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Thread: Information Thread for Potential New Arabian Units

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    Default Information Thread for Potential New Arabian Units

    Information Thread for Potential New Arabian Units

    South of Tilea, past the stormy seas of the Black Gulf, lies the kingdom of Araby. Here the decadent Caliphs and Sultans rule cities made of white stone, and their realms are the vast deserts, oases that glitter like jewels, and mountains inhabited by fierce nomad warriors. Several great cities form a loose coalition, though in effect they are all independent states with their own rulers, traditions and customs. The Sultan of All Araby claims to rule the whole peninsula, but has little real power over the independent coastal city-states or over the fierce nomad tribes who wander the Great Desert of Araby.
    http://warhammerfantasy.wikia.com/wiki/Araby


    Military, Elemental and Technological Regiments and Notables

    Lords and Heroes
    Spoiler Alert, click show to read: 
    Caliph = "Here the decadent Caliphs and Sultans rule cities made of white stone, and their realms are the vast deserts, oases that glitter like jewels, and mountains inhabited by fierce nomad warriors."
    http://warhammerfantasy.wikia.com/wiki/Araby

    Emir = "The Sheikhs, Emirs and Sultans of Copher, Lashiek and Martek live in unimaginable luxury, served by hundreds of slaves who will fulfil their every whim, their harems are filled with voluptuous beauties from across the world and their treasure chambers with all the splendour and wealth of that distant land."
    http://warhammerfantasy.wikia.com/wiki/Araby

    Grand Vizier = "The commander of an Arabian army is likely to be a Grand Vizier - perhaps the Grand Vizier of the Great Sultan himself. Few Sultans would be so bold as to take to the field personally but throughout history there have been notable exceptions such as the mighty Sultan Jaffar who led a powerful army into Estalia and besieged the Tilean city of Tobaro. Subordinate to the overall commander are marshals and commanders of lesser rank within the palace hierarchy, noble Emirs, and Sheiks from the desert. Military leaders often ride upon Elephants as befits their exalted rank."
    http://warhammerfantasy.wikia.com/wi...ian_Commanders

    Magicians = They are the great sorcerers of Araby - mystics of the southern deserts and court magicians of the Sultans themselves. They might ride flying carpets - aerial spirits bound into the spiralling patterns of carpets. Their ability to bind desert daemons to their will enables Arabian wizards to command Djinns to carry them from place to place. They are skilled at healing magic, so its likely that they are able to use Jade magic.
    http://warhammerfantasy.wikia.com/wi...bian_Magicians
    https://i.imgur.com/wBTQ692.png Warhammer 1st Edition Forces of Fantasy
    https://i.imgur.com/cQaHLzZ.png White Dwarf 326

    Sheikh = "The Sheikhs, Emirs and Sultans of Gopher, Lashiek and Martek live in unimaginable luxury, served by hundreds of slaves who will fulfil their every whim, their harems are filled with voluptuous beauties from across the world and their treasure chambers with all the splendour and wealth of that distant land."
    http://warhammerfantasy.wikia.com/wiki/Araby
    https://i.imgur.com/xTVoBNZ.png White Dwarf 326

    Snake Charmers = In the bazaars and markets of Araby crowds often gather around a mystic arabian sitting playing a flute. Mesmerized by the music or some say by his rhythmic swaying is a deadly venomous snake. Snake charmers generally survive on the money they make as entertainers but often some offer their services, and that of their snakes, as warriors.
    http://www.lustria-online.com/thread...-issues.15973/ Town Cryer Issue 19

    Sultans = "Here the decadent Caliphs and Sultans rule cities made of white stone, and their realms are the vast deserts, oases that glitter like jewels, and mountains inhabited by fierce nomad warriors."
    http://warhammerfantasy.wikia.com/wiki/Araby
    https://i.imgur.com/LNUFNLQ.png White Dwarf 326


    Infantry
    Spoiler Alert, click show to read: 
    Araby Guard = Warmaster model.
    https://i.imgur.com/LNUFNLQ.png White Dwarf 326

    Bowmen = The men of Araby place great faith in the bow and all the cities of Araby maintain strong bodies of archers.
    http://warhammerfantasy.wikia.com/wiki/Arabian_Bowmen
    https://i.imgur.com/fC8eM0y.png Warhammer 1st Edition Forces of Fantasy
    https://i.imgur.com/xTVoBNZ.png White Dwarf 326

    Corsairs = Mentioned in the Tilea wiki page under geography.
    http://warhammerfantasy.wikia.com/wiki/Tilea

    Dervishers = Fanatical religious warriors all too willing to die for their god.
    http://warhammerfantasy.wikia.com/wiki/Araby
    https://i.imgur.com/fC8eM0y.png Warhammer 1st Edition Forces of Fantasy

    Eunoch Slaves = Individuals trained since birth to serve as warriors and guards. They are unusually steadfast and loyal.
    http://warhammerfantasy.wikia.com/wiki/Araby
    https://i.imgur.com/fC8eM0y.png Warhammer 1st Edition Forces of Fantasy

    Guard of the Caliph = The household troops of the rulers of Araby are famously loyal and lavishly equipped - they carry weapons of the finest quality and wear brightly coloured clothes of silk brocade. Each Sultan, Caliph and many lesser nobles and sorcerers have their own core of guards. So loyal are they that they would die at their own hands if their master so commanded.
    http://warhammerfantasy.wikia.com/wiki/Arabian_Guards

    Handgunners = Although firearms are known in Araby, they are nowhere near as common or as advanced as those used in the Old World and are rarely issued to common troops.
    http://warhammerfantasy.wikia.com/wiki/Arabian_Bowmen

    Household Guard = The household troops of the rulers of Araby are famously loyal and lavishly equipped - they carry weapons of the finest quality and wear brightly coloured clothes of silk brocade.
    http://warhammerfantasy.wikia.com/wiki/Arabian_Guards

    Jezzails = "This long-barrelled arquebus was first designed in Araby, and since its inception, few have made their way to the Old World. Owned mostly by collectors and wealthy nobles, jezzails benefit from a longer range than their larger counterparts. A jezzail requires only a single shot of powder per firing and fires one ball when loaded with standard shot."
    http://warhammerfantasy.wikia.com/wiki/Arabian_Jezzail
    https://i.imgur.com/xTVoBNZ.png White Dwarf 326
    Dreadfleet by Phil Kelly - Chapter 3

    Lashiek Slave Warriors = Lashiek is the city that has the largest slave trade in the human world, so it wouldn’t be unexpected if they fielded their own slave armies.
    http://warhammerfantasy.wikia.com/wiki/Araby

    Slave Archers = Araby does massive trade in slaves, having some of the biggest markets in the world for them.
    http://warhammerfantasy.wikia.com/wiki/Araby

    Slave Warriors = Araby does massive trade in slaves, having some of the biggest markets in the world for them.
    http://warhammerfantasy.wikia.com/wiki/Araby

    Slingers = Arabian slingers.
    https://i.imgur.com/fC8eM0y.png Warhammer 1st Edition Forces of Fantasy

    Sorcerous Bodyguard = The household troops of the rulers of Araby are famously loyal and lavishly equipped - they carry weapons of the finest quality and wear brightly coloured clothes of silk brocade. Each Sultan, Caliph and many lesser nobles and sorcerers have their own core of guards. So loyal are they that they would die at their own hands if their master so commanded.
    http://warhammerfantasy.wikia.com/wiki/Arabian_Guards

    Southlands Tribesmen = Native tribesmen of the southlands who end up in arabian forces.
    http://warhammerfantasy.wikia.com/wiki/Southlands

    Spearmen = Arabian armies are based upon regiments of infantry. They garrison the cities and towns and enforce law and order throughout Araby as well as forming its standing army. The majority of these warriors carry tall spears and fight in well disciplined ranks. Variants include shields.
    http://warhammerfantasy.wikia.com/wiki/Arabian_Spearmen
    https://i.imgur.com/LNUFNLQ.png White Dwarf 326

    Swordsmen = Arabian armies are based upon regiments of infantry. They garrison the cities and towns and enforce law and order throughout Araby as well as forming its standing army. Amongst these troops are some distinctive regiments which, traditionally, fight with curved swords or which wear uniforms peculiar to their place of origin. Variants include shields.
    http://warhammerfantasy.wikia.com/wiki/Arabian_Spearmen

    Tuarec Bandits = Listed on an Araby map.
    https://www.scribd.com/document/2232...del-Journal-43 Citadel Journal 43, Page 6

    Tufenks = These are arabians using a blow-pipe that projects greek fire, aka, flamethrowers.
    http://www.lustria-online.com/thread...-issues.15973/ Town Cryer Issue 20

    Warriors = Araby warriors. They wear armour and use swords.
    https://i.imgur.com/fC8eM0y.png Warhammer 1st Edition Forces of Fantasy


    Cavalry
    Spoiler Alert, click show to read: 
    Arab Horsemen = Araby cavalry.
    https://i.imgur.com/fC8eM0y.png Warhammer 1st Edition Forces of Fantasy

    Arabian Knights = Horses are highly prized in Araby amongst both the Sultans of the coast and the Sheiks of the inland deserts. The Arabians are rightfully proud of their cavalry. They are ornately equipped with long lances, tall helms, and glittering armour.
    http://warhammerfantasy.wikia.com/wiki/Arabyhttp://warhammerfantasy.wikia.com/wiki/Arabian_Knights
    https://i.imgur.com/z2A3AzQ.png White Dwarf 326

