In arabic tradition he bound most/all the jann into an object, and could command them to do his bidding. Important later in demonology (see: Solomon's Key, Solomon's Seal) (I don't care to comment on the nature or reality of a historical solomon).
 Game: mage hero, possibly air/astral or earth/astral?
 
 Sinbad (any)
 Mythological: Duh
 Game: Is it possible to enable pseudo-magic for site searching only?  Because that would seem to be the most appropriate.
 
 Scheherazade (EA, MA?)
 Mythological: More duh
 Game: Powerful Astral?
 
 Aladdin (MA)
 Mythological: ibid
 Game: some unique items (Ring, Lamp)?
 
 Ok, that's probably enough for now...
 
			
			
			
			
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