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Ubar is the kingdom of the Unseen, the Jinnun of the deserts. Its heart is a paradise hidden beyond three deserts of scorching heat, one red, one white, and one as black as the night. Beyond the three deserts lies a plateau hidden with the mirages of the Jinnun. There is but one entrance in the cliffside of the plateau, and it is always guarded by invisible sentinels. Once you have passed the entrance you enter a city covered in sand. This is Iram of a Thousand Pillars, home of the Jinnun. Once this was a paradise with date palms, fountains and palaces in abundance. Towers of brass and marble rose towards the heavens, fist-sized rubies and diamonds lit the streets and palaces, and the air was filled with music and pleasant fragrances. This was the City of Brass. But the Lords of Ubar rebelled against the powers that were and the city was sealed by a divine decree. The Afarit, the mightiest of the Jinnun, were imprisoned in their palaces with their rebel God. Now Iram is a desert city inhabited by a few Jinn and their human slaves, waiting for the Gates of Brass to open, and the return of the Ifrit Sultan.
"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. . . .
Ubar is a jinn nation more heavily inspired by arabian fairy tales, the city of Brass and Iram of the Pillars." -Illwinter
If you are considering picking this nation to play, what should you know?
Magic Access | Alt. Access | Unit Summary | Core Abilities | Buildings |
---|---|---|---|---|
![]() ![]() ![]() ![]() ![]() Future Capital ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Hero ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Summons ![]() ![]() ![]() ![]() ![]() (req. ![]() ![]() ![]() ![]() (req. ![]() ![]() | Human infantry Camel riders Ghuls Jinn Warriors Subterfuge Sacred Ifrit Warriors | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | ![]() Forts reduce heat scale deaths by one step |
Capital Gems: 21
1
1
Future Capital Gems: 31
1
1
2
Heat Limit +1
Magic Limit +1
Future Capital: EA Ubar cannot take an awake Pretender, only a dormant or imprisoned. When the Pretender arrives, Ubar's capital is improved. Ubar can now recruit even more powerful units and commanders. Also, the nation receives extra gems and gold, the capitol fort is upgraded to a Citadel, (one of the Early Ages' only ones), which gives an extra commander point.
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.
The Three Deserts: Any unit without wasteland survival passing in or out of the Capital takes 2 AN fire damage. Inanimate units are immune to the effect. Also, heat is increased by one.
Guardian Spirits: Priests have a chance of having a Qarin join them in battle. (Probability = (10% *
Priest level) + (1% *
friendly Dominion strength.)) Ubar's priestly Jinn cannot have Guardian Spirits.
:
Susceptible to Cold (5),
Resist Shock (5),
Magic Power (1),
Magic Being,
Ethereal,
Flying,
Storm Immunity,
Wasteland Survival,
Spirit Sight,
Unseen
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Ubaran Scout![]() ![]() ![]() | ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Ubaran Commander![]() ![]() ![]() | ![]() ![]() ![]() | Commentary here. |
![]() | Ubaran Sheikh![]() ![]() ![]() Non-fort Recruit Available | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Camel | ![]() ![]() | Commentary here. |
![]() | Kahin![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Human Sahir![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Tubba![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Guardian Spirit (50%) ![]() | Commentary here. |
![]() | Jinn Emir![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Jinn Sahir![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Houri![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female | Commentary here. |
![]() | Shaytan![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Ifrit Sultan ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 10% ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
:
Susceptible to Cold (5),
Shock Resistance (5),
Magic Power (1),
Magic Being,
Ethereal,
Flying,
Storm Immunity,
Wasteland Survival,
Spirit Sight,
Unseen
![]() | Ubaran Desert Warrior![]() ![]() ![]() Non-fort Recruit Available | ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Ubaran Soldier![]() ![]() ![]() | ![]() ![]() | Commentary here. |
![]() | Ubaran Archer![]() ![]() ![]() | ![]() ![]() | Commentary here. |
![]() | Brazen Guard![]() ![]() ![]() | ![]() ![]() ![]() | Commentary here. |
![]() | Ghul![]() ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Wounded Shape (Ghul) | Commentary here. |
![]() | Ubaran Camel Rider![]() ![]() ![]() Non-fort Recruit Available | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Camel | ![]() ![]() | Commentary here. |
![]() | Jinn Warrior![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Guardian of the Forbidden Chambers![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Ifrit Warrior![]() ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Banu Si'lat | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() ![]() | Umm Ghulah - Mother Ghul Earliest Arrival Turn (15) | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female ![]() | Commentary here. |
![]() | Al-Malik al-Aswad - Black King Earliest Arrival Turn (30) | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
How to win as the nation. Feel free to use the following sections, or delete them, or change them.
Different expansion options.
Early game options.
Mid game options.
Late game options.
Chassis: Awake Titan of Crossroads
Paths: 4
5
7
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: 6
2
0
3
1
2
3
What are the nation's weaknesses?
Add links to guides or other overviews for this nation here.