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- Name: Kharnadia
- Race: Djinn
- Color: Gold with black trim
- Fluff: Eons ago when Gul was swamped with sand, an ancient people ruled the continent with an iron fist. The Kharnadians were the supreme race in the established hierarchy and roamed Gul with freedom. The Kharnadians paid homage to their god Beelzaboot, a giving yet demanding god that demanded respect from all races, but most of all the Kharnadians, as they were the most developed and finest of races he had created. A young Kharnadian prince by the name of Kuebec who was unhappy with being denied the throne started an insurrection, burning shrines to Beelzaboot and sacking the mighty city of Otiwha. These acts of insubordination angered Beelzaboot, who stripped the sand off of Gul, which deeply weakened the power of the Kharnadians.
- As a weakened race, the Kharnadians seek to once again to regain respect of their god Beelzaboot and retake their position as rightful rulers of Gul. Despite the lack of sand, the Guls still retained their prowess as fanatic fighters, consumed by their desire to regain the respect they once had over their subjects. The Kharnadians are a proud race, which already once lead to their untimely demise. Their culture is centered around respect Beelzaboot, with a highly rigid social ladder. Only time will tell how this ancient race fares in this new age.
- Government Type: Theocracy, ruler is absolute and is determined by Beelzaboot every five to ten years generally
- Economy Type: Command economy, some private enterprises
- Religion: Hahkeyism
- Location: Clown ruins
- Population: (10) (.5/turn)
- Food: (Reasonable)
- Raw Currency: (5) (6/turn)
- Legitimacy: (Strong)
- Culture: (10)
- Industry: (5)
- Unique Buildings: Commonwealth Superdome
- Defenses: Magical Traps [Simple]
- Military Units: 3 [Kharnadian Royal Cohort][Very Strong]; 3 [Holy Crusaders][Strong]
- Resources/Quantity: Iron [Sustainable]; Copper [Sustainable]; Wood [Sustainable];
- Magic/Spells: (Djinni) (spells: Fireball [Simple]; Summon Rakshasa [Simple])
- Technology: (Stone, Copper, Iron, Wood) Diplomacy [Very Good]; Espionage [Average];
- Territory: (3)
- Bonuses/Eccentricities:
- 1. Kharnadian Fury: Your warriors are furious fighters, and will never rout; all of your Kharnadian units can also fly.
- 2. Anamesis: You generally know where everything is on the island of Gul, as well as beyond Gul – ruins and caverns will not be entirely new to you, and you will interact with them more quickly and efficiently. You do not need to scout.
- Eccentricity:
- 1. Beelzaboot's Curse: You must make some effort to placate Beelzaboot every three turns: this can take the form of a ritual, an offering, a new building in his honor, or other actions. Ignoring Beelzaboot would be….costly.
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