Board Thread:Fun and Games/@comment-8785285-20160728225713/@comment-26178112-20160728234717

name: Arah desert gnomes

sigil/logo: appears to be a picture of a desert falcon, the flag is blue, with the falcon being yellow.

leader name: Sultan Quaysa

leader description: a short, somewhat old gnome male with very dry, leathery, tanned skin. He wears heavy armor that mixes plate and lamellar together to make a very powerful armored robe., he carries a long, well crafted longsword. He provides a gold bonus and a discount to nearby buildings and production as long as he is alive and nearby. He can fight clearly with a fanciful duellist style.

hero name: Al-saiquawi the marble skinned

hero description: Al-saiquawi is Quaysa's duaghter and is partly known as the thorned flower for her combination of seductive dancing to pacify foes and her deadly capability of slipping a dagger past even the heaviest armor. She wears a dark brown and orange striped robe, and her head proves her clean, white skin and a face that could "kill with beauty."

UNITS

siege unit: Dervish cannons: a very slow but very powerful alchemical magic cannon that fires scorching fireballs at very long distances. costs 195 gold.

heavy unit: Emir: a heavily armored warrior in chainmail in lamellar, they carry shields and a heavy mace and the skill to bash skulls and break bones. costs 155 gold.

heavy unit:  slave warrior: not only are they one of the two cavalry available to the desert gnomes, but they are also human slaves turned into knights, leaving them much larger compared to their allies. They ride forth with blade, rage, and metal armor. costs 180 gold.

medium unit: jarid thrower: recruited desert gnomes who have been raised to hunt with their throwing spears, which they toss with deadly precision. costs 135 gold

medium unit: desert pikeman: unlike their jarid counterparts, these ones are trained to hunt with their spears in a much different way, and have been taught that a spear is a perfect weapon against cavalry, they are great in walls above all else. costs 120 gold.

3rd medium unit: desert bandit: these are the more wild nomads who serve the sultan only in mercenary work, they are fast ranged bow cavalry that sacrifice armor and health for speed, costs 130 gold. Despite their cost, they have no production time, appearing jhonny-on-the-spot once bought.

light unit: gnome nomad: simply local nomads recruited into the ranks of the army, they are more capable in large expendable hordes or to capture foes with a nonlethal storm of clubs. costs 90 gold.

light unit: nomad warrior: more experienced nomadic gnomes who serve as the true front line of the sultan's army, they are very versatile as well, as they can switch between throwing spears and swords at the commander's will, the cost being that a jack of all trades is a master of none. costs 100 gold.

builder unit: servant: simply put, captured folk (usually humans) who have been serving the sultan and his familly for years in "indentured servitude." Despite this, they are not too far from slaves. costs 50 gold.

BUILDINGS

town hall: palace, a tall sandstone (but seemingly gold to any fool or the misinformed) castle with sprawling towers and minnarets, it obtains the upgrade "sell them off!" later on, which converts nearby dead troops to slave builders. Good to help boost economy after a nearly debilitating raid. costs 385 gold

barracks: this is the barracks for light units only, and it resembles a walled compound with a few camels strewn about, it appears to be a nomad village, it produces gnome nomads and nomad warriors. costs 160 gold

lumber mill: replaced with a trading post, made much more quickly and with less grandeur then their other buildings, you can trade gold for any other materials while the servants bring wood to the palace instead. costs 120 gold

upgrade hall: forge: a simple blacksmith's shop, there are damage and armor upgrades for light, medium, and heavy infantry only, eventually it can produce the dreadded dervish cannon.. 140 gold

sultan's barracks: a much more advanced barracks for 2/3 of the medium units, it appears to be a much more well kept, more official barracks than the rabble rouser of a basic barracks. produces desert pikeman and jarid throwers. costs 150 gold

desert bandit camp: appears to be a few tents strewen about with a campfire in the center, it only produces desert bandits. And has the lowest health of all buidings available to them. costs 140 gold.

manor: the final, most powerful barracks of the desert gnomes, it is the mansion of a rich noble willing to sell quite powerful troops, it produces slave warriors and emirs. costs 140 gold.

altar: desert wind home: the (temporary) home of the sultan's princess, and where she goes to heal after being badly wounded. And also where she can gain health, speed, damage, and armor upgrades along with the tornado ability.

tower: minarret: spiralling towers guarded breathlessly by tired jarid throwers day and night, if you really wish to, you can put more jarid throwers to increase the speed, amount of jarids thrown, and damage of the tower.