    Camel Riders = It is only the fierce warriors of the desert tribes that ride these intractable creatures into battle. Camel riders are brave and notoriously savage warriors who navigate their way across the shifting sands of Araby by an uncanny instinct unfathomable and mysterious to mere city dwellers. They are guided as much by their knowledge of the deep desert as by their desert-born mounts and, some would say, by their taste for blood!
    http://warhammerfantasy.wikia.com/wi...n_Camel_Riders
    https://i.imgur.com/z2A3AzQ.png White Dwarf 326
    https://i.imgur.com/fZoyfUt.png White Dwarf 326

    Desert Riders (Camels) = The deep deserts of Araby are home to fierce nomads whose swift riders are the best light cavalry in all the land. The cities of the coast also maintain bodies of light cavalry for scouting and patrols - but all agree the riders of the desert are the finest and most dashing.
    http://warhammerfantasy.wikia.com/wi..._Desert_Riders
    https://i.imgur.com/fC8eM0y.png Warhammer 1st Edition Forces of Fantasy
    https://i.imgur.com/z2A3AzQ.png White Dwarf 326
    https://i.imgur.com/fZoyfUt.png White Dwarf 326

    Desert Riders (Horses) = The deep deserts of Araby are home to fierce nomads whose swift riders are the best light cavalry in all the land. The cities of the coast also maintain bodies of light cavalry for scouting and patrols - but all agree the riders of the desert are the finest and most dashing.
    http://warhammerfantasy.wikia.com/wi..._Desert_Riders
    https://i.imgur.com/fC8eM0y.png Warhammer 1st Edition Forces of Fantasy
    https://i.imgur.com/z2A3AzQ.png White Dwarf 326

    Flying Carpets (Bows) = The sorcerers of Araby have perfected the art of binding aerial spirits into physical forms - not least of which is the famous flying carpets. Carpets carry two or sometimes three riders, who arm themselves with bows as well as various missiles. These are thrown into the enemy's ranks and include such unpleasant surprises as pots of scorpions, serpents, fire-ants, hornets and venomous spiders.
    http://warhammerfantasy.wikia.com/wi...Flying_Carpets
    https://i.imgur.com/cQaHLzZ.png White Dwarf 326

    Flying Carpets (Jars of Swarms) = The sorcerers of Araby have perfected the art of binding aerial spirits into physical forms - not least of which is the famous flying carpets. Carpets carry two or sometimes three riders, who arm themselves with jars. These are thrown into the enemy's ranks and include such unpleasant surprises as pots of scorpions, serpents, fire-ants, hornets and venomous spiders.
    http://warhammerfantasy.wikia.com/wi...Flying_Carpets
    https://i.imgur.com/cQaHLzZ.png White Dwarf 326

    Saracens = Potentially a knightly type, or it might be just an old word being used for an arabian.
    http://warhammerfantasy.wikia.com/wi...an_the_Saracen


    Nomads
    Spoiler Alert, click show to read: 
    The nomad tribes of Araby have been living in the deep deserts for centuries, their realms dictacted by the life-giving oases. There are hundreds of different tribes of nomads - the Tuareg, the Dervishes, the northern Fuzzy-wuzzies, the Al’Rahem and the near legendary Muktarhin to mention but a few. They hate the Undead because they border Nehekhara. The issue of town cryer includes arabian elemental magic.

    Bedouins = They are nomadic tribesmen who live on the outskirts of tribal life as the tribesmen themselves do with the rest of civilisation. Loners by nature they are experts in desert craft and make excellent scouts and guides for their tribe or outsiders who are willing to pay enough for their services. Weapons include; daggers (jambiya), maces, scimitars, spears, great weapons, flails, short bows, tufenks, hand guns, shields.
    http://www.lustria-online.com/thread...-issues.15973/ Town Cryer Issue 20

    Champions = Noble relatives of the Sheikh’s family are fanatically loyal to him and give him the necessary support and muscle when needed. They keep the rest of the warband in line, discipline those who have offended the Sheikh, divide up the booty and tell tall tales by the fireside.
    http://www.lustria-online.com/thread...-issues.15973/ Town Cryer Issue 20

    Nomad Scouts = The guides of nomad tribes are at best uncouth and uncivilised. However, they are good warriors, living a life of almost constant battle within the deserts they call their home. They use scimitars and bows.
    http://www.lustria-online.com/thread...-issues.15973/ Town Cryer Issue 20

    Nomad Warriors = All males of the tribe are warriors first and foremost; some may be talented in the crafts of weaving or weapon smithing but all are brought up from an early age in the use of weapons, primarily the bow and scimitar. Weapons include; daggers (jambiya), maces, scimitars, spears, great weapons, flails, short bows, tufenks, hand guns, shields.
    http://www.lustria-online.com/thread...-issues.15973/ Town Cryer Issue 20

    Mystic = In the distant past the Arabians were renowned for their studies in the magical arts, whether they were originally taught by the Elves, as were the men of the Old World, is not known. The wisemen of Araby have mastered a strange aspect of colour magic, known as Elementalism, which is based on the four primary elements: earth, wind, fire and water.
    http://www.lustria-online.com/thread...-issues.15973/ Town Cryer Issue 20

    Sheikh = The Sheikh is a hardened warrior living in the burning hell of the desert and having to constantly fight off bandits, members of other rival tribes, and of course, the evil undead. He is often also the head of the tribe, respected and trusted by his fellow tribesmen.
    http://www.lustria-online.com/thread...-issues.15973/ Town Cryer Issue 20

    Tomb Raiders = Sometimes though, a young sheikh eager to prove his worth in the tales of his people, will seek out the Land of the Dead so that he may claim name for himself and discover unknown riches.
    http://www.lustria-online.com/thread...-issues.15973/ Town Cryer Issue 20

    Known Desert Tribes
    Spoiler Alert, click show to read: 
    https://docviewer.yandex.com/view/0/...%3D%3D&page=50

    Athipos
    Ebonian
    Kahied
    Malaluk
    Zamesi

    http://www.lustria-online.com/thread...-issues.15973/ Town Cryer Issue 20

    Al-Rahem
    Dervishes
    Fuzzie-Wuzzies
    Muktarhin
    Tuareg


    The Wondrous and the Magical
    Spoiler Alert, click show to read: 
    Animals
    Spoiler Alert, click show to read: 
    Armoured Elephants = Elephants, in armour.
    http://warhammerfantasy.wikia.com/wi...ian_Commanders
    https://i.imgur.com/fC8eM0y.png Warhammer 1st Edition Forces of Fantasy
    https://i.imgur.com/LNUFNLQ.png White Dwarf 326
    https://i.imgur.com/fZoyfUt.png White Dwarf 326

    Elephants = They have howdahs on the backs of Elephants.
    http://warhammerfantasy.wikia.com/wiki/Elephants
    https://i.imgur.com/fC8eM0y.png Warhammer 1st Edition Forces of Fantasy
    https://i.imgur.com/LNUFNLQ.png White Dwarf 326
    https://i.imgur.com/fZoyfUt.png White Dwarf 326


    Djinn
    Spoiler Alert, click show to read: 
    Desert Spirits = The Magicians of Araby can command these Djinn to engulf their foes in a swirling cloud of choking sand and dust.
    http://warhammerfantasy.wikia.com/wiki/Djinn
    https://i.imgur.com/fZoyfUt.png White Dwarf 326
    Dreadfleet by Phil Kelly - Chapter 6

    Djinn = This is the generic name given by Arabian magicians to many different kinds of elemental spirits, which can be imprisoned within magical jars and bound to do a sorcerer's bidding. When one of these jars is shattered, spirits inside will manifest, billowing and spilling out of the broken jar to coalesce into a mighty elemental spirit hundreds of feet tall.
    http://warhammerfantasy.wikia.com/wiki/Djinn
    https://i.imgur.com/fZoyfUt.png White Dwarf 326
    Dreadfleet by Phil Kelly - Chapter 6

    Fire Efreets = Those vessels that contain powdered sulphur and dried naptha may be ignited with a spark to release a gigantic Fire Efreet. A Fire Efreet is a creature of savage delight that cackles as it hurtles through the air; searing the decks of enemy ships and setting aflame their crew as it shouts curses that sound for all the world like the spit-crack of raw fresh melting on open fire.The blood of one of these spirits was used to temper the blade of the Hellfire Sword, which was forged from a single flame that was hammered into material form.
    http://warhammerfantasy.wikia.com/wiki/Djinn
    https://i.imgur.com/fZoyfUt.png White Dwarf 326
    Dreadfleet by Phil Kelly - Chapter 6

    Royal Djinn = Only three of these are rumoured to exist, and are kept within jewelled and gilded Great Urns in the hidden rooms under the decks of the Flaming Scimitar of the Golden Magus. Each urn has an intricate spiral of skulls winding around its outside, crested by one of the three symbols that represent the elements ascendant over the forces of darkness. They are said to have once belonged to the Great Necromancer Nagash himself, and that each contains a spirit powerful enough to eclipse the sun. The Golden Magus will not say a single word on the matter. Perhaps even the redoubtable Sultan of the Seas is afraid to open them...
    http://warhammerfantasy.wikia.com/wiki/Djinn
    https://i.imgur.com/fZoyfUt.png White Dwarf 326
    Dreadfleet by Phil Kelly - Chapter 10

