Table of Contents
MA Na'Ba, Queens of the Desert
Lore
Na’Ba is a desert queendom ruled by Jiniri descendants of the Lords of Ubar. The capital of the queendom is carved out of the rocks of Ubar where the ancient magic of the Jinn still lingers. From this hidden abode, traders with silver tongues travel far and wide with luxurious wares imbued with ancient magic. The hidden paradise with its enchanted springs is long since lost, but the craftsmen of Na’Ba have erected a great dam that supplies the hidden city and the surrounding lands with water. In ancient times Ubar was a nation of men and Jinn, but magic waned and the Jinn slowly disappeared from the world. With the arrival of refugees from Hinnom, a new era began. The Avvites, a race of giants that with an inclination to intermingle with supernatural beings, formed an alliance with the few remaining Jinn and a new ruling class was born. The last of the Jinni Sultans took Avvite wives and their daughters became the first queens of Na’Ba. Now the Nabaean population is made up of humans ruled by Jinni-blooded half-giants and their Jiniri Queens.
"These two nations are inspired by the Arabian Nights as well as preislamic arabia and the Nabataeans in particular. The biblical narrative of Sheba has also made its way into the nation. The city of Petra with its water reservoirs and cultivated lands hidden in the desert has always fascinated me. Na'Ba had to be a nation hidden by the magic of the unseen, the jinnun. Na'Ba and Ind were developed simultaneously and were both given the new hiding dominion mechanics.
Na'Ba would be a nation where humans, jinnun and crossbreeds coexisted. I wanted Na'Ba to be a mostly human nation with access to jinn summoning rituals. Out of chance I stumbled across Hud, prophet of the 'Ad people, who were great of stature. Needless to say this fits all too well in the dominions setting. The Avvites of Hinnom became refugee 'Adites, the giants of Na'Ba." -Illwinter
General Overview
If you are considering picking this nation to play, what should you know?
National Features
| Magic Access | Alt. Access | Unit Summary | Core Abilities | Buildings |
|---|---|---|---|---|
| (rare (rare (rare (rare (rare | Hero Summons (req. (req. (req. | Humans Giant Infantry Sacred Jann Warriors | | |
Capital Gems: **1
1
1
1
1
==== National Special Features ====
**Heat Limit +1
Magic Limit +1
Prefers Heat Scale +2
Hidden Ownership: This dominion will hide the province name and ownership from enemies unless they are investigating more closely. Scouts will need to enter the province in order to see through this illusion. Scouts in nearby provinces will see it as an independent owned province with a false name. Disciples to pretenders with these dominions will also benefit from the effect.
National Units
Commanders
| Sprite | Unit Name | Special Attributes | Comments |
|---|---|---|---|
| Nabaean Scout | | Commentary here. |
| Sheikh Non-fort Recruit Available | | Commentary here. |
| Camel | | Commentary here. |
| 'Adite General | | Commentary here. |
| Karib Non-fort Recruit Available | | Commentary here. |
| Mukarrib | | Commentary here. |
| Jann Emir | | Commentary here. |
| Sahir | | Commentary here. |
| Malikah | 10% Female | Commentary here. |
| Hermit Sahir Non-fort Recruit Available | | Commentary here. |
Troops
| Sprite | Unit Name | Special Attributes | Comments |
|---|---|---|---|
| Nabaean Desert Warrior Non-fort Recruit Available | | Commentary here. |
| Nabaean Soldier | | Commentary here. |
| Nabaean Light Soldier | | Commentary here. |
| Nabaean Camel Rider Non-fort Recruit Available | | Commentary here. |
| Camel | | Commentary here. |
| 'Adite Archer | | Commentary here. |
| 'Adite Light Infantry | | Commentary here. |
| 'Adite Elite Soldier | | Commentary here. |
| Jann Guard | | Commentary here. |
Heroes
| Sprite | Unit Name | Special Attributes | Comments |
|---|---|---|---|
| Banu Si'lat Multihero | | Commentary here. |
| Bilqis - Queen of Na'Ba Earliest Arrival Turn: (10) | Female | Commentary here. |
National Spells
Summons
Ritual
Items
| Summon Item | Unit | Special Attributes | Comments |
|---|---|---|---|
| Companion Bracelet // (Construction 5) // | Qarin | Female | Commentary here. |
| Jinn Bottle // (Construction 7) // 5 | Jinn Warrior | See above. | Commentary here. |
Other Spells and Items
Combat
- Scorching Wind (Evocation 4)
1
2
Commentary here. - Smokeless Flame (Evocation 6)
3
1
Commentary here.
