Temulin Half-Blood, Caravan Trader
2 Command
You are Temulin Half-Blood, born of a White Foal mother and a trader father. You have been leading caravans through the Sea of Sand for two decades, and in that time, no White Foal has ever raided you, courtesy of your mixed blood. It has made you a very valuable asset to House Delat, the Merchant House of Transport. However, war looms at the horizon, you are stuck with an empty depot and you can only wonder how long it will be until the White Foal's need to fuel their war-effort will severe what clemency your watered down blood buys you. And you guess that now, you'll discover if that White Foal blood of your mother will make a fighter of you, as well.
Your main strength lies in your metal production. Metal and Weapons are likely to be a sought after commodity, and will fetch decent prices on the market.
Home: Temulin's Caravanserai
Treasury: 0 dinari.
Well: 2 water per turn.
Surroundings: 2 Metal, 1 Livestock.
Storage: 2 Water, 1 Weapons.
Workshop:
2 Metal → 1 Weapons.
2 Metal --> 1 Jewelry
2 Livestock + 1 Slaves --> 1 Caravan
The Courtyard: nothing
Your possible Retainers
Caravan
Combat Rating: 0
Recruit Cost: 2 Livestock + 1 Slaves --> 1 Caravan
Leadership Requirement: 1
Water Consumption: 1
"Camels and mule carts, and by extension, caravans, are the lifeblood of Madeena al Salaam, importing spices, food, riches and cloth. Those who control the trade, control the city." - Sharif ibn Delat.
Your Items:
none
Titles:
* Caravan Leader. You can use the Transport ability.
* Half-Blood. Khanate players will not raid you during the first two days of a game.
Abilities:
Temulin's Transport Efficiency
Phase: dawn. Passive.
You gain 1000 dinari for each of your Caravans.
Temulin's Recruitment Drive
Phase: NA.
Mercenaries and White Foal Rider Retainers do not count against your command limit.
Temulin's Fortifications
Phase: Dawn. Cost: 3000 dinari + 4 Sandstone.
Gain +1 Combat Rating until the end of the game.
Upgrades
Upgrade 1. Home upgrade. 4 Livestock, 2 Slaves.
Upgrade 2. Home upgrade. 2 Sandstone, 1 Magic, 2 Metal
Upgrade A. New ability. 3 Slaves, 4 Livestock, 2 Jewelry
Upgrade B. New ability. 1 Magic, 2 Livestock, 2 Slaves
Upgrade C. New ability. 1 Weapons, 2 Livestock, 2 Jewelry
Upgrade 1:
Your Caravan-Leader ability produces 2000 dinari instead of 1000.
Upgrade 2:
Your Workshop can now produce the following:
2 Metal + 2 Magic --> 1 Artefact
Upgrade A:
you gain the following new ability:
Delat Banking. Passive.
Phase: NA.
You can go into negative numbers when buying items or creating contracts on the Bazaar.
Upgrade B:
You gain the following new ability:
Guard Stations. Passive.
Phase: NA. Cost: -
While you control one or more Mercenary Retainers, the first Raid and Theft per Night against you, fails.
Upgrade C:
You gain the following ability:
A modest fortune. Passive.
Phase: NA
Cost: -
Gain 25.000 dinari.
----------------------------------------------
Omar ibn Deshmar, Trader
(1 Command)
You are Omar ibn Deshmar, trader of House Meshkir, which specializes in livestock of all kinds. Throughout the years, you have developed good relations with the Nepeth, the principal source of cheap labor slaves: the Nepeth usually sell their prisoners of war, and a good eye like yours knows quality flesh for the mines and tanning camps of the north and Madeena. Luxury and pleasure slaves are a trade you haven't dabbled in, unless of course for your personal and private benefits: you prefer to buy and sell by the hundred rather than seeing a trade cancelled because of an unfortunately placed mole on an otherwise perfectly good woman. But now, war is coming, and you're in the middle of it, facing your erstwhile trading partners. You don't know tactics, you don't know weaponry, but you know how to cajole slaves into marching, sitting, eating, sleeping and shitting where you want them to. It can't be too hard to whip them into adding fighting to that list, now can it?
Home: The Ishktar Oasis Coral
Treasury: 0 dinari.
Well: 4 water per cycle.
Surroundings: 2 Livestock, 2 Metal, 1 Sandstone, 1 Slaves per day/night cycle.
Storage: 6 Livestock, 3 Weapons, 2 Water, 1 Slaves.
Workshop:
2 Metal --> 1 Weapons
1 Livestock + 2 Slaves --> Caravan
2 Livestock + 2 Slaves --> Omar's Train of Shackles
The Courtyard: none.
Your potential Retainers:
House Meshkir Caravan
Combat Rating: 0
Recruit cost: 1 Livestock + 2 Slaves
Leadership Requirement: 1
Water Consumption: 2
"House Meshkir caravans pack none of the surprises of the Delat ones, nor the riches. Still, they're good practice for our youths." - Khaheris, White Foal Raider
Omar's Train of Shackles
Combat Rating: 0
Recruit Cost: 2 Livestock + 2 Slaves
Leadership Requirement: 1
Water Consumption: 2
Special 1: Omar's Train of Shackles counts as a Caravan.