    Sea-Nymphs = Those magical jars that are filled with sparkling seawater contain the essence of Sea-nymphs - or Salt Devils as they are known to the pirates of Sartosa - who can freeze solid around seabound foes or seal a hole in their master’s warship with living ice. Though they took the form of lissom wenches, the Sea-nymphs are perhaps the most inhuman of all the djinn spirits, and delight in dragging those struggling to tread water so deep into the sea that their fragile human bodies crumple in upon themselves under the pressures of the abyss.
    http://warhammerfantasy.wikia.com/wiki/Djinn
    https://i.imgur.com/fZoyfUt.png White Dwarf 326
    Dreadfleet by Phil Kelly - Chapter 6

    Tempest Djinn = The jars that contain a portion of each of the four winds will shatter into dust when the whispered word of their owner falls upon them, releasing Tempest Djinns that funnel their hurricane breath into the sails of ships. These storm-born spirits are capricious as zephyrs in temperament, but their raw might is that of a tornado, and they can pull even the most fearsome winds unto themselves like a shroud.
    http://warhammerfantasy.wikia.com/wiki/Djinn
    https://i.imgur.com/fZoyfUt.png White Dwarf 326
    Dreadfleet by Phil Kelly - Chapter 6


    Elementals
    Spoiler Alert, click show to read: 
    When working on these lists, I came across numerous references to Arabian Magicians and Sorcerers using elemental magic, so these make sense.

    Air Elementals = Has a magical aura that protects it against weapons. It appears as a whirlwind which twists and turns its way across the battlefield. It’s from Citadel Journal.
    https://www.scribd.com/doc/223078336/Citadel-Journal-13
    http://www.collecting-citadel-miniat...ile:C34-11.jpg


    Beast Elemental = If an incarnate elemental of beasts exists, then surely a beast elemental must as well.
    http://warhammerfantasy.wikia.com/wiki/Elementals
    Warhammer Supplement: Monstrous Arcanum

    Death Elementals = The Death Elemental is allied to the elementals of the earth, but represents the negative side of the force; that which reclaims all living things into the bosom of the earth, enabling continual rebirth from the soil.
    https://www.scribd.com/document/1421...on-Compilation
    http://www.collecting-citadel-miniat...ile:C34-07.jpg


    Earth Elementals = Has a magical aura that protects it against weapons. It is a huge statue-like creature composed of rock with smouldering red eyes. It’s the strongest of all elementals but is painfully slow and cumbersome. It’s from Citadel Journal.
    https://www.scribd.com/doc/223078336/Citadel-Journal-13
    http://www.collecting-citadel-miniat...ile:C34-10.jpg


    Fire Elementals = Has a magical aura that protects it against weapons. Composed entirely of flames and smoke, they mimic the human form but often have a maniacal grin on their face common to pyromaniacs and arsonists. It’s from Citadel Journal.
    https://www.scribd.com/doc/223078336/Citadel-Journal-13
    http://www.collecting-citadel-miniat...ile:C34-09.jpg


    Heavens Elemental = An elemental of the heavens.
    http://warhammerfantasy.wikia.com/wiki/Elementals
    Warhammer Supplement: Monstrous Arcanum

    Incarnate Elemental of Air = A supremely powerful elemental of Air.
    http://warhammerfantasy.wikia.com/wiki/Elementals
    Warhammer Supplement: Monstrous Arcanum

    Incarnate Elemental of Beasts = Summoned through savage and secret rituals known to few humans outside the initiates of the Amber Order of Wizards — and dark lore has it the Bray Shamans of the unholy Chaos Beastmen herds — the Incarnate Elemental of Beasts is known in legend as the Bloody Hidesman, the Horned Man or the Faceless Hunter. It is a towering, half-human figure that embodies the ferocity and merciless hunger of the wild and contains within it the turbulent spirits of numberless predators, both animalistic and cruel.
    Warhammer Supplement: Monstrous Arcanum

    Incarnate Elemental of Death = Those who call forth an Incarnate Elemental of Death risk bringing about their own untimely demise, for to summon such a fearsome creature is to invite death itself unto themselves. Eerily silent save for the whisperings of the grave that follow in its wake, the Incarnate Elemental of Death is a nightmarish apparition
    Warhammer Supplement: Monstrous Arcanum

    Incarnate Elemental of Earth = A supremely powerful elemental of Earth.
    http://warhammerfantasy.wikia.com/wiki/Elementals
    Warhammer Supplement: Monstrous Arcanum

    Incarnate Elemental of Fire = Known in the lore and legend of the Empire as the Charred Ones, the Black Harvestmen, and Jack O’Cinders, stories speak of the wrath of the wizards of the Bright College during the brutally fratricidal wars that wracked the Empire in centuries past, where these conjured creatures were used wantonly to destroy entire towns and villages that had provoked the ire of one or other Imperial faction, laying swathes of the land to ash-strewn waste.
    Warhammer Supplement: Monstrous Arcanum

    Incarnate Elemental of Life = A supremely powerful elemental of life.
    http://warhammerfantasy.wikia.com/wiki/Elementals
    Warhammer Supplement: Monstrous Arcanum

    Incarnate Elemental of Light = A supremely powerful elemental of light.
    http://warhammerfantasy.wikia.com/wiki/Elementals
    Warhammer Supplement: Monstrous Arcanum

    Incarnate Elemental of Metal = A supremely powerful elemental of metal.
    http://warhammerfantasy.wikia.com/wiki/Elementals
    Warhammer Supplement: Monstrous Arcanum

    Incarnate Elemental of Plague = A supremely powerful elemental of plague.
    http://warhammerfantasy.wikia.com/wiki/Elementals
    Warhammer Supplement: Monstrous Arcanum

    Incarnate Elemental of Seas = A supremely powerful elemental of sea.
    http://warhammerfantasy.wikia.com/wiki/Elementals
    Warhammer Supplement: Monstrous Arcanum

    Incarnate Elemental of Shadow = A supremely powerful elemental of shadow.
    http://warhammerfantasy.wikia.com/wiki/Elementals
    Warhammer Supplement: Monstrous Arcanum

    Incarnate Elemental of the Heavens = A supremely powerful elemental of the heavens.
    http://warhammerfantasy.wikia.com/wiki/Elementals
    Warhammer Supplement: Monstrous Arcanum

    Incarnate Elemental of Water = A supremely powerful elemental of water.
    http://warhammerfantasy.wikia.com/wiki/Elementals
    Warhammer Supplement: Monstrous Arcanum

    Life Elementals = Life Elementals are allied to the Elementals of the Earth. Unlike those, however, they are tall and graceful, as a young tree or a beautiful woman. They are creatures of the growing earth, the motivating force that gives life to plants and plant spirits. As such, they are revered especially by the Elves (presumably High/Wood Elves).
    https://www.scribd.com/document/1421...on-Compilation
    http://www.collecting-citadel-miniat...ile:C34-07.jpg


    Light Elemental = An elemental of light.
    http://warhammerfantasy.wikia.com/wiki/Elementals
    Warhammer Supplement: Monstrous Arcanum

    Metal Elemental = An elemental of metal.
    http://warhammerfantasy.wikia.com/wiki/Elementals
    Warhammer Supplement: Monstrous Arcanum

    Plague Elementals = This is an elemental of the air. Its arrival can easily be foretold by a foul stench on the breeze, as of rotting flesh or garbage.
    https://www.scribd.com/document/1421...on-Compilation
    http://www.collecting-citadel-miniat...ile:C34-12.jpg


    Sea Elemental = Some say that as the ages pass, Triton and his kind slowly become more like the seas they are lord over, turning wilder and less controllable until there is very little to distinguish them from the towering waves and raging storms of the ocean. The Sea Elementals, living mountains of blue-black water that rear out of the water in the barely recognisable shape of a huge man, are perhaps some stage of this process.
    http://www.collecting-citadel-miniat...he_Sea_Box.jpg
    http://jake.ryft.org/warhammer/mowstuff/SOBRulebook.pdf

    http://warhammerfantasy.wikia.com/wiki/Elementals

    Shadow Elemental = An elemental of the shadow.
    http://warhammerfantasy.wikia.com/wiki/Elementals
    Warhammer Supplement: Monstrous Arcanum

    Water Elemental = Has a magical aura that protects it against weapons. They take the form of a wave or column of water, they can move across the earth but their home is the water. They’re malevolent spirits with wild and uncontrollable anger. The older it is, the angrier. It’s from Citadel Journal.
    https://www.scribd.com/doc/223078336/Citadel-Journal-13
    http://www.collecting-citadel-miniat...ile:C34-08.jpg


    Engineering
    Spoiler Alert, click show to read: 
    Clockwork Thundertusks = The Golden Magus has a pair of these.
    http://warhammerfantasy.wikia.com/wiki/Golden_Magus


    Monsters
    Spoiler Alert, click show to read: 
    Radiant Pegasus = "A notable breed of Pegasus, Radiant Pegasi are most commonly found upon the sunlit plateaus of Arabyan mountains. They absorb the sun's heat, transmuting it into the burning light that flows over their skin like ripples of brightest flame. When threatened, a radiant pegasus can discharge this magic at its attackers in a searing and crackling flash."
    http://warhammerfantasy.wikia.com/wiki/Radiant_Pegasus


