Please Read!: I've got 20+ sprites completed for this mod Nation, which is enough to convince myself that there's a good chance I'll really finish this one, someday. So it's officially no longer available as a Placeholder, and is now a real mod.
Enjoy!
This is an early era nation based on Zoroastrianism, historical Parthia, pre-Muslim Persia and Babylonia, and aspects of the Sassanid dynasty, with some features borrowed from Greek and Babylonian mythology. I was also influenced by the depiction of the Persians in the movie '300', and the original intention was to make a sort of counter-nation to that most excellent mod Nation 'Arga Dis' (thanks, Sombre!), but the concept evolved in ways that made it incompatible with a middle-era Nation.
Note: I realize that the Medes and the Achaemenids both preceded the Parthias in antiquity, and I probably could have made them a middle era Nation, but considering that the Parthians were less well known and less powerful than the Achaemenid and Sassanid dynasties before and after them, I decided that the Parthans left enough room for another early Nation that might focus on more straightforward Arabian myth, while presenting something new and slightly different from anything else in the Early Age.
If nothing else, my hope is that this will atleast help Partha, as a mod Nation, be a little more exotic and unique.
At some point, I do want to create an Arabia-flavoured Nation of ghouls, and a Nation based on Zanzibar, if noone else beats me to it, both of which will more obviously draw from classical "Arabian Nights" influences. Partha does too, but the focus is more on the divine kings, shahs, and holy men to be found in that work, and on the structure and majesty of the ancient courts, and less on mythological entities.
To continue in the "unique Nations theme", I might just end up making the MA to this Nation, into the Aboleth/Mamluk-Mughal Nation that I've been considering for a while now.
Advantages: Excellent heavy calvalry with good protection for EA, Equally excellent horse-archers, powerful priest/mages, a range of immortal units, including some immortal recruits, strong National summons. Good starting army.
Disadvantages: Mages are either weak, or have serious disadvantages, and magical diversity isn't great. None of their troops are especially powerful individually, particularly the infantry, and even the immortal recruits have clear and obvious weaknesses.
Starting Army:
20 Parthi Calvalry.
Fari First Rider.
Partha Scout.
Starting Gems: At this point, I'm thinking 3 Fire, 1 Air, 1 Death, and 1 Astral.
Starting Sites:
Recruits:
Parthi Calvalry.
This is the mainstay of the Parthan war-machine, made up of hardy mountainfolk who are loyal to the Empire. They ride shaggy ponies that are incredibly tough, steady, and unflappable in battle. The ponies are trained *not* to use their hooves, so as to provide a steadier ride. Hp. 10 Siz. 3 Str.10 Att. 10, Def. 16, Prot. 9 (1), Mor. 11 MR. 10 Mv. 24/3 Prec. 10 Weapons: Compound Bow, Sabre (dmg 6). Armour: Scaled Leather (9) Leather Helm (7), Buckler. Cost 30, Resources 16. Mountain Survival, Desert Survival.
Kalaphari Calvalry
Very heavy elite calvalry armed with long warhammers instead of lances, that nonetheless do 1st strike damage. They also carry 3 heavy war darts that they can throw in battle.
Hp. 12 Siz. 3 Str.12 Att. 12, Def. 12, Prot. 16 (0), Mor. 14 MR. 10 Mv. 16/2 Prec. 8 Weapons: Horsehammer (dmg 4, first strike, armour-piercing.), War dart (dmg 1/2 str, armour piercing, range 1/2 Str Ammo. 3). Hoof. Armour: Partha Scale (14) Plumed Helmet (18) Shield. Cost 50, Resources 35.
Spaka-These are huge Mastiff-like war dogs trained to follow calvalry into battle. The Parthi train them to wear armour in battle, including spiked collars to protect their broad necks.
Hp. 18. Str. 14 Att 12 Def 12 Prot 8 (4). Mor 20, MR. 8 Mv. 24/3 Prec. 4 Weapons: Bite Armour: spiked collar (defensive spikes), dog armour (Prot 4), dog helmet Prot 4). Animal.
Gold: 16, Res: 2
Mushik-Militia with no armour, drafted from the peasant farmers and armed only with a sling, a club, and a wicker shield. Hp. 8 Siz. 2 Str. 9 Att. 8, Def. 8, Prot. 0 (0), Mor. 8 MR. 8 Mv. 10/2 Prec. 8 Weapons: sling, wooden club. Armour: wicker shield.
