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Odyssey rules - Profound Decisions

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18<br />

persIa<br />

The Land Between Two Rivers, Mesopotamia. Seat of the most ancient civilizations of all - Ur, Akkad,<br />

Babylonia, Assyria. All are now subjects of the King of Kings, part of the court of the Thousand Nations<br />

of Persia where satraps politick constantly to climb another inch up the slippery pole of favour. Great<br />

cities, wild desert lands and mountains where warriors in scaled armour sit astride mighty horses.<br />

They were united during the conquests of Alexander, but now Persia has reverted to the playground<br />

of kings and the cradle of imperial ambition.<br />

King (warleader)<br />

A leader with only a handful of followers can call himself a king in one of<br />

the Thousand Nations of the Persian Empire. Are not all kings equal in the<br />

eyes of Persia? May not any shah succeed to become Shah-an-Shah?<br />

Persian kings and queens are often consummate and wily politicians<br />

who are able to balance the demands of many subjects through<br />

administration, building and finances (such as Darius), rebels plotting<br />

for local autonomy (such as Shamash-shum-ukin) or aggressive<br />

expansionists (such as Cyrus and Xerxes).<br />

Kit skills: Use one-handed weapon; Use armour and shield; Extra hit<br />

Immortal (champion)<br />

The Persian Immortals are elite infantry warriors, used to fighting with a<br />

terrifying skill and ferocity with a range of weapons. They are so feared by the<br />

world outside of Persia that few even whisper the name.<br />

Within their number are stalwart fighters from the Persian heartland, wily<br />

Elamites from the lands around the Persian Gulf and Medeans from the<br />

Caspian Sea and the borders of central Asia.<br />

Kit skills: Use one-handed weapon; Use two-handed weapon; Use armour and<br />

shield; Extra hit; Resilience

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