    Siege Train
    Spoiler Alert, click show to read: 
    "The only realistic solution to breaking massive fortifications is to employ a formidable siege train which includes siege engines of gigantic proportions capable of smashing down the strongest walls, gates and towers quickly. These machines are so huge that they cannot easily be constructed in the field. Instead, they must be manufactured in advance, often in pre-fabricated sections which can be transported in wagons, on ships, or stored until needed in fortresses."
    https://i.imgur.com/SZ5PSHZ.png White Dwarf 155

    The Giant Battering Ram = "The giant battering ram is cut from the tallest and strongest tree in the realm and shod with a massive iron or bronze head. Hundreds of men are needed to pull the ropes that swing the ram to strike a gate or fortress wall. One blow will smash great oak doors like matchwood or crumbles masonry into powder, collapsing towers and walls like sand castles. The hides of a thousand beasts form its canopy, protecting the operators from the arrows of the defenders."
    https://i.imgur.com/SZ5PSHZ.png White Dwarf 155

    The Great Cannon = "The great cannon is a cannon so big that the ruler will have to make special measures to get hold of enough metal to make it. All the bells in the realm or all the cannons of the fleet may have to be melted down to provide enough bronze to cast a single great cannon. It is so monstrous that hundreds of oxen are required to pull it."
    https://i.imgur.com/SZ5PSHZ.png White Dwarf 155

    The Monstrous Stone Thrower = "This is a catapult operated by a massive counterweight which swings a long shaft and hurls a boulder a very great distance. The huge boulder will smash any ramparts that it strikes. The catapult is made of thick timbers to withstand the stress and strain, but the parts can be transported individually on wagons and are lashed togehter into a catapult in the siege lines."
    https://i.imgur.com/SZ5PSHZ.png White Dwarf 155

    The Siege Tower = "Hundreds of wagons are required to carry the pre-fabricated timbers that make up the siege tower, and when these are put together the siege tower will be raised higher than any known wall. Bolt throwers shoot out of port holes on each of its many levels. A drawbridge or spiked corvus is ready on the top of the tower to be dropped on the enemy battlements allowing attackers to swarm across, constantly reinforced by a steam stream of soldiers."
    https://i.imgur.com/SZ5PSHZ.png White Dwarf 155


    Religious
    Spoiler Alert, click show to read: 
    War Altar = "These are small portable altars carried onto the battlefield and guarded by units of religious fanatics. War altars usually contain or incorporate holy relics."
    https://i.imgur.com/JjFA4G4.png Warhammer 3rd Edition Armies Book


    Naval
    Spoiler Alert, click show to read: 
    Dhow = They have triangular sails.
    https://i.imgur.com/ylYALIL.png White Dwarf 118


    Regiments of Renown
    Spoiler Alert, click show to read: 
    Aklan'd Death Commandos = Aklan'd may have been insane, many claimed as much, most of them died horribly. His brand of religio-magic was based upon the old religions of the desert tribes, modified to accord more closely with his own distorted view of the world. His most dedicated followers were Aklan’d Death Commandos. This elite regiment was formed from the most devoted of the young desert warriors, men willing to die, and in dying gloriously pass into the highest of the 7 Heavens, known as St’oec.
    http://www.solegends.com/citrr/1rr06mullahs/index.htm

    Al Muktar’s Desert Dogs = Following a deeply unhappy childhood, Werner Glook, son to a rich Marienburger family, set sail to realise his lifelong dream of exotic travel. Land at Lashiek in Araby he quickly became the focus of attention as the locals regarded him as the legendary Al Muktar - the Chosen One. Glook was captured (after a fine display of fist fighting) and the bandit’s leader, Sheikh Ahmed Shufti, was grudgingly impressed by the way the Old Worlder did not give in to pain, despite being pegged out in the desert for days. The bandits soon became nervous of the man, rumours that he was Al Muktar were now rife and they begged his forgiveness. He did better than that, he joined them, discarding his former name, and led them across the Old World gaining a fearsome reputation for himself and his newly named Desert Dogs as they served numerous masters. Horse, Scimitar and Shield.
    http://warhammerfantasy.wikia.com/wi...7s_Desert_Dogs

    Black Scimitar Guard = As Jaffar realized he couldn't win in the open field against the shock-tactics of the Crusader Knights, he withdrew to his homeland while he left a token force in the city of Magritta, under the command of Emir Wazar, better known as Emir the Cruel and his elite Black Scimitar Guards.
    http://warhammerfantasy.wikia.com/wiki/Crusades

    Dread Daughters of Tariq = Each Sultan, Caliph and lesser nobles and sorcerers have their own core of guards. So loyal are they that they would die at their own hands if their master so commanded. Similarly dedicated are bodies drawn from some of the outlandish communities of the south including the Dread Daughters of Tariq from the Land of Assassins.
    http://warhammerfantasy.wikia.com/wiki/Arabian_Guards

    El-Haikk Thieves = The city is famous for its thieves.
    http://warhammerfantasy.wikia.com/wiki/Araby

    Hamdork’s Skeptics = ”Hamdork was a mighty warrior, who both detested and strongly distrusted all things magical. His determination to be free of magic led him to have a shield constructed for himself, and for each of his guardsmen, which would offer protection from even the most powerful magic.”
    Forces of Fantasy Vol. 3 - Page 7

    Malaluk Desert Raiders = Listed on the map on page 50.
    https://docviewer.yandex.com/view/0/...%3D%3D&page=50

    Pirates of Copher = The city is feared for the pirates that originate from this city.
    http://warhammerfantasy.wikia.com/wiki/Araby

    Silent Guard of Eunuch Mountain = Each Sultan, Caliph and lesser nobles and sorcerers have their own core of guards. So loyal are they that they would die at their own hands if their master so commanded. Similarly dedicated are bodies drawn from some of the outlandish communities of the south including the Silent Guard of Eunuch Mountain.
    http://warhammerfantasy.wikia.com/wiki/Arabian_Guards

    The Harem of Abd al Wazaq = Though Abd al Wazaq existed a long time before the “present day” of Warhammer, I feel these would work. The Arabyian Emir Abd al Wazaq trained his harem to be his personal bodyguard. When he surrendered them after being defeated by a Prince of Luccini, the harem signed on as a mercenary regiment in the Princes army!
    https://drive.google.com/drive/folde...290REo2Nmc1U1E

    The Sultans Household Guard = The household troops of the rulers of Araby are famously loyal and lavishly equipped - they carry weapons of the finest quality and wear brightly coloured clothes of silk brocade. Each Sultan, Caliph and many lesser nobles and sorcerers have their own core of guards. So loyal are they that they would die at their own hands if their master so commanded.
    http://warhammerfantasy.wikia.com/wiki/Arabian_Guards


    El Khabbath
    Spoiler Alert, click show to read: 
    Daughter of the Deep = ”To Roth’s mounting amazement, the urn-water flowed upwards instead of outwards. It was like an amphora being poured out in reverse. The elemental spirit was taking the rough form of a human female, and a shapely one at that. A rippling meniscus kept the humanoid column from collapsing, and when the spirit bowed in greater, droplets of seawater flicked outwads from hair-tendrils that swirled around her featureless head.”
    Dreadfleet by Phil Kelly - Chapter 6

    Raging Tempest = ”A raging tempest in the shape of a god roared into the firmament with a boom of destructive force. It whirled around at tremendous speed contrary to the waters of the whirlpool, whipping itself into a tornado that utterly absorbed the deathly miasma emanating from the whirlpool’s gullet.”
    Dreadfleet by Phil Kelly - Chapter 17

    Sea-Monarch = ”Whirling up from the heart of the maelstrom came a trio of elemental spirits so large they made the Magus’ other conjurations look like sprites by comparison. The first urn to break apart released a titanic sea-djinn who loomed into the air amongst a spray of prismatic light, her glacial form so large she could have touched either side of the whirlpools gullet by stretching out her arms. She pushed with the might of a living tsunami.”
    Dreadfleet by Phil Kelly - Chapter 17

    The Flaming Scimitar = Owned by The Golden Magus and it holds his treasures.
    Dreadfleet by Phil Kelly

    The Sultan of Flame = ”Roaring out from behind the sea-monarch was a living column of flame as broad as the Reikstemple’s main sanctum, its twin heads screaming with the crackling roar of a forest fire. The Sultan of Flame curved up into the air before plunging into the maelstroms weakest point, turning a mountains worth of brine into foul-smelling steam.”
    Dreadfleet by Phil Kelly - Chapter 17


    Added Units:

    None yet

    Added RoR's:

    Daughter of the Deep (El Khabbath RoR)
    Raging Tempest (El Khabbath RoR)
    Sea-Monarch (El Khabbath RoR)
    The Flaming Scimitar (El Khabbath RoR)
    The Sultan of Flame (El Khabbath RoR)


    Removed Units:

    Desert Nomads (obsolete when all the nomad units were added)
    Last edited by PaulH; October 10, 2019 at 05:03 PM.

  2. #2

    Default Re: Information Thread for Potential New Arabian Units

    Special and Named Characters

    Here is contained a full list of every possible Legendary Lord or Legendary Hero that I could find for Araby, excluding those who are long dead. I have split them into whether they suit being Lords or Heroes, so it is easier to know which they are best suited to being added to, if someone wished to add them to the game. Without further ado, here we go.