Gold: 8, Resources 2.
Avati-light armoured footsoldier armed with a spear, a sling, a helmet, leather armour, and a shield.
Hp. 10 Siz. 2 Str.10 Att. 12, Def. 10, Prot. 8 (0), Mor. 10 MR. 9 Mv. 12/2 Prec. 9 Weapons: spear, sling. Armour. Leather helm, Leather Armour, Leather shield.
Gold: 10, Resources 4.
Atyadi-medium armoured archer, armed with a shortbow, a buckler, a helmet, and a shortsword.
Hp. 10 Siz. 2 Str. 10 Att. 10, Def. 10, Prot. 10 (0), Mor. 11 MR. 9 Mv. 12/2 Prec. 10 Weapons: Shortbow (Dmg 6, no Str.), Shortsword (dmg 4). Armour: Scaled Leather (Prot. 9), Bronze Cap (Prot. 11), Buckler.
Gold: 12, Resources 8.
Mynadi-heavy armoured Hyrkanian shock troop, armed with 2 javelins, a bronze battleaxe, a helmet, and armour made from tanned sheepskins. These soldiers are tough hillmen drawn from the mountains of Parthi.
Hp. 10 Siz. 2 Str.12 Att. 10, Def. 9, Prot. 10 (0), Mor. 12 MR. 10 Mv. 12/2. Prec. 8 Weapons: Bronze Battleaxe, 2 javelins. Armour: Bronze helmet (Prot 12), Hide Armour (8), Buckler. Gold 18, Resources 14. Mountain Survival.
Alkhemi-Wielders of flash-grenades which can set opponents on fire, the Alkhemi wear clothing and armour consisting of hundreds of layers of the shearest silk. The Alkhemi-the popular name for these mysterious folk, the true name of their tribe is known only to them-come from a secretive mountain tribe in the East, that was finally brought into the Partha Empire after a series of bloody wars, a century ago. Although at one time enemies of the Empire, in the hundred years since their conquest, they have proved loyal and capable subjects. Loyal citizens or not, it's suspected that the Alkhemi may not be completely human, and this is evidenced by their violet eyes, spidery agility, and chalk white skin.
Hp. 9 Siz. 2 Str.12 Att. 12, Def. 12, Prot. 10 (3), Mor. 10 MR. 12 Mv. 12/3. Prec. 10 Weapons: Scimitar (5), Flash Grenades (Fire 3, no Str. Area 1, Range Str, Ammo 3). Armour: Silk Armour (Prot. 7), Silk Helm (Prot. 7). Stealth (0) If GORed, they have Astral 1/Blood 1. Darkvision (50%)
Gold 30, Resources 8.
Darvesh-Sacred acolytes of the Eternal Flame, the Darvesh are poor aesthetic pilgrims and hermits who dwell in and along the fringes of the deserts, seeking to learn the ways of the world, that they may better reject them. Fanatical about bodily and spiritual purity, the Darvesh will go berserk (+3) if touched by any unclean being or object. They dress in robes the color of pure desert sand, and wield axes and spiked bucklers in battle. If GORed, they have Holy 1, Fire 1, and 0 slots.
Hp. 9 Siz. 2 Str. 11 Att. 9, Def. 11, Prot. 3 (0), Mor. 15 MR. 12 Mv. 12/2. Prec. 8 Weapons: Axe, Spiked Buckler (Dmg. Str.). Armour: buckler, cloth armour (Prot. 4), cloth cap (Prot. 2).
Gold 25, Resources 5.
Capital Only Recruits:
Undying: Bodyguards of the Shahs, personal army of the Shah Council, and executioners to the Empire, the Undying are warriors who have fallen in the persuit of their duties, and been granted the gift of immortality after death. Even if their bodies are destroyed, they will rise again in defense of the Empire, but their souls have departed to Paradise. They are mindless and require magical leadership. Although they are dead, the Undying still continue to eat. They are fed on the flesh of criminals and traitors, and have grown hugely fat.
