Shama'Li

Relying on ancient, mystical wisdom and a knowledge of the martial arts, the Shama'Li strive to defend themselves from the madness sweeping their world. Their ultimate goal is not only to protect the weak but to bring the four races together in a just and unified brotherhood.

Background
The Shama'Li are the last free race of Yavaun. As the sun is setting on the era of Tha'Roon rule and the revolution of the Eaggra ignites, the Shama'Li believe in the Original One, NagaRom, who can bring about the salvation of Yavaun. As the Eaggra lash out and the Empire's twin pillars, the industrious Tha'Roon and the staunch Obblinox fight, the Shama'Li seek to gain the favor of the rebels and summon the Original One to bring his wisdom to the world.

We have but a single goal: to preserve what must be preserved, the ancient sites of power and the secrets hidden within. It is not Tha' Roon dominance which must be saved, nor Obblinox honour, nor the Eaggra's thirst for freedom, but the wisdom of each race. It is wisdom that decides the fate of the nations, not force of arms. We alone have been given the task of handing down the memories of the ancient past, and bring about our return to the days of the Great Kingdom. We must hold to our most ancient values: fight to defend the weak, preserve the old and hallowed sites, strive to make the ancient dream come true. Let this light of NagaRom's wisdom guide us. It is our destiny to find a way for the races to survive this night of battle, until the dawn of Wisdom arises once again

First War of Yavaun
Shama'Li have but a single goal: To preserve what must be preserved, the ancient sites of power and the secrets hidden within. It is not Tha' Roon dominance which must be saved, nor Obblinox honour, nor the Eaggra's thirst for freedom, but the wisdom of each race. It is wisdom that decides the fate of the nations, not force of arms. Shama'Li alone have been given the task of handing down the memories of the ancient past, and bring about the return to the days of the Great Kingdom. They must hold to their most ancient values: Fight to defend the weak, preserve the old and hallowed sites, strive to make the ancient dream come true. The Shama'Li need to find a way for the races to survive this night of battle, until the dawn of wisdom arises once again.

The Shama'Li became involved in the war through their actions at the village of Ohama, attempting to prevent a Tha'Roon war party from razing the eponymous village - and saving a Tha'Roon official from death. However, their altruism was met with savagery - the Tha'Roon razed Hi'Kama in retaliation for what they saw as a blatant attempt at tricking them into being merciful. Defiance was punished with death. While Druk Angar's prominence only increased, Saw'Sha's Rusty Thunders finally lost faith in the Empire and began a rebellion of their own. Aided by the Shama'Li, who saved Adonna, one of their greatest minds, they launched a covert campaign of espionage. The infiltration of the Penthedium Citadel by the Rusty Thunders proved that they could effectively shield themselves from the Tha'Roon.

However, they overplayed their card. Shifting their focus to the Tha'Roon allowed the Eaggra to make their migration and establish an independent nation in the south of the continent, supported by Shama'Li and their efforts in mediating between the rebel Eaggra factions and their brethren reluctant to oppose the Tha'Roon, leading to a formal alliance between the two. The Tha'Roon were also able to launch a counter-offensive in northern Terache, aimed at subjugating the Obblinox once again after they lulled them into a fake sense of security.

Their assault coincided with a similar offensive by the Eaggra, launched against the twin cities of Albierta and SulDeos. Facing oblivion, the Obblinox relented and surrendered to the Tha'Roon, once again becoming their servants. In a surprising gesture, the Prime Minister of Death spared the lives of the rebel leaders, most importantly Saw'Sha, responsible for masterminding the crucial operations of the rebel cause.

The Shama'Li used the distraction presented by the Obblinox to pursue leads gleaned from Dui'Gren, an Eaggran sage saved by them earlier in the war. His information led them to the place of Dawning, where all four races of Yavaun originated, and from there to the forgotten city of Verda'Oyer, where they recovered the Ascension Tablets. The final battle of the war occurred at the Mount Cardanei University, an ancient stronghold of the Shama'Li and the prophesized place where NagaRom would return. Fearing the return of the Original One and the loss of their position, the Tha'Roon and the newly enslaved Obblinox launched an assault on the University. After a long and bitter battle, the combined Shama'Li and Eaggra garrison were destroyed and the University razed to the ground. NagaRom never returned and those lost at the University became martyrs of the newly formed Servants Under NagaRom.

Though the Shama'Li failed to summon Naga Rom, the all-powerful creator who could reunite the warring groups, the Eaggra succeeded in achieving liberation from Tha'Roon oppression. Many Eaggra formed an alliance with the Shama'Li, and together they called themselves the S.U.N. (Servants Under NagaRom).

Meanwhile, the Tha'Roon had already begun to take steps toward the restoration of their Empire. As the original Prime Minister of Death fell in honorable combat to Druk Angar, House Mondra became the dominant force in imperial politics. They had regained control of the rebellious Obblinox, and collectively the two races were referred to as the Overlords. As the S.U.N. became more complacent, the Overlords extended their powerful military reach, eventually leading to the Second War and the Transportation Event.

Technology
Shama'Li are loathe to meld metal and electricity with their bodies, finding the bioengineered tools of other races abhorrent. Purity of the body is integral to them, but to meet the challenges of warfare and competition, the Shama'Li rely on their magical talents and perform rituals to bond their bodies with the natural materials of the land, integrating them with the muscle and tissue of their bodies in ancient ritual patterns. The natural prostheses enhance the forces of nature to provide them with benefits comparable to other races.

Gameplay characteristics

 * Highly magical race.
 * Awesome hand to hand attacks.
 * Masters of stealth.
 * Cheap training and advancements.
 * Weak cybernetics.
 * Weak ranged units.
 * Low endurance.
 * What special units can this race build?
 * The Disciple, a unit who combines the finest stealth ability with competent magic and combat skills.
 * The Shaman, the only unit who can cast healing spells.
 * The Elemental, units whose magical energy has been channelled into tough armour and damaging attacks.

Strategic notes
If they do not exist at the beginning of a scenario, your Initiates should build a Sanctuary and Hostel, to attract more Initiates and possibly Heroes. A Temple is the next logical step, since the Shama' Li are very mystical, magical beings, and as such the Temple is the lynch pin of this odd race. One should be built as soon as the resources become available. This opens the door for more advanced units and other needed buildings such as the Outpost and the Guild House. Cavaliers will now be attracted to your Hostel as well. Do not forget to build shelters for every five Shama' Li units you may wish to hire.

With the creation of the Temple, an Initiate can be Trained there to become a Shaman, and with four Shamans in play, one can be sent back to the Temple to become a Guru. One Shaman with the help of an Initiate can build an Outpost, and from there the promoting of Initiates into stronger military units may begin. Initiates are trained in the Outpost to become Disciples, and with four of these scouts, one may receive further instruction at the Outpost to become a Grand Master. Additionally, after Research at the Temple an Initiate can be sent to the Outpost to become a Defender, and later, with four of these mystical warriors in play, one of them may be sent to the Outpost for further instruction in the arts of a Templar.

In conjunction with promoting your units, Designers, trained at the Guild House from one of four Initiates, can build several things to boost the war effort, such as Paved Roads or a Truck. With Research at an Outpost, Land Mines can be built, and with an Outpost in play, if Research is conducted at a Guild House, a Barge can be constructed. A Cruiser can be built if an Insight spell is cast while a Barge and a War College are in play. Also, Bridges can be built by an initiate after Research is completed at a Guild House.