    El Khabbath
    Spoiler Alert, click show to read: 
    Lords
    Spoiler Alert, click show to read: 
    The Golden Magus = "The mysterious southern sorcerer known only as the Golden Magus has always been a figure of fascination amongst the citizens of Araby. Rich beyond measure and eccentric in the extreme, the self-styled Sultan of the Seas has variously claimed to be a merchant prince, an exiled patriarch of the Colleges of Magic and even, at one point, the Gilded King of Copher reborn."
    http://warhammerfantasy.wikia.com/wiki/Golden_Magus
    Dreadfleet by Phil Kelly

    Heroes
    Spoiler Alert, click show to read: 
    Guth = ”The Magus beckoned over one of his ogre bodyguards to his side. The largest of the walking meat-mountains lumbered over. The pantalooned monster frowned in puzzlement, absent-mindedly scratching his craggy behind. Roth would’ve laughed if there hand’t been a serious risk of his head being twisted off.”
    Dreadfleet by Phil Kelly - Chapter 6


    Howling River
    Spoiler Alert, click show to read: 
    Faction Leader
    Spoiler Alert, click show to read: 
    Prince Fatandira = "She led her men on raids against each of the villages, conquering each one in turn until finally all had surrendered. She named herself prince and has ruled ever since. Though many have tried to crush her petty principality, her grit and determination with the swords of her followers have repulsed every attempt."
    http://warhammerfantasy.wikia.com/wiki/Fatandira


    SanaŠ
    Spoiler Alert, click show to read: 
    Faction Leader
    Spoiler Alert, click show to read: 
    Abdul Alhazred, the Mad Sorcerer = He is renowned as the mad sorcerer from the Arabian town of SanaŠ. He was educated with the sons of the local Caliph in his private library and that is where he developed an obsessional desire for knowledge of the long dead civilisation of Nehekhara. He is a Djinn master and knows necromancy.
    http://www.lustria-online.com/thread...-issues.15973/ Town Cryer Issue 21


    Unaffiliated
    Spoiler Alert, click show to read: 
    Lords
    Spoiler Alert, click show to read: 
    Haqiqah al-Hikmah, Magister Lord of the Golden Order = Named as an araybian magister lord.
    http://warhammerfantasy.wikia.com/wi...leges_of_Magic

    Khar-mel the Djinn = Djinn are creatures born of the elements and may assume many different forms. As with all daemons, anyone learning a djinn’s true name will receive great power over it. Khar-mel is one of the few known djinn of araby. She has oft been encountered in the western desert over the centuries. She appears as a beautiful arabian woman or as a pillar of fire. Like all djinn, she knows many secrets forgotten by mortal man and has a weakness for knowledge.
    http://www.lustria-online.com/thread...-issues.15973/ Town Cryer Issue 21

    Mad Mullah Aklan’d = Aklan'd may have been insane, many claimed as much, most of them died horribly. His brand of religio-magic was based upon the old religions of the desert tribes, modified to accord more closely with his own distorted view of the world. His most dedicated followers were Aklan’d Death Commandos. This elite regiment was formed from the most devoted of the young desert warriors, men willing to die, and in dying gloriously pass into the highest of the 7 Heavens, known as St’oec.
    http://www.solegends.com/citrr/1rr06mullahs/index.htm
    http://www.sodemons.com/rhror/1rr06mullahs/index.htm

    Heroes
    Spoiler Alert, click show to read: 
    Al Muktar = Following a deeply unhappy childhood, Werner Glook, son to a rich Marienburger family, set sail to realise his lifelong dream of exotic travel. Land at Lashiek in Araby he quickly became the focus of attention as the locals regarded him as the legendary Al Muktar - the Chosen One. Glook was captured (after a fine display of fist fighting) and the bandit’s leader, Sheikh Ahmed Shufti, was grudgingly impressed by the way the Old Worlder did not give in to pain, despite being pegged out in the desert for days. The bandits soon became nervous of the man, rumours that he was Al Muktar were now rife and they begged his forgiveness. He did better than that, he joined them, discarding his former name, and led them across the Old World gaining a fearsome reputation for himself and his newly named Desert Dogs as they served numerous masters.
    http://warhammerfantasy.wikia.com/wi...7s_Desert_Dogs

    Sheikh Hassan Hame = Has an ogre bodyguard called Smorgs N’Borg.
    https://drive.google.com/drive/folde...Eg2dHIxbGpaMlk Town Cryer Issue 7

    Tazadis of Araby, Court Alchemist of the Council = ”As such was one of Kadon's binding scrolls given to me, while another was given to Tazadis of Araby, court Alchemist of the Council, and the third to She who is not to be named. To three courses were we sent, Tazadis to the mountains of the north to seek out the Manticores and bind them to our cause.”
    https://drive.google.com/drive/folde...V96TFBvQ1dNZGc Monstrous Arcanum

    Champions
    Spoiler Alert, click show to read: 
    Ibn Sullan, Treasure Hunter = "Not for the first time in his long, thirsty journey through the desert lands, to relieve the burial chambers of Khemri of their treasures, Ibn blessed himself, although alone out here, his all-seeing, all-powerful god seemed very far away."
    https://i.imgur.com/8k3U9kv.png White Dwarf 245

    Sheikh Ahmed Shufti = "The bandit leader was Sheikh Almed Shuffti, a squinted-eye son of a sand, dressed like his warriors in voluminous flowing robes. The Sheikh had never seen an Old Worlder before, but was impressed by his captives's plunk. The Sheikh decided to stake out Werner in the desert and beat him to death slowly over several days. Whilst they were entertaining by his cries and pitiful pleading, the bandits would roast one of the camels."
    http://warhammerfantasy.wikia.com/wi...7s_Desert_Dogs


    Added Characters

    Guth (El Khabbath - Hero)

    Removed Characters

    None yet.
    Last edited by PaulH; October 10, 2019 at 05:16 PM.

  3. #3

    Default Re: Information Thread for Potential New Arabian Units

    Reserved for Suggested Unit List

  4. #4

    Default Re: Information Thread for Potential New Arabian Units

    Magical Weapons, Armour, Amulets, Scrolls and Other Items

    This section deals in those magical items that can be used by this faction. This is by no means a full list, I doubt I'll ever get that, but it will provide modders with information if they wish to add new magical weapons, armour and items into the game to be used.

    Common Magic Items
    Spoiler Alert, click show to read: 
    If you follow the link below you will find dozens of magical items that are commonly found in the Old World (and beyond).
    https://www.twcenter.net/forums/show...1#post15255257


    Magic Weapons
    Spoiler Alert, click show to read: 
    Basilisk Blade = ”Even after death the bones of a Basilisk poison the world around them, exuding a foul aura that can putrefy flesh and corrode metal. Weapons fashioned from the rancid bones recovered from Basilisk remains are terrifyingly deadly, but thankfully rare as they are just as deadly to their wielders as they are to their victims.”
    https://drive.google.com/drive/folde...V96TFBvQ1dNZGc Monstrous Arcanum

    Cold Iron Blade = ”Ancient lore claims that only iron weapons shaped without the use of fire can harm the spirits that infest certain regions of the world. Only the strongest of smiths can perform such a feat, hammering the metal into shape with brute strength before such artefacts are enchanted. Though the results are always crudely shaped, their potency against the ephemeral creatures is unquestionable.”
    https://drive.google.com/drive/folde...V96TFBvQ1dNZGc Monstrous Arcanum

    Scimitar of Dakisir = ”This scimitar is an heirloom of the tribal sheikhs of the Desert Dogs. It was forged centuries ago in the Kasbah of Dakisir, long ago sacked and ruined by the Undead. The blade is decorated with magical texts inlaid with gold.”
    http://kippersmelee.ca/wp-content/up...ogs-of-War.pdf

    The Lash of Itzaotyl = ”Used by the servants of the Old Ones to subdue the massive beasts that stalked the world at the dawn of time, the ancient Last of Itzaotyl ensnares all it touches with an unbreakable tendril of pure magical essence. Since its theft from the Lizardmen, by the daughters of Naggaroth millennia ago, it has known many masters and current whereabouts are unknown.”
    https://drive.google.com/drive/folde...V96TFBvQ1dNZGc Monstrous Arcanum


    Magical Armour
    Spoiler Alert, click show to read: 
    Hamdork’s Shield of Skepticism = ”Hamdork was a mighty warrior, who both detested and strongly distrusted all things magical. His determination to be free of magic led him to have a shield constructed for himself, and for each of his guardsmen, which would offer protection from even the most powerful magic.”
    Forces of Fantasy Vol. 3 - Page 7

    Scintillating Shield = ”In the ancient legends of Estalia, retold so many times in their origin is now forgotten, heroes would be gifted with shields which were so highly polished they blinded their foes and deflected the deadly gaze of the Basilisks and Cockatrice that were the scourge of that Land in ancient days. Scintillating Shields, whether they be the items spoken of in legend or more recent creations wrought by wizard-craft, fetch a prince’s ransom when rumours of Basilisk or Cockatrice attack spread.”
    https://drive.google.com/drive/folde...V96TFBvQ1dNZGc Monstrous Arcanum

    Wyrmscale Armour of the Deep = ”A glistening coat of Merwyrm scales, the enchantment on this armour keeps it coated with a shimmering Layer of briny sea water. Not only do the iron-hard scales deflect sword and arrow, but the scales still recall their home in the icy deeps of the ocean and grant their wearer passage through water and foil fiery assaults upon him.”
    https://drive.google.com/drive/folde...V96TFBvQ1dNZGc Monstrous Arcanum