Hp. 20 Siz. 3 Str. 16 Att. 8, Def. 5, Prot. 4 (4), Mor. 50 MR. 10 Mv. 8/2. Prec. 6 Weapons: Great Scimitar (Damage 8, armour-piercing), Disease Bite. Armour: none. Undead, Immortal, Gluttony (0).
Gold: 75 Res 5.
Commanders:
Partha Scout. Mounted unit with similar but slightly better stats than a standard Parthi calvalry. Also has stealth (10). Hp. 12 Siz. 3 Str.10 Att. 11, Def. 16, Prot. 11 (1), Mor. 12 MR. 10 Mv. 18/3 Prec. 10 Weapons: Parthi bow (dmg 9, no Str. Ammo 9), Sabre (dmg 6). Armour: Scaled Leather (9) Crested Helm (11), Buckler.
Cost 60, Resources 16. Mountainwalk, Desertwalk.
Fari First Rider. Leader of the Kalaphari. Instead of a warhammer, wields a magical golden battleaxe in combat, but loses first strike ability.
Hp. 15 Siz. 3 Str.12 Att. 12, Def. 14, Prot. 16 (0), Mor. 15 MR. 10 Mv. 14/2 Prec. 9 Weapons: Golden Axe (magical, 6 Dmg.). War dart (dmg 1/2 str, armour piercing, range 1/2 Str Ammo. 3). Hoof. Armour: Partha Scale (14) Plumed Armet (18) Shield. Cost 150, Resources 40. Average Leader.
Aswari Commander. Infantry leader from the noble class. Has a standard (4)
Hp. 12 Siz. 2 Str.12 Att. 14, Def. 12, Prot. 16 (0), Mor. 15 MR. 12 Mv. 10/2. Prec. 8 Weapons: Trident. Armour: Parthi Scale (14) Plumed Armet (18) Tower Shield.
Gold 60, Resources 30. Average Leader.
Parsi. Holy 1, Fire 1. Small town priests, scribes, and acolytes, they often are also found directly serving the more powerful but unclean Magi in their daily duties, as the Parsi have the ability to cleanse themselves from the Magi's unclean presence.
Shahzade. The sons of Shahs, the Shahzade are famous as heroes, archers, and leaders, as it is concievable that any of them may be elected as a new Shah, just as any of the Shahs may be elected to become the next Shahanshah. They therefore wander the land, slaying monsters, righting wrongs, defending the Empire, and serving the people, in order to prove themselves to Shah Council.
Shahzades are sacred, and famous archers. They still lack the leadership ability of their fathers that only comes with experience, but have a Patrol bonus.
Capital Only Commanders.
Ratha Chariot: This is a Parthan chariot carrying 2 mace wielding soldiers and a Wazir, with Fire 1, Astral 1. If the chariot is defeated once, it shapechanges into a stationary version from which the soldiers and mage can attack. If this version is also destroyed, you still keep the mage, via Shapechange, who escapes with only 1 hp left. Ratha Chariots, because of the presence of the unclean Vizier, can be damaged by holy magic.
Cost: 280, Res. 40
Shah-Rulers of Partha, subservient only to the Shahanshah. The great Council of Shahs is the highest authority in the land, beyond even the current Shahanshah, whom they elect, and whom they will ultimately survive. It is expressly forbidden by holy decree for any of the Blood Royal--the Shahanshah, Shahs, and Shahzade princes--to kill or order the death of one another, even by execution as traitors, or remove by any means, the ability of a member of the Council to elect Shahs from the Shahzade, or the next Shahanshah from the Shahs, so even the worst criminals, if they were once elected as Shahs, have a voice in the Council. In this way, for as long as the Parthi Empire survives, so does the Council.
Shahs have similar stats and equipment to Fari First Riders, but also gain Holy (1) and are excellent leaders.
Hp. 16 Siz. 3 Str.16 Att. 16, Def. 16, Prot. 18 (0), Mor. 16 MR. 16 Mv. 15/2 Prec. 9 Weapons: Golden Axe (magical, 8 Dmg.). War dart (dmg str, armour piercing, range 1/2 Str Ammo. 3). Hoof. Armour: Partha Scale (12) Plumed Helmet (16) Shield. Cost 160, Resources 40. Superior Leader, Poor Magical Leader, Poor Undead Leader. Shahs produce a small amount of Mushik militia per turn.