Special 2: destroy Omar's Train of Shackles to gain 10.000 dinari.
“Omar ibn Deshmar is a connaisseur of flesh, regardless of whether it sits on 4 legs, on 2, or on a plate.” - Alisa ibn Ben Khar
Your Items:
none.
Titles:
Trader: Characters who have the Trader title can exchange one good in their storage for another good that they also have in their Storage. The cost for this is 1000 dinari.
Abilities:
Human Shield
Phase: Day only. Cost: 3000 dinari.
Gain 1 Bulletproof for the remainder of the day + night cycle.
Omar's Inventiveness
Phase: any. Cost: 5000
Destroy any 3 of your Goods to gain 2 Goods of your choice.
Hostile Takeover
Phase: day only. Cost: 3000 dinari.
Target another player. You and he exchange all the Goods in your respective Storages.
Upgrades:
Home:
Upgrade I: upgrade of your character. Cost: 3 Weapons, 2 Slaves, 4000 dinari.
Upgrade 1: upgrade of your Home. Cost: 1 Sandstone, 3 Slaves, 3 Water, 2 Jewelry
Upgrade A: new ability. Cost: 5 Sandstone, 2 Water, 2 Jewelry.
Upgrade B: new passive ability. Cost: 1 Slaves, 1 Livestock, 3000 dinari.
Upgrade C: new active ability. Cost: 3 Slaves, 3 Sandstone, 3 Weapons.
Upgrade I:
You gain +1 Command Rating and +1 Combat Rating.
Upgrade 1:
Your Workshop can now produce
2 Metal --> 1 Jewelry
1 Jewelry --> 2 Metal
Upgrade A: new ability.
You gain the following ability.
House Meshkir Largesse.
Phase: any. Cost: 3000 dinari.
Target a player. The cost of any of your items on the Bazaar is lowered to 0 for that player until the end of the phase. Any actions targeting you target that player instead for the duration of the next phase.
Upgrade B: new passive ability.
You gain the following passive ability:
Flee!
The first time you are killed in a game, you are instead removed from the game. Your estate will be removed from the game and you'll start the next game you'll appear in with Omar's Begging Spot, a Home without any production except for 1 water per day/night cycle from the well. Still, it is better than nothing....
Upgrade C: new active ability.
You gain the following ability.
Arm the Slaves
Phase: day.
Cost: 4000 dinari, 1 Slaves.
All of your Caravans gain +1 Combat Rating for the remainder of this day and night cycle. While this ability is active, you can attack other players as if you were a General.
-------------------------------------------------------------------------
Alisa ibn Ben Khar
(1 Command)
You are Alisa ibn Ben Khar, and you are a bit of an odd one. For starters, you're very much a woman, but your name indicates you are the Son of Ben Khar. For another, the Ben Khars were a very influential family in Ishktar, almost its hereditary rulers, but you are now subject to the House of Transport of Merchant Prince Delat. Finally, you are a Trader in a House of Transport, but you've never left Ishktar.
The reason for all this? Well, in the backwater that is the oasis, only sons can inherit. And your father had no sons, so he kept your gender hidden and committed suicide before you developed breasts and hips. Nobody was fooled but it stood. However, to seal the inheritance, you had to deal with the Delats, who needed a representative, so now you're their subject. Having said that, your power lies in Ishktar, and that is where you do the most good, so you stay there, and combine ruthless trading with the leisurely pursuits of a lady of noble station. The only issue is finding a husband - because technically, you are still a man...
Your strength lies in the diversity of your production.
Home: Ibn Ben Khar's Trading Emporium
Treasury: 15000 dinari.
Well: 2 water per day + night cycle.
Surroundings: 1 Metal, 1 Gemstones and 2 Slaves per day/night cycle.
Storage: 1 Livestock, 2 Magic, 1 Artefact, 1 Weapons.
Workshop:
2 Metal --> 1 Weapons
2 Metal --> 1 Jewelry
1 Gemstones --> 1 Jewelry
5 Livestock --> 1 Alisa's Peacocks
The Courtyard: none.
Your potential Retainers:
Alisa's Peacocks
Combat Rating: 0
Recruit Cost: 5 Livestock
Leadership Requirement: 1
Water Consumption: 2
Special: Alisa's Peacocks produce 1 Politics during the Dawn phase.
“Many noble women breed peacocks to adorn their gardens. No-one's birds are more splendid than Alisa's.” - The Khalif
Your Items:
none.
Titles:
Trader: Characters who have the Trader title can exchange one good in their storage for another good that they also have in their Storage. The cost for this is 1000 dinari.
Abilities:
Delat's Representative:
Phase: NA.
You know the number of HoA players in the game. Every day, you may pay 2000 dinari to learn 1 alt-name with the HoA alignment.
Alisa Has What You Need (passive):
Phase: NA.
Every time you sell a good or item, you learn the buyer's alignment and the contents of his Storage.