    Arcane Items
    Spoiler Alert, click show to read: 
    Amulet of Adamantine = ”They are very rare and greatly valued. An amulet of adamantine is used as part of many of the more powerful spells.”
    Forces of Fantasy Vol. 3 - Page 7

    Amulet of Coal = ”This amulet is used to store fire balls produced using a fireball spell. Each amulet can store up to 3 fire balls.”
    Forces of Fantasy Vol. 3 - Page 7

    Amulet of Enchanted Jade = ”Wearers of these amulets are immune to poison. These amulets also confer powers of regeneration on wearers, allowing them to recover wounds in the same way as regenerating creatures.”
    Forces of Fantasy Vol. 3 - Page 7

    Amulet of Iron = Offers a certain amount of protection from magic.
    Forces of Fantasy Vol. 3 - Page 7

    Amulet of Righteous Silver = ”A silver amulet of this kind protects the wearer from psychological effects caused by undead.”
    Forces of Fantasy Vol. 3 - Page 7

    Amulet of Thrice-blessed Copper = ”This amulet is essential for some aura spells. These amulets have intrinsic powers of protection and may also detect poison.”
    Forces of Fantasy Vol. 3 - Page 7

    Battle Stone of Le Marquis = ”Michel d’un Doigt was a Bretonnian wizard famous for the nine enchanted gem stones he created. The Battle Stone is a glimmering red ruby that fills its bearer with vigour and energy.”
    https://i.imgur.com/AGceWtm.png White Dwarf Issue 194

    Black Skull of the Caliph = ”The Black Skull of the Caliph was enchanted with ash taken from the book pyres of the Caliph of Ka-Sabar, when he ordered the destruction of thousands of copies of Prince Abdul ben Raschid’s forbidden Book of the Dead. A soldier later recovered it during the crusades into Araby during the 16th century. Deeply devoted to Morr, the young man claimed the Skull for his own, believing, the blackened bone with the yellowed cuneiform script was a sign of the god’s favour. The Black Skull since served as the standard for the soldier’s unit up until his death. After, it’s believed the priests of the Death God claimed it.”
    http://warhammerfantasy.wikia.com/wi..._of_the_Caliph

    Bufo’s Hex Scroll = ”This scroll may be used to cancel out the spell of an enemy wizard and turn him into a toad.”
    https://i.imgur.com/XIAKWjB.png White Dwarf Issue 194

    Freezing Death Spell Jewel = ”This jewel is carved of ice that never melts, and is freezing to the touch. When its power is invoked, it releases a lethal blast of icy shards at the Wizard’s foes.”
    https://i.imgur.com/WcvB14W.png White Dwarf Issue 187

    Lifestone of Ashraaz = ”The Lifestone of Ashraaz is a jet black gem that is worn round the neck of its bearer. When invoked, a beam of light shoots out of the stone and bathes the bearer and his opponent in a pool of yellow light. When the light fades the bearer’s wounds have been magically transferred to his enemy.”
    https://i.imgur.com/O9IGyJF.png White Dwarf Issue 194

    Power Stone of Le Marquis = ”Michel d’un Doigt was a powerful Bretonnian wizard who laboured long and hard to create a series of enchanted gem stones for use by the chivalric knights of that realm.”
    https://i.imgur.com/AGceWtm.png White Dwarf Issue 194

    The Cursed Book = "The Cursed Book contains the writings of Har-Ak-Iman, a vile Arabyan Necromancer who is said to have been the most evil and depraved man who ever lived. The book is written on human skin and in human blood. It radiates an aura of pure evil that will affect any living creature."
    https://i.imgur.com/oAvTnom.png White Dwarf 169

    The Mirrors of Mergith = ”These resemble the Mirrors of Morbihan and also come in pairs, each reflecting the image which would normally be seen in the other. However, with these an observer may actually reached through one of the mirrors and handle or remove items reflected in the twin.”
    Forces of Fantasy Vol. 3 - Page 7

    The Mystic Shield of Brag = ”This scroll of parchment contains a powerful anti-magic enchantment that may be used by a wizard to block the spell of an enemy spellcaster.”
    https://i.imgur.com/XIAKWjB.png White Dwarf Issue 194

    The Runedice = ”The 50 small, plain cubes are contained within a small flat wooden box. The dice may be emptied out and cast on the ground, where the faces will spell out the true name of any character or magical weapon. A true name is a potent aid to power, and Wizards will go to great pains to keep their true names secret.”
    Forces of Fantasy Vol. 3 - Page 8

    Wand of Dust = ”The Wand of Dust is a very rare item, a legacy from the researches of a group of benevolent Necromancers active in Araby nearly five hundred years ago. It is usable only by cultists of Morr or devout followers of Morr. It can be used to cast Destroy Undead, Zone of Life, Annihilate Undead and Dispel Magic.”
    http://warhammerfantasy.wikia.com/wiki/Wand_of_Dust


    Enchanted Items
    Spoiler Alert, click show to read: 
    Enchanted Rope = ”Eastern magicians may also have access to lengths of enchanted rope. An enchanted rope will respond to commands from its owner.”
    Forces of Fantasy Vol. 3 - Page 5

    Enchanted Bottle = ”An enchanted bottle is a magical item used to entrap elementals, and aerial creatures such as Djinn, Efreet or Dust Devils.”
    Forces of Fantasy Vol. 3 - Page 6

    Rathnugg’s Boots of Bovva = ”Bovva was the most successful apprentice to Rathnugg. He invented these study war-boots which allow their own to make a powerful kick.”
    Forces of Fantasy Vol. 3 - Page 6

    Rathnugg’s Boots of Concealment = ”Boots of concealment have secret magical pockets which can be opened only by their owner.”
    Forces of Fantasy Vol. 3 - Page 6

    Rathnugg’s Boots of Dawdling = ”Boots of dawdling prevent their owners from moving faster. They were invented as a teaching aid for society ladies mindful of their grace and elegance.”
    Forces of Fantasy Vol. 3 - Page 6

    Rathnugg’s Boots of Leaping = ”Boots of leaping allow their owner to leap over walls, pits, etc.”
    Forces of Fantasy Vol. 3 - Page 6

    Rathnugg’s Boots of Speed = ”Boots of speed allow their owners to travel at twice their normal move rate.”
    Forces of Fantasy Vol. 3 - Page 6


    Talismans
    Spoiler Alert, click show to read: 
    Faithless Charm = ”The degenerate Ettin hill clans have been known to hang these small craven charms in the dismal northern woods, warding away those who would trespass on the Ettin’s miserable existence. Each is an embodiment of the unholy curse that afflicts the very souls of the Ettin. Those foolish enough to carry one with them for any length of time find their senses sharpened - until they lose control and the curse consumes them too.”
    https://drive.google.com/drive/folde...V96TFBvQ1dNZGc Monstrous Arcanum

    The Pinion of the Phoenix = ”These ephemeral feathers, plucked from the burning wings of a manifested phoenix and woven into a talisman, are preserved by the arts of ancient Elf magic. Handed down through generations of High Elf nobility, they are borne into the direst of battles as badges of honour, swiftly burning away to dust once removed from their protective caves. While they last they protect their bearer from harm, and should he fall grant him a fiery reprieve from death.”
    https://drive.google.com/drive/folde...V96TFBvQ1dNZGc Monstrous Arcanum

    Warpscale Pendant = ”Crafted from the deformed scales of a Warpfire Dragon, these eerily worked talismans are the product not of twisted Skaven ingenuity as some suspect but rather of some unseen agency believed to be connected to the ruling cabals of the Tilean City-states. Ensorcelled to protect the wearer against weapons fuelled by warpstone, many Skaven wizards covet such items as a measure against assassination by their own kind - though the fear Warpfire Dragon’s cause among the warpstone-laden holds of the Skaven keeps them rare.”
    https://drive.google.com/drive/folde...V96TFBvQ1dNZGc Monstrous Arcanum


    Magic Standards
    Spoiler Alert, click show to read: 
    Black Banner of the Muktarhin = Adds +D3 to the score to see who wins combat.
    http://kippersmelee.ca/wp-content/up...ogs-of-War.pdf

    Sacrificial Banner = ”Covered with arcane patterns daubed in blood and draped in ornate sigils and charms the Sacrificial Banner looks impressive, but its real purpose is rarely explained to those troops ‘honoured’ with its care. It is enchanted with the sole purpose of enraging and attracting the ire of the gigantic monsters that prowl the Warhammer world, so that a canny general can dictate the movement of his enemy’s most powerful ally.”
    https://drive.google.com/drive/folde...V96TFBvQ1dNZGc Monstrous Arcanum


    Poisons
    Spoiler Alert, click show to read: 
    Black Lotus = "In the deepest forests of the Southlands grows a plant which is extremely poisonous. It is known as the Black Lotus, and it is much sought-after by alchemists, assassins and bored housewives."
    https://i.imgur.com/EzPRfhJ.png White Dwarf 227

    Dark Venom = "Dark Venom is poison extracted from Helldrakes, gigantic sea serpents that plague the Western Ocean. Even a slight wound infected by Dark Venom causes excruciating pain, incapacitating men who would otherwise ignore such scratches."
    https://i.imgur.com/EzPRfhJ.png White Dwarf 227