Yazdi-advisors to the Shahanshah, the Yazdi are elders of the Alkhemi tribe who have learned many dark arts and mysteries of both science and magic. Few of them are ever seen by ordinary humans, and only in the dark. Whatever taint that is harboured within the Alkhemi has manifested itself strongly within the Yazdi, and in addition to skin like porcelain, they also possess sharp black talons on their hands and feet, jet black pupilless eyes, and catlike fangs. Yazd have Blood 2/Astral2. They are assassins with Stealth (20), grow stronger in darkness (+2), have Darkvision 100%, and can somehow teleport short distances (fly in battle only). They arm themselves with a serpent kryss and wear the silken armour typical of their tribe. Yazd are also considered unclean, and demons, but for arguably better reasons than the Magi.
Hp. 12 Siz. 2 Str. 12 Att. 14, Def. 16, Prot. 10 (3), Mor. 15 MR. 14 Mv. 12/3 (Fly). Prec. 10 Weapons: Serpent Kriss, Flash Grenades (Fire 3 No Str. Area 1, Ammo 6). Armour: Silk Armour (Prot. 7), Silk Helm (Prot. 7).
Gold 300, Resources 20.
Magi-Learned men attached to the Palace, Magi serve as priests of the afterlife, prepairing corpses for funeral and ushering the newly dead into Paradise. As such, they are considered impure, unclean, and untouchable, and holy magic can damage them. They have Holy 2, 100% Fire, Death 100% Fire, Death. They are sacred, but are considered demons, despite just being humans that handle corpses. They arm themselves with golden daggers which can harm magical creatures.
Hp. 9 Siz. 2 Str. 9 Att. 9, Def. 12, Prot. 4 (0), Mor. 12 MR. 18 Mv. 12/2. Prec. 10 Weapons: Golden Dagger (magical dagger) Armour: Robes, Skullcap.
Gold 220, Resources 5. Poor Leader, Poor Undead Leader, Good Magical Leader. Can start aged.
Wazara. Mage Astral 1, Fire 1
Wazire e Azam. Mage Astral 2 Fire 2, 100% chance Astral, Fire, Blood, Death. 100% chance Astral, Fire, Blood, Death. Elderly. Patrol 5.
Darvesh Faqir-Wise, yet fanatical holy men who live in the desert, the Dervish spent many decades learning the ways of the world, and then the ways of their inner selves, and finally purified themselves from all that is unclean, before journeying to the Capital to present themselves to the Shahanshah. The Dervish are manic about their purity, as it takes decades to achieve, and a single touch from an unclean hand or other object can take a year to erase. Starts with old age, has Holy 3/Fire 3, but can go berserk (0) if struck.
Hp. 9 Siz. 2 Str. 12 Att. 9, Def. 12, Prot. 4 (0), Mor. 12 MR. 18 Mv. 12/2. Prec. 12 Weapons: Golden Spear (Magical Spear). Armour: Robes, Skullcap. No Slots.
Gold. 300 Resources 10.
Summonables:
Hamkars: Sacred, hawk-headed warriors who embody courage, devotion, and purity of heart, the Hamkars are the holy servants of higher divinities.
Hp. 16 Size 3 Str. 15 Att. 14 Def. 14 Prot 14 (4) Mor. 16
Mr. 14 Mv 14/2 Prec. 10 Weapons: Golden Claw, Golden Claw, Armour: Bronze Scale (Prot 10), Bronze Helm (Prot 12). Sacred. NNE. 100% Fire Res.
Cost: Conjuration 1/Fire 2. 16/4 Fire Gems.
Anzus: Sacred, lion-headed warriors who embody ferocity in both battle, and in defending one's loved-ones. Anzus have a defensive bonus, and can go berserk.
Mahraspandi. Higher order of divine beings, the Maraspandi resemble the Hamkars, but have the heads of falcons, with glorious multicoloured wings, golden skin, and glowing eyes. They embody foresight, decisiveness, will, and correctness in actions and thoughts.
They wield magical silver bows in battle, and are constantly surrounded by holy fires.