Discounted Items
- Flying Carpet
(Construction 5)
3 and 12
- +
Mirage Crystal
(Construction 7)
2
3 and 8
12
- Stone Idol
(Construction 7)
2
2 and 10
10
- The Magic Lamp
Unique (Construction 7)
4
5 and 25
40
Magic Access
See Magic Access. These guides supplement the summaries at the top.
General Access
Elements
4 on one-in-six Malikahs (capital-only),
3 on one-in-three Sahiras off-capital
3 on one-in-six Malikahs (capital-only),
2 on Sahiras off-capital- No
Water magic (aside from summons)
2 on one-in-three Sahiras
Sorcery
1 on Mukarribs- No
Death magic (aside from summons)
1 on one-in-six Malikahs (capital-only)
3 on one-in-six Malikahs (capital-only),
2 on one-in-four Jann Emirs off-capital
Rites
- No
Blood magic (aside from summons)
2 on Mukarribs
Expanded Access
A
4 Malikah (1 in 6) can Summon Marid, who already has the paths for a Staff of Elemental Mastery and the unique Crown of the Elements, both of which can be extremely helpful climbing the elemental paths.
Fire
4 Malikah (1 in 6) is the highest available. Doesn't require empowerment, which is good, because it doesn't have useful crosspaths.
The hero, Bilqis - Queen of Na'Ba is also
4, but doesn't offer additional advantages.
Air
3 Malikah (1 in 6) is the highest available. A
1 Sahir (1 in 3), with an
Astral booster can make the unique Tome of High Power. Without it, the Malikah will need a level of empowerment.
The best way to increase in
Air is probably using a
4 Malikah (1 in 6) to Summon Marid, who has
4.
The hero, Bilqis - Queen of Na'Ba is
3, but doesn't offer additional advantages.
Water
No recruitable access. A
4 Malikah (1 in 6) can Summon Marid, who has
3.
1
4 can cast Faerie Court in Cold for
3.
1
4 can cast Faerie Court not in Cold for a 1 in 3 chance of
2.
Earth
2 Sahir (1 in 3) is the highest available, but has no useful crosspaths, at least at first. With Earth Boots, a level of empowerment, and two hard to get
Air boosters, it can make a Staff of Elementary Mastery.
Astral
Mukarrib has
1, and is the only
Astral mage available. It has no other useful paths.
Death
No native access.
1
4 can Summon Fay Prince in Cold for
1.
1
4 can cast Faerie Court in Cold for a 1 in 2 chance of
2.
Nature
1 Malikah (1 in 6) is the only available
Nature mage. It has no useful crosspaths.
2
1, which is pretty common for MA Na'Ba mages, can Contact Houri, who has
2, although no useful crosspaths.
Glamour
3 Malikah (1 in 6) is the highest available, and with an easy to get Gossamer Veil, can attempt the unique The Sword of Many Colors. An
1 Malikah (1 in 6) with easy to get boosters can make a Mirage Crystal, (which MA Na'Ba gets a discount on). An
1 Malikah (1 in 6), can potentially make the unique The Trapped Dreams of Hruvur, but it is difficult to get to
4
4.
The hero, Bilqis - Queen of Na'Ba is also
3, and doesn't need a booster to attempt the unique The Sword of Many Colors.
Blood
No native access. No simple summons.
Strategy
How to win as the nation. Feel free to use the following sections, or delete them, or change them.
Expansion
Different expansion options.
Early Game
Early game options.
Mid Game
Mid game options.
Late Game
Late game options.
Example Pretender Builds
Chassis: Awake Titan of Crossroads
Paths:
4
5
7
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales:
6
2
0
3
1
2
3
Weaknesses
What are the nation's weaknesses?
See More
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