    Green Scorpion Venom = A particularly nasty venom available from shady Araby dealers is scorpion venom. Normally, this toxin is taken from stung mice, rats, or other small animals, which are then dried and ground into powder. From this mess, the poison can be sprinkled in food and drink or mixed with oil to apply to a blade.
    http://warhammerfantasy.wikia.com/wi...Scorpion_Venom

    Viper’s Kiss = ”Another poison from animals, the black stripe vipers of Araby are some of the most poisonous snakes in the Old World. Only the most skilled animal handlers can extract poison from these creatures, and even then there is a high mortality rate. Drawn straight from the fangs of a black stripe viper, this vile liquid burns to the touch, and its fumes sting the eyes. The poison is applied to a weapon.”
    http://warhammerfantasy.wikia.com/wiki/Viper%27s_Kiss


    Kadon’s Scrolls of Binding
    Spoiler Alert, click show to read: 
    When a storm of magic breaks, it isn’t merely battlefield sorcery that increases in power. All manner of spells and items dormant for decades suddenly crackle into vibrant life, eager to have their power unleashed on an unsuspecting world. Chief among these are Kadon’s Scrolls of Binding; each scroll was crafted with a particular beast in mind. These came from the Warhammer Supplement: Monstrous Arcanum, in the chart in that book it listed each monster for each faction as either Abhorrent, Binding Scroll or Kinship, these monsters here are all but those that are Abhorrent to this faction. The Scrolls of Binding that may be used vary from race to race, the following are those that may be used by this faction:

    Binding Scrolls

    Spoiler Alert, click show to read: 
    Arcane Phoenix
    Basilisk
    Bonegrinder Giant
    Carmine Dragon
    Chaos Siege Giant
    Chimaera
    Cockatrice
    Dark Emissary
    Dark Pegasus
    Dread Maw
    Emperor Carmine Dragon
    Emperor Magma Dragon
    Fenbeast
    Flamespyre Phoenix
    Focus Familiars
    Giant
    Great Eagles
    Great Magma Dragon
    Great Warpfire Dragon
    Great Wyvern
    Griffon
    Hippogryph
    Hydra
    Incarnate Elemental of Beasts
    Incarnate Elemental of Death
    Incarnate Elemental of Fire
    K’Daai Destroyers
    K’Daai Fireborn
    Kharibdyss
    Khemric Titan
    Lammasu
    Magma Dragon
    Manticore
    Merwyrm
    Moon Dragons
    Power Familiars
    Sciowyrm
    Sirens
    Spell Familiars
    Star Dragons
    Sun Dragons
    Truthsayer
    Veteran War Hydras
    War Lions of Chrace
    Warpfire Dragon
    Warrior Familiars
    Wyvern
    Young Magma Dragon
    Young Warpfire Dragon
    Young Wyvern
    Zoats


    Kinship

    Spoiler Alert, click show to read: 
    Desert Spirits
    Djinn
    Dragon
    Elephants
    Emperor Dragon
    Fire Efreets
    Golems
    Great Dragon
    Royal Djinn
    Sea-Nymphs
    Tempest Djinn
    Young Dragon


    Mythic Items
    Spoiler Alert, click show to read: 
    Arabyan Puzzlebox = ”This elegantly crafted container houses many hundreds of glittering gemstones, each with the power to harness the Winds of Magic if used in the correct manner. Alas, the user can never truly be sure that the compartment he has opened will contain the gems he needed.”
    https://drive.google.com/drive/folde...WhndVE0VklZZDA Storm of Magic

    Black Book of Ibn Naggazar = ”Ibn Naggazar was a brilliant, if somewhat maniacal, Arabyan sorcerer. Whilst it is unknown whether his madness sprang from isolation, too many attempts at creating intoxicating ‘elixirs’ or the honeyed promises of whispering Daemons, there can be no doubt that he was utterly insane. No rational wizard would create a book inked on the skin of his closest family, much less constantly follow its advice.”
    https://drive.google.com/drive/folde...WhndVE0VklZZDA Storm of Magic

    Blade of Last Resort = ”This sword has ever had a twisted sense of humour, seeking out overmatched heroes and aiding them against a chosen foe. However, the Blade of Last Resort draws its strength from a victor’s glorious lifeblood; those that best an opponent with its aid themselves have scant moments to live.”
    https://drive.google.com/drive/folde...WhndVE0VklZZDA Storm of Magic

    Dawnstar Sword = ”Legend goes that this blade was forged in the first rays of light to strike the world. The energy of this auspicious enchantment remains embedded deep within the burnished blade, waiting to be called forth once more in a blaze of glory.”
    https://drive.google.com/drive/folde...WhndVE0VklZZDA Storm of Magic

    Dodecahedron of Continental Drift = ”Said to have been left behind by the Old Ones, this peculiar object can be used to remake the world. Each alteration to the Dodecahedron’s external matrix is reflected on the land around the user. Its ill-considered use can easily prove catastrophic…”
    https://drive.google.com/drive/folde...WhndVE0VklZZDA Storm of Magic

    Fozzrik’s Floating Fortress = ”Though Fozzrik’s magical aptitude led him to become a wizard, he never lost his love for architecture. Many of the Old World’s cities have been built around immaculate structures that Fozzrik created from stone and sorcery, but more prized by far are his floating fortresses - buildings that move under their own power and sprout defences to repel intruders.”
    https://drive.google.com/drive/folde...WhndVE0VklZZDA Storm of Magic

    Giantkin Helm = ”After constantly being told ‘We expect big things from you’ by his Elector Count father, Heinrich von Roth spent much of the family fortune commissioning an artefact that would help him achieve greatness. Alas, he was to learn that when dealing with wizards, precision of diction is just as important as largesse of payment.”
    https://drive.google.com/drive/folde...WhndVE0VklZZDA Storm of Magic

    Living Deadwood Staff = ”Arboreonecromancy is a little-practiced branch of wizardry - any mystic crazed enough to attempt it normally transfers his attentions back to raising zombies and skeletons, rather than undead trees. However, legends tell of the Archmage Sycamo, ‘The Daemon Carpenter of Estalia’, who not only perfected a method of reanimating trees from their residual elements, but also filling them with astounding vigour. Much of Sycamo’s work has, fortunately, been lost to the intervening aeons, but the Living Deadwood Staff never stays missing for long…”
    https://drive.google.com/drive/folde...WhndVE0VklZZDA Storm of Magic

    Paranoth’s Piquet Fence = ”Paranoth was a famous travelling mage, who trod every road ‘twixt Cathay and Naggarond. Naturally, only a particularly foolish wizard would journey such roads without defences, so Paranoth wove himself a sorcerous fence to defend his encampments whilst he and his companions slept.”
    https://drive.google.com/drive/folde...WhndVE0VklZZDA Storm of Magic

    Rockcharmer’s Flute = ”Androgast Gildheim was the first man in the Empire to master this granite flute, but its origins lie hidden in the mists of time. Some say that the Rockcharmer’s Flute was used to destroy the old Dwarfen realms, others that it sank the fabled realm of Seidon. However, the most popular tale concerns a drunken Halfling, the Rockcharmer’s Flute, a jug of lamp oil, a plate of sausages and the accidental creation of the Grey Mountains.”
    https://drive.google.com/drive/folde...WhndVE0VklZZDA Storm of Magic

    Silverstone Axe = ”In the ancient barrows that dot the Empire, huge enchanted axes forged of gromril, known to ancient men as Silverstone, have been found. Inert until the storms of magic howl, these axes are so heavy that only the strongest warriors can lift them and then impact shakes the ground, knocking armoured warriors from their feet while against wizards their effects are even more potent as the winds of magic lash and recoil at their blows. When a storm of magic rages these weapons are brought to the battlefield once again to bring down the titanic beasts set loose upon the world.” - Magic Weapon
    https://drive.google.com/drive/folde...V96TFBvQ1dNZGc Monstrous Arcanum

    The Crucible of Horrors = ”No one knows from whence the Crucible of Horrors came, but contained within the flash of twisted meteoric iron is a vortex of seething black energy which screams like the torment of damned souls. This deadly artefact has been sought out by many down the centuries, and it has passed through the hands of many tyrants, arch-sorcerers, wizards and kings, and at its use the destruction of cities and slaughter of armies has been laid. When unleashed the power of the crucible is erratic and dangerously unstable, but it can unleash devastation and even create nightmarish doppelgangers of slain monsters to fight at the wielder’s bidding. The power of the Crucible of Horrors is treacherous however, as more than one would be conqueror has found to their cost.” - Enchanted Items
    https://drive.google.com/drive/folde...V96TFBvQ1dNZGc Monstrous Arcanum

    The White Sistrum = ”There are many night-haunted legends originating from the foetid jungles and deadly wastes of the far hinterlands of Khuresh. Stories abound of the dread Snake Men and the foul and nightmarish Blood Naga queens who rule there, and it is a realm where men are no more than hunted prey, and blood and souls are the only coin in trade. Rarely do artefacts of this fell civilisation reach the Old World and all are steeped in blood and misunderstood power. One such artefact is the White Sistrum, a strange ivory-grown, drum shaped like an hourglass, whose discordant music brings madness and death, and evokes the terrible rites of the Naga.” - Arcane Item
    https://drive.google.com/drive/folde...V96TFBvQ1dNZGc Monstrous Arcanum