Hp. 21 Size 3 Str. 16 Att. 16 Def. 16 Prot 14 (4) Mor. 18
Mr. 18 Mv 18/3 (Flying) Prec. 12 Weapons: Golden Bow (Dmg. 12, no Str. Magical. Ammo 12), Golden Claw, Armour: Bronze Scale, Bronze Helm. Sacred. NNE. 100% Fire Res. Fire Shield (1)
Cost: Conjuration 3. Fire 4. 22/2 Fire Gems.
Ahuras: Powerful spirits of air and fire, the Ahuras are angelic birdlike beings with golden skin and wings of many colors. They embody wisdom, scholarly persuits, and the human persuit of the divine.
Their bodies produce a solar radiance that illuminates all goodly things, blinding all evils.
Hp. 30Size 3 Str. 16 Att. 18 Def. 21 ot 12 (12) Mor. 30
Mr. 21 Mv 18/3 (flying) Prec. 12 Weapons: Holy Claw, Holy Claw (Magical, double damage to undead/demons). Sacred. Holy 3, Fire 3, Air 3. Heal Self. Fire Shield (5).
Conjuration 6 Fire 3/Air 3 35 Fire Gems/1.
Apam Napat (Unique)
'Grandson of Waters', Apam Napat is the only King of Elemental Water. Long separated from his sisters by the great deserts of the world, Apam Napat rules over steam, hot springs, and boiling water. He is sacred to the Parthi, who believe that they sprang from his purified waters. The ancient temple of Apam Napat lies at the center of the Empire.
(Stats will be balanced against the Queens of Elemental Water, if I ever get a chance, but Apan Napat will also be sacred)
Hp. 70 Size 6 Str. 30 Att. 20 Def. 20 Prot 12 (12) Mor. 25
MR. 18 Mv. 18/3 Prec. 10 Weapons: Live Steam (Crush + 5 Fire damage, works underwater), Live Steam. Sacred. Water 4, Fire 4. Regeneration 100%. Water Only.
Conjuration 9. Water 4, Fire 4. 60 Water gems/1
Daivas: Immortal shadow-demons of destruction. They must be defeated three times to drive them away, but grow weaker with each defeat, much like elementals. They are etherial, with the Demon tag, and their touch causes Lifedrain. They cause unrest. They have Fear (0), Darkvision (100) and Strength in Darkness (+12). If GORed, they have Death 2/Fire 2
Firstform: Hp. 12 Siz. 4 Str. 3 Att. 9, Def. 12, Prot. 6 (6), Mor. 30 MR. 18 Mv. 12/3. Prec. 10 Weapons: Lifedrain, Lifedrain. Armour: none.
Secondform: Hp. 6 Siz. 3 Str. 2 Att. 6, Def. 12, Prot. 4 (4), Mor. 12 MR. 12 Mv. 12/3. Prec. 10 Weapons: Lifedrain, Armour: none.
Thirdform: Hp. 3 Siz. 2 Str. 1 Att. 3, Def. 12, Prot. 2 (2), Mor. 9 MR. 9 Mv. 15/3. Prec. 10 Weapons: Lifedrain, Armour: none.
Cost: Combat only. Conjuration 2. Death 1/Fire1. 1/3 Death gems.
MultiHeroes:
Akem Manah: Demons of the Alchemi, who have secretly been mating with them for centuries. The Akem Manah resemble ghostly white, winged demons with four jet-black eyes on the tops of their horse-like heads, mouths filled with with a mass of fang-tipped blood draining tentacles, and meter-long talons of razor-sharp obsidian. They are able to hide themselves in human form, and in this form are indestinguishable from "normal" Yazd, but if killed in human form, must take on their demonic visage.
They have Blood 3/Astral 3.
Hp. 12 Siz. 3 Str. 12 Att. 16, Def. 16, Prot. 8 (8), Mor. 12 MR. 15 Mv. 15/2 (fly). Prec. 12 Weapons: Lifedrain Bite (lifedrain 3 attacks, range 0), Golden Claw, Golden Claw.
Gold 0, Resources 0. Gluttony (0) Cause Unrest.
Peri-Peri are beautiful female spirits of goodness, light, and healing. Peri appear as beautiful, perfectly formed human maidens with skin of pure ivory, gold, mahogany, or alabaster, and deeply hued eyes like gemstones. They are dressed in robes of golden samite, and armed with a magical golden sickle and three golden knives which they can throw in battle, the Peri have the ability to heal others (25), as well as being priests (holy 2) They are magical beings and have Awe (0) and Stealth (0).
