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ragha-la [2022/10/06 18:25]
demonsthenes [National Features] Document Fravashi guardian spirits.
ragha-la [2022/10/08 04:03]
fenrir [Lore] added illwinter's notes from the manual
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 ===== Lore ===== ===== Lore =====
 +
 +//"Ragha was added in the Caelum patch for Dominions 4. I had played with ideas on a dual Caelian/Abysian nation earlier on, but it wasn't until I started to remake Caelum that those ideas bore fruit. Of the Caelian nations it is probably the one most heavily influenced by history and myth. Since the nation was developed with Zoroastrianism in mind the mage-priests of the nation, dasturs and athravans, became an integral part of the nation and not something that was added ad hoc. The heat/cold preferences of the nation made it a bit difficult to evaluate and balance, but I'm very fond of the concept thematically. The fact that the nation is based on centuries of Persian history and two different dominions nations, gives it more traits than most nations."// -- Illwinter
  
 Ragha is a dual kingdom of fire and ice, rage and serenity. Half of the population are Abysian descendants from the Ragha is a dual kingdom of fire and ice, rage and serenity. Half of the population are Abysian descendants from the
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 previously conquered from the giants. For centuries Tur was left alone and an independent kingdom formed. Then came previously conquered from the giants. For centuries Tur was left alone and an independent kingdom formed. Then came
 the Caelians. A great host of iceclad warriors descended upon the Turan armies on the plain of Ragha in the mid of the Caelians. A great host of iceclad warriors descended upon the Turan armies on the plain of Ragha in the mid of
-winter. The Turan Shah realized that Tur could not stand up to the Caelians for long. Tur was on the brink of destruction when the attacks suddenly stopped. Civil war had broken out in Caelum and the campaign was aborted. Instead Caelian refugees and deserters settled on the plain of Ragha. Airyan Seraphs approached the Turan Shah and peace was negotiated. When the Harab Seraphs of Caelum attacked, the Airyas were saved by the gryphon riders of Tur. This sealed the truce and a strange alliance was formed. Ragha is now a society of two peoples united out of necessity. During winter the Airyas reign and during summer the Turans reign. Even faith has evolved to mimic the legacy of the two peoples. Two different groups of beings are adored and worshipped. But this is starting to change. The One True God has arisen. The peoples of Ragha suffer less from hot or cold climates than other nations. - Illwinter+winter. The Turan Shah realized that Tur could not stand up to the Caelians for long. Tur was on the brink of destruction when the attacks suddenly stopped. Civil war had broken out in Caelum and the campaign was aborted. Instead Caelian refugees and deserters settled on the plain of Ragha. Airyan Seraphs approached the Turan Shah and peace was negotiated. When the Harab Seraphs of Caelum attacked, the Airyas were saved by the gryphon riders of Tur. This sealed the truce and a strange alliance was formed. Ragha is now a society of two peoples united out of necessity. During winter the Airyas reign and during summer the Turans reign. Even faith has evolved to mimic the legacy of the two peoples. Two different groups of beings are adored and worshipped. But this is starting to change. The One True God has arisen. The peoples of Ragha suffer less from hot or cold climates than other nations. 
  
 ===== General Overview ===== ===== General Overview =====
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 Ragha consists of two races, the Turans from Abysia and the Airyas from Caelum. This gives them a mixed roster of heat and cold units. All of their Airyan troops and the Turan sacreds are flying. Ragha consists of two races, the Turans from Abysia and the Airyas from Caelum. This gives them a mixed roster of heat and cold units. All of their Airyan troops and the Turan sacreds are flying.
  
-^                                                                                                                                                                                                                                                                                                                                                         Special Race Attributes ^                                                                                                                  Military ^                                                                                                                                                                                                                                                                                                            Magic Access ^  Priests                                Buildings                                                                                                                                            ^ +^                                                                                                                                                                                                                                                                                                                                                         Special Race Attributes  ^                                                                                                                  Military  ^                                                                                                                                                                                                                                                                                                            Magic Access  ^  Priests                                Buildings                                                                                                                                            ^ 
-| **Airyas:**\\ {{:abilities:resist_cold.png?20&nolink}} Cold Resistant\\ {{:abilities:flying.png?20&nolink}} Flying\\ Ice Weapons and armor\\ \\ **Turans:** \\ {{:abilities:resist_fire.png?20&nolink}} Fire Resistant(10) (some 15)\\ {{:abilities:wasteland_survival.png?20&nolink}} Wasteland Survival\\ {{:abilities:mountain_survival.png?20&nolink}} Mountain Survival **Dependent on Temperature Scales**\\ Flying Airyan infantry\\ Turan Griffon Riders, infantry, \\ cavalry and elephants  | {{path>F3}}\\ {{path>A3}}\\ {{path>W2}}\\ {{path>D2}}\\ {{path>S2}}\\ {{path>B2}}\\ \\ **National summons **\\ {{path>A3S2}} (Require {{path>S3}})\\ \\ for these higher paths require High Astral or Death.\\ {{path>F5}}{{path>A4}}{{path>W4}} {{path>E4}},\\ {{path>N5}}{{path>D5}}{{path>S4}}, {{path>B3}}  | Medium Priests ({{path>H2}}, Summon {{path>H4}}\\ \\ Guardian spirits: Priests have a (10% * holy level + 1% * friendly candles in province; negative if hostile) chance of summoning a free ??Fravashi?? in battle. \\ \\ National summons like the ??Ancestral Fravashi?? are spirits themselves, and thus lack guardian spirits. | {{:misc:gui:fortress.png?30&nolink}} Standard Forts (fortress) \\ Temples cost 800 {{:misc:gui:gold.png?20&nolink}}. Ragha receives bonus {{gems>F}} fire gems equal to the number of temples or the Pretender's current Dominion score, whichever is lower.  |+Neutral Temperature \\ **Airyas:**\\ {{:abilities:resist_cold.png?20&nolink}} Cold Resistant (15)\\ {{:abilities:flying.png?20&nolink}} Flying\\ Ice Weapons and armor\\ \\ **Turans:** \\ {{:abilities:resist_fire.png?20&nolink}} Fire Resistant(10) (some 15)\\ {{:abilities:wasteland_survival.png?20&nolink}} Wasteland Survival\\ {{:abilities:mountain_survival.png?20&nolink}} Mountain Survival Flying Infantry \\ Varied Cavalry \\ Trampling Elephants \\ Gryphons **in Heat** \\ Heavy Ice **in Cold**  **In {{scales>H1}} or warmer:** \\ {{path>F3}}\\ {{path>D1}} (uncommon 2) \\ {{path>B1}} (uncommon 2) \\ {{path>A1}} (uncommon) \\ {{path>W1}} (rare) \\ {{path>S1}} (rare) \\ **In {{scales>C1}} or colder:** \\ {{path>A3}}\\ {{path>F1}} (uncommon 2)\\ {{path>W1}} (uncommon 2)\\ {{path>S1}} (uncommon 2)\\ {{path>D1}} (rare) \\ {{path>B1}} (rare) \\ **Hero**: {{path>B3}} (one) \\ **National Summons:**\\ {{path>A3S2}} (Requires {{path>S3}})\\ //Others covered below//  Average Priests ({{path>H2}}) \\ \\ One national +{{path>H1}} [[Item]] \\ \\ //Summons covered below// \\ \\ ??Fravashi?? Guardian Spirits | {{:misc:gui:citadel.png?30&nolink}} Standard Forts \\ Temples cost 800 {{:misc:gui:gold.png?20&nolink}}.  |
  