    Windcatcher Prism = ”This peculiar bauble was crafted long ago, its purpose very much tied to storms of magic. Once a particular Wind of Magic rises to a certain cataclysmic level, the Windcatcher Prism absorbs and rechannels a portion of its power, bestowing the bearer - and his immediate allies - with an avataric aspect of the ascendant Wind of Magic.”
    https://drive.google.com/drive/folde...WhndVE0VklZZDA Storm of Magic

    Woodwaker’s Wand = ”Once upon a time, all the woods in the world were linked. Some say this great forest was alive, in a curious sort of way, and that every tree that now grows retains a portion of its vigour and intelligence just waiting to be revived.”
    https://drive.google.com/drive/folde...WhndVE0VklZZDA Storm of Magic

    Wyssan’s Weighted Dice = ”This set of weighted dice is one amongst many forged by Arctovian Wyssan over the course of a long and (unsurprisingly) successful wagering career. At the bearer’s command, these skull-marked cubes play havoc with the laws of causality; turning certainty into bleak misfortune.”
    https://drive.google.com/drive/folde...WhndVE0VklZZDA Storm of Magic


    Character-Specific Items
    Spoiler Alert, click show to read: 
    The Golden Magus
    Spoiler Alert, click show to read: 
    Bottled Warships = ”The Magus took the bottle he was holding over to the shelves and replaced it amongst those that sat on individual pillows of pale leather made from human skin. Every one of the bottles contained a tiny warship, perfect in every detail.” Among those ships in his collection was the Shadewraith.
    Dreadfleet by Phil Kelly - Epilogue

    Flaming Scimitar = ”The ogre returned within minutes, carrying a large and exotically crafted scimitar, its blade ablaze with leaping white flames. Guth held the burning artefact by the hilt as if it were a live asp. Roth shielded his eyes from the sword’s brilliance, tinting his lenses to shut out the worst of the light.” Also known as the Sword of a Hundred Fiery Curses.
    Dreadfleet by Phil Kelly - Chapter 6


    Added Items:

    Bottled Warships (Character-specific Items - The Golden Magus)
    Flaming Scimitar (Character-specific Items - The Golden Magus)


    Removed Items:

    None yet
    Last edited by PaulH; October 10, 2019 at 05:18 PM.

  5. #5

    Default Re: Information Thread for Potential New Arabian Units

    Lore Information Regarding Araby

    When a series is being continuously updated for a quarter of a century there is bound to be a massive amount of lore that has been created for it. This is an attempt to collate important snippets of lore that I have found during my research into units. I am presenting these in note form rather than in quote form due to the sheer amount of information that is potentially able to be displayed here, but I hope that it will prove useful or interesting to you regardless.

    General Information
    Spoiler Alert, click show to read: 
    - They are a colourful people, sometimes cruel but always involved in some exotic adventure.
    - The fabulous wealth of Araby comes form world wide trade, piracy and conquest.
    - Their toughest fighters come from the great desert tribes.

    https://i.imgur.com/wBTQ692.png Warhammer 1st Edition Forces of Fantasy

    - By and large, Araby is a pretty civilised place. The people who lived here had culture and fine art aplenty while in the north they were still barbarous.
    - Still a very powerful nation based around large coastal cities, seaports and isolated desert tribes.
    - The cities are different, massive domed palaces full of wealth beyond the imagination of dwarfs, loom over mud brick houses in twisted streets.

    Warhammer Deathblow Issue 3

    - Some Arabyan’s worship an all-seeing, all-powerful god.
    https://i.imgur.com/8k3U9kv.png White Dwarf 245

    Those who can afford to use silk for clothing and decoration.
    They are known to smoke from wyrdroot hookahs.
    Luscious dancing girls wear veils while dancing to ethereal pipe music.
    The rich are known to drink Lustrian koffebeans.

    Dreadfleet by Phil Kelly - Chapter 5


    Magic
    Spoiler Alert, click show to read: 
    - Travellers and merchants fear the strange arabian mages and their desert demons.
    - Araby is a very magical place.
    - Wise men of the east are often accomplished magicians, and their powers of healing and summonation are unrivalled.

    https://i.imgur.com/wBTQ692.png Warhammer 1st Edition Forces of Fantasy

    - Har-Ak-Iman, an Arabyan Necromancer, is said to be the most evil and depraved man who ever lived.
    https://i.imgur.com/oAvTnom.png White Dwarf 169

    - The sorcerers of Araby make strange astrological and navigational devices.
    - Demand for sorcerous support always exceeds supply, so its small wonder that enchanters both great and small make their way to Tilea where their talents can earn them good money.

    Warhammer 5th Edition Dogs of War Army Book

    - Necromancy is not suppressed in Araby, so they don’t suffer the ignorance that allows Vampires to gain foothold as in the Empire.
    Warhammer Fantasy 2nd Edition RPG: Nights Dark Masters


    Foreign Affairs
    Spoiler Alert, click show to read: 
    Bretonnia
    Spoiler Alert, click show to read: 
    - The most famous crusade was against the evil Sultan Jaffar in Araby, even today crusades are tasked with cleansing the godless desert expanse.
    Citadel Journal Issue 43

    Dwarfs
    Spoiler Alert, click show to read: 
    - The spice port of Copher now has a Tilean quarter, the “Street of a Hundred Dwarfs” is a metalworking sector in the city, and many other nations have trading hubs there.
    Warhammer 5th Edition Dogs of War Army Book

    - Camel trains from Araby travel through Black Fire Pass so they can trade with the Dwarfs.
    https://i.imgur.com/va3Z9m2.png Warhammer Novel: Skarsnik

    High Elves
    Spoiler Alert, click show to read: 
    - At some point, the high elves claimed the spice port of Copher, though the Tomb Kings fought them for control of it.
    https://i.imgur.com/2BWX2kc.png White Dwarf 244

    Lizardmen
    Spoiler Alert, click show to read: 
    - Ibn Jellaba of Araby treks through the desert into the Southlands and discovered the Lizardmen of Zlatlan, he manages to establish trade with them.
    Warhammer Fantasy 6th Edition Lizardman Army Book

    The Empire
    Spoiler Alert, click show to read: 
    - The work of the silversmiths of Salzenmund is renowned and in demand as far away as Araby.
    - Parents from as far away as Araby sent their children to the University of Nuln to study.

    Warhammer Fantasy 2nd Edition RPG: Sigmar's Heirs

    - The most famous crusade was against the evil Sultan Jaffar in Araby, even today crusades are tasked with cleansing the godless desert expanse.
    Citadel Journal Issue 43

    - Camel trains from Araby travel through Black Fire Pass so they can trade with the Empire and Averland.
    https://i.imgur.com/va3Z9m2.png Warhammer Novel: Skarsnik

    Tilea
    Spoiler Alert, click show to read: 
    - The Emirs didn’t fight the Tileans after the Sultan Jaffar was removed from power, instead they traded with them.
    - Tileans avoid getting involved in Araby politics, but they will send mercenaries to help them with expeditions to the Southlands or into Nehekhara.
    - For many centuries the Tileans had an antagonistic relationship with Araby, it wasn’t until the Sultan Jaffar was overthrown that they struck up lucrative deals with the surviving Emirs, discovering knowledge of the Southlands.
    - Tileans have trading routes with the dwarfs and elves, as well as many other human realms and places as far away as Lustria or Cathay.
    - Freebooters from the frozen wastes of Norsca rub shoulders with Corsairs from Araby and mysterious warrior monks from the east. In Tilea.
    - Demand for sorcerous support always exceeds supply, so its small wonder that enchanters both great and small make their way to Tilea where their talents can earn them good money.

    Warhammer 5th Edition Dogs of War Army Book

    - Frequently have laid siege to Tobaro, always repelled, even the evil Sultan was repelled by her defenders.
    Link - White Dwarf Page

    Tomb Kings
    Spoiler Alert, click show to read: 
    - At some point, the high elves claimed the spice port of Copher, though the Tomb Kings fought them for control of it.
    https://i.imgur.com/2BWX2kc.png White Dwarf 244

    - Treasure hunters will brave the deserts of Khemri in the hope of finding treasure. Few return.
    https://i.imgur.com/8k3U9kv.png White Dwarf 245

    Vampires
    Spoiler Alert, click show to read: 
    - Necromancy is not suppressed in Araby, so they don’t suffer the ignorance that allows Vampires to gain foothold as in the Empire.
    - Blood Dragon Vampires have a presence in the western desert, but they are the only vampires who have any influence there.

    Warhammer Fantasy 2nd Edition RPG: Nights Dark Masters


    Cities in Araby
    Spoiler Alert, click show to read: 
    Bel-Alaid
    Spoiler Alert, click show to read: 
    - The city of Bel-Alaid was destroyed by Arkhan the Black a millennia ago.
    Warhammer Deathblow Issue 3


    Copher
    Spoiler Alert, click show to read: 
    - The spice port of Copher now has a Tilean quarter, the “Street of a Hundred Dwarfs” is a metalworking sector in the city, and many other nations have trading hubs there.
    Warhammer 5th Edition Dogs of War Army Book


    El Khabbath
    Spoiler Alert, click show to read: 
    It is known as the City-port of the Eight Winds.
    Dreadfleet by Phil Kelly - Chapter 5
    Last edited by PaulH; October 10, 2019 at 05:20 PM.

  6. #6

    Default Re: Information Thread for Potential New Arabian Units

    There are quite a few known listed spells in the Lore of the Sands/Lore of Araby that could be updated under magic.

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