Hp. 12 Siz. 2 Str. 10 Att. 12, Def. 12, Prot. 8 (0), Mor. 15 MR. 16 Mv. 12/2. Prec. 12 Weapons: Golden Sickle (Magical Sickle), Golden Knives (Dmg Str., Range Str. Magical) Armour. Golden Robe (Prot. 8), Golden Circlet (Helm Prot. 8)
Per-Male spirits of nobility and bravery, Per appear as beautiful, perfectly formed human males with skin of pure ivory, gold, mahogany, or alabaster, and deeply hued eyes like gemstones. Per are armed with golden swords and ivory bows which fire golden arrows, and wear delicate golden scalemail and tall plumed helms which they wrap in silken turbans. They ride magnificent Arabian stallions in battle. Hp. 21 Siz. 3 Str. 14 Att. 16, Def. 20, Prot. 14 (0), Mor. 16 MR. 18 Mv. 18/2. Prec. 12 Weapons: Golden bow (Dmg. 6 no Str. Magical), Golden Sword (Dmg. 6 Magical), Hoof. Golden Scale (Prot 14.), Golden Helm (Prot 14.) Per are magical beings with Awe (0) and Stealth (0). They also have Fire (2) and Holy (1).
Shahanshah.
Alad-sacred winged lion.
Scorpion man: Scorpion Men will occasionally offer their services to the Parthans. They fight for the Empire of Partha because, in ages past, the Partha offered a group of them refuge in a sandstorm, and it was the only act of mercy and hospitality any being had ever extended to a scorpion man, up to that point.
Stats: I'll fill these in as soon as I can get the base Scorpion Man stats.
Heroes.
Vazraka Farnah
The immortal projenitor of the Empire of Partha, who's name means 'Divine Glory'. Of the Peri race, but taller than a tall human, Farnah resembles an elderly, but very fit, golden-skinned warrior with a long, snow white beard. He has the ability to command the very Elements, themselves. He wears golden chainmail, and a golden crown. He wields two golden axes, one against traitors, and one against fanatics.
Fire 1/Water 1/Earth 1/Air 1/Holy 3. Awe (0). Standard (20). Superior Leader. Immortal. Ambidextrous (2)
Hp. 27 Siz. 3 Str. 14 Att. 18, Def. 18, Prot. 14 (3), Mor. 18 MR.18 Mv. 12/2. Prec. 12 Weapons: Axe Against Traitors (Magical, 4 dmg. armour-piercing. 2 fire damage), Axe Against Fanatics (Magical, 4 dmg. armour-piercing. 2 cold damage). Armour: Golden Scale (14), Golden Crown (8).
Sorosh. Ahura.
Xshayathiya Fereydun. Hero King, dragon-slayer.
One of The First: Undying twin warriors who's souls have returned to their immortal bodies. Sacred.
One of The First: Undying twin warriors who's souls have returned to their immortal bodies. Sacred.
Nabonidus, Beloved of the Moon. Nabonidus, the Son/Husband and high priest of the Moon, was once a great Ether Lord, and ruler of the land that Partha occupies. His people vanished into the Void long before humans arrived, but Nabonidus refused to depart, and he died defending his homeland against the human invaders. His body was mummified, but his spirit remained, and has since risen from the grave to protect the lands he holds so dear. He has since come to terms with the humans living on the lands he considers his, and is now willing to fight on the side of Partha.
Similar stats/equipment/paths to an Ether Lord, but also Holy 3 and Immortal/Undead.
Pretenders: The Eternal Flame. An immortal flame burns continuously in the heart of the Empire, fed only by the faith of it's worshippers. Although it has no means of movement, manipulation, or normal communication, it has the ability to possess nearby beings in order to craft items, cast spells, etc. It has power in both the Astral (1) and Fire (1) realms, and a powerful Dominion (2). Although the Eternal Flame cannot move or attack in combat, it would be difficult to destroy (immortal, 5 hp, protected by Fire Aura (20), improved etherial, 250% immune to Fire, 100% immune to Shock, 100% immune to Poison, Prot 0). Cost: 25. 40 points to learn new spells.