 +  * Mismatched [[Scales#Temperature|Temperature]] Scales have only **half** of their normal effect on Ragha's income.
 +  * Only {{path>F1}} is guaranteed on the mages you get in Neutral Temperature, with level 1 in everything else being Uncommon.
 +  * Ragha receives {{gems>1F}} for each [[Temple]] in a province with a [[Fort]], Though no more than their [[Pretender|Pretender's]] {{:misc:dominioncandle.png?4&nolink}}[[Dominion]] strength.
 +  * Priests have a [(10% * [[Holy|{{:misc:magic:holy.png?14&nolink}}]]Priest level) + (1% * {{:misc:dominioncandle.png?4&nolink}}friendly Dominion strength)] chance of having a **??Fravashi??** join them in battle. 
 +      * The Fravashi is a [[Sacred]], [[Flying]], and [[Magic Being|Magic]] {{path>A1S1}} fella. He possesses [[Ethereal|Etherealness]] and a substantial amount of [[Awe]] to help against physical attackers. He also has high [[Fire Resistance]], [[Shock Resistance]], and [[Magic Resistance]] for handling enemy spells, and a relatively-high HP score that will typically attract spells and projectiles.
 +      * Ragha's Priest Summons are explicitly disqualified from having Guardian Spirits, coming from Heaven (or Hell) themselves.
 ==== Capital Special Sites ==== ==== Capital Special Sites ====
  
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 ===== Notable Units ===== ===== Notable Units =====
    
-Your national troops are divided by the Fire loving and mounted Turans and the Ice clad and flying Airya. You get a default roster of basic troops from both sides but your better troops are locked between {{heat}} heat and {{cold}} cold scales. +Your national troops are divided between the Heat-resistant and mounted Turans and the Cold-preferring and flying Airya. You get a default roster of basic troops from both sides, which is actually pretty decent, but your better troops and mages are locked between {{heat}} heat and {{cold}} cold [[scales]]
  
-Although Illwinter intended the nation to alternate recruitment depending on the yearly seasons, it's actually a better strategy to focus one temperature scale for your main recruitment while finding/making pockets of the opposite later in the game for later game diversity.+Although Illwinter intended the nation to alternate recruitment depending on the yearly seasons, it's actually a better strategy to focus one temperature scale for your main recruitmentwhile finding/making pockets of the opposite later in the game for later game diversity. Even if the flying shock troops aren't a draw, picking a temperature gives you additional turns where you can recruit the level 4 and level 6 mages.
  
-The Turans, decedents of Abysia, are traditionally armored for the late age with a strong near immunity against fire and favor armored cavalry. Favoring them grants you access to the powerful ??Zhayedan??one of the strongest sacred troops in-game.+The Turans, descedants of [[abysia|Abysians]], are traditionally armored for the late age with their armor and cavalry. Favoring them grants you access to the powerful ??Zhayedan??s, some of the strongest sacred troops in-game, though these are quite pricey.
  
-The Airya have wings and troops are armed with Magic ice gear which grows tougher in the cold but Melts in the heat. Their troop lineup is not as good as the Turans but the ability to fly grants lots of map and battlefield utility.+The Airya, exiles from [[Caelum]], have flying troops with [[Magic Weapons]] and [[Ice Protection]]. Their troop lineup is not as good as the Turansbut the ability to fly grants lots of map and battlefield utility. In extremely cold provinces, the ??Iceclad Zhayedan??s are some of the best-protected troops in-game, though they might require more of a Bless. Having flying mages is pretty neat, too.
 ==== Commanders ==== ==== Commanders ====
  
ragha-la.txt · Last modified: 2024/07/09 05:10 by johnnydown