The Queen of Isktar Oasis:
Phase: Dawn only. 2000 dinari.
While you control a caravan, you may double the production of your well and surroundings OR you may gain 2 resources of your choice.
Upgrades:
Home:
Upgrade 1: upgrade of your Home . Cost: 3 Sandstone, 2 Slaves, 4 Water.
Upgrade 2: upgrade of your Home. Cost: 3 Sandstone, 3 Slaves, 3 Water
Upgrade A: new ability. Cost: 5 Sandstone, 5 Water.
Upgrade B: new passive ability. Cost: 4 Politics.
Upgrade C: new active ability. Cost: 3 Slaves, 3 Sandstone, 3 Politics.
Upgrade 1:
Double your Water production.
Upgrade 2:
Double your Water production.
Upgrade A: new ability.
You gain the following ability.
Isktar's Aquaduct.
Phase: Night only. Cost: 3000 dinari.
send X water to target player.
Upgrade B: new passive ability.
You gain the following ability:
First Citizen
While you have the title of Governor of Isktar Oasis, your Workshop can produce 3 Water --> Y, where Y is a Good of your choice.
Upgrade C: new active ability.
You gain the following ability.
Trade Reports
Phase: day.
Cost: 2000 dinari, 1 politics.
Target a player. You learn which goods and/or items he is selling on the bazaar, as well as the contents of his Trade request to P-S, if any.
-----------------------------------------------------------
Sharif ibn Delat, High Trader of House Delat
3 Command
You are Sharif ibn Delat, heir to the House of Transport, and like your father, you are a mage, specialized in Illusion magic. You're stuck in Ishktar just as the Nepeth invaded, but far from being deterred, you realise that war is opportunity, and where there is opportunity, there is a reason for a Delat to be the first in line. If this involves sticking your nose into other people's business and upsetting their fortunes, so much the better. All that being said, you have no clue what actually is required to fight a war. Instead, your strength is in manipulating the market and cheating and cajoling others into serving your purposes.
Home: The Delat Residence
Treasury: 5000 dinari.
Well: 6 water per turn.
Surroundings: 2 Iron, 1 Magic, 3 Water, 2000 dinari.
Storage: 1 Magic, 1 Slaves, 1 Livestock.
Workshop:
2 Metal → 1 Weapons.
2 Livestock + 1 Slaves --> 1 Caravan
The Courtyard: 1 Caravan
Your possible Retainers
Caravan
Combat Rating: 0
Recruit Cost: 2 Livestock + 1 Slaves --> 1 Caravan
Leadership Requirement: 1
Water Consumption: 1
"Camels and mule carts, and by extension, caravans, are the lifeblood of Madeena al Salaam, importing spices, food, riches and cloth. Those who control the trade, control the city." - Sharif ibn Delat.
Your Items:
none
T
itles:
* High Trader: hereditaty title. It is passed to a Merchant over a Caravan-Leader. The High Trader is both a
Caravan Leader and a
Trader, and the Caravan Leader Transport action produces 2000 dinari instead of 1000 per use.
Abilities:
Illusionary Treasury.
Phase: any. Cost: 1000 dinari, 2 Magic.
Whenever you spend Dinari on a contract or purchase, you may use this ability instead. The payment is considered complete for your side, but the other party does not receive anything.
Phantom Goods
Phase: dawn only. Cost: 2000 dinari, 2 Magic.
Target a good you can produce. You put 3 items of that type on the Market against a price of your choice. If it is bought, the item is returned to your Storage and you gain the dinari the other player paid. He gains nothing.
Illusionary Guards
Phase: battle only. Cost: 1 Magic
All of your Retainers with a combat strength of 0 count as if they have a combat strength of 1, but only for the purpose of determining if a battle will be fought. When you use this ability, your total CS can never be higher than that of the player attacking you.
Upgrades
Upgrade 1. Home upgrade. 4 Sandstone, 2 Metal, 4 livestock, 3 Magic.
Upgrade 2. Home upgrade. 2 Sandstone, 2 Magic
Upgrade A. New ability. 3 Slaves, 2 Livestock, 1 Sandstone, 1 Jewelry
Upgrade B. New ability. 3 Magic, 2 Livestock, 2 Slaves
Upgrade C. upgrade of ability. 2 Weapons, 2 Magic
Upgrade 1:
the initial production of your Surroundings and Well is doubled.
Upgrade 2:
Your Workshop can now produce the following:
2 Metal --> 1 Jewelry
1 Metal + 1 Magic --> Jewelry
Upgrade A:
you gain the following new ability:
Teleportation
Day only. Pay 4000 dinari and 2 Magic.
Your Surroundings produce 1 of each good that is put on sale on the Bazaar by P-S
Upgrade B:
Mastery of Magic. Passive
You become a Mage and can now summon Djinn.
Upgrade C:
Upgrade of Illusionary Guards. Your Retainers with 0 CR get +1 Combat Rating for the duration of the battle phase in which you activated Illusionary Guards.
This post has been edited by Path-Shaper: 02 January 2012 - 09:16 PM
Only someone with this much power could make this many frittatas without breaking any eggs.